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THE SKINNY
"In the beginning, there was Doom, and it was good. Then there was Quake, and it was better. And during the years of Quake, a mod was written that forever changed multiplayer gaming - Team Fortress. The smart guys at Valve (smart enough to make Half-Life) also had enough foresight to see the potential of Team Fortress and secured the rights to TF2, and merged with developers of the original Team Fortress in '98.
The first step of this new union was porting Team Fortress Classic to the Half-Life engine, which was completed last April. [my commentary: ROFL! This article is ancient.] The second step is the creation of Team Fortress 2: Brotherhood of Arms, once scheduled as an add-on but not being released as a game on its own.
Anticipation for TF2 is at a fevered pitch because of the many features are already known by the public... scalable character models, parametric animation, 12 player classes, voice over net [my commentary: ooooh lol ], interface evolution, bots, campaigns, missions, vehicles... and that's just what is "public."
PIECE OF MIND
Q: What technological advancement would you like to see to bring teamplay to the masses?
Gabe Newell ---> Currently I'm thinking a lot about how the AAI can help create a better social and team-oriented experience to gaming. I'm not thinking about bots, but more of a coordination and planning role. [my commentary: anyone seeing a way early hint at HL2 here? I did.]
... Character models will range from highly detailed 3500 polys all the way down to 500 polys. Instead of turning into a slide show when 10 soldiers run around a corner, the engine will detail down the characters on the screen so as to not overload your specific system [my commentary: who's up for some Source?]
... but the big advancement will be voice communication. Players will have the ability to speak to one another in-game (the onscreen characters actually lip-sunc to what you say -- or something pretty close to it).