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

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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

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Steam Client Update

An update to the steam client has been released. The updates will be downloaded automatically and installed the next time Steam is restarted.

From the Steam Powered News Page:

A Steam client update is now available. To apply the update, click the File menu inside of Steam and then select “Check for Steam Client Updates…”. The specific changes include:

Steam Client

* Fixed NAT-traversal library using too much CPU during L4D - matchmaking
* Fixed several localization issues
* Fixed install wizard forcing clients to install the full version of a game instead of the demo version, when the full version isn’t released yet
* Added l4d.com to the whitelist of chat url’s not to warn about

Posted under The Steam Store Updates

This post was written by Kevin on November 11, 2008

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The steam cloud is rolling in

On November 3rd, Valve software announced that the “Steam Cloud” will be shipped with the release of the Left 4 Dead demo.

The whole story can be found at this link.

What the Steam Cloud seems to boil down to, if you move around from one computer to another, your game settings will travel with you. This sounds like a good idea, but is it really needed? How many people play their games on more then one or two computers?

But then again, lets say the computer is shared between several people - when each person logs into their steam account, their config will download to that system. When the next person logs into their steam account, their config will be downloaded. This sounds like a good idea for places such as a cyber cafe.

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Posted under The Steam Store Updates

This post was written by Kevin on November 4, 2008

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Fortress Forever Behind the Scenes

The truth about beta testing! What your dev’s and beta’s really do to test the game! Be sure to visit the Fortress-Forever Youtube Page for more videos like this one.

If you are looking for a discussion forum for Team Fortress or Fortress-Forever, Visit the Fortress Training Forums and the Fortress-Forever Forums.

Posted under Half-Life 2 Modifications, fortress-forever