DiSTuRbEd
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- Aug 6, 2003
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Personally I never properly got into TFC, despite owning it. And I'm glad they're changing it to something unique, because it's meant to be a brand new game, and not just a Source Port. No doubt you'll get your 2fort from the community, and chances are it'll look pretty much exactly like TFC, which is what you want yeah? Good.2fort looks alot different now. They added a roof to the bridge and it looks nothing like it setting wise. I wish they would have kept it looking somewhat the same.
He doesn't like change.Looks awesome. Whats wrong with them darkside?
Well yeah, I'm pretty sure this would be Valve's intention in implementing such a striking addition - forcing people to change up their play a bit. It's highly doubtful that they would do something like covering the bridge on 2fort without thinking about and testing out the gameplay implications.Darkside55 said:Stupid roof. But, whatever. I'm not beyond adaptation of tactics. I've found a way to get around a lot of stuff in TFC; TF2 will be no different. I'm already thinking of ways I can outthink that roof. That roof has become an obstacle; obstacles are my enemy; I will defeat the roof.
I know the style of this game is different, but it is not so different as to completely throw out what one has learned from any previous Fortress game. QWTF to TFC to Q3F, UTF, all other versions of Fortress play in a similar manner. They all handle differently, but the basics remain the same. And I'm letting you know, what I said about the bridge will come to pass.It still boils down to 'it's different from everything I've seen before, so now I must panic'. Yes, ye ole 2fort has strategies in place, but those strategies were made for a different game. Perhaps you haven't noticed, but for the similarities, a great deal of TF2's gameplay is different from previous iterations of the game. If the roof helps differentiate the classes more (as you have described), you've already sort of given the change a good reason, in my book. Part of the point of the game is that each class plays differently. If three classes are able to do the same thing with the same level of ease, that contradicts the previous statement, no?
But the bridge will become a pub killbox. Mark my words. Bodies everywhere inside that thing. Just be aware of it.
as for those chain linked fences... i kind of doubt that those will be able to be shot down. but if they are... well awesome. but by having a level boundary destructible it means that the mapper has to add that much more detail and possibly drop a bit of the frame rate for the extra render cost.
They won't be destructable, that would serve no purpose. What I meant earlier by, "if they can be shot," I meant if they register hits like a physical entity rather than just having projectiles pass through them. I need splash damage coming off those walls.
Yum.. The only thing I dislike is 2fort's new bridge roof.