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We thought you might be interested in seeing some of the "behind the scenes" work that goes on in Team Fortress 2. The process usually starts with a team discussion: This helps us determine the goals of the map we're going to build. In this case, we wanted a game mode that had an intense, centralized experience with quick player turnaround. We liked some of the facets of Arena mode, but it was clear that many players don't like to wait for the next round to play.
The sooner we could prototype the new mode, the sooner we could start gathering data on it. To this end, we converted some of the existing arena maps and started experimenting. Some were more successful than others. We quickly found out that fun arena maps weren't necessarily fun KOTH maps. Playtesting the new mode on existing maps helped us explore various ideas that we used to generate rough sketches of what would become Viaduct. In order to get some real data on its success or failure as fast as possible, we used Hammer to quickly turn the sketches into a very rough version of the map. Then we started playing.
Here's a timelapse video showing the evolution of Viaduct:
If you wish to watch this video, you will need to Download the Flash plugin.
If you wish to watch this video, you will need to Download the Flash plugin.
We playtest daily. Almost every version you can see in the timelapse video was at one point tested with a mix of experienced and new players. That way, decisions are driven by the observations and feedback generated by the test. As an example, at one point several sessions in, it felt as though the player wasn't being given enough of a "cool-down" period after being in the action at the control point. The pacing was actually too intense. In addition, teams that captured the zone felt they had no space in which to keep control, due to the continuous stream of enemies pouring into the space. This devalued some classes significantly, like the Engineer. We were able to address both of these issues through the creation of an area in front of the respawn rooms. This allowed us to push the spawn points further away from the control point.
Once the map started progressively improving in terms of playability, we started to feel more confident about the new game mode. Now the art pass could begin. We were still playtesting the map throughout this phase, though the layout changes tend to be on a smaller scale (such as moving health and ammo, adjusting jump distances between objects for classes, and addressing sniper sight line issues). The snow, as you can see from the timelapse, was a late additionthe idea was put forward to extend the alpine theme and provide a new, visually interesting space to fight in.
Due to popular demand, the Classless Update Day Two "Medic and Heavy" image is now available as a downloadable wallpaper, available in either 1600x1200 or dual monitor 2560x1024.
Also check out this awesome top ten frag video collection from someone who sounds German but apparently isn't. Suspicious. We'll be spy-checking him shortly with a flamethrower and get back to you.
Lastly, the always-awesome TF2 mapmaking community has already cooked up a King of the Hill map pack. Be sure to give 'em a look!
Go check it out, and keep your eyes peeled for goodies!
*Has probably already been done by someone in the TF2 community. Please don't sue us.
I would like to thank you for emailing us to point out that Viaduct is not the first TF2 map to feature snow. More importantly, I would like to thank you for stopping.
Immediately.
In accordance with our corporate policies on plagiarism, Corey Petersthe person responsible for Viaducthas been forced to uninstall Hammer under the supervision of our crack security team. He was then asked to remove his hard drive and bludgeon it to pieces with a stapler, also under the supervision of our crack security team. Lastly, he was bludgeoned to pieces by our crack security team. He is currently in surgery having important organs replaced. I have seen to it that any map-making appendages he possesses (all of them, to be safe) are removed, so that an oversight of this grievous magnitude will not occur again.
Dhabih Engthe artist behind the Innovative Snow Effect Never Seen Before in an FPS (his words)has been suitably reprimanded, and by this we mean he has been launched into space, where I'm told there will be plenty of snow for him to steal. The writers behind the "first Team Fortress map to take place during a snowfall" line on our website have been replaced with new, better writers. (They're surprisingly easy to come by.)
I hope this is the last I'll hear of the matter. Any further emails regarding this will be forwarded to our crack security team.
You have found this post informative,
The Administrator
The Classless Update continues to class up the joint with some previews, including a brand new game mode and some retooled classic maps. Check it out, then fire back on the forums.
After setting a new standard for Lack of Class in an FPS with the addition of Jarate (the jar-based Karate), we've raised the bar on lowering the tone even further with the first ever Classless Update!
Also, if you haven't seen them yet, ubercharged.net is currently up to part three in a nine-part series covering how each TF2 class is used in competitive matches. It's a fantastic read if you want to get some insight into the strategies of TF2's most skilled players.