![]() Map objectives were to be much more varied in some maps, you team was supposed to blow up or defend an objective, such as a bridge. Earlier builds had drivable vehicles, but this was scrapped so that the team could focus more on fine-tuning classes. They would also be parts of objectives in maps. Vehicles would play a role in the game, mostly as dynamic spawn points. For example, Robin explained that one of their maps only gave a person one life if that person died, he would've had to wait out the rest of the match. There would also be a limited amount of lives for each player, depending on the map. However, if another played got next to it, then the gun would fire much faster because the other player would be feeding ammo to it. For example, if there was a mounted machine gun in a map, one player could fire it. In addition to the previously-mentioned morale system, there would be other ways to make two or more teammates work together. Teamwork would be emphasized via combination. If an Officer were to die, the player's morale would reset back to zero. This was done to encourage players to get together and move in teams. The higher the morale, the faster and more accurate a player is. He would generally lead an attack and would affect a player's morale. Players would also have to get into squads, which would be lead by a player in a special class known as the Officer. This class would have a complete view of the map and could issue orders on the fly via text or voice chat. In this system, there would be an invisible player called the Commander that would issue orders to the players on his team. ![]() The most significant change was to be a command system. In addition, classes roles were to be more distinct Medics would only be able to heal and revive allies, not attack the enemy base.īecause of the emphasis on realism, tactics used in real-life, such as suppressing fire, would need to be utilized if a team wanted to win. ![]() Weapons would be based on those in real-life, such as the M16A2 and FAMAS. Many unrealistic elements, such as Rocket Jumping and the Minigun, would be removed. ![]() The rest of his art's not bad either, so check it out.Gameplay would be radically different that the gameplay in traditional Team Fortress games. Wolf also has concept art for various Dota 2 characters that he worked on and ones " that were intended to to expand the DOTA universe" but didn't make it in. Curiously there doesn't seem to be a full-color, finished image of a female Pyro. My favorite is the cigar-chomping "old lady" Demoman - er, Demo woman - who looks like she gives exactly zero shits about everything and everyone. The characters presented on Wolf's blog are still instantly recognizable. They were part of an "internal pitch project" at Valve that would have preserved each character's class function but in "entirely new character." Meaning, we suppose, that the Demoman might not have been a drunken Scotsman or the Scout a wise-cracking Bostonian. But at least one person at Valve considered the alternative.įormer Valve artist Drew Wolf has revealed on his personal blog several character designs for female TF2 characters. All nine of Team Fortress 2's characters are male - and yes, that includes the Pyro, despite some people's belief in the contrary. ![]()
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