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Work on the next class pack is gearing up, a little slower than we'd like. In the meantime, I thought I'd post some answers to the common email questions we receive.
How do respawn waves work? Is my respawn time affected by my performance? Why do they exist at all?
Respawn waves occur on regular intervals, based on the map settings. Most of our maps use a 10 second respawn wave time. That 10 seconds is then modified by the map state, generally reduced for the team that controls the most capture points. Each team's respawn wave time is then scaled down if the team has less than 8 players in it, to a minimum of 5 seconds if team has 3 or less players in it. When you die, you are assigned to the respawn wave after the next one. So if the respawn wave time is currently 10 seconds for your team, you'll respawn somewhere between 10 and 20 seconds from your death. Your individual performance doesn't affect your respawn time in any way.
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We found respawn waves were a good solution to several problems.
Well, it's been a couple of weeks since we updated the blog, and we thought it was time to let you know why we've been so quiet. The last couple of weeks we've actually been moonlighting on Left 4 Dead. While the L4D team has been focusing on finishing up the core cooperative gameplay, we've been helping them by working on their Versus mode. Versus is the recently-announced competitive mode where one team plays the Survivors and one team plays the Infected. We've learned a lot while working on TF2 in the last year, and we were able to apply some of those lessons to Versus mode. As a result, we've just finished adding critical hits, respawn waves, flawless auto-team balancing, and facestabs to L4D, while removing anything that looked remotely like a grenade.
I kid, I kid.
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Now that we're wrapping up that work, we'll be returning to TF2. We've got a bunch of exciting changes coming down the pipe for the next class update. Feels good to be home again!
The path to arriving at a final design for a character is sometimes a long and winding one. This was especially the case for the Demoman and we thought it would be interesting to step through that process and shed a little light on how we arrive at our final designs. Early on in the process, soon after we decided that we were going to start a new, more stylized direction for TF2 it opened up a whole range of possibilities in terms of what that meant visually. One of the first (albeit short-lived) ideas that was being thrown around was to try to recreate a look of claymation for our game. The idea was to make the world look like a miniature set built for clay figures which animated and gibbed into chunks of clay.
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A quick set of concepts were made to test the idea but we quickly realized that though the novelty of such a direction would be interesting, it didn't fit some of our higher level goals in terms of what kind of product we were trying to deliver. However, we did want to hold onto this concept of simulating real world artistic materials in the game and this led to the more painterly look which eventually shipped with the product.
Now that we were back to the drawing board an effort was made to first think of these classes as full characters with a history, distinct personalities and even nationalities. Short biographies were drafted which helped the artists concept characters which they imagined would match these biographies. For the Demoman, although the angry Scotsman was already an archetype common in media we decided to embrace that. The short bio was:
With this bio to springboard from and constant meetings between the artists and feedback from the team, a number of concepts were created:
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As we were designing the characters, a stronger emphasis was simultaneously being placed on readability of the classes when playing the game, and so as you can see in the examples above, the silhouette of the Demoman was becoming more and more distinct. The first few concepts didn't really separate him out from the rest of the classes but as he was refined the more substantial upper body shape helped make him recognizable immediately.
At this point, the 3D model for the Demoman was being built and we were preparing to move on. However, there were still some who didn't think he was quite there. A nagging feeling that perhaps the embracing of the archetype was a little to generic. Perhaps a little too much like a groundskeeper in Springfield. We needed a twist to make him more interesting. We didn't want to lose his personality but felt like visually he needed something that broke the cliche. A suggestion was made to have him of African descent and we ran with it.
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With a few modifications to his overall shape we soon arrived at the final concept and what you all see and play in the game today:
We decided to create a new TF environment after sensing some desert-fatigue, both internally and externally. The new theme had to be a departure from the current look without being so different that the characters felt out of place in it. We also wanted to leverage some content from our existing environments, since crafting every asset from scratch would mean we'd be moving the release beyond Valve time and into the realm of geologic time.
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We've been a little quiet for the last week as we've put the finishing touches on the Heavy update. We thought the Pyro pack was the biggest we'd be doing for a while, due to the large changes to the Pyro, but the Heavy update has turned out to be even bigger. In addition to the three unlockable weapons and thirty-five achievements for the Heavy, we've got a new game mode with five new arenas for it, a new Payload map focusing on more open spaces than Goldrush, and another popular community-made map. Throughout the rest of the week we'll be giving you the details on all this, and if all goes well, you'll have your hands on it shortly afterwards.
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One of the things we're looking at for the next update is the creation of a new type of environment for our levels to be built in. We're pretty happy with the way our environments have turned out so far, but as we create more and more maps with these achievement packs, we want our level designers to have more to work with in terms of giving their settings a unique look.
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For this week's update, we've got another set of trading card images to take a look at. The focus of our most recent achievement update, the Pyro is a character that players may have seeing a lot of lately - making life a nightmare inferno for both the Spy and Medic.
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One of the things we hope to do on this blog is to point out the creative things that members of the TF2 community are up to. The Steampowered TF2 forum members have been collecting links ever since TF2 was released, and you can take a look at the list (and its accompanying 46-pages-so-far (!) forum thread)here.
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Well, we were expecting some response to A Heavy Problem, but we severely underestimated just how much interest everyone had in contributing. If you're one of the many folks who emailed us proposals and haven't received a response, please accept our apologies, because there's just too many for us to reply to all of them. From the large amount of feedback and forum activity, it's clear that many of you found this interesting, so we'll definitely be posting more design goals. For those of you still thinking about it, here are some more tools to use in evaluating ideas:
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To continue from the previous week, today we have some additional finished trading card images for you to take a look at - the Heavy and the Medic.
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As Gabe mentioned in his lengthy response to an email recently, the next class pack will focus on the Heavy. For the Medic and Pyro packs we kept our goals for the pack pretty close to our chest, but for the Heavy we've decided to open up the process a little.
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During the development process with most of our games, we end up creating content that, for a variety of reasons, may never see the light of day. Sometimes we may not have the time to bring the content to finish, sometimes we use them as a company-only experiment, and sometimes the content just isn't in line with what we're doing at the time. Needless to say, there's a fair bit of cool stuff that we've never been able to share with our fans. We're happy to say that this blog has now given us a unique format in which to share some of the unused artwork with you.
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In any game there's often a bunch of hidden complexity behind some of the simplest looking features, and TF2 is no exception. One example is that of the Medic's medigun. From a player perspective, it appears simple enough: point it at a team mate, press the button, and it'll heal them. After playing with a bit, most players notice that they have to stay near their target and maintain line-of-sight to their target. After playing with it a lot, some players notice that there's some variability in the rate at which they heal their targets. I thought it might be interesting for Medics to explain what's going on here, and why.
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When producing concept art, our artists believe in providing a variety of options for any given subject. A single concept rendering would place too strict a constraint on the resulting game design.
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Now that we've settled into regular releases of content, we've found ourselves wanting a better way to talk directly to the TF2 community about the state of the game and some of the reasoning behind the choices we're making. Our hope is that this blog will accomplish that, and give everyone some better insight into our development process as well.
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