Fortress Forever

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It is likely to contain information of a speculative nature, and the content may change dramatically as more information becomes available.

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]

Contents

[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
Programming
Mulchman 
Lead Programmer
DrEvil 
Programmer
geekfeststarter 
Programmer
GoaT_RopeR 
Programmer
Jiggles 
Bug fixing
Jim "kersk" Hillery 
Programmer
Gavin "Mirvin_Monkey" Bramhill 
Vacationing Programmer
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
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
Gameplay Mechanics
Kelly "Dospac" Dickinson 
Gameplay Design
Web
Jason "FriedBunny" Wray 
Site Design
Beta Activities
PHISH 
Community Beta Co-Lead

[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
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

[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] Other

[edit] Notable mentions

[edit] See also

[edit] External links

[edit] References

  1. ^ Fortress Forever website. Frequently Asked Questions. Retrieved 2007-03-22.
  2. ^ Fortress Forever forums. Progress? What's Progress? Retrieved 2007-03-22.
  3. ^ The Far2Cool Network forums. TFC:S 3rd Party MOD - Fortress Forever Announced. Retrieved 2007-03-23.
  4. ^ The Catacombs forums. Fortress Forever - A Team Fortress Mod for HL2. Retrieved 2007-03-23.