Official TF2 Update Thread

Soldato
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Team Fortress 2 has been updated with the biggest patch so far including the new map CP_Badlands. Steam should automatically update when you start it. See the details below:

Press release (from here):

steampowered.com said:
On Thursday, February 14 at 11 am PST, all PC versions of Team Fortress 2, the class-based multiplayer action game named PC Game of the Year by Gamespy.com, will receive its largest update since the product was first made available on October 10, 2007, as part of Valve's best-selling Orange Box compilation.

The free update includes global optimizations for networking, graphics, and player statistics, plus improvements to Source TV for tournament viewing.

In addition, three of the currently available maps (Dustbowl, Granary, CTF_Well) have been iterated for enhanced performance and gameplay.

The release is headlined by the introduction of “Badlands,” a new map that pushes control-point gameplay onto vertical landscapes.

Available free to all Team Fortress 2 PC gamers around the world automatically via Steam, there are too many features and improvements included in this update to list here. To view the full release notes, click here.

Here is the changelog for the update (from here):

steampowered.com said:
Updates to Team Fortress 2, the Source Engine, and SourceTV will be released tomorrow. The updates will be applied automatically when your Steam client is restarted. You can find the full change list below.

Source Engine
  • Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly
  • Optimized some particle systems to improve performance on some hardware configurations
  • Player stats are now sent up as they change, rather than when the player dies
  • Improved playback of sub-frame sounds
  • Fixed a crash caused by alt-tabs during map load
  • Eliminated unnecessary temporary memory allocation in scenefilecache
Team Fortress 2
  • Badlands released <Looks like it will be a CP - Free For All map like Well & Granary rather than attack/defend like dustbowl & Gravelpit -RobH>
  • Changes to Dustbowl
    • Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire
    • Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the "ceiling" clip
    • Fixed a gap behind stage 1, cap 1 house
    • Fixed a high perch on stage1 cap1 house roof
    • Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier)
    • Fixed a few places where rockets/demoman pipes could pass through non-solid models
    • Sealed up a gap over stage1 lower startgate
    • Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them
  • Changes to Capture the Flag Well
    • Fixed trains not starting on map spawn
    • Removed cap association from red spawns that were spamming console
  • Changes to Granary
    • Removed spawn timing advantage from the middle (from -3 to 0)
    • Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe)
    • Fixed a few places where players could get stuck between containers and silos
    • Adjusted playerclips on red container that made it appear like players were floating
  • Added a small delay (200 ms) before a zoomed sniper shot can get a critical hit
  • Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events
  • Added flamethrower "sizzle" sound when the Pyro is hitting a target
  • Updated explosion debris to be a bit darker
  • Fixed idle players not being kicked from the server if mp_allowspectators was set to 0
  • Added ctf_well to the default mapcycle.txt file
  • Added ctf_well to the default motd.txt file
  • Fixed floor tile material type
  • Fixed some weapon damage info missing from TF2 game stats
  • Made some small changes to the Demoman viewmodel that were causing performance problems
  • Added exec'ing a .cfg file on the client when you select a class to play.
  • Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.
  • Added server log entry for buildings destroyed by their owner
  • Fixed sentry gun shadows being clipped
  • Updated glass material
SourceTV
  • SourceTV now uses a hidden slot on the game server. This allows for 24 player servers to also have a SourceTV proxy connected to it
  • Fixed Pyro's flamethrower flames not showing up in SourceTV

CP_DUSTBOWL

This is the new spawn exit on Stage 2 of CP_Dustbowl for the attackers. It is not a ramp, just an opening that drops down into the exiting area so it is a one-way door.

cp_dustbowl0002.jpg


CP_BADLANDS

This is the first control point and initial spawn area for the blu team, located in an enclosed building:
cp_badlands_blu_cp1.jpg


This is the second control point for the blu team which is located ouside the the starting building:
cp_badlands_blu_cp2.jpg


This is the middle control point which both teams contest for during the start of the map:
cp_badlands_neut_cp3.jpg


A closer view of the middle control point:
cp_badlands_neut_cp3_zoomed.jpg


Red teams second control point:
cp_badlands_red_cp2.jpg


Red teams first control point and initial spawn area:
cp_badlands_red_cp1.jpg


Overhead view of the whole map:
cp_badlands_overview.jpg


Video Walkthrough

Stage6 Highres: http://www.stage6.com/user/huntr2/video/2221472/Team-Fortress-2---CP_BADLANDS

Youtube: http://www.youtube.com/watch?v=2w4urPeEJkI


Minor Update - 19th Feburary 2008

steampowered.com said:
Team Fortress 2
  • Fixed Badlands exploits and missing textures
  • Fixed tv_enable resetting maxplayers value
  • Fixed a case where a spy stabbing from the front of a player would score a backstab
  • Fixed stats being reported incorrectly for some players
  • Dropped weapons now replenish half of your max ammo when picked up
  • Added exec'ing a cfg\.cfg file on the client when you select a class to play (for real this time!)
  • Reverted mp_forcecamera changes from previous release and set TF2 default back to 1
 
Last edited:
so it won't be an extra "exit" as such, as in another way out of the tunnel into level just another way into the tunnel?

and does this:
Fixed a high perch on stage1 cap1 house roof

mean no more sentries on the roof to the right of the right hand spawn exit?
 
so it won't be an extra "exit" as such, as in another way out of the tunnel into level just another way into the tunnel?

Yeah, at the moment the defenders often use Ubers on pyros to trap the attackers in their spawn and if the defenders place a sentry by the gates then anyone who tries to get out is killed so the new tunnel will help the attackers a little.
 
Does anyone know which windows this is refering to:

"Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them"

My first guess was the ones in front of stage 3 spawn but I'm not sure, any sentry guns I've placed there have been killed within seconds so I can't imagine they would remove them.
 
Is badlands the open map with the bridge across a valley, with two sniper points either side?

edit: nope was thinking of a different map - found a picture of the old one.
 
Valve have said "Take whatever ideas you might have of what Badlands would look like in Team Fortress 2 and toss 'em out the window".
 
I'm stuck in work for another hour or so - someone better get some screenies of the new map on here!! :mad: ;)
 
Valve have said "Take whatever ideas you might have of what Badlands would look like in Team Fortress 2 and toss 'em out the window".

I never played the original Badlands, but I've seen the TF2 version and it looks very good.

Any news on the time of this release yet?
 
Valve have their own time (see here), you should know this by now :D

It's 11 AM their time, and 7 PM GMT. That makes... about 13 minutes ago both ways. It was only an anticipated release time as well. Knowing Valve, it'll probably be in the early morning for us.
 
Does anyone know which windows this is refering to:

"Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them"

My first guess was the ones in front of stage 3 spawn but I'm not sure, any sentry guns I've placed there have been killed within seconds so I can't imagine they would remove them.

It's the middle part of the map. The corridor that faces the pillbox with the alcove bit on the left.

Facing the pillbox area, there are windows on the right hand side which you can build sentries behind.


I can't wait for this update. :D
 
Valve has commented at 7pm that there would be a short delay to the big update. A Badlands screenshot has been made availiable by Valves Spokesman Doug Lombardi:

badlands_b.jpg
 
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