Team Fortress 2

Team Fortress 2 was created by Valve Corporation and published by Valve Corporation on 2007-10-10. Team Fortress 2 is a First Person Shooter (FPS) game.

Team Fortress 2 is a team-based first-person shooter multiplayer video game developed by Valve Corporation. A sequel to Valve's previous Team Fortress Classic, it was first released as part of the video game compilation The Orange Box on October 10, 2007 for Windows and the Xbox 360. A PlayStation 3 version then followed on November 22, 2007. The game was later released as a standalone package for Windows on April 9, 2008. Team Fortress 2 was distributed online through the Steam system, while retail distribution was handled by Electronic Arts. The development of Team Fortress 2 was led by John Cook and Robin Walker, the designers who originally created the Team Fortress modification for Quake in 1996.

The game was announced in 1998, powered by Valve's GoldSrc engine, but has since been through various concepts and designs. In 1999, the game appeared to be deviating from its predecessors by pursuing a more realistic and militaristic style of gameplay, but the design metamorphosed over its nine-year development period. The final rendition sports cartoon style visuals influenced by the art of J. C. Leyendecker, Dean Cornwell and Norman Rockwell and powered by the Source engine. The game itself revolves around two teams, each with access to nine distinct characters, battling in a variety of game modes set in evil genius environments.

The lack of information or apparent progress for six years of the game's development caused it to be labeled as vaporware, and it was regularly featured in Wired News' annual vaporware list among other ignominies. Upon its release, the game received critical acclaim and several awards, being praised for its graphics, balanced gameplay, comedic value and for its use of full character personalities in a dedicated multiplayer game.


Like its predecessors, Team Fortress 2 is focused around two opposing teams competing for an objective. These teams, Reliable Excavation & Demolition (RED) and Builders League United (BLU), are meant to represent two holding corporations that secretly control every government on the planet. Players can choose to play as one of nine classes in these teams, each with his own unique strengths and weaknesses. Although the abilities of a number of classes have changed from earlier Team Fortress incarnations, the basic elements of each class have remained. The game was released with six official maps, although 11 extra maps and eight arena maps have been included in subsequent updates. When players join a level for the first time, an introductory video shows how to complete its objectives. Player limits are 24 on the PC, although the player limit has been altered on some servers to reach as high as 32, and 16 on the Xbox 360 and PlayStation 3. In addition, a number of community assembled levels have been released.

Team Fortress 2 is the first of Valve's multiplayer games to provide detailed statistics for individual players. They include the time spent playing as each class, most points obtained and the most captures or objectives achieved in a single round. Persistent statistics tell the player how they are improving in relation to 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 have been added in updates, which add new abilities and weapons to each class once unlocked by the player. Achievements unlocked and statistics from previously played games are displayed on the player's Steam Community or Xbox Live profile page.

Game modes

The objective of the game is defined by the game mode in use. In capture the flag maps, the objective for both teams is to obtain a briefcase of intelligence from the enemy team's base and return it to their own base while preventing the opposing team from doing the same. Control point modes are more varied in their objectives, but share the common aim of capturing a particular point on the map. In some levels, the objective for both teams is to secure all the points on the map. On other levels, one team already holds all the points and must defend them from the other for a set amount of time. A third variation, introduced with the map "Hydro", is based on territory: each team must capture the other team's single active control point to secure that section of the map. Once all sections have been captured by one team, they are then able to attack the other team's base directly. An additional game mode, Payload, was introduced in April 2008 with the map "Gold Rush". In Payload maps, one team has to work to escort a rail cart carrying a bomb along a track through a series of checkpoints, eventually detonating the bomb in the other team's base. The other team has to defend their positions and prevent the cart from reaching the end within a set amount of time. A new game mode, Arena, was released with an update to the heavy class on August 19, 2008. Arena is a team deathmatch style mode with smaller maps and no respawning after the death of a player's character, in which one team wins by eliminating all of the other side's members in the arena or capturing the map's central control point. An additional game mode, Payload Race, a mode where both RED and BLU attempt to escort a payload along parallel tracks to an end point, was released in the Sniper vs. Spy Update.


There are nine player classes in Team Fortress 2, categorized into offense, defense, and support roles. Each class has at least three weapons: a unique primary weapon, a secondary weapon such as a shotgun or pistol, and a distinct melee weapon in keeping with the character, such as a liquor bottle for the demoman, a kukri for the sniper, and a fire axe for the pyro.

The three offensive classes are the scout, the soldier, and the pyro. The scout is portrayed as a fast-talking baseball fan from Boston, Massachusetts, and is a fast, agile character armed with a scattergun and capable of performing double jumps; however, the scout cannot sustain much damage. The soldier is more durable, but is consequently slower in his speed. A stereotypical American military man, the soldier is armed with a rocket launcher which can be used to rocket jump to higher positions. The final offensive class is the pyro. Clad in a fire-retardant suit and a gas mask that muffles their voice, the pyro carries a flamethrower that can set other players on fire, as well as being able to produce a blast of compressed air that knocks nearby enemies and projectiles away.

The demoman, the heavy, and the engineer make up the defensive classes. The demoman is a black, one-eyed Scotsman who drinks heavily. Armed with a grenade launcher and a sticky bomb launcher, the demoman can use his equipment to provide indirect fire onto enemy positions. The heavy can sustain more damage than any other class and puts out immense amounts of firepower, but is slowed down by both his own size and that of his minigun. The heavy is a stereotypical Russian character, with a huge figure and heavy accent, obsessed with his guns to the point of naming them. The engineer is the last defensive class, portrayed as a relaxed and intellectual "good ol' boy" from Texas. The engineer is capable of building a number of structures to support his team: a sentry gun to defend key points, a health and ammunition dispenser and a teleporter system.
From left to right: pyro, engineer, spy, heavy, sniper, scout, soldier, demoman, medic

The final category, support, consists of the medic, the sniper, and the spy. The medic is a German doctor from Stuttgart with little regard for the Hippocratic Oath, responsible for keeping his teammates alive. The medic is accordingly armed with a "medigun" to heal teammates, and can make teammates temporarily invulnerable or enhance their firepower after the medigun has been used for a brief time. The sniper is a cheerful Australian character who rationalises his line of work, equipped with a laser sighted sniper rifle to attack enemies from afar and a submachine gun for close combat. The last support class is the spy, a Frenchman with a penchant for cigarettes. In addition to a revolver, the spy is equipped with covert tools, such as a temporary cloaking device, an electronic sapper to sabotage engineers' structures and the ability to disguise as other players. The spy can also use his butterfly knife to backstab and instantly kill enemy players.

Valve has stressed their focus on game balance when considering new improvements to the character classes. Every class has its own strengths and weaknesses which leads to reliance on other classes in order to be efficient. This forces gameplay into more strategic thinking and an increased utilization of teamwork than would be found if one class had inherent superior advantages. Each of the classes in the three categories have shared strengths and weaknesses, while each individual class also has its own advantages.

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