Team Fortress Classic

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The Team Fortress Classic logo
The Team Fortress Classic logo
  • 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

Headshots and backstabs however, were present in TFC.
Most classes in TFC had a crowbar. The exceptions were the engineer (wrench), spy (knife), civilian (umbrella), and medic (first aid kit).

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.
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.
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.
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.
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

The regular Nailgun (used by the Scout, Sniper and Spy) and the Super Nailgun (used by the Medic).
The regular Nailgun (used by the Scout, Sniper and Spy) and the Super Nailgun (used by the Medic).

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 disrupt a disguise by bumping into a spy.
  • The ability to disarm a detpack by bumping into it.
(The demoman's detpacks were removed.)

Added:

Changed:

  • Shotgun
Replaced with the scattergun

Soldier

The regular shotgun and the Super Shotgun. The regular one was used as a long-range weapon while the Super Shotgun was effective against nearly every class.
The regular shotgun and the Super Shotgun. The regular one was used as a long-range weapon while the Super Shotgun was effective against nearly every class.

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
(See demoman)
  • 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
(See scout)
  • 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
(See scout)

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
(See scout)
  • 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:

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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