Difference between revisions of "Team Fortress 2 Invasion"

From Valve Cut Content
Jump to: navigation, search
m (Reverted edits by Programme (talk) to last revision by Mine)
(Tag: Rollback)
(Overhaul 1.Saving just in case. -Local Invasion Nutjob)
Line 1: Line 1:
<b>Team Fortress 2 Invasion</b> is the successor to Brotherhood of Arms, and the predecessor to the final Team Fortress 2. It is presumed to have been developed from about 2002 to 2003, since most of the leaked files are from around this time.
+
<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.  
 +
 
 
==Overview==
 
==Overview==
Team Fortress 2 Invasion is a "steampunk" [[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.  
+
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.  
  
 
==Gameplay==
 
==Gameplay==
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, kills, and destruction of enemy buildables.
+
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.
  
Other gameplay features include controllable Resource Zones that housed resources that could be harvested using Resource Pumps. You could also build defensive objects such as tunnels, and towers.  
+
Invasion does not have rounds, but Acts, which besides the name is basically the same thing.
  
To win a round of Invasion, you either destroy all of the enemy team's Respawn Stations or harvest the most resources. These two factors would be compared between teams at the end of an Act, and would be used to determine what team won.
+
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===
 
===Classes===
There are several classes present in this incarnation, including:
+
There are several classes present in this incarnation, most of them are evolved versions of their respective counterparts from Team Fortress Classic.
 
 
<div style="text-align:left;">
 
{| class="article-table" border="1" cellpadding="0" cellspacing="0" style="float: left; width: 650px; vertical-align: text-top;"
 
|+
 
|Class name
 
|Description
 
|Image
 
|-
 
|<b>Recon</b>
 
|A fast and nimble class, able to jump off water and jump onto walls, and also can preform a double-jump. Code has variables for a Jetpack of some sort, but no code exists for the jetpack itself. Armed with dual pistols and sticky grenades.
 
|
 
|-
 
|<b>Commando</b>
 
|A ranged power class, using a burst rifle to dominate offensively. Also armed with a Power Shield: A Shield that can be used at any time and has limited health that can be regenerated.
 
|[[File:Hcommando_front.png|100px]]
 
|-
 
|<b>Defender</b>
 
|A defensive class, who uses his minigun and buildings to lock down areas.
 
|[[File:080.jpg|100px]]
 
|-
 
|<b>Escort</b>
 
|A support-based class that uses a large shield to help protect his teammates from enemy fire.
 
|
 
|-
 
|<b>Medic</b>
 
|A support class using a "Repair Gun" to heal teammates and buildings. Armed with a Plasma Rifle. Could build a self-heal object that would heal up to 4 players simulationiusly.
 
|[[File:Smallmed_isolate.png]]
 
|-
 
|<b>Pyro</b>
 
|A flamethrower-equipped class, able to use gas cans to place traps for his enemies.
 
|
 
|-
 
|<b>Sapper/Technician</b>
 
|A versatile class that is effective both offensively and defensively. He is able to build useful Resource Pumps. Armed with a Drainbeam; A weapon that acts as the opposite of the Repair Gun. Instead of giving health, it takes it. 
 
|
 
|-
 
|<b>Sniper</b>
 
|A sniper rifle-equipped class who can turn invisible when standing still.
 
|
 
|-
 
|<b>Infiltrator</b>
 
|The Infiltrator could camouflage, consume enemy corpses, disguise as enemy players, and stab opponents.
 
|
 
|-
 
|<b>Supression/Support</b>
 
|Most likely meant to be an alternative to the Defender, could be intended to be used to push back enemy players and suppress them from areas. Could've been armed with the Plasma Grenade Launcher.
 
|
 
|}
 
</div>
 
{{clear}}
 
  
 +
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===
 
===Buildables===
 
There are some buildable objects, including
 
There are some buildable objects, including
Line 72: Line 29:
  
 
Dragon's Teeth
 
Dragon's Teeth
 +
Used for blocking vehicles from driving into areas.
  
 
Sentry Guns
 
Sentry Guns
An upgradable 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.
+
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
 
EMP Generator
Line 86: Line 44:
  
 
Resupply Station
 
Resupply Station
A device that could be used to resupply ammuntion, health, and grenades. To resupply you needed to pay using resources.
+
A device that could be used to resupply ammuntion, health, and grenades in exchange for Resources.
  
 
Respawn Station
 
Respawn Station
An important object that's crucial to gameplay. When all of a team's Respawn Stations are built, the enemy team will be unable to spawn and the opposing team will be victorious.
+
A replacement for the teleporter. Crucial for a huge attacking push or getting defenders on the Zone quickly after they have respawned.
  
 
Vehicle Boost
 
Vehicle Boost
Line 108: Line 66:
  
 
===2012 Source Engine Leak===
 
===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.
+
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.
<!-- Mainly a placeholder;
+
 
Check to see if code progressed, if it is mishmashed with current tf2 stuff
+
It's very similar to the 2003 variant but has several code fixes or some better code.
-->
+
 
 
===Moby Francke, ~2005-2008===
 
===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.
 
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.
Line 180: Line 138:
 
recon dressed 1.jpg|<b>Early TF2:</b> Alien recon character
 
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_06.jpg|<b>Early TF2:</b> Space marine soldier comp
tf_concept_08.jpg|<b>Early TF2:</b> EMP suit
+
tf_concept_08.jpg|<b>Early TF2:</b> Technician (Sapper) suit
 
tf_concept_36.jpg|<b>Early TF2:</b> Heavy weapon comp
 
tf_concept_36.jpg|<b>Early TF2:</b> Heavy weapon comp
 
tf_concept_43.jpg|<b>Early TF2:</b> Alien comp
 
tf_concept_43.jpg|<b>Early TF2:</b> Alien comp
Line 190: Line 148:
 
tf_concept_89.jpg|<b>EARLY TF2:</b> Various devices to build in TF2
 
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_90.jpg|<b>Early Tf2:</b> Concepts of alien devices and vehicles.
tf_concept_92.jpg|<b>Early Tf2:</b> Demoman pipebomb concepts
+
tf_concept_92.jpg|<b>Early Tf2:</b> Limpet Mine concepts
tf_concept_94.jpg|<b>Early TF2:</b> Powered Tommy gun concepts
+
tf_concept_94.jpg|<b>Early TF2:</b> Powered Tommy gun (Plasma Rifle) concepts
tf_concept_96.jpg|<b>Early TF2:</b> Powered Tommy gun concepts
+
tf_concept_96.jpg|<b>Early TF2:</b> Ditto.
tf_concept_98.jpg|<b>EARLY TF2:</b> Powered Tommy gun concepts
+
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_105.jpg|<b>Early Tf2:</b> Random devices with steam punk influence.
tf_concept_106.jpg|<b>Early Tf2:</b> Engineer's spanner repair
+
tf_concept_106.jpg|<b>Early Tf2:</b> Building PDA
 
tf_concept_107.jpg|<b>Early TF2:</b> Healing medical devices
 
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_109.jpg|<b>Early TF2:</b> Hand held devices for interacting with equipment.
Line 202: Line 160:
 
tf_concept_117.jpg|<b>Early Tf2:</b> Soldier concepts
 
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_122.jpg|<b>Early TF2:</b> Spy robot in disguise mode.
tf_concept_130.jpg|<b>Early TF2:</b> Air transport vehicle
+
tf_concept_130.jpg|<b>Early TF2:</b> Resource Carrier
 
tf_concept_134.jpg|<b>Early Tf2:</b> Soldier concept
 
tf_concept_134.jpg|<b>Early Tf2:</b> Soldier concept
tf_concept_146.jpg|<b>Early Tf2:</b> Environment concept of space junkyard.
+
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 overlay.
+
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.
+
tf2_invasion_device1.gif|<b>Early Tf2:</b> Motion comps for power devices. (Buff Station)
 
Tf2_invasion_device2.gif|Ditto.
 
Tf2_invasion_device2.gif|Ditto.
 
tf2_space_weapon_emp1.gif|<b>Early Tf2:</b> Motion comp for EMP suit behavior.
 
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 View model. Fire animation.
+
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> Powered Tommy gun View model. Reload 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.
 
tf2_invasion_weapon_shield1.gif|<B>Early TF2:</B> View model of Power Shield cycling deploy animation.
 
</gallery>
 
</gallery>
Line 221: Line 179:
 
**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].
 
**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
 
*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, and development is ongoing.<ref>https://www.moddb.com/games/team-fortress-2-invasion</ref>
+
**A modification of the GabeN build with some improvements, started near the end of 2015. The first release was on October 1, 2017, and development is ongoing. Although there minimal progress has been made. <ref>https://www.moddb.com/games/team-fortress-2-invasion</ref>
  
 
===Invasion:Source===
 
===Invasion:Source===
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 currently unclear whether the project is in continued development, as as of October 2017 the Github page states the last commit was on "Feb 20".
+
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'' ====
 
==== ''Descendants'' ====
 
* Team Fortress: Invasion (NextWizard) - Discontinued
 
* Team Fortress: Invasion (NextWizard) - Discontinued
** A continuation of hogsy's build. Has not been officially released yet but has completed some major milestones, such as fixing the Recon class. It can be found either on [http://www.moddb.com/mods/team-fortress-2-invasion ModDB] or [https://github.com/MaartenS11/Invasion/ GitHub].
+
** A continuation of hogsy's build. Only difference is that the Recon class doesn't crash and a few custom models. [http://www.moddb.com/mods/team-fortress-2-invasion ModDB] or [https://github.com/MaartenS11/Invasion/ GitHub].
  
 
=== The Axel Project's Invasion ===
 
=== 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 only videos of it shows the sentry gun and resource pump in action, but nothing else. It was never officially released or mentioned besides these two unlisted videos.
+
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.
  
 
==References==
 
==References==

Revision as of 13:26, 11 October 2019

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, and development is ongoing. Although there minimal progress has been made. [10]

Invasion:Source

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
    • A continuation of hogsy's build. Only difference is that the Recon class doesn't crash and a few custom models. ModDB or 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.

References