Trailer 2
Trailer 2 | |
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Video Info | |
Released: | August 21st, 2006 |
Run time: | 3:28 |
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Info
First revealed at GC '06, this trailer showcased the various abilities of Team Fortress 2's various player classes.
The trailer, since it is showing a early rendition of the game, contains several differences from the final product:
- During the Scout scene, in first-person view it appears the Scout holds the Nailgun with one hand. But when the Scout attemps to pick up the Intel, it shows him hold it with two hands; one on the trigger & one on the white part.
- The design of the characters is much closer to the finished game, but there are still some slight differences.
- Heavy movement speed is much slower in the finished game.
- The classes health were set very low (especially Soldier and Pyro) so that the other classes could kill them easily. Notice that the Soldier intentionally mis-aimed the rockets, the Scout firing his nailgun beside the Heavy and the Heavy delaying the attempt to kill the Scout was to make themselves look underpowered.
- The Heavy's Minigun fires bullets in a wide spread(and surprisingly long). In the game, it only spreads within the crosshair(and is limited to 200 bullets).
- The Heavy's Minigun firing animation includes a more cartoonish muzzle flash at the end of the barrel. The final version's lighting appears more realistic. Also, the Minigun takes up more of the player's view in the final version.
- The Scout is shown here wielding a nailgun, which was replaced by the Scattergun in the finished game.
- The Sniper rifle has no laser dot.
- The Scout's Bat lacks his team logo.
- The design for the Intelligence has changed.
- During the Heavy's minigun spree, one Soldier practically suicides since the minigun's firing range couldn't lock onto him.
- The grenades from the Demoman's grenade launcher do not have a red light on the tip.
- The Demoman's ability to remotely detonate his Grenades has been moved to his Sticky bombs.
- The Sniper's rifle shots now require charge time for a one-shot kill on some classes, like the Heavy in the video
- The Sniper's rifle did not include a charge up mode in zoomed view, instead showing some bars with numbers below.
- There were no knockbacks on Soldiers despite being mowed by the Heavy. In the finished game, ragdolls are sent sprawling backwards instead.
- As the Scout run past the Medic(hiding behind the boxes), a glimpse of the base exit is seen, showing that TF2 uses the same spiral stairwell, as seen in TFC except its brightly lit.
- There is no blood when characters are killed, excluding the Heavy.
- The finished build has far more blood when players are gibbed.
- The Demoman's grenade launcher could hold up to 6 grenades (though this was only changed after the game came out).
- The Spy's cigarette is not lit up.
- The Sniper can be seen running past the minigun's firing range, therefore taking his role in the next scene.
- The Spy's motto "Cloak and Dagger" was much later made into an unlockable weapon with the same name which preludes the same function that the Spy had been staying cloaked behind the Sniper without losing cloak while standing still.
- The first Soldier that was about to be mowed by the Heavy was seen doing some sort of juggling while running.
- The Scout did not fire his Nailgun throughout his scene. He was seen crossing over stray rocket launchers(without picking them up), but after killing a Pyro with the bat, the sound of obtaining ammo(from the Flamethrower) could be heard.
- The Engineer's sentry gun missed entirely while shooting the Scout. Notice that the firing rate is way slower than the first scene.
- Characters can no longer walk.
- Although the Scout standing face to face with the Intelligence, he didn't capture it. In the finished game, the yellow-black striped line covers the radius of the Intelligence capture ability.
- As the Scout turns around to see a grenade bounce under him(from North), the Demoman who fired it was standing somewhere behind him.
- Characters did not have a "fixed" modeling yet. Such as the Heavy's ear and Demoman's eye patch, they're seen to be blurred and flattened in.
- All characters have the same voice, stock dying noises include the infamous Wilhelm scream.
- The Sentrygun that was about to be destroyed could still fire even though the Demoman has hidden himself out of its range. The Engineer didn't shout "Sentry down!" after it has been destroyed.
- The view of the ledge(the Soldier is rocket jumping onto) shows a beer bottle, similar to the Demoman's Scrumpy.
- The Demoman is shown wielding and throwing a MIRV, a would be stay-over from Team Fortress Classic, which was removed from the game following beta and replaced with Sticky bombs.
- The picture showing all the classes at the end is an old version featuring the older designs and weapons.
- The explosion graphics are different in the finished game.
- The 2fort bridge is uncovered.
- 2fort has also seen numerous other smaller changes like different lighting in the basement room, and the main respawn room has two exits instead of one.
- The Soldier's Rocket launcher has a rocket at the end when loaded.
- The Medic can be seen near the left outside entrance of the RED base (1:47) and also behind some boxes in front of the sewer entrance (1:51) during the scout section. However, he was not wielding a weapon.
- The Spy's Knife has a much longer and more intricate switching animation than in the final game. Also, in the trailer, the Spy could hold the knife before deploying it.
- The Level 1 Sentry gun has a different firing sound and seems to have a higher rate of fire. It also has a muzzle flash, unlike the simple recoil the gun has now.
- Red Soldiers are shown wearing the outfit they had on in the first trailer.
- Every class wears clothing of their team's color. In the first trailer, the Engineer and Soldier were wearing mostly grey/brown uniform with their respective team color patch on each shoulder.
- Weapon sounds are different from the final game. Ammo capacity was also higher, such as the Engineer's shotgun which fired 7 shells(out of 8 shells, similar to its function in TFC) instead of the default 6.
- Weapons were less jerky when being wielded by classes. For example, the Nailgun held by the running Scout was almost stationary when it was viewed. Notice that when the Scout and Heavy are going up and down the ramp, their gun dips slightly (in first person view).
- The BLU Pyro that is shown after the Heavy gets headshotted by the Sniper is wielding a RED flamethrower.
- Footstep sounds were recycled from Half-Life 2.
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