Difference between revisions of "Team Fortress 2 Classic"
Technochips (talk | contribs) (Undo edit by BrazilianNut (Talk) (2909469) the context is about TF2C's specific version of the VIP gamemode and the Umbrella, not TFC's.) (Tag: Undo) |
Sausagea1000 (talk | contribs) |
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== Weapons == | == Weapons == | ||
− | The mod | + | 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. |
==={{anchor|Scout}}{{Class link|Scout}}=== | ==={{anchor|Scout}}{{Class link|Scout}}=== |
Revision as of 12:34, 26 January 2021
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.
The first version's release date was to be sometime earlier in December 2014, however, there is a fuzzy line between the 2014 release date of TF2 1.0.0.9 and that of Team Fortress 2 Classic.
The current Project Lead is 'Drudlyclean the Skeledude' as of May 13th, 2018.
Contents
Updates
Death & Taxes
The long awaited 2.0 update was announced as a multi-day update named Death & Taxes on July 1st, 2020, and was fully released on July 4th, 2020.
Day 1
Day 1[1] officially introduces the VIP gamemode, along with the Civilian class. With it, three new VIP maps were also introduced.
Day 2
Day 2[2] introduced 9 weapons, 5 of them being "old stocks" (weapons based on beta weapons) and 4 of them being "new stocks" (brand new weapons).
Day 3
Day 3[3] introduces the Domination gamemode and the four-team mode, with new 3 maps.
Day 4
Day 4[4] introduces a VIP version of Badwater with minor differences, 6 returning weapons, and 15 brand new achievements. It also introduces 3 new medals for those who had roles in TF2C, and improved bots. These changes are all accompanied by the patch notes, which list all of these changes in detail.
Game modes
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.
Domination
Domination is a game mode where each team tries to capture Control Points in order to gain points. Each captured Control Point gives their team "points" every few seconds. The more Control Points a team has captured, the more points they gain, and the first team to hit the point limit wins.
Four Team
Four Team is a sub-game mode where four teams fight over objectives instead of the traditional two. This sub-game mode introduces two new teams to the already existing RED and BLU, YLW (Yard Logistics Workers), and GRN (Global Radio Network).
Four Team supports any existing game modes, as long as it is logically symmetrical.
Future game modes
Overpowered
Overpowered is a game mode in a 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 | Setting | |
---|---|---|---|---|
Flask | Arena (Four-Team) | arena_flask
|
Desert | |
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 | |
Hydro | Domination (Four-Team) | dom_hydro
|
Industrial | |
Oil Canyon | Domination | dom_oilcanyon
|
Desert | |
Badwater Basin | VIP | vip_badwater
|
Desert | |
Blackstone Harbor | VIP | vip_harbor
|
Urban City | |
Mineside | VIP | vip_mineside
|
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. He is voiced by Benjamin "Benjamoose" Rudman[5].
Bio
Henchman
The Henchman is a monstrous class used for the Overpowered game mode. He will spawn with an extremely large health pool, which scales with the number 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 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 |
20 | 100 | Base: 15 Crit: 45 |
Fires continuous nails
20 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: 145 Crit: 435 |
Rockets travel in an arc
+30% damage bonus -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: 160 Crit: 480 Bomblets: Base: 80 |
Explodes into 4 smaller bomblets
Has a 10 second cooldown Wrench hits defuse it | |
Proximity Mine Launcher Mine Layer |
3 | 24 | Base: 100 Crit: 300 |
Launches proximity mines that automatically detonate near enemies
-63% clip size -5 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 Crits while in water | |
Syringe Uberspritze |
N/A | N/A | Base: 65 Crit: 195 |
On hit: 25% ÜberCharge added
-20% slower firing speed -25 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 +50% faster firing speed No damage charge | |
Bow Huntsman |
N/A | 12 | 0%:
Base: 50 100%: Base: 120 |
Melee
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Kukri Fishwhacker |
N/A | N/A | Base: 65 Crit: 195 |
On Hit: Bleed for 2 seconds
100% critical chance vs bleeding players You are marked for death while active -20% slower firing speed No random critical hits |
Spy
Secondary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
---|---|---|---|---|---|
Tranquilizer Gun Tranquilizer Gun |
1 | 24 | Base: 20 Crit: 60 |
On Hit: Color blind victim and slow their movements by 33% for +5s
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
See also
External Links
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