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TEAM FORTRESS 2
Transcript of TEAM FORTRESS 2
The mercenaries, nine in all, fight for two companies,
RED (Reliable Excavation and Demolition) and BLU (Builder's League United). They're also divided into 3 classes;
OFFENSE, DEFENSE, and SUPPORT. The teams go much farther back than the current, all the way to the 1850's with many istorical figures being members of the team.
Team Fortress 2 has many comics that are usually added bimonthly, hinting to game updates.
If fighting is sure to result in victory, then you must fight!
— The Soldier on the art of war
The Soldier is a crazed patriot from America's heartland. Tough and well-armed, he's versatile, capable of both offense and defense, and a great starter class to get familiar with the game.
Though he wanted desperately to fight in World War 2, the Soldier was rejected by every branch of the military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949.
Grass grows, birds fly, sun shines, and brother, I hurt people.
— The Scout on the facts of life
Born and raised in Boston, Massachusetts, the Scout is a fast running scrapper with a baseball bat and a snarky 'in-your-face' attitude. He is very rude, and seems to think he can handle anything. He often acts a lot tougher than he can actually prove to be, though he's certainly not weak.
The youngest of eight boys from the south side of Boston, the Scout learned early how to solve problems with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.
I fear no man. But that thing... it scares me.
— The Heavy on the Pyro
The Pyro is a mumbling pyromaniac of indeterminate origin who has a fervent fondness for all things fire related. As shown in Meet The Pyro, the Pyro appears to be insane and delusional, living in a utopian fantasy world known as Pyroland.
Only two things are known for sure about the mysterious Pyro: it sets things on fire and it doesn't speak. In fact, only the part about setting things on fire is undisputed. Some believe its occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to its asbestos-lined suit. Either way, it's a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.
A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy's bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not.
Word of his proficiency with explosives spread, and it was not long before Crypt Grammar received two visitors; the Demoman's real parents, who lovingly explained that all Demomen are abandoned at birth until their skills manifest themselves, a long-standing, cruel, and wholly unnecessary tradition among the Highland Demolition Men. His unhappy childhood had ended, but his training had just begun.
Some people think they can outsmart me. Maybe, maybe. I have yet to meet one that can outsmart bullet.
— The Heavy on intelligence
Like a hibernating bear,
the Heavy appears to be a
gentle giant. Also like a
bear, confusing his deliberate, sleepy
demeanor with gentleness will get
you ripped limb from limb.
Though he speaks simply and
moves with an economy of
energy that's often confused
with napping, the Heavy isn't dumb;
he's not your big friend and he
generally wishes that you would
just shut up before he has to make
you shut up.
Hey look, buddy. I'm an engineer — that means I solve problems.
Not problems like 'What is beauty?' because that would fall within the purview of your conundrums of philosophy.
I solve practical problems.
— The Engineer on his profession
This amiable, soft-spoken good ol' boy from tiny Bee Cave, Texas loves barbecues, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions.
... Let's go practice medicine.
— The Medic, making preparations
What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.
This Spy has already breached our defenses...
You've seen what he's done to our colleagues!
And worst of all:
He could be any one of us.
— The BLU Spy on the RED Spy
The Spy, hailing from an indeterminate region of France, is an enthusiast of sharp suits and even sharper knives.
He is a puzzle, wrapped in an enigma, shrouded in riddles, lovingly sprinkled with intrigue, express mailed to Mystery, Alaska, and LOOK OUT BEHIND YOU! but it is too late. You're dead. For he is the Spy - globetrotting rogue, lady killer (metaphorically) and mankiller (for real).
Snipin's a good job, mate! It's challengin'
work, outta doors. I guarantee you'll not go hungry, cause at the end of the day, long as there's two people left on the planet, someone is gonna want someone dead.
— The Sniper on his profession
Hailing from the Australian Outback,
the Sniper is a tough and ready crack shot. Half rugged outdoorsman, half alien observer, this taciturn strip of beef jerky has spent the better
part of his life alone in the bush, slow baking under the Australian sun.
I could post the entire lore, but that would be way too long... So these videos should sum it up quickly.
This Prezi is brought to you by Mann Co.
(Source Film Maker)
Source film maker is a video maker where you use the characters from Valve's games to make your own videos. A typical video can take months at a time to make it high quality. An SFM upcoming movie called End of the Line is currently in development, here with a trailer as an example of the typical months long animations.
With a trading system added to the game, many joined Team Fortress 2, not for the gameplay, but for the profits. Rare items such as hats with odd effects, such as circling hearts, are very rare and can go for a few hundred, possibly a thousand dollars, maybe more, in real world money. An Australium frying pan, extremely rare, was sold for $5000 dollars in real world money. Most do not use money, but keys (which you use to open crates to get the unusual hats) or Earbuds/Buds (A rare item)
From left to right;
Pyro: Abraham Lincoln
Engineer: Nikola Tesla
Sniper: Davy Crockett
Scout: Billy the Kid
Spy: Fu Manchu
Heavy: John Henry
Demoman: Alfred Nobel
Soldier: Stonewall Jackson
Medic: Sigmund Freud
Another difference is Australium. Australium was discovered in its namesake country, Australia. It is an extremely valuable metal and is the cause of much of the game's conflict
The discovery of Australium has most likely been the cause behind Australia's rapid technological advancement. Said advances in technology include cloaking devices, teleportation devices, and the "entire spectrum of moustache sciences".
Despite sharing similar appearance properties to gold, such as a similar color and the level of reflectivity, bars of Australium can be identified by the unique logo of a lone figure boxing a kangaroo, one of Australia's most iconic animals. This act of boxing between the kangaroo and the figure is supposedly how Australia chooses their next rightful king.
Australians are known to be very secretive about Australium, most likely in order to keep the element in high value and demand, therefore allowing them to continue to outpace the rest of the world in the technological race.
Australians exposed to Australium
Australium Electron Configuration
TF2 has many competitive games, usually with the winners receiving a cash prize and an in-game medal to show off. The competitions can go so as high as Europe VS. North America. The two formats are 6's (Two teams of six against one another) and Highlander. (Two teams of nine, each player being one of the nine classes.) The best players are called 'invite players'. They get their name because they don't join teams, but are invited to join due to their immense skill.
An unusual hat