Team Fortress 2 For Mac Os

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Team Fortress 2

Developer: Valve
Publisher: Valve
Platforms: Windows, Xbox 360, PlayStation 3, Mac OS X, Linux
Released internationally: October 10, 2007 (Windows), June 10, 2010 (Mac OS X), February 14, 2013 (Linux)
Released in US: October 10, 2007 (Xbox 360), November 11, 2007 (PlayStation 3)
Released in EU: October 18, 2007 (Xbox 360), November 23, 2007 (PlayStation 3)
Released in AU: October 25, 2007 (Xbox 360), November 22, 2007 (PlayStation 3)

This game has unused animations.
This game has unused areas.
This game has hidden development-related text.
This game has unused graphics.
This game has unused models.
This game has unused items.
This game has unused music.
This game has unused sounds.
This game has unused text.
This game has debugging material.
This game has regional differences.

This game has a prototype article
This game is still under active development.
Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary!
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
To do:
  • There's still a lot of stuff that needs to be added in general. And I mean a lot...
  • There's several weapons and cosmetics made by the community that includes hidden signatures or messages on their textures.
  • Shelf gib prop images
  • Some of the competitive badges got removed, and replaced with newer ones to indicate tiers better. Also the Starboard Crusader got an update to add badges to the hat, as well as 2 skins to add said badges. Document these models.

Team Fortress 2 (shortened to TF2 by many) is a team-based multiplayer first-person shooter created by Valve, the same creators behind the Half-Life series among others. Starting its life as a far more gritty and realistic military shooter more in the vein of its predecessor (and having its life end at various points according to the community), it was initially released on the Orange Box in 2007 for Windows, Xbox 360, and PlayStation 3. It was also ported to Mac OSX in 2010, with the Linux community seeing a port in 2013. The game features nine different classes to play, all with their different features, weapons, and cosmetics. Oh, so many cosmetics...


  • 4Unused Maps
    • 4.2Unused Map Sections
  • 6Unused Taunts and Animations
  • 9Unreachable Objects
  • 10Regional Differences

Sub-Pages

Prototype Info


Unused Sounds
They just couldn't get them to shut up!
Unused Items
Scrapped hats, weapons and other items.
Unused Models
Scrapped machines and unrefined items that have been reclaimed.
Unused Textures
Miss Pauling?
Unused Text
Do not look upon the forbidden text!
Debug Commands
Tons of debug commands.

Half-Life 2 Leftovers

A lot of the resources from Half-Life 2 were kept in for this game, with the hl2 sub-folder folder being around 2.6 GB. Files that can be found in it include voice lines, NPC models, enemies...pretty much everything short of the actual map files.

The only reason this folder even exists in the first place is because a tiny fraction of the content is used in-game, such as the sound for respawning items, the respawn closet, and the sounds for hitting the geometry of the map. This is especially good considering the entire game is already upwards of 20 GB.

Civilian Class

The Civilian is an unused class that was in the VIP Escort gamemode in Team Fortress. In the original's gamemode, the Civilian had to be escorted from one point on a map to another while under attack. Fitting the name, the Civilian was completely harmless to the opposing team. The class exists in TF2's game code as an unarmed, reference posed Scout with 50 HP, but made inaccessible in the December 20, 2007 patch, at least via the join_class civilian command.

A model of the Team Fortress Classic Civilian was created to act as a bobblehead in Meet the Sniper, with a couple of design alterations to make him not resemble Hitler so much.

  • Civilian

Unused Maps

background01

To do:
Maybe get a picture of the re-enabled menu on the pre-Meet Your Match TF2 as well?

Initially used as the background for the main menu in the beta and console versions, this 'map' also had the hidden purpose of pre-caching assets, namely class models and map-universal props, hence why these are in the map 'off screen' if one were to access it in-game. The map itself is based on the final capture point of cp_dustbowl. The main menu was reworked during the beta period in the September 21, 2007 patch, leaving this unused outside of the console versions. This map can be accessed using the console command 'map background01' and can also be re-enabled as a menu background with 'map_background background01'.

Xbox 360 Main MenuRe-enabled on PC (post-Meet Your Match)Hidden Models

Unused Map Sections

While the following maps are not unused, there are sections of them that are normally inaccessible without noclipping or other means. This does not count areas that the player was blatantly never meant to be in, such as the ghost's spawn area in Harvest Event.

cp_powerhouse

Powerhouse, considering its lengthy development cycle, may have had more areas they intended for the players to access at one point. This includes an area at the final control point of both teams, which leads to an unfinished pathway, potentially for another path to the control point or for another control point entirely. With this also comes a waterfall which cannot be properly seen without using noclip.

  • The waterfall, not visible from either of the last control points.

  • The unused and incomplete area near the final control point, the Red one in particular. mat_fullbright 1 has been turned on for better visibility.

cp_mercenarypark

Two unused areas exist in this map. The first one, located just outside the first control point, is a simple two-tiered room. Considering its design, it may have been considered as a spawn point at one point of development.The second area, however, is more intriguing. Located below the second control point, this area has more detail put into it, with cages and containers in it.

  • The unused room outside of the first control point. This is the upper tier of said unused room.

  • The unused room outside of the first control point. This is the lower tier of said unused room.

  • The area below the second control point. mat_fullbright 1 has been turned on for better visibility.

Unused Training Mode

Spy was going to have a training sequence in Dustbowl, but it was cut. It is fully functional minus some missing text. To access it, go to Training and select Spy, then press ~ (default key) to open the console, type 'map tr_dustbowl', and press enter.

If you try this with either Demoman or Engineer, the hint box will show only a title and the countdown clock will freeze at 9 seconds.

(Source: Spyrin (reddit))

Unused Taunts and Animations

Click on still images to see them animated

All Classes

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:This video plus all of the grenade nonsense complicates the second bullet point a lot.
Note(s) for investigations: Grenades were cut way early on in development so nothing throwing-animation-related would be for the original grenade stuff. There were some throwable weapons and new grenades that were found in staging build code that Valve tested. As well, bread textures are located in materials/models/weapons, so make of that what you will. Bread could have been intended to be a throwable. Far as anyone can tell, the throwing animations were for the bread, and if memory serves, were added roughly around the same time as the bread, but they could've easily been used for any of the throwables in the future as well. Such is the nature of the beast.
  • All classes minus Soldier and Heavy had a taunt named 'taunt_loot'. The taunt depicted the characters taking something out of a chest or box. They are quite rough, especially the Engineer's, which is sped up a bit. As of the Gun Mettle update, the animations were removed entirely, but can still be found in Source Filmmaker under 'Animation Sequences' for the characters that have this taunt.
  • All classes have animations for throwing something in their c_arms models, and are presumably used for the Water Balloon weapons although throwable bread was a possibility as well. Other throwable weapons and new grenades were experimented with by Valve, so it's anyone's guess as to what the animations were actually for. As well, the spell animations and the Scout's and Sniper's throwing animations are different.
  • Animations for death by fire are present for all classes excluding Pyro. Some seem more fleshed out than others, and it's likely they were removed due to how distracting they would have been.

Scout

  • 'taunt_come_and_get_me' has him gyrating his body in an extremely...taunting way.

Soldier

  • 'show1' had him stand up straight, cross his arms, and then extend them to assumedly show something off. It was removed entirely some time after May 2012.
  • Soldier also had two taunts, 'taunt_slit_throat' which has him make a slitting throat gesture, and 'taunt_gimmie_20' which has him point forward and then point to the ground. Both sequences are still in the Soldier's animation files, but were dummied out some time after November 2013.
  • The aptly named 'test' has Soldier standing somewhat awkwardly, assumedly loading two rockets into his rocket launcher.

Pyro

  • 'taunt_sit' had him sit down enthusiastically and then jump back up, possibly a reference to him sitting in the True Meaning comic (or the other way around). The sequence is still in the Pyro's animation files, but has been dummied out some time after November 2013.
(Source: TF2 Wiki (GIF))

Demoman

  • An unnamed taunt that had him raise his weapon triumphantly in the air. It was removed entirely some time after November 2013.

Heavy

  • 'taunt_big_gorilla' had him put down his minigun and pound his chest like, predictably, a gorilla. The animation was removed entirely on an unknown date.
  • 'show1' had him boisterously lean back before showing off something. It was removed entirely some time after May 2012.

Engineer

  • An unnamed taunt where he would take out his guitar and play a long tune on it. Possibly an early version of the Frontier Justice taunt kill. The animation was removed entirely on an unknown date.
(Source: TF2 Wiki)
  • 'taunt10' has the Engineer stumble around for a few seconds before assumedly puking. Possibly meant for his Brundle Bundle costume set.
  • 'taunt_test' had him put down his shotgun and tap his hardhat. It was removed entirely on an unknown date, and was probably never intended to be used based on the name.
  • Engineer's c_arms model has four animations for a potential Engineer revolver, all with the simple prefix 'revolver'. The animations have been in the game since 2015.

Sniper

  • 'taunt_saxophone' was fairly similar to the used Killer Solo taunt's animation with slight differences and a little jump at the end. It was used in the Expiration Date short, so they may have planned to reuse that animation, but ultimately altered it. This taunt was removed from the files some time after November 2013.
  • Sniper's c_arms model has four unused animations with the prefix 'rifrevolver', possibly meant for the High Noon community weapon, which has not been put in the game as of March 2021. Attempting to play them in the Half Life Model Viewer will crash the program.

Spy

  • Spy's c_arms model contains four unused animations with the prefix 'c_dart_gun', intended for the planned Dart Gun/DNA Gun. The animations were added to the Spy's c_arms model in the June 18th, 2014 patch (Love and War update). For some reason, Spy's left hand will twitch a bit at the end of the idle animation.

Robots

  • All robot classes minus Engineer have unique animations for dying from headshots and/or being backstabbed. The Engineer's animations for these are the same as its human counterpart (down to having the unused burning animation present), and all robots in-game will simply ragdoll when killed in these ways.

Unused Item Qualities

Team fortress 2 for mac os high sierra

Within the game files, there are 4 item qualities that currently remain unused, one of which shares the same quality color as the Vintage quality.

Team fortress 2 for mac os x
  • 'Completed' - No associated color
  • 'Customized' - #476291
  • 'rarity2' - #8D834B
  • 'rarity3' - #70550F

Unused Marketing Poses

The following poses were used in marketing images, but never actually used in-game. The animations have been removed from the TF2 player model animation .MDL's, but can still be found in the Source Filmmaker animation .MDL's.

  • Scout Marketing pose, demonstrating the infamous 'Crazy Legs' glitch. Used in the blog post Better Late Than Never.

  • The Soldier, prepared for war. Used in the WAR! Soldier page.A similar pose can also be seen as an easter egg in sd_doomsday and cp_foundry.

  • The Soldier, triumphing over the Demoman to earn the Gunboats. Used in the WAR! Victory page.

  • The Soldier poses with his new weapon, the Direct Hit, which is missing from its raw model shot. Used in the WAR! Soldier page.

  • The Soldier poses with an active Buff Banner. Used in the WAR! Soldier page.

  • Unused. Assumed to have been for the Equalizer's section on the WAR! Soldier page, or as a 'Loss' pose on the WAR! Victory page if the Soldier had lost the battle. If it's the former, then it was likely scrapped due to obvious model flaws.

  • The Demoman gestures to the sky in victory. Would have been used in the WAR! Victory page if the Demoman had won the war.

  • The Demoman looks down, defeated. The bottle he is clutching in his right hand is missing from the raw shot. Used in the WAR! Victory page.

  • The Demoman relaxes, holding his Scottish Resistance loosely. Used in the WAR! Demoman page.

  • The Demoman holds his Eyelander high, and prepares to decapitate an enemy. Apart from the facial expression, this pose matches the taunt animation for the Eyelander. Used in the WAR! Demoman page.

  • The Heavy shows love to his minigun Sasha. This pose, or possibly a similar pose, was used for the VI Day image posted on the official blog with the conclusion of the WAR! Update.

Unreachable Objects

mvm_ghost_town.bsp

Right behind the bathrooms, there are two misplaced objects. One is a medkit, another is an ammobox.

mvm_coaltown.bsp

A similar situation in Coal Town map.

Regional Differences

Several regional differences are present within Team Fortress 2;

German - 'Low Violence' Files

The German release of the game contains several changes to avoid getting a 'keine Jugendfreigabe' ('adults only') rating. Blood particles for players are replaced with sparks to make it appear as if the player characters are all robots. Instead of the default player model gibs that would appear when the player gets exploded, the 'silly' gibs from the TF2 Birthday event are used. There are also 'bloodless' versions of the Axtinguisher and the Ubersaw. Other weapons were added over time that had blood on them, but bloodless versions were never made for this low-violence version. Much more recently, the ability to have the low-violence files removed from your account has been made available.

Low Violence
Bloody




Mac

French - Spy Voice Lines

To do:
Upload the French English-speaking-Spy voice lines? The source goes to a YouTube video that shows them all off though. Should they be uploaded anyway?

The French release of the game has the Spy's voice lines in English rather than French.

(Source: TF2 Voice Comparison (English, Spanish, Russian, German, French) - YouTube)

Team Fortress 2 Mac Os

Belgium & Netherlands - Mann Co. Supply Crate Restrictions

To do:
Someone from these respective countries please assist in explaining the various restrictions, maybe add some images of popup messages you get ingame along with English translations for the English copy of this article as well

Due to anti-gambling laws in Belgium & the Netherlands, the ability to purchase keys and open crates is restricted entirely to players from those countries.

Oddities

  • Mannhattan's map-specific sounds are located in a directory called mvm_warehouse (under ambient or ambient_mp3) in 'tf2_sound_misc_dir.vpk'. This may have been the map's name during development.
The Team Fortress series
Windows, Mac OS X, LinuxTeam Fortress Classic • Team Fortress 2 (Prototypes)
Related games
Windows, Mac OS X, LinuxSource Filmmaker (Prototype)
Retrieved from 'https://tcrf.net/index.php?title=Team_Fortress_2&oldid=1005288'
“Gotta move that gear up!”
This article may contain content that is out of date. You can help improve this article by updating the content as necessary. See the wiki style guide.
Notes: Lots of out-of-date information. I'd fix it myself, but I don't really have the time...
Team Fortress 2
Basic Information
Developer:
Publisher:
Distributor:
Engine:
Designer(s):

John Cook, Robin Walker

Released:
  • Microsoft Windows & Xbox 360 (Retail - The Orange Box)
    • NA: October 10, 2007
    • EU: October 18, 2007
    • UK: October 19, 2007
    • AU: October 25, 2007
  • Microsoft Windows (Steam)
    • International: October 10, 2007
  • PlayStation 3
    • NA: December 11, 2007
    • AU: November 22, 2007
  • Microsoft Windows (Retail - Standalone)
    • NA: April 9, 2008
    • International: April 11, 2008
  • Mac OS X (Steam)
    • International: June 10, 2010
  • Linux (Steam)
    • International: February 14, 2013
Modes:

Multiplayer

Genre:

First person shooter

Ratings:
  • ESRB: M
  • PEGI: 16+
  • BBFC: 15
  • OFLC: MA15+
Platforms:

Microsoft Windows, Xbox 360, PlayStation 3, Mac OS X, Linux

Media:

Download, DVD, Blu-ray disc

Requirements:
  • Windows
  • Minimum: 1.7 GHz Processor, 512MB RAM, DirectX® 8.1 level Graphics Card (Requires support for SSE), Windows® 7 (32/64-bit)/Vista/XP, Mouse, Keyboard, Internet Connection
  • Recommended: Pentium 4 processor (3.0GHz, or better), 1GB RAM, DirectX® 9 level Graphics Card, Windows® 7 (32/64-bit)/Vista/XP, Mouse, Keyboard, Internet Connection
  • OS X
  • Minimum: OS X version Leopard 10.5.8, Snow Leopard 10.6.3, 1GB RAM, NVIDIA GeForce 8 or higher, ATI X1600 or higher, or Intel HD 3000 or higher, Mouse, Keyboard, Internet Connection

Team Fortress 2 is a team-based multiplayer first-person shooter developed by Valve Software as part of the game bundle The Orange Box. It was first released for Microsoft Windows and Xbox 360 on October 10, 2007. A PlayStation 3 version then followed on November 22, 2007. Following suit, it was released as a standalone title on April 9, 2008, and on June 10, 2010, Team Fortress 2 was released for Mac OS X. The PC and OS X versions of Team Fortress 2 adopted a 'Free to Play' model on June 23, 2011, with all revenue being generated from microtransactions in the In-game Store. After several months of closed beta, Team Fortress 2 was finally released for Linux operating systems on February 14, 2013.

The game was first announced in 1998 as a sequel to the original Team Fortress mod for Quake (a first-person shooter video game, developed by id Software), but has since been through various concept and design periods. In 1999, the game appeared to be abandoning the art styles of the original Team Fortress Classic by transitioning toward a more realistic and militaristic style of gameplay. However, the design continued evolving over the game's nine-year development period and game engine switch. The final art style rendition of Team Fortress 2 resembles that of the original Team Fortress and Team Fortress Classic games, and also features a cartoon-like visual style based on the art of Dean Cornwell, J. C Leyendecker, and Norman Rockwell. Team Fortress 2 follows a popular trend in recent CGI films, in particular, films recently made by Pixar, such as The Incredibles.

The absence of media information or apparent development progress for six years of the game's development caused it to be labeled as vaporware, and it was regularly featured in the Wired News' annual vaporware list, among gaming news outlets. Since its release, however, the game has received critical acclaim and several awards.

  • 1Gameplay
  • 2Development
  • 3Critical reception

Gameplay

Team Fortress 2 in play: a group of RED players attack a BLU base on the Capture the Flag map '2Fort', whilst showing Scout, Engineer, Heavy, and Spy from the first person perspective of a Medic.

Like its predecessors, Team Fortress 2 is centered around two opposing teams competing for an objective. These two teams are meant to represent a demolition and a construction company as a part of the backstory: Reliable Excavation Demolition (RED) and Builders League United (BLU). Players can choose to play as one of nine classes in these teams, each with their unique strengths, weaknesses, abilities, and roles. Although the abilities of some classes have changed from earlier Team Fortress incarnations, the essential elements of each class have remained.

Team Fortress 2 is the first of Valve's multiplayer games to incorporate detailed statistics for players. These statistics include the time spent playing as each class, the average point score, and the most captures or objectives achieved in a single round. Persistent statistics tell the player how they are improving concerning these statistics, such as if a player comes close to their record for the damage inflicted in a round. Team Fortress 2 also features numerous achievements for carrying out certain tasks, such as scoring a certain number of kills or completing a round within a certain time. New sets of class-specific achievements were added in updates after the main release. These have added new abilities and weapons to each class once unlocked by the player. Unlocked achievements and statistics from previously played games are displayed on the player's Steam Community or Xbox LIVE profile page.

Maps

Main article: Maps

On the PC and OS X versions of Team Fortress 2, the initial release only included six official Valve maps, with several dozen more being added to the game over the years by Valve and the Team Fortress 2 community. On the console versions, however, these original six maps, all released by Valve, are still the only maps available. The official maps are commonly themed with an evil genius or retro-spy tech mentality, with secret bases that are concealed within industrial warehouses, as well as exaggerated super weapons such as laser cannons and missile launch facilities taking the role of objectives.

When players join a map for the first time, an introductory video shows them how to complete map objectives. Map player limits are twenty-four on the PC and OS X, although the player limit has been altered on some servers to reach as high as thirty-two, while the player limit on the Xbox 360 and PlayStation 3 is sixteen.

Development

Origins

Originally developed as a freeware mod for Quake, Team Fortress 2 switched to the GoldSrc engine in 1998 after the development team of Team Fortress Software – consisting of Robin Walker and John Cook - was first contracted and employed by Valve. At the time, Team Fortress 2 was called Valve's Team Fortress. At the point of Team Fortress Software's acquisition, production moved up a notch, and the game was promoted to a standalone, retail product to tide fans over since, as well as time issues, much of the Team Fortress player base had purchased Half-Life solely in anticipation of the free release of Team Fortress 2. Work began on a simple port of the game which was released in 1999 as the free Team Fortress Classic. Notably, Team Fortress Classic was built entirely within the publicly available GoldSrc Software Development Kit (SDK) as an example to the community and industry of its flexibility.

Walker and Cook were heavily influenced by their three-month contractual stint at Valve and began working full-time on their design, which was undergoing rapid metamorphosis. Team Fortress 2 was to be a modern war game, with a command hierarchy including a commander, with a bird's-eye view of the battlefield; parachute drops over enemy territory; networked voice communication; and numerous other innovations.

E3 1999

The original build of Team Fortress 2 had a more realistic style.

The new design was revealed to the public at the 1999 Electronic Entertainment Expo (E3) where it earned several awards including Best Online Game and Best Action Game. By this time Team Fortress 2 had gained a new subtitle, 'Brotherhood of Arms', and the results of Walker and Cook working at Valve were becoming evident. Several new, and at the time, unprecedented technologies were on show: parametric animation; seamlessly blended animations for smoother, more life-like movement; and Intel's multi-resolution mesh technology dynamically reducing the detail of on-screen elements as they become more distant to improve performance (a technique made obsolete by decreasing memory costs, since today's games use a method known as level of detail, which employs more memory but less processing power). No release date was given at the exposition.

In mid-2000, Valve announced that Team Fortress 2's development had been delayed for a second time. They put the news down to development switching to an in-house, proprietary engine that is today known as the Source engine. It was at around this time that all news ran dry, and Team Fortress 2 entered its notorious six-year vaporware phase, which was to last until July 13, 2006. During that time, both Walker and Cook worked on various other Valve projects – Walker was project lead on Half-Life 2: Episode One and Cook became a Steam developer among other things – raising doubts that Team Fortress 2 was the active project that was being repeatedly described.

'Invasion' design

See also: Invasion
Alien commando.
Human commando. See concept art.

When the infamous Half-Life 2 source tree was leaked in late 2003, two Team Fortress 2 models were included along with the Team Fortress 2 source code – which was fully compilable. They consisted of an alien grunt and a very stylized, out-of-proportion human soldier. The code was interpreted by fans as making references to parts of the Half-Life backstory; however, the two leaked player models did not resemble any known style from the Half-Life series, leading many to think it was meant for Team Fortress 2.

The Source SDK was released with the Half-Life 2 source code, and also provided references to Team Fortress 2. Some code merely confirmed what was already believed, but other segments provided completely new information such as the presence of NPCs in multiplayer matches, the possibility of the game taking place in the Half-Life 2 universe, fixed plasma gun and missile launcher emplacements, and more.

None of the leaked information appears to have had any bearing on today's version of the game. This iteration was mentioned in an August 2007 interview with Gabe Newell by GameTrailers and a September 2010 interview with PC Gamer, in which he mentions 'Invasion' as being the second phase of Team Fortress 2's development under Valve Software.

Final design

The final build of Team Fortress 2 goes for a highly stylized 'retro' design.

The next significant public development occurred in the run up to Half-Life 2's 2004 release: Valve's Director of Marketing Doug Lombardi claimed that Team Fortress 2 was still in development and that information concerning it would come after Half-Life 2's release. This did not happen, nor was any news released after Lombardi's similar claim during an early interview regarding Half-Life 2: Episode One. Near the time of Episode One's release, Gabe Newell again claimed that news on Team Fortress 2 would be forthcoming – and this time it was. Team Fortress 2 was unveiled again a month later at the July 2006 EA Summer Showcase event.

Walker revealed in March 2007 that Valve had quietly built 'probably three to four different games' before settling on their final design. Due to the game's lengthy development cycle it was often mentioned alongside Duke Nukem Forever, another long-anticipated game that went through many years of protracted development and engine changes before being released.

The beta release of the game featured six multiplayer maps of which three contain optional commentary by the developers on game design, level design, and character design, and provide more information on the history behind the development.

Team Fortress 2 does not attempt the realistic graphical approach used in other Valve games using the Source engine such as Half-Life 2, Day of Defeat: Source, and Counter-Strike: Source. Rather, it uses a more stylized, cartoon-like approach 'heavily influenced by early 20th century commercial illustrations.' The effect is achieved using a unique Valve in-house rendering and lighting technique making extensive use of 'Phong shading.' The development commentary in the game suggests that part of the reason for the cartoonish style was the difficulty in explaining the maps and characters in realistic terms. The removal of an emphasis on realistic settings allows these questions to be sidestepped. The game debuts with the Source engine's new dynamic lighting, shadowing and soft particle technologies, among many other unannounced features, alongside Half-Life 2: Episode Two. Team Fortress 2 was also the first game to implement the Source engine's new Facial Animation 3 features.

The art style of the game was inspired by J. C. Leyendecker, as well as Dean Cornwell and Norman Rockwell. Their distinctive styles of sharp silhouettes and shading to draw attention to specific details were adapted to make the models distinct, with a focus on making the characters' team, class, and current weapon easily identifiable. Silhouettes and animation are used to make the class of a character apparent even at range, and a color scheme that draws attention to the chest area brings focus to the selected weapon.

Maps are designed with a neutral space between two bases. They are archetypal spy fortresses but disguised as inconspicuous buildings to give plausibility to their close proximities. The maps have little visual clutter and stylized, almost impressionistic modeling, to allow enemies to be spotted more easily. The impressionistic design approach also affects textures, which are based on photos that are filtered and improved by hand, giving them a tactile quality and giving Team Fortress 2 its distinct look. The bases are designed to let players immediately know where they are. The RED base uses warm colors, natural materials, and angular shapes, while the BLU base uses cool colors, industrial materials, and orthogonal shapes.

Release

During the July 2006 Electronic Arts press conference, Valve revealed that Team Fortress 2 would ship as the multiplayer component of Half-Life 2: Episode Two. A conference trailer demonstrated the game's new graphical style was featuring all of the original Team Fortress classes, pointed towards a more light-hearted and whimsical visual style as opposed to the dark, somewhat more traditional, a military simulation that had initially been shown. Gabe Newell, the managing director of Valve, said that their goal was to create 'the best looking and best-playing class-based multiplayer game.'

A beta for Team Fortress 2 was released via Steam on September 17, 2007, for customers who pre-purchased The Orange Box and for those who activated their 'Black Box' coupon, which was included with ATI HD 2900XT Graphics cards. In addition to The Orange Box customers, LAN gaming centers using the 'Steam for Cafe' system had the game installed and ready to play.

Team Fortress 2 was released October 10, 2007, as both a standalone product via Steam and at retail stores as part of The Orange Box – a game bundle pack priced at each gaming platform's standard price. The package also contains Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two. and Portal. Valve offered The Orange Box at a $5 discount for those who pre-purchased it via Steam before the October 10 release, as well as the opportunity to participate in the final beta test of Team Fortress 2. The game receives periodic, free updates that give the game new content, bug fixes, and additional features.

Team Fortress 2 became free-to-play on June 23rd, 2011 on Steam.

Team fortress 2 for mac os x

Critical reception

Team Fortress 2 was very well received by critics and consumers alike. Charles Onyett of IGN awarded Team Fortress 2 an 8.9/10 praising the quirky graphics and fun atmosphere, but criticizing the lack of extra content, like bots, as well as the removal of class-specific Grenades which were one of the defining features of the original Team Fortress. By contrast, PC Gamer UK praised Team Fortress 2 for removing the Grenade, continuing to compliment Valve Software for the unique nature of each of the game's characters. Despite some mild criticism over map navigation and the Medic class, PC Gamer UK awarded the game 94%. X-Play awarded The Orange Box with its highest rating (5/5) with nothing but good things to say about Team Fortress 2. Review aggregation site Metacritic ranks Team Fortress 2 as having received 'universal acclaim,' with an average critic review of 92%, based on 12 reviews by game critic sites, and a 9.6/10 rating based on user ratings. As of January 21, 2008, The Orange Box has a GameRankings score of 96.2% on the Xbox 360, making it tied for the highest ranked Xbox 360 game and a score of 96.2% on the PC.

EvaluationMagazine / WebsiteView
100AceGamezThe marriage of highly stylised retro-spy presentation, fresh, high octane action, deep and varied classes and the underlying twinkle of humour in its metaphorical eye make Team Fortress 2 far more than just your average fragfest. Long after the novelty of the graphics wears thin, we are left with a refined and accessible multiplayer game that simultaneously cultivates new players whilst retaining enough depth to accommodate even the hardiest of veterans - as such, this is going to be a firm favourite with shooter fans everywhere for months if not years to come.
100GameSpyAt this point, it's a leading contender for our Multiplayer Game of the Year, and whether you pick it up as part of the Orange Box package or on its own via the Steam digital download service, it's worth every penny.
100Eurogamer
(Re-review) [July 2011]
Team Fortress 2 is the purest embodiment of Valve's philosophy: listening to their audience, always updating, and forever over-delivering. It's also the best argument for Steam as a platform ever made: with an average of one update a fortnight it has expanded and changed so much, yet like its celebrated silhouettes, still stands out, utterly familiar.
96Cheat Code CentralTeam Fortress 2 is a must-buy. It's the most fun you'll have being shot at in a long time.
96PCGamerA brilliant, ever-evolving multiplayer shooter. three years on and Team Fortress 2 is better and cheaper than ever.
96YouGamersWhen the biggest flaw of the game is that it gets a bit repetitive after the first hundred or so hours of play, you know you have something special.
94PC Gamer UKRich, gorgeous and endlessly fun.
93Computer Games Online ROWatch out though, if you get the taste of it, eventually you might end up telling your boss, 'Take it like a man, shorty!'
93PC Zone UKThe perfect integration of classes, the character and level design, the visuals, and the level of accessibility. [Dec 2007, p.64]
92GameZoneThis game makes me laugh even when I'm losing … an impressive feat.
90EurogamerThe game also does a lovely job of framing your relationship with other players and nurturing them.
90GameDailyWith a whacky, off-the-wall cartoon style, Team Fortress 2 provides excellent class based multiplayer action. TF2's classes are unique from each other and stand out to fulfill specific roles, but flexible enough to adapt to changing situations.
90Play (Poland)The ideal online shooter: average player can enter the fray and even hurt somebody, while pros will be grinding away milliseconds from the time to carry the suitcase on 2Forts. And all thanks to the fact that among the nine classes there is exactly zero useless ones. The only serious drawback is the disgracefully low number of maps: only six. [Dec 2007]
901UPI loved, loved TF2's cosmetic makeover. 'Cartoon come to life' isn't compliment enough. Some cartoons are better animated, more distinctively stylized than others – and, by analogy, this is among the best.
90PALGNTeam Fortress 2 is, at heart, a gloriously simple game that's been created with style, panache and an undeniable love of gaming. It's the kind of game that you want to show to people who don't play games so that they understand and then either get involved or go away.
There is life before Team Fortress 2, and there is life after. After is better.
90GamerNodeThe action is fast-paced and furious, the game's presentation is hilarious and exciting and the gameplay is very easily approachable. Experiment with a few classes or stick with one, but do anything to get your hands on TF2. It'll be an online experience you won't forget.
89IGNIt's one hell of a game. With its powerful artistic style and blazingly quick, yet accessible gameplay, it's enough to melt the icy cynicism imprisoning the hearts of even the most jaded among us. That being said, it's not the most complex shooter out there.
85The New York TimesTeam Fortress 2 is a beautifully designed game with a visual style reminiscent of old Warner Brothers cartoons, and battles that combine strategy with frenetic action. The only real flaw is the documentation, which is far too skimpy to be of any help at all in learning the intricacies of each soldier class.
85GameSpotTeam Fortress 2 sets a brilliant stage for its signature brand of class-based multiplayer mayhem.
80GameSpot
(Re-review) [January 2014]
Staying relevant even a year after release is rare for a competitive shooter, and yet, here's Team Fortress 2, still lively after seven years in the business. At times it feels like the same game you could have played back then, and at other times it feels like no one will ever quite nail class-based shooter competition the way TF2 does. The experience has evolved over the years without compromising what made it so great in the first place, so though your free-to-play options may have increased considerably in the past few years, there are few that do it as well as Team Fortress 2.

Awards

Team Fortress 2 has won several awards since its release. In its 'Best of 2007' awards, IGN.com honored the game with an award for 'Best Artistic Design' for the PC. Additionally, Team Fortress 2 received awards for 'Best Multiplayer Experience (PC),' and 'Best Artistic Direction (PC)' from 1UP.com in its 2007 editorial awards. The game also won 'Best Multiplayer Game of the Year' both on the PC and on any platform in GameSpy's 2007 Game of the Year awards along with an award for 'Most Unique Art Style.'

External links

  • The Team Fortress 2 page at the official site of The Orange Box.
  • Valve Software official site.
  • The Team Fortress 2 Game Hub on Steam.

Major game updates (oldest to newest):

How To Play Team Fortress 2 On Mac Catalina

  • The Gold Rush Update (April 29, 2008)
  • The Pyro Update (June 19, 2008)
  • A Heavy Update (August 19, 2008 )
  • The Scout Update (Febuary 24, 2009)
  • The Sniper vs. Spy Update (May 21, 2009)
  • Classless Update (August 13, 2009)
  • Hallowe'en Special (October 29, 2009)
  • WAR! Update (December 17, 2009)
  • 119th Update (April 29, 2010)
  • The Mac Update (June 10, 2010)
  • The Engineer Update (July 8, 2010)
  • The Mann-Conomy Update (September 30, 2010)
  • Scream Fortress Update (October 27, 2010)
  • Australian Christmas (December 17, 2010)
  • The Hatless Update (April 14, 2011)
  • The Replay Update (May 5, 2011)
  • The Über Update (June 23, 2011)
  • The Manniversary Update (October 13, 2011)
  • Very Scary Halloween Special (October 27, 2011)
  • Australian Christmas 2011 (December 15, 2011)
  • Pyromania Update (June 27, 2012)
  • Mann vs. Machine Update (August 15, 2012)
  • Spectral Halloween Special (October 26, 2012)
  • Mecha Update (December 20, 2012)
  • Robotic Boogaloo Update (May 17, 2013)
  • Two Cities Update (November 21, 2013)
  • Smissmas 2013 (December 20, 2013)
  • Love & War Update (June 18, 2014)
  • Scream Fortress 2014 (October 29, 2014)
  • End of the Line Update (December 8, 2014)
  • Smissmas 2014 (December 22, 2014)
  • Gun Mettle Update (July 2, 2015)
  • Invasion Update (October 6, 2015)
  • Scream Fortress 2015 (October 28, 2015)
  • Tough Break Update (December 17th, 2015)
  • Meet Your Match Update (July 7th, 2016)
  • Scream Fortress 2016 (October 21, 2016)
  • Smissmas 2016 (December 21, 2016)
  • Jungle Inferno Update (October 20th, 2017)
  • Scream Fortress 2017 (October 26th, 2017)
  • Scream Fortress 2018 (October 19th, 2018)
  • Smissmas 2018 (December 19th, 2018)
  • Scream Fortress 2019 (October 10th, 2019)
  • Scream Fortress 2020 (October 1st, 2020)
  • Smissmas 2020 (December 3rd, 2020)

Team Fortress 2 For Mac Os Download

Team Fortress series
Team Fortress → Team Fortress Classic → Team Fortress 2 (The Orange Box)
Cancelled games:Valve's Team Fortress → Team Fortress 2: Brotherhood of Arms → Invasion

Team Fortress 2 For Mac Os Catalina

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