Difference between revisions of "Team Fortress 2 Classic"
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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 December of 2014 by danielmm8888, with the initial code upload in January of 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 leads are Trotim, Sniffy194, and Waugh101 as of February 10, 2023. | The current project leads are Trotim, Sniffy194, and Waugh101 as of February 10, 2023. |
Revision as of 14:05, 12 February 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 December of 2014 by danielmm8888, with the initial code upload in January of 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 leads are Trotim, Sniffy194, and Waugh101 as of February 10, 2023.
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 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 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.
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 | |
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
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 |
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 |
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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