Features | Interviews | Teleporters Return

Teleporters Return
Erik Johnson from Valve Software answers a few questions on the upcoming patch DieHard


With news of the engineer teleporter making a return to TFC, I asked Erik if he could address a few of the community's concerns.

Teleporter built out side of new map Ravelin.
[Planetfortress] TFC has been relatively untouched for several patches. Is this the beta test to the next HL patch where we will see TFC bug fixes, VAC, and teleporters?

[Erik Johnson] Yes, we'll be testing the 1.1.1.1 Half-Life update over Steam real soon now. The main changes to Team Fortress Classic are the inclusion of our anti-cheat technology (VAC), the ability for the engineer to build a teleporter, and a new level.

[Planetfortress] Back in the quakeworld TF days the engineer had the teleporter and the feature was pulled. Members of the TF/C community are concerned. Why is this feature being re-implemented when other cut features, such as the scout's scanner has never been added?

[Erik Johnson] The scanner may make an appearance as well at some point in the future.

TFC hasn't been getting the attention it deserves in the last few releases, and we want to change that. Introducing the teleporter made sense because it will have an effect on gameplay for all classes, where the scanner really only effects scouts and engineers. We want people to have the ability to develop some new strategies.

[Planetfortress] This feature could drastically speed up game play. Will there be any distance restrictions and will flag carriers be able to use them?

[Erik Johnson]There are a number of values that we're playing with to balance the teleporter like recharge time, the time it takes to be teleported, and how damage to the teleporter affects it's operation.

Flag carriers will not be able to take the flag through the teleporter.

[Planetfortress] Will the teleporters work the same as TF? The TF engineer could build the entrance/exit, which would work from any distance and any enemy weapon could destroy it. Does the TFC teleporter fall along the same lines, or do you have a new plan on how it will work?

[Erik Johnson] It's implemented pretty close to how you describe here. We're using more sound cues on the teleporter to make it easier for a team to destroy an enemy teleporter. You'll definitely know it when a player has just used a teleporter to get into your base.

[Planetfortress] Can anyone use the teleporter, so opposing teams can use each others teleporters?

[Erik Johnson] No, teleporters can be used by teammates only.

[Planetfortress] Can grenades or flags be tossed through the teleporters?

[Erik Johnson] No.

[Planetfortress] If a player enters the teleporter and the other end is non-existent/destroyed, what happens?

[Erik Johnson] The teleporter needs the entrance and exit to be working and operational for it to work. If the exit is down, the teleporter will be inoperable until it's working.

[Planetfortress] Will players have the option to disable the teleporters from game play?

[Erik Johnson] No.

So there you have it. It appears that Valve has learned from the TF teleporter follies. While this shows promise, the real test will come when the upcoming Steam beta 2 is released to the public. What do you think, discuss it here on our forum!



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