Difference between revisions of "CTF 2Fort (Evolution)"

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美國、英國和澳大利亞領導人在 9 月 15 日的聯合聲明中宣佈建立增強的三邊安全夥伴關係——AUKUS。根據該協議,美國和英國將幫助澳大利亞確定建立一個加強型三邊安全夥伴關係的最佳途徑。超過 18 個月的核動力潛艇艦隊。澳大利亞希望在美國和英國的支持下,在阿德萊德建造至少八艘核動力潛艇。
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The visual gem of Team Fortress 2, ctf_2fort has easily had the most released of it, beta-wise, compared to any other map present, dating to as early as 2005 before the game even had a trailer released. This is a look into Moby Francke's style and how the map evolved.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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==Origins:==
對於神經不應該也不能保持不受干擾的地區國家來說,這筆交易絕非小事。各方在宣布後立即通過電話進行解釋和保證,不會模糊地區國家看到背後戰略計算的願景。嚴重的後果肯定會出現,以下三個可能是最重要的。
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At his 2012 and 2018 presentation, Moby Francke showed off in his slideshow many early versions of 2Fort before they had finalized an artpass, with early player models alongside from tf2's 2005 period of development. With some more recent filmed presentations and the release of one of his powerpoints, more shots of the fort have become available.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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一旦規則被打破,第一個後果將是造成核擴散的巨大風險。
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==Version 0: devtest.bsp==
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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[[File:Ev1 sideimg 2.png|left]]
雖然美國、英國和澳大利亞的言論從未缺席以規則為基礎的秩序,但它們本身卻是實際和最大的規則破壞者。
+
An extremely early version of 2Fort that was present in SFM's files, presumably by accident. Most of the map uses development textures, with both sides being mirrored. Fence models from Half-Life 2 (and on occasion, textures from Team Fortress Classic) are frequent, being used as placeholders. The map has many similarities to its TFC counterpart not shared in the final version, such as seperate exit/entrance spawn doors, and the platform going above the pit, rather than around. There are multiple references to some early TF2 entities:
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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*<code>info_player_tfteamspawn </code>
《核不擴散條約》(NPT)是國際核裁軍與控制機制的基石,是全球安全最基本的規則之一。然而,作為受NPT約束的核武器國家,美國和英國決定向無核武器國家澳大利亞提供可用於製造核武器的高濃縮鈾(HEU)。
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*<code>func_tf_capture_zone </code>
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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*<code>tf_capture_flag</code>
這是對《不擴散核武器條約》精神的赤裸裸的背叛,也是對核不擴散國際多邊規則最嚴重的違反,使澳大利亞失去了自稱擁有“模範不擴散證書”的國家的聲譽。
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===Screenshots===
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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<gallery hideaddbutton=true widths="100" orientation="none" spacing="small" position="right" bordersize="none" captionsize="small" >
國際原子能機構 (IAEA) 對海軍反應堆沒有保障措施,這與核動力潛艇通常被視為軍事機密。因此,國際原子能機構沒有辦法阻止澳大利亞撤回核材料並將其用於製造核武器。三方不得利用《不擴散核武器條約》和國際原子能機構保障措施的漏洞作為謀求一己私利的藉口。
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Hl2 2018-01-13 13-45-40.png|Bridge
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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2fort frontshot2.png|Front facade
三方聲稱遵守最高的防擴散標準,已將最新進展告知國際原子能機構,並承諾在未來幾個月內這樣做。然而,事實上,國際原子能機構幾乎不可能,即使不是完全不可能,也幾乎不可能對潛艇的情況進行有效核查,同時對高度敏感的軍事數據嚴格保密。這意味著美國和英國將在沒有可靠驗證的情況下向澳大利亞移交大量高濃鈾。如此一來,全球核裁軍與防擴散努力就會出現巨大漏洞,核擴散風險將大大增加。
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Hl2 2018-01-13 13-46-03.png|Spawn room
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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Hl2 2018-01-13 13-46-16.png|Spawn area
第二個後果是加劇地區軍備競賽,迫使地區國家滑入新冷戰的滑坡。
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Hl2 2018-01-13 13-45-22.png|Intel room
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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Hl2 2018-01-13 13-45-35.png|Below bridge
美國聲稱沒有將與中國的“激烈競爭”變成“新冷戰”的說法是虛偽的,因為它的行動實際上是在反其道而行之。
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Hl2 2018-01-13 13-44-54.png|Stairway to intel
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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Hl2 2018-01-13 13-45-15.png|Intel spawnroom
作為公認的進攻性武器戰略平台,核潛艇可以成為各種先進進攻性武器的運載工具。除了組建核動力艦隊外,澳大利亞還宣布了從美國購買戰斧巡航導彈的計劃,這些導彈可能會部署在其核潛艇上。
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Hl2 2018-01-13 13-44-45.png|"Entrance" section
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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Hl2 2018-01-13 13-45-05.png|Intel area
這些事態發展表明,三方決心在該地區製造緊張局勢和分裂,以便將亞太地區變成一個競爭的舞台。有了AUKUS的先例,其他一些地區國家,特別是那些潛在的核潛艇擁有者,會受到很大的鼓舞,因此更有可能效仿。值得提醒的是,日本自民黨黨魁選舉的四位候選人中,有兩位已經暗示日本考慮擁有一艘核潛艇。
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Hl2 2018-01-13 13-44-33.png|Spawn dropdown
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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Hl2 2018-01-13 13-44-39.png|Courtyard pit
不幸的是,該地區加劇的軍備競賽不會是美國想要關心的事情。一個持續緊張的地區是它所喜歡的。這樣的地區格局會帶來利潤豐厚的軍火工業,更重要的是,可能會為乾涉地區事務提供更好的藉口。然而,將受到傷害的是我們的地區國家。冷戰結束30年來,AUKUS將良好的外部環境作為東亞幾十年繁榮的根本因素置於巨大的壓力之下。如果不及時剎車,該地區就有可能被迫忍受一場新的、風暴般的冷戰。
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</gallery>
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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{{Clear}}
第三個後果是削弱東盟的中心地位並擾亂東亞合作。
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<pre style="color: yellow">WARNING CONTINUED OPERATIONS OF THE MULTINATIONAL ENCYCLOPEDIA MUST END, WE SEEK DESTRUCTION FOR NO COMPLIANCE</pre>
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==Version 1: Art Pass Version 1==
而美國
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[[File:Previewside.png|left]]
 +
 
 +
This version is a light artpass with color coding for both bases, what's interesting to note here is the orange and red color scheme used for both bases. It's likely that the artpasser was testing out aesthetics for the RED team.
 +
===Screenshots===
 +
<gallery hideaddbutton=true widths="300" orientation="none" spacing="small" position="center" bordersize="none" captionsize="small" >
 +
 
 +
File:Ver_1_alt_view.jpg
 +
File:Ver1.jpg
 +
File:fort1.png
 +
</gallery>
 +
{{Clear}}
 +
 
 +
==Version 3: Art Pass Version 2==
 +
[[File:Ev2_sideimg2.png|left]]
 +
 
 +
Similar to version 1, However it has more actual texture work that we would see in the final map and less of the flat colors used to represent the 2 teams, and the early player models make a their first appearance outside of a early lineup.
 +
Curiously, there seem to be signs placed in front of each of the two buildings saying what side they are, compared to later screenshots and concepts the sides the teams are on are in the opposite buildings, reds building is blues and vice versa. Since there is some texturing, it is clearly after version 1, but it lacks the semi-complete texturing of version 3.
 +
===Screenshots===
 +
<gallery hideaddbutton=true widths="300" orientation="none" spacing="small" position="center" bordersize="none" captionsize="small" >
 +
 
 +
File:75.jpg
 +
File:Guys im here with my new fort.png
 +
</gallery>
 +
{{Clear}}
 +
 
 +
==Version 4:Art Pass Version 3 ==
 +
[[File:Ev3 sideimg.png|left]]
 +
Within the files released by Valve to the press, there were two pieces of concept art for 2Fort. They are very lightly painted-overs of the previous version based on devtest, with some vague shapes added and the overall color balance tweaked<ref>On the picture showing the RED Fort, a small section at the bottom was overlooked, which still has the original palette.</ref>. However, the near-omnipresent aliasing on a majority of the shapes gives away that this is a decent representation what the map looked like by the time this art was made.
 +
 
 +
In comparison to version 2, there is much more texturing, with the forts having their respective color. The sewer area has yet to get any water within it, but is more detailed than before. Since there is a large opaque area painted over on the front of the BLU Fort, it appears that the team indicator sign had not been removed from it during this period. Overall, the map maintains a fairly simplistic style, with lush colors and fairly little detail.
 +
===Trivia===
 +
*The signs near the sewers are mismatched, likely an oversight on Valve's part when making this paintover.
 +
 
 +
===Art===
 +
<gallery hideaddbutton=true widths="170" orientation="none" spacing="small" position="center" bordersize="none" captionsize="small" >
 +
Ev3 1.jpg
 +
Ev3 2.jpg
 +
</gallery>
 +
{{Clear}}
 +
==Version 5: Trailer 1 (July 19th, 2006)==
 +
 
 +
This is where things began to take shape into the version of the map that shipped with the game. That being said, much of the level is still incomplete and far out from its final rendition. Both intel rooms have been given their Spytech design, albeit with some difference from the final game. The BLU side has cream-coloured tiles as opposed to the later navy tiles it would use. While the RED side has a saturated red tiled floor as opposed to its later desaturated maroon version. The basement resupply room on RED side appears to use the Spytech aesthetic as opposed to a unique locker room design, similarly to the cp_well spawn rooms. BLU's battlements are unfinished, and have been mostly omitted from the trailer, save for some small scenes where it can be seen that they are using temporary blue concrete textures. The intelligence room uses a different railing model overlooking the computer room. Finally, the wall at the bottom of RED's barn staircase has the old TFC RED logo on it.
 +
===Screenshots===
 +
<gallery hideaddbutton=true widths="150" orientation="none" spacing="small" position="center" bordersize="none" captionsize="small" >
 +
File:Trailer_1_14.png
 +
File:Trailer_1_24.png
 +
File:Trailer_1_21.png
 +
File:Trailer_1_15.png
 +
File:Trailer_1.png
 +
File:Trailer_1_11.png
 +
File:Trailer_1_12.png
 +
</gallery>
 +
{{Clear}}
 +
 
 +
==Version 6: Trailer 2 (August 21st, 2006) ==
 +
[[File:Ev4 sideimg.png|left]]
 +
This is how 2Fort appeared in the second trailer for the game, as well as surrounding media. Nearly final, this version has a largely identical appearance to the final aside from a few noticeable differences: The bridge has yet to have a roof added, The stairs on either building have yet to be turned into ramps, there are still signs stating the team name above the sewers as well as bars over the sewer access presumably demolish-able through the equivalent to the tfc detpack, and signs next to the intel room respawn rooms. Some logos and textures also still differ, such as the one above the blue building, or the logo in the RED Fort's basement. Most notably, the majority of BLU team's fort has been finalized from it's trailer 1 predecessor.
 +
 
 +
===Screenshots===
 +
<gallery hideaddbutton=true widths="150" orientation="none" spacing="small" position="center" bordersize="none" captionsize="small" >
 +
Ev4 05.jpg
 +
Ev4 06.jpg
 +
Ev4 02.jpg
 +
Ev4 01.jpg
 +
</gallery>{{clear}}
 +
 
 +
==Version 6: Early IR==
 +
This was the era where TF2 slowly transitioned into what it became today the detailed brush stairs that Trailer 2 had got swapped for ramps, BLU and RED were slowly starting to resemble their retail counterparts with only a few holdovers from Trailer 2 such as Decals, certain textures, props in locations specific to Trailer 2, Grass was tweaked to optimize it for weaker systems such as the Xbox 360, PS3, and those with weak GPU's at the time.
 +
===Screenshots===
 +
<gallery hideaddbutton=true widths="150" orientation="none" spacing="small" position="center" bordersize="none" captionsize="small" >
 +
Ev4 07.jpg
 +
Ev4 04.jpg
 +
Ev4 03.jpg
 +
</gallery>{{clear}}
 +
 
 +
==Version 7: Postal III Leak (June 2007)==
 +
==Version 8: IR Presentation (August 13, 2007) ==
 +
 
 +
==Version 9: Retail ==
 +
 
 +
===Screenshots===
 +
<gallery hideaddbutton=true widths="150" orientation="none" spacing="small" position="center" bordersize="none" captionsize="small" >
 +
</gallery>
 +
{{Clear}}
 +
==References==
 +
{{Reflist}}
 +
 
 +
[[Category:Evolution]]
 +
[[Category:Team Fortress 2]]
 +
[[Category:Good Articles]]
 +
[[Category:Maps]]

Latest revision as of 07:18, 14 July 2023

The visual gem of Team Fortress 2, ctf_2fort has easily had the most released of it, beta-wise, compared to any other map present, dating to as early as 2005 before the game even had a trailer released. This is a look into Moby Francke's style and how the map evolved.

Origins:

At his 2012 and 2018 presentation, Moby Francke showed off in his slideshow many early versions of 2Fort before they had finalized an artpass, with early player models alongside from tf2's 2005 period of development. With some more recent filmed presentations and the release of one of his powerpoints, more shots of the fort have become available.

Version 0: devtest.bsp

Ev1 sideimg 2.png

An extremely early version of 2Fort that was present in SFM's files, presumably by accident. Most of the map uses development textures, with both sides being mirrored. Fence models from Half-Life 2 (and on occasion, textures from Team Fortress Classic) are frequent, being used as placeholders. The map has many similarities to its TFC counterpart not shared in the final version, such as seperate exit/entrance spawn doors, and the platform going above the pit, rather than around. There are multiple references to some early TF2 entities:

  • info_player_tfteamspawn
  • func_tf_capture_zone
  • tf_capture_flag

Screenshots

Version 1: Art Pass Version 1

Previewside.png

This version is a light artpass with color coding for both bases, what's interesting to note here is the orange and red color scheme used for both bases. It's likely that the artpasser was testing out aesthetics for the RED team.

Screenshots

Version 3: Art Pass Version 2

Ev2 sideimg2.png

Similar to version 1, However it has more actual texture work that we would see in the final map and less of the flat colors used to represent the 2 teams, and the early player models make a their first appearance outside of a early lineup. Curiously, there seem to be signs placed in front of each of the two buildings saying what side they are, compared to later screenshots and concepts the sides the teams are on are in the opposite buildings, reds building is blues and vice versa. Since there is some texturing, it is clearly after version 1, but it lacks the semi-complete texturing of version 3.

Screenshots

Version 4:Art Pass Version 3

Ev3 sideimg.png

Within the files released by Valve to the press, there were two pieces of concept art for 2Fort. They are very lightly painted-overs of the previous version based on devtest, with some vague shapes added and the overall color balance tweaked[1]. However, the near-omnipresent aliasing on a majority of the shapes gives away that this is a decent representation what the map looked like by the time this art was made.

In comparison to version 2, there is much more texturing, with the forts having their respective color. The sewer area has yet to get any water within it, but is more detailed than before. Since there is a large opaque area painted over on the front of the BLU Fort, it appears that the team indicator sign had not been removed from it during this period. Overall, the map maintains a fairly simplistic style, with lush colors and fairly little detail.

Trivia

  • The signs near the sewers are mismatched, likely an oversight on Valve's part when making this paintover.

Art

Version 5: Trailer 1 (July 19th, 2006)

This is where things began to take shape into the version of the map that shipped with the game. That being said, much of the level is still incomplete and far out from its final rendition. Both intel rooms have been given their Spytech design, albeit with some difference from the final game. The BLU side has cream-coloured tiles as opposed to the later navy tiles it would use. While the RED side has a saturated red tiled floor as opposed to its later desaturated maroon version. The basement resupply room on RED side appears to use the Spytech aesthetic as opposed to a unique locker room design, similarly to the cp_well spawn rooms. BLU's battlements are unfinished, and have been mostly omitted from the trailer, save for some small scenes where it can be seen that they are using temporary blue concrete textures. The intelligence room uses a different railing model overlooking the computer room. Finally, the wall at the bottom of RED's barn staircase has the old TFC RED logo on it.

Screenshots

Version 6: Trailer 2 (August 21st, 2006)

Ev4 sideimg.png

This is how 2Fort appeared in the second trailer for the game, as well as surrounding media. Nearly final, this version has a largely identical appearance to the final aside from a few noticeable differences: The bridge has yet to have a roof added, The stairs on either building have yet to be turned into ramps, there are still signs stating the team name above the sewers as well as bars over the sewer access presumably demolish-able through the equivalent to the tfc detpack, and signs next to the intel room respawn rooms. Some logos and textures also still differ, such as the one above the blue building, or the logo in the RED Fort's basement. Most notably, the majority of BLU team's fort has been finalized from it's trailer 1 predecessor.

Screenshots

Version 6: Early IR

This was the era where TF2 slowly transitioned into what it became today the detailed brush stairs that Trailer 2 had got swapped for ramps, BLU and RED were slowly starting to resemble their retail counterparts with only a few holdovers from Trailer 2 such as Decals, certain textures, props in locations specific to Trailer 2, Grass was tweaked to optimize it for weaker systems such as the Xbox 360, PS3, and those with weak GPU's at the time.

Screenshots

Version 7: Postal III Leak (June 2007)

Version 8: IR Presentation (August 13, 2007)

Version 9: Retail

Screenshots

References

  1. On the picture showing the RED Fort, a small section at the bottom was overlooked, which still has the original palette.