Difference between revisions of "Team Fortress 2 Invasion"

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<b>Team Fortress 2 Invasion</b> is an FPS/RTS hybrid that combines RTS elements with classic Team Fortress gameplay. It was developed mostly during 2002 to 2003, and a little bit more in 2005 before eventually being cancelled. It's code lives on through games like Day of Defeat: Source and Team Fortress 2.  
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<b>Team Fortress 2 Invasion</b> is an FPS/RTS hybrid that combines RTS elements with classic Team Fortress gameplay. It was developed mostly during 2002 to 2005 before eventually being cancelled. It's code lives on through games like Day of Defeat: Source and the final Team Fortress 2.  
  
 
==Overview==
 
==Overview==
Team Fortress 2 Invasion is a "steampunk", Tesla and War of The Worlds inspired [[wikipedia:First-person shooter|first-person shooter]] developed by [[Valve Corporation]], one of the proposed sequels to ''[[Team Fortress Classic]]''. Like with multiple other early designs of TF2, it was cut for varying and unclear reasons.  
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Team Fortress 2 Invasion is a "steampunk", Tesla and War of The Worlds inspired [[wikipedia:First-person shooter|first-person shooter]] developed by [[Valve Corporation]], one of the proposed sequels to ''[[Team Fortress Classic]]''. Like with multiple other early designs of TF2, it was canceled for varying and unclear reasons.  
  
 
==Gameplay==
 
==Gameplay==
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Invasion does not have rounds, but Acts, which besides the name is basically the same thing.
 
Invasion does not have rounds, but Acts, which besides the name is basically the same thing.
  
Maps revolved around classic Team Fortress gameplay setups, such as attack/defend and control points. Often the focus of maps were Control Zones, which function pretty similarly to Control Points in the final game. However Invasion had side goals that helped fuel the "core" objective of attacking/defending Control Zones.
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Maps in invasion would be relatively large for a team fortress game, while exact details on their design is unknown its likely that they would feature alot of out doors areas and big open spaces to support vehicle play
  
Resource Zones usually are areas that both teams focus on. This means that in attack/defend, attackers could have a few allies trying to keep control of the Resource Zone so the team has a constantly flow of resources to help fuel the objective. This means that players who may prefer defensive action could defend something even without being on the defending team. This made sure that regardless of which team you're on, you will always have to keep control of something.
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The main 2 objectives of a invasion game would be to bank the most resources in the teams shared resource bank or to destroy the enemies respawn stations and eliminate the enemy team.
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 +
 
 +
Capture Zones are areas that both teams focus on. They would have a vehicle bay for spawning vehicles and a few resource generators to place resource pumps on
  
 
===Classes===
 
===Classes===
 
There are several classes present in this incarnation, most of them are evolved versions of their respective counterparts from Team Fortress Classic.
 
There are several classes present in this incarnation, most of them are evolved versions of their respective counterparts from Team Fortress Classic.
  
The Recon: (Evolution of the Scout)
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 +
 
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'''The Recon: (Evolution of the Scout)'''
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Only has one weapon, Dual Semi-Automatic Pistols. And right-clicking would launch a stickybomb.  
 
Only has one weapon, Dual Semi-Automatic Pistols. And right-clicking would launch a stickybomb.  
 
Focused highly on being incredibly mobile, at the cost of not having very accurate weapons or anything to build besides the basic Resource Pump and Respawn Station.
 
Focused highly on being incredibly mobile, at the cost of not having very accurate weapons or anything to build besides the basic Resource Pump and Respawn Station.
 
It's the fastest class in the game. It can double-jump and stick onto the sides of walls, but you can't climb them or double-jump while sticking to walls. Usually good for getting a nice position over the enemy.
 
It's the fastest class in the game. It can double-jump and stick onto the sides of walls, but you can't climb them or double-jump while sticking to walls. Usually good for getting a nice position over the enemy.
  
The Commando
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 +
'''The Commando'''
 +
 
 +
The most finished class in the code and the only one we have actual models for, he would of had a plasma rifle, grenades and a deployable arm shield.
 +
Through the techtree he could unlock an adrenaline ability which would increase he's health and speed, a bull charge which would ragdoll anyone hit by it, a war cry which would give a small health and speed boost to nearby team mates and finally a buildable rally flag
 +
 
 
===Buildables===
 
===Buildables===
There are some buildable objects, including
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Buildings had a larger focus in Invasion, every class had access to basic buildings and a few class specific ones
 +
 
 +
Human buildings require power from power generators, while alien buildings did not however where more expensive to compensate
 +
 
  
Resource Pump
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'''Respawn Station'''
A device used for harvesting resources from a resource zone. Gives one-hundred resources every twelve seconds, and divides this amount by the amount of players on your team, and then distributes it to each teammate.
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The main method of respawning in invasion, everyone can build these
  
Dragon's Teeth
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'''Resource Pump'''
 +
A device used for harvesting resources from a resource zone. Gives one-hundred resources every twelve seconds, and divides this amount by the amount of players on your team, and then distributes it to each teammate. everyone can build theese
 +
 
 +
'''Dragon's Teeth'''
 
Used for blocking vehicles from driving into areas.
 
Used for blocking vehicles from driving into areas.
  
Sentry Guns
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'''Sentry Guns'''
 
An sentry gun that comes in two types; plasma, and rocket. You could unlock technology that would upgrade it's AI and make it more accurate, increase trigger radius, and faster response to the laser designator.
 
An sentry gun that comes in two types; plasma, and rocket. You could unlock technology that would upgrade it's AI and make it more accurate, increase trigger radius, and faster response to the laser designator.
  
EMP Generator
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'''EMP Generator'''
 
A device that disables any enemy equipment it is attached too. An offensive building.
 
A device that disables any enemy equipment it is attached too. An offensive building.
 
+
'''
Sandbag Bunker
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Sandbag Bunker'''
 
A weaker version of the bunker that was meant to give players minimal cover.
 
A weaker version of the bunker that was meant to give players minimal cover.
  
Bunker
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'''Bunker'''
 
A defensive building meant for giving cover for players.
 
A defensive building meant for giving cover for players.
  
Resupply Station
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'''Resupply Station'''
A device that could be used to resupply ammuntion, health, and grenades in exchange for Resources.
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A medic exclusive building that could be used to resupply ammuntion, health, and grenades in exchange for Resources.
  
Respawn Station
 
A replacement for the teleporter. Crucial for a huge attacking push or getting defenders on the Zone quickly after they have respawned.
 
  
Vehicle Boost
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'''Vehicle Boost'''
 
When applied to a vehicle, it would boost the speed of the vehicle which it was applied too.
 
When applied to a vehicle, it would boost the speed of the vehicle which it was applied too.
  
 +
'''Rally flag'''
 +
buildable by the commando, provides a passive adrenaline buff to nearby teammates
  
 +
-->
  
-->
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===Misc entitys===
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there are a few interesting misc entity's within the tf2_dll folder of dlls and cl_dlls folders within the leak
 +
 
 +
 
 +
'''trigger_fall'''
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A dedicated entity for killing players that fall out of the map, can be set to fire an output when a player touches the trigger
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'''c_effect_shootingstar.cpp'''
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what appears to be for a shooting star effect in the skybox
  
 
==Releases==
 
==Releases==
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==References==
 
==References==
 
<references />
 
<references />
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[[Category:2003 Leaks]]
 
[[Category:2003 Leaks]]
[[Category:Team Fortress Series]]
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[[Category:Team Fortress 2 eras]]
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[[Category:Team Fortress 2 (Invasion)]]

Latest revision as of 04:14, 19 November 2024

Team Fortress 2 Invasion is an FPS/RTS hybrid that combines RTS elements with classic Team Fortress gameplay. It was developed mostly during 2002 to 2005 before eventually being cancelled. It's code lives on through games like Day of Defeat: Source and the final Team Fortress 2.

Overview

Team Fortress 2 Invasion is a "steampunk", Tesla and War of The Worlds inspired first-person shooter developed by Valve Corporation, one of the proposed sequels to Team Fortress Classic. Like with multiple other early designs of TF2, it was canceled for varying and unclear reasons.

Gameplay

There are two teams, the Humans and the Aliens. Gameplay is primarily based in collecting resources[1], which are gained through collecting from Resource Pumps, killing enemies, and destruction of enemy buildings.

Invasion does not have rounds, but Acts, which besides the name is basically the same thing.

Maps in invasion would be relatively large for a team fortress game, while exact details on their design is unknown its likely that they would feature alot of out doors areas and big open spaces to support vehicle play

The main 2 objectives of a invasion game would be to bank the most resources in the teams shared resource bank or to destroy the enemies respawn stations and eliminate the enemy team.


Capture Zones are areas that both teams focus on. They would have a vehicle bay for spawning vehicles and a few resource generators to place resource pumps on

Classes

There are several classes present in this incarnation, most of them are evolved versions of their respective counterparts from Team Fortress Classic.


The Recon: (Evolution of the Scout)

Only has one weapon, Dual Semi-Automatic Pistols. And right-clicking would launch a stickybomb. Focused highly on being incredibly mobile, at the cost of not having very accurate weapons or anything to build besides the basic Resource Pump and Respawn Station. It's the fastest class in the game. It can double-jump and stick onto the sides of walls, but you can't climb them or double-jump while sticking to walls. Usually good for getting a nice position over the enemy.


The Commando

The most finished class in the code and the only one we have actual models for, he would of had a plasma rifle, grenades and a deployable arm shield. Through the techtree he could unlock an adrenaline ability which would increase he's health and speed, a bull charge which would ragdoll anyone hit by it, a war cry which would give a small health and speed boost to nearby team mates and finally a buildable rally flag

Buildables

Buildings had a larger focus in Invasion, every class had access to basic buildings and a few class specific ones

Human buildings require power from power generators, while alien buildings did not however where more expensive to compensate


Respawn Station The main method of respawning in invasion, everyone can build these

Resource Pump A device used for harvesting resources from a resource zone. Gives one-hundred resources every twelve seconds, and divides this amount by the amount of players on your team, and then distributes it to each teammate. everyone can build theese

Dragon's Teeth Used for blocking vehicles from driving into areas.

Sentry Guns An sentry gun that comes in two types; plasma, and rocket. You could unlock technology that would upgrade it's AI and make it more accurate, increase trigger radius, and faster response to the laser designator.

EMP Generator A device that disables any enemy equipment it is attached too. An offensive building. Sandbag Bunker A weaker version of the bunker that was meant to give players minimal cover.

Bunker A defensive building meant for giving cover for players.

Resupply Station A medic exclusive building that could be used to resupply ammuntion, health, and grenades in exchange for Resources.


Vehicle Boost When applied to a vehicle, it would boost the speed of the vehicle which it was applied too.

Rally flag buildable by the commando, provides a passive adrenaline buff to nearby teammates

-->

Misc entitys

there are a few interesting misc entity's within the tf2_dll folder of dlls and cl_dlls folders within the leak


trigger_fall A dedicated entity for killing players that fall out of the map, can be set to fire an output when a player touches the trigger

c_effect_shootingstar.cpp what appears to be for a shooting star effect in the skybox

Releases

2003 Leak

In 2003, a German hacker gained access to and released the password for Valve's file server and took Valve's development files, which reportedly included a full build of TF2. In the leaks, he unintentionally released some of what he had to the public, which amounted to the Human and Alien Commando models and the full source code at the time.

Although the only two models that remain released to the public to this day are only the Human and Alien Commando models, a look at the source code clearly hints that many more models were done during the development of the game. Such model references, include, for example:

  • models/objects/vehicle_battering_ram.mdl
  • models/objects/obj_manned_plasmagun.mdl

2012 Source Engine Leak

In Adamix's 2012 leak of the Source Engine's source, there is still a large amount of code leftover from this incarnation of TF2. The code is changed and modified, showing that Invasion was worked on a little after it's code was leaked. Most of which are dated 2005 in the headers.

It's very similar to the 2003 variant but has several code fixes or some better code.

Moby Francke, ~2005-2008

Sometime between April 4th, 2005 and June 14, 2008, Moby Francke created a new portfolio to replace his earlier HTML-based one. It is not entirely known what was contained within, as the Flash-based introduction page seen at the start prevented web crawlers from getting past it.

Though normal web-archiving services failed to grab it, the Half-Life wiki has some images from before the later portfolio with "mobyfrancke.com" as the stated source.[2][3] A few of these are not seen in the later portfolio.

Gallery

TF2Portal.de, 2009

On September 18, 2009, and September 30, 2009, TF2Portal.de released three otherwise unseen alien designs from "2000-2003". [4][5]

Gallery

Robin Walker E-Mail

On June of 2016, Robin Walker was contacted about this particular set of sketches, and revealing that this release is from an earlier "Humans vs Aliens" stage:

Images

Teamfortress.com, 2011

With the Uber update came a new site with several additional sections, including a new art section. Among the concept art placed there is some (at the time) new Invasion-era concepts, with some informative filenames. These reappear in Moby's portfolio, but the filenames here aren't lost, and the comments on the commando aren't present on the Moby counterpart.

Gallery

Moby Francke, 2013

Around July of 2013[6], Moby Francke left Valve and overhauled his portfolio with several bits of new art, with among them several early Invasion-era concepts. The art was mainly silhouettes and concepts for human characters, with a few concepts for larger aliens included.[7]

Gallery

Chuck Jones, 2014

In August of 2014, Chuck Jones posted a large collection of concept art from this version of TF2, which depicted a multitude of weapon designs with a cyberpunk theme. Unlike Moby's exclusive releases of character concepts, his varied art depicted various, environments, renders, and even included a partial screenshot, with a wealth of informative captions included with the gallery. Some higher-resolution versions of his art appear on his ArtStation. [8] A snippet of text about the project was included alongside:

Early TF2 explored multiple pathways in art direction and game design. It first started with Modern warfare TF2 then to Space TF2 with aliens. After more exploration, War of the Worlds TF2 was getting some traction. We had a steampunk flair to all the designs. This version had a truck with a big battering ram driving around. And we were using Striders from HL2 as the Tripod aliens.

Gallery

Recreations

GabeN

From around 2006 to 2008, Team GabeN actively attempted to remake this game from the code. A direct release was never made, but a large amount of information about it is present on their wiki. The TF2 page was last edited in 2008[9], so it can be presumed that the project fell into inactivity around that time. An early build from 2006 called the "X-Mas build" is the only build that was ever released, which is incredibly early and unpolished.

Descendants

  • Project Beta Build
    • A modification of the GabeN build with a new custom 2fort-based map, and some other modifications. It is available on Project Beta.
  • Mine / TFI Team
    • A modification of the GabeN build with some improvements, started near the end of 2015. The first release was on October 1, 2017, development was discontinued in 2019 and the latest WIP build was made public on Gitlab. [10]

Invasion

A port of TF2 invasion's source code to Source SDK 2013, led by hogsy. It can be found here, and downloaded here. It is still in active development today.

Descendants

  • Team Fortress: Invasion (NextWizard) - Discontinued

The Axel Project's Invasion

A few unlisted videos have been discovered of a build of Invasion being worked on by the team behind the Axel Project. The Source Code and Assets have been released, so it is possible to compile it.

Similar Games

References