I'm really impressed by it... but it just isn't my thing
Never really liked TFC, and from my 10 minute session of this I'm still not too keen. You guys still deserve a hearty pat on the back though. Great job getting this done, I wish you all the best and hope TF2 is different enough that you guys can sit side by side with active communities ![]()
Fortress Forever is out
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looking pretty good overall,
I must say I like the maps that have the TF style more the the maps what went for a more realistic look.
Also some maps look really impressive while others feel like a lesser quality.
Looking forward to play it a bit more.
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Quite a lot of people joined in to play it some at work today.
Had a great time with it

It feels like a very solid release. Of course there is some room for improvements but still overall felt very polished. Then I haven't played more than a couple of maps.
Will sure try to play it some more later on.
Great work everyone who contributed to this mod!
PS. Here's a really quick DL link if you're in any of the nordic countries or close to I would believe: http://www.fz.se/filer/download.fz?id=4 ... I0Mzk3MzAy
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Excellent work, really does the older TF games justice. It's they took TFC, fixed it, gave it a nice coat of wax and some steroids and hooked it to the internets.
I'll have a server up soon.
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Thanks guys! Glad you gave it a chance

Btw if anyone is having any crash issues, be sure to stop by our forum and post the mdmp files (instructions on the forums). There's been quite a lot of crashes that are in engine code, or the person also crashes when running other source games and/or mods, so there's a decent chance that some of the crashes aren't our fault.
Also, get mapping! Need mo' maps, preferably new gameplay modes & attack & defend.
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Very, very very solid release! Great job guys. I played few hours last night and I enjoyed it a lot.
Looks like grenade- and rocketlaunchers does have a little bit delay when shooting them, bit annoys me.
oh and btw. no crashes for me yet. I'll let you guys know if I encounter some.
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The rocket launcher thing is down to the engine's interpolation. It uses past samples to smooth the projectile but, since when you fire a rocket it has no past samples, it has to wait a fraction of a second. You see the same problem in some of the TF2 videos. Mirv reduced its effect but it's still there

Hopefully we can fix it in future because it annoys me, too.
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yeah I've noticed the same thing in other source games..
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I agree with some of your criticisms (e,g, HW's needs to feel more heavy duty), however, if you play a bit more you'll see that some of your impressions will change.
E.g. Pyro. You say that it takes forever to burn someone to death; this is not the case! The pyro absolutely ruins people now. By ruins, I mean he dominates. We're probably going to tone down the pyro rather than tune up. Burn damage stacks; you have to hit people with all of your weapons while cyling (i.e. hit them with the cannon as you come in, then switch to flamethrower while throwing a napalm gren). If you stack burn damage, the person starts howling like a banshee and then dies very very quickly. The flamethrower in particular is very useful & disorientating now.
The HW's AC has a heat meter to stop HWs standing & spraying everything without thinking. To get the best power, you need to get it up to the top speed and then keep it there without overheating. Personally, I'm not 100% happy with the mechanics of this, but I find it preferable to TFC style HW where it's just point and click with no other thought going into playing other than positioning.
As for melee weapons and stuff like that, that's just .. different. We're not trying to be TF2, so the melee weapons are quite weak. We had toyed with a few ideas in the past (particularly giving the scout a stun stick so he could move blocking enemies out of the way) but in general melee weapons are either utility (wrench), desperation or humilation (crowbar). The scout is best suited for running flags, that's why his weapons are weak and he has concussion grenades. The scout doesn't die with one single shotgun shot, either and I've been killed by plenty of scouts on servers (the nailgun is pretty irritating and a good scout is fast).
We're working on technical issues right now (crashes, bugs etc.) but we will be altering the gameplay & balance in future, so hopefully we can take care of some of the things you find disagreeable.

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I have to agree with both of you partially. When I played it the first few rounds I really didn't like the core gameplay, because I expeted it to be more direct as TFC was. After a few hours I got used to it and forgot the fact that it isn't a perfect copy of TFC and it became more and more fun. The changes started to appear reasonable.
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all this sweet time and the autorifle doesn't animate and 2fort isn't playable

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We'll fix it. Needs must.
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great start
now fix the blue screen / comp restarts shenanigans
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also make shotgun closer to screen and do quick shell loading animation, make it funner looking, make cocking faster too (since TFC's shotgun was based off the speed and damage of Quake's shotgun), and the double shooty feels dinky when placed far away wtf.
Also a screen on the sentry's back that says 'seeking' in green light and 'LOCKED' in red light when enemy found
AND MAKE PROJECTILES SHOOT ALL AROUND YOU CLIENT-SIDE ONLY when you're gassed! and bring back sniper's flares and make the railgun into a rifle like it originally was in tf (the railgun pistol always sucked in tfc)
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i played it for a short time. i suck at this game.
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played it again for some hours now. It's getting better with every minute - just like a good wine

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I sort of think I'm alone on this but... I hated it. I mean, it just wasn't fun, I think the graphics and models are top notch, it's hands down a great accomplishment for the team.
The gameplay though, just.. I don't know, doesn't seem anything like the real TFC.
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FF != TFC or TFC:S
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Quote from ginger_lord
FF != TFC or TFC:S
But that's what people wanted. So they're going to feel disappointed when they didn't get it. Not saying it's fair. It's just life.
I played it a bit this week and my overall feeling was "meh-to-positive." Lag was an issue (whether that is from people using shitty servers or the code base itself, who knows). Classes seemed unbalanced. It basically turned into medics, snipers, and soldiers. Some of the maps looked great, while others had some areas that looked rushed. My main criticism in that area is there isn't an overall cohesiveness to them as a set (some are very old-school arenas, others try a more real world approach). Gameplay was fun, but there were some times I felt the game couldn't decide about realism vs. arcade gameplay. Rocket jumping = okay, but then I got fall damage jumping off mid-sized ledges, etc. Of course, it's a first release, so I wasn't expecting a supreme amount of polish in all areas. You get that through watching the community play and then making changes as you need to.Hopefully the FF team will keep iterating with timely updates.
For the negatives, which are glaring, but not show-stoppers, it's still the best HL2 MP mod out there. Good job, FF team.
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