So, last night I was thinking about how every work of fiction is somehow influenced by works that came before it. It wasn't long before I decided to start digging and find all of TF2's influences. I knew about the aesthetic influences (Norman Rockwell, James Bond movies, etc.), but what about the gameplay itself? For that, I'd need to go back to the original Team Fortress, back when it was but a Quake mod. That ended up leading me to this ancient interview with Robin Walker. (http://gamespy-archives.quaddicted.com/ ... robin.html)
The team vs team orientation, and the name, of TF was pretty much based upon an old Doom map called "fortress". We got it off a friend of a friend, etc, so I'm not sure who made it... basically it was just two fortresses, each with 3 rooms. Only the first room in each base was open at the start. The goal was to press all four buttons in room 1, which opened room 2, then press four more buttons in room 2, which opened room 3, and then press the end level button in room 3. And at the same time, prevent the enemy "team" (2 players per team of course from doing the same thing to you. It was a great way to play Doom... and it certainly influenced TF.
So, the idea for Team Fortress came from an obscure Doom WAD that Robin himself didn't know the origins of. After some digging, though, I was able to find it. (http://www.doomworld.com/idgames/index. ... rtress.zip)
Think, without that WAD, which is so neglected it doesn't even have a rating on Doomworld, there'd be no TF2. Kind of interesting, huh?
http://forums.steampowered.com/forums/a ... 36304.html