Team Fortress 2 - From Old To New
As the Beta period for the incredibly fun Team Fortress 2 winds down, the website Rock, Paper, Shotgun offers up several pieces on the title. If you played the original TF and want to know how things have changed, they've got an in-depth series of posts on the nine classes. If you're more interested in the evolution of TF2 as a concept, the first of a two-part interview with game designers Robin Walker and Charlie Brown highlights the long road between there and here: "The arc of TF2 is something that's probably familiar to a lot of amateur developers or designers. When we got here the first thing we built was overly complex, very hard core, almost impenetrable to anyone who wasn't familiar with FPSs in general. And as we found as we played it, wasn't more fun because of it. I think one of the things we've learned as designers over the time we've been here is to better preserve our ideas while still making them more understandable ... If I looked back at various designs in the different versions of TF2, then I think that's the thing that moved the most. We were always doing interesting classes, interesting weapons, but I think the thing we succeeded at the most, that we were failing at the most, was that nugget of acceptability relative to depth." As for the best class, I tend to agree with Jerry.
I prefer http://www.fortress-forever.com/ plus its free.
TF2 is to slow and there are no grenades.
it's the first fps since, hmmm, the original counter strike way back (around 1.5) that has me hooked and doesn't feel like yet another quake/doom/ut rehash. The polish level is amazing, and the art is just mind-blowing, amazing how they were able to create something so unique and yet make it run so well even on non super cutting edge hardware.
major kudos to valve!
-- the cake is a lie
I sort of had my doubts when I saw they were releasing TF2, but I'm slowly warming to the current concept.
Back in 1997 when TF came out gameplay on the internet was very campy (literally) and very platform rocket jumping-esque. The original TF was a gem on Quakeworld because it provided more than just death match but rather a team cooperation game with different classes.
Eventually, I went on to other games like Tribes, Counter Strike, and DoD and when I saw that the game was going back to its roots I had doubts that gameplay would work anymore since for a while they seemed to be taking a whole new direction with a more realistic atmosphere like counterstrike.
But then I saw their art direction and rather than focusing on realism like counter strike, they made it look more cartoonish and platform jumpy which basically how things were back in 97 (Quake, Turok, and Tomb Raider were all out then).
Of course it could be just nostalgia.
"I am the king of the Romans, and am superior to rules of grammar!"
-Sigismund, Holy Roman Emperor (1368-1437)
How I miss the old 28.8 and the origins of online CTF based gaming. Team fortress was certainly the most advanced game of its time with a balance and gameplay that I'll never find again. TF2 is a great mod and a decade later shows the concept of team fortress can still provide a great game even in todays video game market. Take me back to the days when games had a great supporting community of map makers and server modders (best was team fortress regular on quake levels with grapple, sounds weird but was EXTREMELY fun). TF2 is very nostalgic for me but in comparison to a decade ago seems a tad stale but still very fun.
By the 'Original TF' do they mean Teamfortress for Quakeworld or the much worse Team Fortress Classic for Half-Life?
I was verry impressed with the beta. I've played several recent betas (ET:QW for example) that were nowhere near as polished. I'd surprised if they changed anything as far as optimization. Small gameplay tweeks are easy enough through steam. What really got me though is the feel of the artwork. I have always enjoyed the Spy Vs. Spy type animation and this is right along those lines. I don't know why, but it reminds me of 50's boozerunners and their tommyguns. The gameplay is really fun as well as balanced. I think the lack of 'nades in general was a good idea. My favorite class, according to points and play time is the Demoman. Gotta love the nades. By far, in my opinion, the best game available on steam, rated on style and fun alone.
He whom you called four-eyes yesterday, you call Sir tomorrow.
...a seasoned pyro; at least in TFC? I never found much reward in using this class, and it doesn't seem to have improved from what I've seen and heard.
I never played the original, but I became very interested after I started working on a Source mod of my own. I've been a big fan of class-based FPS team play since Tribes and an even bigger fan of fun/silliness since discovering (the tasteless) Postal 2 (not that it need be tasteless, but humor is good...especially with FPS where you can get WAY too serious). The thing I like about class play is if it's done right you actually end up in a situation where team members depend on other team member filling various roles. Most FPS really feel mostly like endless variations on standard DM. With good class-based play you have to opportunity to learn to excel at a variety of roles so that truly skilled players know the game and the teams responsibilities and make decisions based on more then simple kill-rates or individual point. Some of the most fun I've had was playing support competitively.
Quack, quack.
The Incredibles Deathmatch.
Everything about the art direction in the game reminds me of that movie... and I love it.
Out of modpoints but really liked a post? 1BDkF6TtmmeZ3yqXbz9yhdYVqRYnwFoXDj
I have to highly disagree. I played TF back on QuakeWorld and I have been dying for TF2. Despite major changes I thought I couldn't get over (no more grenades, no more evil medics) I absolutely love the game. Instead of worrying about uber great graphics, they went for super fun game play. I've been having a blast with this update version of a classic.
On the other hand, I have played QuakeWars and it felt like Battlefield 2, meets Doom 3 graphics, combined with Quake3 DM. The sound effects are almost all from Q3.. The Icons look just like Quake3, and the game play is what we've seen for years now.
I want to give this game a try been forever since I played the original TFC.
TFC is not the original. Team Fortress for QuakeWorld is the original. TFC was originally a mod for
Half-life, contained much brighter & cheerier versions of the maps and is looked down on by many of the QW TF fans.
- Toby
I'm a huge fan of Enemy Territory and QuakeWars is a huge let down. It's basically a shitty version of Battlefield 2 with higher system requirements.
It's amazing. Almost worth the crazy long wait. Now I just need DNF and my gaming life is complete...
"Physics is to math as sex is to masturbation." -R. Feynman
Hey. QW TF fan here. Played it way back when it was first released. I for one liked TFC and I'm loving the direction that Valve has taken TF2 in. I miss the old days of infecting medics and pyros that could ignite the ground, but I'm still happy to see my favourite multiplayer game alive and thriving.
Off-topic, regarding the merits of ET:QW...
I'm going to have to agree with the parent here and not with the many people here comparing it to a Battlefield clone. If you want to compare it to anything it's more like the Assault game type from the original UT. It will depend on how the retail maps end up playing but I really enjoy the mission and objective based gameplay more than the typical "capture the flag" or "control the nodes" type stuff which is all you typically see these days(granted, I have not played TF2 yet). I do think ETQW lacks some of the interface polish that games like Battlefield have but still I haven't had as much fun playing any recent FPS(excluding Metroid Prime 3) as I have the ETQW demo.
Oh my fault never played the original then, but I liked the TFC for HL, good stuff.
or is it too soon?
Nerf scout shotgun or give them the sniper machine gun instead.. 2 shots from a scout's gun should kill a 175hp demo or 200 hp soldier.. i've seen 3-4 scouts rush a CP and kill everyone and cap the round.
demo nades are a little under powered when laying ont he ground and exploding (direct hits are right, and stickys are fine).
uber could last a little longer.
overall tho you can tell a lot of balance was worked on prior to beta...
it's certainly true that quake wars is more of a crock than anyone expected it to be.
the question has to be WHY oh WHY did they try to emulate bf2?
as far as gameplay was concerned enemy territory is the greatest; all they needed to do was update the graphics, add a few maps, weapons, and abilities.
splash damage will learn that you can only mess up this badly once; their name is pure dirt now.
Watch the Developer's Commentary on TF2. It's really interesting, and they mention they took inspiration from a 50's artist, which I forget the name of, but clearly the Incredibles ripped him off too.
Warpath especially needs to be in this game ASAP.
I've been playing the TF2 beta and I absolutely love it. It took me a while to get used to the changes since I came from the original QWTF and later Q3F... I was pretty upset at first when I found out that Valve removed grenades, medic infections, pyro rocket launcher, etc.. But I slowly began to enjoy TF2 for what it was and now I really enjoy it. It is basically a simplified version of Team Fortress, but it's still fun. I consider myself a hardcore TF fan, and even I can enjoy what Valve has done. Also, if I want to play a more classic version, I'll play Fortress Forever.
I really like the stat system, though I wish it would keep overall stats for each class instead of just your best scores during one life. My TF2 stats: http://steamcommunity.com/id/Emetophobe/stats/TF2
I'm going to have to agree with the parent here and not with the many people here comparing it to a Battlefield clone. If you want to compare it to anything it's more like the Assault game type from the original UT. The tragedy is that it's not really comparable with the original ET, which in my opinion is one of the best multiplayer FPS games ever made and free to boot. ET just has a solid feel and gameplay that's plain fun, while the (admittedly demo) gameplay I've experienced in ET:QW just completely lacks that feel. I definitely thought ET:QW was closer to BF2 than to ET.
On topic, however, I have to say that the TF2 beta has been nothing less than superb. I haven't enjoyed a game this much in many years and I've found myself roaring with laughter while playing. The art direction is superb, the sound excellent, the maps well-balanced, the humour spot-on, and every class is eminently playable. While my personal penchant is to play the medic, I've played every class (actually, except for the sniper) and have found something to enjoy in each one. TF2 is just pure, laugh-out-loud fun and that's probably the best compliment I can give a game.
cheers.
P.P.S. I'm doing Science and I'm still alive.
Don't get me wrong, I am loving TF2. I think it's a hell of a lot of fun. I could suggest a few tweaks, but I'm sure everyone playing it could. I trust Valve to pay attention to beta feedback and gradually tweak things over time.
But Team Fortress 2 this is not. It's Team Fortress 1.3. Lets' face it, what has really changed? The main thing is that the graphics are a lot better, and that's a very good thing. But as far as I can tell, all the changes are incremental. Unless I'm forgetting something, there aren't any new classes. All the classes pretty much do the same things. There are some minor changes, like no grenades. And the Medic ubercharge is pretty cool. But really, beyond the new skins and better physics, it doesn't really *play* all that much different from team Fortress Classic. And that's a bit of a disappointment.
Maybe I just expect too much from Valve in the inspiration department. And having been a game designer myself, I *know* how tough it can be to balance gameplay. *Real* tough. But take a look at Starcraft 2, for example. now there's a whole new version of a game, with entire new levels of tactics. It's 3-D now, with elevations. They kept many of the tried-but-true units but have introduced some cool new ones.
And that's the only remotely negative thing I have to say about TF2: it never really made me go "Ooooh! Cool!! THAT is new!" Even listening to the developer commentary, it's mostly about the art direction. Things they mention as big changes are the removal of grenades and stuff. I guess I just expected a bit more innovation from the people that brought us the Best New FPS Weapon In History, the Gravity Gun. I mean, come on, guys, you're using the same basic engine as HL2, right? Why couldn't we have a Gravity Master class that could catch or deflect rockets in midair, or grab that oil barrel and hurl it at a turret to knock it over? Or even a guy with a Portal Gun? Heck, I at least expected the environment to be a bit more destructible, at least, with objects flying everywhere like they did in HL2.
I love TF2 the 2way it is, and I'll play it a lot. I've already racked up an embarrassing amount of hours with the beta. And the game is great, even if the sentry guns could use a few more hit points and range at level 3, and withstand a sap for a few more seconds. But while it's great at being a really souped-up version of the original, I don't give it 2.0 status. That implies a whole new version. That implies something really new and really cool. New classes and weapons that we haven't seen before. New strategies. You know - not just a much nicer version of the same thing.
Anyways, kudos to Valve for a great job. I guess I can't expect groundbreaking innovation every time, and there's a lot to be said for sticking with the tried and true. But I just hold you guys to a higher standard, I guess.
If anyone at valve reads this, consider some expansions
One big advantage TF had over TFC, other than the gameplay, was the fact that mods for Quake were compiled to some kind of bytecode, while mods for Half Life were Windows DLLs. I've player TF on DOS, Windows NT, Linux and FreeBSD on x86, and OS X on PowerPC using the same TF directory, just a different Quake binary. Someone joined a TFC game I was playing with Half Life under WINE, but it kept crashing. I still play TF sometimes over a decade after it was released. I don't even own a machine that can play TFC.
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The most amazing part of TF2 is not in the new art, graphics, map design, and certainly not the class based system, or UI... the real achievement is in how they chose to balance each class. Balancing like the different speeds of characters, the speeds of each weapon projectile, reload times, clip size, max ammo, critical hits (breaks up the monotonous turtling that is inevitable from good defense teams), uber charge. I mean every weapon is not new (see Q1 TF mod, weapons factory, TF mod for every freaking FPS game since Q1 lol). Every class is not new (see original TF mod). So really the most amazing thing is the fact that they managed to make it balanced... each class is playable! That is realllly hard to do when there are NINE classes... no other game really has NINE classes. There are soo many permutations that you have to think about. ----- I think the second biggest change in TF2 would have to be: no grenades. Wow. That is another huge change. Thinking back on all the TF I've played... ya grenades really destroyed a lot of the fun. The developers put it best when they say 'grenades didn't really add to the experience' and 'grenades took away a lot of the unique class differences' and my opinion is they were too often used for spamming. By the way I paraphrased the developer's comments. ----- I bet money that this game will be unrivaled as far as multiplayer experiences go for at least 2 to 5 years. And it'll probably be around with serious tourneys for at least 5 to 7 years.
===1st point===
Your supposed new ideas of a gravity gun or portal gun in the game... are idiotic. Yes these are fun and cool guns. Yes they would be interesting in the game. Would you have a cohesive team experience with lots of push and pull and multiple solutions to an offense / defense problem? No.
===2nd point===
If the grav gun or portal gun were in multiplayer. They would be one huge gimmick. After a while they would be really old after everyone got accustumed to looking at the really cool yet shallow gameplay offered by the guns.
===3rd point===
There is no way to balance those two guns no matter what you try.
http://en.wikipedia.org/wiki/J._C._Leyendecker
http://images.google.com/images?q=leyendecker
While "inspired by," it seems to be in a very stylized sense, and pull a bit of the timeframe and lines and clothing... rather than the overall art style. I would not, for instance, match The Incredibles to him. You could more easily say that TF2 morphed the art direction of The Incredibles WITH Leyendecker.
Some people can't come up with a defense to a specific tactic, so they shoot nerf.
Here's a clue, use your fucking head. There is a pretty simple defense against what you describe, but apparently you are so attached to a method of play or a type of defense you can't adapt, so you die.
The Kruger Dunning explains most post on