Hey guys, it's been a while. Here's a write-up of a few things that have happened since the last time someone made a post.
Recently, we released a fix that allows players to connect to servers. If you don't have the file, here it is. Place this file in your tf2classic folder, and set Source SDK 2013 Multiplayer Base to "beta_test". You will not be at risk for the same attack, so don't worry.
We are currently running three official servers on Deathmatch, Randomizer, and Stock, and all servers marked [Haven] are running the linux binaries. If you don't see them in the server browser, ensure that you updated your game correctly (read my post).
We haven't been complacent (for the most part) in our downtime, and you guys haven't either. Agameofscones released a new version of Venice, and with his permission we will include Venice in the next update. You can download his map here.
http://i.imgur.com/vTuZCdw.jpghttp://i.imgur.com/39ngnBu.jpg
Our mapping lead, iiboharz, has been hard at work along with the several other members of the mapping and art team chipping away at the new version of Wiseau.
http://i.imgur.com/apeJ4TS.jpghttp://i.imgur.com/7myWhPf.jpg
Recently, the second Arms Race contest came to an end. Since then, we've been playing around with several of the entries to see if they fit. We haven't finalized which weapons will be included, so we can't show you all of them. Or even really talk about what they do. We're not sure yet. Go through the entries, pick which ones you like, and tell us how to put them in deathmatch. We'll take a look at implementing the most popular suggestions.
Not all our new weapons are coming off the workshop or Arms Race. We've recently been joined by Batandy. He's making a harpoon gun to go alone with a certain maritime Deathmatch map. I'm sure you've seen the harpoon gun already, but a note for the community mappers: if your map requires specific logic or weapons, talk to us and we will discuss implementing it with you. For those of you who aren't mappers, continue to suggest weapons for DM. Some things to keep in mind: weapons in DM are regular military grade weapons.
Something that's not regular and military-grade in DM are the powerups.
At the moment, we currently have three powerups. Two of them have passed enough testing to be solidified: temporary critical hit and ubercharge. This is an area we need some help in. If you have a suggestion for a powerup idea, by all means let us hear it. They don't have to all be status effects, they could be temporary extreme weapons, spy jetpacks, anything you can think of that could be justified from a gameplay perspective.
(its unlikely that will will be adding jetpacks to the game)
The next major update to Team Fortress 2 Classic will have deathmatch finished and ready for a final ship. This includes maps, weapons, powerups, voicelines, animations, you name it. Done. We will need a lot of help to get this finished, so if you can map, model, texture, animate, or program, let us know!
Recently, we released a fix that allows players to connect to servers. If you don't have the file, here it is. Place this file in your tf2classic folder, and set Source SDK 2013 Multiplayer Base to "beta_test". You will not be at risk for the same attack, so don't worry.
We are currently running three official servers on Deathmatch, Randomizer, and Stock, and all servers marked [Haven] are running the linux binaries. If you don't see them in the server browser, ensure that you updated your game correctly (read my post).
We haven't been complacent (for the most part) in our downtime, and you guys haven't either. Agameofscones released a new version of Venice, and with his permission we will include Venice in the next update. You can download his map here.
Our mapping lead, iiboharz, has been hard at work along with the several other members of the mapping and art team chipping away at the new version of Wiseau.
Recently, the second Arms Race contest came to an end. Since then, we've been playing around with several of the entries to see if they fit. We haven't finalized which weapons will be included, so we can't show you all of them. Or even really talk about what they do. We're not sure yet. Go through the entries, pick which ones you like, and tell us how to put them in deathmatch. We'll take a look at implementing the most popular suggestions.
Not all our new weapons are coming off the workshop or Arms Race. We've recently been joined by Batandy. He's making a harpoon gun to go alone with a certain maritime Deathmatch map. I'm sure you've seen the harpoon gun already, but a note for the community mappers: if your map requires specific logic or weapons, talk to us and we will discuss implementing it with you. For those of you who aren't mappers, continue to suggest weapons for DM. Some things to keep in mind: weapons in DM are regular military grade weapons.
Something that's not regular and military-grade in DM are the powerups.
At the moment, we currently have three powerups. Two of them have passed enough testing to be solidified: temporary critical hit and ubercharge. This is an area we need some help in. If you have a suggestion for a powerup idea, by all means let us hear it. They don't have to all be status effects, they could be temporary extreme weapons, spy jetpacks, anything you can think of that could be justified from a gameplay perspective.
(its unlikely that will will be adding jetpacks to the game)
The next major update to Team Fortress 2 Classic will have deathmatch finished and ready for a final ship. This includes maps, weapons, powerups, voicelines, animations, you name it. Done. We will need a lot of help to get this finished, so if you can map, model, texture, animate, or program, let us know!