2010 TF2 Studio Rumble season is over. Telltale results in this thread!
[TTG] Yare
Telltale Alumni
Miss Nikasaur has a way with words that I do not, and she will eventually provide a detailed description of our struggle for TF2 adequacy. For now, I'll give a quick overview.
Every year there is a TF2 Studio Rumble, where game developers fight each other in Team Fortress 2. Since I got everyone in the office playing TF2 last year, Shaun, Nikki and I thought it would be fun to participate. Understand that we are still relatively inexperienced, where the other teams have been playing TF2 for 3 years now.
Our first opponent was Blizzard/Bioware/EA, who smashed us handily. After that was NetDevil (JumpGate) who also defeated us without much trouble. During this journey of TF2 self-discovery, we were also scrimmaging against other teams both in and out of our division, including NetDevil (LEGO) who like their JumpGate counterparts, had little trouble dispatching us.
At this point, I made a rogue's gambit. Our next opponent was Lucas Arts/Disney, who are extremely good. Rather than spend a week practicing a map and strategy for a team that would mop the floor with us anyway, I set us upon practicing for our final match against NetDevil (LEGO) which was 3 weeks away. Our goal was to win ONE match. To be NOT LAST. Everyone had been getting much better since we entered the tournament, and the result was that in round 2 we pulled off the greatest Kansas City Shuffle of all time.
Round 1, Telltale on defense (RED)
Round 2, Telltale on offense (BLU)
Every year there is a TF2 Studio Rumble, where game developers fight each other in Team Fortress 2. Since I got everyone in the office playing TF2 last year, Shaun, Nikki and I thought it would be fun to participate. Understand that we are still relatively inexperienced, where the other teams have been playing TF2 for 3 years now.
Our first opponent was Blizzard/Bioware/EA, who smashed us handily. After that was NetDevil (JumpGate) who also defeated us without much trouble. During this journey of TF2 self-discovery, we were also scrimmaging against other teams both in and out of our division, including NetDevil (LEGO) who like their JumpGate counterparts, had little trouble dispatching us.
At this point, I made a rogue's gambit. Our next opponent was Lucas Arts/Disney, who are extremely good. Rather than spend a week practicing a map and strategy for a team that would mop the floor with us anyway, I set us upon practicing for our final match against NetDevil (LEGO) which was 3 weeks away. Our goal was to win ONE match. To be NOT LAST. Everyone had been getting much better since we entered the tournament, and the result was that in round 2 we pulled off the greatest Kansas City Shuffle of all time.
Round 1, Telltale on defense (RED)
Round 2, Telltale on offense (BLU)
Sign in to comment in this discussion.
Comments
The real question is why the best players distilled from Blizzard, Bioware and Electronic Arts were on the same team competing with a bunch of adventure game developers, and why we ever had any hope
I believe they have been in Studio Rumble in the past but they didn't have a team in this year.
If studios have too few participants to field a full team (in Studio Rumble the teams are 12 people), they get paired up with a second studio.
I was thinking about that too.
But since this is mostly for fun...
You will win eventually, I know!
... I think I'll stick with stalking. Seriously, who designs these games? I swear I saw limbs fly.
I had to pause after a few minutes when I thought about how much it must have hurt these poor people. I started being so sad .
That, and it was so confusing I had no idea what's going on. Apart from poor people hurting each other in horrible ways for no apparent reason.
(Although, I was started to get motion sickness. And hints of a headache.)
TF2, you are bad for my physical and mental health. Stay away from me!
So yeah, going back to stalking. Stick to what you know, I say.
As you said, we only have sight and earing. The problem for me I think is the discrepancy between what I see and what I feel. I'm not actually moving, but the image is. Hence motion sickness.
Now put me in a shooter that I actually move for and I won't get sick. Just shot. A lot and a lot.
EDIT: out of curiosity, can you see your feet in real life? You mean when you're walking and extending the, right, not just standing there?
Sorry but what do you mean by an "FTP"?
Probably FPS
We brought server regulars in occasionally if we were low on players for a match or scrimmage. With the permission of the other team's captain, of course.
For the violence-averse, you can set it so players explode into candy and presents.
Thanks for pointing out my obvious mistakes.
Help me to improve in my second languaje. Well, this is not really a case, but anyway, if I commit any mistake, be free to become a grammar nazi and tell me. I need that.
I just want to work for TTG LOL
There's spectator mode. Basically, you watch someone play from a third-person perspective.
That sounds ideal.
http://tf2wiki.net/wiki/Main_Page
You may find this interesting. Even if you have no intention of playing TF2 yourself, it's an interesting document on game design and evolution, with the added benefit of knowing what in the wide, wide world of sports happened in Yare's video.
I though it was a teambased shooter? Oh well, guess I stick to Enemy Territory like I was planning to do anyways.
That's a pretty fast dismissal for a game based very little knowledge about the game itself... :<
Actually, Giant Tope gave me a course in TF2.
I am now perfectly convinced: the only thing I don't like about TF2 is the game itself.
Judgey Judgekins!
Enemy Territory is derived from Team Fortress style gameplay. Splash Damage got started by making a fan-mod for Quake 3 which ported Team Fortress style gameplay over to that engine.
Team Fortress is probably significantly faster paced than Enemy Territory, but it's not a free for all fest like Unreal Tournament or Quake. It is bloody as all get out, but only for brief seconds, and it is deliberately over the top to go with the super exaggerated nature of everything else in the game's world. The game's not for everyone, but if the comic-book violence meets mid-century-advertising-illustration style and the class-based first-person team gameplay are the sorts of things that appeal to you, this game does those things very well.
Watch these movies: http://teamfortress.com/movies.htm
They (sort of) explain each class and what they do. But mostly they explain the personality and aesthetic of the game. Again, blatantly not for everyone
I love the fact that the guys I play with have characters and personality (the Soldier thinking the Engie's a Canadian cracks me up) and there's a backstory for the game and events change etc, there's a lot of love in there and it keeps me coming back, even though i'm pretty cack
Just check out this letter a modder recieved from the one and only Saxton Hale
Seriously? Is that a mod or just a setting?
They also wear silly hats. It looks awesome.
I have no clue what's the difference between a mod and a setting so I'll let someone else answer.
I'm still flattered, but as a programmer I'm bound by a strict code of no fraternization with coworkers, customers, or anybody else.
It is our way.
Or maybe I'm just that terrifying. But it's probably the other thing.
Basic gist: Settings are adjustable features native to the game itself. Mods are player-created features -- fan-made add-ons, more or less.
We sometimes communicate via a code spelled out in Swedish Fish and left on his desk. It is the safest way.
...if the last message is correct, Jake is trapped in the well again.
Proprioception allows you to determine where your feet are (in relation to the rest of your body) without seeing them.
Brilliant. I'm unplugging my phone and ignoring emails - glucose-rich sweets shall be my sole form of tasty snack workplace communication.
Guys?
...
Probably just the wind.
Are you trying to make contact?