What makes tf2 fun




















The game offers many different types of matches where players are divided into two teams of 12 players. The players have to choose the correct classes and make sure that someone is always protecting the base. If everyone selects the same class, the enemy team will probably win due to team imbalance. Competitive game modes have smaller team sizes, and teamwork is critical.

As players develop their own playing styles, they usually excel in one class and select the others only when needed. All of the players on the same team have to communicate to stay on top of the game and win. The graphics in TF2 is one of the features that made the game stand out when it was first released.

Instead of realistic graphics and lightning effects, the game is designed to feel more like a cartoon than anything else. As the years went by, the game saw many updates and new maps with better graphics and more details. The characters also feel a little monotonous, but you can literally use thousands of accessories to make your character unique.

The in-game marketplace allows you to buy or trade cosmetic items you can then use to customize your characters and weapons.

You can unlock some cosmetics by playing the game or completing achievements, but you can also get them through contracts of your choice. The item shop has hundreds of skins for weapons, characters, map stamps, and taunts some of which are very funny. You can make many different types of cosmetic changes, and you can buy and sell tf2 items in online marketplaces for real cash.

Lastly, players can also craft items and trade resources with other players. Everything in the game is funny. All characters have their own unique style, comebacks, and facial animation.

There are specific classes to fit your playstyle, each with a story, personality, etc. Domsdoodles View Profile View Posts. I got the hats thing. Pretty cool i see. But default maps yes.

Everytime i've been playing i have never ever seen a custom map being played. Yes if i scroll down to the servers with 0 players on it i might find those funny servers with tons of custom maps etc. But i can't. It's not some overly generic shooter with a CoD-like multiplayer system. Willow View Profile View Posts. Hollowman View Profile View Posts. It's just how much of a tryhard you are, if you try too hard, get angry and cry about everything then you won't enjoy it, if you play with friends and casually then you'll most likely enjoy it.

Per page: 15 30 Date Posted: 16 Oct, pm. Posts: Discussions Rules and Guidelines. 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. Rather, it uses a more stylized, cartoon-like approach "heavily influenced by early 20th century commercial illustrations. The removal of an emphasis on realistic settings allows these questions to be sidestepped.

The game debuts with the Source engine's new dynamic lighting, shadowing and soft particle technologies, among many other unannounced features, alongside Half-Life 2: Episode Two. Team Fortress 2 was also the first game to implement the Source engine's new Facial Animation 3 features. The art style of the game was inspired by J. Leyendecker, as well as Dean Cornwell and Norman Rockwell. Their distinctive styles of sharp silhouettes and shading to draw attention to specific details were adapted to make the models distinct, with a focus on making the characters' team, class, and current weapon easily identifiable.

Silhouettes and animation are used to make the class of a character apparent even at range, and a color scheme that draws attention to the chest area brings focus to the selected weapon. Maps are designed with a neutral space between two bases.

They are archetypal spy fortresses but disguised as inconspicuous buildings to give plausibility to their close proximities. The maps have little visual clutter and stylized, almost impressionistic modeling, to allow enemies to be spotted more easily. The impressionistic design approach also affects textures, which are based on photos that are filtered and improved by hand, giving them a tactile quality and giving Team Fortress 2 its distinct look.

The bases are designed to let players immediately know where they are. The RED base uses warm colors, natural materials, and angular shapes, while the BLU base uses cool colors, industrial materials, and orthogonal shapes.

A conference trailer demonstrated the game's new graphical style was featuring all of the original Team Fortress classes, pointed towards a more light-hearted and whimsical visual style as opposed to the dark, somewhat more traditional, a military simulation that had initially been shown.

Gabe Newell, the managing director of Valve, said that their goal was to create "the best looking and best-playing class-based multiplayer game. Team Fortress 2 was released October 10, , as both a standalone product via Steam and at retail stores as part of The Orange Box — a game bundle pack priced at each gaming platform's standard price.



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