Our own coordinator
Valve's Game Coordinator isn't in the SDK, so we wrote our own. Parties are never split, teams are balanced by size and rating, and a match only forms when a server is free for it.
A Team Fortress 2 mod where every match is a piece of one big RED vs BLU war. The shooting is the TF2 you know. Everything around it is new.
Easy Anti-Cheat instead of VAC. Dear cheaters, the exit is over there.
Why
Almost every matchmade game has the same problem: you play, the scoreboard closes, and it's gone. We want the community to live right in the lobby: log in, see people you know, see how many are playing, feel that things are happening in the background.
The inspiration is Helldivers 2, Frontline and other games with a global story, where what players do moves the story forward.
The war, live
Every match feeds one campaign on a map of sectors. A win pushes an offensive forward, a loss pushes it back.
Drag to turn the planet. Pick a sector to see what is fought there.
The war map is offline right now. It shows up here when the coordinator is reachable.
Not one map but a chain: a breakthrough on 5CP, an advance on Payload, an assault on A/D. Clear the last stage and the sector is yours.
Few players, one front. More players, several. Even eight people should feel like they're fighting a war, not sitting on empty servers.
At the start of a campaign you join RED or BLU and stay with them until it ends. A new campaign starts a day after the last one.
Battles can be fought with no crits, low gravity, grappling hooks or odd respawn waves. A battle on the war's order pays bonus XP, win or lose.
What's new
Valve's Game Coordinator isn't in the SDK, so we wrote our own. Parties are never split, teams are balanced by size and rating, and a match only forms when a server is free for it.
RU/Asia, EU/Germany, NA/Canada. Your game pings our servers itself, and a match goes only where every player gets a decent ping. No more Russia to Canada.
After a map the lobby rolls on to the next one. No new search, no lost teammates.
Play and your clan levels up, faster with clanmates. Perks: bonus XP, your banner on the war map, a weekly contract, the clan's own order.
Global, clan and party chat in the main menu. See who's online and what they're doing. A "looking for a squad" button.
Three daily quests and a weekly one, from kills, damage, healing, wins and classes. XP, levels and match results.
There's no ranked mode. Elo is there only to make teams even: everyone starts at 1500 and is measured against the other team.
Every menu and HUD rebuilt from scratch on RmlUi: home, play, war, clan, career, quests, locker, results. Two HUDs to choose from.
EAC replaces VAC. It's still being tested, but TF2 has a cheater problem, and solving it is worth the try.
An evening in Frontress
You log in. Twenty people are already in chat, and someone from your clan invites you to a party. On the war map BLU is pushing on the Foundry, and tonight there's a battle there on orders. You hit Play, and a minute later you're on Payload, one stage of the offensive. You win: the offensive moves, a line shows up in the feed, your clan gets XP and a quest is done. The next map rolls in on its own.
Every match means something. That's the whole idea.
Built on
Team Frontress is a fork of Team Comtress 2, which fixes TF2's bugs, makes it faster and adds quality of life. From them we got:
Being upfront
Get involved
Add Team Frontress to your Steam wishlist to hear when it opens. Your matches, record, quests and whether you can queue are on the match site, and in the game under Career.
Any dedicated server can join the pool: it gets a key, connects to the coordinator and is handed matches as they form. Communities get their own keys. The guide is in the repository.
The game, the coordinator (Go) and the UI are all open. We need help everywhere: bugs, matchmaking tests, servers, UI, maps. Talk to us before a big PR.