RIP the community servers running VSH, you will be missed, it was 13 years well spent! Congratulations on this! I'm grateful that this game mode will become a larger part of tf2.
That's one thing why I'm still playing Freak Fortress because there's variety of different bosses you can play as and go against, but official I take it is only Saxton Hale alone.
For 13 years (soon to be 14 almost) of community servers hosting it, It's actually awesome to finally see VSH become an official gamemode and it's a fun thing to play too. thank you for your work and your team!
@@bigjoegamer the maps are listed as "featured" and every time it has happened before they were for a limited time and only recently 1 or 2 get added to the regular rotation of maps
I think these maps are temporary because as I remember the event will last till september. But I hope that only the event map selection menu will be removed and the maps will remain in the game. Tho I think they will definetly keep the saxton hale mode as it is very popular and saxton hale is an integral part of the tf2 lore.
Just a few months ago i was just happy that you, as the original creator, were still around and actually working on the mode. Now it's in the game. Insane! Congrats!
Now that VSH is official and you did say a Halloween version of VSH. Who will be Saxton Hale be in the Halloween version of VSH, will he be a zombie, a demon, Frankenstein's monster, or will it be some official Scream Fortress bosses like HHH and Meramus? If there's gonna be a Christmas version of VSH, I know Saxton's gonna be Santa Hale or Old Nick from the TF2 comics.
Hey! While it is true that Vscript cannot access some variables, as said in the video, you can find a devnote inside the "vscript_convar_allowlist.txt" That says this: "If there is anything here that you think should be allowed (or nor allowed) by default, please get in touch. " So yeah, if you get in contact with valve they might be able to enable this and other convars for Vscript if needed
Hey. I just wanted to say HOLY SHIT YOU MADE VSH??? I've absolutely loved it since 2012 when I played it for the first time. No wonder I've been playing it so much now in casual, you pretty much perfected Saxton as a boss! He feels genuinely unstoppable, there are so many fun ways to deal with what used to give him trouble before (Sentries, scunts, pyros to an extent) it's been so fun man. Hoping you can somehow make the arena logic work in the map, that team selection screen would look SICK. And hoping you guys can implement a queue system somehow (although I imagine that one's bordering on the impossible). Thank you so much for all the fun times you have bestowed upon us mortals, I'll be keeping a close eye on your channel dude!!
Поздравляю!!! Это большое достижение, вы вообще помните когда в последний раз добавляли новый режим? Хоть и спустя 13 лет, но все же теперь оно официально.
I'm very very glad that VS Saxton Hale is actually official now. And I love the new voice lines 😀With that being said, there's severe connection problems when I try to play casual on VS Saxton Hale maps. I don't know if anyone has successfully played a full match of it yet, but I hope it gets fixed. But still, thank you all, for the good work you have done. As a side note, I hope Valve adds some good community fixes from the workshop soon. Community fixes and VS Saxton Hale are the two things I was hoping for the most with this update.
I'm really hoping for community fixes to be just a delayed second part of update. It is really just SO unlikely for them to first announce that there WILL be community fixes and then just not import any if them. It really just not what good people do, regardless of them caring or not about the game.
@@jumpinghunter9152 Eric Smith ,a TF2 developer, said that community fixes will be looked at to see if any can/should be added to the game. It's an ongoing situation, much like the server problems related to VSH.
This opens the door for so many possibilities. Thank you and thanks to TF2 dev team for doing this. Unfortunately there seems to be a bug where you can't join VSH in casual right now but hopefully this gets fixed fast
as someone who's played vsh for a long time on and off over the years, it's amazing seeing not only this version and it's many great changes over the original, but the fact it's now in casual and can gather an even wider audience more than ever is very exciting. it's a very different and chaotic gamemode that has a lot of charm, and i have to thank not only you but everyone else on the amazing team who made this a reality. very excited to see where it goes and the many new maps people will make for it!!!
Congratulations Lizard! I know you and everyone involved worked incredibly hard on this and I'm glad it finally got in game! I'm happy I was able to be there for many of the tests as well, keep it up! :D
Congratulations to you and the team! Servers are bloated right now lol, and I hope this gamemode stays somehow after the update, it will be sad to see it go
Hello, if you decide to do any more bosses in the future, I think it could be neat if you did the administrator with the australium boost, as she would not be halloween-exclusive and could have a quite unique playstyle. The halloween bosses will probably be your next priority of course. I think Old Nick would also be a good candidate, perhaps even as a non-smissmass themed boss (since he is not as fantastical as the HHH or Merasmus). Obviously the original VSH bosses are funny but I think the "Official" TF2 characters being turned into playable bosses is a lot cooler, I love your implementation.
Congratulations on getting VHS as an official game mode, It looks good and has new mechanics that looks cool! Great job to you and the other devs who made this, can't believe tf2 made this possible.
Hey oz, about that problem of getting killed in the first 5s and not doing anything for the rest of the match making it boring if you're unlucky, why not simply give people regular respawn timer, but after their first life , they turn into a robot! With the same loadout, but reduced max health by 50%, damage/attack speed (depending on what's easier to program) by 66%, cannot cap/stop capping (as if they were under uber) and slowness while close to hale (the same way the increased melee range effect works, at least according to the wiki), of course, he wins if all players that are on their first life die, or if he caps. What do you think? It doesn't make one class absolutely necessary and by définition a must (either for mercenaries as a win conditon, or hale as a target) but still allows players to be able to play and matter past the first death (but not too much) i believe there's already a built in function that turns you into a robot, so i don't think it would be impossible to implement.
I gotta say, after playing this mode quite a lot in casual after it was finally working. It's quite fun. Hale feels MUCH better to play now compared to the old version.... Sorta like a Demoknight on steroids. Overall, very nice work on this mode.... I'm looking forward to what Halloween and other maps you all make. Maybe a VS Merasmus? HHH? There's just so many possibilities.
I honestly couldn't believe my own eyes when I saw that, but here we are... You guys truly deserve it for all your hard work put into the game mode, and it might even make me give it another try now that the game mode is official haha :D
Congratulations!! So happy we the community were able to get it in the official game. Its frustrating so many think it was created or ported by ValvE themselves, when it was custom-made community-built.
Its probably because the VALVe team broke the maps, so they haven't been in casual. Also the fact that VALVe just added it without any promotion other then the blog
can you give druox another chance to voice saxton now that you have contact with him? I grew up listening to his dub of saxton in the original freak fortress, gmod videos, and a ton of other TF2 media. It's a bit of an awkward situation for him to be permanently replaced against his own will. The currently small and shrinking Official VSH playerbase would welcome the change.
This is a disgusting spaghetti hack and I unironically adore the fact that it's now an official part of TF2. Thank you for creating this amazing gamemode!
This is the best news in Tf2 since the Blue Moon Update, and it's the biggest thing no one saw coming! This is beautiful and we hope this will not be the last time you get this much recognition for your work! ...part of me wants to ask if more bosses will be added in the future, but I won't annoy you with these kinds of questions. Just keep being the legend you are!
I’m honestly so happy you guys managed to get this officially supported. I’ve played since I was a kid. Congrats! That being said, I really much prefer the balance of the old VSHmod. While the new VScript Hale’s movement options are fantastic by comparison (no awkward misinputs), the Weighdown/Rocket Punch combo is just too OP; on top of the lack of taunt crits, Amps, and a number of other QoL things that other offshoots of your original mod have. Plus, the advanced movement of the old Superjump is completely gone (no ceiling boosting, no jump chaining, no free-strafing, etc). In the stead of advanced Superjump techs, we do have the Rocket Punch which does substitute a majority of them; but it’s just too strong to play as, or against. So, if I had to pick between playing on a community VSHmod server, or an official VScript match- for now, I’ll be sticking to community servers that have the balance in a very comfortable spot. While the new mode is rad, it’s just not as balanced or fun. I hope it can be addressed in the future; because I’m not even sure what can be done about it, aside from maybe at least nerfing the damage of the uncharged Rocket Punch (reload ability). That way there’s at least a small chance to be able to fight back from that WD/RP combo.
Interesting that while people complain about Hale's abilities being too OP, his winrate is still around 50%. I guess the problem is that when one team consists of only 1 player, when that one player is skilled he can wipe the floor with the rest of the servers, but that's the nature of the beast. It's its equivalent of imbalanced teams.
@@LizardOfOzdude half the merc wins are either rock paper scissors when hale still has 5k health, or hale not knowing how to brave jump ive seen a win ratio of 3 to 1 in both hales and mercs favor, it really depends on the server. as people get good at your mode, it will get worse
The Saxton Hale mod has been my favorite mod in Team Fortress 2 for 8 years. I'm glad it's now an official game mode. But that doesn't mean Community VSH is over. Bosses with dozens of fun and different abilities can be played on community servers.
Now this is a perfect example of spaghetti code lol, thanks for explaining it so well. I haven't booted the game yet so for all I know the iteration currently in game was worked on alongside with Valve to solve such issues, which is what should be done anyway, but what you've done has served this community well for quite a while and will continue to do so. Cheers
I can't believe it has this long since the mode was first made. I hope they keep up development and add new bosses like the Horseless headless horseman or the Yeti for Screamfortess
this gives me hope that we could get a halloween version of this, where we wight the Headless horseless horsemann. Maybe not this halloween, but maybe next year...
I’m so proud of you. I’ve supported this project from the very start, and was basically my dream addition for the Summer Update. So seeing it added, even in a broken state, still feels so unreal to me. Amazing work, I will be buying all the map stamps.
What about introducing other characters who appeared alongside Saxton like Maggie? Maybe as rare duo boss appearence. Would be fun to mix it up while keeping to TF2 comics.
Hopefully we get to see other game modes being ported to Vscript (Like Zombie fortress), would certainly inject more life into TF2 than just adding more cosmetics.
You did it, my brother in sandvich! Saxton Hale is Real 2023!!! It was an absolute joy to play the old plugin versions over the years as well as Freak Fortress, and to test out the new version of Saxton Hale with the fancy new Vscripting built into the map before this became officially part of the game updates. Well done, and long live Saxton Hale!!!
i am glad it got added, i was actually shocked it was added but sadly. the server keep crashing every time it run this game mode. few bugs fixes and it will work fine.
Heya, would I be able to volunteer to help record some voice lines for the mode? I can do a perfect Saxton Aussie accent, or potentially help with a couple of the mercs where the great James McGuinn struggled. I can do Sniper and Spy.
The amount of effort put into this is incredible. Makes it seriously look official. Things like this is why I wish for a Counter Strike 2 treatment for this game.
saxton should have a loudout page, and be able to wear cosmetic. he should also get a strange varient of his fist. or show how many hours and kills you get
You know, it would be very nice to…you know, actually play this on casual for more than an hour before it got taken down for fixes. It’s still surreal to see VSH in tf2 and I congratulate all of you :)
Having played community VSH since 2012, its incredibly exciting to see a classic game mode officially becoming part of Team Fortress 2. Congratulations on this impressive task!
Great Video Lizard! That being said, i've been playing vsh nonstop recently, and i wanted to give my feedback of everything i experienced thus far, and maybe some balancing ideas: Scout: as far as i've seen, scout is pretty decent. The force a nature and the bfb are pretty good unlocks, altough i will say that the force a nature is better at the end, when it matters most. A lot of people have been using the mad milk, which i don't really understand. no one will benefit from the effect (except heavy) since saxton kills most classes in one shot and dispensers exist. Besides that, bonk atomic punch and cleaver are also used commonly; not crit a cola though, which is weird because it provides a lot of benefits. Most players have also agreed that the sandman and the fan o war are the best melees for this as well, since they provide the most benefits out of every single scout melee. Current loadout: Bfb, bonk atomic punch, Sandman. Soldier: soldier is generally weak in almost every case. Trolldier is decent, but he's weak by being focused. It depends by how much saxton gives a shit. even the melee soldier (half zatoichi+ batallion) doesnt really compete purely because of his exploitable speeds. i've been in games with all 3 types of soldiers, and they all died once they were focuses by me with no chance for his teammates to help. Loadout: beggars, batallion, half zatoichi. Pyro: pyro is good, and i like that fact. Airblast makes him an excellent support (with a factor of risk because airblast can fuck up your other teammates), but not too strong because of one thing. Ammo. His weakness here in vsh isnt range, since it's slightly longer and more consistent than saxton, but he runs out of ammo fast. I've seen players complaining about him all the time, and i don't understand why. A pyro is really weak without support, and all saxton needs to do is isolate him. Stock is by far the best choice and that's because of multiple amount of airblast he has. I've seen people using the scorch shot with... Awful results (for me the scorch shot is the 2nd worst secondary, not just in vsh, but in casual as well). The flare gun works pretty well and is pretty good at chipping saxton away. The powerjack is straight up the best choice, with the backscratcher being a close second, but it's scaled down by one important nerf. Overall, a thanks from a pyro main, you made me pretty happy. Loadout: flamethrower, flare gun, powerjack. continuing in the reply.
Demoknight: yea no demoman is not viable in vsh, and it's not even a surprise. Demoknight howerever is necessary as a damage dealer. The shield allows him to have a way to focus down saxton and as a safety net. Most shields are viable, but it's no surprise that the tide turner is amazing right? As for melees, i've used both the half zatoichi and the eyelander. I don't know which one is the best overall, but the eyelander is better with a medic, and the half zatoichi is better with a pyro. Overall really strong, and the second main damage dealer. Onestly, he is balanced, just really important. Loadout :bootys, splendid screen, eyelander. Heavy: ok straight up, i'm confused by how you handled heavy. I get the natasha nerfs, but you made him straight up the weakest class with that damage penalty. I would exchange that with full on knockback resistance when revved up, as it would make his "pester saxton until he decides to kill you" role much better and consinstent. Overall he isnt awful, but isnt something that is really enjoyable to play. A lot of players have also said that Saxton gets shredded by heavy when he's the last server, but no good saxton will leave any heavy the last player (unless you're me and you want to tank 200 crit boosted brass beast bullets and bully that player). I know you don't have the time rn, but you need to make heavy more of a last resort if you want any chance of him being viable. Loadout: brass beast, steak sandvich, kgb. Engineer: loadout from loadout doesnt change much. Sentey gud, knockky. Dispeneey gud, ammo and health and metal, but engi players better start sharing it. Telper gud, sav leaf. In all seriousness, the engineer has a problem. He's viable, but he's really boring. All of these idiots just set up on their rooftop and wack their sentries nonstop! Onestly this is more of a map issue rather than anything else, so please remember to get interesting spots for engineers and not the same shit on the roof everytime. Loadout: Frontier Justice: pistol, Jag.
Medic: ok, this is the fundamental problem of the medic. He is wayyy too buffed. The problem is this: Overheal is king. Overheal is straight up the most powerful ability in this gamemode. With overheal you will tank much more than originally. Pyro can survive a punch and a stomp, demoknights will survive with the eyelander at 0-1 heads. And heavy can survive 3 punches instead of 2. Overall medic is already powerful enough for this, and he's really good when supported by teammates. THEN WHY IN THE HELL DID YOU MAKE HIM THE CLASS THAT COULD SOLO SAXTON??? He has the ubercharge, which is incredibly powerful and will lead to chainings ubersaws constantly. The ubersaw gets 50% uber on swing, and yet you didnt buff any other melee. The problem simply is that you gave him one role that he was already good at (helping the team and keeping them alive by overhealing them, and also ubercharge) and gave him another role and make him the best at it (he is without contest, the best offense class in the entite gamemode). I would onestly remove the ubersaw buff entirely because he was already good at one role, and then you made him the best at another one. I would arguw to buff his other melees if you're gonna buff the ubersaw (make the amputator heal 50% health (and let it overheal as well), make the solemn vov let you see the cooldown of his abilities, and let the vitasaw increase the duration of the uber based on organs collected), but medic doesnt need to be stronger than he already is. I'm pretty sure that if you have a chart, the medic would have the highest kd ratio and the highest damage on saxton. My highest record of damage is with medic with 5k. I wouldnt be surprised if i wasnt the only one. Loadout: crossbow, medigun, ubersaw. Sniper: the class with the highest potential damage, but i'm glad that you made saxton so mobile because people told me that it's really hard to land an headshot on him. People tend to use the machina for the extra damage, but i think every sniper primary is viable, Even the huntsman. For secondary i saw most often the jarate, and melee either kukri or bushwacka. I like that sniper isnt blatantlt busted in this gamemode. 10/10 great job. You have my compliments. Loadout: i don't like sniper so i don't use him. Spy: spy is a weird one. He can deal a lot of damage with a backstab, but he's not that good at surviving. The aura when minicrits and crits are active screw him up wayy too much. Otherwise people use l'etranger, dead ringer and kunai. I've noticed something weird tho about him. He pairs very well with a pyro. A lot of time saxton players decide to focus on a pyro who has pestered him for long enough time. The pyro then airblast to avoid dying, and saxton gets stabbed. And again, and again, AND AGAIN. I don't know why, but this is something that has happened wayy too many times for me to not count it as a combo. Overall spy is fine, and i like it when a competent spy is in the team. Loadout: i don't like spys gameplay therefore i don't use him.
Saxton: i can finally talk about the meat of the problem (unintetional pun, i swear). I will not say that saxton is op, because he isnt. He's well rounded to focus and kill anyone he wants, but most classes have a way to escape. The main problem comes from how spammable the abilities are. They deal the right damage, and each one has it's use, but id like to talk about every ability individually. Charged punch: this is the worst ability, straight up, but it has quite a few helpful (and annoying) perks. The resistance on charge is understable, as you don't wanna be a sitting duck, and the damage is respectable, but even charging it for half a second makes it completely useless past point blank range. The most annoying perk is the ability to combo it onto a punch, guaranteeing a kill. The other problem i find is the spammability. 10 seconds aint nothing for saxton (this is a problem of something much, much bigger). Stomp: the stomp is the best ability, and also the most fun one to use. It takes skill to use correctly, and you get rewarded for it by putting the enemy team under pressure and making them split up. 9/10 not enough water but balanced enough. Beef Punch: another good ability. I actually like that you made it so we cannot control when it's best to use it. It gives it a risk reward factor, and it's probably the most rewarding ability of them all. Brave jump: if saxton is the meat of the problem, this is the heart. The ability once again, is good, wayy too good. With this, saxton doesnt have to be engaged in combat most of the time, and he gets no penalties when doing so. He can get easy pickings by people who want to just play the game and overextend and makes the game just unfun. This is also a problem with his speed, as he gets faster the more damage he takes, increasing the problem i just mentioned. If there was a way to introduce an invisible meter that decreases saxtons speed, damage and abilities cooldown by not fighting for a long period of time, it would force players to be more aggressive, and not camp a single spot in the map. Also i forgot the second problem. The ability for saxton to camp and wait out for a certain spot give him time to recharge his abilities, and wayy too fast. This makes him feel really unfair, and that's probably why a lot of people demanded a brave jump nerf. I just demand that he can have the option, but he's punished by not damaging or not taking damage. So yeah. I'm almost done giving back all the feedback. Only the four maps missing. Bigrock: balanced, but it's scary to play as a mercenary in this map as saxton can jumpscare you from anywhere, but it can also lead to some fun plays thanks to.the multiple doors allowing for different flanks. I've managed to catch saxton offguard a number of times. Good and balanced map. Nucleus vsh: the best map in my opinion, enough space for saxton to do his shit, but not enough to run away without expecting a big flank and to be punished if he runs away. My favourite map out of the bunch. Distillery. My least favourite map. This is where the main problem of "saxton runs away for the entire game without any chance to punish him" comes from. I would argue that it's wayy too much in favour of saxton rather than the mercs and that anyone can win here simply because of the amount of space there is. The one map i forgot the name of but it has those exploits that engineers abuse: besides that, it's still good either way, big spaces for saxton, but not enough for him to run away for the entire game. Overall another pretty good one. And that's all my feedback, i'm gonna go eat now cuz i'm hungey..
@@alllayy4002 thanks for your feedback as well i guess. i don't understand why i made this comment as 90% of what i said is completely useless as "feedback". for the mad milk i still do not agree with you. it just doesn't have enough use cases for me to find it useful, as well as the fact that medics are busted doesn't really help it that much. if it had the ability to grant 25% max overheal instead of 50% i'd say it would turn into a really useful item. i didn't know the reserve shooter had that ability, and i'm gonna test it out. once again, medic is too good for too many roles, but he's held back by.... saxton being good? either way, even if one medic isn't good enough, you can always stack them, and they never go down with the amount of ubers they have. saxton. the more i play with and against him, the more my thoughts change. i want to know if the charged punch can hit twice, because it's really unfair for a player to die just because they wanted to tank a single shot of that ability. i feel like i underestimated the speed buff saxton gets overtime, as it really fucks with your muscle memory. i've gotten killed over and over by the speed buff. onestly i forgot to mention my idea on how to balance him and force players to play him more aggressively. i was thinking of an hidden meter that after a certain amount of time of not taking damage/not dealing damage, runs out and saxton (or whoever the boss is) gets a nerf. punches deal less damage (170 but you can change these as you want) saxton runs slower, and his abilities take double the amount to charge (this is not the only way, but saxton should be punished if he doesn't keep a semi-constant aggro). Maybe to alert everyone he says something along the lines of "COME HERE AND FIGHT ME, YOU COWARDS!" or something along these lines. the debuffs can be removed by starting to take damage or by dealing damage. the brave jump spam can be annoying, but nothing is more annoying than waiting for a saxton to get out of his cowardly spot. on a sidenote: thank you for reading my replies, even if they were garbage. i'd still like to know if the charged blue punch can hit twice in a single time.
Big big big congratulations🎉 ive been a fan of VSH since i was 12 years old, and i cant wait to play it on the casual servers!
HI SHORK YOU'RE A GREAT MAN
Truly a great moment for the community
whats up shork the legend
PLEASE RE INTRODUCE KNOCKBACK TO DEMO ITS USELESS NOW !
Giv me toy >:C
RIP the community servers running VSH, you will be missed, it was 13 years well spent! Congratulations on this! I'm grateful that this game mode will become a larger part of tf2.
At least there’s still freak fortress and a wide variety of custom maps
Good fucking riddance to Mantreads Soldiers, too. Finally the VSH community can heal from vsh_military.
I mean official doesn't have freak fortress stuff does it ? Just Saxton.
That's one thing why I'm still playing Freak Fortress because there's variety of different bosses you can play as and go against, but official I take it is only Saxton Hale alone.
I’m sure the majority of the VSH community will stIll play on community servers
For 13 years (soon to be 14 almost) of community servers hosting it, It's actually awesome to finally see VSH become an official gamemode and it's a fun thing to play too. thank you for your work and your team!
Isn’t it a limited time event for summer ?
@@TyloneS this isn't a holiday themed update, so all maps are permanently available to play...I hope.
@@bigjoegamer so you might be in for a surprise
@@bigjoegamer the maps are listed as "featured" and every time it has happened before they were for a limited time and only recently 1 or 2 get added to the regular rotation of maps
I think these maps are temporary because as I remember the event will last till september. But I hope that only the event map selection menu will be removed and the maps will remain in the game. Tho I think they will definetly keep the saxton hale mode as it is very popular and saxton hale is an integral part of the tf2 lore.
Im so happy for you and everybody that worked on this. Congratulations! Very well deserved yall worked very very hard
PLEASE RE INTRODUCE KNOCKBACK TO DEMO ITS USELESS NOW !
Just a few months ago i was just happy that you, as the original creator, were still around and actually working on the mode.
Now it's in the game.
Insane!
Congrats!
PLEASE RE INTRODUCE KNOCKBACK TO DEMO ITS USELESS NOW !
It's a shame they don't seem to be adding achievements anymore. Would love to have some VS Saxton Hale achievements to grind for!
Kinda crazy after 13 years your baby is finally in the game! Congratulations, Liz! Very well deserved!
Very deserved Liz, congratulations on this addition!
Congratulations on getting your work acknowledged by Valve!
Now that VSH is official and you did say a Halloween version of VSH. Who will be Saxton Hale be in the Halloween version of VSH, will he be a zombie, a demon, Frankenstein's monster, or will it be some official Scream Fortress bosses like HHH and Meramus?
If there's gonna be a Christmas version of VSH, I know Saxton's gonna be Santa Hale or Old Nick from the TF2 comics.
but old nick doesnt even have a model
Hey! While it is true that Vscript cannot access some variables, as said in the video, you can find a devnote inside the "vscript_convar_allowlist.txt" That says this:
"If there is anything here that you think should be allowed (or nor allowed) by default, please get in touch. "
So yeah, if you get in contact with valve they might be able to enable this and other convars for Vscript if needed
Hey. I just wanted to say HOLY SHIT YOU MADE VSH??? I've absolutely loved it since 2012 when I played it for the first time. No wonder I've been playing it so much now in casual, you pretty much perfected Saxton as a boss! He feels genuinely unstoppable, there are so many fun ways to deal with what used to give him trouble before (Sentries, scunts, pyros to an extent) it's been so fun man. Hoping you can somehow make the arena logic work in the map, that team selection screen would look SICK. And hoping you guys can implement a queue system somehow (although I imagine that one's bordering on the impossible). Thank you so much for all the fun times you have bestowed upon us mortals, I'll be keeping a close eye on your channel dude!!
pyros were never an issue because they were punished for ever using their main ability, pretty stupid tbh
Поздравляю!!!
Это большое достижение, вы вообще помните когда в последний раз добавляли новый режим?
Хоть и спустя 13 лет, но все же теперь оно официально.
I'm very very glad that VS Saxton Hale is actually official now. And I love the new voice lines 😀With that being said, there's severe connection problems when I try to play casual on VS Saxton Hale maps. I don't know if anyone has successfully played a full match of it yet, but I hope it gets fixed. But still, thank you all, for the good work you have done.
As a side note, I hope Valve adds some good community fixes from the workshop soon. Community fixes and VS Saxton Hale are the two things I was hoping for the most with this update.
I'm really hoping for community fixes to be just a delayed second part of update. It is really just SO unlikely for them to first announce that there WILL be community fixes and then just not import any if them. It really just not what good people do, regardless of them caring or not about the game.
@@jumpinghunter9152 Eric Smith ,a TF2 developer, said that community fixes will be looked at to see if any can/should be added to the game. It's an ongoing situation, much like the server problems related to VSH.
Its so surreal to see VSH as "official" now. Too bad it was just dropped, no intro trailer or animation like "Meet the Mann" or something.
Yeah
It would have been hilarious if you could grab scout players like in the Jungle Inferno animation and use them as a bat
This!!!!👌
Congrats man!!! I’m so happy for you and the team behind it!
This opens the door for so many possibilities. Thank you and thanks to TF2 dev team for doing this. Unfortunately there seems to be a bug where you can't join VSH in casual right now but hopefully this gets fixed fast
as someone who's played vsh for a long time on and off over the years, it's amazing seeing not only this version and it's many great changes over the original, but the fact it's now in casual and can gather an even wider audience more than ever is very exciting. it's a very different and chaotic gamemode that has a lot of charm, and i have to thank not only you but everyone else on the amazing team who made this a reality. very excited to see where it goes and the many new maps people will make for it!!!
Congratulations Lizard! I know you and everyone involved worked incredibly hard on this and I'm glad it finally got in game! I'm happy I was able to be there for many of the tests as well, keep it up! :D
Congratulations to you and the team! Servers are bloated right now lol, and I hope this gamemode stays somehow after the update, it will be sad to see it go
Hello, if you decide to do any more bosses in the future, I think it could be neat if you did the administrator with the australium boost, as she would not be halloween-exclusive and could have a quite unique playstyle. The halloween bosses will probably be your next priority of course. I think Old Nick would also be a good candidate, perhaps even as a non-smissmass themed boss (since he is not as fantastical as the HHH or Merasmus). Obviously the original VSH bosses are funny but I think the "Official" TF2 characters being turned into playable bosses is a lot cooler, I love your implementation.
THIS IS HUGE! This game mode was my high school pass time! Thank you for your hard work!
Congratulations on getting VHS as an official game mode, It looks good and has new mechanics that looks cool! Great job to you and the other devs who made this, can't believe tf2 made this possible.
Hey oz, about that problem of getting killed in the first 5s and not doing anything for the rest of the match making it boring if you're unlucky, why not simply give people regular respawn timer, but after their first life , they turn into a robot! With the same loadout, but reduced max health by 50%, damage/attack speed (depending on what's easier to program) by 66%, cannot cap/stop capping (as if they were under uber) and slowness while close to hale (the same way the increased melee range effect works, at least according to the wiki), of course, he wins if all players that are on their first life die, or if he caps. What do you think? It doesn't make one class absolutely necessary and by définition a must (either for mercenaries as a win conditon, or hale as a target) but still allows players to be able to play and matter past the first death (but not too much) i believe there's already a built in function that turns you into a robot, so i don't think it would be impossible to implement.
Ayyye congrats on getting the mode into official TF2!!! I was so happy when I saw it in the change log of the update
You deserve more attention than you get, this is amazing!
MASSIVE DOUBLE U
SO FUCKING HAPPY FOR YOU!!! THIS IS AMAZING!! YEEAAAAH BABY
I gotta say, after playing this mode quite a lot in casual after it was finally working.
It's quite fun. Hale feels MUCH better to play now compared to the old version.... Sorta like a Demoknight on steroids.
Overall, very nice work on this mode.... I'm looking forward to what Halloween and other maps you all make. Maybe a VS Merasmus? HHH? There's just so many possibilities.
Oh, hope you'll like what's coming.
I honestly couldn't believe my own eyes when I saw that, but here we are... You guys truly deserve it for all your hard work put into the game mode, and it might even make me give it another try now that the game mode is official haha :D
Gamemode is already been killed in offical servers, not even out for an hour and they got rid of it
Congratulations!! So happy we the community were able to get it in the official game.
Its frustrating so many think it was created or ported by ValvE themselves, when it was custom-made community-built.
Am i the only one who got shocked by these news?? Like everyone else is so chill
Its probably because the VALVe team broke the maps, so they haven't been in casual. Also the fact that VALVe just added it without any promotion other then the blog
Im so fucking happy rn, a regular tf2 update AND an awesome new gamemode? This is fucking amazing
can you give druox another chance to voice saxton now that you have contact with him? I grew up listening to his dub of saxton in the original freak fortress, gmod videos, and a ton of other TF2 media. It's a bit of an awkward situation for him to be permanently replaced against his own will. The currently small and shrinking Official VSH playerbase would welcome the change.
This is a disgusting spaghetti hack and I unironically adore the fact that it's now an official part of TF2. Thank you for creating this amazing gamemode!
As an OG and active player on your VScript VSH community server, this makes me unbelievably happy :D
Thank you sir for joining our Hale vs. Machine event tonight, was an honor to have you!
congrats and you deserv it sadly the janitor forgot to play test it and got removed
This is the best news in Tf2 since the Blue Moon Update, and it's the biggest thing no one saw coming! This is beautiful and we hope this will not be the last time you get this much recognition for your work!
...part of me wants to ask if more bosses will be added in the future, but I won't annoy you with these kinds of questions. Just keep being the legend you are!
Я сам ахренел от этой новости. Желаю тебе всего наилучшего
I always struggled to figure out how community servers work, so I’m happy I get to finally play it!
Is anyone else having major issues with joining VSH in casual? Or is it just me
Youre not the only one. Cant join any VSH games
Before the Update only 100k Player Play the Game, but rn is 200k Player Play TF2 thats normal
Вы красавцы, Эггман. Больше и нечего сказать.
I hope you guys can update it more.
I’m honestly so happy you guys managed to get this officially supported. I’ve played since I was a kid. Congrats! That being said, I really much prefer the balance of the old VSHmod. While the new VScript Hale’s movement options are fantastic by comparison (no awkward misinputs), the Weighdown/Rocket Punch combo is just too OP; on top of the lack of taunt crits, Amps, and a number of other QoL things that other offshoots of your original mod have. Plus, the advanced movement of the old Superjump is completely gone (no ceiling boosting, no jump chaining, no free-strafing, etc). In the stead of advanced Superjump techs, we do have the Rocket Punch which does substitute a majority of them; but it’s just too strong to play as, or against. So, if I had to pick between playing on a community VSHmod server, or an official VScript match- for now, I’ll be sticking to community servers that have the balance in a very comfortable spot. While the new mode is rad, it’s just not as balanced or fun. I hope it can be addressed in the future; because I’m not even sure what can be done about it, aside from maybe at least nerfing the damage of the uncharged Rocket Punch (reload ability). That way there’s at least a small chance to be able to fight back from that WD/RP combo.
Interesting that while people complain about Hale's abilities being too OP, his winrate is still around 50%. I guess the problem is that when one team consists of only 1 player, when that one player is skilled he can wipe the floor with the rest of the servers, but that's the nature of the beast. It's its equivalent of imbalanced teams.
@@LizardOfOzdude half the merc wins are either rock paper scissors when hale still has 5k health, or hale not knowing how to brave jump
ive seen a win ratio of 3 to 1 in both hales and mercs favor, it really depends on the server. as people get good at your mode, it will get worse
I remember playing VHS years and years ago and loving it despite being really awful at it, it's awesome to see how far this has come, congrats
*vsh
The Saxton Hale mod has been my favorite mod in Team Fortress 2 for 8 years.
I'm glad it's now an official game mode. But that doesn't mean Community VSH is over. Bosses with dozens of fun and different abilities can be played on community servers.
We made it out the Spawn Room with this one!
My happiness is immeasurable, and my day is made.
Now make prop hunt official valve
I cant wait for the next devlog called CHAOS CHAOS CHAOS CHAOS CHAOS| Team Fortress 2 Summer Update 2023
spy
Now this is a perfect example of spaghetti code lol, thanks for explaining it so well. I haven't booted the game yet so for all I know the iteration currently in game was worked on alongside with Valve to solve such issues, which is what should be done anyway, but what you've done has served this community well for quite a while and will continue to do so. Cheers
I can't believe it has this long since the mode was first made. I hope they keep up development and add new bosses like the Horseless headless horseman or the Yeti for Screamfortess
We are so happy for you! I hate the fact that it shows heavy in the hud though
this gives me hope that we could get a halloween version of this, where we wight the Headless horseless horsemann. Maybe not this halloween, but maybe next year...
CONGRATS ON ACTUALLY GETTING IT ON WITH VALVE
🥳
well done on getting your work seen and endorsed! A shame the servers are currently bugged and crashing but that'll get fixed in due time!
Congrats. Amazing job that your hard work is now officially in the game.
NO FUKIN WAY BRO THATS BADASS!
Thanks to RUclips recommendations I discovered who is the king behind Saxton Hale Vs Mercs Mode.
I’m so proud of you. I’ve supported this project from the very start, and was basically my dream addition for the Summer Update. So seeing it added, even in a broken state, still feels so unreal to me. Amazing work, I will be buying all the map stamps.
What about introducing other characters who appeared alongside Saxton like Maggie? Maybe as rare duo boss appearence. Would be fun to mix it up while keeping to TF2 comics.
Hopefully we get to see other game modes being ported to Vscript (Like Zombie fortress), would certainly inject more life into TF2 than just adding more cosmetics.
I'm so happy this is finally an official gamemode :) I loved playing this gamemode when I was hugely into TF2 and it was always a joy
Congratulations!
I have a dream that a version of hakurei_shrine will be added to VSH so I can play it again
I love this dude's voice, so soothing. He should do an ASMR or something, perfecto.
Congratulations!! I’ve never been able to play VSH, but I’m very exited to play the official version from the casual menu!!
Congrats for you and for us players
You did it, my brother in sandvich! Saxton Hale is Real 2023!!!
It was an absolute joy to play the old plugin versions over the years as well as Freak Fortress, and to test out the new version of Saxton Hale with the fancy new Vscripting built into the map before this became officially part of the game updates. Well done, and long live Saxton Hale!!!
Congrats on making it Lizard! Hopefully, it was worth the weight!🎉
RED SHADOW MAGGOTSS
Hoping it gets fixed and sent out again. Thats one of the best things of the new update.
Good job on creating such a good game mode so it was added!
i am glad it got added, i was actually shocked it was added but sadly. the server keep crashing every time it run this game mode. few bugs fixes and it will work fine.
Is it just me who can't connect to those new maps? The one with Saxton Hale? The old one's work fine tho
its not just you, nobody else can connect to the maps (via casual at least) but hopefully it will be fixed soon
Heya, would I be able to volunteer to help record some voice lines for the mode? I can do a perfect Saxton Aussie accent, or potentially help with a couple of the mercs where the great James McGuinn struggled. I can do Sniper and Spy.
The amount of effort put into this is incredible. Makes it seriously look official.
Things like this is why I wish for a Counter Strike 2 treatment for this game.
You deserved it, What once was an ancient mod, becomes an official thing.
Actually fucking crazy that VSH is now offical!
Congrats man!
Crazy man, discovered this mode a decade ago and now it's officially ingame.
saxton should have a loudout page, and be able to wear cosmetic. he should also get a strange varient of his fist. or show how many hours and kills you get
You sir are a absolute legend in the TF2 community
Congrats brother! You are almost home with perfect VSH. Keep it up, and thank You!
R.I.P Official VSH you will be missed
Damn, this is actually crazy
I think it might bebroken it wont let me get past the loading screen
WHAT A WAY TO FIND OUT THE SUMMER UPDATE DROPPED!!! CONGRATS!!!
LET'S FUCKING GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
I wonder… will the Halloween map in the works be vs the HHH?
if VSH stays in the rotation , they should do the same for arena
You know, it would be very nice to…you know, actually play this on casual for more than an hour before it got taken down for fixes. It’s still surreal to see VSH in tf2 and I congratulate all of you :)
Having played community VSH since 2012, its incredibly exciting to see a classic game mode officially becoming part of Team Fortress 2. Congratulations on this impressive task!
Congrats man 👍
oh my god you really did such an amazing job i thought valve did their own official version cause of it. genuinely amazing stuff mate
well... its gone now
Great Video Lizard! That being said, i've been playing vsh nonstop recently, and i wanted to give my feedback of everything i experienced thus far, and maybe some balancing ideas:
Scout: as far as i've seen, scout is pretty decent. The force a nature and the bfb are pretty good unlocks, altough i will say that the force a nature is better at the end, when it matters most. A lot of people have been using the mad milk, which i don't really understand. no one will benefit from the effect (except heavy) since saxton kills most classes in one shot and dispensers exist. Besides that, bonk atomic punch and cleaver are also used commonly; not crit a cola though, which is weird because it provides a lot of benefits. Most players have also agreed that the sandman and the fan o war are the best melees for this as well, since they provide the most benefits out of every single scout melee. Current loadout: Bfb, bonk atomic punch, Sandman.
Soldier: soldier is generally weak in almost every case. Trolldier is decent, but he's weak by being focused. It depends by how much saxton gives a shit. even the melee soldier (half zatoichi+ batallion) doesnt really compete purely because of his exploitable speeds. i've been in games with all 3 types of soldiers, and they all died once they were focuses by me with no chance for his teammates to help. Loadout: beggars, batallion, half zatoichi.
Pyro: pyro is good, and i like that fact. Airblast makes him an excellent support (with a factor of risk because airblast can fuck up your other teammates), but not too strong because of one thing. Ammo. His weakness here in vsh isnt range, since it's slightly longer and more consistent than saxton, but he runs out of ammo fast. I've seen players complaining about him all the time, and i don't understand why. A pyro is really weak without support, and all saxton needs to do is isolate him. Stock is by far the best choice and that's because of multiple amount of airblast he has. I've seen people using the scorch shot with... Awful results (for me the scorch shot is the 2nd worst secondary, not just in vsh, but in casual as well). The flare gun works pretty well and is pretty good at chipping saxton away. The powerjack is straight up the best choice, with the backscratcher being a close second, but it's scaled down by one important nerf. Overall, a thanks from a pyro main, you made me pretty happy. Loadout: flamethrower, flare gun, powerjack.
continuing in the reply.
Demoknight: yea no demoman is not viable in vsh, and it's not even a surprise. Demoknight howerever is necessary as a damage dealer. The shield allows him to have a way to focus down saxton and as a safety net. Most shields are viable, but it's no surprise that the tide turner is amazing right? As for melees, i've used both the half zatoichi and the eyelander. I don't know which one is the best overall, but the eyelander is better with a medic, and the half zatoichi is better with a pyro.
Overall really strong, and the second main damage dealer. Onestly, he is balanced, just really important. Loadout :bootys, splendid screen, eyelander.
Heavy: ok straight up, i'm confused by how you handled heavy. I get the natasha nerfs, but you made him straight up the weakest class with that damage penalty. I would exchange that with full on knockback resistance when revved up, as it would make his "pester saxton until he decides to kill you" role much better and consinstent. Overall he isnt awful, but isnt something that is really enjoyable to play. A lot of players have also said that Saxton gets shredded by heavy when he's the last server, but no good saxton will leave any heavy the last player (unless you're me and you want to tank 200 crit boosted brass beast bullets and bully that player).
I know you don't have the time rn, but you need to make heavy more of a last resort if you want any chance of him being viable.
Loadout: brass beast, steak sandvich, kgb.
Engineer: loadout from loadout doesnt change much. Sentey gud, knockky. Dispeneey gud, ammo and health and metal, but engi players better start sharing it. Telper gud, sav leaf. In all seriousness, the engineer has a problem. He's viable, but he's really boring. All of these idiots just set up on their rooftop and wack their sentries nonstop! Onestly this is more of a map issue rather than anything else, so please remember to get interesting spots for engineers and not the same shit on the roof everytime.
Loadout: Frontier Justice: pistol, Jag.
Medic: ok, this is the fundamental problem of the medic. He is wayyy too buffed. The problem is this: Overheal is king. Overheal is straight up the most powerful ability in this gamemode. With overheal you will tank much more than originally. Pyro can survive a punch and a stomp, demoknights will survive with the eyelander at 0-1 heads. And heavy can survive 3 punches instead of 2. Overall medic is already powerful enough for this, and he's really good when supported by teammates. THEN WHY IN THE HELL DID YOU MAKE HIM THE CLASS THAT COULD SOLO SAXTON??? He has the ubercharge, which is incredibly powerful and will lead to chainings ubersaws constantly. The ubersaw gets 50% uber on swing, and yet you didnt buff any other melee. The problem simply is that you gave him one role that he was already good at (helping the team and keeping them alive by overhealing them, and also ubercharge) and gave him another role and make him the best at it (he is without contest, the best offense class in the entite gamemode). I would onestly remove the ubersaw buff entirely because he was already good at one role, and then you made him the best at another one. I would arguw to buff his other melees if you're gonna buff the ubersaw (make the amputator heal 50% health (and let it overheal as well), make the solemn vov let you see the cooldown of his abilities, and let the vitasaw increase the duration of the uber based on organs collected), but medic doesnt need to be stronger than he already is. I'm pretty sure that if you have a chart, the medic would have the highest kd ratio and the highest damage on saxton. My highest record of damage is with medic with 5k. I wouldnt be surprised if i wasnt the only one. Loadout: crossbow, medigun, ubersaw.
Sniper: the class with the highest potential damage, but i'm glad that you made saxton so mobile because people told me that it's really hard to land an headshot on him. People tend to use the machina for the extra damage, but i think every sniper primary is viable, Even the huntsman. For secondary i saw most often the jarate, and melee either kukri or bushwacka. I like that sniper isnt blatantlt busted in this gamemode. 10/10 great job. You have my compliments. Loadout: i don't like sniper so i don't use him.
Spy: spy is a weird one. He can deal a lot of damage with a backstab, but he's not that good at surviving. The aura when minicrits and crits are active screw him up wayy too much. Otherwise people use l'etranger, dead ringer and kunai. I've noticed something weird tho about him. He pairs very well with a pyro. A lot of time saxton players decide to focus on a pyro who has pestered him for long enough time. The pyro then airblast to avoid dying, and saxton gets stabbed. And again, and again, AND AGAIN. I don't know why, but this is something that has happened wayy too many times for me to not count it as a combo. Overall spy is fine, and i like it when a competent spy is in the team. Loadout: i don't like spys gameplay therefore i don't use him.
Saxton: i can finally talk about the meat of the problem (unintetional pun, i swear). I will not say that saxton is op, because he isnt. He's well rounded to focus and kill anyone he wants, but most classes have a way to escape. The main problem comes from how spammable the abilities are. They deal the right damage, and each one has it's use, but id like to talk about every ability individually.
Charged punch: this is the worst ability, straight up, but it has quite a few helpful (and annoying) perks. The resistance on charge is understable, as you don't wanna be a sitting duck, and the damage is respectable, but even charging it for half a second makes it completely useless past point blank range. The most annoying perk is the ability to combo it onto a punch, guaranteeing a kill. The other problem i find is the spammability. 10 seconds aint nothing for saxton (this is a problem of something much, much bigger).
Stomp: the stomp is the best ability, and also the most fun one to use. It takes skill to use correctly, and you get rewarded for it by putting the enemy team under pressure and making them split up. 9/10 not enough water but balanced enough.
Beef Punch: another good ability. I actually like that you made it so we cannot control when it's best to use it. It gives it a risk reward factor, and it's probably the most rewarding ability of them all.
Brave jump: if saxton is the meat of the problem, this is the heart. The ability once again, is good, wayy too good. With this, saxton doesnt have to be engaged in combat most of the time, and he gets no penalties when doing so. He can get easy pickings by people who want to just play the game and overextend and makes the game just unfun. This is also a problem with his speed, as he gets faster the more damage he takes, increasing the problem i just mentioned. If there was a way to introduce an invisible meter that decreases saxtons speed, damage and abilities cooldown by not fighting for a long period of time, it would force players to be more aggressive, and not camp a single spot in the map. Also i forgot the second problem. The ability for saxton to camp and wait out for a certain spot give him time to recharge his abilities, and wayy too fast. This makes him feel really unfair, and that's probably why a lot of people demanded a brave jump nerf. I just demand that he can have the option, but he's punished by not damaging or not taking damage. So yeah. I'm almost done giving back all the feedback. Only the four maps missing.
Bigrock: balanced, but it's scary to play as a mercenary in this map as saxton can jumpscare you from anywhere, but it can also lead to some fun plays thanks to.the multiple doors allowing for different flanks. I've managed to catch saxton offguard a number of times. Good and balanced map.
Nucleus vsh: the best map in my opinion, enough space for saxton to do his shit, but not enough to run away without expecting a big flank and to be punished if he runs away. My favourite map out of the bunch.
Distillery. My least favourite map. This is where the main problem of "saxton runs away for the entire game without any chance to punish him" comes from. I would argue that it's wayy too much in favour of saxton rather than the mercs and that anyone can win here simply because of the amount of space there is.
The one map i forgot the name of but it has those exploits that engineers abuse: besides that, it's still good either way, big spaces for saxton, but not enough for him to run away for the entire game. Overall another pretty good one.
And that's all my feedback, i'm gonna go eat now cuz i'm hungey..
@@alllayy4002 thanks for your feedback as well i guess. i don't understand why i made this comment as 90% of what i said is completely useless as "feedback". for the mad milk i still do not agree with you. it just doesn't have enough use cases for me to find it useful, as well as the fact that medics are busted doesn't really help it that much. if it had the ability to grant 25% max overheal instead of 50% i'd say it would turn into a really useful item. i didn't know the reserve shooter had that ability, and i'm gonna test it out. once again, medic is too good for too many roles, but he's held back by.... saxton being good? either way, even if one medic isn't good enough, you can always stack them, and they never go down with the amount of ubers they have.
saxton. the more i play with and against him, the more my thoughts change. i want to know if the charged punch can hit twice, because it's really unfair for a player to die just because they wanted to tank a single shot of that ability. i feel like i underestimated the speed buff saxton gets overtime, as it really fucks with your muscle memory. i've gotten killed over and over by the speed buff. onestly i forgot to mention my idea on how to balance him and force players to play him more aggressively. i was thinking of an hidden meter that after a certain amount of time of not taking damage/not dealing damage, runs out and saxton (or whoever the boss is) gets a nerf. punches deal less damage (170 but you can change these as you want) saxton runs slower, and his abilities take double the amount to charge (this is not the only way, but saxton should be punished if he doesn't keep a semi-constant aggro). Maybe to alert everyone he says something along the lines of "COME HERE AND FIGHT ME, YOU COWARDS!" or something along these lines. the debuffs can be removed by starting to take damage or by dealing damage. the brave jump spam can be annoying, but nothing is more annoying than waiting for a saxton to get out of his cowardly spot. on a sidenote: thank you for reading my replies, even if they were garbage. i'd still like to know if the charged blue punch can hit twice in a single time.
range is 100% pyros weakness, he cant do damage without putting himself at risk of being one shot
thank you so much i always loved saxton hale and the fact that it became an actual official gamemode is insane to me
Haven't touched TF2 in 2 years but this is a major update since Jungle Inferno, gonna check it out probably later.
Community made bosses for VSH's sister mode "Freak Fortress" are gonna be crazy in the near future thanks to VScript implementation.
still gonna suck tho
vsh is a official game mode!
It would be cool if some map had the yeti as the boss (or the ghost of the yeti considering the last one exploded)