Fortress Forever Update

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Azlan

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Unless you have been living in a cave, you have probably already heard and look forward to Fortress Forever. Taking the best elements from Team Fortress Classic, as well as a few from Quake Team Fortress, and fusing them together with some new concepts to create the ultimate Team Fortress experience. One of the largest problems with TFC is that it is not "newbie" friendly. That is, rookie players can not go into a TFC server and get a lot of kills or capture many flags (unless it's full of bots;). The Fortress Forever team aims to provide helpful hints to new players (veteran TF'ers will be able to disable these hints), though, the details of the actual implementation has not yet been disclosed to the public. [br]</br>Lately, there has been a surge of revitalization in the Team Fortress Classic commuinty due largely to a concept that is popular in Europe, but just now being developed heavily in the United States TFC community; Namely, the gather. Old teams long gone have been coming back, as well as new players coming into the community seems to be sending the community into an upward swing. [br]</br>Fortress Forever gives all Team Fortress Classic fans a reason to rejoice, as it is 100% made by loyal and avid supporters of the TFC community, in both the U.S. and Europe.[br]</br>Tonight, they have released the first update in over two months after many finished up school and working on all the coding internally.[br]</br>The first picture is a remake of one of the original maps released by VALVe in the first TFC, canalzone2 (commonly referred to as cz2). As you can see, they are keeping the dark and dreary look of the original and updating it with spectacular visuals using the Source engine.[br]</br>The second image is of the Demoman's concept and render. The demoman is one of the most versatile classes in TFC, utilizing a pipe launcher with both instant exploding pipes and detable pipes (used for everything from pipe traps to pipejumps), as well as 2 grenades and a mirv grenade (that is, unless they change the grenade limit, which is possible). [br]</br>As well, be sure to check out the Developer Journals for some very revealing details into the personal progress of their Staff. [br]

[br]You can learn more about Fortress Forever by clicking here.[br]</br>To join their community, just click here to join their forums.
 
Sweet...

I liked the pyro model more so far, but I really cannot wait for this mod.

Nice news to see that they're still working hard.
 
i can't believe the bigoted comment aimed at us cave dwellers. where you get the nerve alzan?

that map looks rad, i love the idea of water, so no one can sneak up on ya :d
 
yeah baby, just look at those images. This is looking rather fantastic.
 
I hope this mod doesn't suffer the same fate as ETF. ETF was really not that bad of a game, I just think they made the wrong choice to make it on the ageing Quake 3 engine, especially at a time Enemy-Territory is getting less popular.
 
We've got plenty of ideas on how to combat the problems that face most TF mods (namely the rather steep learning curve compared to the average team-based shooter) and the team is confident we can attract and retain new players. :)
 
The people making this mod should be getting payed. pros. Very nice work, cant wait.
 
I cant belive I have to wait soooo kong I wanna play now
*hmpf
 
the maps dont look that fantastic, its just ctrl-C ctrl-V and some round brushes, no new textures and the lighting could be more dramatic. The player models are a bit simpel, and the pyro dude looks silly... but the mod team is making prgress ... good work ;)
 
Dodo said:
the maps dont look that fantastic, its just ctrl-C ctrl-V and some round brushes, no new textures and the lighting could be more dramatic. The player models are a bit simpel, and the pyro dude looks silly... but the mod team is making prgress ... good work ;)
:rolling:

Looking nice
 
The work presented looks very professional. The news post did a very good job of making this sound like an exciting mod.
 
Dodo said:
the maps dont look that fantastic, its just ctrl-C ctrl-V and some round brushes, no new textures and the lighting could be more dramatic. The player models are a bit simpel, and the pyro dude looks silly... but the mod team is making prgress ... good work ;)

It's no secret that the maps include only default HL2 textures at the moment. We just brought a talented texture artist (cheney) to the team, so you can expect to see some drastic improvement in the texture area :)
 
Well i was the first one here LOL, And yes the Pyro model was my favorite too
 
schtoofa said:
It's no secret that the maps include only default HL2 textures at the moment. We just brought a talented texture artist (cheney) to the team, so you can expect to see some drastic improvement in the texture area :)


That's quite a sweeping statement. Do you mean that the Valve textures are not good enough or did you mean that there would be a "drastic change" in texture type to make it more "TFC" looking?

V.
 
Vormulac said:
That's quite a sweeping statement. Do you mean that the Valve textures are not good enough or did you mean that there would be a "drastic change" in texture type to make it more "TFC" looking?

V.

By improvement I meant that the custom textures will be much more appropriate for our maps than the default HL2 textures are. No bash on Valve intended :cat:
 
My god am I looking forward to this... cz2 looking sweet there. Very promising as always, keep up the good work! :)
 
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