History Videogame / TeamFortress2

27th Jul '16 12:20:54 AM dogman15
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* '''PASS Time''' is a unique mode currently in beta. It is a blood sport compared to hockey, basketball, and soccer. Conflict takes place over a "jack," a ball-like spike-studded contraption. Carrying the jack replaces the holder's weapons, but gives him several helpful boosts, such as health regeneration, brief invulnerability and speed boost, and the ability to see all players on the map. Jump and boost pads are included to help players reach the other team's goal.

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* '''PASS Time''' is a unique mode currently in beta.mode. It is a blood sport compared to hockey, basketball, and soccer. Conflict takes place over a "jack," a ball-like spike-studded contraption. Carrying the jack replaces the holder's weapons, but gives him several helpful boosts, such as health regeneration, brief invulnerability and speed boost, and the ability to see all players on the map. Jump and boost pads are included to help players reach the other team's goal.
26th Jun '16 9:49:19 AM system
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26th Jun '16 8:30:42 AM BobaFettuccine
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Unfortunately, as of February 2016, the game has been clinically dead. No updates, no dev posts, nothing. People have stopped playing. This once-great game is dead until the devs revive it with an update, but even then it'll probably remain dead, for the damage hws been done and the fanbase has been deserted. The game has been overshadowed by other long-time Valve classics like Dota, CS:GO, and Garry's Mod.



* '''Player Destruction''' is a mode introduced in the Invasion update. In this mode, every time a player dies, they drop a beer bottle that can be picked up by any player. If a player is killed while holding one or more bottles, they drop those in addition to the one standard bottle. The player on each team with the most bottles (the first to reach that number if tied) becomes "team leader" and acts as a dispenser, but has a number above their head (indicating the number of bottles they're carrying) that anyone can see, even through walls, making them a target for the enemy team. Every so often, a control point opens up, and the players have to deliver their bottles to the control point while blocking the other team from doing the same. The first team to a predetermined number of bottles delivered (depending on the number of people playing at the start of the round) wins. So far there is only one official map: Watergate, where the control point takes the form of a UFO's abduction beam.
* '''Robot Destruction''' is a unique mode currently still in beta, and is limited to one official map. Each team starts with three tiers of defenseless robots in their base, which must be destroyed for their collectable Power Cores until one team acquires enough. However, players also have the power to steal the enemy's points by holding the reactor core spawn area; holding the area for longer means more points will be stolen. This mode, along with its first map Asteroid, debuted as part of the Mann Co. Beta Maps program, an in-game beta test function.
* '''PASS Time''' is a unique mode currently in beta. It is a blood sport compared to hockey, basketball, and soccer. Conflict takes place over a "jack," a ball-like spike-studded contraption. Carrying the jack replaces the holder's weapons, but gives him several helpful boosts, such as health regeneration, brief invulnerability and speed boost, and the ability to see all players on the map. Jump and boost pads are included to help players reach the other team's goal.
[[/folder]]

%%In any game mode, a player has a chance to score a CriticalHit on any given shot. The crit chance rises with the amount of damage dealt recently, to encourage aggressive playstyles, and melee weapons have a higher chance. For instance, all the comedic melee weapons have an elevated chance to crit, giving players a legitimate reason to choose them when they are in range. Some weapons replace random crits with the ability to crit or mini-crit when certain critera are fulfilled, but usually only for a short time (for example, the Sniper's [[http://wiki.teamfortress.com/wiki/Jarate "Jarate"]], which causes players coated in it to recieve mini-crits for a short period)

%%Why do we need an entire section on crit mechanics in the lead?

to:

* '''Player Destruction''' is a mode introduced in the Invasion update. In this mode, every time a player dies, they drop a beer bottle that can be picked up by any player. If a player is killed while holding one or more bottles, they drop those in addition to the one standard bottle. The player on each team with the most bottles (the first to reach that number if tied) becomes "team leader" and acts as a dispenser, but has a number above their head (indicating the number of bottles they're carrying) that anyone can see, even through walls, making them a target for the enemy team. Every so often, a control point opens up, and the players have to deliver their bottles to the control point while blocking the other team from doing the same. The first team to a predetermined number of bottles delivered (depending on the number of people playing at the start of the round) wins. So far there is only one official map: Watergate, where the control point takes the form of a UFO's abduction beam.
* '''Robot Destruction''' is a unique mode currently still in beta, and is limited to one official map. Each team starts with three tiers of defenseless robots in their base, which must be destroyed for their collectable Power Cores until one team acquires enough. However, players also have the power to steal the enemy's points by holding the reactor core spawn area; holding the area for longer means more points will be stolen. This mode, along with its first map Asteroid, debuted as part of the Mann Co. Beta Maps program, an in-game beta test function.
* '''PASS Time''' is a unique mode currently in beta. It is a blood sport compared to hockey, basketball, and soccer. Conflict takes place over a "jack," a ball-like spike-studded contraption. Carrying the jack replaces the holder's weapons, but gives him several helpful boosts, such as health regeneration, brief invulnerability and speed boost, and the ability to see all players on the map. Jump and boost pads are included to help players reach the other team's goal.
[[/folder]]

%%In any game mode, a player has a chance to score a CriticalHit on any given shot. The crit chance rises with the amount of damage dealt recently, to encourage aggressive playstyles, and melee weapons have a higher chance. For instance, all the comedic melee weapons have an elevated chance to crit, giving players a legitimate reason to choose them when they are in range. Some weapons replace random crits with the ability to crit or mini-crit when certain critera are fulfilled, but usually only for a short time (for example, the Sniper's [[http://wiki.teamfortress.com/wiki/Jarate "Jarate"]], which causes players coated in it to recieve mini-crits for a short period)

%%Why do we need an entire section
round)section on crit mechanics in the lead?



In addition to major updates, Valve regularly adds unannounced user-contributed cosmetics and weapons to the PC version. Ports didn't fare too well for console players: [[ExecutiveMeddling Microsoft wouldn't allow Xbox 360 updates for free]], meaning their version was last updated [[PortingDisaster in July 2009]]. Playstation 3 is trailing even further behind, with the last last update from March 2008. Active servers are hard to find on these versions, as there is much less content avaliable than on desktop versions.

For manageability, this page has many separate pages for tropes that fit better under specific headers, all of which can be found at the top of this page.

!!Outside of those subcategories, ''Team Fortress 2'' provides examples of the following tropes:
[[index]]
* TeamFortress2/TropesAToG
* TeamFortress2/TropesHToP
* TeamFortress2/TropesQToZ
[[/index]]
----
''MMEEEEEDDDDDIIIIICCCC!''

to:

In addition to major updates, Valve regularly adds unannounced user-contributed cosmetics and weapons to the PC version. Ports didn't fare too well for console players: [[ExecutiveMeddling Microsoft wouldn't allow Xbox 360 updates for free]], meaning their version was last updated [[PortingDisaster in July 2009]]. Playstation 3 is trailing even further behind, with the last last update from March 2008. Active servers are hard to find on these versions, as there is much less content avaliable than on desktop versions.

For manageability, this page has many separate pages for tropes that fit better under specific headers, all of which can be found at the top of this page.

!!Outside of those subcategories, ''Team Fortress 2'' provides examples of the following tropes:
[[index]]
* TeamFortress2/TropesAToG
* TeamFortress2/TropesHToP
* TeamFortress2/TropesQToZ
[[/index]]
----
''MMEEEEEDDDDDIIIIICCCC!''
''MMEEEEEDDDDDIIIIICCCCKKKKKKK!''
21st Jun '16 2:59:55 AM FelipeXicao
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A sequel to the classic mod ''VideoGame/TeamFortressClassic'', itself based off of a mod for ''VideoGame/{{Quake|I}}'', ''Team Fortress 2'' has the kind of story a multiplayer-only shooter should have: interesting settings, awesome character classes that each have a distinct personality and [[CastOfSnowflakes can be easily recognized just by their silhouette]], and an ExcusePlot that stays AllThereInTheManual. Said plot, in its entirety, is "The other side is the enemy. You've been hired to shoot their asses off." For the average player, it really doesn't get any more complicated than that. [[CerebusSyndrome Crack that manual open]], though, [[JigsawPuzzlePlot and it's a]] different [[SpyFiction story]]...

to:

A sequel to the classic mod ''VideoGame/TeamFortressClassic'', itself based off of a mod for ''VideoGame/{{Quake|I}}'', ''Team Fortress 2'' has the kind of story a multiplayer-only shooter should have: interesting settings, awesome [[HeroShooter character classes classes]] that each have a distinct personality and [[CastOfSnowflakes can be easily recognized just by their silhouette]], and an ExcusePlot that stays AllThereInTheManual. Said plot, in its entirety, is "The other side is the enemy. You've been hired to shoot their asses off." For the average player, it really doesn't get any more complicated than that. [[CerebusSyndrome Crack that manual open]], though, [[JigsawPuzzlePlot and it's a]] different [[SpyFiction story]]...
24th Apr '16 1:14:10 PM eroock
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A sequel to the classic mod ''VideoGame/TeamFortressClassic'', itself based off of a mod for ''VideoGame/{{Quake|I}}'', '''''Team Fortress 2''''' has the kind of story a multiplayer-only shooter should have: interesting settings, awesome character classes that each have a distinct personality and [[CastOfSnowflakes can be easily recognized just by their silhouette]], and an ExcusePlot that stays AllThereInTheManual. Said plot, in its entirety, is "The other side is the enemy. You've been hired to shoot their asses off." For the average player, it really doesn't get any more complicated than that. [[CerebusSyndrome Crack that manual open]], though, [[JigsawPuzzlePlot and it's a]] different [[SpyFiction story]]...

to:

A sequel to the classic mod ''VideoGame/TeamFortressClassic'', itself based off of a mod for ''VideoGame/{{Quake|I}}'', '''''Team ''Team Fortress 2''''' 2'' has the kind of story a multiplayer-only shooter should have: interesting settings, awesome character classes that each have a distinct personality and [[CastOfSnowflakes can be easily recognized just by their silhouette]], and an ExcusePlot that stays AllThereInTheManual. Said plot, in its entirety, is "The other side is the enemy. You've been hired to shoot their asses off." For the average player, it really doesn't get any more complicated than that. [[CerebusSyndrome Crack that manual open]], though, [[JigsawPuzzlePlot and it's a]] different [[SpyFiction story]]...
13th Apr '16 10:22:58 PM TheWildWestPyro
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Since multiplayer games have a tendency to devolve into slapstick and comedy regardless of their setting, the ''Team Fortress 2'' developers decided to cut the middleman and make their game a living cartoon. The environments would be at home in a typical Franchise/JamesBond novel, the music has a sixties spy movie feel to it, and the characters look like they stepped out of a very violent {{Pixar}} movie. Both RED and BLU teams use the same models, with only [[PaletteSwap Palette Swapping]] to show team affiliation. The characters were intentionally designed to be distinctive as possible, even giving each class its own distinctive accent, making it easy to identify another player's class, weapon, and team affiliation in short order. Maps are likewise designed for easy navigation, with BLU incorporating concrete and steel, RED using wood, brick, and sheet metal, and each team's section being textured primarily in their respective colors.

to:

Since multiplayer games have a tendency to devolve into slapstick and comedy regardless of their setting, the ''Team Fortress 2'' developers decided to cut the middleman and make their game a living cartoon. The environments maps would be at home fit right in a typical Franchise/JamesBond novel, the music has a sixties spy movie feel to it, and the characters look like they stepped out of a very violent {{Pixar}} movie. Both RED and BLU teams use the same models, with only [[PaletteSwap Palette Swapping]] to show team affiliation. The characters were intentionally designed to be distinctive as possible, even giving each class its own distinctive accent, making it easy to identify another player's class, weapon, and team affiliation in short order. Maps are likewise designed for easy navigation, with BLU incorporating concrete and steel, RED using wood, brick, and sheet metal, and each team's section being textured primarily in their respective colors.
13th Apr '16 9:37:04 PM TheWildWestPyro
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Since multiplayer games have a tendency to devolve into slapstick and comedy regardless of their setting, the ''Team Fortress 2'' developers decided to cut the middleman and make their game a living cartoon. The environments and music have a sixties spy movie theme to them, and the characters look like they stepped out of a very violent {{Pixar}} movie. Both RED and BLU teams use the same models, with only [[PaletteSwap Palette Swapping]] to show team affiliation. The characters were intentionally designed to be distinctive as possible, even giving each class its own distinctive accent, making it easy to identify another player's class, weapon, and team affiliation in short order. Maps are likewise designed for easy navigation, with BLU incorporating concrete and steel, RED using wood, brick, and sheet metal, and each team's section being textured primarily in their respective colors.

to:

Since multiplayer games have a tendency to devolve into slapstick and comedy regardless of their setting, the ''Team Fortress 2'' developers decided to cut the middleman and make their game a living cartoon. The environments and would be at home in a typical Franchise/JamesBond novel, the music have has a sixties spy movie theme feel to them, it, and the characters look like they stepped out of a very violent {{Pixar}} movie. Both RED and BLU teams use the same models, with only [[PaletteSwap Palette Swapping]] to show team affiliation. The characters were intentionally designed to be distinctive as possible, even giving each class its own distinctive accent, making it easy to identify another player's class, weapon, and team affiliation in short order. Maps are likewise designed for easy navigation, with BLU incorporating concrete and steel, RED using wood, brick, and sheet metal, and each team's section being textured primarily in their respective colors.
6th Jan '16 10:12:49 PM MarsJenkar
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Added DiffLines:

* '''Player Destruction''' is a mode introduced in the Invasion update. In this mode, every time a player dies, they drop a beer bottle that can be picked up by any player. If a player is killed while holding one or more bottles, they drop those in addition to the one standard bottle. The player on each team with the most bottles (the first to reach that number if tied) becomes "team leader" and acts as a dispenser, but has a number above their head (indicating the number of bottles they're carrying) that anyone can see, even through walls, making them a target for the enemy team. Every so often, a control point opens up, and the players have to deliver their bottles to the control point while blocking the other team from doing the same. The first team to a predetermined number of bottles delivered (depending on the number of people playing at the start of the round) wins. So far there is only one official map: Watergate, where the control point takes the form of a UFO's abduction beam.
26th Dec '15 12:50:28 PM mousegold
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** '''Mannpower''' is a variant of Capture the Flag. Its most notable features include powerups and a {{grappling hook|Pistol}} for all classes to use. The rules are slightly altered. Like many other games with Capture the Flag, the intel must be in one team's base before the other can capture, and touching a dropped friendly intel sends it back to the base. Random critical hits on non-melee weapons are disabled and respawn times are much shorter. Capture limits are significantly higher, requiring ten captures to win compared to three for normal Capture the Flag.

to:

** '''Mannpower''' is a variant of Capture the Flag. Its most notable features include powerups and a {{grappling hook|Pistol}} for all classes to use. The rules are slightly altered. Like many other games with Capture the Flag, the intel must be in one team's base before the other can capture, and touching a dropped friendly intel sends it back to the base. Random critical hits on non-melee weapons are disabled disabled, melee weapons are 30% stronger and respawn times are much shorter. shorter (2 seconds). Capture limits are significantly higher, requiring ten seven captures to win compared to three for normal Capture the Flag.
28th Oct '15 5:13:59 PM dancnbna
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** '''Mannpower''' is a variant of Capture the Flag. Its most notable features include powerups and a {{grappling hook|Pistol}} for all classes to use. The rules are slightly altered. Like many other games with Capture the Flag, the intel must be in one team's base before the other can capture, and touching a dropped friendly intel sends it back to the base. Random critical hits on non-melee weapons are disabled and respawn times are much shorter. Capture limits are significantly higher, requiring ten captures to win compared to three for normal Capture the Flag. All Mannpower maps take place on existing maps that have been modified to work with the game mode. This game mode is currently in beta as a Mann Co. Beta Test.

to:

** '''Mannpower''' is a variant of Capture the Flag. Its most notable features include powerups and a {{grappling hook|Pistol}} for all classes to use. The rules are slightly altered. Like many other games with Capture the Flag, the intel must be in one team's base before the other can capture, and touching a dropped friendly intel sends it back to the base. Random critical hits on non-melee weapons are disabled and respawn times are much shorter. Capture limits are significantly higher, requiring ten captures to win compared to three for normal Capture the Flag. All Mannpower maps take place on existing maps that have been modified to work with the game mode. This game mode is currently in beta as a Mann Co. Beta Test.
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