Difference between revisions of "Team Fortress 2 Classic"
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=== 4Team === | === 4Team === | ||
− | Four | + | [[File:Cp hydro.png|thumb|right|[[Hydro]] in Four Team mode]] |
+ | |||
+ | Four Team is a sub-gamemode where four teams fight over objectives instead of the traditional two. | ||
This sub-gamemode introduces two new teams to the already existing RED and BLU, YLW (Yard Logistics Workers) and GRN (Global Radio Network). | This sub-gamemode introduces two new teams to the already existing RED and BLU, YLW (Yard Logistics Workers) and GRN (Global Radio Network). | ||
− | |||
− | [[ | + | Four Team supports the following game modes: |
+ | *[[Arena]] | ||
+ | *[[Control Points]] | ||
+ | *[[Capture the Flag]] | ||
+ | *[[King of the Hill]] | ||
+ | *[[Payload Race]] | ||
+ | *[[#Domination (Currently in development)|Domination]] | ||
=== Deathmatch (Not in the latest version of the game) === | === Deathmatch (Not in the latest version of the game) === |
Revision as of 14:50, 29 September 2019
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 gamemodes.
This Source mod runs on Source SDK 2013 Base Multiplayer - the first Facepunch thread was created 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.
The current Project Lead is 'Drudlyclean the Skeledude' as of May 13, 2018.
Gamemodes
With the traditional gamemodes like Capture The Flag and Control Points, the mod adds four-team variants of these modes, as well as new modes.
4Team
Four Team is a sub-gamemode where four teams fight over objectives instead of the traditional two. This sub-gamemode introduces two new teams to the already existing RED and BLU, YLW (Yard Logistics Workers) and GRN (Global Radio Network).
Four Team supports the following game modes:
Deathmatch (Not in the latest version of the game)
Deathmatch is 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.
VIP (Currently in development)
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 (Currently in development)
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.
Overpowered (Concept for future update)
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.
Maps
Map | Map Type | File Name | Developer(s) | Setting | |
---|---|---|---|---|---|
2Fort | Capture the Flag | ctf_2fort
|
Valve | Farmland | |
Landfall | Capture the Flag | ctf_landfall
|
Dr. Spud | Jungle | |
Push | Capture the Flag | ctf_push
|
DrPyspy | Military | |
Upstream | Capture the Flag | ctf_upstream
|
Iiboharz | Dev Textures | |
Casbah | Capture the Flag | ctf_casbah
|
Macd11 & Zorbos | Industrial | |
Furnace Creek | Attack/Defend | cp_furnace_creek
|
YM & Nineaxis | Desert | |
Amaranth | Attack/Defend | cp_Amaranth
|
Berry | Alpine | |
Hydro | Attack/Defend | cp_hydro
|
Snowshoe | Desert | |
Warpath | Attack/Defend | cp_warpath
|
Suomimies55 | Desert | |
Cragg | Attack/Defend | cp_cragg
|
Berry | Dev Textures | |
Ashworks | Attack/Defend | cp_ashworks
|
Dev Textures | ||
Tidal | Control Point | cp_tidal
|
Heyo | Industrial | |
Callous2 | Assassination/Escort | vip_callous2
|
Berry | Dev Textures | |
Ashworks | Assassination/Escort | vip_ashworks
|
Berry | Dev Textures |
Classes
Aside from the nine classes from the main Team Fortress 2, Team Fortress 2 Classic adds new gamemode-specific classes into the game. These classes can only be played on their specific gamemodes. 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. He is voiced by Benjamin "Benjamoose" Rudman.
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 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. Some pre-existing weapons, such as the SMG and the Shotgun, are now usable on Medic and Scout.
Scout
Primary
Weapon | Kill icon | Ammo | Damage | |||||
---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point blank | Medium range | Long range | Mini-crits | Critical | ||
Stock Nail Gun |
40 | 100 | 85-105 | 12 | 3-10 | 80-140 | 180 |
Soldier
Primary
Weapon | Kill icon | Ammo | Damage | |||||
---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point blank | Medium range | Long range | Mini-crits | Critical | ||
Stock RPG |
1 | 36 | 130 | 50-90 | 45-60 | 122-151 | 270, range does not affect damage. (D/H) |
Demoman
Primary
Weapon | Kill icon | Ammo | Damage | |||||
---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point blank | Medium range | Long range | Mini-crits | Critical | ||
Stock Cyclops |
N/A | 1 | 30 | 110 (D/H) 22-64 (splash) |
135 (D/H) 29-86 (splash) |
300 (D/H) 190 (splash) |
Weapon | Kill icon | Ammo | Damage | |||||
---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point blank | Medium range | Long range | Mini-crits | Critical | ||
Stock Gunboats |
N/A | N/A |
Sniper
Primary
Weapon | Kill icon | Ammo | Damage | |||||
---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point blank | Medium range | Long range | Mini-crits | Critical | ||
Stock Poacher's Pride |
2 | 25 | 60-150 | 68-203 | 150-450 (Crit boost only) | |||
N/A | 150 (Headshot) |
Melee
Weapon | Kill icon | Attack interval | Damage | ||
---|---|---|---|---|---|
Point blank | Mini-crits | Critical | |||
Stock Fishwhacker |
0.8 seconds | 60 | 88 | 195 |
Spy
Secondary
Weapon | Kill icon | Ammo | Damage | |||||
---|---|---|---|---|---|---|---|---|
Loaded | Carried | Point blank | Medium range | Long range | Mini-crits | Critical | ||
Stock Tranquilizer Gun |
1 | 24 | 55-60 | 35-45 | 20-25 | 54-81 | 120 |
Gallery
See Also
External Links
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