Team Fortress 2 Invasion
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
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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
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
- ↑ Section based on GabeN wiki
- ↑ http://half-life.wikia.com/wiki/File:Medic_concept_1.jpg
- ↑ http://half-life.wikia.com/wiki/File:Armor_concept1.jpg
- ↑ http://www.tfportal.de/?site=news_details&id=1185
- ↑ http://www.tfportal.de/?site=news_details&id=1196
- ↑ The earliest capture of mobyfrancke.com is in 2013.
- ↑ http://mobyfrancke.com/
- ↑ http://www.chuckejones.com/valve.html
- ↑ http://www.teamgaben.com/gaben/index.php?title=Team_Fortress_2_%28GabeN%29&action=history
- ↑ https://www.moddb.com/games/team-fortress-2-invasion