How Team Fortress 2 changed FPSes forever
This article was originally published in October 2017. We're repromoting it alongside re-reviews of some of the PC's biggest living games, looking at how they've changed over time.
Not long ago, every first-person shooter had to have a multiplayer mode. Part of multiplayer's job in the late '00s and early '10s was to extend the lifespan of your purchase—to keep Xbox and PlayStation owners' copies in their homes and off of GameStop's second-hand shelves after they finished a six or ten-hour campaign.
It was a dark time for FPS players. We got underwhelming and under-supported multiplayer for games like F.E.A.R, Crysis, Singularity, Prey, Homefront, Far Cry 3, Medal of Honor, Call of Juarez, Duke Nukem Forever, Rage, and Syndicate. In the worst cases, the multiplayer modes of these games contorted the themes and designs into competitive forms. Spec-Ops: The Line lead designer Cory Davis described the multiplayer component of his game years later as "a cancerous growth," saying that "the game mechanics were raped to make it happen, and it was a waste of money."
No gods, only frags
BioShock 2 multiplayer, incredibly, had seven modes. They were:
– Survival of the Fittest
– Civil War
– Last Splicer Standing
– Turf War
– Capture the Sister
– ADAM Grab
– Team ADAM Grab
– Kill 'em Kindly
One surprise to come out of this era was BioShock 2, which fully embraced the awkwardness of turning the intricate story and setting of Rapture into a deathmatch. You played as one of 10 unique characters living in Rapture at the outset of the civil war. Each had their own backstory, melee weapon art, and loads of custom, situation-specific dialogue that you'd hear during matches (Mlle Blanche de Glace, a French actress, might say "So strange on this side of the camera," when using the Research Camera to earn a damage buff against an enemy). BioShock 2 characters' appearance was tied to their progression—as they leveled up, they'd look more and more like a mutated Splicer, a reflection of their abuse of ADAM. The multiplayer lobby itself was a Rapture apartment, and your character would receive new, unique messages on their answering machine.
The whole thing was framed as a prequel for the first BioShock, grounded in an idea that's only taken hold over the past few years: yes, you can and should put story into a multiplayer FPS.
Talking it out
Credit for killing the trend of tacked-on multiplayer should go to Team Fortress 2. In the 10 years since The Orange Box, Valve's spy-fi FPS has made plenty of contributions to the genre, to Steam, and to the PC. But most significantly, it helped teach the industry, and games like BioShock 2, how to tell stories in competitive multiplayer games.
We take it for granted now, but in 2007, TF2's addition of dozens—eventually hundreds—of situationally-triggered character voice lines was innovative. Without watching a cutscene or reading a dull menu blurb, players would be hit over the head with the idea that the Scout loves baseball ("I'm battin' a thousand!"; "Yo, I oughta' be on a baseball card!"), or that the Soldier is an over-the-top nationalist ("You are now a conscientious objector to being dead, hippie!" after dominating another, apparently lesser Soldier; or "Your white flag does not stop American bullets," to the Spy).
The Spy has his own set of lines that mock the Scout after a kill. I like "May I borrow your earpiece? [mimicking Scout] 'This is Scout! Rainbows make me cry! Over," but the best one has to be "Well, off to visit your mother!" a reference to the canon relationship between Spy and Scout's mom (this literally haunts the Scout's dreams) and a special reward for sticking a knife into the fastest character in the game. 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. "[W]e don’t have a strict wall between design and writing," Valve writer Erik Wolpaw said in 2011. "We’re all together in the same room, designers and writers." You can see the fruits of this integration of writers in TF2's biggest updates, which made new patches not simply 'content,' but richly-themed events led by their fiction, rather than their features.
The massive WAR! update in 2009 solidified the template we'd see for years to come. 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:
- Kicked off a weeklong contest between Soldier and Demoman players. Via the TF2 wiki: "A kill tracker appeared in the HUD of anybody playing as a Demoman or Soldier, with the counter increasing each time they (as a Soldier) killed an enemy Demoman or they (as a Demoman) killed an enemy Soldier." Whichever side won would earn a new weapon for their class.
- Launched an official Propaganda Contest, calling for fan art (that in turn helped market TF2 to the wider gaming community) focused around the war between Demomen and Soldiers. The winner of the Propaganda Contest, J.Axer, received a one-of-a-kind cosmetic item, a Towering Pillar of Hats with a ribbon pinned to it.
- Six new items, for either the Soldier or the Demoman, were made available.
- Valve published a 21-page comic that formed a backstory for the update: the Demoman and Soldier had become friends, which in the eyes of TF2's in-game announcer, the Administrator, had to be put to an end.
- Published a series of web pages that colorfully housed all the information around this update, which also included easter eggs like the Shakespearicles portrait.
- Oh, and crafting was added.
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. "A secret, exclusive seventh weapon has also been developed by the TF2 team," wrote the TF2 Blog. "In other words, either the Soldier or the Demo (but NOT both) is walking out of this update with one more weapon than the other. If you want your class to have it, you're going to have to fight for it."
The Soldier and the Demo were natural rivals that, up until that point, hadn't had their yin-and-yangness formally expressed. They were both splash-damage classes with different styles: firing parabolically, or firing in a straight line. They could both use their weapons to propel themselves forward. An ordinary sticky bomb kill on cp_well, scored that week, had new meaning, adding to the overall body count.
All of this fun helped to soften the introduction of a new crafting system, laying the groundwork for TF2's item economy. Valve would use this technique again when it introduced paid items and loot crates a year later not as a storefront, but in the form of a fictional character entity: Mann Co. Although it wasn't without controversy and uproar, again, narrative framing and ample humor softened the landing microtransactions made on TF2, a much riskier and more novel concept in 2010 than it is today. You weren't buying items from Valve, you were buying them from a shirtless Australian.
Made to last
It's true that plenty of Team Fortress 2's storytelling has been done outside of its .exe, in comics, short videos, blogs, and marketing imagery. But in widening where its story was being told, Team Fortress 2 broke an old way of thinking, that a singleplayer campaign was the beginning and end of a game's fiction. It's part of the reason we've stopped seeing multiplayer shoehorned into shooters like Prey, Wolfenstein, and Deus Ex.
That approach has produced some of the most well-rounded and memorable multiplayer characters ever, ones that rival protagonists and villains from conventional games. When Blizzard announced Overwatch in 2014, game director Jeff Kaplan said “If people want to compare Overwatch to Team Fortress 2, we would take that as the world’s greatest compliment," said Kaplan. “We love that game; it’s probably one of my favourite games of all time. Those guys are geniuses," he said.
Not many FPSes are being played enthusiastically by a million-and-a-half people 10 years after release. But Quake, Unreal Tournament, Counter-Strike, Rainbow Six, and Battlefield don't have 15-minute short films about fighting giant loaves of mutant bread.
The reason we stopped working on this guide is mainly because we got tired of TF2, or real life was catching up to us, Buttstaber is gone to college as an example and I just have other things to do than writing guides.
There is a bit of history from before TF2 was released that Fluffe wrote, one of our contributors, and I think it's worth a read, furthermore we have descriptions of updates all the way to the Engineer update if any of you can even remember that.
This guide will not be finished in the near future, but maybe during some free time I might finish it...
Anyways, I hope you enjoy!
Hey everybody! I'm Landeyx and welcome to another guide!
Today I will tell you about the history of TF2. We will cover the updates and how these have affected TF2 in aswell good and bad ways. If you wanna follow us for more guides you should join our group Order Of Friends
Rate the guide failry by clicking the thumbs up above this text.
Thanks,and have fun.
Team Fortress 2 started development in 1998 as stated by Gabe Newell in the famous line
-After 9 years (=1998) in development, hopefully, it will be worth the wait/weight. Thank's and have fun!
So let's see all the faces of what have could been the game we all know and love
The game would have featured real weapons like Famas and other famous weapons.
There would have been a ''commander class'' that would have a birds eye of view and would instruct other players what to do, there were also a ''officer'' class that would have affected the teams morale, the higher the morale, the faster and better the team were,
if an officer died, the morale would have reset to 0.
A game trailer was shown in 1998
The realistic scheme was scrapped because you couldn't see the difference between all the 12 classes
Along with some of the files from Half-Life 2, there were some files about a sequel to Team Fortress Classic called
Team Fortress 2: Invasion,
Invasion was about two teams, humans VS aliens in a sci-fi space world.
One major gameplay mechanic in TF2I was to collecting resources. Resources would have been gained by: killing people, destroying buildings and more... The resources would have gone to a ''resource-bank'' with that you could build and upgrade buildings.
A recreation of the game with the files that was leaked back in 2003 has been made by
Scout Weapons [/h1]
In the beginning, the scout would have used an SMG as his primary weapon
(can be seen in concept art and trailer 1)
The medic and the sniper was also given a SMG, the sniper were the only one to still have a SMG in the final game.
Later in development, the SMG was replaced by a nailgun like in TFC. And then AGAIN, the nailgun was replaced by the scattergun we all know and love. The nailguns backpack image is still left in the games files.
The soldiers rocket launcher (then called RPG) had the rockets/rocket sticking out of the weapon, its said that the RPG only had one rocket at a time, so you had to reload after every rocket you've shot, it is also said that the RPG was a lot stronger then it's modern counterpart.
Heavy would have originally have wielded a lead pipe, this was replaced with his own fists
Like stated earlier the medic would have weilded a SMG and also a shotgun. There were no medigun because at that time the medic had a syringe that when stabbing allies, would regain health. (See trailer 1)
In the beginning sniper looked like Brock from Pokémon xD
Revealed a few months ago by a former Valve artist, these are concept artwork for female classes.
Here is the former Valve employee's album, I would recommend checking out his other work too: https://www.drewwolf.com/tf2alt/
A little note about this concept artwork: these female versions were made to bring some variety to the classes, which later came in the form of hats and weapons. I personally would've loved to see these female versions of our beloved classes.
Also notice how Pyro isn't with them.
Team Fortress 2 wasn't that popular then. Team Fortress 2 came from the Team Fortress mod wich was released for Quake. In the beginning the charcaters weren't as refined as now as you can see...
But still, the game was loved for his inovative gameplay for the time and funny wacky physics. It was gonna be a ww2 simulator but Gaben himself said it would be better to make it a fun game where people could just pop in and out to have fun. And so it happened, after a gigantic time of waiting, like always. When it was released, it already had a big community behind it from the first game, Team Fortress. And even if it was paid, unlike now days, people still went bonkers for it.
So,without this update we would always live with stock weapons.
But let us look each update and see what they did for the tf2 game.
The Gold Rush added, for example, the gold rush map like the name said. It was the first payload map for TF2, and it was given as ''a map that specifically focuses on pacing so that the player feels like they are part of an overall campaign by the team''. It is still loved by everyone and used alot by competetive, proving his timeless value.
But let us look at the star of the show today:
Yep, the Medic was the first class to get an update. Many people think this was just a random thing that Gaben choose because he liked the idea. But the real reason was that the Medic was considered by players a very boring and passive class. It was actually the least played class before the update. After the update, it was the third most played class. Valve obviously didnt want a class as important as the medic to be left out. And like said before it added achivements to get the NEW MEDIC WEAPONS! The weapons were the Blutsauger, the Kritzkrieg and the Ubersaw. This gave the players one more reason to play medic, just so you could get the new achivements and the new weapons. But many new players decided to cheat by going to the console and getting all the achivements. They were rightfully punished by not getting a worthless hat in a future update.
But the weapons were always equal. The Blutzauger innitially didnt do critical hits, ever. It couldnt do critical hits like that rocket launcher from space. It was changed to give a penalty on the life regenerated. The Kritzkrig only charged 10% faster than the stock. Now its 25%. And the ubersaw was only unlocked after getting 36 achivements. It has been reduced due to the sheer dificulty.
The Update consisted out of:
-The Community maps CP_Fastlane and CTF_Turbine
-The Pyro Weapons,Backburner,Axtinguisher and Flare Gun
-HADOUKEN! The first kill taunt.
-The Airblast! Damn you trollers!
-And the "Meet The Sniper" Video
You damn camper
Here's a curiosity for you. Did you know the Pyro update was the first update that utilized the technique of slowly revealing content over a period of time before release. 13 days before the update there was a ''teaser'' that hinted for the changes, the new Meet the Sniper and the new weapon, the axtinguisher. A link that was given took us to the concept art of the astinguisher. Shortly after that, the newly created blog explained in detail the new flare gun concept. After that all three weapons were revealed, along with the new 35 achivements and the new sniper video.
The airblast was added in this update. The reason was that before people though that the Pyro was either a too direct class (Spawn, burn, die, repeat) or that it was too vulnerable (the pyro wasnt a counter to any class in specific at the time but every long distance class could easily kill him). It proved to be a much needed addiction to the pyro, and nowdays most players couldnt play pyro without it.
The new weapons were also way needed for pyro to change the already very stale gameplay of W+M1. The backburner, while very different at the time of the introduction, in which you had crits when you hit them on the back BUT you couldnt airblast, changed with time to get a more expansive playstyle, taking out the No airblast penalty and adding in only a much bigger cost of airblasting. This was also the introduction of the for so long hated Flare gun and Axtinguisher combos, tho it wouldnt be fully realized until the release of the degreaser much latter. On a more unknow side, this was the update that added personalized kill icons for non-stock weapons.
But now for the maps! The two new ones added were Turbine and Fastlane.Turbine, a pub stomper favorite, and fastlane, a bored player favorite. These were the first community maps ever added to the game, opening a new path for valve lazyness. They were choosen because of theyr outstanding quality compared to the rest. This leads the way for my last curiosity: Did you know that in certain points in Fastlane, it actually looks like the map is floating. This is because of an error with the construction of the skybox.
It introduced the gamemode "Arena",aswell as the Sandvich!
Nom nom nom,nom nom
The Update also consisted out of:
-The community made map,CP_Steel (Lazy Valve)
-The KGB (Killing Gloves of Boxing)
-Badwater Basin (Okay I take my words back,it's a truly awesome map)
-Natascha (Sasha will be jealous!)
-Arena brought 5 new maps with it,two of them are gone in the Valve Map roundup but are still used in communty servers. These maps are: Lumberyard,Ravine,Well,Granary and Badlands.)
-Meet The Sandvich
So lets look at this update into a bit more detail:
Day 1 gave us the famous CP_Steel, one of the most complex and confusing maps of the tf2 map catalog. The idea that Valve gave behind this map was that ''capturing a control point modified the layout of the map, openning and closing routes for both teams''. It was also given the idea that the vast variety of choices would keep the map interesting for a long time, something that didnt work out so well because, has everyone knows, everyone just caps every point and then caps last.
Day 2 introduced the KGB (not related to the Real Life KGB, not related to Real Life chicken killer). Ever since this was introduced in hounor of the Russians wins in Rocky I, II, III, IV, V, VI and so on, it has been a favourite between all fans of Meele Heavy. But here's something not everyone knows. Deep in development, the KGB was intended to give the Heavy and his teammates, on kill, a +50 health and a 10% chance of critical hits (slightly bigger than normal). The downside is that he would taunt after kill. While this mechanic didnt enter the game, obviously, the taunt stayed. The taunt is actually a reference to the ''Final Boss'' of one of my favourite videogames of all time (Crazed here), which is Mr. Sandman main attack from Punch Out. Another thing that happened in Day 2 was the addiction of Achievments, something we all expected honestly so no suprise there.
Everyone favourite payload map, Muselk favourite rocket jumping map, Crazed most hatted map, its Badwater Basin! Ever since it was introduced, everyone has loved it for his mixture of high and low ground, attacker and defender advantage, and gibus with unusuals.
The next update was the scout update,the update consisted out of 4 mayor things:
The sandman,a loved weapon by many scouts (including me)
At the time however,the sandman had a very big con on it.
You couldn't double jump.
A SCOUT WHO CAN'T DOUBLE JUMP?
The sandman was hardly accepted because of this,and Volvo got some hate on them.
But they patched it later,resulting in it to be loved by everyone.
Watchtower And Junction
More community-created maps,shouldn't tell you that much about it
BONK! Atomic Punch
Bonk! contains several hundred times the daily recommended allowance of sugar. After the beneficial effects of the radiation wear off, drinkers have reported experiencing feelings of lethargy that can last several seconds. Reading this sentence absolves Bonk! of any liability for killing sprees inspired by or deaths resulting from the ingestion of Bonk! Enjoy Bonk! responsibly… Or by the case!
Grass grows,bird fly,sun shines,and brother...
The Force-A-Nature,allowing you to go airborne,is a weapon which is still frequently used by many scouts.
God save the.... *gets stabbed*
Contenst of the update
Stab stab stab
The huntsman,a primitive bow used by prehistorical warriors to pin dinosaurs down.
Although it's scientifically proven that...
*Buttstaber comes in*
YOU AREN'T A SCIENTIST
*Landeyx begins to cry*
Anyways,the huntsman has the unique stab taunt,stunning enemies and killing them instantly,it also has an almost immediate kill when you headshot with it and it's used by the real battle-snipers.
*Buttstaber Breaks in the room*
And it also has the annoying projectile like arrow that makes it way easier that it should to randomly headshot me when Im invisible
Use Ambassador to counter
Sneaky spies wanna stab you in the back? You have a razorback!
*Spy main Buttstaber shoots away*
''And then God created the Pistol''
The Dead Ringer
Not dead yet
The Dead Ringer,the weapon that has died and was revived more than Jesus.
The Cloak And Dagger
No,not the heroes from Marvel
Being forever invisible is fun,right? (It would be if it wasnt so useless)
Put two wheels under this thing and it's a cannon
The ambassador is able to do a 102 crit headshot.
Throw this jar of piss at enemies to let them taste mini-crits and you-know-what-more-of-that-yellow-stuff-that-comes-out-of-that-stick-that-just-hangs-in-front-of-you,jarated people will get critted with the bushwacka.
*Buttstaber gets out of cage somehow*
And no one can forget that jarate is not the name of the weapon, the weapon is just a jar of piss, jarate is the act of throwing a jar of piss, an ancient chinese art that was passed down the Mann Co Family line until one guy decided to sell it for everyone and ruined family reunions forever.
Oh ye,those things
Well that's the only thing we were missing,right?
Here are the mayor contents of the update:
Eighteen new hats!
This is the real deal
King of the hill
Not that there is a hill or something
Well,the update had some little tweaks and map remakes,but we won't cover that here.
The first halloween special wasn't that big of a deal,you had the candy pumpkins,the "Thriller" taunt,the sacks and some halloween-themed maps.
The 119th update was an update which celebrated the 119th update! (That's alot of update in one sentence)
It included the following:
The Mercenary Badges
These badges showed when you started playing TF2. Nothing much to it otherwise.
The next update in the line was the Mac update! TF2 was finally available on OS X.
People who played on a Mac before August 16, 2010 would receive free pair of earbuds for all the classes. The mac update also brought us the training mode.
Here are the mayor contents of the update:
It hurts my ears
-Found and added more female concept art
-Corrected the orange box contents
-Updated the Disclaimer section
- Clean choice cleaners
- Black tuxedo sailor moon
- Blue challenger with black stripes
Team Fortress 2
2007 first-person shooter video game
2007 video game
|Team Fortress 2|
Box art, depicting eight of the nine playable characters. From left to right: the Medic, the Scout, the Soldier, the Heavy (in focus), the Demoman, the Spy, the Engineer, and the Pyro. Not pictured: the Sniper.
October 10, 2007
Team Fortress 2 is a multiplayer first-person shooter game developed and published by Valve Corporation. It is the sequel to the 1996 Team Fortressmod for Quake and its 1999 remake, Team Fortress Classic. The game was released in October 2007 as part of The Orange Box for Microsoft Windows and the Xbox 360, and was later ported to the PlayStation 3 in December 2007. It was released as a standalone title for Windows in April 2008, and was updated to support Mac OS X in June 2010 and Linux in February 2013. It is distributed online through Valve's digital retailer Steam, with Electronic Arts managing all physical or console editions of the game.
Players join one of two teams, RED and BLU, and choose one of nine character classes to play as in game modes such as capture the flag and king of the hill. Development was led by John Cook and Robin Walker, the developers of the original Team Fortress mod. Team Fortress 2 was announced in 1998 under the name Team Fortress 2: Brotherhood of Arms. Initially, the game had more realistic, militaristic visuals and gameplay, but this changed over the protracted nine years of development. After Valve released no information for six years, Team Fortress 2 regularly featured in Wired News' annual vaporware list among other ignominies. The finished Team Fortress 2 has cartoon-like visuals influenced by the art of J. C. Leyendecker, Dean Cornwell, and Norman Rockwell, and uses Valve's Source game engine.
Team Fortress 2 has received critical acclaim for its art direction, gameplay, humor, and use of character in a wholly multiplayer game. Valve continues to release new content on a seasonal basis in the form of submissions made through the Steam Workshop. In June 2011, the game became free-to-play, supported by microtransactions for in-game cosmetics. A 'drop system' was also added and refined, allowing free-to-play users to periodically receive in-game equipment and items. Though the game has had an unofficial competitive scene since its release, both support for official competitive play through ranked matchmaking and an overhauled casual experience were added in July 2016.
In most game modes, BLU and RED compete for a combat-based objective. Players can choose to play as one of nine character classes in these teams, each with their own unique strengths, weaknesses, and weapon sets. In order to accomplish objectives efficiently, a balance of these classes is required due to how these strengths and weaknesses interact with each other in a team-based environment. 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. The game was released with six official maps, although over one hundred maps have since been included in subsequent updates, including community-created maps. When players choose a gamemode for the first time, an introductory video is played, showing how to complete its objectives. During matches, the Administrator, voiced by Ellen McLain, announces events over loudspeakers. The player limit for one match is sixteen on the Xbox 360 and PlayStation 3, and twenty-four on the Windows edition. However, in 2008, the Windows edition was updated to include a server variable that allows for up to thirty-two players.
Team Fortress 2 is the first of Valve's multiplayer games to provide detailed statistics for individual players, such as the total amount of time spent playing as each class, most points obtained, and most objectives completed in a single life. Persistent statistics tell the player how they are performing in relation to these statistics, such as if a player comes close to their record for the damage inflicted in a round.Team Fortress 2 also features numerous achievements for carrying out certain tasks, such as achieving a certain number of kills or completing a round within a certain time. Sets of class-specific achievements have been added in updates, which can award weapons to the player upon completion. This unlockable system has since been expanded into a random drop system, whereby players can also obtain items simply by playing the game.
Core game modes
Team Fortress 2 contains five core game modes.
- Attack/Defend (A/D) is a timed game mode in which the BLU team's goal is to capture RED control points. The number of control points varies between maps, and the points must be captured by the BLU team in respective order. To capture a control point, a player must stand on it for a certain amount of time. This process can be sped up by more players on one team capturing a single point. Once a control point is captured by the BLU team, it cannot be re-captured by the RED team. The RED team's job is to prevent the BLU team from capturing all the control points before the time limit ends. Once a point is captured, the time limit will extend.
- Capture the Flag (CtF) is a mode which revolves around the BLU and RED teams attempting to steal and capture the opposing team's flag, represented in-game as an intelligence briefcase. At the same time, both teams must defend their own intelligence. When the intelligence is dropped by the carrier – either by dying or dropping it manually, it will stay on the ground for 1 minute before returning to its original location if it is not picked up again. A team's intelligence can only be carried by the opposing team. The first team to capture the enemy's intelligence three times wins.
- Control Points (CP) is a timed game mode where there are several control points placed around the map, with 3 or 5 control points in total depending on the map. These are referred to as "3CP" and "5CP," respectively. The game will start off with only the middle control point being available for capture, with the other control points split equally among both teams. Once this middle control point is captured, a team can begin capturing the enemy team's points in respective order. The time limit is extended on the capture of a control point by either team. For a team to win, they must capture all the control points within the time limit.
- King of the Hill (KOTH) is a timed game mode that contains a single control point at the middle of the map that can be captured by both the RED and BLU teams. Upon capturing the control point, a team-specific timer starts counting down but stops upon the point being captured by the opposing team. The first team to have their timer count down to 0 wins.
- Payload is a timed game mode where the BLU team must push an explosive cart along a track, while the RED team must prevent the cart from reaching their base. To push the cart, at least one BLU player must stay within the range of the cart, which will dispense health and ammo every few seconds. The cart's speed will increase as more BLU players attempt to push it. Payload maps have multiple "checkpoints" along the track. Once these checkpoints are captured, they may adjust the spawn locations of both teams. Capturing a checkpoint will also increase the time limit. If the cart is not pushed by the BLU team for 20 seconds, it will begin to move back to the last captured checkpoint, where it will stop. The RED team can stop the cart from being pushed by being within range of it. The RED team wins by preventing the cart from reaching the final checkpoint before time runs out.
Alternative game modes
There are several alternative game modes in Team Fortress 2. These modes consist of a small number of maps and detach from the core game modes in some way.
- Arena is a special game mode in which players do not respawn upon death. A team can win either by eliminating all opposing players, or by claiming a single capture point that opens after a certain time has elapsed. This mode is currently unavailable through matchmaking, but is still accessible through community servers.
- Mannpower is a mode in which players have access to a grappling hook and assorted power-ups laid around the map that grant unique abilities. While not bound to any specific mode, all current official Mannpower maps use a variation of Capture the Flag. In Mannpower's variation of Capture the Flag, both teams have an intelligence flag, and the first team to capture the enemy's intelligence ten times wins. The mode is heavily inspired by the Quake mod, Threewave CTF, a mod created by former Valve employee David Kirsch.
- Medieval Mode is a mode in which players are restricted to using melee and support weapons, with certain exceptions for medieval-themed projectile weapons. While not bound to any specific mode, the only official Medieval Mode map uses a 3CP variation of Attack/Defend. If Medieval Mode is enabled on a map, select phrases spoken by players in the in-game text chat will be replaced with more thematic variants, such as "hello" being replaced with "well meteth".
- PASS Time is a unique timed game mode inspired by rugby, developed by Valve, Bad Robot Interactive, and Escalation Studios. Three unique goals (the Run-In, Throw-In, and Bonus Goals) are placed on each team's side of the map. A single ball called the JACK will spawn at the center of the map, and players must pick it up and carry it to the opposing team's side. Players can score a goal by either carrying the JACK to a Run-In Goal or by throwing the JACK through the Throw-In Goal. Three goals can be scored by throwing the JACK through the Bonus Goal, which is much more difficult to score. To win, a team must either score five goals, or have the most goals when the timer runs out.
- Payload Race, like Payload, has the main objective being to push a cart to a final checkpoint. Unlike Payload, both the RED and BLU teams are fighting to push their cart to the final checkpoint. There is only one checkpoint for each track, and there is no time limit. The team to reach their checkpoint first wins.
- Player Destruction is a community-made game mode in which a player's death causes a pickup to appear. The first team to collect a set number of pickups and deliver them to a drop-off point wins the game. The players on each team with the most pickups are highlighted for everyone to see, and gain a passive healing effect for themselves and any nearby teammates.
- Special Delivery is a mode similar to Capture the Flag, but there is only one neutral briefcase that can be picked up both the RED and BLU teams. Upon a team picking up the briefcase, the opposing team will be unable to pick up the briefcase until it has been dropped for 45 seconds and respawns as a neutral briefcase. A team wins by carrying the briefcase onto a loading platform, which will gradually rise until the platform reaches its peak.
- Territorial Control consists of several control points spread out across a single map. Like Control Points, each point can be captured by either the RED or BLU teams. Unlike Control Points, only two points are accessible at a single time. Upon a team's successful capture of a point, the "stage" ends and the accessible capture points change. When a team only has control of a single control point, they are blocked from capturing the opposing team's control point and the team must wait until the time limit is up and the accessible capture points change. A team wins by capturing all the control points.
Other game modes
These modes are not categorized with the other modes, and instead have their own separate sections in the game.
Halloween Mode is a special mode that is enabled during the Halloween season, and allows the players access to more than 20 maps, Halloween-exclusive cosmetics, and challenges. For example, Halloween 2012 included a difficult Mann vs. Machine mission involving destroying more than 800 enemy forces. Owing to popular demand of the Halloween events, Valve later added the Full Moon event, an event that triggers around every full moon phase throughout the year, which allows players to equip Halloween-exclusive cosmetics. In 2013, Valve introduced an item called Eternaween, and upon use, allows players of a specific server to use Halloween-exclusive cosmetics for 2 hours.
Mann vs Machine, also known as MvM, is a cooperative game mode where players must defend their base from waves of robots modeled after all nine playable classes, and slow-moving tanks carrying bombs. Robots and tanks drop a currency referred to as Credits upon their death, which players can use to buy upgrades for themselves or their weapons. The players win upon successfully defending their base from the bomb until the last wave. A paid version of this game mode called "Mann Up" is also available, where players buy tickets to play "Tours of Duty", a collection of missions with the chance to win unique cosmetics and weapon skins upon completion.
Offline Practice Mode is just like any other multiplayer match, but it only consists of the player and bots. The number of bots, their difficulty, and the map can all be adjusted to a player's preference, though only a select amount of maps are available to play.
Training Mode exists to help new players get acquainted with basic controls, and teaches them the basics of four of the nine classes. It uses wooden dummies and bots to teach players the basic mechanics of classes and the game.
Classes and characters
Team Fortress 2 features nine playable classes, evenly split and categorized into "Offense", "Defense", and "Support". Each class has strengths and weaknesses and must work with other classes to be efficient, encouraging strategy and teamwork. Each class has at least three default weapons: a primary weapon, secondary weapon, and melee weapon. Some classes have additional slots for PDAs.
- The Soldier (Rick May) is an American jingoisticpatriot from the Midwest who stylizes himself as a military man despite having never served in any branch of the Armed Forces. The Soldier is armed by default with a rocket launcher, a shotgun, and a folding shovel. He is both the second-slowest class in the game and the class with the second-highest health, after the Heavy Weapons Guy. The Soldier can use his rocket launcher to rocket jump to other locations at the cost of some health.
- The Heavy Weapons Guy, or simply the Heavy, (Schwartz) is a large Russian man from the Dzhugdzhur Mountains of the USSR. He is heavy in stature and accent, and is obsessed with firepower. He is the slowest class, and can both sustain and deal substantial amounts of damage. His default weapons consist of a minigun that he affectionately refers to as "Sasha", a shotgun, and his fists.
- The Engineer (Grant Goodeve) is an American inventor, engineer, intellectual, and "good ol' boy" from Bee Cave, Texas. The Engineer can build structures to support his team: a sentry gun for defending key points, a health and ammunition dispenser, and a pair of teleporter modules (one entrance and one exit). The Engineer is armed by default with a shotgun, a pistol, a wrench that functions as both a melee weapon and to repair and upgrade his buildings, and two separate PDAs; one to erect his buildings and one to remotely destroy them.
- The Medic (Robin Atkin Downes) is a Germandoctor from Stuttgart with little regard for the Hippocratic Oath. He is equipped with a "Medi Gun" that can restore health to injured teammates. When healing teammates, the Medi Gun progressively builds an "ÜberCharge" meter, which, when fully charged, can be activated to provide the Medic and his patient with temporary invulnerability. The Medic is also equipped with a syringe gun and a bonesaw for situations in which he must fight without his teammates' protection. He keeps doves as pets, one of which is named Archimedes.
- The Spy (Bateman) is a French covert operative whose equipment is designed for stealth and infiltration, including a cloaking device disguised as a wristwatch, an electronic sapper, used to disable and destroy enemy Engineers' buildings, and a device hidden in his cigarette case that enables him to disguise himself as any player on either team. He is armed with a revolver and a butterfly knife, able to use the latter to instantly kill enemies by stabbing them in the back. He is the only character who does not wear any clothing in his team's bright color or a patch denoting his specialty, instead preferring a balaclava, business suit, necktie, and gloves in muted team-color hues.
Other characters include the Administrator (voiced by Ellen McLain), an unseen announcer who provides information about time limits and objectives to players, and her assistant Miss Pauling (Ashly Burch). The cast has expanded with Halloween updates, including the characters of the Horseless Headless Horsemann and MONOCULUS (Schwartz). 2012 and 2013 saw the addition of Merasmus, the Bombinomicon, and Redmond, Blutarch, and Zepheniah Mann (all played by Nolan North). Previous unused voicelines recorded by North were later used for a Horseless Headless Horsemann seen in the 2019 map "Laughter" and a jack-o'-lantern resting atop the Payload cart in the 2020 map "Bloodwater". The character Davy Jones (voiced by Calvin Kipperman) made an appearance in the 2018 map "Cursed Cove".
In the video announcement for the "Jungle Inferno" update, Mann Co. CEO Saxton Hale is voiced by JB Blanc.
Team Fortress 2 is played competitively, through multiple leagues. The North American league, ESEA, supports a paid Team Fortress 2 league, with $42,000 in prizes for the top teams in 2017.Team Fortress 2 is played competitively in many formats, such as Highlander (nine players per team, one of each class), Prolander (7v7) and 6v6. While formalized competitive gameplay is very different from normal Team Fortress 2, it offers an environment with a much higher level of teamwork than in public servers. Most teams use voice chat to communicate, and use a combination of strategy, communication, and aiming ability to win against other teams. Community-run competitive leagues also tend to feature restrictions such as item bans and class limits. These leagues are often supported by Valve via in-game medals (which are submitted via the Steam Workshop) and announcements on the official blog.
In April 2015, Valve announced that a dedicated competitive mode would be added to Team Fortress 2, utilizing skill-based matchmaking; closed beta testing began in the following year. The competitive mode was added in the "Meet Your Match" update, released on July 7, 2016. Ranked matches are played six-vs-six, with players ranked in thirteen tiers based on win/losses and an assessment of their skills. Ranked matchmaking will balance players based on their tiers and rating. A similar matchmaking approach has been added for casual games for matches of 12-vs-12 players. In order to join competitive matchmaking, players must have associated their Steam account with the Steam Guard Mobile Authenticator, as well as having a Team Fortress 2 "premium account", which is unlocked by either having bought the game before it went free-to-play or by having made an in-game item purchase since.
The original Team Fortress was developed by Robin Walker and John Cook as a free mod for the 1996 PC game Quake. In 1998, Walker and Cook were employed by Valve, which had just released its first game, Half-Life. Valve began developing Team Fortress 2 as a standalone retail game using Valve's GoldSrc engine. In 1999, Valve released Team Fortress Classic, a port of the original Team Fortress, as a free Half-Life mod.Team Fortress Classic was developed using the publicly available Half-Lifesoftware development kit as an example to the community and industry of its flexibility.
In contrast to the original Team Fortress, Valve originally planned Team Fortress 2 to have a modern war aesthetic. It would feature a command hierarchy including a Commander class, parachute drops over enemy territory, networked voice communication, and numerous other innovations. The Commander class played similarly to a real-time strategy game, with the player viewing the game from a bird's-eye perspective and issuing orders to players and AI-controlled soldiers.
Team Fortress 2 was first shown at E3 1999, where Valve showcased new technologies including parametric animation, which blended animations for smoother, more lifelike movement, and Intel's multi-resolution mesh technology, which dynamically reduced the detail of distant on-screen elements to improve performance. The game earned several awards including Best Online Game and Best Action Game.
In mid-2000, Valve announced that Team Fortress 2 had been delayed for a second time. They attributed the delay to development switching to its new in-house engine, Source. Following the announcement, Valve released no news on the game for six years. Walker and Cook worked on various other Valve projects; Walker was project lead on Half-Life 2: Episode One and Cook worked on Valve's content distribution platform Steam.Team Fortress 2 became a prominent example of vaporware, a long-anticipated game that had seen years of development, and was often mentioned alongside another much-delayed game, Duke Nukem Forever. Walker said that Valve built "three to four" different versions of Team Fortress 2 before settling on their final design. Shortly before the release of Half-Life 2 in 2004, Valve's marketing director Doug Lombardi confirmed that Team Fortress 2 was still in development.
BLU base on 2Fort
Valve reintroduced Team Fortress 2 at the July 2006 EA Summer Showcase event with a drastically different visual design. Departing from the realistic visual design of other Valve games, Team Fortress 2 features a cartoon-like visual style influenced by 20th-century commercial illustrations and the artwork of J. C. Leyendecker, Dean Cornwell, and Norman Rockwell, achieved through Gooch shading. The game debuted with the Source engine's new dynamic lighting, shadowing and soft particle technologies alongside Half-Life 2: Episode Two. It was the first game to implement the Source engine's new Facial Animation 3 features.
Valve abandoned the realistic style when it became impossible to reconcile it with the unrealistic gameplay, with opposing armies having constructed elaborate bases directly next to each other. The Commander class was abandoned as players would simply refuse to follow the player's orders.
Valve designed each character, team, and equipped weapon to be visually distinct, even at range; for example, the coloring draws attention to the chest area, bringing focus on the equipped weapon. The voices for each of the classes were based on imagining what people from the 1960s would expect the classes to have sounded like, according to writer Chet Faliszek.
The map design has an "evil genius" theme with archetypical spy fortresses, concealed within inconspicuous buildings such as industrial warehouses and farms to give plausibility to their close proximities; these bases are usually separated by a neutrally themed space. The bases hide exaggerated super weapons such as laser cannons, nuclear warheads, and missile launch facilities, taking the role of objectives. 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. RED bases use warm colors, natural materials, and angular shapes, while BLU bases use cool colors, industrial materials, and orthogonal shapes.
During the July 2006 Electronic Arts press conference, Valve revealed that Team Fortress 2 would ship as the multiplayer component of The Orange Box. A conference trailer showcasing all nine of the classes demonstrated for the first time the game's whimsical new visual style. Managing director of Valve Gabe Newell said that the company's goal was to create "the best looking and best-playing class-based multiplayer game". A beta release of the entire game was made on Steam on September 17, 2007, for customers who had pre-purchased The Orange Box, who had activated their Black Box coupon, which was included with the ATI HD 2900XT Graphics cards, and for members of Valve's Cyber Café Program. The beta continued until the game's final release.
The game was released on October 10, 2007, both as a standalone product via Steam and at retail stores as part of The Orange Box compilation pack, priced at each gaming platform's recommended retail price. The Orange Box also contains Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, and Portal. Valve offered The Orange Box at a ten percent discount for those who pre-purchased it via Steam before the October 10 release, as well as the opportunity to participate in the beta test.
Since the release of Team Fortress 2, Valve has continually released free updates and patches through Steam for Windows, OS X, and Linux users; though most patches are used for improving the reliability of the software or to tweak gameplay changes, several patches have been used to introduce new features and gameplay modes, and are often associated with marketing materials such as comics or videos offered on the Team Fortress 2 website; this blog is also used to keep players up to date with the ongoing developments in Team Fortress 2. As of July 2012, each class has been given a dedicated patch that provides new weapons, items, and other gameplay changes; these class patches typically included the release of the class's "Meet the Team" video. Other major patches have included new gameplay modes including the Payload, Payload Race, Training, Highlander, Medieval, and Mann vs. Machine modes. Themed patches have also been released, such as a yearly Halloween-themed event called "Scream Fortress", where players may obtain unique items available only during a set period around the holiday. Other new features have given players the ability to craft items within the game from other items, trade items with other players, purchase in-game items through funds in Steam, and save and edit replay videos that can be posted to YouTube.
Valve has released tools to allow users to create maps, weapons, and cosmetic items through a contribution site; the most popular are added as official content for the game. This approach has subsequently created the basis for the Steam Workshop functionality of the software client. In one case, more than fifty users from the content-creation community worked with Valve to release an official content update in May 2013, with all of the content generated by these players. Valve reported that as of June 2013, over $10 million has been paid back to over 400 community members that have helped to contribute content to the game, including a total of $250,000 for the participants in the May 2013 patch. To help promote community-made features, Valve has released limited-time events, such as the "Gun Mettle" or "Invasion" events in the second half of 2015, also including the "Tough Break" update in December 2015, in which players can spend a small amount of money which is paid back to the community developers for the ability to gain unique items offered while playing on community-made maps during the event.
Development of the new content had been confirmed (but later quietly cancelled) for the Xbox 360, while development for the PlayStation 3 was deemed "uncertain" by Valve. However, the PlayStation 3 version of Team Fortress 2 received an update that repaired some of the issues found within the game, ranging from graphical issues to online connectivity problems; this update was included in a patch that also repaired issues found in the other games within The Orange Box. The updates released on PC and planned for later release on Xbox 360 include new official maps and game modes, as well as tweaks to classes and new weapons that can be unlocked through the game's achievement system. The developers attempted to negotiate with Xbox 360 developer Microsoft to keep the Xbox 360 releases of these updates free, but Microsoft refused and Valve announced that they would release bundles of several updates together to justify the price. Because of the cost of patching during the seventh generation of video game consoles, Valve has been unable to provide additional patches to the Xbox 360 version since 2009, effectively cancelling development of the console versions.
On June 10, 2010, Team Fortress 2 was released for OS X, shortly after the release of Steam for OS X. The release was teased by way of an image similar to early iPod advertising, showing a dark silhouette of the Heavy on a bright green background, his Sandvich highlighted in his hand. Virtual earbuds, which can be worn when playing on either OS X or Windows once acquired, were given to players playing the game on OS X before June 14, though the giveaway period was later extended to August 16.
On November 6, 2012, Valve announced the release of Team Fortress 2 for Linux as part of a restricted beta launch of Steam on the platform. This initial release of Steam and Team Fortress 2 was targeted at Ubuntu with support for other distributions planned for the future. Later, on December 20, 2012, Valve opened up access to the beta, including Team Fortress 2, to all Steam users without the need to wait for an invitation. On February 14, 2013, Valve announced the full release of Team Fortress 2 for Linux. From then to March 1, anyone who played the game on Linux would receive a free Tux penguin, which can be equipped in-game.
Team Fortress 2 was announced in March 2013 to be the first game to officially support the Oculus Rift, a consumer-grade virtual reality headset. A patch will be made to the client to include a "VR Mode" that can be used with the headset on any public server.
In April 2020, source code for 2018 versions Team Fortress 2 and Counter-Strike: Global Offensive leaked online. This created fears that malicious users would use the code to make remote code execution software and attack servers or players' computers. Several fan projects halted development until the impact of the leak could be determined. Valve confirmed the legitimacy of the code leaks, but stated they do not believe it affects servers and clients running the latest official builds of either game.
On May 1, 2020, a few weeks after the death of the voice actor of the Soldier, Rick May, Valve released an update to Team Fortress 2, adding a tribute to his voicework as the Soldier in the form of a new main menu theme (a rendition of Taps), as well as statues of the Soldier saluting, added to most of the official in-game maps. These statues all featured a commemorative plaque dedicated to May and lasted through the end of the month. One of these statues, appearing on the map "cp_granary", the setting of the "Meet the Soldier" short video, was made permanent.
On June 23, 2011, Valve announced that Team Fortress 2 would become free to play. Unique equipment including weapons and outfits would be available as microtransactions through the in-game store, tied through Steam. Walker stated that Valve would continue to provide new features and items free. Walker stated that Valve had learned that the more players Team Fortress 2 had, the more value it had for each player.
The move came a week after Valve introduced several third-party free-to-play games to Steam and stated they were working on a new free-to-play game. Within nine months of becoming free to play, Valve reported that revenue from Team Fortress 2 had increased by a factor of twelve.
2020 bot issues
Since around April 2020, Team Fortress 2 has endured large amounts of bot accounts entering Valve casual matchmaking servers. Though bot accounts had been an issue in Team Fortress 2 for some time prior to this, multiple sources began to report a spike in activity for these bot accounts. The activities of these bots have included forcibly crashing servers, spamming copypastas in the text chats of matches, assuming other players' usernames, and the usage of aimbots.
On June 16, 2020, Valve responded to this by restricting accounts that have not paid for Mann Co. Store items from the use of voice and text chat in-game. On June 24, players in this category were further restricted from changing their Steam username while connected to any Valve matchmaking server. On June 22, 2021, approximately one year later, additional changes were implemented which aim to discourage bot activity. However, these measures have remained largely ineffective, leading some to criticize Valve.
Beginning in May 2007, to promote the game, Valve began a ten-video advertisement series referred to as "Meet the Team". Constructed using Source Filmmaker and using more detailed character models, the series consists of short videos introducing each class and displaying their personalities and abilities. The videos are usually interspersed with simulated gameplay footage. The format of the videos varies drastically; the first installment, "Meet the Heavy", depicts him being interviewed, while "Meet the Soldier" shows the Soldier giving a misinformed lecture on Sun Tzu, a master combatant who supposedly invented fighting. He further confuses this claim with the story of Noah and his Ark. He addresses a row of severed BLU heads, as though he were speaking to raw recruits. The videos were generally released through Valve's official YouTube channels, though in one notable exception, the "Meet the Spy" video was leaked onto YouTube, several days before its intended release.
Early "Meet the Team" videos were based on the audition scripts used for the voice actors for each of the classes; the "Meet the Heavy" script is nearly word-for-word a copy of the Heavy's script. Later videos, such as "Meet the Sniper", contain more original material. The videos have been used by Valve to help improve the technology for the game, specifically improving the facial animations, as well as a source of new gameplay elements, such as the Heavy's "Sandvich" or the Sniper's "Jarate". The final video in the Meet the Team series, "Meet the Pyro", was released on June 27, 2012. Gabe Newell has stated that Valve used the "Meet the Team" series as a means of exploring the possibilities of making feature film movies themselves. He believes that only game developers themselves have the ability to bring the interesting parts of a game to a film, and suggested that this would be the only manner through which a Half-Life-based movie would be made. A fifteen-minute short, "Expiration Date", was released on June 17, 2014. The shorts were made using Source Filmmaker, which was officially released and has been in open beta as of July 11, 2012.
In more recent major updates to the game, Valve has presented teaser images and online comic books that expand the fictional history of the Team Fortress 2, as part of the expansion of the "cross-media property", according to Newell. In August 2009, Valve brought aboard American comic writer Michael Avon Oeming to teach Valve "about what it means to have a character and do character development in a comic format, how you do storytelling". "Loose Canon", a comic associated with the Engineer Update, establishes the history of RED versus BLU as a result of the last will and testament of Zepheniah Mann in 1890, forcing his two bickering sons Blutarch and Redmond to vie for control of Zepheniah's lands between them; both have engineered ways of maintaining their mortality to the present, waiting to outlast the other while employing separate forces to try to wrest control of the land. This and other comics also establish other background characters such as Saxton Hale, the CEO of Mann Co., the company that provides the weapons for the two sides and was bequeathed to one of Hale's ancestors by Zepheniah, and the Administrator, the game's announcer, that watches over, encourages the RED/BLU conflict, and keeps each side from winning. The collected comics were published by Dark Horse Comics in Valve Presents: The Sacrifice and Other Steam-Powered Stories, a volume along with other comics created by Valve for Portal 2 and Left 4 Dead, and released in November 2011. Cumulative details in updates both in-game and on Valve's sites from 2010 through 2012 were part of a larger alternate reality game preceding the reveal of the Mann vs. Machine mode, which was revealed as a co-op mode on August 15, 2012.
Valve had provided other promotions to draw players into the game. Valve has held weekends of free play for Team Fortress 2 before the game was made free-to-play. Through various updates, hats and accessories can be worn by any of the classes, giving players an ability to customize the look of their character, and extremely rare hats named "Unusuals" have particle effects attached to it are and are only obtainable through opening "crates" or trading with other players. New weapons were added in updates to allow the player to choose a loadout and play style that best suits them.
Hats and weapons can be gained as a random drop, through the crafting/trading systems, or via cross-promotion: Limited-edition hats and weapons have been awarded for pre-ordering or gaining Achievements in other content from Steam, both from Valve (such as Left 4 Dead 2 and Alien Swarm) or other third-party games such as Sam & Max: The Devil's Playhouse, Worms Reloaded, Killing Floor, or Poker Night at the Inventory (which features the Heavy class as a character). According to Robin Walker, Valve introduced these additional hats as an indirect means for players to show status within the game or their affiliation with another game series simply by visual appearance.
The Red Pyro, Heavy, and Spy all function as a single playable character in the PC release of Sonic and All-Stars Racing Transformed. The Pyro, Medic, Engineer, and Heavy appear as playable characters in Dungeon of the Endless. The Pyro was added as a henchmen in the game Evil Genius 2.
The game's first television commercial premiered during the first episode of the fifth season of The Venture Bros. in June 2013, featuring in-game accessories that were created with the help of Adult Swim.
The economy of Team Fortress 2 has received significant attention from economists, journalists, and users, due to its relative sophistication and the value of many of its in-game items. It has often been the subject of study. It operates on a system of supply and demand, barter, and scarcity value, akin to many real-world economies such as that of the United States.
In Team Fortress 2, players can trade with others for items including weapons, cosmetics, war paints, taunts, and currency. In 2011, it was reported that the economy of Team Fortress 2 was worth over US$50 million.
Many third-party websites such as backpack.tf and scrap.tf have been created to aid users in trading, as well as track the value of in-game items. Crate keys, crafting metal, and Earbuds (an in-game cosmetic item) are all used as currency, due to their value.
2019 Crate bug
On July 25, 2019, a bug was mistakenly included in an update. It guaranteed players an Unusual cosmetic if they unboxed certain older series of Crates. There is otherwise a 1% chance of obtaining an Unusual from a Crate. This damaged the in-game economy, causing Unusual cosmetics able to be unboxed from these Crates to drop substantially in value. The incident has been nicknamed "The Crate Depression" (a pun on "Crate" and "The Great Depression") by fans. On July 26, 2019, this bug was fixed. Users who received any Unusuals from the bug were restricted from trading them. Valve later announced in an official statement on August 2, 2019, that the first Unusual any player received from the bug is tradable, with any subsequent Unusuals being permanently untradable and only usable by the user who received them.
Many items within Team Fortress 2 have reached notable real-world values, including the "Burning Flames Team Captain", valued at approximately US$7,000, the "Strange Golden Frying Pan", at approximately US$2,000, and the "Collector's Dead of Night", at approximately US$2,500.
See also: Critical reception of The Orange Box
|IGN||Best Artistic Design (2007)|
Team Fortress 2 received widespread critical acclaim, with overall scores of 92/100 "universal acclaim" on Metacritic. Many reviewers praised the cartoon-styled graphics, and the resulting light-hearted gameplay, and the use of distinct personalities and appearances for the classes impressed a number of critics, with PC Gamer UK stating that "until now multiplayer games just haven't had it". Similarly, the game modes were received well, GamePro described the settings as focusing "on just simple fun", while several reviewers praised Valve for the map "Hydro" and its attempts to create a game mode with variety in each map. Additional praise was bestowed on the game's level design, game balance and teamwork promotion.Team Fortress 2 has received several awards individually for its multiplayer gameplay and its graphical style, as well as having received a number of "game of the year" awards as part of The Orange Box.
Although Team Fortress 2 was well received, its removal of class-specific grenades, a feature of previous Team Fortress incarnations, was controversial amongst reviewers. IGN expressed some disappointment over this, while conversely, PC Gamer UK approved, stating "grenades have been removed entirely—thank God". Some further criticism came over a variety of issues, such as the lack of extra content such as bots (although Valve has since added bots in an update), problems of players finding their way around maps due to the lack of a minimap, and some criticism of the Medic class being too passive and repetitive in his nature. The Medic class has since been re-tooled by Valve, giving it new unlockable weapons and abilities.
With the "Gold Rush Update" in April 2008, Valve had started to add fundamentals of character customization through unlockable weapons for each class, which continued in subsequent updates, most notably the "Sniper vs. Spy Update" in April 2009, which introduced unlockable cosmetic items into the game. Further updates expanded the number of weapons and cosmetics available, but also introduced monetization options, eventually allowing it to go free-to-play. To this end, Team Fortress 2 is considered one of the first games to offer games as a service, a feature which would become more prevalent in the 2010s.
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When the Empress appeared in the Halls, the process of conversion was already in full swing. The prisoner, a beautiful brown-eyed blonde with a large chest of excellent shape and long slender legs, was chained to a torture device resembling a gymnastic. Horse, only instead of a soft top it had a steel wedge-shaped rib. This rib cut deeply into the girl's crotch, pushing the outer folds apart, it dug into the delicate flesh of the vagina.
Of tf2 history
I ran for the second, and I took the third one too. Let's continue. I sit, freaking out.Evolution of Team Fortress 1996-2020
The sun in a huge fireball descended in the West into a dense haze over the water, and in the North the. Moon floated out like a steel disk. Today was the second day of the full moon. Robert covered her hand with his: Are you ready. His voice sounded as if from afar.
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Sveta just managed to gently straighten up and pull Sam's hand out from under her jacket. Door opened. The driver gave his hand to Svetlana. She gently gave Sam's limp body a stable position, never realizing whether he was sleeping or pretending.