The Art of 2Bridge
March 20, 2025 - Waugh101
Tags:
development
For 2.2’s levels, we placed a design constraint on ourselves to avoid the ever-common desert theming. We did this to try to introduce even more visual variety to our map pool. Instead of creating entirely new themes, though, we looked to expand upon other existing settings. This was important, since we try to give every map a unique visual feel, but can’t create brand new themes for every level.
Being considered 2.2’s flagship map, 2Bridge saw a large collaboration between developers to bring a unique flavor to the urban environment theme. Since this was our second-ever level to feature the theme, we had plenty of new room to explore. In contrast to Harbor’s downtown, East Coast influence, 2Bridge’s cityscape was inspired by the outskirts of cities in the upper Midwest. This also allowed us to more seamlessly integrate natural elements, like trees and hills, into the urban fabric, further setting it apart. This combination of natural elements and industrial back alleys is one of the map’s unique, defining features. We also tried to place an emphasis on neon signs and a sharp contrast between light and dark throughout the level.
2Bridge before and after its art pass
Our art is never separate from gameplay, though. We put a good bit of thought into helping players navigate the level through its visual design. To make each part of the level distinct, the map was roughly divided into three separate sections on each side: the disused park, the city alleyways, and the industrial grounds. This also creates a narrative progression, as teams push from the less developed park area up to the front door of their enemy’s operation. Throughout all of this, the map features a few notable landmarks. For example, each team’s buildings were designed so that their main factory was easily visible from the park area. Along with that, both exits from the park are lined up with an illuminated sign behind them to highlight each option.
The signs visible behind each exit from the park
One of the specific challenges with urban settings is their inherent higher level of detail and contrast, something we want to relegate to gameplay-important areas. To help combat this, the map sticks to a tight color palette - using only about three or four main colors on each side. The out-of-bounds also quickly falls off into darkness, leaving most of it to silhouettes and keeping the eye in the play space. Placing the map at night also helped combat another challenge with the urban theme - believability. It wouldn’t make much sense for this secretive war to be fought in busy, public city streets. Placing 2Bridge both at night and in a derelict industrial district helped to sell the game’s larger narrative.
An example of 2Bridge's small color palette
To complement this new take on the urban theme, 2Bridge also brings an entirely new industry to the game, auto manufacturing. We were largely able to represent this with existing assets, something that’s always a plus, but the bespoke factory signs help to fully sell the location. To wrap all of this up, we featured new ambient sounds to realize the feeling of a breezy night in a lonely corner of the city.
We also think it’s important to mention that a couple of the decisions mentioned in this post were initially less intentional, but a key part of design is recognizing what works and sometimes knowing what not to change. We’re happy with how all of this came together and look forward to continuing to introduce even more themes and subthemes within our future levels.
Being considered 2.2’s flagship map, 2Bridge saw a large collaboration between developers to bring a unique flavor to the urban environment theme. Since this was our second-ever level to feature the theme, we had plenty of new room to explore. In contrast to Harbor’s downtown, East Coast influence, 2Bridge’s cityscape was inspired by the outskirts of cities in the upper Midwest. This also allowed us to more seamlessly integrate natural elements, like trees and hills, into the urban fabric, further setting it apart. This combination of natural elements and industrial back alleys is one of the map’s unique, defining features. We also tried to place an emphasis on neon signs and a sharp contrast between light and dark throughout the level.


2Bridge before and after its art pass
Our art is never separate from gameplay, though. We put a good bit of thought into helping players navigate the level through its visual design. To make each part of the level distinct, the map was roughly divided into three separate sections on each side: the disused park, the city alleyways, and the industrial grounds. This also creates a narrative progression, as teams push from the less developed park area up to the front door of their enemy’s operation. Throughout all of this, the map features a few notable landmarks. For example, each team’s buildings were designed so that their main factory was easily visible from the park area. Along with that, both exits from the park are lined up with an illuminated sign behind them to highlight each option.

The signs visible behind each exit from the park

An example of 2Bridge's small color palette
We also think it’s important to mention that a couple of the decisions mentioned in this post were initially less intentional, but a key part of design is recognizing what works and sometimes knowing what not to change. We’re happy with how all of this came together and look forward to continuing to introduce even more themes and subthemes within our future levels.
TF2 Classic is coming to Steam!
February 25, 2025 - bobatealee
Tags:
announcement
development

TF2 Classic is coming to Steam in 2025!
"Steam" is a mysterious resource created when coal is burned in certain situations — a harrowing thought to coal-lovers like the Civilian, to whom burning coal is like setting one's own children on fire. But maybe a foray into the Steam industry is just what the company needs to capture new eyes.While porting efforts are underway, click here to wishlist!
Playing With Fire: Flame Where You Aim
October 13, 2024 - Nitoandthefunkybunch
Tags:
development
fun
Many experienced Pyro players coming into TF2 Classic have reported flames feeling off. This is often chalked up to the flames in TF2 Classic being slower than their Live TF2 counterparts, and it's true that they are. There is way more going on behind the scenes, however. When you are moving and shooting, flames will inherit your velocity; if you move forward/backward, they will move faster/slower. While this does not increase or decrease your range, it also means that moving to the side causes your flames to move to the side. They veer off course, which results in situations like the following:
Fixing this serverside was easy: you simply calculate a relative velocity in the direction the Pyro is looking. For the client this is a much trickier issue. Source particles are handled at an engine level, which we don't have access to, and there is no existing function to calculate the relative velocity. This also means we have no easy way to line the flames up with the hitboxes directly, like in Live TF2.
We had to get a bit creative, and after pursuing several options (one of which involved a floating nail that would send its speed to the flames), we discovered that if we simply edit a set of coordinates every frame, and send that to the particle, then the particle can treat it as a velocity value and send the flames in the correct direction. So, in Update 2.2, flames will have new physics that reward leading your shots and sporadic movement. Here is a diagram of the difference:
That's all for this series of posts! Don't worry—you'll be hearing from us again soon!

Fixing this serverside was easy: you simply calculate a relative velocity in the direction the Pyro is looking. For the client this is a much trickier issue. Source particles are handled at an engine level, which we don't have access to, and there is no existing function to calculate the relative velocity. This also means we have no easy way to line the flames up with the hitboxes directly, like in Live TF2.
We had to get a bit creative, and after pursuing several options (one of which involved a floating nail that would send its speed to the flames), we discovered that if we simply edit a set of coordinates every frame, and send that to the particle, then the particle can treat it as a velocity value and send the flames in the correct direction. So, in Update 2.2, flames will have new physics that reward leading your shots and sporadic movement. Here is a diagram of the difference:

That's all for this series of posts! Don't worry—you'll be hearing from us again soon!