PASS Time Game Mode Added to Team Fortress 2 in Latest Update

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  • PASS Time Game Mode Added to Team Fortress 2 in Latest Update

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    The latest update to the Team Fortress 2 beta adds in a new game mode called PASS Time. This is a third party game mode that is now integrated into the base game.
    About PASS Time
    RED and BLU face off in an epic battle to score more goals than their opponents. Coordinated passing, aerial shots, interceptions, team-based formations and plays, defensive lines and the like make for strategically chaotic play.

    Ball-Carrying
    The "jack" is a ball that, when carried, replaces your weapons. Teamwork is key in protecting the jack-carrier. Pass and shoot with your primary fire. Pick up and intercept by simply touching the jack. Melee an opponent carrier to steal. Carrying the jack also gives that player the following boosts:

    Health: regeneration
    Invulnerability: temporary when you steal (with melee) or intercept the jack
    Speed: temporary increase when you first gain possession
    Vision: see both teammates AND opponents on the map

    Strategy
    Passing
    A critical aspect of PASS Time play. Team-based passing is a surefire way to get the ball away from your goal, and into your opponents', as quickly as possible.

    Coordinated Team Play
    In PASS Time, it’s vital to play as a team. Lone wolf runs don’t stand a chance against a united front.

    High-Flying Action
    PASS Time introduces speed boosts and jump-pads. Nothing beats the rush of a mid-air shot-on-goal or interception.

    Defense!
    A balance of offensive and defensive strategy is key. Goalies can be the difference-makers in PASS Time.

    Sudden Death
    As with most sports, try not to die. Especially if the match ends in a tie—'cause that’s when true Sudden Death kicks in.

    This new game mode was thought up by Escalation Studios and can be played right now as a beta release. There were some additional updates released tonight, all of which can be seen below.

    Changelog for TF2 for August 18, 2015
    • Added new game mode 'PASS Time' to the TF2 Beta
      • Check out the blog post for more information

    • Fixed a crash caused by a client sending malformed network data to the server (thanks to Nathaniel Theis for this report and test case)
    • Added a new hat 'The Finder's Fee'
      • Will be awarded going forward on a case-by-case basis to those who report major economy-breaking bugs or remote-code-execution bugs, and provide detailed information and steps to reproduce
      • Well deserved congratulations to the first recipient, Nathaniel Theis

    • Fixed visual bugs caused by picking up weapons with special attributes
    • Fixed the Mann vs. Machine Medigun shield not being re-created after switching away from the Medigun and back while the charge is draining
    • Fixed some alignment issues in the HUD meters for the Mann vs. Machine rage knockback and Medigun shield
    • Fixed left-hand view models not displaying Stat Clocks correctly
    • Fixed being able to use the tournament_readystate client command when using per-player ready status mode
    • Fixed seeing a HUD mp_timelimit timer for maps that don't end the round when the map timelimit runs out
    • Fixed some missing VO sounds for the Demoman when laughing
    • Fixed being able to use the Restore action on Killsteak Kits
    • Fixed character loadout menus so they display the particle effects for all equipped Unusual items
    • The Huo-Long Heater can now accept Posthumous Kills strange parts
    • Updated the Australium Grenade Launcher to fix the wood material being shiny
    • Updated the backpack images for the Gun Mettle Campaign Coin
    • Updated LODs for several weapons and the sentry gun
    • Updated Mann Co. Store prices for foreign currencies to current USD equivalents
    • Updated the localization files
    • Updated Koth_Suijin with the latest changes from the authors
      • Added cover around the point preventing cross-point sight line
      • Opened second window in point building
      • Tweaked pickup amounts and positions
      • Widened space between stairs to point and bridge railing to allow easier movement
      • Clipping improvements
      • Improved lighting in dark areas
      • Fixed an issue where engineers could build on outlying islands
      • Fixed an issue where engineers could trap teammates by building teleporters in spaces with restricted movement
      • Fixed an issue where the spawn room doors could be held open by an opposing team member
      • Optimization improvements

    • Maps Workshop Beta
      • Fixed a common crash when loading some compressed maps
      • Fixed various issues running workshop maps on listen servers
      • Listen servers no longer unnecessarily fetch a second copy of the map
      • Listen servers no longer cause the client to crash upon the second load of the same workshop map
      • Added -ugcpath parameter for dedicated servers to control location of downloaded workshop content
      • Defaults to steamapps/workshop
      • Multiple servers sharing the same UGC directory is currently not supported, and will not go well
      • Added server command tf_workshop_map_status to view currently tracked maps and their status
      • Enhanced handling of updated maps to ensure the newest available version of the map is always used on level change
      • Improved handling of workshop maps in a server's map cycle
      • Workshop maps in the map cycle will be automatically fetched and updated in the background
      • Workshop maps in the map cycle will have their names updated to the canonical name once known
      • Map votes now work with workshop maps
      • A known issue is that the full workshop map name is currently shown instead of the friendly name
      • Community request: Updated the FindMap and CanProvideLevel API for server-side mods. These functions now always expose the full workshop names for maps when known, even if not the map is not yet installed
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