![]() ![]() A live summary of what is happening would be shown scrolling on a part of the HUD like a news ticker, so as to keep the player informed. The HUD was planned to be radically different that the TFC HUD. One of the ideas used was that maps would be part of a greater storyline that the player could progress through. Most of the Italian textures ended up being used in Team Fortress Classic maps, such as Avanti. Some early screenshots also show an urban area, but later screenshots do not show it. Some previews mention flags as well, which might've meant that CTF would've returned.ĭesign-wise, amps were generally going to take place in canyons (like Badlands), the Middle-East and Italian-themed areas. Map objectives were to be much more varied in some maps, you team was supposed to blow up or defend an objective, such as a bridge. Earlier builds had drivable vehicles, but this was scrapped so that the team could focus more on fine-tuning classes. They would also be parts of objectives in maps. Vehicles would play a role in the game, mostly as dynamic spawn points. For example, Robin explained that one of their maps only gave a person one life if that person died, he would've had to wait out the rest of the match. ![]() There would also be a limited amount of lives for each player, depending on the map. However, if another played got next to it, then the gun would fire much faster because the other player would be feeding ammo to it. For example, if there was a mounted machine gun in a map, one player could fire it. In addition to the previously-mentioned morale system, there would be other ways to make two or more teammates work together. Teamwork would be emphasized via combination. If an Officer were to die, the player's morale would reset back to zero. This was done to encourage players to get together and move in teams. The higher the morale, the faster and more accurate a player is. He would generally lead an attack and would affect a player's morale. Players would also have to get into squads, which would be lead by a player in a special class known as the Officer. This class would have a complete view of the map and could issue orders on the fly via text or voice chat. ![]() In this system, there would be an invisible player called the Commander that would issue orders to the players on his team. The most significant change was to be a command system. In addition, classes roles were to be more distinct Medics would only be able to heal and revive allies, not attack the enemy base.īecause of the emphasis on realism, tactics used in real-life, such as suppressing fire, would need to be utilized if a team wanted to win. Weapons would be based on those in real-life, such as the M16A2 and FAMAS. Many unrealistic elements, such as Rocket Jumping and the Minigun, would be removed. Gameplay would be radically different that the gameplay in traditional Team Fortress games. ![]()
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