Tuesday, February 19, 2013

Team Fortress 2

Team Fortress 2


Team Fortress 2 (commonly abbreviated as TF2) is a team-based first-person shooter (FPS) multiplayer video game developed by Valve Corporation. It is a sequel to the original mod Team Fortress and its Source engine remake. It was first released as part of the video game compilation The Orange Box on October 10, 2007 for Windows and the Xbox 360.[5] A PlayStation 3 version then followed on November 22, 2007.[6] The game was later released as a standalone package for Windows on April 9, 2008, for OS X two years later, and Linux in 2013. Team Fortress 2 is distributed online through the Steam system, while retail distribution was handled by Electronic Arts. On June 23, 2011, the Windows version of the game became a free-to-play title, supported by microtransactions for unique in-game equipment through Steam. The development of Team Fortress 2 is led by John Cook and Robin Walker, who originally created the Team Fortress modification for Quake in 1996.
The game was announced in 1998, and was first powered by Valve's GoldSrc engine, but this changed as it passed through several different design stages. In 1999, the game appeared to be deviating from its predecessors by pursuing a more realistic and militaristic style of gameplay, but its design metamorphosed over an eventual nine-year development period. The final rendition sports cartoon style visuals influenced by the art of J. C. LeyendeckerDean Cornwell andNorman Rockwell[7] and is powered by the Source engine. The game itself revolves around two teams, each with access to nine distinct characters, battling in a variety of game modes set in different environments or maps, often with a factory-warehouse theme.
The lack of information or apparent progress for six years of the game's original development caused it to be labeled as vaporware, and it was regularly featured in Wired News' annual vaporware list among other ignominies.[8] Upon its release, the game received critical acclaim and several awards, being praised for its graphical style, balanced gameplay, humor and for its use of full character personalities in a dedicated multiplayer-only game.

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Gameplay
Like its predecessors, Team Fortress 2 is focused around two opposing teams, Reliable Excavation & Demolition (RED) and Builders League United (BLU) competing for a combat-based principal objective.[13] Players can choose to play as one of nine classes in these teams, each with his own unique strengths, weaknesses and weapons. Although the abilities of a number of classes have changed from earlier Team Fortress incarnations, the basic elements of each class have remained, that being one primary weapon, one secondary weapon, and one melee weapon.[14][15] The game was released with six official maps, although 44 extra maps, 9 arena maps, 8 king of the hill maps, and various other map types have been included in subsequent updates.[16][17] In addition, a number of community assembled maps have been released. When players join a level for the first time, an introductory video shows how to complete its objectives. During matches, "The Administrator",[18] a woman voiced by Ellen McLain, announces various game events over loudspeakers.[19] The player limit is 16 on the Xbox 360 and PlayStation 3.[20]On the PC, in 2008 Valve updated Team Fortress 2 to include a server variable that allows up to 32 players.[21] Third party modifications have made it possible to host up to 54 players on one server.
Team Fortress 2 is the first of Valve's multiplayer games to provide detailed statistics for individual players. They include: time spent playing as each class, most points obtained, and the most captures or objectives achieved in a single life. Persistent statistics tell the player how he or she is improving in relation to these statistics, such as if a player comes close to his or her record for the damage inflicted in a round.[16] Team Fortress 2 also features numerous "achievements" for carrying out certain tasks, such as scoring a certain number of kills or completing a round within a certain time. New sets of class-specific achievements have been added in updates, which add new abilities and weapons to each class once unlocked by the player. This unlockable system has since been expanded into a random-chance system, where the player can also obtain the items simply by playing the game.[22] Achievements unlocked and statistics from previously played games are displayed on the player's Steam Community or Xbox Live profile page.


Game modes

The objective of the game is defined by the game mode in use.
  • In Capture the Flag maps, the objective for both teams is to obtain a briefcase of intelligence from the enemy team's base and return it to their own base while preventing the opposing team from doing the same. The player carrying the intelligence can be killed to drop the briefcase, or the player can willingly drop it; in either case this starts a brief timer. If the intelligence is not collected by another player on the opposing team before that timer expires, it is returned to its home base. A team can only score by delivering the enemy's intelligence to their base. A match lasts until one team scores a set number of points or time runs out.[28] A variant of Capture the Flag, called Special Delivery, has teams vying over a single briefcase to attempt to deliver to a common target. Once the intelligence is picked up by one team, only members of that team can carry it until either it successfully delivered, or the drop timer expires and it is returned to its original spawn point.
  • Control Point modes are more varied in their objectives, but share the common aim of capturing a particular point on the map by having one or more team members stay on the point without the presence of the opposing team for a short period of time.[28] In standard control point maps, each team already controls an equal number of points, with one additional point left unclaimed; teams can only attempt to capture points that are nearest to those points they already control. Each team attempts to progressively capture all the control points to win the round. In attack/defend-style maps, one team already controls all the points on the map, and must hold these points from being captured by the opposing team for a length of time.
  • Territorial control is a more complex version of Control Point, in which each map is divided into a number of closed sections, held between the two teams. Each round has one team attempting to seize control of the capture point for that section from the other team in a fixed amount of time. Once a team holds all but the home base points, they then attempt to capture the enemy base point.[28]
  • King of the Hill features a single control point in the center of the map, with teams vying for control over it. The game's score is based on the total cumulative time that each team has held the point, and the round is over when one team's time surpasses a certain value.[29]
  • Payload maps feature a length of track atop which sits a bomb mounted on a cart. These maps come in two varieties. In normal Payload maps, one team must escort the cart through a series of checkpoints in a limited amount of time to reach a final target that the other team defends. The cart moves when one or more players of the team are near it without enemies nearby; during this, the cart heals and provides ammo to those close by. If no one is by the cart, it may move backwards towards the last checkpoint, or roll off uphill sections of the track.[30] In Payload Races, both teams race to deliver a bomb-cart to a final target; there are no checkpoints and unmanned carts will not move in reverse, but still require team members nearby to fully complete uphill sections.[31]
  • Arena is a team deathmatch mode, typically occurring smaller environments featuring a single control point. In each round, players do not respawn on death; a team wins the round by capturing the control point or eliminating all of the other team members.[32]
  • Medieval mode can be played on maps dedicated to this mode, or enabled for any other mode type. This mode forces players to use melee or similar medieval weapons (such as the Sniper's bow and arrow), and alters other non-gameplay facets of the program, such as translating all in-game text chat in a rough version of Early Modern English.[33][34]
  • MvM - Mann vs Machine - is a six player co-operative mode where the mercenaries are defending a structure against increasingly-difficult waves of robots. Players have the ability to buy upgrades and improvements between rounds using in-game money earned during previous waves.[35] A "Mann Up" version is available by purchasing tickets with real money to participate in larger events on official servers with the opportunity to win unique cosmetic items after successfully completing a tour of duty

Classes

There are nine unique player classes in Team Fortress 2, categorized into offense, defense, and support roles.[16] Each class has at least three weapons: a unique primary weapon, a common or unique secondary weapon and a distinct melee weapon in keeping with the character.
The three offensive classes are the Scout, the Soldier, and the Pyro. The Scout (voiced by Nathan Vetterlein) is a fast-talking baseball fan and street runner from Boston, Massachusetts, who practiced running to "beat his maddog siblings to the fray."[39] As a result, he is a fast, agile character, armed with a Scattergun, a Pistol, and an aluminium Baseball Bat. The Scout is capable of performing double jumps and also captures control points and pushes payloads as fast as two teammates doing the same; however, the Scout cannot sustain much damage, making bleed and burn ailments very devastating. The Soldier (voiced by Rick May) is more durable, but is consequently slower in his speed. A stereotypical highly patriotic, American military man (despite the fact that he was never actually in the Army),[40]the Soldier is armed with a Rocket LauncherShotgun, and a folding Shovel for melee combat. The explosion radius from the rocket launcher can be used to rocket jump to higher positions, similar to the mechanic from the game Quake. The final offensive class is the Pyro (voiced by Dennis Bateman), a mentally-unstable pyromaniac of unknown origin or gender, completely clad in a fire-retardant suit and a voice-muffling gas mask. The Pyro is armed with a homemade Flamethrower as its primary weapon—this can set other players on fire, as well as being able to produce a blast of compressed air that knocks nearby enemies and projectiles away and can extinguish friendly players who are on fire. The Pyro uses a Shotgun as its default secondary weapon, but is able to unlock a Flare Gun to set fire to enemies from afar, and uses a Fire Axe for melee combat.[41][42]

The Support category consists of the Medic, the Sniper, and the Spy. The Medic (voiced by Robin Atkin Downes) is a German doctor from Stuttgart with little regard for the Hippocratic Oath,[46] responsible for keeping his teammates alive. The Medic is accordingly armed with a special "Medigun" to heal teammates, and can make teammates temporarily invulnerable, enhance their firepower or maximize healing after the Medic's ÜberCharge is filled to maximum by healing enough damage. The Medic is also equipped with a gas-powered Syringe Gun and a Bonesaw to fight if the need arises.[30][41] The Sniper (voiced by John Patrick Lowrie) is a cheerful Australian ocker-style character who rationalizes his line of work,[47] equipped with a laser-sighted Sniper Rifle to shoot enemies from afar, as well as a Submachine Gunand a Kukri for close combat.[41] The last support class is the French, deadpan Spy (also voiced by Dennis Bateman): in addition to a Revolver, he is equipped with covert tools, such as a temporary cloaking device disguised as a watch, an electronic Sapper to sabotage and potentially destroy enemy Engineers' buildings, and a device hidden in his cigarette case that enables him to disguise as other players. The Spy can also use his Butterfly Knife to stab enemies in the back or sides, which instantly kills them.[41]The Demoman, the Heavy, and the Engineer make up the defensive classes (although they can be played offensively). The Demoman (voiced by Gary Schwartz) is a black, one-eyed Scotsman who drinks heavily and hails from UllapoolScotland.[43] Armed with a glass Bottle, Grenade and Sticky Bomb Launchers, the Demoman can use his predominantly explosive weaponry to provide indirect fire and set traps against enemies.[41] The Heavy (also voiced by Schwartz) is a stereotypical Russian character, heavy in both figure and accent, obsessed with his guns to the point of giving them human names and treating them with obvious affection. The Heavy can sustain more damage than any other class, can gain more health or enhance his abilities by eating food like the Sandvich or the Dalokohs Bar (chocolate bar), and can put out immense amounts of firepower, but is generally the slowest of all the playable classes. His default weapons consist of his own Fists, a Shotgun, and an enormous Minigun that he affectionately refers to as "Sasha".[44] The Engineer (voiced by Grant Goodeve) is the last defensive class, portrayed as a relaxed and intellectual "good ol' boy" from Texas.[45] The Engineer is capable of building a number of structures to support his team: a tripod Sentry Gun for defending key points, a health and ammunition Dispenser, and a one-way Teleporter system,[41] which can be upgraded to become a two-way teleporter system in "Mann vs. Machine." He is armed with a Shotgun as his primary weapon, a Pistol as his secondary weapon, and a Wrench as his melee weapon, which is also used to speed up with building, repairing and upgrading his structures.
Valve has stressed their focus on game balance when considering new improvements to the character classes. Every class has its own strengths and weaknesses which leads to reliance on other classes in order to be efficient. This forces gameplay into more strategic thinking and an increased utilization of teamwork than would be found if one class had inherent superior advantages.[

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