Valve: New Maps, Fixes, Machinima Tool for Team Fortress 2 in the Works
by Chris Remo, Dec 11, 2007 8:04pm PSTIn emails sent to individual fans, Valve employees have given clues as to what new content Team Fortress 2 owners can expect in the near and more distant future. New maps are in the works, as is an imminent Xbox 360 patch and, surprisingly, the tools Valve uses to create its lauded character class videos.
Confirmation regarding maps and the patch came from Valve's Kerry Davis via forum user Shamrock. Valve submitted an Xbox 360 patch--addressing exploits and bugs, bandwidth usage, and stats reporting--to Microsoft certification today, and expects the certification process to take 10-14 days, completing before Christmas.
Davis noted that the changes are largely "in response to forum posts from both the PC and 360, and from direct in-game feedback from players." He added, "We actually have several people who regularly play TF2 on the 360 and collect feedback... It's a tough job, but someone has to do it." Valve is known for corresponding directly with fans.
As far as new in-production maps, Davis gave no time frame. They will be released individually on PC, and in a single pack on Xbox 360. It is unknown whether that pack will be free; Microsoft has been reported as being discouraging towards developers releasing free game content through Xbox Live.
In a separate email sent to Shacker Trips, Valve's Robin Walker noted that the company plans to add to its official SDK the proprietary tools it uses to create the videos highlighting TF2 classes such as the Heavy, Engineer, Soldier, and Demoman. He said the company uses Softimage XSI and Autodesk Maya as well as its own tools.
"I'm not sure when that'll happen, though, sorry," he noted.
No mention was made of the PlayStation 3 version of the game, released this week as part of The Orange Box.
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Comments
The lack of map variety is one part of it (why is it CP CP CP CP CP, and the god damned same style of CP very time too) But I just dont find the gameplay that fun.
Enemy defending well? Self-harm for uber and an easy win!
Go soldier/demo and spam for kills. Even better when you start throwing out crits like crazy, because its insta-gib time!
The crits really ruin the game when they are the shots that can stop or assist a capture. Fuck all anyone can do about it, no matter how good they are or how well the team is playing.
The Teamwork that exists feels very forced, and playing a medic really isnt that much fun (unless the amount of fun you have is directly proportional to the amount of points you have). TFC had natural teamwork, with the flag runners throwing flags out of windows, people acompanying flag carriers, engineers helping set up each others guns (because metal wasnt so rare), engies repairing everyones armor. Dropped flags on OvD maps becoming much more fun mobile CP's.
TF2 seems like a shell of what it could have been :(
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Why is that exactly?
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The closer I got was the HL1 .dem specs
http://wiki.sukimashita.com/Half-Life_Demofile_Tools
Which were in itself found through reverse engineering. But the HL2 demo adds a few things and I'm getting kinda lost -- after having successfully read the header it's hard to find out where/how the data is stored.
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(Not sure what way they'd go with to do the demoman's demopack tunnel though, without the demoman having demopacks.)
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Check out my mod if you're getting bored of TF2: http://www.empiresleague.com/press/
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