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This article or section contains information about an unreleased video game.
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Fortress Forever is an unreleased Half-Life 2 mod, based on Valve's Team Fortress Classic, or TFC, which utilizes Half-Life 2's Source Engine. The mod has been created entirely from scratch by the Fortress Forever development team. The intended scope of Fortress Forever is to please the diehard Team Fortress Classic fans, while at the same time creating a game enjoyable enough to players new to Team Fortress styled games. The developers have promised to make the game available for free to all who have purchased Half-Life 2. Currently there is no set date for the release of Fortress Forever.[1] However there's a news post which mentions the year 2007.[2]
[edit] Differences from Valve's Team Fortress Classic
[edit] New or changed class abilities
- Teleporters were added to TFC in a patch by Valve and will not be included in Fortress Forever.
- The Spy will be unable to feign death due to difficulties involved with the Source Engine's ragdoll physics. To make up for this, the Spy will be able to cloak, sabotage defensive structures made by enemy Engineers, and other undisclosed features.
- The Engineer's railgun projectiles will bounce off surfaces, and will change color, speed, and damage after each bounce.
- The Sniper's auto-rifle (AR) will have reduced accuracy, slower rate of fire, and will include a magazine that will have to be reloaded (briefly).
- The Civilian will have specialized armor to protect himself from the Sniper's AR and nailgun.
- The Soldier's rockets will have an increased hitbox.
- The grenade's splash radius will be decreased.
- The Heavy Guy's assault cannon will have reduced power. This functionality is undisclosed so far, but it has been rumored that it will have some kind of chargeup variable rate of fire.
- The Scout's caltrops explode out of a thrown canister that explodes on a timer like every other grenade in the game instead of just shooting out of the player instantly like in TFC.
- The Pyro's rocket launcher model will be separate from the Soldier's and act differently than the regular rocket, with an end result of setting the victim on fire. It can be fired in an arc.
- The Spy will be susceptible to higher falls with less damage and create less noise (when crouching) than all the other classes.
- The Scout's special skill will be replaced.
[edit] Gameplay mechanics differences
- Bunnyhopping in Fortress Forever will differ from Team Fortress Classic's current system of bunnyhopping (allowing for a maximum of 170% speed limit). In Fortress Forever, "you can't just hold down the jump button but as long as you've released it and pressed and held it again before you hit the ground then you will just jump back up again." The developers have stated the difference should please veterans and newcomers alike. Bunnyhopping will not be able to be changed server-side. Bunnyhopping will be capped, but in a much smoother way than TFC's instant-cap.
- Fortress Forever will include a Quake style of jumping called trimping. (Ramp sliding will still be available, but you will have to choose which to use prior to hitting the ramp.)
- More intelligent Sentry Guns, according to its developers. Sentry guns, dispensers, and detpacks will also be put in as weapons slots (as well as in the command menu list, or GUI).
- A visual grenade timer will be included.
- Players will not be able to pickup resupply bags if they already have a full stock of ammo (same for grenade bags).
[edit] GUI and coding differences
- Fortress Forever will utilize lua scripting for its map gameplay setups, allowing maps to be much more customizable than TFC with its goal entity system (which is still very customizable compared to many other games).
- There will be built-in bots (Omni-bot).
- Fortress Forever will include various training modes.
- In game localized text will be included in all the "main languages."
- Nail grenade glitch fixed.
- Fortress Forever will include %l and %c (in addition to %a and %h) commands to relay your location and class, respectively.
- Will include vectorized crosshairs with "inner" and "outer" pieces for something close to 1,248 combinations (24 inner x 52 outer). Color, scale, and translucency will also be customizable.
- There will be no mouth movement on player models when in game voice transmission is used (unlike TFC's new models).
[edit] Similarities to Valve's Team Fortress Classic
Though Fortress Forever will not be a direct port of TFC, major gameplay dynamics will not change, except for the features noted above. Fortress Forever will include all 10 classes (which includes the Civilian who has been modified to appear as Winston Churchill in Fortress Forever). Fortress Forever will also include other game types besides the typical capture the flag (CTF) style (see maps below).
[edit] History
According to a developer team member, Fortress Forever has been in development (planning phase) over a year ago before the Half-Life 2 SDK got released.[3][4]
[edit] Videos
[edit] Development team
A list of people currently working on the creation of Fortress Forever.
Administration |
- Schtoofa
- Team Lead / Project Manager
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Programming |
- Mulchman
- Lead Programmer
- DrEvil
- Programmer
- geekfeststarter
- Programmer
- GoaT_RopeR
- Programmer
- Jiggles
- Bug fixing
- Jim "kersk" Hillery
- Programmer
- Gavin "Mirvin_Monkey" Bramhill
- Vacationing Programmer
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Map Design |
- Mark "Defrag" Simpson
- Lead Map Design
- 2d-chris
- Map Design
- Chris "eat" Newman
- Map Design
- Nick "omega" Best
- Map Design
- Jesse "trepid_jesse" Davis
- Map Design
- Jon "trepid_jon" Day
- Map Design
- Zouave
- Map Design
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Media & Art |
- Michael "BritishTang" Jones
- Lead Sound Design
- Sindre "decs" Grønvoll
- Lead Texture Artist
- rebo
- Lead Modeler
- Tommy "Blunkka" Blomqvist
- Map Texture Artist
- Zach "DarkKnightBG" Baharov
- Animator
- Paul "MrBeefy" Painter
- Map Texture Artist
- Kenneth "omen" Jacobsen
- Prop Artist
- Brandon "Spewok" Blackwell
- Character Texture Artist
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Gameplay Mechanics |
- Kelly "Dospac" Dickinson
- Gameplay Design
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Web |
- Jason "FriedBunny" Wray
- Site Design
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Beta Activities |
- PHISH
- Community Beta Co-Lead
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[edit] Past members
Past people who have worked on the development of Fortress Forever.
- Niall "billdoor" FitzGibbon
- Programmer
- Kermit
- Map Design
- Kevin "FryGuy" Hjelden
- Programmer
- Fredrik "Phero" Svensson
- Programmer
- Severin "sev" Odic
- Lead Modeler
- Jeremy "dr_nick" Todd
- Concept Artist
- Craig "craigweb" Perks
- Map Texture Artist
- Andrew "Innes" Innes
- Animator / Modeler
- Rob "Zazi" Kermes
- Map Design
- Crackerjack
- Map Design
- Olah
- Programmer
- Leonard "Stranger" Burton
- Musician / Composer
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- Dave "Chemical Burn" Vanderburg
- Map Design
- Revz
- Gameplay Design
- Shawn "L0ki" Smith
- Programmer
- Vorn
- Programmer
- Evan "Ghroth" Braa-Heidner
- Lead Sound Design
- Cheney
- Map Texture Artist
- Fooley Cooley
- Modeler
- Bile
- Modeler
- Richard "KoKo5oVaR" Malinar
- Prop Artist
- ted_maul
- Programmer
- Voogru
- Programmer
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[edit] Maps by Fortress Forever
A list of maps being created by Fortress Forever to come automatically with the game:
[edit] Capture the Flag
[edit] Attack and Defend
[edit] Notable mentions
[edit] See also
[edit] External links
[edit] References
- ^ Fortress Forever website. Frequently Asked Questions. Retrieved 2007-03-22.
- ^ Fortress Forever forums. Progress? What's Progress? Retrieved 2007-03-22.
- ^ The Far2Cool Network forums. TFC:S 3rd Party MOD - Fortress Forever Announced. Retrieved 2007-03-23.
- ^ The Catacombs forums. Fortress Forever - A Team Fortress Mod for HL2. Retrieved 2007-03-23.