Difference between revisions of "Team Fortress 2 Classic"

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{{Redirects here|TF2 Classic|Team Fortress Classic}}
 
[[File:Team Fortress 2 Classic.png|right|thumb|500px|''Team Fortress 2 Classic'' Logo]]
 
[[File:Team Fortress 2 Classic.png|right|thumb|500px|''Team Fortress 2 Classic'' Logo]]
  
 
'''''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.
 
'''''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.
+
This Source mod runs on Source SDK 2013 Base Multiplayer - the first Facepunch thread was created on January 9th, 2015.
  
The actual release date was to be sometime earlier in December 2014, however there is a fuzzy line between the release date of ''TF2'' 1.0.0.9 and that of ''Team Fortress 2 Classic''.
+
Development was started in November of 2014 by TF2CutContent, with the project starting out as a playable November 2007 build referred to as "1.0.0.9". It was later renamed to "TF2 Classic" after a poll to choose a new name was held. On December 30th, 2014, Danielmm8888 joined the project, bringing with him a custom-built version of Team Fortress 2 made with the 2008 source code leak. Due to the November 2007 build being unable to have old exploits patched out, that version of the project was discontinued. The initial code upload for the new custom build version of Team Fortress 2 Classic took place in January of 2015.
  
The current Project Lead is 'Drudlyclean the Skeledude' as of May 13, 2018.
+
As of February 15, 2024, the current project leads are newgreenshoot, azzy, and Waugh101 .
  
== Game modes ==
+
== Updates ==
 +
=== Death & Taxes ===
 +
The 2.0 update was announced as a multi-day update titled '''The Death & Taxes Update''' on July 1st, 2020, and was fully released on July 4th, 2020.
 +
 
 +
==== Day 1 ====
 +
[https://tf2classic.com/death_and_taxes/day1.php Day 1] officially introduces the VIP gamemode, along with the Civilian class. With it, three new VIP maps were also introduced.
  
=== Current game modes ===
+
==== Day 2 ====
 +
[https://tf2classic.com/death_and_taxes/day2.php Day 2] introduced 9 weapons, 5 of them being "old stocks" (weapons based on beta weapons) and 4 of them being "new stocks" (brand new weapons).
  
With the traditional game modes like [[Capture The Flag]] and [[Control Point (game mode)|Control Points]], the mod adds Four Team variants of these modes, as well as new modes.
+
==== Day 3 ====
 +
[https://tf2classic.com/death_and_taxes/day3.php Day 3] introduces the Domination gamemode and the four-team mode, with new 3 maps.
  
==== Four Team ====
+
==== Day 4 ====
 +
[https://tf2classic.com/death_and_taxes/day4.php Day 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.
  
[[File:Cp hydro.png|thumb|right|[[Hydro]] in Four Team mode]]
+
=== Fight or Flight ===
 +
The 2.1 update was announced as '''The Fight or Flight Update''' on April 26, 2023, and was fully released on April 29, 2023.
  
Four Team is a sub-game mode where four teams fight over objectives instead of the traditional two.
+
==== Day 1 ====
This sub-game mode introduces two new teams to the already existing RED and BLU, YLW (Yard Logistics Workers) and GRN (Global Radio Network).
+
[https://tf2classic.com/fight_or_flight/day1 Day 1] introduced a jump pad for the Engineer, a new watch and global disguises for the Spy, and new King of the Hill and Arena maps.
  
Four Team supports the following game modes:
+
==== Day 2 ====
*[[Arena]]
+
[https://tf2classic.com/fight_or_flight/day2 Day 2] introduced new weapons for Heavy and Pyro, a new Medieval Mode map, and a new PL map.
*[[Control Points]]
 
*[[Capture the Flag]]
 
*[[King of the Hill]]
 
*[[Payload Race]]
 
*[[#Domination|Domination]]
 
  
==== VIP ====
+
==== Day 3 ====
 +
[https://tf2classic.com/fight_or_flight/day3 Day 3] introduces the Territorial Domination mode and new achievements. These changes are again accompanied by the patch notes.
  
Based off of [[VIP (Classic)|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.  
+
== Game modes ==
 +
While the mod already has every game mode from [[Capture the Flag]] up to [[Special Delivery (game mode)|Special Delivery]], the mod also adds new game modes.
  
==== Domination ====
+
=== VIP ===
 +
Based off of [[VIP (Classic)|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. There is also a VIP race gamemode, however, there are not yet any official maps for this gamemode.
  
 +
=== 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.
 
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.
  
=== Future game modes ===
+
=== Territorial Domination ===
 
+
Territorial Domination is a game mode in which the end goal of each team is to control all three Control Points on the map. Similarly to [[Territorial Control]], the round starts off with both teams starting at a random spawn and Control Point, with one point remaining unassigned. Once the third point is captured, the two assigned points are opened for capture. Once all three points are owned by one team, or if time runs out, the match is over.
==== Overpowered ====
 
 
 
Overpowered is a game mode in similar fashion to popular community game modes, such as [[VS Saxton Hale Mode|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|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 (objective)|Control Point]].
 
 
 
=== Removed game modes ===
 
  
==== Deathmatch ====
+
=== Four-Team ===
 +
[[File:Cp hydro.png|thumb|right|[[Hydro]] in Four-Team mode]]
  
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 [[Medkit|Medkits]]. The first player to reach the point limit, typically 50, wins.
+
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).
  
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.
+
Four-Team supports any existing game modes, as long as it is logically symmetrical.
  
 
== Maps ==
 
== Maps ==
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! class="header" | {{lang
 
! class="header" | {{lang
 
                     |en=File Name
 
                     |en=File Name
}}
 
! class="header" | {{lang
 
                    |en=Developer(s)
 
 
}}
 
}}
 
! class="header" | {{lang
 
! class="header" | {{lang
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}}
 
}}
 
|-
 
|-
| [[File:Ctf 2fort bridge ss.png|150px|link=2Fort{{if lang}}]]
+
| [[File:Arena flask.png|150px|link=]]
| '''[[2Fort{{if lang}}|2Fort]]'''
+
| '''Flask'''
| {{Common string|Capture the Flag}}
+
| [[{{Common string|Arena}}]] (Four-Team)
| {{code|ctf_2fort}}
+
| {{code|arena_flask}}
| Valve
+
| Desert
| {{common string|Farmland}}
 
 
|-
 
|-
| [[File:Ctf landfall.png|150px|link=]]
+
| [[File:Arena floodgate1.png|150px|link=]]
| '''[[Landfall{{if lang}}|Landfall]]'''
+
| '''Floodgate'''
| {{Common string|Capture the Flag}}
+
| [[{{Common string|Arena}}]] (Four-Team)
| {{code|ctf_landfall}}
+
| {{code|arena_floodgate}}
| Dr. Spud
+
| Industrial
| Jungle
 
 
|-
 
|-
| [[File:Ctf push.png|150px|link=]]
+
| [[File:Cp amaranth.png|150px|link=]]
| '''Push'''
+
| '''[https://steamcommunity.com/sharedfiles/filedetails/?id=454268166 Amaranth]'''
| {{Common string|Capture the Flag}}
+
| [[{{Common string|Attack/Defend}}]]
| {{code|ctf_push}}
+
| {{code|cp_amaranth}}
| DrPyspy
+
| Alpine
| Military
 
 
|-
 
|-
| [[File:Ctf upstream.png|150px|link=]]
+
| [[File:Cp furnace creek.png|150px|link=]]
| '''Upstream'''
+
| '''[[Furnace Creek]]'''
| {{Common string|Capture the Flag}}
+
| [[{{Common string|Attack/Defend}}]]
| {{code|ctf_upstream}}
+
| {{code|cp_furnace_rc}}
| Iiboharz
+
| Desert
| Dev Textures
+
|-
 +
| [[File:Cp tidal.png|150px|link=]]
 +
| '''[https://steamcommunity.com/sharedfiles/filedetails/?id=570869131 Tidal]'''
 +
| [[{{Common string|Control Point}}]]
 +
| {{code|cp_tidal_v4}}
 +
| Industrial
 
|-
 
|-
 
| [[File:Ctf casbah.png|150px|link=]]
 
| [[File:Ctf casbah.png|150px|link=]]
 
| '''Casbah'''
 
| '''Casbah'''
| {{Common string|Capture the Flag}}
+
| [[{{Common string|Capture the Flag}}]]
 
| {{code|ctf_casbah}}
 
| {{code|ctf_casbah}}
| Macd11 & Zorbos
 
 
| Industrial
 
| Industrial
 
|-
 
|-
| [[File:Cp furnace creek.png|150px|link=]]
+
| [[File:Ctf landfall.png|150px|link=]]
| '''Furnace Creek'''
+
| '''[[Landfall]]'''
| {{Common string|Attack/Defend}}
+
| [[{{Common string|Capture the Flag}}]]
| {{code|cp_furnace_creek}}
+
| {{code|ctf_landfall}}
| YM & Nineaxis
+
| Alpine Forest
| Desert
+
|-
 +
| [[File:Ctf pelican peak.png|150px|link=]]
 +
| '''[[Pelican Peak]]'''
 +
| [[{{Common string|Capture the Flag}}]]
 +
| {{code|ctf_pelican_peak}}
 +
| Alpine Forest
 +
|-
 +
| [[File:Dom hydro.png|150px|link=]]
 +
| '''[[Hydro]]'''
 +
| [[#Domination|Domination]] (Four-Team)
 +
| {{code|dom_hydro}}
 +
| Industrial
 
|-
 
|-
| [[File:Cp amaranth.png|150px|link=]]
+
| [[File:Dom krepost1.png|150px|link=]]
| '''Amaranth'''
+
| '''Krepost'''
| {{Common string|Attack/Defend}}
+
| [[#Domination|Domination]] (Four-Team) (Medieval Mode)
| {{code|cp_Amaranth}}
+
| {{code|dom_krepost}}
| Berry
 
 
| Alpine
 
| Alpine
 
|-
 
|-
| [[File:Cp hydro.png|150px|link=]]
+
| [[File:Dom oilcanyon.png|150px|link=]]
| '''Hydro'''
+
| '''Oil Canyon'''
| {{Common string|Attack/Defend}}
+
| [[#Domination|Domination]]
| {{code|cp_hydro}}
+
| {{code|dom_oilcanyon}}
| Snowshoe
 
 
| Desert
 
| Desert
 
|-
 
|-
| [[File:Cp warpath.png|150px|link=]]
+
| [[File:Koth frigid1.png|150px|link=]]
| '''Warpath'''
+
| '''Frigid'''
| {{Common string|Attack/Defend}}
+
| [[{{common string|King of the Hill}}]] (Four-Team)
| {{code|cp_warpath}}
+
| {{code|koth_frigid}}
| Suomimies55
+
| Alpine
| Desert
 
 
|-
 
|-
| [[File:Cp cragg.png|150px|link=]]
+
| [[File:Pl jinn1.png|150px|link=]]
| '''Cragg'''
+
| '''Jinn'''
| {{Common string|Attack/Defend}}
+
| [[{{common string|Payload}}]]
| {{code|cp_cragg}}
+
| {{code|pl_jinn}}
| Berry
+
| Egyptian
| Dev Textures
 
 
|-
 
|-
| [[File:Cp ashworks.png|150px|link=]]
+
| [[File:Td caper1.png|150px|link=]]
| '''Ashworks'''
+
| '''Caper'''
| {{Common string|Attack/Defend}}
+
| Territorial Domination
| {{code|cp_ashworks}}
+
| {{code|td_caper}}
|  
+
| Industrial
| Dev Textures
 
 
|-
 
|-
| [[File:Cp tidal.png|150px|link=]]
+
| [[File:Vip badwater.png|150px|link=]]
| '''Tidal'''
+
| '''[[Badwater Basin]]'''
| {{Common string|Control Point}}
+
| [[#VIP|VIP]]
| {{code|cp_tidal}}
+
| {{code|vip_badwater}}
| Heyo
+
| Desert
| Industrial
 
 
|-
 
|-
| [[File:Vip callous2.png|150px|link=]]
+
| [[File:Vip harbor.png|150px|link=]]
| '''Callous2'''
+
| '''Blackstone Harbor'''
| VIP<!-- {{Common string|VIP}} -->
+
| [[#VIP|VIP]]
| {{code|vip_callous2}}
+
| {{code|vip_harbor}}
| Berry
+
| Urban City
| Dev Textures
 
 
|-
 
|-
 +
| [[File:Vip mineside.png|150px|link=]]
 +
| '''Mineside'''
 +
| [[#VIP|VIP]]
 +
| {{code|vip_mineside}}
 +
| Desert
 
|-
 
|-
| [[File:Vip ashworks.png|150px|link=]]
+
| [[File:Vip trainyard.png|150px|link=]]
| '''Ashworks'''
+
| '''Trainyard'''
| VIP<!-- {{Common string|VIP}} -->
+
| [[#VIP|VIP]]
| {{code|vip_ashworks}}
+
| {{code|vip_trainyard}}
| Berry
+
| Industrial
| Dev Textures
 
 
|-
 
|-
 
|}
 
|}
  
 
== Classes ==
 
== 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:
 
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]] ===
 
=== [[Civilian]] ===
 +
Based off of the Civilian in ''Team Fortress Classic'', the Civilian is used for [[#VIP|VIP]] mode. Armed only with an [[#civilianmelee|Umbrella]], the Civilian must be escorted by their team to the end of the map. The Civilian has a permanent 5x capture rate, and he can grant a teammate 10 seconds of mini-crits with a 20 second cooldown, as well as a constant buff that heals nearby teammates as well as himself for 5 HP/s, which increases to 15 HP/s if players have taken no damage for 10 seconds. He is voiced by Benjamin [http://benjaminrudman.com/ "Benjamoose"] Rudman<ref>[https://www.youtube.com/watch?v=twaesx5qv60 ''TF2 Classic - Civilian voicepack preview''] on YouTube</ref>.
  
Based off of the Civilian in ''Team Fortress Classic'', the Civilian is used for [[VIP (Classic)|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 [https://www.youtube.com/watch?v=twaesx5qv60 voiced] by Benjamin [http://steamcommunity.com/id/benjamuffin/ "Benjamoose"] Rudman.
+
[[File:TF2ClassicCivilian.png|right|thumb|Civilian in the four different teams]]
 
 
[[File:TF2ClassicCivilian.png|frameless|Civilian(BLU, RED, GRN, YLW)]]
 
  
 
==== Bio ====
 
==== Bio ====
 
{{Class bio
 
{{Class bio
| name = Unknown
+
| name = William D. Billingsworth (real name: Orson W. Jenkins)
| birthplace = [[wikipedia:Britain|'''Britain''']]
+
| birthplace = Dorset, England
| job = Escape
+
| job = Escape (Oil Baron)
 
| motto = No Motto
 
| motto = No Motto
 
| specialability = Boost
 
| specialability = Boost
| description = Born in the British Isles, the rich, haughty, and rather portly Civilian is a man with a target on his back. Paranoid, he hires mercenaries to protect him from the various men and organizations that are after him. His two loves are his life and his money, and he wants to maintain those for as long as he possibly can. But so long as there are people who want him dead out there, he's going to have to use that money he loves dearly to keep himself alive.
+
| description = Known as "Dollar Bill" to his friends (a self-given nickname, as he has none), the rich, haughty, and rather portly Civilian is a man with a target on his back. Paranoid, he hires mercenaries to protect him from the various men and organizations that are after him. His two loves are his life and his money, and he wants to maintain those for as long as he possibly can. But so long as there are people who want him dead out there, he's going to have to use that money he loves dearly to keep himself alive.
 
}}
 
}}
 
=== 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 [[Charging|Charge]] at enemies. When the Henchman receives damage, his damage output increases, up to a maximum of +210%. He can only use [[Melee|melee]] weapons.
 
  
 
== Weapons ==
 
== Weapons ==
 
+
The mod features all stock Team Fortress 2 weapons, plus some unlockable TF2 weapons, cut weapons such as the [[Nailgun]] and some community-made weapons such as the Hunting Revolver. All weapons are unlocked by default.
The mod adds new weapons for each class. These new weapons range from cut weapons such as the [[Nail Gun]], to community-created weapons like the Poacher's Pride. Aswell as some pre-existing weapons, such as the [[Flare Gun]] and [[Kritzkrieg]] have been added and some have been reworked in order to make them more balanced.
 
  
 
==={{anchor|Scout}}{{Class link|Scout}}===
 
==={{anchor|Scout}}{{Class link|Scout}}===
 
==== {{anchor|scoutprimary}} {{item name|Primary}}====
 
==== {{anchor|scoutprimary}} {{item name|Primary}}====
{| class="wikitable grid" width="100%" style="text-align: center;"
+
{| class="wikitable grid" width="100%" height="0px"
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}
+
! class="header" width="15%" | {{common string|cwt weapon}}
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}
+
! class="header" width="10%" | {{common string|cwt kill icon}}
! class="header" width="17%" colspan=2 | {{common string|Ammo}}
+
! class="header" width="5%" | {{common string|cwt ammo loaded}}
! class="header" width="50%" colspan=5 | {{common string|damage}}
+
! class="header" width="5%"  | {{common string|cwt ammo carried}}
 +
! class="header" width="15%" | {{common string|cwt damage range}}
 +
! class="header" width="50%" | {{common string|cwt notes}}
 
|-
 
|-
! class="header" | {{common string|loaded}}
+
! {{Table icon|Nail Gun|Nail Gun}}
! class="header" | {{common string|carried}}
 
! class="header" | {{common string|point blank}}
 
! class="header" | {{common string|medium range}}
 
! class="header" | {{common string|long range}}
 
! class="header" | {{common string|hazard-mini-crits}}
 
! class="header" | {{common string|critical}}
 
|-
 
! {{Table icon|Nail Gun|{{common string|Stock}}}}
 
 
| align="center" | {{Icon killicon|weapon=Nail Gun}} <!-- Scattergun att -->
 
| align="center" | {{Icon killicon|weapon=Nail Gun}} <!-- Scattergun att -->
| 40
+
| align="center" | 25
| 100
+
| align="center"| 125
| 85-105
+
| align="center" | {{base crit|12|36}}
| 12
+
| {{Info}}Fires continuous nails
| 3-10
+
{{Info}}25 loaded nails per clip
| 80-140
 
| 180
 
 
|-
 
|-
 
|}
 
|}
Line 230: Line 227:
 
==={{anchor|Soldier}}{{Class link|Soldier}}===
 
==={{anchor|Soldier}}{{Class link|Soldier}}===
 
==== {{anchor|soldierprimary}} {{item name|Primary}} ====
 
==== {{anchor|soldierprimary}} {{item name|Primary}} ====
{| class="wikitable grid" width="100%" style="text-align: center;"
+
{| class="wikitable grid" width="100%" height="0px"
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}
+
! class="header" width="15%" | {{common string|cwt weapon}}
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}
+
! class="header" width="10%" | {{common string|cwt kill icon}}
! class="header" width="17%" colspan=2 | {{common string|Ammo}}
+
! class="header" width="5%" | {{common string|cwt ammo loaded}}
! class="header" width="50%" colspan=5 | {{common string|damage}}
+
! class="header" width="5%"  | {{common string|cwt ammo carried}}
 +
! class="header" width="15%" | {{common string|cwt damage range}}
 +
! class="header" width="50%" | {{common string|cwt notes}}
 
|-
 
|-
! class="header" | {{common string|loaded}}
+
! {{Table icon|RPG|Rocket Launcher|title=R.P.G.|link={{FULLPAGENAME}}}}
! class="header" | {{common string|carried}}
 
! class="header" | {{common string|point blank}}
 
! class="header" | {{common string|medium range}}
 
! class="header" | {{common string|long range}}
 
! class="header" | {{common string|hazard-mini-crits}}
 
! class="header" | {{common string|critical}}
 
|-
 
! {{Table icon|RPG|{{common string|Stock}}|title=RPG|link={{FULLPAGENAME}}}}
 
 
| align="center" | {{Icon killicon|weapon=RPG}} <!-- Rocket Launcher att -->
 
| align="center" | {{Icon killicon|weapon=RPG}} <!-- Rocket Launcher att -->
| 1
+
| align="center" | 1
| 36
+
| align="center"| 20
| 130
+
| align="center" | {{base crit|117|351}}
| 50-90
+
| {{Info}}Rockets travel in an arc
| 45-60
+
{{Pro}}+30% damage bonus
| 122-151
+
 
| 270, {{common string|range-does-not-affect-damage}}. {{common string|direct-hit}}
+
{{Pro}}+15% self damage force
 +
 
 +
{{Con}}+30% damage to self
 +
 
 +
{{Con}}-25% projectile speed
 +
 
 +
{{Con}}-75% clip size
 
|-
 
|-
 
|}
 
|}
  
==== {{anchor|soldiersecondary}} {{item name|Secondary}}====
+
==== {{anchor|soldiersecondary}} {{item name|Secondary}} ====
{| class="wikitable grid" width="100%" style="text-align: center;"
+
{| class="wikitable grid" width="100%" height="0px"
! class="header" width="17%" | {{item name|Weapon}}
+
! class="header" width="15%" | {{common string|cwt weapon}}
! class="header" width="16%" | {{common string|Kill icon}}
+
! class="header" width="10%" | {{common string|cwt kill icon}}
! class="header" width="67%" | Stats
+
! class="header" width="5%" | {{common string|cwt ammo loaded}}
 +
! class="header" width="5%"  | {{common string|cwt ammo carried}}
 +
! class="header" width="15%" | {{common string|cwt damage range}}
 +
! class="header" width="50%" | {{common string|cwt notes}}
 
|-
 
|-
! {{Table icon|Gunboats|{{common string|Stock}}}}
+
! {{Table icon|TF2C Gunboats|Boots|title=Gunboats|link=Gunboats}}
| {{common string|N/A}}
+
| align="center" | {{common string|N/A}}
| -60% blast damage from blast jumps
+
| align="center" | {{common string|N/A}}
 +
| align="center"| {{common string|N/A}}
 +
| align="center" | {{common string|N/A}}
 +
| {{Pro}}-60% blast damage from explosive jumps
 
|-
 
|-
 
|}
 
|}
  
 
==={{anchor|Pyro}}{{Class link|Pyro}}===
 
==={{anchor|Pyro}}{{Class link|Pyro}}===
==== {{anchor|pyrosecondary}}{{item name|Secondary}}====
+
==== {{anchor|pyrosecondary}} {{item name|Secondary}} ====
{| class="wikitable grid" width="100%" style="text-align: center;"
+
{| class="wikitable grid" width="100%" height="0px"
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}
+
! class="header" width="15%" | {{common string|cwt weapon}}
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}
+
! class="header" width="10%" | {{common string|cwt kill icon}}
! class="header" width="17%" colspan=2 | {{common string|Ammo}}
+
! class="header" width="5%" | {{common string|cwt ammo loaded}}
! class="header" width="50%" colspan=5 | {{common string|damage}}
+
! class="header" width="5%"  | {{common string|cwt ammo carried}}
 +
! class="header" width="15%" | {{common string|cwt damage range}}
 +
! class="header" width="50%" | {{common string|cwt notes}}
 
|-
 
|-
! class="header" | {{common string|loaded}}
+
!{{Table icon|TF2C Flare Gun|Flare Gun|title=Flare Gun|link=Flare Gun}}
! class="header" | {{common string|carried}}
+
| align="center" | {{Icon killicon|weapon=Flare gun}}
! class="header" | {{common string|point blank}}
+
| align="center" | {{common string|N/A}}
! class="header" | {{common string|medium range}}
+
| align="center"| 16
! class="header" | {{common string|long range}}
+
| align="center" | {{base crit|30|90}}
! class="header" | {{common string|hazard-mini-crits}}
+
| {{Pro}}100% critical hit vs burning players
! class="header" | {{common string|critical}}
+
{{Info}}This weapon will reload when not active
 
|-
 
|-
! rowspan=2 | {{Table icon|Flare Gun|{{common string|Stock}}}}
+
|}
| rowspan=2 align="center" | {{Icon killicon|weapon=Flare Gun}}
+
 
| 1
+
==={{anchor|Demoman}}{{Class link|Demoman}}===
| 16
+
==== {{anchor|demomanprimary}} {{item name|Primary}} ====
| colspan=3 | 30
+
{| class="wikitable grid" width="100%" height="0px"
| 41
+
! class="header" width="15%" | {{common string|cwt weapon}}
| 90
+
! class="header" width="10%" | {{common string|cwt kill icon}}
 +
! class="header" width="5%"  | {{common string|cwt ammo loaded}}
 +
! class="header" width="5%"  | {{common string|cwt ammo carried}}
 +
! class="header" width="15%" | {{common string|cwt damage range}}
 +
! class="header" width="50%" | {{common string|cwt notes}}
 
|-
 
|-
| colspan=2 | '''([[Afterburn{{if lang}}|{{common string|afterburn}}]])'''
+
! {{Table icon|TF2C Gunboats|Boots|title=Gunboats|link=Gunboats}}
| colspan=3 | 60 damage over 7.5 seconds
+
| align="center" | {{common string|N/A}}
| 80 damage over 7.5 seconds
+
| align="center" | {{common string|N/A}}
| {{common string|N/A}}
+
| align="center"| {{common string|N/A}}
 +
| align="center" | {{common string|N/A}}
 +
| {{Pro}}-60% blast damage from explosive jumps
 
|-
 
|-
 
|}
 
|}
  
==={{anchor|Demoman}}{{Class link|Demoman}}===
+
==== {{anchor|demomansecondary}} {{item name|Secondary}}====
==== {{anchor|demomanprimary}}{{item name|Primary}}====
+
{| class="wikitable grid" width="100%" height="0px"
{| class="wikitable grid" width="100%" style="text-align: center;"
+
! class="header" width="15%" | {{common string|cwt weapon}}
! class="header" width="17%" | {{item name|Weapon}}
+
! class="header" width="10%" | {{common string|cwt kill icon}}
! class="header" width="16%" | {{common string|Kill icon}}
+
! class="header" width="5%"  | {{common string|cwt ammo loaded}}
! class="header" width="67%" | Stats
+
! class="header" width="5%"  | {{common string|cwt ammo carried}}
 +
! class="header" width="15%" | {{common string|cwt damage range}}
 +
! class="header" width="50%" | {{common string|cwt notes}}
 +
|-
 +
! {{Table icon|TF2C Dynamite Pack|Grenade|title=Dynamite Pack|link=Dynamite Pack}}
 +
| align="center" | {{Icon killicon|weapon=mirv_projectile}}
 +
| align="center" | 1
 +
| align="center" | ∞
 +
| align="center" | {{base crit|170|510}}
 +
'''Bomblets:'''
 +
 
 +
{{base crit|85|255}}
 +
'''Pack Impact:'''
 +
 
 +
{{base crit|30|90}}
 +
| {{Info}}Explodes into 4 smaller bomblets
 +
{{Info}}Has a 10 second cooldown
 +
 
 +
{{Con}}Wrench hits defuse it
 +
 
 +
{{Con}}Airblasts defuses the bomblets
 +
|-
 +
! {{Table icon|Mine Layer|Proximity Mine Launcher|title=Mine Layer|link={{FULLPAGENAME}}}}
 +
| align="center" | {{Icon killicon|weapon=proxymine}}
 +
| align="center" | 4
 +
| align="center" | 24
 +
| align="center" | {{base crit|120|360}}
 +
| {{Info}}Launches proximity mines that automatically detonate near enemies
 +
{{Con}}-50% clip size
 +
 
 +
{{Con}}-4 max pipebombs out
 +
|-
 +
|}
 +
 
 +
==={{anchor|Heavy}}{{Class link|Heavy}}===
 +
==== {{anchor|heavysecondary}} {{item name|Secondary}} ====
 +
{| class="wikitable grid" width="100%" height="0px"
 +
! class="header" width="15%" | {{common string|cwt weapon}}
 +
! class="header" width="10%" | {{common string|cwt kill icon}}
 +
! class="header" width="5%"  | {{common string|cwt ammo loaded}}
 +
! class="header" width="5%"  | {{common string|cwt ammo carried}}
 +
! class="header" width="15%" | {{common string|cwt damage range}}
 +
! class="header" width="50%" | {{common string|cwt notes}}
 
|-
 
|-
! {{Table icon|Gunboats|{{common string|Stock}}|title=Gunboats}}
+
! {{Table icon|TF2C Sandvich|Lunch Box|title=Sandvich|link=Sandvich}}
 +
| align="center" | {{common string|N/A}}
 +
| align="center" | {{common string|N/A}}
 +
| align="center"| {{common string|N/A}}
 
| align="center" | {{common string|N/A}}
 
| align="center" | {{common string|N/A}}
| -60% blast damage from blast jumps
+
| {{Info}}Eat to regain up to 120 health.
 +
{{Info}}Alt-fire: Share a Sandvich with a friend (Medium Health Kit)
 
|-
 
|-
 
|}
 
|}
==== {{anchor|demomansecondary}}{{item name|Secondary}}====
+
 
{| class="wikitable grid" width="100%" style="text-align: center;"
+
==={{anchor|Engineer}}{{Class link|Engineer}}===
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}
+
==== {{anchor|engineersecondary}}{{item name|Secondary}}====
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}
+
{| class="wikitable grid" width="100%" height="0px"
! class="header" width="17%" rowspan=2 | {{common string|attack interval}}
+
! class="header" width="15%" | {{common string|cwt weapon}}
! class="header" width="50%" colspan=3 | {{common string|damage}}
+
! class="header" width="10%" | {{common string|cwt kill icon}}
 +
! class="header" width="5%" | {{common string|cwt ammo loaded}}
 +
! class="header" width="5%"  | {{common string|cwt ammo carried}}
 +
! class="header" width="15%" | {{common string|cwt damage range}}
 +
! class="header" width="50%" | {{common string|cwt notes}}
 
|-
 
|-
! class="header" width="17%" | {{common string|point blank}}
+
! {{Table icon|Coilgun|Coilgun|title=Coilgun|link={{FULLPAGENAME}}}}
! class="header" width="16%" | {{common string|hazard-mini-crits}}
+
| align="center" | {{Icon killicon|weapon=coilgun}}
! class="header" width="17%" | {{common string|critical}}
+
| align="center" | 8
|-
+
| align="center"| 16
! {{Table icon|Stickybomb Launcher|{{common string|Stock}}|title=Minelayer|link={{FULLPAGENAME}}}}
+
| align="center" | {{base crit|25|75}}
| align="center" | {{Icon killicon|weapon=Stickybomb Launcher}}
+
 
| {{common string|seconds|0{{dec}}8}}
+
'''Charged:'''
| 120
+
 
| 165
+
{{base crit|75|225}}
| 355
+
| {{Info}}Hold down alt-fire to charge up damage
 +
 
 +
{{Info}}Fully charged shots bounces off walls up to three times
 +
 
 +
{{Con}}Charging it for too long will cause it to explode, dealing 60 damage to yourself
 
|-
 
|-
 
|}
 
|}
Line 333: Line 398:
 
==={{anchor|Medic}}{{Class link|Medic}}===
 
==={{anchor|Medic}}{{Class link|Medic}}===
 
==== {{anchor|medicsecondary}}{{item name|Secondary}}====
 
==== {{anchor|medicsecondary}}{{item name|Secondary}}====
{| class="wikitable grid" width="100%" style="text-align: center;"
+
{| class="wikitable grid" width="100%" height="0px"
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}
+
! class="header" width="15%" | {{common string|cwt weapon}}
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}
+
! class="header" width="10%" | {{common string|cwt kill icon}}
! class="header" width="67%" colspan=4 | Healing range
+
! class="header" width="5%" | {{common string|cwt ammo loaded}}
 +
! class="header" width="5%"  | {{common string|cwt ammo carried}}
 +
! class="header" width="15%" | {{common string|cwt damage range}}
 +
! class="header" width="50%" | {{common string|cwt notes}}
 
|-
 
|-
! class="header" | {{lang | en = 10 sec after injury}}
+
! {{Table icon|TF2C Kritzkrieg|Medi Gun|title=Kritzkrieg|link=Kritzkrieg}}
! class="header" | {{lang | en = 12.5 sec after injury}}
+
| align="center" | {{common string|N/A}}
! class="header" | {{lang | en = 15 sec after injury}}
+
| align="center" | {{common string|N/A}}
! class="header" | {{lang | en = ÜberCharge effect}}
+
| align="center"| {{common string|N/A}}
|-
+
| align="center" | {{common string|N/A}}
! {{Table icon|TF2C Kritzkrieg|{{common string|Stock}}|title=Kritzkrieg|link={{FULLPAGENAME}}}}
+
| {{Info}}ÜberCharge grants 100% critical chance
| {{common string|N/A}}
+
 
| {{common string|hps|24}}
+
{{Pro}}+25% ÜberCharge rate
| {{common string|hps|48}}
 
| {{common string|hps|72}}
 
| {{common string|100% Critical Hits
 
 
|-
 
|-
 
|}
 
|}
 +
 
==== {{anchor|medicmelee}}{{item name|Melee}}====
 
==== {{anchor|medicmelee}}{{item name|Melee}}====
{| class="wikitable grid" width="100%" style="text-align: center;"
+
{| class="wikitable grid" width="100%" height="0px"
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}
+
! class="header" width="15%" | {{common string|cwt weapon}}
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}
+
! class="header" width="10%" | {{common string|cwt kill icon}}
! class="header" width="17%" rowspan=2 | {{common string|attack interval}}
+
! class="header" width="5%" | {{common string|cwt ammo loaded}}
! class="header" width="50%" colspan=3 | {{common string|damage}}
+
! class="header" width="5%"  | {{common string|cwt ammo carried}}
 +
! class="header" width="15%" | {{common string|cwt damage range}}
 +
! class="header" width="50%" | {{common string|cwt notes}}
 
|-
 
|-
! class="header" width="17%" | {{common string|point blank}}
+
! {{Table icon|Shock Therapy|Taser|title=Shock Therapy|link={{FULLPAGENAME}}}}
! class="header" width="16%" | {{common string|hazard-mini-crits}}
+
| align="center" | {{Icon killicon|weapon=shocktherapy}}
! class="header" width="17%" | {{common string|critical}}
+
| align="center" | {{common string|N/A}}
 +
| align="center"| {{common string|N/A}}
 +
| align="center" | {{base crit|10|30}}
 +
 
 +
'''Charged:'''
 +
 
 +
{{base crit|100|300}}
 +
| {{Info}}Hit teammates for a quick full heal to maximum health (30s cooldown)
 +
 
 +
{{Info}}Damage is affected by current electrical charge
 +
 
 +
{{Con}}15% slower Heal Rate on all Mediguns when equipped
 
|-
 
|-
! {{Table icon|Bonesaw|{{common string|Stock}}|title=The Shock Therapy|link={{FULLPAGENAME}}}}
+
! {{Table icon|Uberspritze|Syringe|title=Uberspritze|link=Ubersaw}}
| align="center" | {{Icon killicon|weapon=Bonesaw}}
+
| align="center" | {{Icon killicon|weapon=uberspritze}}
| {{common string|seconds|0{{dec}}8}}
+
| align="center" | {{common string|N/A}}
| 60
+
| align="center"| {{common string|N/A}}
| 88
+
| align="center" | {{base crit|65|195}}
| 195
+
| {{Pro}}On hit: 25% ÜberCharge added
 +
 
 +
{{Con}}-10 max health on wearer
 
|-
 
|-
 
|}
 
|}
  
 
==={{anchor|Sniper}}{{Class link|Sniper}}===
 
==={{anchor|Sniper}}{{Class link|Sniper}}===
 +
==== {{anchor|sniperprimary}}{{item name|Primary}}====
 +
{| class="wikitable grid" width="100%" height="0px"
 +
! class="header" width="15%" | {{common string|cwt weapon}}
 +
! class="header" width="10%" | {{common string|cwt kill icon}}
 +
! class="header" width="5%"  | {{common string|cwt ammo loaded}}
 +
! class="header" width="5%"  | {{common string|cwt ammo carried}}
 +
! class="header" width="15%" | {{common string|cwt damage range}}
 +
! class="header" width="50%" | {{common string|cwt notes}}
 +
|-
 +
! {{Table icon|Hunting Revolver|Sniper Rifle|title=Hunting Revolver|link={{FULLPAGENAME}}}}
 +
| align="center" | {{Icon killicon|weapon=hunterrifle}}
 +
| align="center" | 6
 +
| align="center"| 24
 +
| align="center" | {{base crit|40|120}}
 +
 +
'''[[Headshot]]:'''
 +
 +
{{base crit|120|360}}
 +
| {{Info}}There is no scope, but a zoom-in instead.
 +
 +
{{Pro}}+25 max health on wearer
 +
 +
{{Pro}}+55% faster firing speed
 +
 +
{{Con}}-20% damage penalty
 +
 +
{{Con}}No damage charge
 +
|-
 +
! {{Table icon|TF2C Huntsman|Bow|title=Huntsman|link=Huntsman}}
 +
| align="center" | {{Icon killicon|weapon=huntsman}}
 +
| align="center" | {{common string|N/A}}
 +
| align="center"| 12
 +
| align="center" | '''0%''':
 +
 +
{{base crit|50|150}}
 +
'''100%''':
 +
 +
{{base crit|120|360}}
 +
| {{Info}} Shoots arrows instead of bullets
 +
|-
 +
|}
  
 
==== {{anchor|snipermelee}}{{item name|Melee}}====
 
==== {{anchor|snipermelee}}{{item name|Melee}}====
{| class="wikitable grid" width="100%" style="text-align: center;"
+
{| class="wikitable grid" width="100%" height="0px"
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}
+
! class="header" width="15%" | {{common string|cwt weapon}}
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}
+
! class="header" width="10%" | {{common string|cwt kill icon}}
! class="header" width="17%" rowspan=2 | {{common string|attack interval}}
+
! class="header" width="5%" | {{common string|cwt ammo loaded}}
! class="header" width="50%" colspan=3 | {{common string|damage}}
+
! class="header" width="5%"  | {{common string|cwt ammo carried}}
 +
! class="header" width="15%" | {{common string|cwt damage range}}
 +
! class="header" width="50%" | {{common string|cwt notes}}
 
|-
 
|-
! class="header" width="17%" | {{common string|point blank}}
+
! {{Table icon|Fishwhacker|Club|title=Fishwhacker|link=Club}}
! class="header" width="16%" | {{common string|hazard-mini-crits}}
+
| align="center" | {{Icon killicon|weapon=fishwhacker}}
! class="header" width="17%" | {{common string|critical}}
+
| align="center" | {{common string|N/A}}
|-
+
| align="center"| {{common string|N/A}}
! {{Table icon|Fishwhacker|{{common string|Stock}}|title=Fishwhacker|link={{FULLPAGENAME}}}}
+
| align="center" | {{base crit|65|195}}
| align="center" | {{Icon killicon|weapon=Kukri}}
+
| {{Pro}}On Hit: Bleed for 2 seconds
| {{common string|seconds|0{{dec}}8}}
+
{{Pro}}100% critical chance vs bleeding players
| 60
+
 
| 88
+
{{Con}}On miss: Mark yourself for death for 3s
| 195
+
 
 +
{{Con}}No random critical hits
 
|-
 
|-
 
|}
 
|}
Line 395: Line 520:
 
==={{anchor|Spy}}{{Class link|Spy}}===
 
==={{anchor|Spy}}{{Class link|Spy}}===
 
==== {{anchor|spyprimary}}{{anchor|spysecondary}}{{item name|Secondary}}====
 
==== {{anchor|spyprimary}}{{anchor|spysecondary}}{{item name|Secondary}}====
{| class="wikitable grid" width="100%" style="text-align: center;"
+
{| class="wikitable grid" width="100%" height="0px"
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}
+
! class="header" width="15%" | {{common string|cwt weapon}}
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}
+
! class="header" width="10%" | {{common string|cwt kill icon}}
! class="header" width="17%" colspan=2 | {{common string|Ammo}}
+
! class="header" width="5%" | {{common string|cwt ammo loaded}}
! class="header" width="50%" colspan=5 | {{common string|damage}}
+
! class="header" width="5%"  | {{common string|cwt ammo carried}}
 +
! class="header" width="15%" | {{common string|cwt damage range}}
 +
! class="header" width="50%" | {{common string|cwt notes}}
 
|-
 
|-
! class="header" | {{common string|loaded}}
+
! {{Table icon|Tranquilizer Gun|Tranquilizer Gun}}
! class="header" | {{common string|carried}}
 
! class="header" | {{common string|point blank}}
 
! class="header" | {{common string|medium range}}
 
! class="header" | {{common string|long range}}
 
! class="header" | {{common string|hazard-mini-crits}}
 
! class="header" | {{common string|critical}}
 
|-
 
! {{Table icon|Tranquilizer Gun|{{common string|Stock}}}}
 
 
| align="center" | {{Icon killicon|weapon=Tranquilizer Gun}}
 
| align="center" | {{Icon killicon|weapon=Tranquilizer Gun}}
| 1
+
| align="center" | 1
| 24
+
| align="center"| 24
| 55-60
+
| align="center" | {{base crit|20|60}}
| 35-45
+
| {{Pro}}On Hit: Color blind victim and slow their movements by 33% for +5s
| 20-25
+
 
| 54-81
+
{{Pro}}Tranquilized enemies take guaranteed critical hits from melee attacks
| 120
+
 
 +
{{Info}}This weapon will reload when not active
 
|-
 
|-
 
|}
 
|}
  
 
==={{anchor|Civilian}}{{Class link|Civilian}}===
 
==={{anchor|Civilian}}{{Class link|Civilian}}===
==== {{anchor|civilianprimary}}{{item name|Primary}}====
+
==== {{anchor|civilianmelee}}{{item name|Melee}}====
{| class="wikitable grid" width="100%" style="text-align: center;"
+
{| class="wikitable grid" width="100%" height="0px"
! class="header" width="17%" rowspan=2 | {{item name|Weapon}}
+
! class="header" width="15%" | {{common string|cwt weapon}}
! class="header" width="16%" rowspan=2 | {{common string|Kill icon}}
+
! class="header" width="10%" | {{common string|cwt kill icon}}
! class="header" width="17%" rowspan=2 | {{common string|attack interval}}
+
! class="header" width="5%" | {{common string|cwt ammo loaded}}
! class="header" width="50%" colspan=3 | {{common string|damage}}
+
! class="header" width="5%"  | {{common string|cwt ammo carried}}
 +
! class="header" width="15%" | {{common string|cwt damage range}}
 +
! class="header" width="50%" | {{common string|cwt notes}}
 
|-
 
|-
! class="header" width="17%" | {{common string|point blank}}
+
! {{Table icon|Umbrella|Umbrella|title=Umbrella|link=Umbrella (Classic)}}
! class="header" width="16%" | {{common string|hazard-mini-crits}}
+
| align="center" | {{Icon killicon|weapon=umbrella}}
! class="header" width="17%" | {{common string|critical}}
+
| align="center" | {{common string|N/A}}
|-
+
| align="center"| {{common string|N/A}}
! {{Table icon|Umbrella|{{common string|Stock}}|title=Umbrella|link={{FULLPAGENAME}}}}
+
| align="center" | {{base crit|35|105}}
| align="center" | {{Icon killicon|weapon=Skull}}
+
|{{Info}} Alt-Fire: Grants a teammate a 10 seconds mini-crit boost
| {{common string|seconds|0{{dec}}5}}
 
| 35
 
| 105
 
| 47
 
 
|-
 
|-
 
|}
 
|}
Line 444: Line 562:
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
File:TF2C4TeamScreenNew.png|The team select screen for the special four team maps.
+
File:TF2C4TeamScreenNew.png|The team select screen for the special four-team maps.
File:TF2CCivilian.png|Concept model for the Civilian.
+
File:Tf2cOld4TeamMenu.png| The beta team select screen for special four-team maps.
File:YLW Logo.png|Logo of the YLW team for four team battles.
+
File:YLW Logo.png|Logo of the YLW team for four-team battles.
File:GRN Logo.png|Logo of the GRN team for four team battles.
+
File:GRN Logo.png|Logo of the GRN team for four-team battles.
 +
File:OLDYLWSign.png|Old version the YLW team logo for four-team battles before it was remade by its original creator, VernoGuy.
 +
File:Team yellow.png|Smaller logo of the YLW team for buildings and holograms.
 +
File:Team green.png|Smaller logo of the GRN team for buildings and holograms.
 
File:YLWArchitecture.jpg|YLW's Concept Architecture Style.
 
File:YLWArchitecture.jpg|YLW's Concept Architecture Style.
 
File:GRNArchitecture.jpg|GRN's Concept Architecture Style.
 
File:GRNArchitecture.jpg|GRN's Concept Architecture Style.
 +
File:YLWArchitectureEarlier.png|An earlier version of YLW's Concept Architecture Style.
 +
File:GRNArchitectureEarlier.jpg|An earlier version of GRN's Concept Architecture Style.
 +
File:TF2CCivilian.png|Concept model for the Civilian.
 
File:HenchManFull1.png|Concept art for the Henchman.
 
File:HenchManFull1.png|Concept art for the Henchman.
 +
File:Oilcanyon postcard.png|Postcard from Oil Canyon.
 +
File:Casbah postcard.png|Postcard from Casbah.
 +
File:Harbor postcard.png|Postcard from Harbor.
 
</gallery>
 
</gallery>
  
== See Also ==
+
== References ==
* ''[[Fortress Forever]]''
+
<references />
 +
 
 +
== See also ==
 +
* [[Civilian]]
 
* [[Unused Content]]
 
* [[Unused Content]]
 
* [[Trailer 1]]
 
* [[Trailer 1]]
 
* [[Trailer 2]]
 
* [[Trailer 2]]
 +
* ''[[Fortress Forever]]''
  
 
== External Links ==
 
== External Links ==
 
* [http://tf2classic.com/ TF2C Website]
 
* [http://tf2classic.com/ TF2C Website]
* [https://discord.gg/3zMk4vn TF2C Discord server]
+
* [https://www.reddit.com/r/tf2classic TF2C Subreddit]
* [https://www.reddit.com/r/officialtf2c TF2C Subreddit]
 
* [http://steamed.kotaku.com/fed-up-team-fortress-2-fans-are-making-their-own-versio-1696584047 Kotaku Steamed article on TF2C]
 
  
 
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Latest revision as of 21:06, 1 September 2024

"TF2 Classic" redirects here. You may have been looking for Team Fortress Classic.
Team Fortress 2 Classic Logo

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 on January 9th, 2015.

Development was started in November of 2014 by TF2CutContent, with the project starting out as a playable November 2007 build referred to as "1.0.0.9". It was later renamed to "TF2 Classic" after a poll to choose a new name was held. On December 30th, 2014, Danielmm8888 joined the project, bringing with him a custom-built version of Team Fortress 2 made with the 2008 source code leak. Due to the November 2007 build being unable to have old exploits patched out, that version of the project was discontinued. The initial code upload for the new custom build version of Team Fortress 2 Classic took place in January of 2015.

As of February 15, 2024, the current project leads are newgreenshoot, azzy, and Waugh101 .

Updates

Death & Taxes

The 2.0 update was announced as a multi-day update titled The Death & Taxes Update on July 1st, 2020, and was fully released on July 4th, 2020.

Day 1

Day 1 officially introduces the VIP gamemode, along with the Civilian class. With it, three new VIP maps were also introduced.

Day 2

Day 2 introduced 9 weapons, 5 of them being "old stocks" (weapons based on beta weapons) and 4 of them being "new stocks" (brand new weapons).

Day 3

Day 3 introduces the Domination gamemode and the four-team mode, with new 3 maps.

Day 4

Day 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.

Fight or Flight

The 2.1 update was announced as The Fight or Flight Update on April 26, 2023, and was fully released on April 29, 2023.

Day 1

Day 1 introduced a jump pad for the Engineer, a new watch and global disguises for the Spy, and new King of the Hill and Arena maps.

Day 2

Day 2 introduced new weapons for Heavy and Pyro, a new Medieval Mode map, and a new PL map.

Day 3

Day 3 introduces the Territorial Domination mode and new achievements. These changes are again accompanied by the patch notes.

Game modes

While the mod already has every game mode 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. There is also a VIP race gamemode, however, there are not yet any official maps for this gamemode.

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.

Territorial Domination

Territorial Domination is a game mode in which the end goal of each team is to control all three Control Points on the map. Similarly to Territorial Control, the round starts off with both teams starting at a random spawn and Control Point, with one point remaining unassigned. Once the third point is captured, the two assigned points are opened for capture. Once all three points are owned by one team, or if time runs out, the match is over.

Four-Team

Hydro in Four-Team mode

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.

Maps

Map Map Type File Name Setting
Arena flask.png Flask Arena (Four-Team) arena_flask Desert
Arena floodgate1.png Floodgate Arena (Four-Team) arena_floodgate Industrial
Cp amaranth.png Amaranth Attack/Defend cp_amaranth Alpine
Cp furnace creek.png Furnace Creek Attack/Defend cp_furnace_rc Desert
Cp tidal.png Tidal Control Point cp_tidal_v4 Industrial
Ctf casbah.png Casbah Capture the Flag ctf_casbah Industrial
Ctf landfall.png Landfall Capture the Flag ctf_landfall Alpine Forest
Ctf pelican peak.png Pelican Peak Capture the Flag ctf_pelican_peak Alpine Forest
Dom hydro.png Hydro Domination (Four-Team) dom_hydro Industrial
Dom krepost1.png Krepost Domination (Four-Team) (Medieval Mode) dom_krepost Alpine
Dom oilcanyon.png Oil Canyon Domination dom_oilcanyon Desert
Koth frigid1.png Frigid King of the Hill (Four-Team) koth_frigid Alpine
Pl jinn1.png Jinn Payload pl_jinn Egyptian
Td caper1.png Caper Territorial Domination td_caper Industrial
Vip badwater.png Badwater Basin VIP vip_badwater Desert
Vip harbor.png Blackstone Harbor VIP vip_harbor Urban City
Vip mineside.png Mineside VIP vip_mineside Desert
Vip trainyard.png 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 he can grant a teammate 10 seconds of mini-crits with a 20 second cooldown, as well as a constant buff that heals nearby teammates as well as himself for 5 HP/s, which increases to 15 HP/s if players have taken no damage for 10 seconds. He is voiced by Benjamin "Benjamoose" Rudman[1].

Civilian in the four different teams

Bio

Weapons

The mod features all stock Team Fortress 2 weapons, plus some unlockable TF2 weapons, cut weapons such as the Nailgun and some community-made weapons such as the Hunting Revolver. All weapons are unlocked by default.

Leaderboard class scout.png Scout

Primary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Nail Gun
Nail Gun
Nail Gun
Killicon nail gun.png 25 125 Base: 12

Crit: 36

Pictogram info.png Fires continuous nails

Pictogram info.png 25 loaded nails per clip

Leaderboard class soldier.png Soldier

Primary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
RPG
Rocket Launcher
R.P.G.
Killicon rpg.png 1 20 Base: 117

Crit: 351

Pictogram info.png Rockets travel in an arc

Pictogram plus.png +30% damage bonus

Pictogram plus.png +15% self damage force

Pictogram minus.png +30% damage to self

Pictogram minus.png -25% projectile speed

Pictogram minus.png -75% clip size

Secondary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
TF2C Gunboats
Boots
Gunboats
N/A N/A N/A N/A Pictogram plus.png -60% blast damage from explosive jumps

Leaderboard class pyro.png Pyro

Secondary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
TF2C Flare Gun
Flare Gun
Flare Gun
Killicon flare gun.png N/A 16 Base: 30

Crit: 90

Pictogram plus.png 100% critical hit vs burning players

Pictogram info.png This weapon will reload when not active

Leaderboard class demoman.png Demoman

Primary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
TF2C Gunboats
Boots
Gunboats
N/A N/A N/A N/A Pictogram plus.png -60% blast damage from explosive jumps

Secondary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
TF2C Dynamite Pack
Grenade
Dynamite Pack
Killicon mirv projectile.png 1 Base: 170

Crit: 510

Bomblets:

Base: 85
Crit: 255

Pack Impact:

Base: 30
Crit: 90

Pictogram info.png Explodes into 4 smaller bomblets

Pictogram info.png Has a 10 second cooldown

Pictogram minus.png Wrench hits defuse it

Pictogram minus.png Airblasts defuses the bomblets

Mine Layer
Proximity Mine Launcher
Mine Layer
Killicon proxymine.png 4 24 Base: 120

Crit: 360

Pictogram info.png Launches proximity mines that automatically detonate near enemies

Pictogram minus.png -50% clip size

Pictogram minus.png -4 max pipebombs out

Leaderboard class heavy.png Heavy

Secondary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
TF2C Sandvich
Lunch Box
Sandvich
N/A N/A N/A N/A Pictogram info.png Eat to regain up to 120 health.

Pictogram info.png Alt-fire: Share a Sandvich with a friend (Medium Health Kit)

Leaderboard class engineer.png Engineer

Secondary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Coilgun
Coilgun
Coilgun
Killicon coilgun.png 8 16 Base: 25

Crit: 75


Charged:

Base: 75
Crit: 225

Pictogram info.png Hold down alt-fire to charge up damage

Pictogram info.png Fully charged shots bounces off walls up to three times

Pictogram minus.png Charging it for too long will cause it to explode, dealing 60 damage to yourself

Leaderboard class medic.png Medic

Secondary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
TF2C Kritzkrieg
Medi Gun
Kritzkrieg
N/A N/A N/A N/A Pictogram info.png ÜberCharge grants 100% critical chance

Pictogram plus.png +25% ÜberCharge rate

Melee

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Shock Therapy
Taser
Shock Therapy
Killicon shocktherapy.png N/A N/A Base: 10

Crit: 30


Charged:

Base: 100
Crit: 300

Pictogram info.png Hit teammates for a quick full heal to maximum health (30s cooldown)

Pictogram info.png Damage is affected by current electrical charge

Pictogram minus.png 15% slower Heal Rate on all Mediguns when equipped

Uberspritze
Syringe
Uberspritze
Killicon uberspritze.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png On hit: 25% ÜberCharge added

Pictogram minus.png -10 max health on wearer

Leaderboard class sniper.png Sniper

Primary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Hunting Revolver
Sniper Rifle
Hunting Revolver
Killicon hunterrifle.png 6 24 Base: 40

Crit: 120


Headshot:

Base: 120
Crit: 360

Pictogram info.png There is no scope, but a zoom-in instead.

Pictogram plus.png +25 max health on wearer

Pictogram plus.png +55% faster firing speed

Pictogram minus.png -20% damage penalty

Pictogram minus.png No damage charge

TF2C Huntsman
Bow
Huntsman
Killicon huntsman.png N/A 12 0%:

Base: 50
Crit: 150

100%:

Base: 120
Crit: 360

Pictogram info.png  Shoots arrows instead of bullets

Melee

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Fishwhacker
Club
Fishwhacker
Killicon fishwhacker.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png On Hit: Bleed for 2 seconds

Pictogram plus.png 100% critical chance vs bleeding players

Pictogram minus.png On miss: Mark yourself for death for 3s

Pictogram minus.png No random critical hits

Leaderboard class spy.png Spy

Secondary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Tranquilizer Gun
Tranquilizer Gun
Tranquilizer Gun
Killicon tranquilizer gun.png 1 24 Base: 20

Crit: 60

Pictogram plus.png On Hit: Color blind victim and slow their movements by 33% for +5s

Pictogram plus.png Tranquilized enemies take guaranteed critical hits from melee attacks

Pictogram info.png This weapon will reload when not active

Unknownweapon.png Civilian

Melee

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Umbrella
Umbrella
Umbrella
Killicon umbrella.png N/A N/A Base: 35

Crit: 105

Pictogram info.png  Alt-Fire: Grants a teammate a 10 seconds mini-crit boost

Gallery

References

See also

External Links