The Map Code
TeamFortress 2 is slated to ship with about 20 maps with varying goals/objectives. There will
be a couple of your standard CTF (capture the flag) map, but the bounds are going to be pushed in
this game.
Each map modifies the basic gameplay in some way so that each of the 20 maps
is unique. A good example is the Escort category, which contains all maps where some players are
escorting another player or AI-controlled character. We've been told about 5 Escort maps, ranging
from simple scenarios where one team is escorting an individual while another team is trying to
assassinate him, to more complex ones where multiple teams are trying to extract packs of
AI-controlled hostages under heavy enemy fire. But if that's not your style, you can always try to
demolish a bridge. Afghanistan is a map where you must claim certain territory and receive benefits
from being in control of that land. (To find out more about Afghanistan, check out Bundy's
interview with HellFace and
Rameriez) Or how about storming a beach? (check out the
video of this one if you
haven't already)
The greatest thing about TF2 maps, is the map code itself. TeamFortress (For Quake) didn't have
any maps when it was released. Map makers came up with all sorts of different gameplay,
Border1 was a map pitting Mexicans trying to get across the border against American border patrol
and vigilanties who just wanted carnage. Canalzone (arguably the greatest TF map) broke open
a whole new design, putting two teams against each other and the goal is capturing (and holding) all
points on the map. I could go on and on about maps like hunted, town, tater, ect (had to mention
those for us old schoolers)
In TFC this trend continued with conversions and the taking of a old idea and adding a new twist,
we soon saw new gameplay from maps like Inviticus, Push, Run and map makers are still pumping out
the goods.
Vote40 and Vote (TFC) need their own mention, they allowed a server admin to put a bunch of maps
on there server set up vote, and let the players decide what map they wanted to play. There is no
reason why TF2 shouldn't have a vote map somewhere along the line.
The point that was trying to be achieved in the above paragraphs was that TF2 will sport great maps
when it ships, but it won't stop there. The TF community won't allow it, in fact, one of the biggest
complaints to server admins is that they aren't running enough user made maps! And folks there will
be great maps pumped out by people, and I can't wait to see what they will do with the code.
The biggest difference between maps from TF/TFC and TF2 is the size, TF2 maps will be a few times
larger than the largest TFC map.
And Check this little gem cut out from Fargo's interview
with Robin Walker:
[Robin called up a tiny map with two team flags right next to each other.]
Here's a test map that I made that allows me to test out map code. The map code is a lot more
advanced than the original TeamFortress. You can see here ...
[He captured one of the flags, and giant green numbers appeared in the hallway to indicate the
score]
That's an example, that's pure map code, nothing on the server or in the engine doing that. The
map code knows when to light the brushes and which brushes to light up when you score. It's about
a page of map code. And we're supplying a lot of base map code with the actual game, all of our
source code for all of our maps -- CTF, command point, Command-and-Conquer style, all that --
we'll be releasing them.
Other things the map code can do is limit the number of "respawns" or "lives" a player has.
One skirmish map that we have heard about is designed for a small number of players, and
provides some instant action. In it, each player only has 1 life. Some of the other maps "team
lives", where each team has a set number of lives for all of it's members.
Scenario Maps
The following interview is from Specwargur and Gabe Newell:
Draco: In the past I understood that TF2 will have some sort of branching campaign structure, a
very interesting feature which is common in most of todays flightsims. Can you tell us more about
how your campaign engine will work?
Our campaign structure is linear. Some of our maps are collected together and linked by a simple
plot. Actions and outcomes in maps may affect later maps in the campaign. You might have side
objectives in an early map which, if achieved, give you a better position in a map further on in
the campaign, and so on. Each campaign map can also be played on its own.
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