Team Fortress 2 - From Old To New 99
As the Beta period for the incredibly fun Team Fortress 2 winds down, the website Rock, Paper, Shotgun offers up several pieces on the title. If you played the original TF and want to know how things have changed, they've got an in-depth series of posts on the nine classes. If you're more interested in the evolution of TF2 as a concept, the first of a two-part interview with game designers Robin Walker and Charlie Brown highlights the long road between there and here: "The arc of TF2 is something that's probably familiar to a lot of amateur developers or designers. When we got here the first thing we built was overly complex, very hard core, almost impenetrable to anyone who wasn't familiar with FPSs in general. And as we found as we played it, wasn't more fun because of it. I think one of the things we've learned as designers over the time we've been here is to better preserve our ideas while still making them more understandable ... If I looked back at various designs in the different versions of TF2, then I think that's the thing that moved the most. We were always doing interesting classes, interesting weapons, but I think the thing we succeeded at the most, that we were failing at the most, was that nugget of acceptability relative to depth." As for the best class, I tend to agree with Jerry.
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BTW the pyro has nades too..
I don't think it looks great.. i think it looks stupid to have nades on a model that doesn't actually "have" nades.
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TF2 is glorious. (Though at some point it will no doubt lose its' luster. But it's going strong for now.)
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tf2 rocks (Score:2)
major kudos to valve!
Transitioning from the late 1997 to 2007 (Score:5, Informative)
Back in 1997 when TF came out gameplay on the internet was very campy (literally) and very platform rocket jumping-esque. The original TF was a gem on Quakeworld because it provided more than just death match but rather a team cooperation game with different classes.
Eventually, I went on to other games like Tribes, Counter Strike, and DoD and when I saw that the game was going back to its roots I had doubts that gameplay would work anymore since for a while they seemed to be taking a whole new direction with a more realistic atmosphere like counterstrike.
But then I saw their art direction and rather than focusing on realism like counter strike, they made it look more cartoonish and platform jumpy which basically how things were back in 97 (Quake, Turok, and Tomb Raider were all out then).
Of course it could be just nostalgia.
TF2: AKA (Score:5, Interesting)
Everything about the art direction in the game reminds me of that movie... and I love it.
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http://images.google.com/images?q=leyendecker [google.com]
While "inspired by," it seems to be in a very stylized sense, and pull a bit of the timeframe and lines and clothing... rather than the overall art style. I would not, for instance, match The Incredibles to him. You could more easily say that TF2 morphed the art direction of The Incredibles WITH Leyendecker.
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I'm missing something. Why does this bother you so much? It's not like there's a penalty to getting killed.
I've been playing TF2, and it never occurred to me to be upset, much less pissed off, by this. It's a silly 15 seconds of the winning team running around killing the losing team. I usually ignore what's going on du
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Actually, based on everybody else's reactions, it seems like it was only designed to piss you off. Congratulations! Valve made a design decision based solely on you!
Seriously, I really enjoy the extra bonus of going on a rampage for 15 seconds when my team wins. But then again, I'm also the kind of person who would prefer to play a less glamorous class if it means my team will win.
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If you actually wanted to play a game about teamwork, you would understand that when I was talking about winning and losing I was talking about the map, not the person who got more frags.
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First, I'll remind you that the phrase "noskill newbies" was coined by you, in case you forgot.
Now, when I made that statement, I was referring to the team beating you in the match, not when an individual person got one extra kill from you. (See how I specifically used the word 'team'?) This made your statement, which read:
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It frustrates me because it's fucking annoying and retarded that the enemy team can just kill me and I can't do anything because the game designers made the random decision of making me unable to a
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This is pretty good precedent that your claim of the developers' malevolence is baseless.
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Oh hell, why am I arguing with a flamebaiting troll? I swear I'm going to suffer a concussion if I keep banging my head against this wall.
I must not fear. Fear is the mind-killer...
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Don't like being shot for 15 seconds when your team loses? Then don't lose. It's really that simple.
You're coming across as a whiny sore loser and nothing more.
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Life is full of paradoxes.
Why are you accusing the opposition of trolling just because you have run out of arguments?
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And if you're the one getting pegged at that point and getting pissed about it, you'd be on the losing team.
It's the same as the winner of a race taking a victory lap. Are they chicken shit racers for taking that victory lap?
No. They aren't. But you are indeed a whiny bitch.
But please, if it pisses you off that much, then by all means don't play. That way I won't have to miss you when you're gone
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I know you say you don't care about losing or winning, but this only happens AT THE END OF THE GAME. That would be to say: WHEN THE GAME IS OVER. In other words: WHEN NOTHING MATTERS AT ALL.
It IS a victory lap you fucking moron. NOTHING that happens in that 15 seconds matters to THAT GAME, or THE NEXT GAME, except for morons like you jumping up and down screaming about something that doesn't matter one whit.
No, people that are complete fucking idiots who don't 'get' things even
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1) The developers developed this feature to piss people off.
2) People who enjoy this feature have no skill.
I've posited that the fact that you are the only sample we have of somebody who is pissed off by this feature is a good indication that the developers did not intend the feature to be malicious.
I've also suggested that the other team required a certain level of skill if they were able to beat your team.
You've not countered these claims. The best you've done is suggest t
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And you have none. Why else would you suddenly bring out the troll card? Go away.
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I know. I believe I already mentioned it's identical to DoD.
Of course it matters. Otherwise I wouldn'
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As for camping in Counter-Strike, it's actually a part of the gameplay mechanics so I don't know why the fuck you think it's supposed to be a bad thing, or why you e
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So yeah, I think we have other things to complain about the game, although they seem to hav
Memories... (Score:1)
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28.8.. such luxury. While in my day we made due with 9600. No fancy smancy k at the end.
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Pffft. I remember back when it was referred to as 'baud' and the numbers were measured in triple, or if you were really lucky, quadruple, digits.
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I felt privileged because it was direct-connect instead of having cups for a handset to be placed in.
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Hell of an upgrade when I went to the Avatex 2400 [recycledgoods.com] (could only find the 1200 BAUD model of this design in a good pic), though. I just about wet myself at how FAST the BBSes flew by!
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No way! The real best was playing plain vanilla TF (not the MegaTF crap or other variants) on the Holy Hand Grenade server. 24/7 Canalzon, where the canalzon map author (ramirez) would frequently play with us. Team Fortress on the Canalzon map pioneered the "territories" game concept that went on to feature prominently in many other games, from Tribes to UT to Halo. Respect your roots.
Canalzon was the only w
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TFC wasn't so bad, once you got over the fact that heavies could shoot and walk at the same time. My biggest disappointment with TFC was the lack of a proper canalzon. canalzn2 tried, but it just couldn't match the feel of the original.
Best game available on steam (Score:1)
Is anybody here... (Score:1)
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Although... I played in a server today where half the server were pyro's (about half and half on each team). It was carnage and a lot of fun
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GTG, my sentries are getting sapped!
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Playing pyro was fun, especially when the map, like Fort, was crowded. Pyro was a class I would use when I would be tired of playing the others fun support classes like engineer and medic. I just loved to annoy these soldiers or snipers with rocket fire playing pick-a-boo. Great memories, almost ten years since TF on Quake, not getting any younger.
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On defense, the Pyro is the perfect match with Engineers. If a spy is stupid enough to sap something while a p
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This is the only thing i remember about the pyro from old TF. Except repace "room" with "server." Ha, in the quake days we all said he shot the "lag gun" since it just placed candle/flame entities around the map and after a couple minutes of shooting would cause everyone to lag out. When it was an annoying server, it was fun to run around with him for a while before back to the usual of sniping on 2fort.
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On the other hand, I have played QuakeWars and it felt like Battlefield 2, meets Doom 3 graphics, combined with Quake3 DM. The sound effects are almost all fr
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Half-life, contained much brighter & cheerier versions of the maps and is looked down on by many of the QW TF fans.
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Team Fortress for QuakeWorld is the original
Actually, it wasn't. Team Fortress for Quake was released three months before QuakeWorld. The QuakeWorld version was almost identical, as I recall, except you glowed the colour of the flag you were carrying (Quake only supported white dynamic lighting, QuakeWorld allowed multiple colours). Setting up a QuakeWorld server on a LAN was a lot of hassle (not least because it needed TCP//IP and we were all using IPX back then), and so I didn't play it much until a few years later.
One big advantage TF had o
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I'm going to have to agree with the parent here and not with the many people here comparing it to a Battlefield clone. If you want to compare it to anything it's more like the Assault game type from the original UT. It will depend on how the retail maps end up playing but I really enjoy the mission and objective based gameplay more than the typical "capture the flag" or "control the nodes" type stuff which is all you typically see these days(granted, I have not pla
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Off-topic, regarding the merits of ET:QW...
I'm going to have to agree with the parent here and not with the many people here comparing it to a Battlefield clone. If you want to compare it to anything it's more like the Assault game type from the original UT.
The tragedy is that it's not really comparable with the original ET, which in my opinion is one of the best multiplayer FPS games ever made and free to boot. ET just has a solid feel and gameplay that's plain fun, while the (admittedly demo) gameplay I've experienced in ET:QW just completely lacks that feel. I definitely thought ET:QW was closer to BF2 than to ET.
On topic, however, I have to say that the TF2 beta has been nothing less than superb. I haven't enjoyed a game this much in many years and I
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I've been waiting way too long... (Score:2)
First game that's hooked me for ages (Score:2)
can we start talking nerf/buff yet? (Score:3, Interesting)
Nerf scout shotgun or give them the sniper machine gun instead.. 2 shots from a scout's gun should kill a 175hp demo or 200 hp soldier.. i've seen 3-4 scouts rush a CP and kill everyone and cap the round.
demo nades are a little under powered when laying ont he ground and exploding (direct hits are right, and stickys are fine).
uber could last a little longer.
overall tho you can tell a lot of balance was worked on prior to beta...
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Come now, "two shots can kill a demo or soldier" if you're getting a point-blank ambush on them; preferably shooting them up the backside of their head. It can't do nearly that damage if they're at any real engagement distance or in the middle of doing speedy maneuvers to try to not also get killed in one shot. (And the soldier's splash damage at that range can usually take them out.) This is about the only thing that turns scouts
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With the scout's double jump mid air switch direction maneuver there isn't any splash.. the scout is also so fast they can run right past the slow missle from a rocket.. the demo doesn't even have a chance since you have to hit them dead on with a nade, gl with that... the o
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Soldier can splash the floor, wall, ceiling... Just a bit of predictive trajectory and you'll usually take the scout out i
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It would make a difference tho.. last night i shot 3 nades and they landed at the feet of a sniper.. he just stood there and killed me and lived through their explosions.. if it was buffed by 10-20 he would have died as well.. so he would have to make a choice.. dodge the nades or take the shot and trade his life for mine.
They already nerfed the demo. what nades are now is an inaccurate rocket lau
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Classic (Score:2)
Here's a clue, use your fucking head. There is a pretty simple defense against what you describe, but apparently you are so attached to a method of play or a type of defense you can't adapt, so you die.
This Game Needs More Maps (Score:1)
Warpath especially needs to be in this game ASAP.
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Team Fortress 1.3 (Score:2)
But Team Fortress 2 this is not. It's Team Fortress 1.3. Lets' face it, what has really changed? The main thing is that the graphics are a lot better, and that's a very good thing. But as far as I can tell, all the changes are incremental. Unless I'm forgetting something, th
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But the thing is... this is actually good. What other game has delivered the type of gameplay of Team Fortress SINCE TFC? I have never found a replacement game that fit the mold. Certainly I loved seeing games develop out of that kind of class-based, teamwork gameplay--from Tribes to 2142--but there hasn't been another game that's delivered Team Fortress.
Frankly, polishing things up and removing the exploits was all they NEEDED to do. But in
Are you an idiot? (Score:1)
Your supposed new ideas of a gravity gun or portal gun in the game... are idiotic. Yes these are fun and cool guns. Yes they would be interesting in the game. Would you have a cohesive team experience with lots of push and pull and multiple solutions to an offense / defense problem? No.
===2nd point===
If the grav gun or portal gun were in multiplayer. They would be one huge gimmick. After a while they would be really old after everyone got accustumed to looking at the really cool yet
TF2 is a golden game... b/c of balancing (Score:1)