Difference between revisions of "Team Fortress"
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− | '''''Team Fortress''''' ('''''TF''''') is a team- and class-based multiplayer online first-person shooter video game [[mod]] based on [[w:id Software|id Software's | + | '''''Team Fortress''''' ('''''TF''''') is a team- and class-based multiplayer online [[w: First-person shooter|first-person shooter]] video game [[mod]] based on [[w:id Software|id Software]]'s [[w:Quake engine|''Quake'' Engine]] and subsequent ''QuakeWorld'' Engine. ''Team Fortress'', also known as '''''Quake Team Fortress''''' ('''''QTF''''') and later '''''QuakeWorld Team Fortress''''' ('''''QWTF'''''), was designed and written by [[Robin Walker|Robin "Bro" Walker]], [[John Cook|John "Jojie" Cook]], and [[Ian Caughley|Ian "Scuba" Caughley]] in 1996. This team created their patch to ''[[w: Quake (video game)|Quake]]'' for personal use because they desired a [[Classes|multiclass]] game with quite different playing styles for each class.<ref>[http://barad-dur.mordor.ch/1997/GAMES/TF/guild.html#DESIGNERS ''TF'' Code Designers] - Robin Walker, The Guild / ''Team Fortress'' Map Creator's Guild (The Official Team Fortress Home Page), ''"We wrote TF for the simple reason that it was the patch we wanted to play on our home LAN. We wanted a multiple class patch that had quite different playing styles for each class, in the hope that any person could find a class that he/she liked."''.</ref> |
− | Due to its popularity, ''Team Fortress'' has spawned an endless amount of mods for not only ''Team Fortress'' | + | Due to its popularity, ''Team Fortress'' has spawned an endless amount of mods for not only ''Team Fortress'' but other games as well. The game continues to be played competitively today, largely through its open-source fork ''[https://www.fortressone.org FortressOne]''. |
− | [[Valve]] took an interest in the Team Fortress Software organization and hired the | + | [[Valve]] took an interest in the Team Fortress Software organization and hired the two of the creators to work on a ''Team Fortress'' ''[[Half-Life]]'' mod and later a standalone version called ''[[Team Fortress Classic]]'' (''TFC''), released in 1999. A standalone sequel to ''Team Fortress Classic'', ''[[Team Fortress 2]]'' (''TF2''), was developed by Valve and released in 2007. |
To this day, people still participate in ''Team Fortress'' servers. ''Team Fortress'' has also spawned many mods replicating its formula for other games, such as [https://www.moddb.com/mods/q3f ''Quake III Fortress''], [https://www.moddb.com/mods/enemy-territory-fortress ''Enemy Territory Fortress''], etc. | To this day, people still participate in ''Team Fortress'' servers. ''Team Fortress'' has also spawned many mods replicating its formula for other games, such as [https://www.moddb.com/mods/q3f ''Quake III Fortress''], [https://www.moddb.com/mods/enemy-territory-fortress ''Enemy Territory Fortress''], etc. | ||
Line 24: | Line 24: | ||
==Gameplay== | ==Gameplay== | ||
− | ''Team Fortress'' has a high emphasis on teamwork and cooperation, involving two teams ( | + | ''Team Fortress'' has a high emphasis on teamwork and cooperation, involving two teams (Red and Blue), up to 32 players, and nine classes. Some maps have an extra two teams (Yellow and Green) and an additional tenth class; later games in the series, such as ''Team Fortress 2'', only include a red team and a blue team (stylized as [[RED]] and [[BLU]] in Valve's 2007 release). The players battle each other to complete objectives in game modes like [[List of game modes (Classic)#Attack/Defend|Attack/Defend]] and [[List of game modes#Capture the Flag|Capture the Flag]] (CTF), the latter adapted from [https://www.giantbomb.com/david-kirsch/3040-12064/ David "Zoid" Kirsch]'s landmark ''Quake'' mod [https://www.quakeworld.nu/wiki/Capture_the_Flag ''Threewave Capture the Flag''].<ref>[https://qwtf.org/Chronicles/ QWTF the idea of flags came from the map creator David "Zoid" Kirsch, who had also developed the Threewave CTF mod for Quake. |
''Team Fortress'' has ten classes available to each team: | ''Team Fortress'' has ten classes available to each team: | ||
Line 38: | Line 38: | ||
*[[Spy (Classic)|Spy]] | *[[Spy (Classic)|Spy]] | ||
*[[Engineer (Classic)|Engineer]] | *[[Engineer (Classic)|Engineer]] | ||
− | A possible scuba-diver class was discussed between the developers but never made the cut.<ref>[https://web.archive.org/web/19980704073728/http://www.erinyes.com/tf/history3.html A Romp Through TF History] - Mr.Potato Head ([https://web.archive.org/web/20000229150358/http://www.erinyes.com/ Clan Erinyes] member, writer for Ethereal Team Fortress & The Sycamore Tree, played in the first ''QWTF'' clan match), ''"The scuba-diver class, which was also discussed as a possible addition, never made it."''.</ref> | + | A possible scuba-diver class was discussed between the developers but never made the cut.<ref>[https://web.archive.org/web/19980704073728/http://www.erinyes.com/tf/history3.html A Romp Through ''TF'' History] - Mr.Potato Head ([https://web.archive.org/web/20000229150358/http://www.erinyes.com/ Clan Erinyes] member, writer for Ethereal Team Fortress & The Sycamore Tree, played in the first ''QWTF'' clan match), ''"The scuba-diver class, which was also discussed as a possible addition, never made it."''.</ref> |
== Game modes == | == Game modes == | ||
Line 46: | Line 46: | ||
*Assassination/Escort | *Assassination/Escort | ||
− | == | + | == Maps == |
Official maps have never been made for this mod, but the community has picked the best custom maps and made an unofficial "map list". Nearly all of the game modes in the rest of the ''Team Fortress'' series of games have their origins in unofficial ''Team Fortress'' maps. The most popular maps are: | Official maps have never been made for this mod, but the community has picked the best custom maps and made an unofficial "map list". Nearly all of the game modes in the rest of the ''Team Fortress'' series of games have their origins in unofficial ''Team Fortress'' maps. The most popular maps are: | ||
*[[2Fort5 (QTF)|2Fort5]] | *[[2Fort5 (QTF)|2Fort5]] | ||
Line 56: | Line 56: | ||
*[[Well6 (QTF)|Well6]] | *[[Well6 (QTF)|Well6]] | ||
− | + | When Valve hired two of ''Team Fortress'''s developers to work on ''Team Fortress Classic'', the pair recreated a few of the maps that were made for the original ''Team Fortress'' mod: [[2Fort (Classic)|2Fort]], [[Well (Classic)|Well]], [[Canalzone 2 (Classic)|Canalzone]], and [[Rock 2 (Classic)|Rock]]. 2Fort and Well were eventually remade for ''Team Fortress 2''. | |
− | When Valve hired | ||
+ | == Clans == | ||
+ | During the era of "[[wikt: boomer shooter|boomer shooters]]", clans were the fabric of a multiplayer game's community, and ''Team Fortress'' was no exception. These organized groups of players hosted servers and held regular clan war matches and eSports tournaments, but, most importantly, clans were havens for the most competitive, ambitious players. | ||
+ | Most clans peaked at an upper limit of around 30 players. However, some groups reached a point of fielding two teams at a time—Dark Shadows, for example, attained its highest amount of players at 56.<ref>[https://qwtf.org/Clans/darkshadows.html History of Dark Shadows]</ref> | ||
+ | While many clans were loosely structured, it wasn't uncommon to see the implementation of web-based match attendance databases, demerit systems, and "War Councils". | ||
+ | |||
+ | [https://qwtf.org/#qwtf-clans Notable ''QWTF'' clans]. | ||
== Versions == | == Versions == | ||
− | '''Quake Team Fortress | + | '''''Quake Team Fortress''''': |
*''August 24, 1996'' - Version 1.0, based on the ''Quake'' Engine, released. Scout, Sniper, Soldier, Demolitions Man, and Medic classes added. | *''August 24, 1996'' - Version 1.0, based on the ''Quake'' Engine, released. Scout, Sniper, Soldier, Demolitions Man, and Medic classes added. | ||
− | *''August 31, 1996'' - Version 1.1 released. Heavy Weapons Guy class and | + | *''August 31, 1996'' - Version 1.1 released. Heavy Weapons Guy class and 2fort map added. |
*''September 11, 1996'' - Version 1.2 released. Random class added. | *''September 11, 1996'' - Version 1.2 released. Random class added. | ||
*''September 17, 1996'' - Version 1.21 released. | *''September 17, 1996'' - Version 1.21 released. | ||
Line 71: | Line 76: | ||
*''November 11, 1996'' - Version 1.33 released. | *''November 11, 1996'' - Version 1.33 released. | ||
*''Sometime around November or December'' - Version 1.37 (Beta) released. | *''Sometime around November or December'' - Version 1.37 (Beta) released. | ||
− | '''QuakeWorld Team Fortress | + | '''''QuakeWorld Team Fortress''''': |
*''December 22, 1996'' - Version 2.0 (Beta), based on the QuakeWorld Engine, released. | *''December 22, 1996'' - Version 2.0 (Beta), based on the QuakeWorld Engine, released. | ||
*''December 24, 1996'' - Version 2.01 (Beta) released. | *''December 24, 1996'' - Version 2.01 (Beta) released. | ||
*''December 28, 1996'' - Version 2.03 (Beta) released. | *''December 28, 1996'' - Version 2.03 (Beta) released. | ||
− | *''January 23, 1997'' - Version 2.1 released | + | *''January 23, 1997'' - Version 2.1 released. Civilian class added. |
*''January 27, 1997'' - Version 2.11 released. | *''January 27, 1997'' - Version 2.11 released. | ||
*''February 4, 1997'' - Version 2.12 released. | *''February 4, 1997'' - Version 2.12 released. | ||
*''February 17, 1997'' - Version 2.13 released. | *''February 17, 1997'' - Version 2.13 released. | ||
*''March 12, 1997'' - Version 2.14 released. | *''March 12, 1997'' - Version 2.14 released. | ||
− | *''April | + | *''April 8, 1997'' - Version 2.15 released, which is the same as 2.14 but using ''QuakeWorld'' 1.5. |
− | + | *''April 9, 1997'' - [https://web.archive.org/web/19970704225144/http://www.teamfortress.com/patches.html TeamFortress Software] founded. | |
*''April 13, 1997'' - Version 2.5 (Beta) released. | *''April 13, 1997'' - Version 2.5 (Beta) released. | ||
− | *''June 13, 1997'' - Version 2.5 released | + | *''June 13, 1997'' - Version 2.5 released. Spy and Engineer classes added. |
− | *'' | + | *''August 13, 1997'' - Version 2.6 (Beta) released. The changes were reportedly highly controversial among the ''TF'' community.<ref>[https://web.archive.org/web/19990202045310/http://www.planetfortress.com/teamfortress/oldnews.html ''TF'' News, August 17, 1997]</ref> |
+ | *''August 23, 1997'' - Version 2.6 released. | ||
*''October 13, 1997'' - Version 2.65 (Beta) released. | *''October 13, 1997'' - Version 2.65 (Beta) released. | ||
*''October 17, 1997'' - "[[Team Fortress#Intro video|Quake Intro]]" released. | *''October 17, 1997'' - "[[Team Fortress#Intro video|Quake Intro]]" released. | ||
+ | *''October 30, 1997'' - 2fort5 map released. | ||
*''December 16, 1997'' - Version 2.666 released. Christmas mode added. | *''December 16, 1997'' - Version 2.666 released. Christmas mode added. | ||
*''January 29, 1998'' - Version 2.7 released. | *''January 29, 1998'' - Version 2.7 released. | ||
Line 98: | Line 105: | ||
== TeamFortress Software == | == TeamFortress Software == | ||
− | TeamFortress Software was a company | + | TeamFortress Software (inc. April 9, 1997), created at the suggestion of Ian Caughley, was a short-lived game company located in [[w: Melbourne|Melbourne]], [[w: Australia|Australia]], totaling six employees. The team developed ''Quake'' mods<ref>[https://web.archive.org/web/19970704225144/http://www.teamfortress.com/patches.html TeamFortress Software - ''Quake'' Patches]</ref> and related utilities<ref>[https://web.archive.org/web/19970704225204/http://www.teamfortress.com/utils.html TeamFortress Software - ''Quake'' Utils]</ref>, including ''Team Fortress''. Moreover, the company was sometimes preoccupied with contract work for major publishers like [[w: Electronic Arts|Electronic Arts]] and [[w: Activision|Activision]]. |
+ | |||
+ | Around this time, Valve's attention turned towards the bustling FPS modding scene, though more specifically, ''Quake'''s growing legion of dedicated modders. | ||
+ | To put it in the words of John Cook, ''"Valve basically was taking advantage of Quake's modding ecosystem to hire people. They were looking for anyone who had made anything interesting with Quake, and with other games, but Quake was certainly a focus."''<ref>[https://www.shacknews.com/article/103827/threading-the-needle-the-making-of-quake-team-fortress Threading the Needle: The Making of ''Quake Team Fortress'']</ref>. To Valve, ''QWTF'' stood out in the industry, and in March 1998, the lead designers were invited to Valve's [[w: Seattle|Seattle]] Headquarters for three months to work on ''[[w: Half-Life (video game)|Half-Life]]'''s multiplayer modes and the earliest iteration of ''Team Fortress 2''. Roughly six weeks after their arrival, Valve offered to purchase the licensing rights to ''Team Fortress'' and provide the three with full-time jobs. From then on, Cook and Robin Walker would work on ''TFC'' and ''TF2'' as part of Valve's software department. | ||
+ | |||
+ | == Trivia == | ||
+ | *The Heavy Weapons Guy's appearance and his accompanying [[Assault Cannon (Classic)|Assault Cannon]] were evoked from the 1988 film [[w: Predator (film)|''Predator'']]. | ||
+ | *The Pyromaniac class was introduced to improve the gameplay experience of players plagued with sluggish internet. | ||
+ | *The Engineer class was intended to accommodate casual FPS players, with its gameplay features drawing influence from [[w: Command & Conquer|Command & Conquer]], among other [[w: Real-time strategy|real-time strategy]] releases. | ||
+ | *The concept of the Spy class had its roots in a bug that caused a player's appearance to match that of the enemy team. | ||
+ | *A 2v2 [[w: Doom (video game)|''Doom'']] map titled [https://doomwiki.org/wiki/FORTRESS.WAD FORTRESS.WAD] [[https://www.doomworld.com/idgames/levels/doom2/deathmatch/d-f/fortress download]], noted for its team-oriented playstyle and customizable loadouts, served as the initial inspiration for the mod and its name.<ref>[https://www.shacknews.com/article/103827/threading-the-needle-the-making-of-quake-team-fortress Threading the Needle: The Making of ''Quake Team Fortress''] - Robin Walker, ''"they'd play this Doom map called Fortress.---It was a super rudimentary way of making a choice about loadout---We named Team Fortress as a nod to that map."''</ref> | ||
+ | *Games such as [[w: Dungeons & Dragons|''Dungeons & Dragons'']], [[w: Hexen: Beyond Heretic|''Hexen: Beyond Heretic'']] and [[w: Syndicate (1993 video game)|''Syndicate'']] shaped the development of ''TF''. | ||
+ | *Feedback from [[w: LAN party|LAN parties]], online community forums, and other modders propeled the direction of gameplay features and mechanics. | ||
+ | *When data was collected from ''Quake'' servers, it was revealed that ''TF'''s CTF game mode was more popular than ''Threewave''. | ||
== Gallery == | == Gallery == | ||
Line 104: | Line 124: | ||
File: QTF Heavy.png|The Heavy Weapons Guy. | File: QTF Heavy.png|The Heavy Weapons Guy. | ||
File:QTF Engineer and Sentry Gun.png|The Engineer. | File:QTF Engineer and Sentry Gun.png|The Engineer. | ||
− | File:QTF Medic vs. QTF Scout.png|The Medic | + | File:QTF Medic vs. QTF Scout.png|The Scout fleeing an enemy Medic. |
File:QTF Soldier combat.png|The Soldier battling an enemy Sniper. | File:QTF Soldier combat.png|The Soldier battling an enemy Sniper. | ||
File:QTF promo image.png|Promotional image. | File:QTF promo image.png|Promotional image. | ||
Line 119: | Line 139: | ||
* [https://qwtf.org ''QWTF'' Chronicles] - ''QuakeWorld Team Fortress'' archive. <!-- Archive link: [https://web.archive.org/web/20231229142431/qwtf.org ''QWTF'' Chronicles]--> | * [https://qwtf.org ''QWTF'' Chronicles] - ''QuakeWorld Team Fortress'' archive. <!-- Archive link: [https://web.archive.org/web/20231229142431/qwtf.org ''QWTF'' Chronicles]--> | ||
* [https://web.archive.org/web/20131005123834/http://www.planetfortress.com/teamfortress/ ''Team Fortress'' website] (archived). | * [https://web.archive.org/web/20131005123834/http://www.planetfortress.com/teamfortress/ ''Team Fortress'' website] (archived). | ||
− | * [https://web.archive.org/web/19980704070400/http://www.erinyes.com/tf/history.html A Romp Through TF History] (archived). | + | * [https://web.archive.org/web/19980704070400/http://www.erinyes.com/tf/history.html A Romp Through ''TF'' History] (archived). |
* [https://www.quaddicted.com/webarchive/www.planetfortress.com/index.html Planet Fortress] (archived). | * [https://www.quaddicted.com/webarchive/www.planetfortress.com/index.html Planet Fortress] (archived). | ||
* [https://www.shacknews.com/article/103827/threading-the-needle-the-making-of-quake-team-fortress Threading the Needle: The Making of ''Quake Team Fortress''] | * [https://www.shacknews.com/article/103827/threading-the-needle-the-making-of-quake-team-fortress Threading the Needle: The Making of ''Quake Team Fortress''] |
Revision as of 08:38, 5 September 2024
Team Fortress | |
---|---|
Basic Information | |
Released: |
August 24, 1996 |
Developer: |
Team Fortress Software |
Engines: |
Quake Engine |
Genre: | |
Mode: | |
Designers: | |
Platforms: |
Windows |
Requirements: |
Quake, QuakeWorld |
Team Fortress (TF) is a team- and class-based multiplayer online first-person shooter video game mod based on id Software's Quake Engine and subsequent QuakeWorld Engine. Team Fortress, also known as Quake Team Fortress (QTF) and later QuakeWorld Team Fortress (QWTF), was designed and written by Robin "Bro" Walker, John "Jojie" Cook, and Ian "Scuba" Caughley in 1996. This team created their patch to Quake for personal use because they desired a multiclass game with quite different playing styles for each class.[1]
Due to its popularity, Team Fortress has spawned an endless amount of mods for not only Team Fortress but other games as well. The game continues to be played competitively today, largely through its open-source fork FortressOne.
Valve took an interest in the Team Fortress Software organization and hired the two of the creators to work on a Team Fortress Half-Life mod and later a standalone version called Team Fortress Classic (TFC), released in 1999. A standalone sequel to Team Fortress Classic, Team Fortress 2 (TF2), was developed by Valve and released in 2007.
To this day, people still participate in Team Fortress servers. Team Fortress has also spawned many mods replicating its formula for other games, such as Quake III Fortress, Enemy Territory Fortress, etc.
Note: "Team Fortress" is also the name of the overall series of games.
Contents
Gameplay
Team Fortress has a high emphasis on teamwork and cooperation, involving two teams (Red and Blue), up to 32 players, and nine classes. Some maps have an extra two teams (Yellow and Green) and an additional tenth class; later games in the series, such as Team Fortress 2, only include a red team and a blue team (stylized as RED and BLU in Valve's 2007 release). The players battle each other to complete objectives in game modes like Attack/Defend and Capture the Flag (CTF), the latter adapted from David "Zoid" Kirsch's landmark Quake mod Threewave Capture the Flag.Cite error: Closing </ref>
missing for <ref>
tag
Game modes
- Capture the Flag
- Territorial Control
- Control Point
- Assassination/Escort
Maps
Official maps have never been made for this mod, but the community has picked the best custom maps and made an unofficial "map list". Nearly all of the game modes in the rest of the Team Fortress series of games have their origins in unofficial Team Fortress maps. The most popular maps are:
When Valve hired two of Team Fortress's developers to work on Team Fortress Classic, the pair recreated a few of the maps that were made for the original Team Fortress mod: 2Fort, Well, Canalzone, and Rock. 2Fort and Well were eventually remade for Team Fortress 2.
Clans
During the era of "boomer shooters", clans were the fabric of a multiplayer game's community, and Team Fortress was no exception. These organized groups of players hosted servers and held regular clan war matches and eSports tournaments, but, most importantly, clans were havens for the most competitive, ambitious players. Most clans peaked at an upper limit of around 30 players. However, some groups reached a point of fielding two teams at a time—Dark Shadows, for example, attained its highest amount of players at 56.[2] While many clans were loosely structured, it wasn't uncommon to see the implementation of web-based match attendance databases, demerit systems, and "War Councils".
Versions
Quake Team Fortress:
- August 24, 1996 - Version 1.0, based on the Quake Engine, released. Scout, Sniper, Soldier, Demolitions Man, and Medic classes added.
- August 31, 1996 - Version 1.1 released. Heavy Weapons Guy class and 2fort map added.
- September 11, 1996 - Version 1.2 released. Random class added.
- September 17, 1996 - Version 1.21 released.
- October 31, 1996 - Version 1.3 released. Pyromaniac class added.
- November 4, 1996 - Version 1.31 released.
- November 10, 1996 - Version 1.32 released.
- November 11, 1996 - Version 1.33 released.
- Sometime around November or December - Version 1.37 (Beta) released.
QuakeWorld Team Fortress:
- December 22, 1996 - Version 2.0 (Beta), based on the QuakeWorld Engine, released.
- December 24, 1996 - Version 2.01 (Beta) released.
- December 28, 1996 - Version 2.03 (Beta) released.
- January 23, 1997 - Version 2.1 released. Civilian class added.
- January 27, 1997 - Version 2.11 released.
- February 4, 1997 - Version 2.12 released.
- February 17, 1997 - Version 2.13 released.
- March 12, 1997 - Version 2.14 released.
- April 8, 1997 - Version 2.15 released, which is the same as 2.14 but using QuakeWorld 1.5.
- April 9, 1997 - TeamFortress Software founded.
- April 13, 1997 - Version 2.5 (Beta) released.
- June 13, 1997 - Version 2.5 released. Spy and Engineer classes added.
- August 13, 1997 - Version 2.6 (Beta) released. The changes were reportedly highly controversial among the TF community.[3]
- August 23, 1997 - Version 2.6 released.
- October 13, 1997 - Version 2.65 (Beta) released.
- October 17, 1997 - "Quake Intro" released.
- October 30, 1997 - 2fort5 map released.
- December 16, 1997 - Version 2.666 released. Christmas mode added.
- January 29, 1998 - Version 2.7 released.
- May 23, 1998 - Version 2.8 released.
- October 20, 1998 - Version 2.9 released.
Intro video
The Team Fortress (version 2.6) introduction video.
TeamFortress Software
TeamFortress Software (inc. April 9, 1997), created at the suggestion of Ian Caughley, was a short-lived game company located in Melbourne, Australia, totaling six employees. The team developed Quake mods[4] and related utilities[5], including Team Fortress. Moreover, the company was sometimes preoccupied with contract work for major publishers like Electronic Arts and Activision.
Around this time, Valve's attention turned towards the bustling FPS modding scene, though more specifically, Quake's growing legion of dedicated modders. To put it in the words of John Cook, "Valve basically was taking advantage of Quake's modding ecosystem to hire people. They were looking for anyone who had made anything interesting with Quake, and with other games, but Quake was certainly a focus."[6]. To Valve, QWTF stood out in the industry, and in March 1998, the lead designers were invited to Valve's Seattle Headquarters for three months to work on Half-Life's multiplayer modes and the earliest iteration of Team Fortress 2. Roughly six weeks after their arrival, Valve offered to purchase the licensing rights to Team Fortress and provide the three with full-time jobs. From then on, Cook and Robin Walker would work on TFC and TF2 as part of Valve's software department.
Trivia
- The Heavy Weapons Guy's appearance and his accompanying Assault Cannon were evoked from the 1988 film Predator.
- The Pyromaniac class was introduced to improve the gameplay experience of players plagued with sluggish internet.
- The Engineer class was intended to accommodate casual FPS players, with its gameplay features drawing influence from Command & Conquer, among other real-time strategy releases.
- The concept of the Spy class had its roots in a bug that caused a player's appearance to match that of the enemy team.
- A 2v2 Doom map titled FORTRESS.WAD [download], noted for its team-oriented playstyle and customizable loadouts, served as the initial inspiration for the mod and its name.[7]
- Games such as Dungeons & Dragons, Hexen: Beyond Heretic and Syndicate shaped the development of TF.
- Feedback from LAN parties, online community forums, and other modders propeled the direction of gameplay features and mechanics.
- When data was collected from Quake servers, it was revealed that TF's CTF game mode was more popular than Threewave.
Gallery
See also
External links
- Team Fortress - Wikipedia's Team Fortress article.
- FortressOne - Free, open-source fork of the original 1996 QuakeWorld mod Team Fortress.
- Team Fortress on ModDB (v1.0, v1.3, v2.5, etc.).
- QWTF Chronicles - QuakeWorld Team Fortress archive.
- Team Fortress website (archived).
- A Romp Through TF History (archived).
- Planet Fortress (archived).
- Threading the Needle: The Making of Quake Team Fortress
References
- ↑ TF Code Designers - Robin Walker, The Guild / Team Fortress Map Creator's Guild (The Official Team Fortress Home Page), "We wrote TF for the simple reason that it was the patch we wanted to play on our home LAN. We wanted a multiple class patch that had quite different playing styles for each class, in the hope that any person could find a class that he/she liked.".
- ↑ History of Dark Shadows
- ↑ TF News, August 17, 1997
- ↑ TeamFortress Software - Quake Patches
- ↑ TeamFortress Software - Quake Utils
- ↑ Threading the Needle: The Making of Quake Team Fortress
- ↑ Threading the Needle: The Making of Quake Team Fortress - Robin Walker, "they'd play this Doom map called Fortress.---It was a super rudimentary way of making a choice about loadout---We named Team Fortress as a nod to that map."
|