Team Fortress 2 Update Released *GoldRush*

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
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Team Fortress 2: Gold Rush Update Available Now

The Team Fortress 2: Gold Rush Update is now available, free to owners of Team Fortress 2 via Steam. The Gold Rush Update introduces the new Gold Rush map and Payload gameplay style, the first set of unlockable weapons, and a new set of achievements for the Medic.

Team Fortress 2 Update Released:

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Source Engine

* Improved particle performance on multi-core machines
* Added FOV slider to Options | Video | Advanced for all games (moved there from TF2’s multiplayer options)
* Fixed surround sound initialization problems with new speaker modes defined in Vista


Team Fortress 2

* Added Goldrush
* Added Character Info and Loadout to the main menu
* Added 39 Medic achievements
* Added unique Medic items:
o The Blutsaugher, The Kritzkrieg, and The Ubersaw
* Added new attack animations to most melee weapons
* Added new speech for the Heavy and Demoman
* Added Stopwatch mode to Tournament mode
o Automatically used on Attack/Defense maps
* Teleporter effect no longer shows up on invisible or disguised Spies
* Spies disguised as their own team can now capture control points
* Increased force taken by pipebombs by bullets and explosions
* Target ID hud is now colored red or blue to match the spectator target
* Tournament mode no longer ends matches early if the time limit is nearly up when a new round starts
* Fixed exploit where clients could start benchmark mode on servers
* Fixed drowning exploit that allowed players to regenerate health
* Fixed reload exploit that allowed plays to fire instantly after switching weapons
* Fixed flamethrower bug where a player flush against a wall couldn't be lit on fire from the front
* Fixed invulnerability overlay not drawing if the invuln player was previously on fire
* Fixed "times used" entry in teleporters maxing out at 32
* Fixed rare client crash on level change during control point capturing
* Minor fix to stat gathering to prevent players using sv_cheats to easily garner achievements
* For mapmakers:
o Mapmakers can now directly place the tf_gamerules entity into their map. Fixes Hammer thinking the inputs to it are broken
o Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable
o Added "AddRedTeamScore" and "AddBlueTeamScore" inputs to tf_gamerules
o Added "SetRequiredObserverTarget" input to tf_gamerules. Force spectators to use the specified viewpoint
* Granary
o Added setup time logic, and gates to the middle
o Fixed an overlay alignment bug on one of blue's gate signs
o Minor lighting fixes in red/blue spawns
* 2Fort
o Added medium ammo and health to basement hallways
o Added small ammo and health to top of spiral
o Fixed a clip brush exploit outside blue sniper deck
o Fixed number "2" overlay on front of red base not being assigned to the brush face

Source Here:
http://www.steampowered.com/v/index.php?area=news&cc=US
 

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
Just highlighting Valve's nod to mappers:


* For mapmakers:
o Mapmakers can now directly place the tf_gamerules entity into their map. Fixes Hammer thinking the inputs to it are broken
o Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable
o Added "AddRedTeamScore" and "AddBlueTeamScore" inputs to tf_gamerules
o Added "SetRequiredObserverTarget" input to tf_gamerules. Force spectators to use the specified viewpoint
 

Sacrifist

L3: Member
Nov 21, 2007
130
7
How about highlighting the part where its all a lie as there isnt any of those things in hammer right now and they basically have caused custom maps to start crashing for no reason....Great update Valve
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
...I think I'll wait a week before actually coming back. Too many "fake" medics that never actually play medic. On a side note. I had 1.1 million heal points already accumulated from the two months or so I played when it came out... I guess that achievement wasn't as high as I thought.
 

Hawk

L7: Fancy Member
Dec 3, 2007
419
213
It's great to see some of those updates for mapmakers. I wonder when the SDK will be changed so we can use them.
 

MacNetron

L5: Dapper Member
Dec 12, 2007
203
47
Expect an other update soon. I've just played Goldrush on the TF2Maps.net Server, and saw the new HUD on the first stage. But on next stages, the HUD was gone.
Also, on delivering the cart in the final stage, I was killed by the explosing cart, showing "killed by %killername%".
Map looks cool though :)
 

tedrock

L2: Junior Member
Apr 20, 2008
79
8
another random issue with goldrush (likely occurs in other maps and may be a heads up to map makers) if you are just coming out of a door that gets locked when a control point is reached by the cart you will get stuck in the now locked door. happened to me twice but took me the second time to figure it out. only way out is "kill" command. the odds of it happening are slim but it can happen.
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
goldrush will hopeully get a few tweaks , there were quite a few visual errors i found from demojumping round the map - most probably nodraw - but still it kind of detracts from what you expect of a valve map.
 

tedrock

L2: Junior Member
Apr 20, 2008
79
8
actually yah i forgot about the brush on top of a brush that DJ found and also at one of the spawn areas you can demo jump up and see a lot of the map due to nodraws. seems rushed or something compared to other maps
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
I decompiled it if anyone wants it.

I took a quick look around, lots of brush into brush style mapping. You'd think it'd be more tidy if it took this long.

The map asked for some entities we don't have yet.

Pretty much the escort maps got it right as far as the entity system goes, aside from the cart being a dispenser of course.
 

flam5

L1: Registered
Mar 29, 2008
31
0
another random issue with goldrush (likely occurs in other maps and may be a heads up to map makers) if you are just coming out of a door that gets locked when a control point is reached by the cart you will get stuck in the now locked door. happened to me twice but took me the second time to figure it out. only way out is "kill" command. the odds of it happening are slim but it can happen.

This is a bug with all maps now. Even my own :(.

I'm sure they'll fix it soon. (Wishful thinking ,right? ;) )
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Yea i agree, VALVe's level designers in terms of architextural design seemed to either rush it or just be lazy for this map. Anyone notice that on one of the area's the right hand side is just a MASSIVE wall. Talk about uninspired?

One problem i've been having with the map is that i keep getting disconnected from a server right before the the payload reaches a checkpoint. I normally suffer from DC's simply because i'm on crappy wireless but if i play on another map i don't get dc problems, then suddenly goldrush comes on "the payload is reaching a checkpoint" i get disconnected. Is strange.......
 
Dec 25, 2007
566
439
Talk about uninspired?

Not to mention that the map is just a "remix" of dustbowl. It does play nicely though, so I guess that's something. :001_unsure:
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Yea, i didn't wanna say anything about that.. But i had noticed this and it really pissed me off. Was major Dé ja vu; havn't i seen that spawn building before? Havn't i seen that platform before?

-.-"

I suppose it encourages me to get my own finger out and when i am done at last with University, by thursday, (yey) i can crack out a play testable version of my avanti map and make something new that hopefully people will enjoy.
 
Dec 25, 2007
566
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