- Joined
- Mar 18, 2003
- Messages
- 17,746
- Reaction score
- 6
Halflife2.net: How long has your team been working on Fortress Forever?
Halflife2.net: In the event that Valve releases Team Fortress 2, does your
team plan to continue supporting Fortress Forever? </p>
look great! What maps should we expect at the initial launch date?
plan on utilizing the Valve's powerful Source engine?
will all 10 classes make the transition into Fortress Forever? (Scout, Sniper, Soldier,
Demoman, Heavy Weapons Guy, Pyro, Spy, Medic, Engineer, and Civilian)
about the classes in TFC and what could be done with the new engine, but are there
any specific ideas that your team is excited about making a reality?
from Team Fortress?
Forever? What's left to be done?
<p>Schtoofa: The original team was assembled about November 2003... it pretty
much had billdoor, mirv, defrag and rebo at the time. Sev and eat joined around
the same time but they were all waiting for HL2 to come out, and then later the
SDK so they could mainly just work on ironing down concepts.
Halflife2.net: In the event that Valve releases Team Fortress 2, does your
team plan to continue supporting Fortress Forever? </p>
Halflife2.net: The screenshots for Openfire made for CS:S and 2fort for HL2MSchtoofa: As of now, you bet. We're all having a blast working on it and
feel we can make a great Team Fortress style MOD. On top of that, we figure it'll
be valuable experience and maybe even something to add to a resume at some point.
look great! What maps should we expect at the initial launch date?
Halflife2.net: As far as physics are concerned, how does Fortress ForeverSchtoofa: Just to clarify, the screenshots you saw were taken of a map
not made by our mappers... however you can definitely expect the favorites and
classics to return. At least as many of the classics we can manage, as well as
some entirely new maps.
plan on utilizing the Valve's powerful Source engine?
Halflife2.net: In regards to the 10 main classes in Team Fortress Classic,Schtoofa: JI believe the programmers decided to not overuse the physics,
as it would likely slow down the game a lot... but it will be used for some things
(just not as intensely as in HL2DM for instance). For instance, when something
blows up (say, a dispenser) you can expect there to be some dispenser chunks flying
around.
will all 10 classes make the transition into Fortress Forever? (Scout, Sniper, Soldier,
Demoman, Heavy Weapons Guy, Pyro, Spy, Medic, Engineer, and Civilian)
Halflife2.net: There are so many great ideas that come to mind when thinkingSchtoofa: There aren't any plans to cut classes from FF, so you can expect
them to be there on release.
about the classes in TFC and what could be done with the new engine, but are there
any specific ideas that your team is excited about making a reality?
Halflife2.net: Will the Fortress Forever team carry the previous banlistSchtoofa: As much as I'd like to toss a feature your way, we're still finalizing
a lot of the characteristics of classes. I'll probably be able to have more to
say about that as time passes.
from Team Fortress?
Halflife2.net: As far as overall progress, about how far along is FortressSchtoofa: Good question, but we figure that should be left up to the leagues
themselves.
Forever? What's left to be done?
Halflife2.net: Any Final Thoughts?Schtoofa: We've got a handful of maps already in the works, most of the
sounds completed, many models underway, and some in-game mechanics worked out.
We still have a long way to go though.
Halflife2.net: Thanks for taking the time to talk, Halflife2.net thanks you!Schtoofa: We'll try and give updates frequently, and appreciate any support
folks have to offer. Including this interview!