Team Fortress 2 Receiving Unlockable Items, New Gameplay Mode, New Maps Soon
by Chris Faylor, Jan 23, 2008 8:09am PSTUnlockable items and a new gameplay mode are on their way to the PC version of Valve's Team Fortress 2 as part of its upcoming large scale gameplay shift.
According to
PC Gamer, the items will become available as gamers earn class-specific achievements. As the Medic will be the first class to receive specialized achievements, it will also be the first to receive new items.
One of the two Medic-specific items will be the Overhealer, which permanently doubles a target's health capacity. To balance this, Valve is considering increasing charge time for an Uber when it is equipped. Another possibility is that the company may remove the Overhealer's Uber capability altogether.
Currently, the plan is to allow gamers access to the Overhealer when they earn about half of the 35 Medic-specific achievements, with the other as yet unannounced item unlocked after the criteria for all the achievements have been met.
The items will be available via the new Loadout menu, suggesting that gamers will not be able to easily swap between the gameplay-altering tools in the midst of battle.
Goldrush, the second of the two forthcoming maps, sports a new escort-oriented gameplay mode. In it, the Blue team must escort a mining cart from one side of the map to the other. The more Blue are around, the faster the cart moves. However, it stops dead in its tracks if even one Red is in the vicinity, with the ever-moving point of conflict is said to make a solid defense rather tricky.
The two new maps, Badlands and Goldrush, are now expected to arrive in just over a month, with the Medic achievement pack and gameplay slated to hit before then. In true Valve spirit, which appears to be unaffected despite the studio's crushing defeat at the hands of Team Shacknews, the content will be provided for free to owners of the PC version.
At present, the company is unsure when or if it will release the content for the Xbox 360 and PlayStation 3 editions of Team Fortress 2, which are only available in The Orange Box.
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Comments
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1. It's Valve
2. Because it's so heavily team based, if you don't have everything unlocked, someone else might so as a team you will not be at a disadvantage unless you have a WHOLE team of noobs.
3. They seem to want to provide options rather than upgrades. In theory if they balance it well enough, even if you have everything unlocked you may still choose to use the original weapons because they are on equal standing.
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Was thinking it could be like an ubercharge where you could charge a crit based off hits/kills. Or possible tie it into the medic and the medic could only active a crit for you.
I dunno, just don't like the system.
Also here's hoping for infection for medics! Also I want a pyro bomb, I miss those.
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And now they go and add in things that will make new players bottom feeders while people with lots of playtime and achievements get extra skills and abilities.
Is everyone at valve with common sense working on Left 4 Dead now or something? First they claim TFC's support classes never left their bases so needed changing (hah!) and now this....
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Also, what's the best DVD burner software out there? I just need to burn files to DVD for backups, so nothing too exotic is needed.
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Call of Duty 4 has won the multiplayer matchup, and now valve is playing catch up with adding inventory items you unlock and achievements.
Don't get me wrong free content is free content....but it's funny how the bitching goes down about stolen ideas, etc if it's company like valve....if this was EA people would be saying god damn EA can'
t think of anything themselves.
I just want a COD4 expansion pack with more maps,guns (AUG!), and achievements.
PLEASE oh PLEASE keep vehicles out of these games TF2 and COD4....it makes the game shitty...ET:wolf vs ET:quake wars example.
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I will wait and see, because Valve tends to do well with these things. I just don't have a great deal of confidence about this change based on my past experience with systems like this.
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http://i4.photobucket.com/albums/y121/wootmonkey/Art/spacey_tf2splash.jpg
Original post @ Polycount.com: http://boards.polycount.net/showflat.php?Cat=0&Num ...
More images:
http://tomtallian.com/portfolio/tf2_scout.jpg
http://tomtallian.com/portfolio/tf2_soldier.jpg
http://tomtallian.com/portfolio/tf2_medic.jpg
http://tomtallian.com/portfolio/tf2_pyro.jpg
http://tomtallian.com/portfolio/tf2_demoman.jpg
http://tomtallian.com/portfolio/tf2_heavy.jpg
http://tomtallian.com/portfolio/tf2_engineer.jpg
http://tomtallian.com/portfolio/tf2_sniper.jpg
http://tomtallian.com/portfolio/tf2_spy.jpg
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Achievement farming starting in 3....2....1....
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Fuck.
Let's just wait and see how it is before we start bitching.
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I can't see how that will be good for the game. Whatever offense class gets new options/unlocks first is going to be played by everyone and their grandmas. Very surprised they are doing it this way in indeed they are.
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I am an old Valve supporter, playing the original HL/TFC before playing CounterStrike professionally, sadly I moved to a rural area without highspeed, so I only have the option to play from lans where the cyber cafe program is run on.
If anybody could contact Valve and have them look into this, the lan community would be very happy. (We play a LOT here at MetaGames in Springfield, MO - please allow us the chance for fairplay)
~DuctTapeMessiah
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The concept is good in theory, but it just never seems to have a fun point when you have people with certain advantages over new players just because they've been playing longer.
I much prefer an Enemy Territory/Call of Duty: UO system, where you can get unlocks during a campaign/map, but that then reset during the next campaign/map. Quake Wars, for those who've played it, has probably the best implementation of this.
For example, Medics in Quake Wars get "Full Revive" after getting enough EXP during a campaign, allowing them to revive a player to full health (as opposed to reviving them to 60% health or whatever it is normally). It's great to have, and it definitely helps your team, but it doesn't break the game... particularly for people just joining the server. (Compared to the more broken unlocks in the original ET, this is exponentially better)
After the campaign ends though (a campaign being 3 maps), and the next one starts, everyone's EXP in every area is set back to 0, meaning you have to work to unlock these benefits again. It's fair for everyone, and yet still rewards players who've played longer and know the game well (since they'll probably be better than most people, and thus likely be able to gain exp in whatever area a little quicker).
there has to be some reason behind them doing this.
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I guess I shouldn't pass judgement on something I haven't even yet played though, so I'll wait before deciding if I love/hate the new additions. U
Unlockable items is what scares me most...
Sometimes too many options isn't a good thing...KISS
Keep it simple stupid!
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Goldrush sounds fun. Scout zerg + frantic jumping to stop the cart will be hilarious.
I wonder how quickly the other classes will get their unlock list + items.
I can't wait for the scout to get his jetpack. I loved that thing.