New Team Fortress 2 Content Scheduled for Mid-April; Includes Goldrush, New Weapons, Meet The Scout
by Nick Breckon and Chris Faylor, Mar 26, 2008 9:04pm PDTThe next batch of free content for the PC edition of Team Fortress 2--including the new Goldrush map, unlockable weapons, and Meet the Scout video--is slated to arrive the week of April 20, developer Valve has informed Shacknews.
Outside of that general timeframe, a specific release date for the new content was not provided.
Goldrush will mark the first map in a new game mode called "Payload," which will task the Blue team with herding a mine cart full of explosives toward the Red base. The more players near the cart, the faster it will move, the Red team winning if it prevents Blue from reaching its goal. The map will also be the first to utilize the cinematic physics technology from Half-Life 2: Episode Two.
Though unlockable weapons will eventually spread to all classes, the Medic class will be the first to receive new armament. According to a recent IGN interview, a total of three new items will be available, unlocked by earning a set number of the new class-specific achievements.
While Valve had discussed an Overhealer gun that would double a target's health, the studio is currently testing a Medic gun that, once charged, will guarantee targets ten seconds of continuous critical hits.
Valve previously explained that the unlockable items would be equipped via a new loadout menu, suggesting that gamers will not be able to easily swap between the new tools in the midst of battle.
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Comments
Any news on why the delay is so long?
Aside from that, I think it's awesome that they still keep the game incredibly balanced while not losing any of it's fun.
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The game continues to sink in the daily averages:
http://www.onlinegamingzeitgeist.com/graphs/games_10_players.png
Valve knows the #1 complaint is crits. So what do they do? They add even more crit damage with the uber. The only way this new medic weapon works is if they remove the random crits from every player.
But what's wrong with the game? A bunch of things.
1. Brown desert industiral environment in every map. Boring, tedious and unimaginative.
2. Static control points have been a failure(especially in linear maps). This game seriously needs more CTF, some Hunted, some flag-run, etc. The current capture system is boring.
3. Not enough weapons. All too often TF2 turns into Shotgun Wars. And the shotguns aren't all that interesting looking or sounding save for the Scout's. Need more depth.
4. Invisible map walls. Why punish players for trying to be creative and finding new things which extend lifespan of game?
5. Respawn times. These are a crutch. Make the maps bigger and get rid of them. Walking across a map with potential for a skirmish is more fun than sitting in a respawn.
6. Splitting the community with a custom tab and regular tab. Not a smart move.
I'd like to see Valve admit their mistakes and fix some of these problems. TFC was a much more popular game at this point in it's release, and it took FAR less work than this.
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This isn't Team Fortress...
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An invincible heavy spewing crits for 10 seconds might be kinda ridiculous o_O
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The crits can be touch and go but from what I see from tourney play they take it out to make it more about team than random. Sadly you can't expect that same level of coordination on a pub server, hence the crits. It makes perfect sense if the best player that is helping move the team forward gets taken out. It changes the entire attack. Some of my most memorable moments haven't been me shooting off a crit.
Content wise there could be more maps but their approach have always been different, start with a base then grow from there. Every game with tons of maps always end up end having a small amount of the large content played. the only games I've seen that force players to play all their maps have been usually on consoles. In PC world where we have a freedom to choose what game we will most like choose a map we enjoy to play the most. If you have a place to eat then you have a favorite map to play. (Mine is Lazytown Night Time). As for gametypes, at this point it's just the internet hate machine just churing away, Counter-Strike has 2 game types. Bomb and Hostage, the match almost always ends in a DM scenario. Interesting isn't it?
Now for those that for some sociopathic reason are getting off on the decline of a game that most likely you are not FORCED to play. I'm inclined to believe most of those who give this game proverbial "shit" are purist. It's dumb and almost always outdated thinking. Look at your parents, look at how they look at you when you dress how you do, or listen to the music you do or even are puzzled by a computer and hate it. That's you, only you are doing it with a game. This is not TFC this is TF2, you can play TFC, if it doesn't last forever then it doesn't. Just like one day TF3 may come out and the cycle starts all over.
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Also, Pyro's flamethrower could use a range boost :) If you've ever seen flamethrowers in action, they actually have long range -- because the ignition liquid can be thrown in a long arc. It might be pretty challenging to aim that.
It would be awesome if the HWGuy had a mode where he shoots pipebombs from his minigun; at the same rate the gun fires normal bullets :) I mean, just for a few seconds, and you have to charge up some meter for that. Or, the HWGuy can run at normal speeds while firing.
For scout, it's all about upgrading the number of mid-air jumps the scout might be able to do.
For the spy, the upgrades should let him keep his disguise if no other player of the victim's team actually sees the act of stabbing.
Although a cooler spy upgrade would replace the knife with a "syringe," which would paralyze the stabbed enemy player and prevent them from using their weapons for 20 seconds or so. The syringe should also work on Ubered players...
For the demo, maybe he could upgrade his pipebombs to a "rubber" variety, with them bouncing around wildly. Of course, a demo could gain his multi grenade from TFC back.
The sniper's gun could become semi-automatic, with about 1/2 power of the full shot, but with higher rate of fire.
And, finally, the engineer could deploy a mini-tank version of its SG (upgrade to level 4) which can move around on tracks by remote control.
Man, I am titillated by the concept of the loadout screen and weapon variety. It might just be enough to make up for the lack of class-specific grenades.
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Maybe the sniper class could have more force to their shot? That way he can shoot the medic away from their target. Doesn't do damage but it will at least break the uber charge.
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I long for Tribes where skill actually mattered and grinding was non existent :(
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When it started to feel a little 'stale' I switched from CTF to CP. I also started playing many different classes.
The game hasn't gotten stale for me but certainly look forward to the changes.
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Just kidding... I do miss armor and grenades though. The one thing I don't like about TF2 is that you die too quickly. The old games, unless you got sniped, you tended to last longer and that made for some interesting gameplay.
Or get rid of the damn respawn delay. Keep that action fast and furious and I won't care as much that I die more frequently than I used too.
Making a map for a game like TF is ALOT harder then the likes of a DM map or a CTF map. at the moment im working on a CP (dustbowl type) map, and there are SO any things you have to take into accout and test.
1) Map Flow
2) Distance Defence and Offence have to run to balance the map one cant be able to run to far with out meeting someone else, other classes move slower.
3) SG placements, need area were it can cover exits but not be in clear line of sight to be taken down
4) Scout movement and jumping is almost 2 times more then other classes, have to make sure they cant get to some places but they can get to other places that ONLY a scout can
5) Demo men and Soilders can again get to places they should not be
6) Multi roots incase attackers get bogged down, but dont make the new root an easy win
7) Key control area were Attackers can set up a mini forward out post so they can build there TP and SG
so with out using any of the points listed im sure they could pump out maps every day.
Bring back the capture systems from TFC. Things like flag run, reverse flag run, territory control, instant capture etc. Those modes really make each map unique and with flags you get a mobile control point. Dustbowl has lost a lot of its charm because of the lack of a flag to run, its just turned into an uber rushing map (as have most, really)
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Valve has updated/patched TF2 more in the past 2 months than EA has done for their entire game catalog in the past 2 decades. I have no fear for the gameplay; the Valve I know will not let us down.
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