Header Image Saxton Hell
Check out the update page here!

Hey all, today's TF2 update brought in a brand new gamemode: Pass Time.

You can read about it here: http://www.teamfortress.com/post.php?id=17833

We've setup 2 new servers to run this gamemode 24/7, so be sure to check them out:

Our Pass Time Servers
Pass Time Hell #1 –——— passtime1.hell.tf ————[saxtonhell.com]
Pass Time Hell #2 ———– passtime2.hell.tf ————[saxtonhell.com]

Click any of the servers above to join!
Looks like we have a new game mode being added. Check the blog post: http://www.teamfortress.com/post.php?id=17833

The major changes include:

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 ...
This is a pretty big one, folks.

Check here to read the whole thing: http://www.teamfortress.com/gunmettle/


A lot of weapons are changing, so you might need to re-learn a few things.


New feature : Weapon exchange and pick up. Weapons dropped by killed players can no longer be picked up for ammo. Killed players will now also drop a medium ammo box. Players that can normally equip the dropped weapon (proper class) can look at the weapon and press the 'action key' to exchange it with what they have equipped. The player's equipped weapon will be dropped on the exchange.
Inspect Target has been changed to Inspect Target or Item. While having a decorated weapon deployed with no target under the cross hair and then pressing the bound inspect key (+inspect) , an interruptible view model animation will play.
Random Damage Spread is off by default (ConVar tf_damage_disablespread is set to 1).
Auto reload is on by default (ConVar cl_autoreload 1). Existing users will still use their currently set value. This setting can be changed under Advance Options or through the developer console.
Updated various weapon descriptions to better detail the weapon's features.

Class and Weapon Changes


Spy no longer smacks himself in the face while reloading a revolver (New Spy revolver reload animation that does not block cross hair)
Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds
In the disguise menu, pressing 'reload' will also toggle the disguise team.
While invisible, Spy receives 20% less damage from all damage sources
While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)
I'm happy to announce that, starting today, every user playing on our servers will now automatically be given full administrative power!

You may remember that last year we allowed players to gain instant admin powers by simply filling out an application process. We thought it was a fantastic idea for increasing server moderation that all our players had demanded from us. Surprisingly, not a single person applied! Thus our hopes for a solution were crushed.

This time we're taking the novel approach of simply giving every player who joins our servers the ability to administrate. No application process, no waiting period, no strings attached!

That's right! You can finally be the one to ban that other player you've always hated. Permanently. Or if you're feeling chivalrous, perhaps only slay them every single round without end.

But beware, the other player will be able to easily respond in kind, and perhaps even ban you. So weigh your options carefully, as the person you just slayed might just be typing in the one command that will separate you from your favorite server. Forever.

"But I don't know how to use the admin commands!", you might say. Don't fret! We've got you covered. All you need to get familiar with is this helpful page[wiki.alliedmods.net] that will guide you towards success.

You may have even already noticed strange oddities on the server, such as players being strangely resized at all times. Don't worry, it's probably just one of our countless new admins getting a hang of the commands.

Best of luck to all our new administrators. We expect our servers to become a shining beacon of quality in a modern Team Fortress 2 world where servers with good admins ...