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TF2 Engineer update incoming?

MNC said:
.....Wat. People get paid for these community maps?

Yup. Valve buys them an establishes proper ownership, I believe.

eXtine: There was some discussion about potentially compensating L4d mapmakers whose custom campaigns are of high enough quality to be released as DLC for Xbox Live. What is the relation between Valve and community mapmakers in regards to TF2 and what happens behind the scenes when a map becomes official?

Robin: Right now we simply purchase the map & the associated sources from the folks behind it. It's pretty straightforward.
 
By the way, to answer the person who asked about other games using the single-player-progression-in-multiplayer-game concept, Enemy Territory: RTCW did that in some, perhaps even most, maps. Some maps were more like TF2 "push" style in that you could capture a spawn point and start spawning ahead, but if the enemy captured it then you would end up behind again. Touching the flag for an instant captured it...I don't remember if some spawn points required remaining in the area like in TF2.

Other maps had progressions, where you had to dynamite a wall or something, and if you could manage to protect your engineer, get the dynamite planted, and not have it disarmed in a certain amount of time, you would spawn forwards for the rest of the map, spawn times might be changed, etc. Fueldump was like payload -- you had to escort a tank, blowing up walls as you went along, and the tank only moved if you were next to it I think. In the end, the tank blows open a fort so you can dynamite a fuel dump...assuming you weren't playing one of the map versions, such as vanilla maybe, that allowed you to use a covert ops to sneak an engineer into the fuel dump and blow it up ahead of time.

There were a lot of good things about that game, especially for a totally free FPS with lots of mods and custom maps, though I mostly liked playing on EXP-save servers so I could have all the top-level abilities and such. It's kind of surprising if TF2 people haven't ever tried it.

Lastly, a question of my own! People have been talking about a green team, but has a multiplayer FPS ever actually implemented three or more teams in some sort of team deathmatch? I would assume that some Quake/Unreal/etc. version had this, but it seems like it could be interesting, especially if objectives were involved somehow.
 
Blizzard said:
By the way, to answer the person who asked about other games using the single-player-progression-in-multiplayer-game concept, Enemy Territory: RTCW did that in some, perhaps even most, maps. Some maps were more like TF2 "push" style in that you could capture a spawn point and start spawning ahead, but if the enemy captured it then you would end up behind again. Touching the flag for an instant captured it...I don't remember if some spawn points required remaining in the area like in TF2.

Other maps had progressions, where you had to dynamite a wall or something, and if you could manage to protect your engineer, get the dynamite planted, and not have it disarmed in a certain amount of time, you would spawn forwards for the rest of the map, spawn times might be changed, etc. Fueldump was like payload -- you had to escort a tank, blowing up walls as you went along, and the tank only moved if you were next to it I think. In the end, the tank blows open a fort so you can dynamite a fuel dump...assuming you weren't playing one of the map versions, such as vanilla maybe, that allowed you to use a covert ops to sneak an engineer into the fuel dump and blow it up ahead of time.

There were a lot of good things about that game, especially for a totally free FPS with lots of mods and custom maps, though I mostly liked playing on EXP-save servers so I could have all the top-level abilities and such. It's kind of surprising if TF2 people haven't ever tried it.
You're pushing my Wolf:ET nostalgia buttons hard. D:

Such a great game.
 
barnone said:
:lol :lol :lol
I saw that I Have Big Balls (or something) found wrench 97 a few minutes ago. Now mercurial_ace has it. Wonder what happened..

I think he was just changing his name/avatar
 
Valve took speculation from the video into consideration:

100_radigan.jpg


robot arm for the engineer.
 
Welcome to yesterday. U:

DF got the drop times from a naughty Valve employee. He didn't figure anything out. That was bullshit from the beginning (which was pretty obvious).
 
Mustaches could be the new cool thing since hats. Special class mustaches for everyone! (Except scout)
 
It'd be nice if this update would sort out the crashing issues I've been having for the past few months.
 
power glove eh? would be rather wild if it removed the wrench in favour of a completely new play style.

Wren said:
Wait, so has the engineer had a robot hand under his glove this entire time? :lol
fuuuuuuuuuuck maybe, anything is possible with valve.
 
Wren said:
Wait, so has the engineer had a robot hand under his glove this entire time? :lol

that doesn't really make sense considering the storyline--the engineer is supposed to be making completely new weapons based on Radigan's own designs; while he's had the glove even in the beginning of the comic.

Also, I'm glad there's no guitar.
 
Wish I had known the wrenches were based on specific drop times, wouldnt have blown my whole crafting load at once. It was quite alot of crafting too, I went from no metal to having nearly enough for a hat. I think Im like 1 reclaimed metal away or so.

Ah well though, dont really care that much, sounds like more trouble then its worth anyway.
 
Instro said:
Wish I had known the wrenches were based on specific drop times, wouldnt have blown my whole crafting load at once. It was quite alot of crafting too, I went from no metal to having nearly enough for a hat. I think Im like 1 reclaimed metal away or so.

Ah well though, dont really care that much, sounds like more trouble then its worth anyway.
Well I mean the times were randomly dispersed so unless you had knowledge of the times each craft had as good a chance as any at getting it.
 
Diablohead said:
power glove eh? would be rather wild if it removed the wrench in favour of a completely new play style.


fuuuuuuuuuuck maybe, anything is possible with valve.

No, the engineer pictured is the current engineer's great grandfather.
 
denomes said:
No, the engineer pictured is the current engineer's great grandfather.

Yes but the current engineer wears a glove on his right hand and none on his left...we may finally get our answer :lol
 
demosthenes said:
Yes but the current engineer wears a glove on his right hand and none on his left...we may finally get our answer :lol
Well one answer is that the pyro stole it for headwear, but that's not the best result valve could give us :P
 
Twig said:
This is exactly what I'm hoping for.
Only able to construct level one buildings so that the Engineer can still function as a barebones teleporter/dispenser provider, but enabling an all new offensive style of gameplay?

I'm in
 
The portable sentry would be interesting but i can see people using it to camp spawn points which would be sad.
 
I enjoy mapping alot. If I would get paid for it, I'd be in extase. It's a huge extra but you'd map for the fun of it, not the money. (Except for when you work at Valve)
 
Drkirby said:
You could play the game more and get more items?

It feels like they've turned the item cap back on. I idled through the night and got nine, and idled through the day and got none. Some other people are reporting similar dry spells.
 
Boonoo said:
It feels like they've turned the item cap back on. I idled through the night and got nine, and idled through the day and got none. Some other people are reporting similar dry spells.
They didn't turn it off, they just raised the limit I think.
 
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