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Team Fortress 2

Team Fortress 2





EA Distribution / Steam


Source engine


John Cook, Robin Walker

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



First-person shooter

  • ESRB: M
  • PEGI: 16+
  • BBFC: 15
  • OFLC: MA15 +
  • USK: No youth approval

Windows, Xbox 360, PlayStation 3, Mac


Download, DVD, Blu-ray Disc

  • Minimum: 1.7 GHz processor, 512 MB RAM,
    DirectX 8 graphics card,
    Windows 2000 / XP / Vista, internet connection
  • Recommended: Pentium 4 processor (3.0 GHz or better),
    1 GB RAM, DirectX 9 graphics card,
    Windows 2000 / XP / Vista, internet connection

Team Fortress 2 is a team-based multiplayer first-person shooter developed by Valve Corporation as part of the game collection The Orange Box. It was released in 2007 for Microsoft Windows, Xbox 360 and PlayStation 3. In 2008, the stand-alone commercial version followed.

The game was introduced in 1998 as a successor to the Team Fortress-Mod for Quake announced, but has undergone several concept and design changes since then. In 1999 Valve showed that the game was different from the real one Team Fortress and Valve's own Team Fortress Classic-Modification for Half-life differs by having a more realistic and military style of play. However, this concept changed more and more in the nine years of development and the engine change. The final one Team Fortress 2 is more like the first Team Fortress and Team Fortress Classic. It uses a cartoon-like style based on the art of J. C. Leyendecker, Dean Cornwell and Norman Rockwell, with the game following the popular trend of new computer-animated films (especially Disney and Pixar films such as The unbelievable).

The lack of new information and indications of progress in 6 of the development years ensured that the game was stamped as vaporware and was frequently on their annual vaporware list Wired News represented. The game received widespread acclaim from the press and has won several awards since its release.


Team Fortress 2 in action: a group of RED players attack a base of BLU on the map "2fort".

Like its predecessors, Team Fortress 2 facing two enemy teams who both want to achieve a mission objective. Both teams represent a demolition company on one side and a construction company on the other: Reliable Excavation Demolition (RED) and Builders League United (BLU). Players can play on these teams as one of 9 classes, each with their own unique strengths and weaknesses. Although the skills of some classes are different from previous ones Team Fortress-Differentiated between games, the basic elements of each class have remained.

Team Fortress 2 is the first multiplayer game from Valve that collects detailed statistics about the players. These statistics include the playing time of each class, the average score and the most goals achieved in a round (see Valve statistics). Persistent statistics tell the player how much he is improving in relation to these statistics, e.g. B. comes close to his record for damage done in one round. Team Fortress 2 also has innumerable achievements for completing certain tasks, such as completing a certain number of opponents in a short time or finishing a round in a certain time. New class-specific achievements were added in later updates that add new skills and weapons for each class that can be unlocked by the player. Achievements and statistics from previous games will be displayed on the player's Steam Community page or on their Xbox Live page.


With the PC version, the game comes with a number of official Valve maps, along with several community-made maps. In the console versions, however, there are only 5 official cards from Valve. The official maps follow a mentality that has an evil genius behind it all, with secret underground bases hidden in department stores and overly large super weapons like laser cannons and missile systems as targets.

When a player first steps onto a map, an introductory video shows them how to achieve the mission objectives. The maximum number of players on the PC is 24, although the limit has been changed on some servers to allow up to 32 players. The limit on Xbox 360 and PlayStation 3 is 16.



Initially as a free modification for Quake planned, one changed in the development of Team Fortress 2 to the GoldSrc engine in 1998, after the development team Team Fortress Software (consisting of Robin Walker and John Cook) was signed and the employees were finally employed by Valve. At the time of the takeover of Team Fortress Software, production had stepped up and was declared an independent game. Many players already had Half-life bought, solely out of anticipation about the free release of Team Fortress 2. Work began on a simple porting of the 1999 released free Team Fortress Classic. Team Fortress Classic was complete with the publicly available Half-life Software development kit created to show flexibility to the community and industry.

Walker and Cook were heavily influenced by their three month contract work at Valve and now they worked full time on their design, which went through a rapid transformation. Team Fortress 2 should be a modern war game with a command hierarchy including a commander with a bird's eye view over the battlefield, parachute drops over enemy territory, voice communication via network and numerous other innovations.

E3 1999

In the original variant, Team Fortress 2 had a more realistic style

The new design was presented to the public at the Electronic Entertainment Expo (E3) in 1999, where it received several awards, including best online game and best action game. At that time had Team Fortress 2 the new subtitle, Brotherhood of Arms and the results of Walker and Cook's work at Valve became apparent. Many new and at the time unexpected technologies were shown: Parametric Animation, which seamlessly blends animations for more lifelike movements and Intel's Multi-Resolution Mesh Technology, which dynamically reduces the details of visible objects the further away they are. No publication date was given at the exhibition.

In mid-2000, Valve announced that it was developing Team Fortress 2 was postponed for the second time. They stated that they are moving to their own proprietary engine, now known as the source engine. At about this time there was no more news and Team Fortress 2 began his infamous 6 year silence which was to last until July 13, 2006. During this time, Walker and Cook worked on other Valve projects. Walker was the project manager for Half-Life 2: Episode One and Cook became a Steam developer.

"Invasion" design

Than Half-Life 2 Source directory was leaked in 2003, 2 Team Fortress 2 Models includes, along with direct references to the game in the source code. They consisted of an alien grunt and a very stylized, human soldier. The code was used by fans as a reference to the 7 Hour War, an important part of the Half-life History, interpreted. However, the 2 models do not resemble any known style from the Half-life Series.

The Source SDK was shipped with the Half-Life 2 Source code leaked and also contained references to Team Fortress 2. Parts of the code confirmed what was already suspected, but other parts provided completely new information, such as the presence of NPCs in multiplayer games, the possibility of that Team Fortress 2 in the Half-Life 2 Universe plays, stationary plasma guns, rocket launcher positions and more.

None of the leaked information seems to have an impact on today's version of the game. This run was mentioned in an August 2007 GameTrailers interview with Gabe Newell and a September 2010 interview with PC Gamer. In these he mentions "invasion" as the second phase in the development of Team Fortress 2 under Valve Software.

Final design

The final version of Team Fortress 2 is based on a highly stylized retro design.

The next major public development occurred in advance of the release of Half-Life 2 on. Valve's sales director Doug Lombardi claimed that Team Fortress 2 was still in development and the information about this was released after the release of Half-Life 2 would come. This did not happen, even according to Lombardi's similar assertion in an early interview Half-Life 2: Episode One. In the time prior to the release of Episode One This time Gabe Newell claimed news from Team Fortress 2 would be imminent and this time it was true. Team Fortress 2 was re-unveiled a month later at the 2006 EA Summer Showcase Event.

Walker revealed in March 2007 that they "probably developed 3 to 4 different games" before committing to the final design. Due to the long development time it was often together with Duke Nukem Forever, another long-awaited game that has seen many long years of development.

The published beta of the game contained 6 multiplayer maps. 3 of these included optional developer comments about the game, map, character design, and information about the story behind its development.

Team Fortress 2 does not rely on the same graphical realism as in other Valve games Half-Life 2, Day of Defeat: Source and Counter-Strike: Source is used. It uses a stylized, cartoon-like approach that is "very much influenced by the promotional illustrations of the early 20th century". This effect is achieved through a special Valve internal rendering and lighting technology, which makes extensive use of 'Phong Shading'. The in-game developer comment suggests that part of the reason for the cartoon style was due to difficulty explaining the maps and characters in realistic terms. By turning away from the realistic representation, these questions could be avoided. The game was next Half-Life 2: Episode Two, the first to appear with the new Dynamic Lighting, Shadowing, Soft Particle and other unannounced technologies of the Source Engine. Team Fortress 2 was also the first game to use the new Facial Animation 3 features of the engine.

The artistic style of the game was inspired by J. C. Leyendecker, but also by Dean Cornwell and Norman Rockwell. Their signature styles, with strong silhouettes and shading to draw attention to specific details, have been adopted to make a character's team, class, and current weapon easily recognizable. Silhouettes and animations are used to make the class visible from a distance and the coloring in the chest area draws attention to the weapon.

The maps were designed with a neutral area between 2 bases. These are archetypal spy fortresses, but camouflaged as inconspicuous buildings to give them plausibility in relation to their surroundings. The cards have little visual clutter and a stylized, almost impressionistic modeling to make opponents easily recognizable. The impressionistic approach also applies to textures that are based on photos and processed by filters and hand. This gives them a tangible quality and gives Team Fortress 2 its characteristic appearance. The bases are designed to let players know where they are right away. RED bases use warm colors, natural materials and angular shapes, while BLU uses cold colors, industrial materials and rectangular shapes.


During the Electronic Arts press conference in 2006, Valve revealed that Team Fortress 2 the multiplayer of Half-Life 2: Episode Two would be. A conference trailer demonstrated the new graphic style, showing all of the original ones Team Fortress-Class and hinted at the more cheerful and whimsical graphic style as opposed to the dark, more traditional military simulation they originally showed. Gabe Newell, Valve's CEO, said their goal was to create the "best looking, best playable class-based multiplayer game".

A beta of Team Fortress 2 was released on September 17, 2007 via Steam. It was available to customers who pre-ordered "The Orange Box" or activated their "Black Box" voucher that came with the ATI HD 2900XT graphics cards. In addition to the The Orange Box-Customers have LAN game centers using the 'Steam for Cafe' system installed and ready to play the game.

Team Fortress 2 was released on October 10, 2007 as a standalone game on Steam and as part of the The Orange Box, a collection of games, the price of which was based on the standard prices of each platform, was released in stores. The collection also contained Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two and portal. Valve gave a $ 5 discount to everyone who did The Orange Box have pre-ordered, along with the opportunity to take part in the final beta test of Team Fortress 2 to participate.


Team Fortress 2 was very well received by critics and customers. Charles Onyett from IGN gave Team Fortress 2 a 8.9 / 10 and praised the bizarre graphics and the fun atmosphere. But he criticized the lack of additional content such as bots and the removal of class-specific grenades, which is one of the defining characteristics of Team Fortress were. Has in contrast PC Gamer UK praised the removal of the grenades and went on to compliment Valve on the uniqueness of each character in the game. Aside from minor criticism of map navigation and medic class, PC Gamer UK gave the game 94%. X-Play gave the The Orange Box with 5/5 his highest rating and could only report positive things from Team Fortress 2. According to Metacritic, Team Fortress 2 "consistently cheered", with an average rating of 92% based on 12 reviews of gaming sites and a 9.5 / 10 based on user ratings.


Team Fortress 2 has won several awards since its release. At the "Best of 2007" Awards, recognized the game with its "Best Artistic Design" award for PC. Team Fortress 2 also won Best Multiplayer Experience (PC) and Best Artistic Direction (PC) awards from at its 2007 Editorial Awards. The game also won Best Multiplayer Game of the Year on PC and every other platform at GameSpy's 2007 Game of the Year Awards, along with the award for Most Unique Art Style Art style).

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