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]] | ||
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This Source mod runs on Source SDK 2013 Base Multiplayer - the first Facepunch thread was created on January 9th, 2015. | This Source mod runs on Source SDK 2013 Base Multiplayer - the first Facepunch thread was created on January 9th, 2015. | ||
− | Development was started in | + | 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 . | |
− | The | + | == 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. | ||
− | == | + | ==== 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). | ||
+ | |||
+ | ==== 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. | ||
− | === | + | ==== 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. | ||
− | The | + | === 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 ==== | ||
− | + | [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. | |
+ | |||
==== Day 2 ==== | ==== Day 2 ==== | ||
− | + | [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. | |
==== Day 3 ==== | ==== 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. | |
− | + | ||
− | |||
== Game modes == | == 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. | |
− | While the mod already has every game mode from [[Capture the Flag]] up to [[Special Delivery]], the mod also adds new game modes. | ||
=== VIP === | === 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. | 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 === | ||
− | |||
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. | ||
− | === | + | === 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. | ||
− | [[File:Cp hydro.png|thumb|right|[[Hydro]] in Four Team mode]] | + | === Four-Team === |
+ | [[File:Cp hydro.png|thumb|right|[[Hydro]] in Four-Team mode]] | ||
− | Four Team is a sub-game mode where four teams fight over objectives instead of the traditional two. | + | 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). | 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 | + | Four-Team supports any existing game modes, as long as it is logically symmetrical. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Maps == | == Maps == | ||
Line 74: | Line 79: | ||
| {{code|arena_flask}} | | {{code|arena_flask}} | ||
| Desert | | Desert | ||
+ | |- | ||
+ | | [[File:Arena floodgate1.png|150px|link=]] | ||
+ | | '''Floodgate''' | ||
+ | | [[{{Common string|Arena}}]] (Four-Team) | ||
+ | | {{code|arena_floodgate}} | ||
+ | | Industrial | ||
|- | |- | ||
| [[File:Cp amaranth.png|150px|link=]] | | [[File:Cp amaranth.png|150px|link=]] | ||
− | | '''Amaranth''' | + | | '''[https://steamcommunity.com/sharedfiles/filedetails/?id=454268166 Amaranth]''' |
| [[{{Common string|Attack/Defend}}]] | | [[{{Common string|Attack/Defend}}]] | ||
| {{code|cp_amaranth}} | | {{code|cp_amaranth}} | ||
Line 88: | Line 99: | ||
|- | |- | ||
| [[File:Cp tidal.png|150px|link=]] | | [[File:Cp tidal.png|150px|link=]] | ||
− | | '''Tidal''' | + | | '''[https://steamcommunity.com/sharedfiles/filedetails/?id=570869131 Tidal]''' |
| [[{{Common string|Control Point}}]] | | [[{{Common string|Control Point}}]] | ||
| {{code|cp_tidal_v4}} | | {{code|cp_tidal_v4}} | ||
Line 103: | Line 114: | ||
| [[{{Common string|Capture the Flag}}]] | | [[{{Common string|Capture the Flag}}]] | ||
| {{code|ctf_landfall}} | | {{code|ctf_landfall}} | ||
+ | | Alpine Forest | ||
+ | |- | ||
+ | | [[File:Ctf pelican peak.png|150px|link=]] | ||
+ | | '''[[Pelican Peak]]''' | ||
+ | | [[{{Common string|Capture the Flag}}]] | ||
+ | | {{code|ctf_pelican_peak}} | ||
| Alpine Forest | | Alpine Forest | ||
|- | |- | ||
Line 110: | Line 127: | ||
| {{code|dom_hydro}} | | {{code|dom_hydro}} | ||
| Industrial | | Industrial | ||
+ | |- | ||
+ | | [[File:Dom krepost1.png|150px|link=]] | ||
+ | | '''Krepost''' | ||
+ | | [[#Domination|Domination]] (Four-Team) (Medieval Mode) | ||
+ | | {{code|dom_krepost}} | ||
+ | | Alpine | ||
|- | |- | ||
| [[File:Dom oilcanyon.png|150px|link=]] | | [[File:Dom oilcanyon.png|150px|link=]] | ||
Line 116: | Line 139: | ||
| {{code|dom_oilcanyon}} | | {{code|dom_oilcanyon}} | ||
| Desert | | Desert | ||
+ | |- | ||
+ | | [[File:Koth frigid1.png|150px|link=]] | ||
+ | | '''Frigid''' | ||
+ | | [[{{common string|King of the Hill}}]] (Four-Team) | ||
+ | | {{code|koth_frigid}} | ||
+ | | Alpine | ||
+ | |- | ||
+ | | [[File:Pl jinn1.png|150px|link=]] | ||
+ | | '''Jinn''' | ||
+ | | [[{{common string|Payload}}]] | ||
+ | | {{code|pl_jinn}} | ||
+ | | Egyptian | ||
+ | |- | ||
+ | | [[File:Td caper1.png|150px|link=]] | ||
+ | | '''Caper''' | ||
+ | | Territorial Domination | ||
+ | | {{code|td_caper}} | ||
+ | | Industrial | ||
|- | |- | ||
| [[File:Vip badwater.png|150px|link=]] | | [[File:Vip badwater.png|150px|link=]] | ||
Line 144: | Line 185: | ||
== 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|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. 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>. | ||
[[File:TF2ClassicCivilian.png|right|thumb|Civilian in the four different teams]] | [[File:TF2ClassicCivilian.png|right|thumb|Civilian in the four different teams]] | ||
Line 157: | Line 196: | ||
| name = William D. Billingsworth (real name: Orson W. Jenkins) | | name = William D. Billingsworth (real name: Orson W. Jenkins) | ||
| birthplace = Dorset, England | | birthplace = Dorset, England | ||
− | | job = Escape | + | | job = Escape (Oil Baron) |
| motto = No Motto | | motto = No Motto | ||
| specialability = Boost | | specialability = Boost | ||
| 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. | | 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. | ||
}} | }} | ||
− | |||
− | |||
− | |||
− | |||
== 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 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. | ||
Line 185: | Line 219: | ||
| align="center" | 25 | | align="center" | 25 | ||
| align="center"| 125 | | align="center"| 125 | ||
− | | align="center" | {{base crit| | + | | align="center" | {{base crit|12|36}} |
| {{Info}}Fires continuous nails | | {{Info}}Fires continuous nails | ||
{{Info}}25 loaded nails per clip | {{Info}}25 loaded nails per clip | ||
|- | |- | ||
|} | |} | ||
+ | |||
==={{anchor|Soldier}}{{Class link|Soldier}}=== | ==={{anchor|Soldier}}{{Class link|Soldier}}=== | ||
==== {{anchor|soldierprimary}} {{item name|Primary}} ==== | ==== {{anchor|soldierprimary}} {{item name|Primary}} ==== | ||
Line 204: | Line 239: | ||
| align="center" | 1 | | align="center" | 1 | ||
| align="center"| 20 | | align="center"| 20 | ||
− | | align="center" | {{base crit| | + | | align="center" | {{base crit|117|351}} |
| {{Info}}Rockets travel in an arc | | {{Info}}Rockets travel in an arc | ||
{{Pro}}+30% damage bonus | {{Pro}}+30% damage bonus | ||
+ | |||
+ | {{Pro}}+15% self damage force | ||
+ | |||
+ | {{Con}}+30% damage to self | ||
{{Con}}-25% projectile speed | {{Con}}-25% projectile speed | ||
Line 213: | Line 252: | ||
|- | |- | ||
|} | |} | ||
+ | |||
==== {{anchor|soldiersecondary}} {{item name|Secondary}} ==== | ==== {{anchor|soldiersecondary}} {{item name|Secondary}} ==== | ||
{| class="wikitable grid" width="100%" height="0px" | {| class="wikitable grid" width="100%" height="0px" | ||
Line 230: | Line 270: | ||
|- | |- | ||
|} | |} | ||
+ | |||
==={{anchor|Pyro}}{{Class link|Pyro}}=== | ==={{anchor|Pyro}}{{Class link|Pyro}}=== | ||
==== {{anchor|pyrosecondary}} {{item name|Secondary}} ==== | ==== {{anchor|pyrosecondary}} {{item name|Secondary}} ==== | ||
Line 249: | Line 290: | ||
|- | |- | ||
|} | |} | ||
+ | |||
==={{anchor|Demoman}}{{Class link|Demoman}}=== | ==={{anchor|Demoman}}{{Class link|Demoman}}=== | ||
==== {{anchor|demomanprimary}} {{item name|Primary}} ==== | ==== {{anchor|demomanprimary}} {{item name|Primary}} ==== | ||
Line 267: | Line 309: | ||
|- | |- | ||
|} | |} | ||
+ | |||
==== {{anchor|demomansecondary}} {{item name|Secondary}}==== | ==== {{anchor|demomansecondary}} {{item name|Secondary}}==== | ||
{| class="wikitable grid" width="100%" height="0px" | {| class="wikitable grid" width="100%" height="0px" | ||
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| align="center" | 1 | | align="center" | 1 | ||
| align="center" | ∞ | | align="center" | ∞ | ||
− | | align="center" | {{base crit| | + | | align="center" | {{base crit|170|510}} |
'''Bomblets:''' | '''Bomblets:''' | ||
− | {{base crit| | + | {{base crit|85|255}} |
+ | '''Pack Impact:''' | ||
+ | |||
+ | {{base crit|30|90}} | ||
| {{Info}}Explodes into 4 smaller bomblets | | {{Info}}Explodes into 4 smaller bomblets | ||
{{Info}}Has a 10 second cooldown | {{Info}}Has a 10 second cooldown | ||
Line 295: | Line 341: | ||
| align="center" | 4 | | align="center" | 4 | ||
| align="center" | 24 | | align="center" | 24 | ||
− | | align="center" | {{base crit| | + | | align="center" | {{base crit|120|360}} |
| {{Info}}Launches proximity mines that automatically detonate near enemies | | {{Info}}Launches proximity mines that automatically detonate near enemies | ||
− | {{Con}}- | + | {{Con}}-50% clip size |
{{Con}}-4 max pipebombs out | {{Con}}-4 max pipebombs out | ||
Line 322: | Line 368: | ||
|- | |- | ||
|} | |} | ||
+ | |||
==={{anchor|Engineer}}{{Class link|Engineer}}=== | ==={{anchor|Engineer}}{{Class link|Engineer}}=== | ||
==== {{anchor|engineersecondary}}{{item name|Secondary}}==== | ==== {{anchor|engineersecondary}}{{item name|Secondary}}==== | ||
Line 348: | Line 395: | ||
|- | |- | ||
|} | |} | ||
+ | |||
==={{anchor|Medic}}{{Class link|Medic}}=== | ==={{anchor|Medic}}{{Class link|Medic}}=== | ||
==== {{anchor|medicsecondary}}{{item name|Secondary}}==== | ==== {{anchor|medicsecondary}}{{item name|Secondary}}==== | ||
Line 368: | Line 416: | ||
|- | |- | ||
|} | |} | ||
+ | |||
==== {{anchor|medicmelee}}{{item name|Melee}}==== | ==== {{anchor|medicmelee}}{{item name|Melee}}==== | ||
{| class="wikitable grid" width="100%" height="0px" | {| class="wikitable grid" width="100%" height="0px" | ||
Line 398: | Line 447: | ||
| align="center" | {{base crit|65|195}} | | align="center" | {{base crit|65|195}} | ||
| {{Pro}}On hit: 25% ÜberCharge added | | {{Pro}}On hit: 25% ÜberCharge added | ||
− | |||
− | |||
{{Con}}-10 max health on wearer | {{Con}}-10 max health on wearer | ||
|- | |- | ||
|} | |} | ||
+ | |||
==={{anchor|Sniper}}{{Class link|Sniper}}=== | ==={{anchor|Sniper}}{{Class link|Sniper}}=== | ||
==== {{anchor|sniperprimary}}{{item name|Primary}}==== | ==== {{anchor|sniperprimary}}{{item name|Primary}}==== | ||
Line 443: | Line 491: | ||
{{base crit|120|360}} | {{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%" height="0px" | {| class="wikitable grid" width="100%" height="0px" | ||
Line 468: | Line 517: | ||
|- | |- | ||
|} | |} | ||
+ | |||
==={{anchor|Spy}}{{Class link|Spy}}=== | ==={{anchor|Spy}}{{Class link|Spy}}=== | ||
==== {{anchor|spyprimary}}{{anchor|spysecondary}}{{item name|Secondary}}==== | ==== {{anchor|spyprimary}}{{anchor|spysecondary}}{{item name|Secondary}}==== | ||
Line 485: | Line 535: | ||
| {{Pro}}On Hit: Color blind victim and slow their movements by 33% for +5s | | {{Pro}}On Hit: Color blind victim and slow their movements by 33% for +5s | ||
− | {{Pro}} | + | {{Pro}}Tranquilized enemies take guaranteed critical hits from melee attacks |
{{Info}}This weapon will reload when not active | {{Info}}This weapon will reload when not active | ||
Line 534: | Line 584: | ||
== See also == | == See also == | ||
− | * | + | * [[Civilian]] |
* [[Unused Content]] | * [[Unused Content]] | ||
* [[Trailer 1]] | * [[Trailer 1]] | ||
* [[Trailer 2]] | * [[Trailer 2]] | ||
+ | * ''[[Fortress Forever]]'' | ||
== External Links == | == External Links == |
Latest revision as of 21:06, 1 September 2024
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 .
Contents
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
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 | |
---|---|---|---|---|
Flask | Arena (Four-Team) | arena_flask
|
Desert | |
Floodgate | Arena (Four-Team) | arena_floodgate
|
Industrial | |
Amaranth | Attack/Defend | cp_amaranth
|
Alpine | |
Furnace Creek | Attack/Defend | cp_furnace_rc
|
Desert | |
Tidal | Control Point | cp_tidal_v4
|
Industrial | |
Casbah | Capture the Flag | ctf_casbah
|
Industrial | |
Landfall | Capture the Flag | ctf_landfall
|
Alpine Forest | |
Pelican Peak | Capture the Flag | ctf_pelican_peak
|
Alpine Forest | |
Hydro | Domination (Four-Team) | dom_hydro
|
Industrial | |
Krepost | Domination (Four-Team) (Medieval Mode) | dom_krepost
|
Alpine | |
Oil Canyon | Domination | dom_oilcanyon
|
Desert | |
Frigid | King of the Hill (Four-Team) | koth_frigid
|
Alpine | |
Jinn | Payload | pl_jinn
|
Egyptian | |
Caper | Territorial Domination | td_caper
|
Industrial | |
Badwater Basin | VIP | vip_badwater
|
Desert | |
Blackstone Harbor | VIP | vip_harbor
|
Urban City | |
Mineside | VIP | vip_mineside
|
Desert | |
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].
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.
Scout
Primary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Nail Gun Nail Gun |
25 | 125 | Base: 12 Crit: 36 |
Fires continuous nails
25 loaded nails per clip |
Soldier
Primary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Rocket Launcher R.P.G. |
1 | 20 | Base: 117 Crit: 351 |
Rockets travel in an arc
+30% damage bonus +15% self damage force +30% damage to self -25% projectile speed -75% clip size |
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Boots Gunboats |
N/A | N/A | N/A | N/A | -60% blast damage from explosive jumps |
Pyro
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Flare Gun Flare Gun |
N/A | 16 | Base: 30 Crit: 90 |
100% critical hit vs burning players
This weapon will reload when not active |
Demoman
Primary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Boots Gunboats |
N/A | N/A | N/A | N/A | -60% blast damage from explosive jumps |
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Grenade Dynamite Pack |
1 | ∞ | Base: 170 Crit: 510 Bomblets: Base: 85 Pack Impact: Base: 30 |
Explodes into 4 smaller bomblets
Has a 10 second cooldown Wrench hits defuse it Airblasts defuses the bomblets | |
Proximity Mine Launcher Mine Layer |
4 | 24 | Base: 120 Crit: 360 |
Launches proximity mines that automatically detonate near enemies
-50% clip size -4 max pipebombs out |
Heavy
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Lunch Box Sandvich |
N/A | N/A | N/A | N/A | Eat to regain up to 120 health.
Alt-fire: Share a Sandvich with a friend (Medium Health Kit) |
Engineer
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Coilgun Coilgun |
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
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Medi Gun Kritzkrieg |
N/A | N/A | N/A | N/A | ÜberCharge grants 100% critical chance
+25% ÜberCharge rate |
Melee
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Taser Shock Therapy |
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 15% slower Heal Rate on all Mediguns when equipped | |
Syringe Uberspritze |
N/A | N/A | Base: 65 Crit: 195 |
On hit: 25% ÜberCharge added
-10 max health on wearer |
Sniper
Primary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Sniper Rifle Hunting Revolver |
6 | 24 | Base: 40 Crit: 120 Base: 120 |
There is no scope, but a zoom-in instead.
+25 max health on wearer +55% faster firing speed -20% damage penalty No damage charge | |
Bow Huntsman |
N/A | 12 | 0%:
Base: 50 100%: Base: 120 |
Shoots arrows instead of bullets |
Melee
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Club Fishwhacker |
N/A | N/A | Base: 65 Crit: 195 |
On Hit: Bleed for 2 seconds
100% critical chance vs bleeding players On miss: Mark yourself for death for 3s No random critical hits |
Spy
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Tranquilizer Gun Tranquilizer Gun |
1 | 24 | Base: 20 Crit: 60 |
On Hit: Color blind victim and slow their movements by 33% for +5s
Tranquilized enemies take guaranteed critical hits from melee attacks This weapon will reload when not active |
Civilian
Melee
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Umbrella Umbrella |
N/A | N/A | Base: 35 Crit: 105 |
Alt-Fire: Grants a teammate a 10 seconds mini-crit boost |
Gallery
References
- ↑ TF2 Classic - Civilian voicepack preview on YouTube
See also
External Links
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