Gang Garrison 2
Gang Garrison 2 | |
---|---|
![]() | |
Basic Information | |
Released: |
August 7, 2008 |
Developer: |
Faucet |
Modes: |
Multiplayer |
Designer(s): |
MedO, mrfredman, Synnah |
Platform: |
Windows |
Gang Garrison 2 was created for the TIGSource Forums’ Bootleg Demake Contest. As the title of the contest suggests, the game aims to "demake" Team Fortress 2 using retro-styled sounds and graphics while retaining most of the gameplay of the original game, but it replaces the original names of any items or classes in Team Fortress 2 with Gang Garrison 2's own names. The game itself is written and created using the proprietary software application Template:W.
The game works very much like Team Fortress 2's game interface. The game enables players to customize game options, and host online matches. Elements of the original title are parodied such as a tongue-in-cheek recreation of the Steam interface, an 8-bit style remix of the Team Fortress 2 theme, and Valve's introduction splash being replaced with a suitably retro logo for the fictional company, "FAUCET".
Although some may refer to as an 8-bit or 16-bit game, it truly is neither since many elements have different graphic resolutions. For example, the maps or levels have less resolution than the character sprites; however, some effects (such as smoke or explosions) have much more resolution than any other element.
Gang Garrison 2 was nominated for Indie Game of the Year 2010 on indieDB. While the game did not win, it was voted the 9th best indie game of 2010.[1]
Contents
Gameplay
As of version 2.4, the game has six game modes:
- Capture The Flag: Find the opposing team's Intelligence and return it to the location of your Intelligence to score a point. Score a certain number of points to win the round.
- Control Point: Control Point comes in two varieties, Standard or Attack/Defend:
- Standard: Capture all the control points to win the match.
- Attack/Defend: The RED team must capture all of the control points to win, while the BLU team must prevent the RED team from doing so.
- Arena: There is no respawning in this mode, and the last team standing wins the round. If neither team finishes the other off, a control point will become available for one of the team to capture in order to win the round. Round wins are cumulative, and the team with the most rounds won at the end wins the match.
- Generator: An original mode exclusive to Gang Garrison 2. Both teams have their own special generator, which are the objectives of the map. A team must keep their generator running, while also destroying the enemy generator to win.
- King of the Hill: There exists a lone control point in the center of the map. Both teams compete to take control to start their countdown. The first team to hold onto the point for 3 full minutes is victorious.
- Dual King of the Hill: An original mode exclusive to Gang Garrison 2. Both team have a control point in their base. They must take control of the opposing point to begin the countdown and defend the opposing point from being taken. When a control point is taken, the home points is locked.
Controls
WASD: Run around, jump
Mouse: Aim
Left mouse: Primary Weapon
Right mouse: Secondary Weapon†
B: Drop Case
E: Call for Healer
F: Taunt
Z, X, C: Chat Menus
N, M: Change Team/Class
Left Shift: Show Scores
Left mouse + Right mouse Flare for Firebug
†The Right Mouse button differs in function based on the class you use. The Detonator can use it to detonate his mines, the Infiltrator can use it to Cloak, the Overweight can use it to consume a Manvich, the Firebug can use it to airburst, the Rifleman can use it to extend his range of vision, the Healer can use it to fire his Syringe Gun and activate his superburst, and the Constructor can build Autoguns on the spot with it.
Class Differences Between Gang Garrison 2 and Team Fortress 2
Team Fortress 2 | Gang Garrison 2 | Class Differences | ||
---|---|---|---|---|
Class | Health | Class | Health | |
125 | Runner | 100 | The 2D environment makes dodging harder but makes double jumping and taking shortcuts easier. Also, the 2D environment also makes sneaking up on enemies harder due to the fact that everyone can see what is around them. Still, the Runner's primary weapon is deadly at close ranges. | |
200 | Rocketman | 160 | Rocket jumping is easier to do as the Rocketman. Rockets can pass through team mates, but lose their damage and knockback. They can also destroy enemy mines laid by the Detonator. | |
175 | Firebug | 120 | The Firebug's Flamethrower has regenerative ammo while the Pyro's Flamethrower has 200. Airblasting while using primary fire will send a flare flying in the direction the Firebug is aiming, providing a ranged-damage option. | |
175 | Detonator | 120 | It is harder to set traps as The Detonator as the foe has better view of the map. The 2D environment makes it harder for foes to dodge stickies. Mines do not need to arm before detonating them. Detonating one's own mines can detonate enemy sticky mines and even enemy rockets. It is possible to knock teammates around with mines, making damage-less stickyjumps possible for them, although it requires some coordination. | |
300 | Overweight | 200 | The 2D environment makes it harder to go around the Overweight. The Overweight's Chaingun has regenerative ammo and does not need to spin-up while Heavy's Minigun has 200 ammo and must spin-up to fire. Additionally, the Overweight can jump while firing his Chaingun. The Overweight's Manvich only heals for 50 health, has an unlimited supply of them but cannot drop them for teammates. | |
125 | Constructor | 120 | The 2D environment makes it harder to go around the Constructor's Autogun. The Constructor gradually gains nuts and bolts over time, but can only make a single level 1 autogun and no other buildings. He is also unable to repair or upgrade the autogun. The Constructor's autogun costs 100 nuts and bolts while the Engineer's sentry costs 130 metal. The Constructor's Shotgun has 8 ammo while the Engineer only has 6 ammo. | |
150 | Healer | 120 | The Healer's Medi Gun does not curve around corners. He is also unable to overheal his allies. Deploying a Superburst on a teammate will grant them unlimited ammunition as well as invulnerability. | |
125 | Rifleman | 120 | The 2D environment makes it harder to hit foes if your teammates are blocking your shots. The scope gives the Rifleman better view of the map. The Rifleman can jump while scoped-in, albeit at a lower height. The Rifleman is unable to perform headshots. | |
125 | Infiltrator | 100 | The Infiltrator's Cloak does not power down. Use of his Knife is slower and will temporarily immobilize him, but is always a instant kill even if it is not a backstab. Lacking an Electro Sapper, the Knife can dispose of an Autogun in a single strike. |
Classes
Class | Role |
---|---|
The Runner is the fastest class in the game. He excels at recovering objectives like capturing the Intelligence and capturing control points, thanks to his speed and ability to double jump. His health is 100, and he fires 6 bullets per shot at 8 damage per bullet. | |
The Rocketman has very high health and holds a Rocket Launcher. His Rocket Launcher deals 55 damage per shot, can cause splash damage, and has a large range, but it possesses a slow rate of fire and only has 4 ammo. It can also be used to rocket jump, using the explosion to launch yourself into the air. This allows you to go higher than a Runner, but he is still a much less agile combatant. | |
The Firebug is the only 'melee' unit in the game. He is quick and packs quite a punch (30 flames per second, each dealing 3 damage). The Flamethrower has a short range, about 5 times the Firebug's width, and is strongest at point blank range. It also has an afterburn effect which deals damage over time. The Firebug has the ability to airblast; this can deflects rockets, push sticky grenades away, and extinguish afterburn. | |
The Detonator hurls up to 8 mines from his gun and can detonate them remotely. Just a few mines can kill any unit (25-50 damage). He excels at long range, but up close, he needs skill and reflexes to take out his enemies. The Detonator is one of the less mobile units in the game. He can jump using the explosions from his mines, but this will take off quite a bit of his health. | |
The Overweight is really fat which makes him very slow and gives him a very low jump, but it also grants him the most health of any class. He wields a huge chain gun, which deals 120 damage per second, at 8 damage per bullet. His bullets are very compact at close range, but spread out over longer distances. A Healer is his best friend, together they are a force to be reckoned with due to their constant healing. By clicking the right mouse button, the Overweight can eat one of his Manvich which can restore his health slightly, but it leaves him defenseless for the duration of its consumption. Unlike the Heavy in Team Fortress 2, the overweight can jump while shooting his chaingun. | |
The Constructor is like a cross between the Runner and Detonator. He wields a Shotgun which shoots 4 bullets at 6 damage per bullet and has the ability to make Autoguns. These are stationary gun turrets that will riddle nearby enemies with bullets on sight. However, these Autoguns cannot be upgraded or repaired. He has a decent speed and jump height. | |
The Healer is the only unit that can heal. To summon a Healer to help you, just yell "MEDIC!" (keyboard key "E"). He constantly regenerates health and can heal friendly teammates at a steady rate with his Medi Gun by holding the left mouse button. He can utilize his Syringe Gun with the right mouse button, which has a very quick rate of fire, but it greatly lacks in range and power. He has average mobility. He is best used as a healing support unit. Healing teammates builds the Healer's superburst meter. When it is completely filled, the Healer can grant himself and a teammate temporary invincibility and infinite ammo! Simply heal a teammate and right click at the same time to activate the Healer's superburst. | |
The Rifleman wields a Sniper Rifle, its shots connect instantly and have the largest range of any weapon. Using alternate-fire, the player can toggle between scoping in and out. Much like in TF2, scoping in will begin charging the power of the shot. A full charge is enough to deal a considerable amount of damage to a target, but its chief drawback is a slow rate of fire. It is mainly effective at long ranges, but if the Rifleman is skillful, he can take enemies down even at close range. Firing his rifle shows a team-colored beam; however, that can give away his location. | |
The Infiltrator is a very sneaky unit. He can Cloak, come up behind you, and shoot you! The Infiltrator can Cloak and uncloak with the right mouse button. He has a Revolver with a good amount of power and range, but it can only shoot while the Infiltrator is uncloaked. Using primary-fire while cloaked will begin a stabbing motion that is an instant kill, regardless if it's a backstab or not. If the infiltrator is behind an opponent, the opponent cannot see him. | |
The Secret Class can be accessed by pressing Q on the class selection screen. They are Quote (RED team) and Curly Brace (BLU team): characters from Cave Story, using a Bubbler and the Blade, two weapons from said game. |
Trivia
- In the early stages of Gang Garrison 2's development, Quote was the character used when the engine was being written. When the first version was to be released, Quote was left in as a class for RED team and Beta Quote was used as a class for BLU team. During Cave Story's development, Quote's beta appearance was Blue and used the name Curly Brace. Much later in development, Curly Brace replaced Beta Quote as BLU team's secret class representative.
- Every 7th of September, classes will each don a Party Hat to honor the 'birthday' of Gang Garrison 2. In addition, blood spatter is replaced with confetti.
- Gang Garrison 2 released their own version of the Saxxys called "Haxxys". The contest winners turned into gold statues after dying in game.