Difference between revisions of "Team Fortress 2 Classic"
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Revision as of 00:29, 6 July 2020
Team Fortress 2 Classic is a re-imagining of the 2008 era of the original Team Fortress 2, adding in old features that were scrapped and working upon them or adding new content such as weapons and game modes.
This Source mod runs on Source SDK 2013 Base Multiplayer - the first Facepunch thread was created January 9th, 2015.
The first version's release date was to be sometime earlier in December 2014, however there is a fuzzy line between the 2014 release date of TF2 1.0.0.9 and that of Team Fortress 2 Classic.
The current Project Lead is 'Drudlyclean the Skeledude' as of May 13th, 2018.
Contents
Updates
Death & Taxes
The long awaited 2.0 update was announced as a multi-day update named Death & Taxes on July 1st, 2020, and is set to fully release on July 4th, 2020.
Day 1
Day 1[1] officially introduces the VIP gamemode, along with the Civilian class. With it, three new VIP maps were also introduced.
Day 2
Day 2[2] introduced 9 weapons, 5 of them being "old stocks" and 4 of them being "new stocks".
Day 3
Day 3[3] introduces the Domination gamemode and the four-team mode, with new 3 maps.
Day 4
Day 4[4] introduces a VIP version of Badwater with minor differences, 6 returning weapons, and 15 brand new achievements. It also introduces 3 new medals for those who had roles in TF2C, and improved bots. These changes are all accompanied by the patch notes, which list all of these changes in detail.
Game modes
Current game modes
While the mod already have every game modes from Capture the Flag up to Special Delivery, the mod also adds new game modes.
VIP
Based off of VIP from Team Fortress Classic, the BLU team needs to escort their Civilian to the end of the map, while RED needs to eliminate him to win. The Civilian is randomly chosen at the beginning of each round, but a player can also be voted to become the Civilian.
Domination
Domination is a game mode where each team tries to capture Control Points in order to gain points. Each captured Control Point gives their team "points" every few seconds. The more Control Points a team has captured, the more points they gain, and the first team to hit the point limit wins.
Four Team
Four Team is a sub-game mode where four teams fight over objectives instead of the traditional two. This sub-game mode introduces two new teams to the already existing RED and BLU, YLW (Yard Logistics Workers) and GRN (Global Radio Network).
Four Team supports any existing game modes, as long as it is logically symmetrical.
Future game modes
Overpowered
Overpowered is a game mode in similar fashion to popular community game modes, such as Vs. Saxton Hale and Freak Fortress 2, where one player, selected at random, takes the role of the Henchman, a class that has a large health pool and damage output, at the cost of only being able to use melee weapons. All other players, which are put on the RED team, will be given a brief amount of time to build up their defenses until the Henchman is released. The Henchman wins the round if he kills all enemies, otherwise the RED team wins either by killing the Henchman or capturing the Control Point.
Removed game modes
Deathmatch
Deathmatch was a free-for-all game mode where all players are assigned to one class: the Mercenary. The goal of Deathmatch is to hit the point limit before anybody else. Players spawn with nothing but a Pistol and a Crowbar, and will have to search for primary and/or secondary weapons, all of which are scattered across the map, along with pills that function similarly to Medkits. The first player to reach the point limit, typically 50, wins.
Eminoma has decided to split off Deathmatch in Q1 2018 as a seperate game now called Team Deathmatch Classic - it is currently being developed by a separate team, Compucolor Pictures.
Maps
Map | Map Type | File Name | Developer(s) | Setting | |
---|---|---|---|---|---|
Flask | Four-Team Arena | arena_flask
|
Desert | ||
Hydro | Four-Team Domination | dom_hydro
|
Industrial | ||
Oil Canyon | Domination | dom_oilcanyon
|
Desert | ||
Badwater Basin | VIP | vip_badwater
|
Desert | ||
Blackstone Harbor | VIP | vip_harbor
|
Urban City | ||
Mineside | VIP | vip_mineside
|
Dustbowl | ||
Trainyard | VIP | vip_trainyard
|
Industrial |
Classes
Aside from the nine classes from the main Team Fortress 2, Team Fortress 2 Classic adds new game mode-specific classes into the game. These classes can only be played on their specific game modes. These include:
Civilian
Based off of the Civilian in Team Fortress Classic, the Civilian is used for VIP mode. Armed only with an Umbrella, the Civilian must be escorted by their team to the end of the map. The Civilian has a permanent 5x capture rate, and his umbrella has a few different abilities. He is voiced by Benjamin "Benjamoose" Rudman.
Bio
|
Henchman
The Henchman is a monstrous class used for the Overpowered game mode. He will spawn with an extremely large health pool, which scales with the amount of players in the server, and the ability to Charge at enemies. When the Henchman receives damage, his damage output increases, up to a maximum of +210%. He can only use melee weapons.
Weapons
The mod adds several new weapons, ranging from cut weapons such as the Nail Gun, to community-created weapons like the Hunting Revolver.
Scout
Primary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock Nail Gun |
25 | 125 | Base: 15 Crit: 45 |
Fires continuous nails
25 loaded nails per clip |
Soldier
Primary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock RPG |
1 | 20 | Base: 145 Crit: 435 |
Rockets travel in an arc
+30% damage bonus -25% projectile speed -75% clip size |
Demoman
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock Dynamite Pack |
N/A | 1 | ∞ | Base: 160 Crit: 480 Bomblets: Base: 80 |
Explodes into 4 smaller bomblets
Has a 7 second cooldown |
Stock Mine Layer |
N/A | 3 | 24 | Base: 100 Crit: 300 |
Launches proximity mines that automatically detonate near enemies
-63% clip size -5 max pipebombs out |
Engineer
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock Coilgun |
N/A | 8 | 16 | Base: 25 Crit: 75
Base: 75 |
Hold down alt-fire to charge up damage
Fully charged shots bounces off walls up to three times Charging it for too long will cause it to explode, dealing 60 damage to yourself |
Medic
Melee
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock Shock Therapy |
N/A | N/A | N/A | Base: 10 Crit: 30
Base: 100 |
Hit teammates for a quick full heal to maximum health (30s cooldown)
Damage is affected by current electrical charge Crits while in water |
Sniper
Primary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock Hunting Revolver |
N/A | 6 | 24 | Base: 40 Crit: 120 Base: 120 |
There is no scope, but a zoom-in instead.
+25 max health on wearer +60% faster firing speed No damage charge |
Melee
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock Fishwhacker |
N/A | N/A | N/A | Base: 65 Crit: 195 |
On Hit: Bleed for 2 seconds
100% critical chance vs bleeding players You are marked for death while active -20% slower firing speed No random critical hits |
Spy
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Stock Tranquilizer Gun |
1 | 24 | Base: 20 Crit: 60 |
On Hit: Color blind victim and reduce their move and turn speed by 50% for +5s
This weapon will reload when not active |
Gallery
- Ylwstyle.png
An earlier version of YLW's Concept Architecture Style.
References
See also
External Links
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