Originally posted by Filthy Casuals :. No for real is isn't. I just can't see what all the fuzz is about. What makes it so special??? Oh well here comes the fanboys Supertransfat View Profile View Posts. F2P is great. But i need something else. I just don't get why people are into this game so much?
They like it. Tronex View Profile View Posts. I sure as well did ADNAN, but does it hurt getting feedback from player's who's been playing for a longer time then i have? New sets of class-specific achievements were added in updates after the main release.
These have added new abilities and weapons to each class once unlocked by the player. Unlocked achievements and statistics from previously played games are displayed on the player's Steam Community or Xbox LIVE profile page. On the PC and OS X versions of Team Fortress 2 , the initial release only included six official Valve maps , with several dozen more being added to the game over the years by Valve and the Team Fortress 2 community. On the console versions, however, these original six maps, all released by Valve, are still the only maps available.
The official maps are commonly themed with an evil genius or retro-spy tech mentality, with secret bases that are concealed within industrial warehouses, as well as exaggerated super weapons such as laser cannons and missile launch facilities taking the role of objectives.
When players join a map for the first time, an introductory video shows them how to complete map objectives. Map player limits are twenty-four on the PC and OS X, although the player limit has been altered on some servers to reach as high as thirty-two, while the player limit on the Xbox and PlayStation 3 is sixteen. Originally developed as a freeware mod for Quake , Team Fortress 2 switched to the GoldSrc engine in after the development team of Team Fortress Software — consisting of Robin Walker and John Cook - was first contracted and employed by Valve.
At the point of Team Fortress Software's acquisition, production moved up a notch, and the game was promoted to a standalone, retail product to tide fans over since, as well as time issues, much of the Team Fortress player base had purchased Half-Life solely in anticipation of the free release of Team Fortress 2.
Work began on a simple port of the game which was released in as the free Team Fortress Classic. Walker and Cook were heavily influenced by their three-month contractual stint at Valve and began working full-time on their design, which was undergoing rapid metamorphosis. Team Fortress 2 was to be a modern war game, with a command hierarchy including a commander, with a bird's-eye view of the battlefield; parachute drops over enemy territory; networked voice communication; and numerous other innovations.
By this time Team Fortress 2 had gained a new subtitle, "Brotherhood of Arms" , and the results of Walker and Cook working at Valve were becoming evident. Several new, and at the time, unprecedented technologies were on show: parametric animation; seamlessly blended animations for smoother, more life-like movement; and Intel's multi-resolution mesh technology dynamically reducing the detail of on-screen elements as they become more distant to improve performance a technique made obsolete by decreasing memory costs, since today's games use a method known as level of detail, which employs more memory but less processing power.
No release date was given at the exposition. In mid, Valve announced that Team Fortress 2' s development had been delayed for a second time. They put the news down to development switching to an in-house, proprietary engine that is today known as the Source engine. It was at around this time that all news ran dry, and Team Fortress 2 entered its notorious six-year vaporware phase, which was to last until July 13, During that time, both Walker and Cook worked on various other Valve projects — Walker was project lead on Half-Life 2: Episode One and Cook became a Steam developer among other things — raising doubts that Team Fortress 2 was the active project that was being repeatedly described.
When the infamous Half-Life 2 source tree was leaked in late , two Team Fortress 2 models were included along with the Team Fortress 2 source code — which was fully compilable. They consisted of an alien grunt and a very stylized, out-of-proportion human soldier. The code was interpreted by fans as making references to parts of the Half-Life backstory; however, the two leaked player models did not resemble any known style from the Half-Life series, leading many to think it was meant for Team Fortress 2.
Some code merely confirmed what was already believed, but other segments provided completely new information such as the presence of NPCs in multiplayer matches, the possibility of the game taking place in the Half-Life 2 universe, fixed plasma gun and missile launcher emplacements, and more. None of the leaked information appears to have had any bearing on today's version of the game. The next significant public development occurred in the run up to Half-Life 2's release: Valve's Director of Marketing Doug Lombardi claimed that Team Fortress 2 was still in development and that information concerning it would come after Half-Life 2's release.
This did not happen, nor was any news released after Lombardi's similar claim during an early interview regarding Half-Life 2: Episode One. Near the time of Episode One's release, Gabe Newell again claimed that news on Team Fortress 2 would be forthcoming — and this time it was.
Walker revealed in March that Valve had quietly built "probably three to four different games" before settling on their final design. Due to the game's lengthy development cycle it was often mentioned alongside Duke Nukem Forever , another long-anticipated game that went through many years of protracted development and engine changes before being released.
The beta release of the game featured six multiplayer maps of which three contain optional commentary by the developers on game design, level design, and character design, and provide more information on the history behind the development.
I like "May I borrow your earpiece? Rainbows make me cry! Over," but the best one has to be "Well, off to visit your mother! We'd see a similar system in Left 4 Dead just a year later. The voice lines are more than gags: they're economical hits of characterization, taken passively in the breaths between TF2's combat, that lessen the repetition of playing 2fort for the two-thousandth time.
One by one, they form a tapestry of connections between TF2's nine classes, reinforcing the hide-and-seek game that Spies and Pyros play, or the symbiotic relationship between the Heavy and Medic. Some of this is owed to how integrated Valve's writers were into the development of TF2 during this part of the studio's history. The massive WAR! Even by today's standards, the patch was an avalanche of lore, weapons, new systems, and excitement that made the seven days it lasted a special experience for players.
The highlights:. Framing the addition of a new item as a time-sensitive dramatic event in the TF2 timeline that players themselves had to participate in in order to resolve was a brilliant act of marketing, and we see this concept replicated in competitive games like Overwatch, Destiny 2, CS:GO, and Dota 2. If you want your class to have it, you're going to have to fight for it.
The best addition for me was the Sniper's bow, because bows and arrows are always wonderful and there's nothing more satisfying than pinning an enemy to the wall with a headshot. But there were plenty of other joys introduced as each class was expanded with new weapons, and the game was expanded with new modes. There's always grumbling about what Team Fortress 2 became, but let's try to stay positive.
What era of the game did you like best, and why? This browser game is a post-apocalypse Glasto meets non-violent tech Wicker Man and it's rad as hell. Letter From The Editor notes from our survey. We should see more of Bethesda's Starfield next summer.
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