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Team Fortress 2
Tf2 standalonebox.jpg
The box art for the standalone PC version of Team Fortress 2 depicts the Heavy class in the foreground with his teammates including the Engineer, Pyro and Sniper in the background.
Developer(s) Valve Corporation
Publisher(s) Valve Corporation
Distributor(s) Electronic Arts (retail)
Steam (online)
Designer(s) John Cook
Robin Walker
Engine Source engine
Version 1.0.8.3 (24 Feb, 2010)
Platform(s) Windows, Xbox 360, PlayStation 3, Mac OS X
Release date(s)
Genre(s) First-person shooter
Mode(s) Multiplayer
Rating(s) BBFC: 15[3]
ESRB: M
OFLC: MA15+[4]
PEGI: 16+[5]
Media DVD, Blu-ray Disc, digital download
System requirements Minimum:
1.7 GHz processor,
512 MB RAM,
DirectX 8 video card,
Internet connection
Recommended:
3.0 GHz processor,
1 GB RAM,
DirectX 9 video card[6]

Team Fortress 2 is a team-based first-person shooter multiplayer video game developed by Valve Corporation. A sequel to Valve's previous Team Fortress Classic, it was first released as part of the video game compilation The Orange Box on October 10, 2007 for Windows and the Xbox 360.[1] A PlayStation 3 version then followed on November 22, 2007.[2] The game was later released as a standalone package for Windows on April 9, 2008. Team Fortress 2 was distributed online through the Steam system, while retail distribution was handled by Electronic Arts. The development of Team Fortress 2 was led by John Cook and Robin Walker, the designers who originally created the Team Fortress modification for Quake in 1996.

The game was announced in 1998, powered by Valve's GoldSrc engine, but has since been through various concepts and designs. In 1999, the game appeared to be deviating from its predecessors by pursuing a more realistic and militaristic style of gameplay, but the design metamorphosed over its nine-year development period. The final rendition sports cartoon style visuals influenced by the art of J. C. Leyendecker, Dean Cornwell and Norman Rockwell[7] and is powered by the Source engine. The game itself revolves around two teams, each with access to nine distinct characters, battling in a variety of game modes set in evil genius environments.

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.[8] Upon its release, the game received critical acclaim and several awards, being praised for its graphical style,[9] balanced gameplay,[10] comedic value[11] and for its use of full character personalities in a dedicated multiplayer game.[12]

Contents

Gameplay

Team Fortress 2 in play: a group of RED players attack a BLU base on the map "Well"

Like its predecessors, Team Fortress 2 is focused around two opposing teams competing for an objective. These teams, Reliable Excavation & Demolition (RED) and Builders League United (BLU), are meant to represent two holding corporations that between them secretly control every government on the planet.[13] Players can choose to play as one of nine classes in these teams, each with his own unique strengths and weaknesses. Although the abilities of a number of classes have changed from earlier Team Fortress incarnations, the basic elements of each class have remained.[14][15] The game was released with six official maps, although 13 extra maps and eight arena maps have been included in subsequent updates.[16][17] In addition, a number of community assembled maps have been released. When players join a level for the first time, an introductory video shows how to complete its objectives. During matches, an eternally dissatisfied woman voiced by Ellen McLain announces various game events over loudspeakers.[18] The player limit is 16 on the Xbox 360 and PlayStation 3.[19] On the PC, a vanilla server can hold 24 players, but in 2008 Valve updated Team Fortress 2 to include a server variable that allows up to 32 players.[20] Third party modifications have made it possible to host up to 34 players on one server.

Team Fortress 2 is the first of Valve's multiplayer games to provide detailed statistics for individual players. They include the time spent playing as each class, most points obtained and the most captures or objectives achieved in a single round. Persistent statistics tell the player how they are improving in relation to these statistics, such as if a player comes close to their record for the damage inflicted in a round.[16] Team Fortress 2 also features numerous "achievements" for carrying out certain tasks, such as scoring a certain number of kills or completing a round within a certain time. New sets of class-specific achievements have been added in updates, which add new abilities and weapons to each class once unlocked by the player. This unlockable system has since been expanded into a random-chance system, where the player can obtain the items by playing the game.[21] Achievements unlocked and statistics from previously played games are displayed on the player's Steam Community or Xbox Live profile page.

Game modes

The objective of the game is defined by the game mode in use.

In capture the flag maps, the objective for both teams is to obtain a briefcase of intelligence from the enemy team's base and return it to their own base while preventing the opposing team from doing the same.[22]

Control point modes are more varied in their objectives, but share the common aim of capturing a particular point on the map.[22] In some levels, the objective for both teams is to secure all the points on the map. On other levels (attack/defend), one team already holds all the points and must defend them from the other for a set amount of time. A more complex variation (territorial control), introduced with the map "Hydro", is based on territory: each team must capture the other team's single active control point to secure that section of the map. Once all sections have been captured by one team, they are then able to attack the other team's base directly.[22] In an update on August 13, 2009, Valve included a fourth control point variation: King of the Hill. In this mode, both RED and BLU have to capture the center point and defend it for a set amount of time before the opposing team does.[23] When a team gains control of the point, their timer starts to count down. If the other team captures the point, the former team's count down is stopped, and the latter team's starts.

In payload maps, one team has to work to escort a rail cart carrying a bomb along a track through a series of checkpoints, eventually detonating the bomb in the other team's base. The other team has to defend their positions and prevent the cart from reaching the end within a set amount of time. In the payload race variation, both RED and BLU attempt to escort a payload along symmetric (either parallel or opposing) tracks. The payload mode was introduced in April 2008 with the map "Gold Rush";[24] payload race was released in May 2009 with the map “Pipeline”.[25]

Arena is a team deathmatch mode. Arena maps focus on smaller environments and no respawning after the death of a player's character. A team wins in arena by eliminating all of the other side's members in the arena or capturing the map's central control point. Arena was introduced in the August 2008 update.[26]

Classes

There are nine unique player classes in Team Fortress 2, categorized into offense, defense, and support roles.[16] Each class has at least three weapons: a unique primary weapon, a secondary weapon such as a shotgun or pistol, and a distinct melee weapon in keeping with the character, such as a liquor bottle for the Demoman, a kukri for the Sniper, and a fire axe for the Pyro.[27]

The three offensive classes are the Scout, the Soldier, and the Pyro. The Scout (voiced by Nathan Vetterlein) is portrayed as a fast-talking baseball fan from Boston, Massachusetts,[28] and is a fast, agile character armed with a scattergun and capable of performing double jumps; however, the Scout cannot sustain much damage. The Soldier (voiced by Rick May) is more durable, but is consequently slower in his speed. A stereotypical American military man,[29] the Soldier is armed with a rocket launcher which can be used to rocket jump to higher positions. The final offensive class is the Pyro (voiced by Dennis Bateman). Clad in a fire-retardant suit and a voice-muffling gas mask, the Pyro carries a flamethrower that can set other players on fire, as well as being able to produce a blast of compressed air that knocks nearby enemies and projectiles away.[27][30]

The Demoman, the Heavy, and the Engineer make up the defensive classes. The Demoman (voiced by Gary Schwartz) is a black, one-eyed Scotsman who drinks heavily.[31] Armed with a grenade launcher and a sticky bomb launcher, the Demoman can use his equipment to provide indirect fire onto enemy positions.[27] The Heavy (also voiced by Schwartz) is a stereotypical Russian character, with a huge figure and heavy accent, obsessed with his guns to the point of naming them. The Heavy can sustain more damage than any other class and puts out immense amounts of firepower, but is slowed down by both his own size and that of his minigun.[32] The Engineer (voiced by Grant Goodeve) is the last defensive class, portrayed as a relaxed and intellectual "good ol' boy" from Texas.[33] The Engineer is capable of building a number of structures to support his team: a sentry gun to defend key points, a health and ammunition dispenser and a teleporter system.[27]

From left to right: Pyro, Engineer, Spy, Heavy, Sniper, Scout, Soldier, Demoman, Medic

The final category, support, consists of the Medic, the Sniper, and the Spy. The Medic (voiced by Robin Atkin Downes) is a German doctor from Stuttgart with little regard for the Hippocratic Oath,[34] responsible for keeping his teammates alive. The Medic is accordingly armed with a "medigun" to heal teammates, and can make teammates temporarily invulnerable or enhance their firepower after the medigun has been used for a brief time.[27][24] The Sniper (voiced by John Patrick Lowrie) is a cheerful Australian character who rationalises his line of work,[35] equipped with a laser sighted sniper rifle to attack enemies from afar and a submachine gun for close combat.[27] The last support class is the deadpan Spy (voiced by Dennis Bateman): in addition to a revolver, he is equipped with covert tools, such as a temporary cloaking device, an electronic sapper to sabotage Engineers' structures, and a device hidden in his cigarette case that gives him the ability to disguise as other players. The Spy can also use his butterfly knife to stab enemies in the back, which instantly kills them.[27]

Valve has stressed their focus on game balance when considering new improvements to the character classes. Every class has its own strengths and weaknesses which leads to reliance on other classes in order to be efficient. This forces gameplay into more strategic thinking and an increased utilization of teamwork than would be found if one class had inherent superior advantages. Each of the classes in the three categories have shared strengths and weaknesses, while each individual class also has its own advantages.[36]

Development

Origins

Team Fortress originally began life as a free mod for Quake. Development on Team Fortress 2 switched to the GoldSrc 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.[37] At the point of Team Fortress Software's acquisition production moved up a notch and the game was promoted to a standalone, retail product;[37] to tide fans over, work began on a simple port of the game which was released in 1999 as the free Team Fortress Classic.[38] Notably, Team Fortress Classic was built entirely within the publicly available Half-Life Software Development Kit as an example to the community and industry of its flexibility.[39]

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. Team Fortress 2 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.[40]

Early development

The game's visual style changed drastically over its development.

The new design was revealed to the public at E3 1999, where it earned several awards including Best Online Game and Best Action Game.[41] By this time Team Fortress 2 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,[42] and Intel's multi-resolution mesh[42] technology dynamically reduced the detail of on-screen elements as they became more distant to improve performance[42] (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 release date was given at the exposition.

In mid–2000, Valve announced that development of Team Fortress 2 had been delayed for a second time.[43] They attributed the delay 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 Team Fortress 2 entered six years of silent development, although in 2003 it was hinted that Team Fortress 2 may have been set in the time period between Half-Life and Half-Life 2.[44] During that time, both Walker and Cook worked on various other Valve projects—Walker was project lead on Half-Life 2: Episode One[45] and Cook became a Steam developer[46]—raising doubts that Team Fortress 2 was really the active project that would be repeatedly described.

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 that Team Fortress 2 was still in development and that information concerning it would come after Half-Life 2's 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.[47] Before Episode Two's release Gabe Newell again claimed that news on Team Fortress 2 would be forthcoming, and Team Fortress 2 was re-unveiled a month later at the July 2006 EA Summer Showcase event.[14]

The exterior of a RED base, showing warm colors, angular shapes and wooden construction materials The exterior of a BLU base on the same map, using cooler colors, orthogonal shapes and metal construction
Both teams sport their own art style to help players navigate the levels.

Walker revealed in March 2007 that Valve had quietly built "probably three to four different games" before settling on their final design.[48] Due to the game's lengthy development cycle it was often mentioned alongside Duke Nukem Forever, another long-anticipated game that had seen many years of protracted development and engine changes.[8] The beta release of the game featured six multiplayer maps, of which three contain optional commentary by the developers on the game design, level design and character design, and provide more information on the history behind the development.[49]

Team Fortress 2 does not attempt the realistic graphical approach used in other Valve games on the Source engine such as Half-Life 2, Day of Defeat: Source and Counter-Strike: Source. Rather, it uses a more stylized, cartoon-like approach "heavily influenced by early 20th century commercial illustrations."[7] The effect is achieved using a special Valve in-house rendering and lighting technique making extensive use of Phong shading.[15][50] The development commentary in the game suggests that part of the reason for the cartoonish style was the difficulty in explaining the maps and characters in realistic terms. The removal of an emphasis on realistic settings allows these explanations to be sidestepped.[49] The game debuted 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.[51]

The art style for the game was inspired by J. C. Leyendecker, as well as Dean Cornwell and Norman Rockwell.[7] 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 easily identifiable. Silhouettes and animation are used to make the class of a character apparent even at range, and a color scheme that draws attention to the chest area brings focus to the selected weapon.[52] The voices selected for each of the classes were based on imagining what people from the 1960's would expect the classes to have sounded like, according to writer Chet Faliszek.[53]

The map design has a strong evil genius theme with archetypical spy fortresses, concealed within inconspicuous buildings such as industrial warehouses and farms to give plausibility to their close proximities. The bases hide exaggerated super weapons such as laser cannons, nuclear warheads, and missile launch facilities, taking the role of objectives. Between the bases there is a neutral space. The maps have little visual clutter and stylized, almost impressionistic modeling, to allow enemies to be spotted more easily. The impressionistic design approach also affects textures, which are based on photos that are filtered and improved by hand, giving them a tactile quality and giving Team Fortress 2 its distinct look. The bases are designed to let players immediately know where they are. RED bases use warm colors, natural materials and angular shapes, while BLU bases use cool colors, industrial materials and orthogonal shapes.[52]

Release and ongoing development

During the July 2006 Electronic Arts press conference, Valve revealed that Team Fortress 2 would ship as the multiplayer component of The Orange Box. A conference trailer showcasing all nine of the classes demonstrated for the first time the game's whimsical new visual style. Managing director of Valve Gabe Newell said that the company's goal was to create "the best looking and best-playing class-based multiplayer game".[14] A beta release of the entire game was made on Steam on September 17, 2007 for customers who had pre-purchased The Orange Box, who had activated their Black Box coupon, which was included with the ATI HD 2900XT Graphics cards, and for members of the Valve Cyber Café Program.[54][55] The beta continued until the game's final release.

The game was released on October 10, 2007 both as a standalone product via Steam and at retail stores as part of The Orange Box compilation pack, priced at each gaming platform's recommended retail price. The Orange Box also contains Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, and Portal. Valve offered The Orange Box at a ten percent discount for those who pre-purchased it via Steam before the October 10, release, as well as the opportunity to participate in the beta test.[56]

Since the release of Team Fortress 2, Valve has continually released free updates and patches through Steam. In addition, the game is also being expanded by fans with the tools used by Valve to create the game. Valve has included some of the most popular community-created levels in the official updates.[30] A current series of updates sees the classes gaining alternate weapons with different abilities, while putting in certain drawbacks to each unlockable weapon to maintain balance. The Medic, Pyro, Heavy, Scout, Sniper, Spy, "Classless", "Hallowe'en", Demoman, and Soldier updates have been completed.[30][57][58] Eventually, all classes will be updated.[24] To hasten obtaining these unlockable weapons and cosmetic hats, a minority of players began using third party programs that idle the player's client on a server whilst external to the game. In response, Valve removed any items gained using these programs, and awarded those who did not use these programs with a free hat.[59] Valve has also occasionally released new game types as part of their updates, the most recent being King of the Hill, released in an August 13 2009 update.[60] Valve has created a blog to keep players up to date with the ongoing developments in Team Fortress 2.[61]

A new update called WAR came out December 17, 2009 for the Soldier and Demoman. Based around a supposed war between Soldier and Demoman classes fighting over new weapons, it included a major overhaul of the inventory system to allow crafting of weapons and hats. On the day of the release it was revealed that the Soldier had killed more Demomen, and the gunboats, the secret item, was given to the Soldier. They are boots which drastically reduce damage from rocket jumping and occupy the second weapon slot. This update also introduced a beta version of Team Fortress 2 bots, based on AI systems in the Left 4 Dead series and initially only supporting the King of the Hill game mode.[62]

Development of the new content has been confirmed for the Xbox 360, while development for the PlayStation 3 was deemed "uncertain" by Valve.[63] However, the PlayStation 3 version of Team Fortress 2 received an update that repaired some of the issues found within the game, ranging from graphical issues to online connectivity problems; this update was included in a patch that also repaired issues found in the other games within The Orange Box.[64] The updates released on PC and planned for later release on Xbox 360 include new official maps and game modes, as well as tweaks to classes and new weapons that can be unlocked through the game's achievement system.[65] The developers attempted to negotiate with Xbox 360 developer Microsoft to keep the Xbox 360 releases of these updates free,[66] but Microsoft refused and Valve announced that they would release bundles of several updates together to justify the price.[67]

Marketing

The Scout talks about himself in his entry into the "Meet the Team" series.

To promote the game, Valve has released an ongoing video advertisement series entitled "Meet the Team". Constructed using the game engine and slightly more detailed character models, the series consists of short videos on individual characters, displaying their personalities and tactics. The videos are usually interspersed with clips of the character in combat in the game. The first installment, "Meet the Heavy", was released as part of the game's initial advertising in May 2007 and depicted an interview with the gun-obsessed Russian.[32] "Meet the Soldier" was released in August 2007, showing the Soldier giving a misinformed lecture on Sun Tzu to a collection of severed heads.[29] The Engineer was covered during the game's public beta testing in September 2007, giving a calm discussion about his sentry guns by a truck filled with stolen enemy intelligence, while the guns kill enemies attempting to attack him as he played a guitar by a small campfire made from a dead enemy.[33] The Demoman was the first class to be covered after the game's official release in October 2007, conducting an interview where he bemoans the fact that he is a "black Scottish cyclops", noting that as such he is quite rare.[31] Prior to the release of the update of the Medic class in April 2008, "Meet the Scout" was released, in which the Scout struggles with an enemy Heavy for possession of a sandwich while he brags about how amazing he thinks he is.[28] In June 2008, "Meet the Sniper" was released to promote the major update for the Pyro class. In the video, the Sniper talks about his life as a professional assassin and argues with his father over the phone on his choice of career.[35] With the Heavy update in August 2008, another video was released, this time for a health-regenerating 'sandvich' addition to the Heavy's arsenal,[68] featuring a Heavy's battle with a Soldier and a Scout to get to a sandwich in a fridge from the point of view of the refrigerator. The next video, "Meet the Spy", was leaked onto YouTube in May 2009 during the marketing period for updates to both the Sniper and Spy classes, and revolves around the invasion of the BLU Team base by the RED Spy.[69] In the development blog for Team Fortress 2, Robin Walker later joked that the leak was intentional.[70] Valve has also held weekends of free play for Team Fortress 2.[71]

The "Meet the Team" videos are based on the audition scripts used for the voice actors for each of the classes; the "Meet the Heavy" scripts is nearly word-for-word a copy of the Heavy's script. More recent videos, such as "Meet the Sniper", contain more original material.[72] The videos have been used by Valve to help improve the technology for the game, specifically improving the facial animations, as well as a source of new gameplay elements, such as the Heavy's "Sandvich" or the Sniper's "Jarate".[72]

Reception

 Reception
Aggregate scores
Aggregator Score
GameRankings 92% (based on 14 reviews)[73]
Metacritic 92% (based on 16 reviews)[74]
Review scores
Publication Score
1UP.com A[75]
Eurogamer 9/10[76]
GameSpot 8.5/10[77]
GameSpy 5/5 stars[78]
IGN 8.9/10[10]
PC Gamer UK 94%[12]
GameDaily 9/10[11]
Awards
IGN's Best of 2007 Awards:
  • Best Artistic Design
2007 1UP.com Editorial Awards:
  • Best Multiplayer Experience
  • Best Artistic Direction
GameSpy's 2007 Game of the Year Awards:
  • Best Multiplayer Game of the Year
  • Most Unique Art Style

Upon release, Team Fortress 2 received universal critical acclaim, with an overall score of 92% on both Metacritic and GameRankings.[74][73] Many reviewers praised the cartoon graphics approach and the resulting light-hearted gameplay,[11] and the use of distinct personalities and appearances for the classes impressed a number of critics, with PC Gamer UK stating that "until now multiplayer games just haven't had it."[12] Similarly, the game modes were received well, GamePro described the settings as focusing "on just simple fun",[79] while several reviewers praised Valve for the map "Hydro" and its attempts to create a game mode with variety in each map.[10][12] Additional praise was bestowed on the game's level design, game balance and teamwork promotion.[9] Team Fortress 2 has received several awards individually for its multiplayer gameplay[80][81] and its graphical style,[82][83][84] as well as having received a number of "game of the year" awards as part of The Orange Box.[85][86]

Although Team Fortress 2 was well received, Team Fortress 2's removal of class-specific grenades, a feature of previous Team Fortress incarnations, was controversial amongst reviewers. IGN expressed some disappointment over this,[10] while conversely PC Gamer UK stated "grenades have been removed entirely — thank God".[12] Some further criticism came over a variety of issues, such as the lack of extra content such as bots[10] (although Valve have since added bots in an update[87]), problems of players finding their way around maps due to the lack of a minimap, and some mild criticism over the Medic class being too passive and repetitive in its nature.[12] The Medic class has since been re-tooled by Valve, giving him new unlockable weapons and abilities.

References

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External links


Quotes

Up to date as of January 14, 2010

From Wikiquote

Team Fortress 2 is the sequel to Team Fortress Classic, developed and produced by Valve. TFC in turn was derived from the Team Fortress mod for id Software's Quake. It was released in Fall 2007 for consoles and PC.

Contents

Meet The Team

The quotes below are from the game's promotional trailers.

Meet the Heavy

In a dark storeroom, Heavy instructs the audience while performing maintenance on Sasha, his minigun.

  • Heavy: I am Heavy Weapons Guy, and this (grips Sasha) is my weapon. She weighs 150 kilograms and fires $200 custom tooled cartridges at 10,000 rounds per minute. It costs $400,000 to fire this weapon for twelve seconds.
  • Heavy: (inspecting his minigun) Oh my god… Who touched Sasha? Alright… Who touched my gun?!
  • Heavy: Some people think they can outsmart me. Maybe… maybe. I've yet to meet one that can outsmart bullet.

Meet the Soldier

Like a hardened drill sergeant, Soldier addresses what appears to be a group of other soldiers. It is later revealed that the heads wearing the helmets are a tad "out of place".

  • Soldier: "If fighting is sure to result in victory, then you must fight!... ." Sun Tzu said that, and I'd say he knows a little more about fighting than you do, pal, because he invented it! And then he perfected it, so that no living man could best him in the ring of honor.
  • Soldier: (referring to Sun Tzu, in the Biblical context of Noah, using two grenades as illustration) … and then he used his fight money to buy two of every animal on earth. And then he herded them onto a boat, and then he beat the crap out of every single one of them. (bashes and grinds the two grenades together)
  • Soldier: And from that day forward, any time a bunch of animals are together in one place it's called a zoo! (Down on all fours, speaking to the severed head of a medic of another teamcolor, wearing a Soldier helmet) … unless it's a farm!

Meet the Demoman

This interview is conducted in Demoman's armory. It is accompanied by a cinematic of Demoman engaging a superior enemy force with particular guile.

  • Demoman: What makes me a good demoman? If I were a bad demoman I wouldn't be sitting here, discussing it with you, now would I?!
  • Demoman: One crossed wire, one wayward pinch of potassium chlorate, one errant twitch, and KABLOOIE!
  • Demoman: (After drinking a copious amount of scrumpy) n' I got a manky eye. I'm a black, Scottish cyclops. They've got more (his speech is comically censored with beeps for the next 2-3 seconds) than they've got the likes of me.
  • Demoman: (This part of the interview periodically cuts to a cinematic of the Demoman setting a trap for a large group of foes) So...(Bagpipes begin to play in the background)....T'all you fine dandies so proud, so cock-sure...Prancin' aboot with your heads full of eyeballs! Come and get me I say! I'll be waiting on ya with a whiff of the 'ol brimstone. I'm a grim bloody fable....with an unhappy bloody end! (Demoman sets off the trap, and the BLU players that were following him are blown to pieces. The camera changes to face up from the ground and Demoman walks over and stares down at the remains of his foes while several parts of the exploded corpses are raining fromt he sky. ) Oh, they're going to have to glue you back together...in hell!

Meet the Engineer

During this scene, Engineer passes the time playing acoustic guitar. As he explains his role, the sentry guns surrounding him acquire and kill various hostiles.

  • Engineer: Hey, look buddy. I'm an engineer. That means I solve problems. Not problems like, "What is beauty?," because that would fall within the purview of your conundrums of 'philosophy'. I solve practical problems.
  • Engineer: For instance, how am I gonna stop some big, mean Mother Hubbard from tearing me a structurally superfluous new behind? The answer: Use a gun. And if that don't work? Use more gun. Like this heavy caliber tripod mounted little old number designed by me, built by me, and you best hope... (deadly serious) not pointed at you.

Meet the Scout

Scout is introduced leading an assault through a trainyard. As he gives a monologue in front of the Meet the Scout graphic, he is shown surprising a defending Heavy who is eating a sandvich.

  • Scout: Um, I-I don't even know where to start with you. I mean, do you even know who you're talking to? Do you have any idea, any idea who I am? Basically, kind of a big deal.
  • Scout: (flexing a bicep, showing no visible muscle definition) Oh man, that's beautiful.
  • Scout: You listening? Okay… Grass grows, birds fly, sun shines, and—brother—I hurt people. I'm a force of nature. If you were from where I was from, you'd be f——ing dead. Whoooo!

Meet the Sniper

Sniper drives his camper in a remote outback. Interspersed are scenes of him at the telephone, and other scenes of him on duty.

  • Sniper: (looking at a bobblehead of Team Fortress Classic VIP, Sniper flicks it) Boom, headshot.
  • Sniper: Sniping's a good job, mate. It's challenging work, out-of-doors... and I guarantee you'll not go hungry, 'cause at the end of the day, as long as there are two people left on the planet, someone is going to want someone dead.
  • Sniper: (on the phone) Dad? Dad I'm- … y- … I'm not a crazed gunman, Dad, I'm an assassin! … well, the difference being one's a job, and the other's mental sickness! (to audience) I'll be honest with you— my parents... do not care for it.
  • Sniper: (in a tower, looking through scope) I think his mate saw me... (bullets ricochet near sniper, sniper ducks) Yes, yes he did!
  • Sniper: Feelings?! Look, mate, you know who has a lot of feelings? Blokes that bludgeon their wife to death with a golf trophy. Professionals have standards: Be polite. Be efficient. Have a plan to kill everyone you meet.
  • Sniper: Dad, dad... put, put mum on the phone.

Meet the Sandvich

Heavy gets a boost from eating his Sandvich, and then beats his two pursuers to a pulp.

  • Scout: Yeah! There he is!
  • Soldier: You! Stop right where you are! That is an order! (to Scout) He's getting away! Do not let him get to the refr- (to Heavy) Do not do it! … Oh, hell
  • Scout: H-h-hey, let's just calm down here! You listening? J-j-just... OH GOD! OH MY GOD! OH MY GOD! OH MY GO- (thud)
  • Scout: My blood! He- he punched out all my blood!
  • Soldier: You call that breaking my spine? You RED team ladies wouldn't know how to break a spine if- (snap) AUGHH! MY SPINE!

Meet the Spy

A RED Spy has infiltrated the BLU base. When the team discovers that the briefcase is still safe the BLU Spy arrives, carrying BLU Sniper's body with the RED Spy's Knife on his back, to assure everyone that the enemy Spy is a very real threat.

  • BLU Spy: Gentlemen... I see the briefcase is safe?
    Everyone: Yeah, safe and...
    BLU Spy: Tell me, did anyone happen to kill a RED spy on the way here?
    Everyone: No...
    BLU Spy: Then we still have a problem (drops Sniper's body on the table)
    BLU Soldier: And a knife.
  • BLU Scout: Ooh-hoo-hoo! Big problem! (plays with RED Spy's balisong) I've killed plenty of spies. They're dime-a-dozen back-stabbin' scumbags, like you! (cuts himself) Ow! No offense.
    BLU Spy: (closes knife with impressive skill) If you managed to kill them, I assure you they were not like me. And nothing, nothing, like the man loose inside this building.
    BLU Scout: What are you, president of his fan club?
    BLU Spy: No, that would be your mother! (reveals several incriminating photos of the RED Spy embracing a middle-aged woman)
    BLU Scout: (stammers out of shock)
    BLU Spy: Indeed. And now he's here to f——— us! So listen up, boy, or pornography starring your mother will be the second worst thing that happens to you today. This spy has already breached our defenses.
  • BLU Spy: You see what he has done to our colleagues. And worst of all, he could be any one of us! He could be in this very room! He could be you! He could be me! It could even b– (his head is blown off by BLU Soldier's shotgun)
    BLU Scout: Whoa, whoa, whoa!
    BLU Soldier: What? It was obvious! He's the RED Spy! Watch, he'll turn red any second now. Any second now... See? Red! Oh wait, that's blood.
    BLU Heavy: So, we still got problem.
    (BLU Scout behind them opens the balisong with spy-like skill, and turns into a RED Spy)
    BLU Soldier: Big problem. Alright, who's ready to go find the Spy?
    RED Spy: Right behind you.
  • RED Spy: (inspects and recovers one particular photograph) Ah, ma petite chou-fleur.

In-game commands and responses

Demoman

  • Oh, they're gonna have to glue you back together ... in Hell!
  • They're gonna hafta' bury whats left of ye in a soup can!
  • –and that's what you get for touching that.
  • I'm drunk. You don't have an excuse!
  • Oh, they're gonna find ya all dead in the alley with cats licking at ya!
  • (defending) Next time you'll bloody ask before you stand on my point.
  • (capturing point) Now it's our flippin' point!
  • (slurring) Iluvevery, single… one of ye… not you.
  • (slurring; losing a match) Thankfully I already don't remember this.
  • (slurring) If I wasn't the man I was, I'd kiss ya.
  • I almost joined their bloody team!
  • Imagine if I hadn't been drunk.
  • How's that feel, ya blockhead?
  • KA-BOOOOOOOM!
  • KA-BLOOEEEEEEEY!
  • Don't fret boyo, I'll be gentle!
  • Oh, I'm gonna beat you so hard, you'll have a twitch.
  • All ya dandies, prancin' about with your heads full of eyeballs!
  • I'm gonna blast ya into thin glue.
  • Not one of ya's gonna survive this!
  • In your language: Eat lead, laddies!
  • You appear to 'ave trodden on a mine!
  • Oh, I'm goin' to liquefy ya...

Engineer

  • You ladies shoulda' oughta' brought some menfolk with ya.
  • I built that.
  • Cream gravy!
  • (sentry gun kill) Another satisfied customer!
  • (sentry gun kill) I told ya don't touch that darn thing.
  • Start prayin', boy!
  • Take it like a man, son/shorty.
  • I'm gonna beat you like a rented mule, boy.
  • Spy sappin' my sentry!
  • Hoo wee, makin' bacon!
  • C'mere, sissy!
  • Son, I'm gonna wipe that dumb look right off your stupid face.
  • Dag-nabbit damn it!
  • Good night Irene!

Heavy

  • Who touch my gun?!
  • Entire team is babies!
  • Cry some more!
  • Keep crying, baby!
  • I'm coming for you!
  • I was told we would be fighting men!
  • All of you are dead!
  • You! Yes, you! You are dead!
  • Which one of you is crying?
  • До свидания! (Dah svidaniya! / Goodbye!)
  • I love this doctor!
  • You're great, doctor!
  • What sick man sends babies to fight me?
  • Go, go, давай! (Go, go, davai! / Go, go, move!)
  • (re:Engineer) I hear someone building diaper changing station!
  • (successfully capturing enemy intel) It was long trip.
  • (successfully capturing enemy intel) I killed many cowards to get this!
  • (successfully capturing enemy intel) Eh, is not my job, but...
  • (moving towards payload) We must push little cart!
  • (advancing payload) Forward, glorious cart!
  • (if ones pushing payload is killed) No! Cart has stopped moving!
  • (if cart begins to roll back) Cart is moving the wrong way!
  • (if cart is left unattended) Bomb cart will not push self.
  • (Übercharged) I AM BULLETPROOF!
  • (Übercharged) Get behind me, doctor!
  • (Übercharged) HIDE, COWARDS!
  • (Übercharged) Now, it's good time to run cowards!
  • (Übercharged) Now, it's my killing time!
  • (found Spy) I spy the spy with my little eye!
  • (after eating Sandvich) Don't run! It's just ham!
  • (after eating Sandvich) What was that, Sandvich? "Kill them all"? Good idea! Hahahaha!
  • (after eating Sandvich) Baloney! Perfect fuel for killing tiny cowards!
  • (after eating Sandvich, in singing tone) Sandvich and me going to beat your ass!
  • (after eating Sandvich) You're a loose cannon, sandvich! But you are a damn good cop!
  • (after teleporting) Engineer is credit to team!
  • You are so small! It's funny to me!

Dominating

  • I'm going to kill you, and kill you, and kill you.
  • I have plan for you: more pain.
  • Killing you is full-time job now.
  • The burning you feel? It is shame!
  • I'm coming for you, again!
  • You are dead. Not big surprise.

Medic

  • Did the Fräuleins have their Mittelschmerz?
  • All I can tell you about this next procedure is that it will be… excruciating!
  • Eins, zwei, drei… Ugh, I do not think we brought enough body bags.
  • Hello Fräuleins!
  • The healing is not as rewarding as the hurting!
  • The healing leaves little time for the hurting!
  • Oops! That was not medicine!
  • I healed the man who will kill you.
  • Would you like a second opinion? You are also ugly!
  • Raus! Raus! (Out! Out!)
  • Can you feel the Schadenfreude?
  • Did zat sting? Sorry!
  • That was Doctor Assisted Homicide!
  • (defending) I am the Übermensch!
  • (capturing) Standing near the point does nothing. Get on the point Dummkopfs!
  • Danke, Dummkopfs!
  • (Übercharge meter full) I am fully charged!
  • Gesundheit!
  • Oktoberfest!
  • Hold still, Schweinhunds. This will only sting for a moment.
  • You are trying my patience!
  • Haha, what a bloodbath!
  • Auf Wiedersehen, Dummkopfs!
  • (defending) Get on the point Dummkopfs!
  • Turn your head and cough.
  • I'm going to saw through your bones!
  • Prepare for your examination.

Pyro

Because of its gas mask, most Pyro dialogue is cryptic at best, unintelligible at worst.

Scout

  • Bonk!
  • Boink!
  • Play ball!
  • Eat my dust!
  • Let's waste 'em!
  • Let's get 'em!
  • Woo hoo!
  • Say goodbye to ya kneecaps, chucklehead!
  • What the hell is youse guys' problem?
  • This sucks on ice!
  • Yo, batter up!
  • Hey knucklehead, I'm talkin' to you!
  • (laughs) I oughta' be on a baseball card!
  • You knuckleheads ain't even worth the effort!
  • Hey, is somebody keepin' track of my heads batted in?
  • (on enemy capture point) How's the weather over there, dumbass? Get to the freakin' point!
  • (successfully capturing enemy intel) Wave goodbye to your secret crap, dumbass!
  • (successfully capturing enemy intel) I got it, I got it, I got it
  • (successfully capturing enemy intel) No problem
  • (successfully capturing enemy intel) I'm not even winded.
  • (successfully capturing enemy point) Yeah, it's ours now!
  • (destroying Engineer's buildings) I broke your stupid crap, moron!
  • (killing a Heavy with baseball bat) Eat it, fatty!
  • (after successfully capturing an enemy Capture Point) I- Is anyone even payin' attention to me?
  • (sarcastic) Oooh yeah, you're real scary.
  • How's that feel, wimp?
  • I'm runnin' circles around ya!
  • You got anything smart to say now?
  • Not so tough now, are ya? Are ya?!
  • I'm gonna heatbutt'cha, I'm gonna heatbutt'cha, I'm gonna headbutt'cha!
  • Yeah, come get some, ya frickin' wuss.
  • I'm battin' a thousand.
  • Stand on the freakin' point, you moron!
  • Yeah, why don't you come over and say that to my face, tough guy?
  • Ya head's a freakin' bat magnet!
  • Way to go, pally!
  • Hey, a lotta good that gun didja!
  • I'm not even winded.
  • (deep exhale) Yeah, thanks, doc.
  • (Dominating enemy Engineer) Here's something you shoulda built: a not dyin' machine.
  • (Dominating) Yeah, I dare ya! Ragequit! Make us both happy!

Sniper

  • G'day!
  • Crikey!
  • No Worries!
  • Bloody beaut!
  • That funeral ain't gonna be open casket.
  • That's some shonky business right there.
  • Thanks fer standin' still, wanker!
  • Standin' around like a bloody idiot!
  • This is going to go be a real piece of piss, you bloody fruit shop owners.
  • Everything above your neck's going to be a fine red mist.
  • Wave goodbye to ya head, wanker!
  • God save the Queen!
  • You got blood on my knife, mate.
  • (after delivering headshot) Psssst! He he.
  • Shoulda saved a bullet for some of you blokes.
  • You'll be needin' another use for that neck!
  • You best keep lyin' down.
  • I've slept in the corpse of water buffalo tougher than you!
  • All your heads look bloody twelve feet tall!
  • You better hold onto your head, mate!
  • I'm gonna turn you into colored rain!
  • That helmet's gonna make a nice bowl for your brains!
  • Keep yubbin' that big mouth, while it's still attached to your bloody neck.
  • I spy a little Spy with my little eye.
  • (Dominating enemy Sniper) The bullets come out of the slim end, mate!
  • (Dominating enemy Soldier) All rockets and no brains, eh mate?
  • (Dominating enemy Heavy) I just bagged the worlds fattest man!
  • (Revenge) There was you, very full of yourself. Then, very briefly surprised. Then, dead.
  • (Dominating)(Sarcastic) Oh my god, you've been shot. Did you get a look at the handsome rogue who did it?

Soldier

  • Maggots!
  • Give 'em hell, boys!
  • The worm has turned, gentlemen!
  • I am going to strangle you with your own frilly training bra!
  • This is my world, you are not welcome in my world!
  • If God had wanted you to live he would not have created ME!
  • Every one of you deserves a medal!
  • Are you all trying for a Section 8?
  • You are the sorriest excuses for soldiers I have ever seen.
  • Down and give me twenty!
  • If I have to crack some skulls, I will.
  • Screamin' eagles!
  • The last word out of your sorry mouth will be "Sir!," and it will be loud!
  • You are scum! You are nothing but a bunch of cowards!
  • You are a spineless worm! You are a mistake of nature! You are walking vomit!
  • You are a maggot hatched from a mutant maggot egg!
  • You sissified maggot scum have just signed your death warrants!
  • I am going to claw my way down your throat and tear out your very soul!
  • Take your lumps like a man, Private Twinkletoes.
  • Each and every one of you will be sent off to your mama in a box!
  • I join this team just to kill maggots like you!
  • You are all weak! You are all bleeders!
  • (Match starting) Last one alive, lock the door!
  • (to Medic) You deserve a medal, doc.
  • (losing a match) That was an amazing killing spree… by the other team!
  • (successfully capturing enemy intel) I have rescued my Intelligence.
  • (alight from a pyro attack) I… am… on… Fi-are!
  • (Pushing enemy back) We have you surrounded, at least from this side!
  • (On a killing spree) I'm-a execute each and every last one of you!
  • (On a killing spree) I'll be sure to inform your next of kin.
  • (Capturing a point) Help me commandeer my point!
  • (Just defended CP from being captured) Man… on… the… point, numbnuts.

Spy

  • Gentlemen.
  • I never really was on your side.
  • They should call you whiners Dr. NOOOOOOOOOOOOOOOOOOOOO!
  • Promise not to bleed on my suit, and I'll kill you quickly.
  • (capturing control point) Our influence grows!
  • (destroying Engineer's machines) I murdered your toys as well!
  • (set on fire) I appear to have burst into flames!
  • (set on fire) I do believe I'm on fire.
  • (reporting enemy spy) It seems I am not the only spy.
  • (upon dominating scout) Here lies scout. He ran fast, and died a virgin.
  • After you.
  • Shall we?
  • Peekaboo!
  • I'll be seeing you!
  • This will be the last time you see me.
  • I'm going to gut you like a Cornish game hen.
  • Just put your weapons down and walk away.
  • You got blood on my suit!
  • Oh dear, I've made quite a mess.
  • The outcome was never really in doubt.
  • You are all incompetent cowards!
  • Well, this was a disappointment.
  • You know, hiding won't save you.
  • Sorry to pop in unannounced.
  • (imitating Engineer) Why don't we just give up, pardner?
  • May I make a suggestion? Run.
  • (teleported, to Engineer) Thank you, laborer!
  • (dominating a Scout) May I borrow your earpiece? (mimicking Scout) This is Scout! Rainbows make me cry! Over!

Announcer

  • (arena match lost) You didn't kill any of them!
  • (payload cart nearing final point) The cart has almost reached the final terminus! (maniacal laugh)
  • Overtime!
  • (When server glitches upon Overtime on a KOTH map, often called Overspam) Overtime! Overtime! Overtime! Overtime! Overtime! Overtime! Overtime!

References


Strategy wiki

Up to date as of January 23, 2010

From StrategyWiki, the free strategy guide and walkthrough wiki

Team Fortress 2
Box artwork for Team Fortress 2.
Developer(s) Valve Corporation
Publisher(s) Valve Corporation
Engine Source Engine
Release date(s)
Windows
Steam
Genre(s) FPS
System(s) Windows, Steam
Rating(s)
ESRB: Mature
PEGI: Ages 16+
BBFC: 15
System requirements (help)
CPU clock speed

1.7GHz

System RAM

512MiB

Preceded by Team Fortress Classic

Team Fortress 2 is the sequel to the Team Fortress mod for Quake. It was first announced by Valve Corporation in 1998, but has metamorphosed many times since then, and the final product was released in 2007 as a multiplayer FPS. Originally, the game was imagined as a more realistic and militaristic rendition of the original Team Fortress, but the design changed, and Team Fortress 2 was released as a cartoon-styled and non-realistic game, with visuals based off the art of J. C. Leyendecker.

Team Fortress 2 was first available as part of The Orange Box for Windows, Steam, Xbox 360 and the PlayStation 3, and later as a standalone release for Windows and Steam.

The game is based around nine classes, any of which the player can choose to play as. Each class has its strengths and weaknesses, and for a team to win effectively, players of different classes have to cooperate. At launch, there were only two gametypes: control point and capture the flag. Since then, three more gamemodes, Payload, Arena and King of the Hill, have been released. Valve's new statistics system – closely tied with the Steam Community – is also a near-integral part of the game, with features such as domination and revenge depending entirely on it.

Table of Contents

Getting Started

Gaming

Up to date as of February 01, 2010

From Wikia Gaming, your source for walkthroughs, games, guides, and more!

Team Fortress 2

Developer(s) Valve Software
Publisher(s) Valve Software
Release date October 9, 2007 (Worldwide)

April 8, 2008 (PC)

Genre First-person shooter
Mode(s) Team-based multiplayer
Age rating(s) ESRB: M
Platform(s) PC; Xbox 360 and PlayStation 3 as part of The Orange Box
Credits | Soundtrack | Codes | Walkthrough

Team Fortress 2 is a multiplayer class-based first-person shooter created by Valve Software. It is available as part of The Orange Box suite of games on PC, Xbox 360, and PlayStation 3, or as a stand-alone title on the digital distribution service Steam.

Nine classes are grouped into three categories: offense, defense, and support. One difference between Team Fortress 2 and the original is that each class is more unique. Abilities have been added, changed and removed from each class to make each one a completely different playing experience. The most prominent of these changes is the removal of conc jumping and grenades (primary and secondary, with the exception of the demoman). The classes in Team Fortress 2 are:

Contents

Classes

TF2 characters

Demoman

*Tag: House Cleaning
  • Type: Defense
  • Primary Weapon: Grenade Launcher (detonates after time or on direct contact with enemy target)
  • Secondary Weapon: Sticky Bomb Launcher (vary arc of shot by holding the fire button down, detonate with right click)
  • Melee Weapon: Bottle (if you hit a crit the bottle will appear smashed, this however has no effect on anything)
  • Characteristics:
  • lay traps
  • lob long-distance grenades
  • can "blow up anything that block the team's way"

meet the demoman: http://www.youtube.com/watch?v=rxps--huGKY&feature=related

Engineer

*Tag: Area Denial
  • Type: Defense
  • Primary Weapon: Shotgun
  • Secondary Weapon: Pistol
  • Melee Weapon: Wrench (note the wrench is the only weapon that can destroy a sapper and it has the most amount of crits per swing)
  • Other Weapon: Construction PDA
  • Characteristics:
  • build sentry gun (max 1 built at any one time, hit with wrench to upgrade up to 3 levels)
  • build health & ammo dispensers (max 1 built at any one time, a level 1 dispencer can give 40 metal each time it regenerates it, level 2 its 50 and at level 3 its 60)
  • build personal teleporters (max 1 entrance, 1 exit at any one time, finding good exit locations will also be easier, you get a display of entrance/exit health, # of times teleporter used, max level is 3)
  • multiple engineers build things faster, hitting newly constructed items with the wrench completes them faster.

meet the engineer: http://www.youtube.com/watch?v=i68cEsALWt0&feature=related

Heavy

formerly Heavy Weapons Guy
  • Tag: Mow Down
  • Type: Offense and defense, close quarters.
  • Primary Weapon: Minigun
  • Secondary Weapon: Shotgun
  • Melee Weapon: Fists
  • The primary weapon sidegrade is called natascha. This gun slows your enemies down with the penelty of less damage.
  • The secondary weapon sidegrade is the sandvich. After activating it, you spend 4 seconds eating it which will regain health over the eating time. However during those 4 seconds you are vunerable to enemies since you cant move. Spies can easily backstab you at this point, or someone could come and taunt kill you which could be embarassing.
  • The melee weapon sidegrade is called the Killing Gloves of Boxing (KGB). Upon killing a enemy with these you get 5 seconds of 100% critical hits. With this you can either carry on attacking with the KGB getting more time with crits or you could switch to the minigun and still receive the 100% crits
  • The minigun needs to be spinning in order to shoot, so if you think an enemy is coming, press mouse 2 to spin the gun and be ready to start shooting. This however will make him move very slowly and vunerable to good snipers and spies.
  • The heavy makes a very good medic buddy since he can easily hit by demos who slowly take down his health. With his 450hp when healed is quite a threat.

meet the heavy: http://www.youtube.com/watch?v=mY5qJHZCz2I&feature=related

Medic

*Tag: Dr Feelgood
  • Type: Support
  • Primary Weapon: Syringe Launcher
  • Secondary Weapon: Medi-gun (range 10-15 yards, bends with target movement to a degree, boosts hp to 150%)
  • Melee Weapon: Bonesaw
  • Characteristics:
    • healing with medi-gun fills a gauge which when full can be used to trigger short invulnerability to medi-gun target and self
  • moving crosshair over a teammate shows a cross icon over their head which fills the more health your teammate has.

Pyro

*Tag: Spy Catcher
  • Type: Offense and defense
  • Primary Weapon: Flamethrower
  • Secondary Weapon: Shotgun
  • Melee Weapon: Fire axe
  • Characteristics:
  • best close-quarters class
  • short range firepower
  • Recent additions ( June 2008) to weaponry are available.
  • A Flamethrower upgrade, called the BackBurner, gives 100% chance of critical hit from behind, 0% chance otherwise.
  • A Flare Gun, which burns for a while after hit. this significantly improves a Pyro's medium range ability.
  • An upgraded Axe, called the axtinguisher, it deals critical hits to an enemy who is on fire, but less damage otherwise.
  • an air jet was added to the original Flamethrower. bound to the right mouse button, it allows the reflection of soldier's missiles, and both types of demoman grenades.

Scout

*Tag: too...much...caffiene
  • Type: Offense
  • Primary Weapon: Scattergun
  • Secondary Weapon: Pistol
  • Melee Weapon: Aluminum Baseball Bat
  • Characteristics:
  • fastest class
  • weakest class
  • able to double jump (tricky timing allows change of direction in mid-air)
  • able to briefly stun enemies by hitting a baseball at them with the "Sandman" bat

meet the scout: http://www.youtube.com/watch?v=SJcXmvftvmg

Sniper

*Tag: Precision Elimination
  • Type: Support
  • Primary Weapon: Sniper Rifle
  • Secondary Weapon: Submachine Gun
  • Melee Weapon: Kukri
  • Characteristics:
  • typical sniper class
  • scope appears to use a slight fisheye lens effect
  • the longer in scope, the stronger the shot, a red/blue dot starts to appear to indicate strength (enemies can also see the dot on surfaces)

meet the sniper: http://gaming.wikia.com/index.php?title=Team_Fortress_2&action=edit&section=8

Soldier

*Tag: Shock & Awe
  • Type: Offense
  • Primary Weapon: Rocket Launcher
  • Secondary Weapon: Shotgun
  • Melee Weapon: Shovel
  • Characteristics:
  • rocket launcher can also be used to rocketjump

meet the soldier: http://www.youtube.com/watch?v=2QhDjxbxtgw

Spy

*Tag: Uncloak & Dagger
  • Type: Support
  • Primary Weapon: Revolver
  • Secondary Weapon: Cigarette case, Disguise Kit
  • Melee Weapon: Butterfly Knife
  • Other Weapon: Sapper (charge used to blow up engineer constructions)
  • Characteristics:
  • able to disguise himself as an enemy class
  • able to become invisible for 10 seconds
  • can "one shot kill" any enemy from behind
  • there is an achievement, for tricking an opposing medic into healing you.

http://www.teamfortress.com/sniper_vs_spy/day05_english.htm

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Half-Life series
Half-Life | Opposing Force | Blue Shift | Decay
Half-Life 2 | Deathmatch | The Lost Coast
Half-Life 2: Episode One | Episode Two | Episode Three
Compilations
The Orange Box
Related Games
Portal | Team Fortress Classic | Team Fortress 2
Miscellaneous
Half-Life Fact File

This article uses material from the "Team Fortress 2" article on the Gaming wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Simple English

Team Fortress 2
Developer(s) Valve Corporation
Publisher(s) Valve Corporation
Distributor(s) EA Distribution (retail)
Steam (online)
Designer(s) John Cook
Robin Walker
Engine Source engine
Platform(s) PC, Xbox 360, PS3
Release date(s) Microsoft Windows
& Xbox 360 (Retail)
:

USA October 10, 2007[1]
EUR October 18, 2007
UK October 19, 2007
AUS October 25, 2007
Microsoft Windows (Steam):
INT October 10, 2007
PlayStation 3:
NA December 11, 2007
EUR November 23, 2007
AUS November 22, 2007[2]

Genre(s) First-person shooter
Mode(s) Multiplayer
Rating(s) ESRB: M
PEGI: 16+
BBFC: 15
OFLC: MA15+
Media Steam, DVD and Blu-ray
System requirements 1.7 GHz Pentium 4

512 MB system RAM
DirectX 8 video card[3]

Team Fortress 2 is a multiplayer, first-person shooter video game by a company called Valve Corporation.

The game features nine classes and two teams that battle each other in a variety of different game modes including a bomb that must be pushed along a track and a twist on capture the flag where instead of a flag there is a briefcase with important papers.

The game was first released in October of 2007 bundled and was in a package with Half Life 2 and Portal, also known as The Orange Box.

References

  1. "Orange Box Goes Gold". GameDaily BIZ. 26 September 2007. http://biz.gamedaily.com/industry/news/?id=17582. Retrieved 2007-10-22. 
  2. "The Orange Box". GameSpot. http://uk.gamespot.com/ps3/action/halflife2episode2/similar.html?mode=versions. Retrieved 2007-10-22. 
  3. "EXCLUSIVE: Half-Life 2 The Orange Box System Requirements!". YouGamers. 2007-08-22. http://www.yougamers.com/news/9494_half-life_2_the_orange_box_exclusive_system_requirements/. Retrieved 2007-08-29. 







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