Team Fortress 2 Update Released

tf2.com

L13: Stunning Member
Jun 16, 2010
1,149
703
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
  • Added a new startup music track from Expiration Date
  • Fixed projectiles causing teleporter exits to detonate
  • Fixed the Huntsman not firing after being charged in the air and landing on the ground while using cl_autoreload
  • Fixed teammates blocking the removal of sappers when using the Homewrecker, Maul, and Neon Annihilator
  • Fixed a bug with the Gloves of Running Urgently that increased the marked for death time to 5 seconds instead of 3
  • Fixed a bug related to orphaned marked for death particles
  • Updated the target ID to be hidden while taunting
  • Updated the Bolt Boy to have two styles like the Bonk Boy
  • Updated the equip_regions for the Bonk Boy and the Bolt Boy
  • Updated the materials for the Boo Balloon
  • Updated pl_cactuscanyon
    • Added stage 3
    • Limited Red flanking route near cliff to Blu spawn in stage 1
    • Added health and ammo inside underpass by Blu spawn in stage 1
    • Adjusted spawn times in stage 2
    • Adjusted health and ammo packs
  • Updated rd_asteroid
    • Mode changes
      • Updated HUD layout
      • Fixed a bug that would prevent players from picking up the reactor core
      • Teams will now spawn 70% faster if their C robots are dead
    • Map changes
      • Fixed unbalanced ammo kits in Blu base near the vault
      • Added flashing light in the vault that will activate when a player is stealing points
      • Added larger one way glass windows to spawn exit doors
      • Added small ammo pack to top of the stairs at the cave exit
      • Shortened length of pipes in vents that require players to crouch
      • Increased track length for A robots. This is to provide more angles of attack.
      • Extended flat area near left spawn exit for Engineers to build teleporters
      • Lowered the health for the A robots from 500 to 300
      • Fixed a bug where the power supply would not disable the flashing alarms when it was captured

Source: TF2.com
 

Doktor Richter

L3: Member
Feb 13, 2014
115
89
Just loaded up cactus canyon stage 3. The two spawns are facing each other and fairly close together, and the cart sort of zig-zags through the area between them. There's also a train that runs through the middle of the map periodically.

The final stage has a really interesting capture mechanic. The game doesn't end as soon as the payload gets to the final point. Instead, when blu pushes the payload to the semi-final point, it is lifted up to the train tracks. Then, blu has to push it onto the train tracks, and defend it until the train comes around to hit the payload, at which point blu wins. Red can push the cart back a short way before the train comes, though.
 
Last edited:

henke37

aa
Sep 23, 2011
2,075
515
Ok, an entirely new stage. Can we please test the new version of the map this time?