[Valve Software]: The new netcode dramatically decreases the amount of bandwidth used per player, which will definitely help in large games. The main barrier to increasing match sizes then is finding maps that are fun with that many players - probably cz2 and badlands would be a good start.
[shot1] [shot2] [shot3] ... more screenshot
To saying:...from Valve's upcoming multiplayer title due in late 2000.
Probably some miscommunication between Valve and Sierra, or was a little early to post this already? Thanks to Jon Forwick, who was the first to email this in....from Valve's upcoming multiplayer title due in 2000.
...from Valve's upcoming multiplayer title due in late 2000.
[Note: Although we were originally told Team Fortress 2 was ''a year off' from release, Sierra has amended this statement to say the game is ''due out next year.]
Now the Adrenaline Vault has confirmed with Sierra and Valve that Zelsnack has been contracted to assist the Team Fortress 2: Brotherhood of Arms development team, and is doing engine enhancements for the next-generation Half-Life technology being used for the title. Since the online-oriented 3D action game is at least a year off, as a Sierra public relations representative mentioned Tuesday when contacted about ZelsnackÂs responsibilities on the project, both companies turned down our request for an interview. But having him elbow-deep in the code could mean very good things for the product.
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