Backstory: I (c0mmon) found Aphasia in the QWTF community and was instantly intrigued that maps were still being created for QWTF. Realized Aphasia was working hard to help others and keep new maps going as well as the community. It’s a difficult fight and it deserves respect, as many gamers go unsung fighting for their favorite games.
Q: C0mmon – What is your website?
A: Aphasia – My website: www.playmegatf.com
Q: C0mmon: What is it that keeps you pushing for QuakeWorld?
A: Pushing? Mostly nostalgia, but also because TeamFortress specifically is/was such a fantastic game. I’ve played Quake since it’s onset, and deathmatch, and traditional CTF, but my first taste of TF was like my first sip of beer, ya know? Instantly you realized what you never knew you were missing. Specifically, it was all about the rules they set forth – the definitions of each class, the weapons, the abilities… and you had to work together, with your team, each person selecting the right class and playing the right roles, to win. I liked the structure of it, playing to the strengths and weaknesses of each player and class.
Today, unfortunately, there has been a degeneration of that. Those structured rules are being bent and broken, and more maps are being played that don’t require people to utilize each class the way we used to. Bunnyhopping has equalized movement, so now every class moves as fast as you can drive them… It really isn’t the same. But, it is still fun. That said, it isn’t the fault of current players that things are this way. It started back around the time CustomTF was created… which was a variation of TF that allowed players to customize their class – swapping weapons out for others and such – which, for me, was fundamentally opposite to what TeamFortress was created to be. You can see the influence of that thinking in today’s TeamFortress 2.
Q: Tell me about the QuakeWorld community today
A: Again, today, that mentality is on the decline – mostly due to lack of players. We have enough people to get together a few times a week and frag, but there just aren’t enough people on a regular basis.
Q: Why should we people play TF today?
A: I genuinely think people should play TF to see how good gaming can be. How it should be. There is something to be said about “doing it right the first time,” and that is Team Fortress in a nutshell.
I also think it is important for people to play it and see for themselves the origins of what they’re playing elsewhere today. In much the same way that everyone should experience any great classic game, or movie, or anything… QuakeWorld TeamFortress should be recognized as the iconic, genre-defining classic that it is.
You can’t watch a space-themed TV show without making some comparison to Star Trek. You couldn’t talk about a fantasy story involving elves and knights without making a reference to The Lord of the Rings. And you cannot discuss FPS gaming without hitting on something that was pioneered first in QuakeWorld or TeamFortress. You just can’t.
Q: Tell me about your favorite map you designed.
A: My favorite new map I think is CyberBall: Quakeworld. I designed this map to try and force the two aspects that I think are central to good TeamFortress matches: teamwork, and minimization of bunny-hop abilities. CyberBall gets its inspiration from an old Arcade/Sega Genesis game of the same name, loosely based on American Football. My TeamFortress adaptation strays somewhat further, but remains true enough to some elements that I feel it’s a fair spinoff. The map is purposefully space and movement conscious, with blocking walls and obstacles to force people to run more and hop less. The objective is to remove a ball from the center of the map and run it to the opposing side’s goal. The gimmick is that, like the original CyberBall, you can’t hold onto the ball forever – it gradually “heats up” eventually reaching critical mass and killing everyone on the field. So, you have to score “downs” on your way to the goal, to “de-fuse” the ball and cool it off; and each de-fusing spot can only be used once per play.
Players have to be conscious of where and when they defuse the ball, and turnovers are a real issue, so it forces people to work together – or nobody scores. There is a lot of pushing and pushing back between teams, it plays pretty well, I think.
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Team Fortress Servers 22.214.171.124:27502
[Tastyspleen] Public Mega TF Server (Texas?) 126.96.36.199:27500
[Amnesia] Quad Mega TF Server (Chicago) 188.8.131.52:27501
[Amnesia] Public Mega TF Server (Chicago) coleshosting.org:27500 DrunkenMaster’s PUB
MTF Quakeworld Server Browsers https://www.quakeservers.net/quakeworld/servers/t=tf/so=2/ https://badplace.eu/ (active play)
Get EZQuake by itself here: http://ezquake.github.io/ -or- Download a complete
TeamFortress-ready setup from: http://playmegatf.com/ or http://www.megateamfortress.com/
For training & reference purposes, visit Ticketnest’s QWTF demo archive: http://qwtf.digitaljedi.com/ Mega TF help for noobs: http://www.tfgames.org/web/megatf/(e