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====Engineer====
====Engineer====
Has 125 health. Wearing a construction hat and team-coloured overalls, the Engineer is from [[Bee Cave, Texas]]. This is a class dedicated to building various structures: [[turrets]], teleporters (comprised of an entry and an exit pad), and an ammo and health dispenser. The turrets can be upgraded twice, moving from basic to dual miniguns to dual miniguns with rocket launchers. This is achieved by hitting the turrets with his spanner and using "metal" points collected from spawning ammo boxes, dispensers or the weapons of fallen players. He is also able to salvage metal from fallen structures. The turrets are powerful and accurate, and when fully upgraded, almost instantly deadly. They can be extremely effective if used in the right locations and supported by an Engineer. The Engineer is armed with a pump-action shotgun, a pistol, and a [[spanner]] which doubles as a melee weapon. The dispensers an engineer can create give ammo, health and metal to friendly players. Its ammunition, health and metal supplies are infinite, although metal slowly generates over time while health and ammo are in constant supply.<ref name="IGN">{{cite web|url=http://uk.xbox360.ign.com/articles/791/791200p1.html|work=IGN.com|title=Team Fortress 2: Class Warfare|date=[[2007-05-23]]|author=Goldstein, Hilary|accessdate=2007-09-21}}</ref>
Has 125 health. Wearing a construction hat and team-coloured overalls, the Engineer is from [[Bee Cave, Texas]]. This is a class dedicated to building various structures: [[turrets]], teleporters (comprised of an entry and an exit pad), and an ammo and health dispenser. The turrets can be upgraded twice, moving from basic to dual miniguns to dual miniguns with rocket launchers. This is achieved by hitting the turrets with his spanner and using "metal" points collected from spawning ammo boxes, dispensers or the weapons of fallen players. He is also able to salvage metal from fallen structures. The turrets are powerful and accurate, and when fully upgraded, almost instantly deadly. They can be extremely effective if used in the right locations and supported by an Engineer. The Engineer is armed with a pump-action shotgun, a pistol, and a [[wrench|spanner]] which doubles as a melee weapon. The dispensers an engineer can create give ammo, health and metal to friendly players. Its ammunition, health and metal supplies are infinite, although metal slowly generates over time while health and ammo are in constant supply.<ref name="IGN">{{cite web|url=http://uk.xbox360.ign.com/articles/791/791200p1.html|work=IGN.com|title=Team Fortress 2: Class Warfare|date=[[2007-05-23]]|author=Goldstein, Hilary|accessdate=2007-09-21}}</ref>


====Medic====
====Medic====

Revision as of 21:46, 30 September 2007

Team Fortress 2
Team Fortress 2 retail is bundled as part of The Orange Box.
Developer(s)Valve Corporation
Publisher(s)Worldwide Valve Corporation (Steam)
Designer(s)Robin Walker, John Cook
Composer(s)
EngineSource engine
Platform(s)PC, Xbox 360, PS3
ReleaseOctober 10 2007 (Steam)
October 12 2007 (retail, in The Orange Box SKU)[1]
Genre(s)First-person shooter
Mode(s)Multiplayer

Team Fortress 2 (TF2) is a multiplayer team-based first-person shooter with strategy elements, being developed by Valve Corporation.

The game was announced in 1998 as a sequel to the original Team Fortress mod for Quake, but has since been through various concepts and designs. In 1999 the game appeared to be deviating from the original Team Fortress (and Valve's own Team Fortress Classic, a mod for Half-Life) by heading toward a more realistic and militaristic style of gameplay, but the design metamorphosed further over the game's seven-year development. The final rendition of Team Fortress 2 bears more resemblance to the original Team Fortress and Team Fortress Classic games, and sports a cartoon-like visual style, based on the art of J. C. Leyendecker[3], similar to cel shading following a popular trend in recent CGI films (in particular, films recently made by Pixar/Disney, such as The Incredibles).

The lack of information or apparent progress for six years of the game's development caused it to be labeled as vaporware, and it was regularly featured in Wired News' annual vaporware list among other ignominies.[4]

The beta release of Team Fortress 2 for pre-purchasers of the The Orange Box is now available on Steam.

Release

During the July 2006 Electronic Arts press conference, Valve revealed that Team Fortress 2 would ship as the multiplayer component of Half-Life 2: Episode Two. A conference trailer demonstrated the game's new graphical style featuring all of the original Team Fortress classes, points towards a more light-hearted and whimsical visual style as opposed to the dark, somewhat more traditional military simulation that had originally been shown. Gabe Newell, the managing director of Valve, has said their goal is to create "the best looking and best-playing class-based multiplayer game." The game will be sold retail as part of The Orange Box. He also stated on a video interview with IGN, that the game will be available on Steam on October 10, 2007.

A beta for Team Fortress 2 was released on Steam on September 17, 2007, for customers who pre-purchased the Orange Box and those who activated their Black Box coupon which was included with the ATI HD 2900XT Graphics cards. As well as Orange Box customers, LAN gaming centers using the Steam for Cafe system have the game installed and ready to play.

When released, Team Fortress will retail for $29.95. It is also part of the Orange Box, a game bundle-pack priced at $49.95 The Orange Box contains Half-Life, Half-Life 2: Episode One, Half-Life 2: Episode 2, Team Fortress 2, and Portal. If pre-purchased over steam before October 10th, there is a $5 discount, and the orange box is available for $44.95

Gameplay

As in the games predecessor, Team Fortress Classic, Team Fortress 2 players can choose to play as one of nine classes,[5][6] each with their own unique strengths and weaknesses. Some class abilities have changed from the original Team Fortress, but the basic elements of each class have remained: the Heavy class is slow, but heavily armored; while the Scout class is quick, but lightly armored. Only the Capture the Flag and Control Point game modes will be available at launch.[7] There are also several features to enhance gameplay:

  • A freeze-cam shows the player who they were killed by.[7][6]
  • Persistent statistics tell the player how they are improving, for example telling them if they came close to their record number of kills with that class.[7]
  • The game includes detailed charts showing time played as each class, average points, maximum points, most damage, and many other variables.
  • The ability to spectate a game, including the option of viewing in first-person.[7]
  • Critical hit shots are chosen based on a player's momentum on the scoreboard, causing rockets and grenades to become visibly coloured blue or red, depending which team the player is on. It is important to note the sparkle means that a shot is critical, not the hit, so a player could miss a critical hit if he misses the shot. When you hit someone with a critical hit, a text icon appears over their head.[8]
  • The game only displays "points" to other players, instead of displaying each player's kills and deaths. The distinction encourages non-combat classes to stay out of combat: the Medic class will receive points for enemies killed by the player he is healing. Each player can see his own stats on the scoreboard.[citation needed]
  • One can "dominate" a player by killing him repeatedly, but if he kills the dominating player, he will get a "revenge kill", leading to more points.[citation needed]
  • When one hits an enemy he will shout in pain, giving instant audio feedback.
  • Spawn rooms feature an equipment locker to restock ammo and items while standing in front of it, instead of the bags as in previous versions.[8]
  • Each class has different health amounts which determine their survivability; it is not simply a percentage.[8]
  • Engineers can pick up enemy weapons to replenish their "metal" count, which is the engineer's building resource. Other classes can also pick up dropped weapons to replenish their ammunition supply. Ammunition is universal, in that a player does not need to find specific ammo types.[8]
  • In Capture the Flag mode, flags/intelligence dropped by the enemy team take 1-2 minutes to return to base, and display a timer over them. A friendly can't return the flag by touching it, as in other games, but the enemy can still take it from its new location. The defending team must hold the flag from being captured for 60 seconds.[9]
  • In Control Point Match mode, if a point is partially captured, it takes time to reset, giving the team time to get someone else there to finish the capture.[9]
  • Grenades have been removed from all classes, with the exception of the Demoman's regular weapons. This effectively removes grenade "spamming" and grenade jumping.[10]
  • Classes are designed to be balanced. Effective strategies result from using a variety of the different classes. Some classes work well together, such as Soldier and Demoman, or Heavy and Medic.[10]
  • Armor has been removed. Each class has a unique number of starting health points ranging from 125 for the Scout, Spy, Sniper and Engineer to 300 for the Heavy.[10]
  • Characters respond to the environment dynamically with dialogue, such as when on fire, when destroying enemy structures, when invulnerable, or at the start of the round.

Graphics

Team Fortress 2 does not opt for the realistic graphical approaches taken by the official Valve mods Day of Defeat and Counter-Strike. Rather, it uses a more stylized, cartoon-like approach "heavily influenced by early 20th century commercial illustrations".[11] The effect is achieved using a special Valve in-house rendering and lighting technique making extensive use of Phong shading.[12][6] The game debuts with the Source engine's new dynamic lighting, shadowing and soft particle technologies, among many other unannounced features, alongside Half-Life 2: Episode Two. Team Fortress 2 was also the first game to implement the Source engine's new Facial animation 3 features. EGM also noticed that the art style was remarkably similar to Pixar's CGI film The Incredibles, and animate just as fluidly.

Classes

(Note: The class info shown here is from the current beta version and as such may be changed in the final release)

The nine playable classes have all returned from the original Team Fortress, with the possibility of new classes being introduced after the initial release.[13] Classes are grouped into three categories to help new players but can be played in any role; they are offense, defense, and support.[7] One difference between Team Fortress 2 and the original is that each class is more unique and abilities have been added, changed and removed from each class to make each class a completely different playing experience.[7] One of the most prominent of these changes is the removal of hand-thrown grenades from every class.[7]

Scout

Has 125 health, wears a baseball cap, a thin headset and a messenger bag with a team-colored t-shirt and speaks with a Brooklyn accent. He is best suited to capturing objectives once defenses are disabled and counts as 2 players when capturing points.[10]. He is armed with a 6-shot underlever shotgun dubbed the "Scattergun", a pistol, and an aluminum baseball bat, and his unique ability is the double jump, allowing him to change his direction mid-air. His speed combined with his double jump ability makes him a hard target to hit. Unlike the Scout's past incarnations, this version of the Scout is a formidable damage dealer at close range.[10]

Soldier

Has 200 health. This character speaks with a barrel-chested military drawl (a nod towards George C. Scott's performance in the film Patton) and wears a team-colored American WWII army uniform. He carries a 4-shot rocket launcher, a shotgun and an entrenching tool for melee. He is slow, but has above average health and can boost himself to extraordinary heights by bouncing on his own rocket explosions (at the cost of some health). He is generally better at shorter ranges because his rockets travel slowly. Aiming rockets at the ground beneath opponents ensures a greater chance of causing damage as direct body hits are difficult.[10]

File:Pyrotf2class.jpg
Pyro (Red Team).

Pyro

Has 175 health. Dressed in an all-over costume and a rubber gas mask, The Pyro speaks in a muffled voice similar to that of the fictional character Kenny McCormick from the South Park animated series. He is equipped with a short-range flamethrower, a shotgun and a fire axe. The Pyro can set fire to enemies, which causes additional damage over time--to extinguish the flames, a player must fully submerge themselves in water, pick up a health pack, receive healing from a Medic or Engineer Dispenser, or simply wait out the flames. The Flamethrower is the most powerful weapon in the game, but has an extremely short range. The Pyro relies on surprising opponents, as a head-on confrontation with any class in the open is heavily skewed against the Pyro. At medium and long range, the Shotgun is an effective tool to harass and finish off wounded or burning enemies. It should be noted that the Pyro cannot suffer residual burn damage from an enemy Pyro's flamethrower, but still takes full damage from the gout of the flame.[10]

Demoman

Has 175 health. The game's only visibly black character (the Pyro's ethnicity is unknown) wears a wooly hat, team-coloured bomb disposal outfit and speaks with a Scottish accent. He wields a powerful 4-shot grenade launcher, a remotely-triggered sticky bomb gun and a whisky bottle for melee. His main grenade launcher is effective at short to medium ranges and has the unique ability to fire grenades over obstacles and around corners. The Demoman's secondary weapon is an 8-shot sticky bomb gun: the bombs are triggered remotely by right clicking at any time, even while holding the primary grenade launcher. Sticky bombs can be devastating if used in a defensive role, protecting entrances and capture points. However, they can be scattered and pushed out of position by nearly any firearm - shotguns, rockets, or grenades fired from the opposing teams demoman can easily displace them. The Demoman can only have a maximum of eight active sticky bombs at any one time, and placing more sticky bombs with eight already in place will begin detonating previously-deployed bombs in the order they were launched. He can also grenade jump using the sticky bombs. It should be noted that the Demoman is slightly slower than most other classes, behind the Medic, Pyro, Engineer, Spy, and Sniper.[10]

An interesting side note, many of the demoman's lines and speech are based on a character from the movie formula_51, a movie where Samuel L. Jackson wears a kilt most of the movie, and is implied to be Scottish.

File:Heavyclasstf2.jpg
Heavy (Red Team).

Heavy

Has 300 health. This large character speaks with a thick Slavic accent (says various words in Russian such as 'da svidanya') and carries a large, heavy and very powerful minigun. His secondary weapons are a shotgun and his bare fists. He is the slowest class of the nine, and while he is able to move and fire his Minigun simultaneously, his speed is cut even further while doing so. The Minigun itself has a short wind-up time and a fairly wide spread, and should be treated like a fully-automatic Shotgun in terms of effectiveness; best used at short to medium range.

His slow speed, extremely high health, large body, and powerful weapon make him an ideal healing target for Medics to hide behind.[10] Another way to enhance the Heavy's power is for an Engineer to build a dispenser near by, particularly if the Heavy will be in a static position on attack/defend maps.

Engineer

Has 125 health. Wearing a construction hat and team-coloured overalls, the Engineer is from Bee Cave, Texas. This is a class dedicated to building various structures: turrets, teleporters (comprised of an entry and an exit pad), and an ammo and health dispenser. The turrets can be upgraded twice, moving from basic to dual miniguns to dual miniguns with rocket launchers. This is achieved by hitting the turrets with his spanner and using "metal" points collected from spawning ammo boxes, dispensers or the weapons of fallen players. He is also able to salvage metal from fallen structures. The turrets are powerful and accurate, and when fully upgraded, almost instantly deadly. They can be extremely effective if used in the right locations and supported by an Engineer. The Engineer is armed with a pump-action shotgun, a pistol, and a spanner which doubles as a melee weapon. The dispensers an engineer can create give ammo, health and metal to friendly players. Its ammunition, health and metal supplies are infinite, although metal slowly generates over time while health and ammo are in constant supply.[10]

Medic

Has 150 health. Wearing a doctor's coat and thick, team-colored rubber gloves, the Medic speaks with a German accent. The Medic is the only class that can directly heal other players. His healing gun locks on and quickly regenerates a teammate's health up to 150% of their initial health and can be used continuously. The Medic also has an "Übercharge" bar which slowly fills up as he heals players, charging faster if the medic is healing damage, rather than boosting players over full health. Once it is ready, he can use the Übercharge to give himself and his heal target 10 seconds of invulnerability, accompanied by a bright metallic glow over the player models. The medic is also equipped with a 40-shot repeating syringe-gun and a bonesaw. The Medic regenerates health passively, but slowly. It should be noted that the Medic moves slightly faster than most other classes, such as the Pyro, Demoman, Spy, Engineer, and Sniper. [10]

Sniper

Has 125 health. An Australian character who carries a bolt-action scoped sniper rifle and wears an Akubra with yellow tinted shooter's glasses. He is slow while scoped and his rifle leaves a visible laser-dot where he's aiming. The Sniper's rifle charges up the longer he stays zoomed in, taking about 3 seconds to reach full charge, which results in a much more powerful shot. However, an un-charged headshot is sufficient to kill most classes. He is also armed with a submachine gun resembling a cartoonish Thompson which, while weak compared to most of the game's close-range weapons, gives him a fighting chance should an enemy get too close for the rifle to be effective. His melee weapon is a machete.[10]

File:Spytf2class.jpg
Spy (Red Team).

Spy

Has 125 health. When undisguised, the Spy speaks with a Franco-Spanish accent and wears a team-coloured, pin-stripe suit with a team-coloured, full-face balaclava. He chain smokes even when in disguise. The Spy disguises himself in a puff of smoke using the "Spytron" device built into his cigarette case. He can mimic any class on either team. To his allies, he appears normal but wearing a paper mask depicting the class used. While disguised the Spy will use an alias name of a random enemy team member of the same class he is disguised as, which can lead to him being caught - occasionally a player will find a disguised Spy with his own name, making it obvious he is a Spy. The Spy can also cloak for approximately 10 seconds using his wristwatch toggled by the right-mouse-button and recharges when not in use. His cloak is temporarily disrupted when shot, bumped by an enemy, or set afire. He cannot attack or sap structures while cloaked, and toggling the cloak takes time to fade in/out. The Spy cannot use his cloaking abilities or disguises while he is carrying the objective/intelligence. He is not recognized by turrets of either team while disguised or cloaked, allowing him to put his electric sapping devices on enemy structures - this action alerts the engineer who built the sentry gun who verbally informs everyone nearby. The structure is disabled and takes damage as long as the sapper is attached. The disguise is broken when the Spy attacks with his butterfly knife or pistol - his knife kills any class instantly from behind but is relatively weak when attacking from the front. He carries a 6-shot revolver modelled on a Taurus Raging Bull with custom ivory grips as his main weapon.[10]

Maps

The game ships with six maps[7] with more planned for future updates.[7] 2 Fort is the only capture the flag map initially available. The maps included in the initial release are:

  • ctf_2Fort
  • cp_Dustbowl
  • cp_Granary
  • cp_GravelPit
  • tc_Hydro
  • cp_Well

An introductory video shows how to complete map objectives.[7]

Map player limits are 24 on the PC (although it has been increased to 32 by the community) and likely 16 on consoles.[14] Control point match maps will also feature a timer after which the game enters sudden death, which is also timed, where no respawns are allowed in an effort to ensure there are no stalemates between two particular points (although stalemates do happen if the clock runs out).[15]

History

Origins

File:Tf2box.jpg
A box art design for the 'old' Team Fortress 2.

Originally planned as a free mod for Quake II, development on Team Fortress 2 switched to the GoldSrc/Half-Life engine in 1998 after the development team (Team Fortress Software, consisting of Robin Walker and John Cook) were first contracted and finally outright employed by Valve Corporation.[16] At the point of Team Fortress Software's acquisition production moved up a notch and the game was promoted to a standalone, retail product;[16] to tide fans over—since, as well as time issues, much of the Team Fortress player base had purchased Half-Life solely in anticipation of the free release of Team Fortress 2—work began on a simple port of the game which was released in 1999 as the free Team Fortress Classic (TFC).[17] Notably, TFC was built entirely within the publicly available Half-Life SDK as an example to the community and industry of its flexibility.[18]

Walker and Cook had been heavily influenced by their three-month contractual stint at Valve, and now they were working full-time on their design, which was undergoing rapid metamorphosis. TF2 was to be a modern war game, with a command hierarchy including a commander with a bird's-eye view of the battlefield, parachute drops over enemy territory, networked voice communication and numerous other innovations.[19]

E3 1999

The new design was revealed to the public at the 1999 E3, where it earned several awards including Best Online Game> and Best Action Game.[20] By this time TF2 had gained a new subtitle, Brotherhood of Arms, and the results of Walker and Cook working at Valve were becoming clear. Several new and at the time unprecedented technologies on show: Parametric animation seamlessly blended animations for smoother, more life-like movement,[21] and Intel's Multi-resolution mesh[21] technology dynamically reduced the detail of on-screen elements as they became more distant to improve performance[21] (a technique made obsolete by decreasing memory costs; today games use a technique known as level of detail, which uses more memory but less processing power). No date was given at the exposition.

In mid-2000, Valve announced that development of TF2 had been delayed for a second time.[22] They put the news down to development switching to an in-house, proprietary engine that is today known as the Source engine. It was at around this time that all news ran dry and TF2 entered its notorious six-year radio silence, which was to last until July 13, 2006. During that time, both Walker and Cook worked on various other Valve projects—Walker was project lead on Half-Life 2: Episode One and Cook became a Steam developer, among other tasks—raising doubts that Team Fortress 2 was really the active project that would be repeatedly described.

"Invasion" Design

When the Half-Life 2 source tree was leaked in late 2003 three TF2 models were included, along with direct references to the game in the stolen source code. They consisted of an alien, Combine-like grunt and a very cartoon-like and out-of-proportion soldier. The code was interpreted by fans as making references to the Seven Hour War, an integral part of the Half-Life story; however, the two leaked player models did not look combine or human.[citation needed]

The Source SDK was released with the Half-Life 2 source code, and also provided references to the game.[23] Some code merely confirmed what was already believed, but other segments provided completely new information, such as the presence of NPCs in multiplayer matches, the possibility of the game taking place in the Half-Life 2 universe, fixed plasma gun and missile launcher emplacements, and more.

None of the leaked information appears to have any bearing on today's version of the game. This iteration was mentioned in an August 2007 interview with Gabe Newell by GameTrailers, in which he mentions "Invasion" as being the second-phase of Team Fortress 2's development under Valve Software.[24]

Final design

The next significant public development occurred in the run up to Half-Life 2's 2004 release: Valve's Director of Marketing Doug Lombardi claimed both that TF2 was still in development and that information concerning it would come after HL2s release. This did not happen; nor was any news released after Lombardi's similar claim during an early interview regarding Half-Life 2: Episode One, then known as Half-Life 2: Aftermath.[citation needed] Near the time of Episode Ones release Gabe Newell again claimed that news on Team Fortress 2 would be forthcoming[citation needed]—and this time it was. Team Fortress 2 was re-unveiled a month later at the July 2006 EA Summer Showcase event.[5]

Walker revealed in March 2007 that Valve had quietly built "probably three to four different games" before settling on their final design.[25] Due to the game's lengthy development cycle it is often mentioned alongside Duke Nukem Forever, another long-anticipated game that has seen many years of protracted development and engine changes.

The beta features three multiplayer maps which contain commentary on the game design, level design and character design, and provide more information on the history behind the development.[26] The commentary suggests that part of the reason for the intentionally cartoonish style was the difficulty in explaining the maps and characters in realistic terms -- questions like "Why would two teams put their bases so close to each other?" become more relevant when there is an emphasis on realism in a game.

The art style for game was inspired by J. C. Leyendecker, as well as Dean Cornwell and Norman Rockwell[27]. Their distinctive styles of strong silhouettes and shading to draw attention to specific details were adapted in order to make the models distinct, with a focus on making the characters' team, class and current weapon distinct and easily identifiable.

The commentary also explains why the commander (a single player who sees a top-down map and is responsible for organizing the team) was not included in the final design: it was too hard to make the experience fun given a poor team and a good commander, or a good team and a poor commander.

See also

References

  1. ^ "Gabe Newell interview; Episode Two pack on Steam first". Evil Avatar (referencing Heise Online). 2007-08-28. Retrieved 2007-08-29. {{cite web}}: Check date values in: |date= (help)
  2. ^ "EXCLUSIVE: Half-Life 2 The Orange Box System Requirements!". YouGamers. 2007-08-22. Retrieved 2007-08-29. {{cite web}}: Check date values in: |date= (help)
  3. ^ http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf
  4. ^ "Vaporware: Better Late Than Never". Wired News. 2006-02-06. Retrieved 2007-05-23. {{cite web}}: Check date values in: |date= (help)
  5. ^ a b "Half-Life 2: Episode Two - The Return of Team Fortress 2 and Other Surprises". Gamespot. 2006-07-13. Retrieved 2007-08-19. {{cite web}}: Check date values in: |date= (help)
  6. ^ a b c Berghammer, Billy (2007-03-28). "Team Fortress 2 Hands-On Preview". gameinformer.com. Retrieved 2007-04-13. {{cite web}}: Check date values in: |date= (help)
  7. ^ a b c d e f g h i j Berghammer, Billy (2007-03-27). "The Team Fortress 2 Interview: The Evolution". gameinformer.com. Retrieved 2007-04-13. {{cite web}}: Check date values in: |date= (help)
  8. ^ a b c d Onyett, Charles (2007-04-13). "Team Fortress 2 Hands-On". ign.com. Retrieved 2007-04-15. {{cite web}}: Check date values in: |date= (help)
  9. ^ a b Bramwell, Tom (2007-05-22). "Team Fortress 2 First Impressions". eurogamer.net. Retrieved 2007-05-23. {{cite web}}: Check date values in: |date= (help)
  10. ^ a b c d e f g h i j k l m Goldstein, Hilary (2007-05-23). "Team Fortress 2: Class Warfare". IGN.com. Retrieved 2007-09-21. {{cite web}}: Check date values in: |date= (help)
  11. ^ Mitchell, Jason; Francke, Moby; Eng, Dhabih (2007-08-06), "Illustrative Rendering in Team Fortress 2" (PDF), SIGGRAPH 2007, Valve Software {{citation}}: Check date values in: |date= (help) -- Video Summary (WMV, 75.4MB)
  12. ^ Roper, Chris (2006-07-14). "Team Fortress 2 Teaser Impressions". IGN.com. Retrieved 2006-07-19. {{cite web}}: Check date values in: |date= (help)
  13. ^ "1UP Show: Inside Valve Software". 1up.com. 2006-09-08. Retrieved 2007-04-13. {{cite web}}: Check date values in: |date= (help)
  14. ^ "Team Fortress 2 Interview". IGN. 2007-04-10. Retrieved 2007-08-19. {{cite web}}: Check date values in: |date= (help)
  15. ^ Onyett, Charles (2007-04-10). "Team Fortress 2 Interview". ign.com. Retrieved 2007-04-13. {{cite web}}: Check date values in: |date= (help)
  16. ^ a b Dunkin, Alan (1998-06-01). "Team Fortress Full Speed Ahead". GameSpot. Retrieved 2006-06-12. {{cite web}}: Check date values in: |date= (help)
  17. ^ "Team Fortress Classic (overview)]". Planet Half-Life. unknown date. Retrieved 2006-12-02. {{cite web}}: Check date values in: |date= (help)
  18. ^ "About Team Fortress Classic". PlanetFortress. unknown date. Retrieved 2006-12-02. {{cite web}}: Check date values in: |date= (help)
  19. ^ Dawson, Ed (2000-11-11). "Team Fortress 2 Q&A". GameSpot.com. Retrieved 2006-12-02. {{cite web}}: Check date values in: |date= (help)
  20. ^ "Past Winners". gamecriticsawards.com. unknown date. Retrieved 2006-07-16. {{cite web}}: Check date values in: |date= (help)
  21. ^ a b c "TF2: Technology". PlanetFortress. unknown date. Retrieved 2007-04-05. {{cite web}}: Check date values in: |date= (help)
  22. ^ Park, Andrew Seyoon (2000-06-21). "New Engine for Team Fortress 2". GameSpot. Retrieved 2006-07-12. {{cite web}}: Check date values in: |date= (help)
  23. ^ "TF2 snippets". Steam User Forums. 2005-10-08. Retrieved 2006-07-12. {{cite web}}: Check date values in: |date= (help)
  24. ^ "Orange Box Interview". Game Trailers. 2007-8-29. Retrieved 2007-8-29. {{cite web}}: Check date values in: |accessdate= and |date= (help)
  25. ^ Berghammer, Billy (2007-03-26). "The History Of Team Fortress 2". Game Informer. Retrieved 2007-04-05. {{cite web}}: Check date values in: |date= (help)
  26. ^ "Team Fortress 2 audio commentary". Retrieved 2007-09-25.
  27. ^ http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf
Official
Community Websites
Media
  • PlanetFortress: The only remaining fansite for the "original" Team Fortress 2 to follow TFC, which differs significantly from the current product. Not maintained, but still available.
  • Overview of the nine classes