Starting today, until the end of Mossad League Season 2, you’re all encouraged to post your craziest moves pulled off in a mossad league match or in the public servers.
Top three performers will win a reserved slot in our servers, so it pays off to pull off the craziest stuff you can.
Basically any move that will make people say “WHOA” (or an extreme “ROFL”, please no “FAIL”s) can be submitted, either in a form of a .dem or as a video. Not restricted to frags and midair rockets, moves of all classes will be accepted.
Show us what you got!
A new update adding support for Steamworks is currently available in beta for Day of Defeat: Source, the popular World War II online action game from Valve, creators of the Half-Life and Counter-Strike games.
Leveraging the recently released free set of services available in Steamworks, the Day of Defeat update will add 51 achievements for DoD, player avatar display in the scoreboard and win panel, and detailed player statistics integrated with the Steam Community features (http://www.steamcommunity.com).
Basically they brought over the good stuff from TF2 to DoD:S - changing class without suiciding, no collisions, freeze death cam on killer, 51 achievements, nemesis/revenge, etc. etc.
We’ve opened a Mossad DoD:S server to see if anyone is still interested in this game in Israel - There used to be a nice big DoD:S community in Israel, that sadly faded away.
Let us know if any of you want to play this and have the Mossad server up.
Last night Mossad league came to an ending with the final deciding games.
The final game of INS vs ADHD began with a 8-0 victory for INS at cp_badlands, but at cp_well the game was very tight and ended as a 2:2 tie, resulting in an overall win for INS in the match and in the league.
1st Place: Insanity
2nd Place: ADHD
3rd Place: KYE
4th Place: C-YA
Stay tuned in the near future for live footage from the red carpet of the prizes ceremony in Zigzag’s store.
Thanks to all that made this league, first in Israel, happen, and see you next season!
Goldrush is out and VALVe are celebrating with a worldwide FREE weekend, May 2-4.
Let all your friends know so they can start preloading and join us in the Mossad servers during the weekend.
This is our biggest opportunity for helping the Israeli community grow!
The update details are:
Source Engine
- Improved particle performance on multi-core machines
- Added FOV slider to Options | Video | Advanced for all games (moved there from TF2s multiplayer options)
- Fixed surround sound initialization problems with new speaker modes defined in Vista
Team Fortress 2
- Added Goldrush
- Added Character Info and Loadout to the main menu
- Added 39 Medic achievements
- Added unique Medic items:
- The Blutsaugher, The Kritzkrieg, and The Ubersaw
- Added new attack animations to most melee weapons
- Added new speech for the Heavy and Demoman
- Added Stopwatch mode to Tournament mode
- Automatically used on Attack/Defense maps
- Teleporter effect no longer shows up on invisible or disguised Spies
- Spies disguised as their own team can now capture control points
- Increased force taken by pipebombs by bullets and explosions
- Target ID hud is now colored red or blue to match the spectator target
- Tournament mode no longer ends matches early if the time limit is nearly up when a new round starts
- Fixed exploit where clients could start benchmark mode on servers
- Fixed drowning exploit that allowed players to regenerate health
- Fixed reload exploit that allowed plays to fire instantly after switching weapons
- Fixed flamethrower bug where a player flush against a wall couldn’t be lit on fire from the front
- Fixed invulnerability overlay not drawing if the invuln player was previously on fire
- Fixed “times used” entry in teleporters maxing out at 32
- Fixed rare client crash on level change during control point capturing
- Minor fix to stat gathering to prevent players using sv_cheats to easily garner achievements
- For mapmakers:
- Mapmakers can now directly place the tf_gamerules entity into their map. Fixes Hammer thinking the inputs to it are broken
- Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable
- Added “AddRedTeamScore” and “AddBlueTeamScore” inputs to tf_gamerules
- Added “SetRequiredObserverTarget” input to tf_gamerules. Force spectators to use the specified viewpoint
- Granary
- Added setup time logic, and gates to the middle
- Fixed an overlay alignment bug on one of blue’s gate signs
- Minor lighting fixes in red/blue spawns
- 2Fort
- Added medium ammo and health to basement hallways
- Added small ammo and health to top of spiral
- Fixed a clip brush exploit outside blue sniper deck
- Fixed number “2″ overlay on front of red base not being assigned to the brush face
Mossad 3 has been turned into a goldrush 24/7 esrver - enjoy!
- Goldrush
- 36 Medic achievements
- Three unlockable medic weapons
Coming week of April 20th.
This one, that came today, is more recent than the one I posted this morning, and more updated.
Most interesting:
- Goldrush will use a “cinematic physics” system
- The current version of the unlockable medi-gun gives you 100% uber instead of invulnerability
- The goldrush cart will also act as a dispenser to help the attackers
CVG Interview VALVe, again.
So, where is hunted? First of all, goldrush is a hunted replacement:
Goldrush grew out of thinking about Hunted (Team Fortress 1’s game mode in which one team must defend a player-controlled VIP from the other - Ed),wanting to bring forward the value you get out of a Hunted game but at the same time solve some of the problems that caused Hunted to not really work in the public space.
But that doesn’t mean we won’t get our hunted in the future:
Goldrush grew out of that, and themain difference is that we’ve replaced the VIP character with, er, acart. This doesn’t preclude us from doing the original Hunted style -obviously some of the pros of Hunted didn’t come through, we did lose alittle bit. We’ll just see what people think.
Notice he means pros in the meaning of pros vs cons, not professionals (Though I know quite a bit of hardcore hunted players that didn’t move to tf2
)
There’s a very big update to TF2 coming tomorrow - it will include 4 maps, which means it will be around 200MB.
It’s recommended you all go to Steam Settings and enable Beta Participation in the first tab - that should get you high download speeds.
As usual, our servers will be updated as soon as the update is out, and cp_badlands will be put twice in the mapcycle so we can all learn it.
Full list of changes:
Source Engine
- Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly
- Optimized some particle systems to improve performance on some hardware configurations
- Player stats are now sent up as they change, rather than when the player dies
- Improved playback of sub-frame sounds
- Fixed a crash caused by alt-tabs during map load
- Eliminated unnecessary temporary memory allocation in scenefilecache
Team Fortress 2
- Badlands released
- Changes to Dustbowl
- Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire
- Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the “ceiling” clip
- Fixed a gap behind stage 1, cap 1 house
- Fixed a high perch on stage1 cap1 house roof
- Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier)
- Fixed a few places where rockets/demoman pipes could pass through non-solid models
- Sealed up a gap over stage1 lower start gate
- Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them
- Changes to Capture the Flag Well
- Fixed trains not starting on map spawn
- Removed cap association from red spawns that were spamming console
- Changes to Granary
- Removed spawn timing advantage from the middle (from -3 to 0)
- Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe)
- Fixed a few places where players could get stuck between containers and silos
- Adjusted playerclips on red container that made it appear like players were floating
- Added a small delay (200 ms) before a zoomed sniper shot can get a critical hit
- Added server side convar mp_fadetoblack. Same functionality asCounter-Strike, used mainly during in-person tournaments and LAN events
- Added flamethrower “sizzle” sound when the Pyro is hitting a target
- Updated explosion debris to be a bit darker
- Fixed idle players not being kicked from the server if mp_allowspectators was set to 0
- Added ctf_well to the default mapcycle.txt file
- Added ctf_well to the default motd.txt file
- Fixed floor tile material type
- Fixed some weapon damage info missing from TF2 game stats
- Made some small changes to the Demoman viewmodel that were causing performance problems
- Added exec’ing a <class>.cfg file on the client when you select a class to play.
- Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you’re playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.
- Added server log entry for buildings destroyed by their owner
- Fixed sentry gun shadows being clipped
- Updated glass material
SourceTV
- SourceTV now uses a hidden slot on the game server. This allows for 24player servers to also have a SourceTV proxy connected to it
- Fixed Pyro’s flamethrower flames not showing up in SourceTV