Difference between revisions of "Team Fortress 2 Invasion"

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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。
+
<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.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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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。
+
==Overview==
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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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 cut for varying and unclear reasons.
一旦規則被打破,第一個後果將是造成核擴散的巨大風險。
+
 
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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==Gameplay==
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。
+
There are two teams, the Humans and the Aliens. Gameplay is primarily based in collecting resources<ref>[http://www.teamgaben.com/gaben/index.php?title=Team_Fortress_2_(GabeN) Section based on GabeN wiki]</ref>, which are gained through collecting from Resource Pumps, killing enemies, and destruction of enemy buildings.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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《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)。
+
Invasion does not have rounds, but Acts, which besides the name is basically the same thing.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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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。
+
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.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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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。
+
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.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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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。
+
===Classes===
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There are several classes present in this incarnation, most of them are evolved versions of their respective counterparts from Team Fortress Classic.
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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<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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The Recon: (Evolution of the Scout)
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。
+
Only has one weapon, Dual Semi-Automatic Pistols. And right-clicking would launch a stickybomb.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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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.
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。
+
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.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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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。
+
The Commando
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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===Buildables===
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。
+
There are some buildable objects, including
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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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Resource Pump
<pre style="color: yellow">WARNING CONTINUED OPERATIONS OF THE MULTINATIONAL ENCYCLOPEDIA MUST END, WE SEEK DESTRUCTION FOR NO COMPLIANCE</pre>
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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.
而美國
+
 
 +
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 device 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
 +
When applied to a vehicle, it would boost the speed of the vehicle which it was applied too.
 +
 
 +
 
 +
 
 +
-->
 +
 
 +
==Releases==
 +
===2003 Leak===
 +
In [[The 2003 Leak|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.<ref>http://half-life.wikia.com/wiki/File:Medic_concept_1.jpg</ref><ref>http://half-life.wikia.com/wiki/File:Armor_concept1.jpg</ref> A few of these are not seen in the later portfolio.
 +
====Gallery====
 +
<gallery widths="175" spacing="small" bordersize="none" hideaddbutton="true">
 +
Armor_concept1.jpg
 +
Medic_concept_1.jpg
 +
Monster_tf_2.jpg
 +
</gallery>
 +
===TF2Portal.de, 2009===
 +
On September 18, 2009, and September 30, 2009, TF2Portal.de released three otherwise unseen alien designs from "2000-2003".
 +
<ref>http://www.tfportal.de/?site=news_details&id=1185</ref><ref>http://www.tfportal.de/?site=news_details&id=1196</ref>
 +
====Gallery====
 +
<gallery widths="220" spacing="small" bordersize="none" hideaddbutton="true">
 +
tf2_old_hwguy.jpg
 +
tf2_old_pyro.jpg
 +
tf2_old_scout.jpg
 +
</gallery>
 +
====<b>Robin Walker E-Mail</b>====
 +
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:
 +
<!-- transcription of robin walker's response here -->
 +
 
 +
=====Images=====
 +
<gallery hideaddbutton="true" bordersize="none">
 +
1.png|Part 1
 +
2.png|Part 2
 +
3.png|Part 3
 +
</gallery>
 +
===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====
 +
<gallery widths="175" spacing="small" bordersize="none" hideaddbutton="true">
 +
commando_01_r.jpg
 +
commando_02_r.jpg
 +
human_commando_finishedsketch.jpg
 +
human_defender_finishedsketch.jpg
 +
</gallery>
 +
===Moby Francke, 2013===
 +
Around July of 2013<ref>The earliest capture of mobyfrancke.com is in 2013.</ref>, 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.<ref>http://mobyfrancke.com/</ref>
 +
====Gallery====
 +
<gallery widths="175" spacing="small" bordersize="none" hideaddbutton="true">
 +
076.jpg
 +
077.jpg
 +
078.jpg
 +
079.jpg
 +
080.jpg
 +
081.jpg
 +
082.jpg
 +
083.jpg
 +
084.jpg
 +
086.jpg
 +
087.jpg
 +
088.jpg
 +
</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 [https://www.artstation.com/artwork/QzmaEl ArtStation].
 +
<ref>http://www.chuckejones.com/valve.html</ref>
 +
A snippet of text about the project was included alongside:
 +
 
 +
<blockquote>
 +
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.
 +
</blockquote>
 +
 
 +
====Gallery====
 +
<gallery widths="175" spacing="small" bordersize="none" hideaddbutton="true">
 +
recon dressed 1.jpg|<b>Early TF2:</b> Alien recon character
 +
tf_concept_06.jpg|<b>Early TF2:</b> Space marine soldier comp
 +
tf_concept_08.jpg|<b>Early TF2:</b> Technician (Sapper) suit
 +
tf_concept_36.jpg|<b>Early TF2:</b> Heavy weapon comp
 +
tf_concept_43.jpg|<b>Early TF2:</b> Alien comp
 +
tf_concept_44.jpg|<b>Early TF2:</b> Alien artillery
 +
tf_concept_48.jpg|<b>Early Tf2:</b> Rough sketches for soldier
 +
tf_concept_56.jpg|<b>Early Tf2:</b> Helmet comps
 +
tf_concept_87.jpg|<b>Early Tf2:</b> Alien rifle design
 +
tf_concept_88.jpg|<B>Early TF2:</B> Concept for Power Shield, illustrating its deployment.
 +
tf_concept_89.jpg|<b>EARLY TF2:</b> Various devices to build in TF2
 +
Tf_concept_90.jpg|<b>Early Tf2:</b> Concepts of alien devices and vehicles.
 +
tf_concept_92.jpg|<b>Early Tf2:</b> Limpet Mine concepts
 +
tf_concept_94.jpg|<b>Early TF2:</b> Powered Tommy gun (Plasma Rifle) concepts
 +
tf_concept_96.jpg|<b>Early TF2:</b> Ditto.
 +
tf_concept_98.jpg|<b>EARLY TF2:</b> Ditto.
 +
tf_concept_105.jpg|<b>Early Tf2:</b> Random devices with steam punk influence.
 +
tf_concept_106.jpg|<b>Early Tf2:</b> Building PDA
 +
tf_concept_107.jpg|<b>Early TF2:</b> Healing medical devices
 +
tf_concept_109.jpg|<b>Early TF2:</b> Hand held devices for interacting with equipment.
 +
tf_concept_110.jpg|<b>Early TF2:</b> Devices that repair or give ammo.
 +
tf_concept_111.jpg|<b>Early TF2:</b> Healing devices
 +
tf_concept_117.jpg|<b>Early Tf2:</b> Soldier concepts
 +
tf_concept_122.jpg|<b>Early TF2:</b> Spy robot in disguise mode.
 +
tf_concept_130.jpg|<b>Early TF2:</b> Resource Carrier
 +
tf_concept_134.jpg|<b>Early Tf2:</b> Soldier concept
 +
tf_concept_146.jpg|<b>Early Tf2:</b> Environment concept of space junkyard. (Possibly an early Vehicle Bay)
 +
tf_concept_149.jpg|<b>Early TF2:</b> Screen shot of level with character and power device (buff station) overlay.
 +
tf2_invasion_device1.gif|<b>Early Tf2:</b> Motion comps for power devices. (Buff Station)
 +
Tf2_invasion_device2.gif|Ditto.
 +
tf2_space_weapon_emp1.gif|<b>Early Tf2:</b> Motion comp for EMP suit behavior.
 +
tf2_invasion_weapon_fire1.gif|<b>Early TF2:</b> Powered Tommy gun (Plasma Rifle) View model. Fire animation.
 +
tf2_invasion_weapon_reload1.gif|<b>Early TF2:</b> Ditto. Reload animation.
 +
tf2_invasion_weapon_shield1.gif|<B>Early TF2:</B> View model of Power Shield cycling deploy animation.
 +
</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 [http://www.teamgaben.com/gaben/index.php?title=Team_Fortress_2_(GabeN) wiki]. The TF2 page was last edited in 2008<ref>http://www.teamgaben.com/gaben/index.php?title=Team_Fortress_2_%28GabeN%29&action=history</ref>, 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 [https://hl2-beta.ru/index.php?action=downloads;sa=view;down=66 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 [https://gitlab.com/tfi-team/tfi-team-build Gitlab]. <ref>https://www.moddb.com/games/team-fortress-2-invasion</ref>
 +
 
 +
===Invasion===
 +
A port of TF2 invasion's source code to Source SDK 2013, led by hogsy. It can be found [http://talonbrave.info/?page_id=451 here], and downloaded [https://github.com/TalonBraveInfo/InvasionSource here]. It is still in active development today.
 +
 
 +
==== ''Descendants'' ====
 +
* Team Fortress: Invasion (NextWizard) - Discontinued
 +
** A continuation of hogsy's build. [http://www.moddb.com/mods/team-fortress-2-invasion ModDB] or [https://github.com/MaartenS11/Invasion/ GitHub].
 +
 
 +
=== 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 ==
 +
* [https://store.steampowered.com/app/17740/Empires_Mod/ Empires]
 +
* [https://store.steampowered.com/app/17710/Nuclear_Dawn/ Nuclear Dawn]
 +
==References==
 +
<references />
 +
[[Category:2003 Leaks]]
 +
[[Category:Team Fortress 2 (Invasion)]]

Latest revision as of 09:39, 5 December 2022

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 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.

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 cut 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 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.

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.

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

Buildables

There are some buildable objects, including

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.

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


-->

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