Left 4 Dead and Team Fortress 2

Well, it seems that L4D just got a big shot of popularity right in the arm. It looks like L4D can be played on Team Fortress 2 maps. There are also rumors going around that L4D can be played on Counter-Strike:Source maps, but I have not found any information on that yet.

If you have a comment about this video, post it in the Left 4 dead on Team Fortress 2 maps thread in the Team Fortress Forums.

Posted under Left 4 Dead, Team Fortress 2

This post was written by Kevin on November 17, 2008

Tags: , , , , , ,

The respawn delay of Team Fortress 2

Instead of respawn delay, valve developers call it a respawn wave. And if you have to explain something over and over, maybe something is wrong with the whole concept.

From the release of Team Fortress 2 I have disliked and voiced my opinion against the respawn delay, or “respawn wave” as valve developers call it. This is one of the main reasons why I do not play the game, expect on servers that have disabled the delay. If I wanted to wait to respawn, I would play counter strike. But this is not counter strike, its supposed to be team fortress.

Team fortress is a past paced, intense form of game play. The only thing I can compare it to is old school Quakeworld from the late 1990s. The fast action and non-stop intensity is what has drawn untold scores of players to Team Fortress Classic and Fortress-Forever.

http://www.teamfortress.com/post.php?id=1872

[quote]

We found respawn waves were a good solution to several problems.

* They provide a reward for the team that’s doing well, in that if they wipe out a significant amount of the enemy team they’re rewarded with a short grace period in which they can achieve objectives. Without them, we found teams felt like they’d been penalized when they cleared the enemy off the last capture point, only to have them all return immediately.
* They group respawning players together into squads, increasing the chances of strangers working together, or at the very least, moving to the frontline while maintaining some proximity to one another. Strangers aren’t pushed together into groups when everyone respawns instantly, and we’ve seen that proximity to team mates is a fundamental requirement for impromptu teamwork.
* They provide some ebb & flow in the pacing of the battle. Without some cooldown inbetween the moments of intense combat at the frontline, many players felt fatigued much more quickly. In particular, some attack/defense maps feel almost completely static without respawn waves. That lack of progress, in either direction, was a big factor in players finding the gameplay monotonous.

[ end quote]

Read More…

Posted under Game Industry, Team Fortress 2

This post was written by Kevin on November 12, 2008

Tags: , , , ,

Team Fortress 2 Update

An minor update for Team Fortress 2 was released. This update resolved a few issues and things of that nature.

# Added rate limit for several client commands to prevent server spamming
# Added consistency checking for particle systems
# Updated r_particle_timescale ConVar so it can only be changed if the server has sv_cheats set to 1
# Updated loading/disconnect dialogs so they’re easier to read
# Updated Dustbowl, Granary, and Badwater Basin with several exploit fixes
# Updated Granary to remove the setup time and gates

As previously said by Valve, we shouldn’t expect any new big content releases for TF2 until 2009. Valve are really pushing Left 4 Dead, so until it’s released, get ready for an onslaught of more zombie related goodness as opposed to your usual dosage of crit rockets and birthday hats!

Posted under Team Fortress 2

This post was written by Kevin on October 24, 2008

Tags: , , , ,