
- #BEST TEAM FORTRESS 2 AUSTRALIAN TEAM MOD#
- #BEST TEAM FORTRESS 2 AUSTRALIAN TEAM FULL SIZE#
- #BEST TEAM FORTRESS 2 AUSTRALIAN TEAM SOFTWARE#
RW: We do real-time voice over the Net, so you are able to talk to each other.
#BEST TEAM FORTRESS 2 AUSTRALIAN TEAM FULL SIZE#
GS: Audio: Prerecorded, real-time, or text-to-speech? Click for full size image If asked by the commander to do something else, like guard this area until the enemy shows up, while this other guy does something, then it's just another thing they get to do, and if they succeed, they've made another person or an entire team happy. And there's an enormous number of players out there right now who happily capture flags or kill other guys. I think the commander will still be fun, and I really do believe that players fundamentally like to have stuff to do. RW: We still don't have any actual way for a commander to actually negatively affect a player, so we don't have electric shock therapy if the commander doesn't like what you're doing. GS: We're just imagining getting chewed out over the radio by the commander when you do something wrong. I think a good commander will be the sort of person who can vie those two types of units off, and from them produce something really interesting. And then they have these other characters that are real players who don't necessarily do exactly what they want but at times are able to react more quickly and far more decisively than the commander can. But they have no ability to act on the fly or change according to circumstances. We're going to present with a problem where they have some units that follow their orders perfectly, because they're computer controlled. And in some ways I'm wondering if we might be the first people to do that. I've seen a few stories recently where people are saying that not much interesting has really happened to the RTS genre in the last couple of years and that we're still making sort of similar RTS's, new units, and new features, but nothing has really sort of "woken up" RTS players for a while. All that sort of stuff works, and we really hope to entice RTS players into trying this sort of game. Everything they're used to works, like being able to hotkey groups of players, drag and select, and shift to do multiple commands. The interface is identical to an RTS's - you can get in there. We really are designing the commander to be something an RTS player can move into very easily. What we're looking at is, our view is that the commander really an RTS player, which is why we're tentatively calling TF2 a first-person strategy now. We actually have a backup plan for that, so we're not too concerned about that. GS: So is playing the commander mode any fun? Click for full size image We know exactly what it would be if we ever do it. Certainly I think we know what we'd do if we did one. Maybe it's something I'll do on my weekends with a couple of friends or something. I'd like to say we will, but it's likely we won't. You know, we're now but a small portion of the team, and it's something I'd love to do, but it's certainly something that took a significant amount of our time, and back then our time was pretty much worthless. That was really just a pet project between myself and Damien and John. Are you coding another intro movie, with classical music? Click for full size image GameSpot: First of all, Robin, let's talk about Team Fortress 2. We caught up with Robin in his hometown of Melbourne, Australia, where he attended the second annual Australian Game Developers Conference last week. These days Robin and John are still at Valve, masterminding the massively anticipated Team Fortress 2, as well as some other unannounced games.
#BEST TEAM FORTRESS 2 AUSTRALIAN TEAM SOFTWARE#
Soon afterward Valve Software acquired the fledgling outfit, and Robin and John moved to the US to work with Valve on Half-Life.
#BEST TEAM FORTRESS 2 AUSTRALIAN TEAM MOD#
Robin, along with John Cook and several other of his Australian friends, coded up the mod in his spare time, and it rapidly escalated in popularity, overtaking many commercial products.

Robin Walker is a legendary game-industry designer, known for his part in the creation of Team Fortress, the famous modification for Quake that simply rocked the online world.
