Team Fortress 2’s summer update adds new maps, taunts, Unusual effects, and more ‘security and stability improvements’

The 2024 Steam Summer Sale is over, and that clears the way for the next big seasonal event in Steam’s lineup: The Team Fortress 2 2024 summer update.

Just like last year’s TF2 summer update, this one is chock full o’ stuff made not by Valve, but by the community: 10 new community maps (Embargo, Odyssey, Megaton, Cachoeira, Overgrown, Hadal, Applejack, Atom Smash, Canaveral, and Burghausen), 23 new “community-contributed items” in the Summer 2024 Cosmetic Case, four new community-created taunts, and 38 new community-made Unusual effects: 18 for hats and 20 for taunts.

Valve contributed to the effort too, of course. Somebody had to collect all this stuff together, ensure it complies with all requisite rules and regulations, and that it doesn’t actually break the game in any meaningful way. Actually pushing the update live would be a job for someone at Valve, too.

And to give all credit where it’s due, the update makes an impressive pile of bug fixes, updates, and “security and stability improvements.” Valve didn’t detail what exactly has been done on that front, but it comes just a few weeks after a “bot-demolishing banwave” that appeared to happen at least in part as a result of a “Save TF” fan campaign demanding that Valve fix the game. Valve has also adopted a take-no-prisoners approach to banned players: TF2 bans can be neither appealed nor removed, and Valve won’t even tell people why they were given the boot.

That crackdown drove a surge in Team Fortress 2’s concurrent player counts, and also helped turn around the game’s user review situation. By early June, TF2’s “recent reviews” rating—counting reviews posted over the past 30 days—were “overwhelmingly negative,” but they now stand at “mixed,” which, while not great, is still a marked improvement. The fan campaign that helped spark the action urged its supporters to “proceed with caution,” saying it is “extremely grateful” for Valve’s action but warning that “persistent and continuous upkeep” will be required to keep the game free of bots. They’ve got reason to be concerned: Valve also “saved Team Fortress 2” in 2022, but the bots came back.

The reaction to the summer update seems quite positive so far. There’s still some expectation in the TF2 subreddit that bots will eventually creep back into the game, but an awful lot of people are just happy that ctf_2fort_invasion has been taken out of the Misc matchmaking category and put into CTF. We’ll see how it goes.

The Team Fortress 2 summer 2024 event is set to run through September 15; the update will be applied automatically the next time you start the game. Full patch notes are below.

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 zi_intro.webm media file
Updated the description of the Buffalo Steak Sandvich to display the increased damage vulnerability while active
Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix incorrect spawn locations
Updated the materials for Your Eternal Reward to fix incorrect lighting under certain conditions (community fix from Lindon)
Updated the material for The Buff Banner to add phong mask and missing material parameters (community fix from Lindon)
Updated the material for The Law to fix an issue when the hat has been painted
Updated the equip_region for the Cleaner’s Cap
Updated/Added some tournament medals
Updated ctf_turbine_winter, plr_hacksaw, and pl_phoenix to fix localization issues
Updated ctf_doublecross

Fixed an incorrect team-colored material in the BLU base
Updated cp_brew

Fixed truck textures outside of BLU spawn

Fixed a few bumps in the road
Updated pd_selbyen

Fixed an exploit that would allow Engineer to trap players using a teleporter behind a door

Minor detailing changes
Updated pl_hoodoo_final

Added func_noclip to BLU spawn in the third stage
Updated pl_corruption

Fixed handrail collision near the last point

Fixed lamp near BLU spawn

Fixed missing string for last point
Updated plr_hacksaw_event

Fixed broken areaportals
Updated pl_enclosure_final

[Stage 1] – Moved A point within the gate building

[Stage 1] – Added stairs for access to the balcony overlooking the final point area

[Stage 1] – Added more cover along the initial aviary area

[Stage 1] – Removed the catwalk connecting the wooden tower with the oneway door and the balcony area

[Stage 1] – Tweaked the layout of the tunnel section

[Stage 1] – Wooden tower is now connected to a new catwalk inside of the gate building

[Stage 1] – Reworked RED spawn so it now has two exit doors

[Stage 2] – RED now has a 2nd spawn exit leading outside along the water to where the airboats are parked

[Stage 2] – Airboats and their dock are now accessible

[Stage 2] – Removed the elevated platform RED had within the building, replaced with a tall piece of cover instead

[Stage 3] – Added a wall and extra stairs on the right side leading up to the catwalk around the raptor pit

[Stage 3] – Added a large cliff narrowing the whole area on the left side of the raptor pit

[Stage 3] – Added an extra entryway on the left side of the final point building and a dropdown to floor level within

[Stage 3] – Added a jumping class vent from next to B point area into the upstairs area of the final point building

[All Stages] – Allowed building inside initial BLU spawns

[All Stages] – Visual improvements to a lot of places, a few new assets
Updated pl_cashworks

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

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