Team Fortress 2 - Wikipedia
The Spy. Voice responses are contextually triggered lines that play after the player has "Here lies Scout--he ran fast and died a virgin. solution, mercenaries like these are contracted to address the situation through a massive application of force. Now's your chance to Meet the Team. Meet the RED team. Gabe Newell, in developer commentary . Sniper and Spy videos) have also been introduced in supplementary "Meet the Team" videos .
Its most notable features include powerups and a grappling hook for all classes to use. The rules are slightly altered. Like many other games with Capture the Flag, the intel must be in one team's base before the other can capture, and touching a dropped friendly intel sends it back to the base.
Gravel Pit developer commentary
Capture limits are significantly higher, requiring seven captures to win compared to three for normal Capture the Flag. In Payloada mine cart with a bomb on it sits on a track. Attacking players again, virtually always BLU crowd around the cart to push it along the track towards the enemy's base. The more players present, the faster they can push. If the attacking players fail to push the cart for 30 seconds, it will slowly move backwards or roll back down hills until it is pushed again or reaches the last checkpoint passed.
The defenders win if they can manage to hold back the cart for a certain length of timethough unfortunately for them, the attacking team gets a time extension for every checkpoint reached, and the cart contains a level one dispenser. Both teams have a bomb, and the first team to get their bomb to the other team's base wins. Things get crazy when you factor in the little fact that each team can interfere with the other's progress.
This has a tendency to stall if the two carts end up adjacent, as the lines tend to criss-cross and meet at bottlenecks and tunnels. Furthermore, unlike in standard Payload, there are no checkpoints and carts only roll backwards if unattended on a hill or ramp, which sends them to the bottom. Arena puts the two teams in a much smaller map, with little-to-no health packs or water, and no respawns. Last team standing wins.
After one minute, a single control point in the center of the map activates, and the round ends when it's capped if the other team hasn't been killed yet. King of the Hill is arguably a variant of Arena, using similar small maps built around a central control point, where the teams work their way up to the middle of a map to a point that is initially locked.
After a short amount of time, it becomes available and the team that captures it has to defend the point for 3 minutes. If the enemy team recaptures the point, the other's timer freezes; it counts down again if once again recaptured from that time. Unlike Arena, players can respawn.
Special Delivery is a mode that could be considered a combination of Capture the Flag and Payload. The objective of this game is to transport a suitcase full of volatile Australium to the space shuttle of Poopy Joe, the all-American monkeynaut.
Naturally, the enemy team wants to deliver the Australium as well in order to "make history", and you have to ride an incredibly slow elevator to reach Joe's rocket. There is currently only one official map with this mode: Machine is a 6-player co-op defense mode.
Here, RED and BLU must team up and take down massive waves of robots which drop money when defeated in order to keep the robots from blowing up Mann Co. The robot horde is armed with basic stock weaponry, but there are special robots with unique capabilities mostly due to their loadout and a giant robot every now and then. Machine maps, each of which have a variety of missions. Player Destruction is a mode introduced in the Invasion update.
Gravel Pit developer commentary - Official TF2 Wiki | Official Team Fortress Wiki
In this mode, every time a player dies, they drop a beer bottle that can be picked up by any player. If a player is killed while holding one or more bottles, they drop those in addition to the one standard bottle. The player on each team with the most bottles the first to reach that number if tied becomes "team leader" and acts as a dispenser, but has a number above their head indicating the number of bottles they're carrying that anyone can see, even through walls, making them a target for the enemy team.
Every so often, a control point opens up, and the players have to deliver their bottles to the control point while blocking the other team from doing the same. The first team to a predetermined number of bottles delivered depending on the number of people playing at the start of the round wins.
So far there is only one official map: Watergate, where the control point takes the form of a UFO's abduction beam. Robot Destruction is a unique mode currently still in beta, and is limited to one official map. Each team starts with three tiers of defenseless robots in their base, which must be destroyed for their collectable Power Cores until one team acquires enough. However, players also have the power to steal the enemy's points by holding the reactor core spawn area; holding the area for longer means more points will be stolen.
This mode, along with its first map Asteroid, debuted as part of the Mann Co. Beta Maps program, an in-game beta test function. PASS Time is a unique mode. It is a blood sport compared to hockey, basketball, and soccer. Conflict takes place over a "jack," a ball-like spike-studded contraption. Carrying the jack replaces the holder's weapons and marks them for death causing them to take more damagebut gives him several helpful boosts, such as health regeneration, brief invulnerability and speed boost, and the ability to see all players on the map.
Jump and boost pads are included to help players reach the other team's goal.
The low damage when un-zoomed initial zoom insures that Snipers can't kill opponents with impromptu snap fire. The charge time means Snipers can deal out low damage shots quickly or highly damaging shots at slow intervals which allows opponents to overwhelm them with a well coordinated rush. The high damage at the end of the charge rewards Sniper-esque behaviors such as locating a decent vantage point and taking very deliberate shots.
Particle System [Chris Green] We intended Team Fortress 2 to feature many special particle effects the enhance the wide variety of weapons and class abilities. In previous versions of the source engine, all particle effects required the custom curve to be written by the programmers. For Team Fortress 2, We created a system where designers can rapidly create new particle systems and iteratively refine existing ones without programmer involvement.
An in-game editor allows designers to edit the definitions of particle systems and immediately preview the effects in the game itself. The editor also allows artists to collect modular effect building blocks to create complex visual effects.
As for the particle system itself, we have offloaded many of the system calculations to the graphics accelerator which allows to increase the number of particles on screen without reducing the framerate. The Heavy [Keith Huggins] With its wide field of fire, the Heavy's Minigun lets players who don't have great twitch aiming skills, still wade into the thick of combat.
To make up for this reduction in the value of the players aiming skill, we amplified the importance of other skills. For instance, the wind up time before firing and the Heavies' reduced speed while firing forced players to anticipate both the start of combat and incoming enemy attacks. Particle Effects [Dhabih Eng] The challenge of the particle system was to create effects that were fun and visually exciting without being so over the top that no one could read their meaning in the game.
In a typical match there are so many effects on screen at the same time that the biggest danger is visual clutter. Therefore the effects were refined so that they would be cleaner and simpler. Those that were most important for gameplay were made easier to see while those that were mainly eye candy were allowed to fall into the background.
The Invulnerability Charge [Jakob Jungels] Invulnerability adds an element of pacing to the multiplayer experience. Which otherwise tends to have few emotional highs and lows as in a well crafted single player game. When an invulnerable Medic and his friends come running in, it's an extreme high point for them.
It's also a rush for the defenders when they just gotta hold on for ten seconds until invulnerability fades. Invulnerability also sharpens pacing by helping your team push through a defensive stalemate when an enemy team turtles up and refuses to come out of their base. Without a lack a defensive scrimmagers it's easier for the offense to build up the invulnerability charge without interruption. In addition, invulnerability is a great goal for the Medic and awards him for being an effective healer.
We encourage the behavior by adding more charge when the Medic is healing injured teammates than when he's healing the ones who are already at full health.
Hydro developer commentary - Official TF2 Wiki | Official Team Fortress Wiki
The FreezeCam and Nemesis Systems [Jeremy Stone] In multiplayer games, the content players consume is largely generated by other players.
To enhance this, we added features designed to promote relationships between players. For example, the freeze cam shot of a players killer helps the player remember specific troublesome opponents.
The nemesis feature adds an additional reminder that certain enemies are more significant than others. It creates a small negative reinforcement loop by giving players an opportunity to score extra points with a revenge kill.
What Took So Long? The short answer is that it took us this long to make something that we were happy with. The long answer requires us to look at our development process. At its core is the assumption that we don't really know ahead of time what will be fun. We know what's been fun in the past but if we've got three ideas on the table we really can't say for sure which one would be the most fun when they're done. So we've focused on developing a repeatable process that will find out.
It's based on a cycle of constant iteration where evaluation is done by watching as many people play the game as possible. In developing TF2 we tried out many many features, a few of which made it into the final product, but most of which were cut. For example, our initial versions of TF2 were focused on trying to build a game around the concept of a commander: He would be responsible for building structures and providing a unifying strategy for the team.
But there was significant design challenges involved. For instance, how do we design the game such that the commander can have fun and at the same time ensure that the players down on the ground can have fun? How do we ensure that the players and the commander value the output of each other? How do we ensure that the game is still fun if you have a terrible commander, or conversely, if you're a great commander with a terrible team? We spent many months working on these and other issues and never really reached a point where we were satisfied.
In addition, our game has become overly complex, due to our attempts to add a strategy layer deep enough to warrant the addition of the commander in the first place.
- Hydro developer commentary
- Meet the Scout
- Spy responses
In the end, we made the hard decision to remove him from the game and moved on. Critical Hits [Kelly Thornton] Critical hits are one of the features that resulted from our focus on pacing. The Critical hits system attempts to slightly influence the highs and lows of the game by increasing the chance of a Critical hit based upon the player's recent performance.