Memory Of Team Fortress 2

tokin

Newbie
Joined
May 19, 2003
Messages
1,160
Reaction score
0
I put a few interesting facts together, worth a read.


  • Technology
    Valve is not going all out on the realism factor -- they will make the game realistic only if it adds to the gameplay. For example, if you shoot a guy in the leg, he might limp away, but the player himself isn't actually affected, because it isn't much fun to move at a crawl, to bleed to death, or to get killed by one lucky shot to the head.

    Our characters don't actually strafe. In real life, no-one strafes. Instead, they run one way, and aim to the left or right. Parametric animation allows us to "lie" with our animation to make the game seem more real. So, when you're strafing left and firing, everyone else actually sees you running to the left and firing to the right.

    TF2 has also added vehicles. Trucks, tanks, Armored Personnel Carries, Helicopters, and amphibious vehicles (just to name a few) will all make appearances, and are vital to the reality them.
  • Teamplay
    Certain weapons in the TF2 arsenal will operate more accurately when two people use them at once. For example, a machine gun can be used by a single player, but it fires much more accurately when another player stands by to feed it ammunition. Another team enhancement involves a player who acts as a sort of field general, shouting tactical orders from above the action.

    Squaddies will enjoy an improved firing rate and accuracy when they stick close to their leaders.
  • HUD/SYSTEM
    TF2's slower and more strategical than TFC. Our combat is mostly fought in more dense environments, with lots of cover. The combat system is complex, but designed in a way that it mirrors player's intuition, and rewards instinctive behaviours. So if an enemy sniper has you pinned down from a window above, and you jump up and shower the window with bullets to cover your squad's sprint across a courtyard, the combat system recognize that, and rewards you by making it harder for the Sniper to aim effectively. Suppression fire, overwatch, and other standard military tactics actually make a difference in the combat system, instead of just being good tactics.

    SMOKE GRENADES - In a wide open area, the effect a "cloud" has is very spread out, and not very dense, but in a small room, it will be near impossible to see, and will billow out a door, down a hall, as the volume of a room dictates.

    A translucent electric blue background, allowing the action to continue behind them, as though your soldier's helmet had an intricate heads-up display. When you need a menu, it slides out, when you're done, put it back away
  • Classes
    Marine
    The standard army grunt, armed with a sturdy assault rifle and carrying a disposable SMAW for heavier targets.
    SMAW: a standard issue Rocket Launcher for the Marine class, there has to be a rocket launcher in every game. The TF2 rocket launcher is not your average Quake arcade shooter gun. It is a realistic weapon. It carries one missile, so make it count, and it shoots exhaust out back, so your allies better stay out of your way, but also give you cover fire while you line it up. The missile also takes 20 meters to arm and has a huge blat radius when it hits. No more rocket jumping.

    Sniper
    The sniper can blend into his surroundings, as long as he stays still and doesn't make too much noise.

    Commando
    The flamethrower has a lot more possibility in TF2 compared to TFC. Shoot into the right size room and everyone inside will be burnt to a crisp because of the new "volumetric" flame technology.

    Medic
    The most important team player in the game. His ability to revive dying team-mates, coupled with his ability to resupply and repair teammate's armor, makes him an essential to any squad. He also has the chance to revive dying team mates, when they are killed, they can call out medic, and if he reaches him in time, they will be back and fighting fit.

    We've heard through the grapevine that snipers are having a hayday with the tactic of killing someone in the middle of a field and then waiting for that lonely medic to come out and try and save him. Also sounds like it puts quite the decision on the medic to chance running out there when you see a sniper dot hovering around, but you also see the guy faintly yelling, "meeeeediccc!"

    Engineer
    The Engineer now builds things with energy. He can have unlimited sentry guns, provided he has enough energy for them to operate with (he can build energy depots, but they can also be destroyed but maps can control all of this)

    Spy
    He will be able to disguise himself, however the system is slightly different, he dons the uniform of the enemy he's killed. (unknown if he can grab uniforms of other dead bodies.) And if he is not discovered while attacking, he will keep his disguise, so he can take out one or two stray people, and as long as they don't sound a warning, he'll be able to lurk away unnoticed, or join the main group and reek some havoc.

    There were most classes but these were the most interesting.
  • Overall

There are a lot of rumours flying around suggesting that it's never coming out, but it's absolutely still in development. We hold our quality bars up really high. When people finally get to see it, they're going to understand what we've been up to and why we've been busy doing that rather than other things.


Beyond looking forward to this game!
 
Wow. That sounds a billion times better than TFC. I hope they stick with these designs.
 
Don't mean to sound like I doubt you, but I've never heard of a lot of that stuff. Would you mind giving a link to some of the info? Thanks.
 
http://www.planetfortress.com/tf2/ has alot of stuff, not sure if it's everything listed in this topic. Keep in mind though, the info there is years old, there's no telling if they kept those ideas when they moved it to the Source engine.
 
Of course they did soundwave, are you kidding? The movement and parametric animation is used just the way they describe in HL2. For everything else and the classes, of course most of that stays. Everything under Teamplay for sure too. If anything they have added things and have redone the HUD system.
 
tokin said:
Valve is not going all out on the realism factor -- they will make the game realistic only if it adds to the gameplay.
Sweet. :cheers:

I was a bit worried about that... hope they've stuck to it.
 
I never played Team fortress but everyone always says its a great game. Is it kinda like Enemy territory?
 
Enemy Territory has mission objectives and upgradable classes...I should know...I used to rock at Enemy Territory.
 
ElFuhrer said:
Wow. That sounds a billion times better than TFC. I hope they stick with these designs.

well, I know you must have been a very 1337 TFC player...ow ye CS owns i guess :x :(
 
TF2 has also added vehicles. Trucks, tanks, Armored Personnel Carries, Helicopters, and amphibious vehicles (just to name a few) will all make appearances, and are vital to the reality them.

Im not so sure that is correct I have been doing some research and Im not sure that the source engine is nessecarliy designed for complex vehicles like a heli or a tank i think it maybe more for vehicles like the simple sand buggy or the boat...I havnt heard anything about flying vehicles either!
 
well i thougt the vehicles were controlled by the commander, so you can't actually drive them...
 
machine it has been said by valve that vehicles arnt that hard to make, in fact u see an apc in many pics and even in the e3 vid, the tank concept art also tells us they most likely have made it a vehicle. as for flying vehicles valve has also said it is possible but map design plays a large role. as for everything else i can say its true, well 4 or so years old but yes thats what iv read also from valve. im very excited about this game and i know valve will make it worth the wait.
 
Officer

"The core of a squad, the Officer increases the morale, and hence combat abilities, of all his teammates around him. His IR goggles and smoke grenades make him the perfect class to lead an attack." "The officer class will improve the nearby players speed and precision"

cool
 
I e-mailed Rick ellis about the explosives/smoke grenades spreading down corridors/vents/enclosed spaces like they said they could do in TF2, and he said that Source does not support Air dynamics and therefore it was not possible.

they said they could do it in like 1998/9 now it isnt possible :/
bleh I was looking forward to that too.

5. If an explosive (say grenades) were thrown into a thin corridor/vent, would the explosion/flames travel through the vent? or simply explode at the place they landed. I remember that explosives were said to do this back when TF2 was announced... and since has always made me hope it would see fruition in an upcoming game.

*** The explosions are local, we aren't doing any fluid or air dynamics
simulation necessary for this to do what you suggest.

then agian maybe the TF2 team are? but I doubt it.
 
They said they aren't doing it, not "It can't be done".
 
Aslong as TFC2 isn't a slow paced game I'll be happy.

Slow games = less skill, simple/boring tactics and plenty of camping :/ (imo of course :) )
 
Link said:
They said they aren't doing it, not "It can't be done".
but They said they were with TF2, years ago. that being my main point/concern.


honestly I would kill for like a Bf1942 conversion into source.
that imo would own.
 
Figured I'd bump this for some people to read about TF2 since a lot of topics have been appearing lately. If the thread falls quickly, let it be, doesn't hurt the forum and shouldn't piss anyone off that this is thread is being brought back from the lost times.
 
in 98 i saw a screen shot in a magazine and was blown away i couldnt wait for it.

i really hope it comes soon and plays awesomely
 
Our characters don't actually strafe. In real life, no-one strafes. Instead, they run one way, and aim to the left or right. Parametric animation allows us to "lie" with our animation to make the game seem more real. So, when you're strafing left and firing, everyone else actually sees you running to the left and firing to the right.
What? So the model will appear to be shooting in the wrong direction BY DESIGN? :s
 
Varsity said:
What? So the model will appear to be shooting in the wrong direction BY DESIGN? :s

Well, you'd look to be aiming and firing to the right. As opposed to running sideways.

I think a few games already do this.
 
i wish Valve had been tight-lipped about tf2. i remember reading stuff about the commander class that would oversee the entire map and direct troops. Then i hear the bf2 is going to have it. I think it's going to be a head-to-head competition between tf2 and bf2. winner dominates multiplayer online play.
 
Warbie said:
Aslong as TFC2 isn't a slow paced game I'll be happy.

Slow games = less skill, simple/boring tactics and plenty of camping :/ (imo of course :) )

heres an example
 
Back
Top