A number of the mods which I have played, or modded versions of games that I've played are as follows: Team Fortress Classic, Counter-Strike, Wanted!, Sven Co-Op, Day of Defeat, Ricochet, Death Match Classic, Grand Theft Auto III, Grand Theft Auto IV, DOTA, and Black Mesa.
Mods have always held great appeal to me personally because they offer a way to completely revitalize an aging game and also bring completely new and unique gameplay all for the incredibly expensive cost of zero dollars and zero cents. And that's what really makes mods so great. They're usually completely fan driven and completely free.
The final project for my CS 108, computer game design class focuses around the modification of Team Fortress and its rise to fame.
Team Fortress originally started many many years ago and was built inside of the original quake games. It used the preexisting engine to create a team-based multiplayer combat game of capture the flag with multiple unique classes each with their own special guns and grenades. This turned the traditional straightforward deathmatch multiplayer quake into a wonderful team-based game of skill and diversity with each class bringing something awesome to the table. Below is an evolution of the history of the Team Fortress mod and its classes throughout the years:
The original Team Fortress idea came from Quake and was incredibly popular
Team Fortress was quickly ported to Half-Life as Team Fortress Classic following Half-Life's release
New high res models helped the Half-Life engine live a good long life through the Team Fortress Classic Mod
Valve immortalized the concept of Team Fortress in Team Fortress 2, the massively successful game
But over the years the concepts behind Team Fortress' success always stayed the same: fast-paced team action and distinct classes with unique skillsets that each brought something to the table to make a team successful as a unit.
I enjoyed the thrilling break-neck pace of Team Fortress Classic for many years, some even in competitive clan play and they were the most exciting years of gameplay that I've ever had.
In competitive play Team Fortress was an entirely different animal than in pub games. Competitively, each class had either defensive or offensive orientation and teams would align themselves 9v9 with 5 playing defense and 4 on offense on each team and both teams would play two 30 minute matches to see who could capture more flags than the other team across both rounds. Certain "meta" rules soon evolved such as offenses not shooting at each other (the goal in the end was to test one team's offense vs another's defense) because if the offenses shot at each other, the defense would never have anything to do inside the base as both team's offenses would just be fighting in the middle space of the map between both defenses or the "no man's land".
The game also suffered from multiple glitches in the engine and many were accepted into formal and competitive gameplay such as bunny hopping which allowed a player to exceed it's classes defined maximum speed and reach the game engine's maximum speed as displayed here: https://www.youtube.com/watch?v=c_1LvSQgTWk Another very common engine glitch was known as "sharking" where users could skate across the top of a body of water in order to maintain their incoming speed: https://www.youtube.com/watch?v=_0rpJug_Hbc
To get a better idea of professional clan play in Team Fortress Classic, here are two videos of top tier players on offense and defense listed by position, player name, and class respectively.
Offense, Wheaties, Scout / Medic: https://www.youtube.com/watch?v=ho4vBRnV_vo
Defense, Reptile, Soldier: https://www.youtube.com/watch?v=b0TkPkzt5mk
But what is the point of all this besides me being entirely too nostalgic for an old game that's long dead? The point is that everything about Team Fortress since it's inception has been intended as a free addon to a game. And this free addon was so damn good it traversed its way through multiple engines until Valve finally realized how much money they could make off of the idea so they took all the core concepts of Team Fortress, made them a bit easier to learn and lowered the learning curve a bit, added hats, and voila! One of the most popular multiplayer games of our time was created. But many lacked the understand and appreciation of its backstory which is a bit sad. But to Valve's credit they managed to monetize the game in a completely new model no one had ever done before: by selling hats. As ridiculous as it sounds it allowed them to keep the game free to play and accessible to the general public just like the original mod and for that I have to give them tons of credit.
And that's why I will always support game mods and open game engines themselves every step of the way because you never know what a group of fans out there will be able to envision when they get a hold of your engine. It could just be the next Team Fortress. And that's certainly not a bad thing.
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