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The Aviator will be the 10th class available for Team Fortress 2. With the death of the Demoman last evening we are forced to introduce a new über class to pwn the hell out of everyone. The Aviator will be the class of choice for those no-aim-players who preferred to play as the demoman before. No skill is necessary. He fires heat seeking missiles from long distances. He can fly. He can pwn!

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.
Today's TF2 update includes a bunch of new items and weapons, all of
which were made by members of the TF2 community and uploaded to the Contribute!
site. The overall quality of submissions we're receiving is
fantastic, by the way, so there'll be plenty of new additions to follow.
The submitters of these items will find nifty unique versions sitting
in their backpacks, so they can show everyone their work.
This is really exciting for us here at Valve. Starting from our core
belief that entertainment products should be services, we've tried to
increase the set of ways our community can impact our games, and the
ways in which we can reward you for it. From the implementation of
features requested by players and mapmakers, to unique community items
given to valuable community contributors, to the purchasing and shipping
of popular maps, to the ARG-style product announcement of Portal 2,
we've tried to include our players in the ongoing challenge of improving
our games and their communities.
This update represents the next step in that process. The line between
developers and players is getting very blurry, and we think that's a
great thing.

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!
Since we're getting a lot of email asking the same basic questions, we
figured we'd just answer them here:
Q: I own TF2 on the PC. Do I
have to buy it again on the Mac?
A: No. If you own TF2 on the PC, you own TF2 on the Mac (and vice
versa). You don't have to buy the game twice. In addition, the Steam
Cloud will automatically propagate your configuration settings and
custom sprays to your Mac for you.
Q: Is it just some crappy
emulated version of TF2?
A: No! Also: How dare you! Mac users aren't getting a crappy emulated
version of the game. TF2 will run natively on OSX, like an actual big
boy game for adults.
Q: Hmm, that all sounds
pretty good. But I'll bet I can't play with my friends who own Macs if
I'm on my PC.
A: Mac and PC users will all play together, on the same
servers. We're not creating two separate universes. We're all going to
be one big, happy family with guns locked in a bloody, never-ending
struggle for cap points.
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.
The first was a new building internally known as the Repair Node.
We gave Engineers the ability to replace any current building
(teleporter entrances and exits were considered one building for this)
with the Repair Node instead.
While deployed, the Repair Node would draw from a
pool of energy to fix damage to nearby buildings. When the node ran out
of energy, it would stop repairing and regenerate up to full, creating a
window of opportunity for the attackers. When sapped, the Repair Node's
repair function was disabled for the duration of the sap.
The goal of the Repair Node was to solve a perceived problem in the
Engineer's play experience: always having to be tied to your base. The
Engineer often has little to do after his base is built and fully
upgraded except wait for the inevitable Spy sapper attempt, or for the
battlefront to reach the base. The Repair Node was meant to buy the
Engineer time if he wanted to range out to gather metal or harass the
enemy with his shotgun.
This is usually how we approach our game design: Identify a problem,
then discuss the ways it could be solved. Our experience told us that
even when the Engineer didn't feel immediate pressure, he still couldn't
range out away from his base. If a Spy, Soldier, or Demoman found the
base unguarded, it didn't take long to blow up. The further away an
Engineer was, the fewer buildings he would be able to save from sapping.
We also felt that the Engineer invested a lot of up-front work to
establish bases that were very easily destroyed. Thus the repair node
was born.
Play-testing the Repair Node showed us one expected, and two (somewhat)
unexpected, outcomes. The expected outcome was that bases were far
harder to destroy, and turtling became a super effective strategy.
Fortunately, this is the kind of problem that can be attacked by turning
the correct game design knob, and the Repair Node had a lot of
available knobs. We could lower the rate of repair, lower the amount of
repair energy, lengthen the vulnerable period, and so forth. We tried
several options. One change we made was to add diminishing returns so
that two Repair Nodes working together were less than perfectly
efficient, and adding a third didn't really help at all.
Despite the design choices we had available, we were never really able
to get the Repair Node to feel balanced for the attacking team. TF2 maps
tend to be designed with very specific predicted Sentry placement
locations and length of Sentry survivability. The Repair Node distorted
old favorite maps and made testing new ones more difficult by
exaggerating intentional choke points and creating new choke points
where they didn't previously exist.
The first unexpected outcome of the Repair Node was the team realizing
just how valuable the Dispenser and Teleporter were to so many aspects
of game pacing. If the Engineer isn't able to build a Dispenser, his
team loses the support power that the Dispenser provides. In most games
Dispensers are ubiquitous. You don't really realize what you've lost
until you've lost it. Fewer Dispensers had the effect of slowing
attacking teams down in a variety of ways: Teams were more fragile,
metal was harder to get to the front lines, and team rally points were
harder to define.
An Engineer who took a Repair Node instead of a Teleporter put his team
in an even less viable position. The pacing of many maps became
completely broken without Teleporters in play. Teams weren't able to
push as effectively and the lines of battle moved closer to the spawn
points. This lack of flexibility meant that attackers weren't able to
hold gains and matches took longer to complete.
The second unexpected outcome was downstream from the first. Teams
perceived Engineers with Repair Nodes as less "friendly", specifically
because they weren't building Dispensers or Teleporters. In retrospect,
older data at our disposal should have known this would happen. Prior to
TF2's release, the Medic had weaponry that was significantly more
powerful, leading to highly skilled players playing Medic as a purely
combat class. Aside from the balance issues this created, it also
resulted in a Medic that wasn't interested in healing anyone, which
didn't typically sit well with his teammates. Their perception was that
healing is the Medic's job. Medics who didn't do that weren't perceived
to be team players -- an identical reaction to Engineers refusing to
build Dispensers and/or Teleporters. Like many design exercises we
didn't learn what to do next so much as what NOT to do.
As the Administrator mentioned last week, we've sorted through the
11,000 submissions to the Propaganda contest and picked some of our
favorites from the frankly jaw-dropping number of first-rate entries.
Scroll and enjoy!
Continued...
Firstly, as should come as no surprise to anyone, it is my sad duty
to reprimand the various con artists and charlatans in our community who
insist on making a mockery of the hard work of others
by cheating to win. The following is a list of the top twenty kill
counts of the recent Demo/Soldier competition:
Continued...
In the latest update, we've finally fixed the Double Crouch
Jump bug—a longstanding issue involving Scout not being able to double
crouch jump without looking like his legs are made of raw bacon strips
held up in a wind tunnel:
Continued...
Today we're unveiling the TF2 Contribution
site. This nifty site will allow anyone who's made a custom piece
of TF2 content to submit it to us, with a view to it appearing in-game.
Many of you have been building fantastic TF2 work for a while now, and
we wanted a way for you to get it in front of all TF2 players, and for
everyone to see that you were the one that built it.
Continued...
With the success of the AI systems of Left 4 Dead, we've been
continuing to develop these technologies to create new kinds of game
experiences. Team Fortress 2 is an excellent "sandbox" for explorations
of this sort, and we've been quietly doing so for much of this last
year. Some of the results of these explorations are TF "bots" —
AI-driven player proxies with simulated humanlike senses, reaction
times, and tactics. Although the TFBots are not yet complete, they play a
pretty decent game of King of the Hill.
We thought you might enjoy testing your skill against these
work-in-progress digital killing machines.
Continued...
We've got one more update to go out to our backend item system.
After that, we'll be granting all the missing items that weren't granted
properly when you finished achievements.
Continued...
...the Soldier!
Continued...
Victory on the Internet Day has been declared! The war is over! Who
won? We don't know! Yet!
Luckily, I, Robin Walker, was up all night building a kill-calculating
machine for just such an eventuality. We turned it on, the building
filled with smoke, and right now a fireman is yelling at me to leave the
building with everyone else. I'll leave when they pry this tiny netbook
out of my cold dead hands. Or when an angry fireman fireman-carries me
out of the office, which is what is happening right now.
Anyway, once all the firemen calm down, we'll announce the War results
with today's huge update. To pass the time, go get yourself a fresh
mouse and start reloading this page as fast as you possibly can.
Continued...
You heard right As of noon PST today, the Demoman/Soldier WAR! is
over. The score is, as of this writing:
Demoman Killed: 6,323,921
Dead Soldiers: 6,298,465
It all comes down to this. I'd give you a motivational speech right now,
but the time you wasted reading it would be less time you spent making a
difference on the battlefield. Go ahead and break the bad news to your
grandfather: YOU are officially now the greatest
generation.
Continued...
Adding in the points awarded to our recent Propaganda Contest
winners—60,000 frags added to the Killed Demomen score and 25,000 added
to the Killed Soldier score—the war currently stands neck-and-neck at
5,727,928 Killed Soldiers to 5,742,720 Killed Demos. We need to stress
to you that we have not gamed these numbers in any way: After a solid
week of gut-grinding combat and an astonishing 11,470,648 total kills,
the Demomen and Soldiers are separated by a mere 14,792 points.
Continued...
Soldiers continue to hold the lead in the
war—but like an M&M lodged up their collective noses, the Demoman
refuses to melt away quietly. In other
M&M-Stuck-Up-Drew-Wolf's-Nose metaphor news, the Soldier's lead
remains thin as a candy coating. In fact, judging from our most recent
numbers (4923531 Soldiers killed to 5056134 Demomen killed), the Demo
actually seems to be closing the gap as the War hurtles to a close.
Continued...