Difference between revisions of "Team Fortress 2 Classic"
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Based off [[VIP (Classic)|VIP]] from Team Fortress Classic, one team must escort their teammate randomly chosen to be the civilian to the end of the map, while the other team must kill the civilian. | Based off [[VIP (Classic)|VIP]] from Team Fortress Classic, one team must escort their teammate randomly chosen to be the civilian to the end of the map, while the other team must kill the civilian. | ||
− | === Overpowered ( | + | === Overpowered (Concept for future update) === |
Overpowered is a game mode similar in fashion to popular community game modes [[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 utilize [[Melee]] weapons. All other players, all of which on the [[RED]] team, will be given a brief amount of time to build 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]] | Overpowered is a game mode similar in fashion to popular community game modes [[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 utilize [[Melee]] weapons. All other players, all of which on the [[RED]] team, will be given a brief amount of time to build 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]] |
Revision as of 20:21, 28 November 2018
Team Fortress 2 Classic was a source mod that aimed to revisit the theme Team Fortress 2 had established shortly before launch, expand support for community additions to the game, and try new concepts and ideas in the TF2 universe. The sourcemod is running on Source SDK 2013 Base Multiplayer, the first facepunch thread was created January 9th 2015. The actual release date was slightly earlier in december 2014 but there is a fuzzy line between the tf2 1.0.0.9 and the Team Fortress 2 Classic release date. The current Project Lead is Drudlyclean the Skeledude as of 05/14/2018. Currently development of the mod has splintered off and the project has been put oh hold.
Contents
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 you have four teams fighting for the objectives instead of two.
Deathmatch
Deathmatch is a free for all gamemode 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 only a Pistol and 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.
VIP (currently in development)
Based off VIP from Team Fortress Classic, one team must escort their teammate randomly chosen to be the civilian to the end of the map, while the other team must kill the civilian.
Overpowered (Concept for future update)
Overpowered is a game mode similar in fashion to popular community game modes 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 utilize Melee weapons. All other players, all of which on the RED team, will be given a brief amount of time to build 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 are only playable from their specific gamemode. 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.
Mercenary
The Mercenary is an all purpose class used in Deathmatch. They can use a multitude of weapons used by different classes, as well as weapons exclusive to Deathmatch. They are also classes with an option to choose custom colors.
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. If the Henchman were to receive damage, his damage output will increase to a maximum of +210%. He can only utilize Melee weapons.
Weapons
The mod adds new weapons for each class, some preexisting weapons such as the SMG and shotgun usable now for the Medic and Scout. These new weapons range from cut weapons such as the Nail Gun, to community created Workshop weapons like the Poacher's Pride.
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 | ||
Cyclops 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 |
Deathmatch exclusive
Melee
Weapon | Kill icon | Attack interval | Damage | ||
---|---|---|---|---|---|
Point blank | Mini-crits | Critical | |||
Crowbar Stock Crowbar |
0.8 seconds | 65 | 88 | 195 |
Gallery
See Also
External Links
- Facepunch Thread V4
- Facepunch Thread V3
- Facepunch Thread V2
- Facepunch Thread V1
- TF2C Official Steam Group
- The TF2C Wiki
- The Official TF2C Subreddit
- Kotaku Steamed article on the TF2C
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