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In late January (2015) when we got the feedback from Valve - and post TF2Maps.net's 72hr contest - we thought that there might be a better way to do the gamemode. The due date for Invasion was initially set as mid-March so we had some amount of time to experiment. We thought that even if the experiments proved to be unfun that we could always jump back to the previous version's gamemode which was at least decent.
The first experiments were actually completely stripped down versions of the gamemode. We got rid of the control point and the carepackage drops and only left the killstreak things. Initially we had tried this in the very first versions of Watergate but at the time the map was also much more closed-off - so we figured that the stripped down (new) version could work as the map now was much more open. The first test had worked really well - people still recognized the map enough that they instinctually got to the main routes and had cool dynamic random battles. The second test was with mostly new players and it went pretty poorly, the map veterans were saying that the map was ruined - we assured them it was just an experiment.
At this time I wrote notes about the problems of the gamemode:
I'll squeeze in some info here - the 'team leader' idea was floating around since the very beginning of the gamemode in August 2015 - and was in the first version - but it didn't work with existing map entities, so when we considered using a Sourcemod plugin I jumped right back onto the team leader idea.
Several ideas, the headhunter (official) mode seemed liked it could be best, but was very different from what we already had. We started with Solution 1 - which required a custom sourcemod plugin - enter Wgooch.
At this point in time we tested the carepackages + the controlpoint + the team leaders. There were so many variables being toyed with at once that it was confusing to say the least.
A rush of qoutes because they actually do a fair job of explaining what we were thinking. So it was around May of 2015 that we sought the idea of the team leaders, and from May to July it was iterative testing on which variables were best for the team leaders - which was most of the version numbers. We did also through this improve map flow, map fps, detail, recognition of theme, etc.
From June -> July it was further testing of these things, and the gamemode seemed to be getting better so I started a heavy focus on the aesthetics - animating the saucers, getting style, the new finale explosion to fit the new gamemode narrative of depositing cores into the saucer, etc.
At around August we got in contact breifly with Valve about it possibly getting ingame but we didn't find out for sure of their conclusion until mid September, during which time I grew increasingly paranoid all the work we did was for nothing which to be honest was pretty draining.
But, we did get in contact around then, and then we worked on the final versions of the gamemode as it was implemented in steps in the beta versions of TF2. There were some small updates to the map post-launch of course, with that skywalk exploit, but the overall map was mostly finished around August.
Pleeeease don't change anything!
The funny voice makes it better...
Wait, why am I asking?
Juuust checking...
Just checking :/
I think at this point we 95% probably won't change it. I think if we could get the announcer to do the voice it might feel 'more officialised' or something, which I think would feel good.
Another idea we had was to have Jerma985 do the voice of the announcer, which I would like a lot, and I was actually thinking of asking him, but he stopped playing TF2 like a month before Invasion came out, so I wasn't sure he'd be interested. Also it's sort of the same problem where it's not 'the official announcer', so it might feel less official. Unless Jerma could make a convincing 'official announcer impression', maybe..
About other changes, I've been looking at making some small changes, I still don't really quite enjoy exiting spawn. Sometimes I leave spawn and then realise 'wait, I wanted to go out a different door' and there's no easy way back to the other route - it's not like you exit spawn and then make a decision which direction to go, you make the decision a bit before you realise it. I don't think it would be easy to make this geometry change though.