Three Maps. Two Teams. One Victor.

June 18, 2010 - TF2 Team




So you've been taking advantage of Training Mode and Offline Practice Mode all week, and you think you're pretty hot stuff. What better way to find out how wrong you are than to watch some pros in action at the Steam Powered User Forums' "Battle of Both Worlds" match this week? Also known as the "Pros vs Pubbers" event, the match features a team of competitive players versus a team of highly skilled public-server players. It's a perfect opportunity to see a whole bunch of truly great TF2 players have some truly great fun. Check it out.



Wow, you guys are GOOD

June 10, 2010 - TF2 Team




We'd originally planned to tease out today's update over the course of 19 deviously brain-twisting blog posts, each containing a mercurially complex riddle hinting at the nature of the update. Unfortunately, everybody seems to have cracked the subtle rhyming codex embedded in our first blog post, which was actually supposed to be the most unsolvable of the 19.

So anyway. Team Fortress 2's available on the Mac now.

Or is it?

No, it is. Sorry, that was Riddle #17. It seemed a shame to let it go to waste.

As part of the celebration, TF2 will be FREE to play all weekend, and 50% off to purchase. We've also got a little treat for anybody logging into the game from a Mac.



Tomorrow.

June 9, 2010 - TF2 Team




Big things are happening RIGHT NOW at Valve. Things involving cultivated tree-fruit. BIG things. Things that rhyme with "grapple." Things that rhyme with "Speem Gortress zmavailable on the Babac."

Not today. But tomorrow. BIG THINGS. Stay tuned...



Danke, my hard-hatted friend!

May 24, 2010 - TF2 Team


After slaving away for over a year, the fine folks at Polycount have unveiled their new community site for video game artwork. Given that a year is roughly the time it takes for us to post a blog update, you can imagine our immediate and deeply-held suspicion that they probably used magic. Possibly black magic. I won't bore you with the details, but long story short, we immediately raced to their office, armed with holy water and fire, to confront them. Several police officers informed us that we were mistaken, and then made us apologize to the wizards, and then made us stop calling them wizards.

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All I can tell you about this next procedure is that it will be excruciating.

May 18, 2010 - Dave Riller


We're going to ship an update with another small set of Pyro changes this week. Like our previous update, our goal is to increase the degree to which skill can make a difference between two Pyro players. We received a bunch of useful feedback after the last update, and we think we've managed to address most of it, without removing the skill-based additions. As always, play with it for a bit, and then let us know what you think.

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Gotta move that gear up!

May 13, 2010 - TF2 Team


In between obsessing over hats, we've been trying to keep up with all the neat things the community is doing.

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A Week in the Life of the TF2 Team

May 13, 2010 - Robin Walker


It's been a busy week for the Team Fortress team. That's right: the police are here again. We're on a first name basis with them, the fire department and the nasal extraction emergency response team at Overlake Hospital by now, so it was like meeting with old friends.

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Imagine if I hadn't been drunk

May 5, 2010 - Robin Walker


We're shipping a quick update to clean up some of the confusion around the 119th Update badges. We initially chose to calculate which badge to give players based on the beta release of TF2, because that was the date that customers could first play TF2. This turns out to have been a mistake, largely because many players did the math and thought they were getting something other than what they ended up with. So to remove that confusion, this new update moves that date forward to the official retail release of TF2, the 10th October 2007, and reissues updated badges to anyone who would be affected by that date shift.

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119

April 29, 2010 - TF2 Team


Today marks the 119th (or so) update to Team Fortress 2.

We think that calls for a celebration.

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Thanks for standin still, wanker.

April 20, 2010 - Erik Johnson


Today we're shipping some significant changes to the item drop system.

  • Previously, we rolled randomly at intervals to see if you got an item drop. Now we roll to determine when your next item drop will occur. So you're guaranteed to find items at fairly regular intervals. The bulk of drop complaints we've received in the past have been from players having unlucky streaks, where they didn't find any items for weeks. That won't be possible now.
  • We've significantly increased the rate at which item drops occur, compared to the previous average interval.
  • There's now a maximum amount of playtime per week in which you get item drops. Playing beyond that amount won't find any more items. The amount varies, but if you play an hour or so a day you're good. Some of your unused time will rollover to the following week, so if you're an intermittent player you'll also be fine.

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It is a good day to be giant man

April 15, 2010 - TF2 Team


At Valve, we like to play games made by other people, mainly because a) we don't have to make them, and b) they're generally more fun than ours anyway. In particular, games made by other people don't have Pyros named Eric Smith, who makes our collective lives miserable on a daily basis in playtests. (If you ever wonder why features like "Pyro now gets assists for airblasting enemies into environmental hazards" keep getting added to the game, thank Eric. Not content with killing us by just holding down W+M1, he persists in finding bold new ways to get points by any means necessary.)

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Gotta move that gear up!

April 8, 2010 - Tom Bui


Just a quick update to point out some of the fantastic community activity out there that gets emailed to us every so often. Hopefully you're aware of some of it already. If not, you're in for a treat.

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Nice goin', pardner

March 18, 2010 - TF2 Team


In the past we've shipped features that came from community suggestions. Now we've taken it one step further: we're shipping game content that was directly built by the community.

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Your Mac Questions Answered

March 9, 2010 - TF2 Team


Yesterday, we announced that Steam and all our Source engine games will be coming to the Mac. Sound too good to be true? Well, guess what: It is true! There are no catches! Sometimes life actually works like that. The bad news is that we've just truth bombed your hard-earned lie detector back to the stone age, and you'll probably lose all your money to the next international lottery scam that sneaks through your spam filter. Still, Steam on the Mac!

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Dammit dammit dammit dammit!

March 2, 2010 - Brandon Reinhart


We're plugging away at the Engineer update. He's an interesting class to work on, because he creates a larger footprint in the game than any other class. This means we have a lot of options to work with, and the resulting set of ideas is truly daunting. Since we've already built and playtested some things that haven't worked out (with no false modesty, I think we've mastered the art of rapidly making things that aren't fun), we thought it might be interesting to give you some of our failed experiments.
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