Team Fortress 2 Trailer

I said "anyway", i.e. I am going to split it off further.

Still, can someone answer me?
 
Finally a game which realises that looking realistic usually ends up looking like everything is covered in Glad-Wrap (ie Doom 3)
 
I love the art style in tf2... the facial morph tech and animations look really cool.
 
I liked the Demoman's dyna-throw best. Cartoon violence is almost always good after all those 'ooh, realistic' games out there.

Bring on the gameplay vids now...
 
I think what they've done to 2fort is even more impressive than what they've done to the classes... It just looks SO cool. Like abandoned warehouses in the middle of the desert... but inside some sort of old 50's secret underground military base. With a pond in the middle. Awesome.
 
I think they did wrong in labelling this a trailer tbh, feels more like a teaser to me but w/e, nice footage none the less :)
 
It feels like TF2 is an animated movie, like Toy Story. That's quite hard to make I would say.
Nowadays, people try to make computer animation close to reality. Valve has taken a future step, animating cartoon game.
 
I've found a problem in the... teaser trailer.

The Demoman throws a dynamite stick which is obviously used to blow stuff up despite having the also obvious problem of it being not lighted.

Just a thought.
 
Sure is!

Game looks great. Dynamic soft-shadows, Self-Shadows, soft-particle fires, phong, better rendered water (Maybe even dynamic ripples)... Can't wait!

Am i to understand that this is entirely the Source engine? because this is a pretty big leap from anything we've seen it do, ever.
 
Now all we want is funny sounds and fancy blood effects. GG valve!
 
Am i to understand that this is entirely the Source engine? because this is a pretty big leap from anything we've seen it do, ever.

It's all in Source, it's all in-game footage with some post-processing done (like the Depth of Field stuff)
 
It's all in Source, it's all in-game footage with some post-processing done (like the Depth of Field stuff)

What does that mean? That everything other than the depth of field i can expect to see ingame?
 
I'm not sure about the fire (hopefully thats it but), looks rendered to me but the rest looks good and I'm sure it'll make it seeing as nothing else there is new tech for other engines. Nice to see it all on source, it's really missed the dynamic lighting.

Now if only they would bump up texture quality. Still a problem for me but besides that source is looking good when it had begun to looked somewhat aged.
 
Now if only they would bump up texture quality. Still a problem for me but besides that source is looking good when it had begun to looked somewhat aged.

Parallax mapping anyone...:angel:
 
I wouldn't expect to see everything in game.

For instance, (and perhaps this is obvious for most) I wouldn't expect to see the sniper class grimace as he squeezes the trigger *in-game*, I wouldn't expect to see the medic snap back his rubber gloves before administering a shot *in-game*, I wouldn't expect to see the scout hold his hand to his ear when he gets radio messages *in-game* and I wouldn't expect to see the engineer idly pat his wrench in the palm of his hand *in-game*. For the last three this is possible as an idle first-person animation, but to put that much detail into the third-person anims is a lot of extra detail for what will undoubtedly result in a lot of extra chug and a lot fewer players.

One other thing that I don't think anyone has mentioned. Bundling extra games in with your primary games shows a lack of confidence in the salability of each product if sold separately. It shows they aren't that confident barebones episodes that their usual customers will buy Ep2 on its own. Imo Valve are testing the waters with Portal and TF2 and if either is a success I would expect to see them sold separately on Steam for $10-15.

What they have done, though, is lend a very accessible visual style to a fairly accessible game. I like the style, I love the music (hope that makes it into the game -at least for the menu screen-) but as someone who's played TFC to bits, the only thing I personally care about is the gameplay. I fear that I'm gonna need a new rig to play this on comfortably, and I hope Valve have kept in mind the importance of optimisation (maps and models) when designing this game. Visuals won't make me buy the thing, and perhaps that's why it's being bundled and not sold separately.
 
Valve have implemented depth of field in Source now (you can see it in the Portal and DoD videos).
 
I wouldn't expect to see everything in game.

For instance, (and perhaps this is obvious for most) I wouldn't expect to see the sniper class grimace as he squeezes the trigger *in-game*, I wouldn't expect to see the medic snap back his rubber gloves before administering a shot *in-game*, I wouldn't expect to see the scout hold his hand to his ear when he gets radio messages *in-game* and I wouldn't expect to see the engineer idly pat his wrench in the palm of his hand *in-game*. For the last three this is possible as an idle first-person animation, but to put that much detail into the third-person anims is a lot of extra detail for what will undoubtedly result in a lot of extra chug and a lot fewer players.

How will it result in extra chug? And fewer players? Animations aren't exactly framerate killers. Attention to detail in the third-person animations is a good thing (and Valve have already said that, bar the Spy, those are all in-game and used animations.

One other thing that I don't think anyone has mentioned. Bundling extra games in with your primary games shows a lack of confidence in the salability of each product if sold separately. It shows they aren't that confident barebones episodes that their usual customers will buy Ep2 on its own. Imo Valve are testing the waters with Portal and TF2 and if either is a success I would expect to see them sold separately on Steam for $10-15.

I'd say that they'd be more confident of TF2 selling than they would have been with DoD:S, and that was sold standalone. I'm sure they probably will sell it standalone, but bundling it with EP2 (which is guaranteed to sell) means that you get a nice playerbase installed.

I hope Valve have kept in mind the importance of optimisation (maps and models) when designing this game.

Oh, come on. How likely is it that they've forgotten?
 
Excellent points pi.

Regarding the animations, I'm really intrigued, the quality of what we've seen so far... I'm expecting something excellent.
 
Seems though they've updated the engine majorly, does this mean that when TF2 and Portal are released we can expect updates to CSS and such?

I can't wait to play TF2. I want some damn gameplay shown :(
 
Oh, come on. How likely is it that they've forgotten?
A lot of people are complaining about how this could just be TFC:Source. A much worse case scenario is if they break this tried and tested formula. Then again, with a track record of DeathMatchClassic (Quake DM clone), CS:S (Counter-Strike + pretties) and DoD:S (Day of Defeat + pretties and a few key changes), I can't see them veering too far from the gameplay that has worked in the past.
 
I hope they follow the old saying of..."If it ain't broken; Don't fix it".
 
A lot of people are complaining about how this could just be TFC:Source. A much worse case scenario is if they break this tried and tested formula. Then again, with a track record of DeathMatchClassic (Quake DM clone), CS:S (Counter-Strike + pretties) and DoD:S (Day of Defeat + pretties and a few key changes), I can't see them veering too far from the gameplay that has worked in the past.

What's that got to do with the optimisation of maps and models?
 
A lot of people are complaining about how this could just be TFC:Source. A much worse case scenario is if they break this tried and tested formula. Then again, with a track record of DeathMatchClassic (Quake DM clone), CS:S (Counter-Strike + pretties) and DoD:S (Day of Defeat + pretties and a few key changes), I can't see them veering too far from the gameplay that has worked in the past.
The gameplay mechanics of CSS and DODS are far different than the Hl1 orignianals. And IMO they are worse.
 
The gameplay mechanics of CSS and DODS are far different than the Hl1 orignianals. And IMO they are worse.
:rolleyes: Pfft. They're in no way "far different". Detonation mode in DODS is probably the closest we've come to "far different". The minor mechanics are the same, but the core mechanics are very much identical in the Source and 1.6 versions of Counter-Strike, and they've very similar in DOD and DOD:S.

Also, Ernesto Guevara is spinning in his grave right now. Every wannabe two-bit antiestablishment psuedorevolutionary idolizes him and he would hate that. There are worse people to aspire to, but making him your avatar and signature isn't doing him or you any good.
 
Crispy stick to PR - let the people who know about how engines work talk about this stuff without making themselves look silly.

/me promptly exits

Oh wait, my engine is coming along swimmingly!
 
:rolleyes: Pfft. They're in no way "far different". Detonation mode in DODS is probably the closest we've come to "far different". The minor mechanics are the same, but the core mechanics are very much identical in the Source and 1.6 versions of Counter-Strike, and they've very similar in DOD and DOD:S.

Also, Ernesto Guevara is spinning in his grave right now. Every wannabe two-bit antiestablishment psuedorevolutionary idolizes him and he would hate that. There are worse people to aspire to, but making him your avatar and signature isn't doing him or you any good.

Actually dod and dods are very different imo and dod > dods by far imo. List of what dod has that dods doesnt and vice versa.

-Melee attacks for riflemen in dod
-Bar has a bipod in dod
-Zooka class is actually useful and a focus of gameplay in obj maps in dod
-Destructable sandbags/walls that help teams in dod
-Weapons are more accurate and less recoil in dod
-Maps have grit and grime, actually look like warzones in dod
-Objective based maps are completely different in how you capture points in dod (either zooka or charge packs)

Though people argue movement speed, dod certainly has a more controlled feel to it, you do not glide like in dods but I think thats just the difference in engines. The developers of dod have stated numerous times they made the 2 games different because they wanted to go a different direction from the original. I personally do not like dods, it is not nearly as immersive as its predecessor imo, and the rifle nades are ridiculous to competetive players like myself. You have to fire them into the ground and hand toss them to be effective (unless shooting it at a really stupid player who doesnt see very well and doesnt know how to pick them up). But whatever, I hope tf2 does not try and change too much from the original in its gameplay mechanics, thats what imo ruined dods.
 
DOD:S and CS:S are both excellent games and i'm sure TF2 will be as well and it's probably gonna have some additions to the gameplay.

As for now , it seems TF2 will complete a magnificent trio of MP games for Valve. Each one is different game with mostly different target audience.
 
I'm just hoping they keep in bunny hopping and rocket jumping. Will take out 1/2 the game play if they take it out.
 
Great that one of our members Spied this before it was publically released. He must have been Scouting around the site for ages looking for the short, but incredibly formed Demo of the game to come with Episode 2. It's a bit sad though, that people thought the whole thing, especially the first screenshot to come out, was Doctored, but I for one knew that VALVe is a company that would never Engineer their media to look better than it is. Ah well. It will still be a while before the game comes out, and if this is the last teaser to come for a few months we'll have to just Soldier on until the next piece of Pyrotechnic beauty.

I see what u did there!! :p
 
I hope it's significantly different to TFC. Something original.

FF will do the traditional TF style much better than TF2 (if it turns out to be "direct port"-ish ala CS:S, DoD:S) since it caters for both hardcore (class balance, tweaks, new features, new techniques and such which means even more depth!) and new tf players (in game hints + tutorial mode is the first thing that comes to mind).
 
Actually dod and dods are very different imo and dod > dods by far imo. List of what dod has that dods doesnt and vice versa.

-Melee attacks for riflemen in dod
-Bar has a bipod in dod
-Zooka class is actually useful and a focus of gameplay in obj maps in dod
-Destructable sandbags/walls that help teams in dod
-Weapons are more accurate and less recoil in dod
-Maps have grit and grime, actually look like warzones in dod
-Objective based maps are completely different in how you capture points in dod (either zooka or charge packs)

Though people argue movement speed, dod certainly has a more controlled feel to it, you do not glide like in dods but I think thats just the difference in engines. The developers of dod have stated numerous times they made the 2 games different because they wanted to go a different direction from the original. I personally do not like dods, it is not nearly as immersive as its predecessor imo, and the rifle nades are ridiculous to competetive players like myself. You have to fire them into the ground and hand toss them to be effective (unless shooting it at a really stupid player who doesnt see very well and doesnt know how to pick them up). But whatever, I hope tf2 does not try and change too much from the original in its gameplay mechanics, thats what imo ruined dods.
I play a shitton of both DOD 1.3 and DOD:S. I know these things :p but the core gameplay is still the same. Not identical, like CS:S and CS, but very similar. Capping flags, using most of the same guns, etc. There are minor differences like weapon behaviors, etc, but the core mechanics are mostly the same. I'm not saying they're the same game, but they do play very much the same.
 
AHAHAH, that trailer had me LOL'ing. I loved No One Lives Forever and this looks just as funny.

Yes, TF2 will be awesome just because of the artwork, I love it.
 
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