Team Fortress Classic
From TF2 Wiki
- Developer: Valve corporation
- Publisher: Sierra Entertainment
- Distributor: Steam
- Engine: GoldSrc
- Designer: John Cook, Robin Walker
- Released: International: May 30 1999
- Modes: Multiplayer
- Genre: First-person shooter
- Ratings: ESRB: M (Mature)
- Platforms: Windows
- Media: CD-ROM, download
- Requirements:
- Minimum: 500 MHz processor, 96 MB RAM, 16 MB video card, Internet connection
- Recommended: 800 MHz processor, 128 MB RAM, 32 MB video card, Internet connection
- Version: 1.1.2.1 11 March 2008
Team Fortress Classic (Usually abbreviated to TFC,) is the predecessor of Team Fortress 2 and a port of the original Team Fortress, which was originally a mod for the popular game 'Quake', to the original Half-Life engine.
Contents |
Comparison to TF2
General TF2 additions
- All classes have unique melee weapons
- Most classes in TFC had a crowbar. The exceptions were the engineer (wrench), spy (knife), civilian (umbrella), and medic (first aid kit).
- Overtime and sudden death modes.
General TF2 removals
- Death counter
- TFC scoreboards listed both points and deaths (sorting by points). TF2 hides other players' death counters.
- Grenades
- Each standard class had two kinds of grenades. Generally everyone had more weapons (for example, soldiers had two types of grenades, two types of shotguns, a rocket launcher, and a crowbar).
- Assassination maps
- TFC had a "VIP escort" map type where one team (typically composed of snipers) tried to kill a player designated the civilian, who was guarded by a team of heavies, soldiers, and medics.
- Ammo bags
- Players left an ammo bag on the ground when they died. Players could also drop any excess ammo to help teammates, usually engineers. Now players drop their weapons when they die, which yields ammo and metal.
- Armor
- Players had armor in addition to health.
General TF2 changes
- Art style
- TF2's art style is cartoony, in contrast to TFC's semi-realistic style.
- Teammates can now walk through each other
- Teammates could not walk through each other at all in TFC, which griefers frequently exploited to block teammates.
- Teammates can no longer move each other with certain weapons
- Players could be pushed, or sent flying, by an explosion caused by a teammate (or a charged sniper rifle). This could be exploited by griefers, used to remove griefers from an area, or used to send teammates behind enemy lines without taking any damage.
- Warpath-style control points
- Most command point maps in TFC involved one or both teams taking flags to command points, which were then captured instantly, much like TF2's payload game type. TF2's control points are similar to those found in the TFC map Warpath.
- 2fort bridge is now covered.
- In TFC 2fort's bridge is wider and uncovered.
- 2fort's water route involved a deep swim
- In TFC, the area under the bases was completely filled with water
- 2fort's spiral staircase and elevator
- In TFC's 2fort, a spiral staircase led up from each team's basement, and an elevator that only worked for members of that base's team was found in the flag room's alternate entrance, forcing the use of rocket/pipe/frag/conc jumping if players wanted to exit that way.
- Dustbowl as a control point map
- TFC's Dustbowl involved moving a flag from the attacker's spawn to the capture point. Anyone who held the flag moved much more slowly (about walking speed). Captures were instantaneous.
- Dustbowl attackers always given three exits from spawn
- TFC attackers had only one or two exits in each of the stages.
- Dustbowl's secret paths now permanently open
- TFC's Dustbowl had two areas (the upper paths leading to the first two stages' CPs) that only opened after a certain amount of time had passed.
- Well as a control point map
- In TFC, Well was a capture the flag map. Well has had several significant changes, including the removal of its eponymous wells. In TFC: There were no trains, you could swim to the flag rooms (where the final CP is in the new Well) after the grates had been detpacked, the center building was much smaller and the roofs of both bases were accessible.
- Badlands as a control point map
- In TFC, Badlands was a capture the flag map that bears little resemblance to its TF2 remake. The original map featured two large bases built into the opposite sides of an even larger, winding canyon.
Class specific changes
Scout
Removed:
- Caltrops and concussion grenades
- Caltrops were dropped on the ground to slow enemies down. Concussion grenades were largely used by scouts and medics for 'conc jumping' and disorientating opponents.
- Nailgun
- A very accurate automatic weapon that was good against sentries and slower or stationary enemies.
- The ability to disarm a detpack by bumping into it.
- (The demoman's detpacks were removed.)
Added:
Changed:
- Shotgun
- Replaced with the scattergun
Soldier
Removed:
- Nail grenades
- Nail grenades fired nails for several seconds before exploding.
- Alternate fire for rocket launcher
- TFC alternate fire switched to the launcher and also reloaded it.
- Super Shotgun
Pyro
Removed:
- Napalm grenades
- Napalm grenades spread fire on any surfaces for a few seconds.
- Incendiary rockets
- Similar to soldier's rockets except they did less damage but set the target (and anyone in the blast radius) on fire. Mini-rocket jumps were possible with this weapon. The Flare gun is similar to this weapon.
Demoman
Removed:
- MIRV grenades
- These exploded once to spread several more grenades which each exploded moments later.
- Detpacks
- These not only annihilated enemies in a fairly large radius, but could also be used to break holes in certain parts of maps.
- Shotgun
Heavy
Removed:
- MIRV grenades
- Super Shotgun
Changed:
- Now called the Heavy, as opposed to 'Heavy Weapons Guy' or 'HWG'
Engineer
Removed:
- EMP grenades
- A dreaded grenade that caused all ordinance in a radius to explode.
- Rotating placed sentry guns
- TF2 engineers can rotate sentry guns when they place them, but in TFC engineers could rotate the sentry any time after it had been placed.
- Repairing armor with a wrench
- The wrench in TFC could be used on teammates to repair their armor, or to accidentally discover a disguised spy. Armor was removed in TF2.
Changed:
- Railgun replaced with pistol.
- Super Shotgun replaced with a standard shotgun
- In TFC, when an engineer had enough metal, he could instantly upgrade a sentry. In TF2, it takes eight wrench hits to upgrade.
Medic
- Removed
- Concussion grenades
- Infection
- Medics could infect opponents with their medical kit. They could then spread the infection to their teammates. Using the kit on a disguised spy infected them.
- Shotgun
- Super Shotgun
Added:
- The TFC medical kit provided an instant heal whereas the new Medigun provides a continuous heal. Note that it heals disguised spies.
Changed:
- Super Nail Gun replaced with the less accurate syringe gun.
Sniper
Removed:
- Legshots
- A shot to the leg caused the target to run slower (like a scout's caltrops).
- Nail gun
Changed:
- Shot charging
- TFC sniper rifle: Hold fire button to charge shot, release to fire. In TF2, you must stay zoomed in to charge a shot, and press to fire. Your field of vision is also severely reduced while zoomed in in TF2.
- Autorifle
- Replaced with the SMG.
Spy
Removed:
- Gas grenades
- These caused enemies to hallucinate (see and hear false explosions, flames and gunfire) for several seconds and take damage while near the grenades.
- Tranquilizer gun
- Slowed enemies down, much like caltrops and legshots.
- Nailgun
- The ability to disrupt an enemy spy's disguise by bumping into him.
Added:
- TFC spies could throw grenades without losing their disguise, which is how they commonly destroyed sentry guns. Sappers provide a replacement for this ability.
Changed:
- Cloaking replaces feign death
- Feign death ability caused the spy to lie down (and optionally scream) to trick opponents.
- Super Shotgun
- Replaced with the revolver
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