/me tips his hat. Good-bye old friend, you will be greatly missed.
A Proud Member of the TeamFortress2 WebRing




  After the earth-shattering news of TF classic, we were lucky enough to land an opportunity to get some questions answered for the community. Read up!

S

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   TF Classic Q and A

PF
Ok... this TF conversion... how close to the original are you going to stay?

Robin
We're sticking as close to the original as possible, our goal being to preserve the gameplay over all else. Wherever possible, we've used the extra capabilities Half-Life provides us to make it look better and run faster. TFC is far more network friendly than Quake TF, for instance. Our second goal is to make it as approachable as possible for all the new Half-Life players who've never seen TF. There's a couple of features, like crouching, that we'll do some playtesting on and see whether we can include them without breaking the TF gameplay.

PF
Will the TFC conversion include some of the original sounds from TF1?

Robin
Most sounds will stay the same. We'll be replacing a few sounds with better ones.

PF
What maps will be included?

Robin
We've ported... wait for it... 2fort5, virtually untouched. As the press release states, Dave and Matt have also "ported" Canalzone, but they made some changes, and hence decided to call it Canalzone 2.

PF
Are there any thoughts to developing the communications within the TF2 game more with the growing popularity of voice com...ie: Roger Wilco?

Robin
We're looking carefully at products like Roger Wilco and Battlefield Communicator. No decisions have been made though.

PF
When will we be able to see some screenshots?

Robin
Very soon I hope. Chuck Jones is working on the playerclass models at the moment, and we should be able to give you a look at them in a matter of days.

PF
If you had any important thoughts that you would like to share with the community right now, what would they be?

Robin
There's going to be a lot of Half-Life players who've never seen TF on the TFC servers... give them a chance and help them out when they get stuck. We were all newbies once :)

PF
Have there been any special considerations to alleviate the cheat problems that happened in the Quake version?

Robin
We're more aware of cheating now, so many of the problems we had in Q TF aren't there anymore. We also have much more control over the engine and the client now. Obviously, we'll be doing everything we can do make it as uncheatable as possible.

PF
What about local damage? Will we limp if hit in the leg?

Robin
We're using hit location damage for the sniper rifle, like we did with Q TF. We're not using it for anything else.

PF
What about snipers? Will the sniper still be a one shot kill for most classes? Will it be using the same model as the 357 in Half Life?

Robin
The sniper rifle works just like the old one. Steve Theodore's creating a new weapon model for it.

PF
Over all will the current TF weapons be replaced or enhanced at all with either new weapon or the HL weapons? And what about the weapon damage, will it be more geared towards the HL damage or stay the same?

Robin
It's a port, so all weaponry works as similar to the Q TF weaponry as possible. We're using the Q TF combat model, so weapon damage, armor damage, and so on are all the same as Q TF.

PF
Will this be released as is or will there be a bug report program as in TF1?

Robin
We'll support it if there's problems, but we're aiming to make it as bugfree as possible. Many of the problems in Q TF that were unfixable in a satisfying way aren't a problem now, thanks to the greater control we have over the game.

PF
Having now ported TF to HL, map makers are sure to make maps for it. Will these new maps for TF classic also work for TF2, and if so, will there need to be only minor changes made or will there be major differences in the map making.

Robin
The TF Classic maps will require some changes to work with TF2. It really depends on the map... if you were to do a vanilla CTF map, it wouldn't take much effort to convert it to TF2. If you were doing some really innovative map scripting in your TFC map, you'd have to redo it in the TF2 mapC.

PF
Will the maximum number of players that a server can handle remain about the same as they were in Quake TF?

Robin
Yes.

PF
How about rocket jumps and gren jumps?

Robin
They're in, just like Q TF.

PF
The current TF maps that have been developed to date have not fully utilized what is availible in map making, other than a few exceptions like CZ. Will there be even more choices for non standard maps in TF Classic?

Robin
We're keeping the map scripting from Q TF intact in TFC, so it's unlikely you'll suddenly see a huge leap in map creativity. Half-Life does add a bunch of new entities, and TFC keeps all them too... so you'll be able to include the player controllable turrets, etc, in your TFC maps.

PF
Hal bows to the map gods at tf who decided on including 2fort5 with the mod. Any particular reason for choosing that map?

Robin
Love it or hate it, it's played a lot, and we'd be silly not to acknowledge that :) 2fort is a good map to learn TF on, and there's a lot of people who'll be learning TF for the first time with TFC.

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