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Interview: Fortress Forever
Author: AggieGamer Feedback: Comments/Discussion
Date Added: August 29th, 2005 Print: Printable B&W Version


HL Fallout's Azle Gamer: Please state your name and your association with Fortress Forever.

Dospac: My name is Kelly "Dospac" Dickinson. My work with Fortress Forever involves gameplay design and development, as well as testing. I also do some PR work!

HL Fallout: Why was Fortress Forever started?

Dospac: The Fortress Forever project began from the willful decision to not let TF's longstanding gameplay fall by the wayside in the growing online action gaming scene. The team's founding members felt they could offer something new to the genre, and hopefully these additions would be something to keep TF alive for the hundreds of thousands of people who've played a TF mod at one point or another.

HL Fallout: Will Fortress Forever incorporate or remove any features that were or were not previously in Team Fortress Classic like the engineer's teleporter for example?

Dospac: We are developing several all new features that could come as a shock for either those following our project or those who are familiar with TF. I can't go into details yet except to say that elements of Gunbound, Warcraft 3 and Halo2/BF2 are being drawn upon. On top of these more broad additions to the gameplay, classes that in the past were underpowered or underused will all be receiving new abilities
and/or reworked weapons — that sort of thing.

The engineer's teleporter is the only major element we're removing from TFC. We've left open the option for map makers to include functionality similar to the TFC teleporter in their maps, so it would be innaccurate to say there won't be teleporters.


HL Fallout: How long has Fortress Forever been in development?

Dospac: The mod entered the design phase over the summer of 2003 after the premature announcement of HL2 and the SDK's release, scheduled for September of that year.



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