Team Fortress 2 update adds some summer 2024 excitement with new maps

Team Fortress 2 update adds some summer 2024 excitement with new maps

As a seasoned TF2 veteran with over a decade of experience under my belt, I’ve seen my fair share of map updates and reworks. But let me tell you, this one takes the cake! The July 18, 2024 update has brought us some truly exciting changes that breathe new life into our favorite maps.


Team Fortress 2 continues to impress with regular updates, and starting today, players will be treated to a fresh batch! This unscheduled release includes new community-created maps for endless fun, as well as community-designed taunts and Unusual effects to liven up gameplay even more. Check out the July 18, 2024 patch notes below for all the details.

Team Fortress update July 18, 2024 patch notes

Team Fortress 2 update adds some summer 2024 excitement with new maps

On July 18, 2022, Team Fortress was given an update, as indicated on its Steam page. Team Fortress received another update on July 18, 2022. The details can be found on the game’s Steam page.

Summer 2024!

  • Featuring 10 new community maps: Embargo, Odyssey, Megaton, Cachoeira, Overgrown, Hadal, Applejack, Atom Smash, Canaveral, and Burghausen
  • Added the Summer 2024 Cosmetic Case
    • Contains 23 new community-contributed items
  • Added 4 new community-contributed taunts to the Mann Co. Store
    • Taunt: Taunt: Can It!
    • Taunt: Cremator’s Condolences
    • Taunt: Straight Shooter Tutor
    • Taunt: Unleashed Rage
  • Added 38 new community-created Unusual effects
    • 18 new effects for Unusual hats
    • 20 new effects for Unusual taunts
  • All cosmetic and taunt cases will grant Summer 2024 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.
  • The Summer event runs through September 15th, 2024

General

  • Security and stability improvements
  • Fixed Workshop sv_cheats exploit
  • Disallow aliasing any existing convars that are not movement commands
  • Added language support for Spanish – Latin America
  • Added ConVar “tf_hide_custom_decals” to allow clients to disable viewing custom decals on items
    • Added “Hide Custom Decals” checkbox to the Advanced Options dialog in the Miscellaneous Options category
  • Added missing 64-bit Steam binaries for the dedicated server
  • Added missing 64-bit versions of HLMV and HLFaceposer
  • Added a check to prevent the “autoteam” client command for custom game modes like VSH after the player has already joined a team
  • Added missing menu_photos images for cp_powerhouse
  • Added missing default string for Player Destruction mode
  • Expanded VScript support
    • Added mp_tournament_redteamname, mp_tournament_blueteamname, and tf_mvm_max_connected_players to the list of whitelisted ConVars
    • Fixed vscript_convar_allowlist.cfg being overriden by being packed into a map
    • BaseEntity: AcceptInput, IsAlive
    • EconEntity: GetAttribute
    • TFPlayer: GetCustomAttribute, StunPlayer
    • TFBot: GetAllBotTags, SetMission, SetPrevMission, GetMission, GetPrevMission, HasMission, IsOnAnyMission, SetMissionTarget, GetMissionTarget, SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetActionPoint, GetActionPoint
  • Moved some of the Christmas maps to the normal rotation
  • Moved ctf_2fort_invasion out of the Misc matchmaking category and into CTF
  • Moved koth_probed out of the Misc matchmaking category and into KOTH
  • Fixed Incinerator killstreak effect not scaling properly when viewed from a distance (community fix from SirDapper and CheesyPuff)
  • Fixed Gunslinger punch combo not being lag compensated (community fix from Marxvee)
  • Fixed third-person reload animation speeds not matching first-person speeds when using custom attributes (community fix from Marxvee)
  • Fixed CTF HUD being visible when no flags are present (Community fix from fellen)
  • Fixed broken LOD1 model for The B.A.S.E. Jumper backpack while deployed (community fix from Piogre)
  • Fixed cosmetic items that use per-class bodygroups not using the correct bodygroup in the Loadout panel
  • Fixed dropped weapons with custom decals not showing the correct decals
  • Fixed some unusual effects using the wrong orientation for The Head Hedge
  • Fixed Halloween transmutations being completed outside of the Halloween event
  • Fixed incorrect BLU material for the CLTF2 bronze medal
  • Fixed missing Spy audio when using the Taunt: Kazotsky Kick
  • Fixed missing sound for the Taunt: The Skating Scorcher
  • Fixed the Neon Annihilator not getting crit-attacks when hitting players covered with gas
  • Fixed some clipping issues for the Mad Lad when using lod1 and lod2
  • Fixed missing polygons for the Stunt Suit when using the Roadworker style
  • Fixed seeing the wrong image in the Steam inventory for the Operation Firmware Frenzy Star of the Company 2023 medal
  • Fixed not being able to equip the Master’s Yellow Belt and the Hillbilly Speed Bump at the same time
  • Fixed console warning about unknown command ‘eureka_teleport’
  • Fixed Vaccinator heal sound continuing to play after Medic’s death
  • Fixed a problem with the Tiny Timber not displaying paint after being painted
  • Updated/Added some tournament medals
  • Area 1 / Loading Dock
    • BLU Spawn 1:
      • Solved several clipping issues at doors and stairs
      • Mitigated line of sight into spawn room
      • Added alternative exit from spawn room to the right
    • RED Spawn 1:
      • Reworked to have two exits
    • Area Changes:
      • Changed terrain around bridge to be easier to maneuver and to prevent getting stuck
      • Changed munition pack at building 01 to large
      • Possible spots beneath bridge for teleporter-traps eliminated
      • Shuffled some big rocks to block off Sniper lanes
      • Cut center building Sniper lane, left alley visually blocked off from dock area
      • Cut center building top Sniper lane, less easy to get a good view
      • Changed out of bounds building left of BLU spawn, added spinning sawblade
      • Opened up a third passage to allow for an additional flanking option for BLU and RED
    • Area 2 / Serpentines
      • RED Spawn 2:
        • Reworked 2nd RED spawn entirely
        • New spawn has two exits, locks and teleports after B is capped
      • Area Changes:
        • Balconies blocked off visually and physically
        • Additional visual blocker at the top of the serpentines to allow for a more secure crossing
        • Long tunnel leading through the RED building to a staircase at the foot of the hill
        • Added deadly and moving sawblade for spicy danger, with sparks and fumes
        • Closed off BLU balcony at the end of the hill
        • Changed raised platform to be only accessible from RED side
      • Reroutes:
        • Deleted BLU gates at flanking route after B is capped
        • Flanking route has an additional exit towards C, leading through BLU building
        • BLU building interiors reworked and expanded
        • Balcony-drop doesn’t injure the player any more
      • Area 3 / Construction Site
        • BLU Spawn 2:
          • New stairway leading to balcony
          • Wider exit from big building after CP3 capture
        • Area Changes:
          • Widened area at the generators and on the 2nd level
          • Changed the direction of the drop-in to C, leading into the hydroelectric building
          • Widened exit from BLU spawn into Area 3
        • Area 4 / Vault
          • Area Changes:
            • Added gates opening at the gatehouse after CP3 is captured
            • Alternative passageway through gatehouse while gates are closed pre CP3
            • Rebuild bridge to be convex, obscuring a long Sniper lane
            • Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanks
          • Global Changes
            • Solved a ton of clipping
            • Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay
            • Adjusted func_doors at spawn to span to every solid
            • Changed clipping on cart, now jumpable
            • Increased fog distance and lowered density
            • Exchanged glass-textures from the green to the clear version
            • Stairs and hanging bridge are now bullet-blocked for more predictable projectile bounces

On July 18, 2024, Team Fortress 2 could surprise you with an exciting update. Prepare by updating your game first to access the new maps and improvements detailed in the patch notes. For further insights into Valve’s popular team-based shooter, visit our Team Fortress 2 section.

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2024-07-19 00:57