Team Fortress Classic (TFC) is a popular multiplayer mod for the first-person shooter computer game Half-Life that allows teams of players to compete on the Internet in action packed games of capture the flag, escorting a VIP, territory control, and many other missions. It was ported to Half-Life by the developers of the Team Fortress mod for Quake in collaboration with Valve Software.
TFC maps often feature prominent and easy-to-find "sniper decks" whose occupants are highly exposed, thus compromising the Sniper's best defense: stealth. Nevertheless, most Snipers have no choice but to use these locations, making them easily located and targeted by the opposing team.
The amount of Snipers allowed on a given server is often limited for a number of reasons, but mainly because this class can be so deadly by itself, it doesn't lend itself to using teamwork. "Sniper wars" tend to develop, which can detract the game objectives for other classes.
Another weapon unique to this class is the nail grenade, which, when thrown, releases a stream of nail-like shrapnel horizontally in a 360 degree radius, damaging all in its path before exploding. The Soldier spawns with two of these, as well as a maximum of four normal grenades, the super shotgun, single-barreled shotgun and the standard crowbar.
Similar to the Soldier class, the Demoman can perform a special type of jump with his pipebombs. By placing a pipebomb on the ground, then jumping over it while detonating it, the Demoman can perform a jump greater in height than a Soldier's rocketjump and greater in distance than a conc jump. The downside is that any more than two pipebombs will severely damage the Demoman.
The ability of a Demoman to deliver a large volume of explosive death nearly anywhere makes this class very valuable on defense, as well as clear enemy fortifications, or temporarily deny an area to aid the offense. In fact, certain maps require a Demoman to use his detpack (a large, extremely powerful, timed bomb that instantly kills anyone in the area) to open (and sometimes close) alternate entryways, or destroy key map objectives. The detpack can also be set to explode at timed intervals of 5, 20, and 50 seconds.
The main weakness of this class is its inability to deal with long range threats. Additionally, there is a degree of unpredictability with the grenade launcher, as the grenades sometimes bounce unpredictably and the launcher's relatively slow reload time can leave the Demoman unarmed.
Another important component of the Demoman's arsenal is the MIRV grenade. These potent grenades explode twice, the first explosion sends out 4 submunitions, which explode again to devastate a wide radius. Armed with 2 MIRV grenades, up to 4 normal grenades, the single-barreled shotgun, and the crowbar, this class is fairly fast and wears better than average armor, making it capable on defense or in an offensive support role.
He also has decent armor, the second highest speed, and great mobility. However, he is vulnerable to the Soldier's rockets, unless relying on grenades. Despite his profession and the bright red cross on his chest, he is the offense in clan matches. Like the Scout, he can also concjump (see conc jumping).
The medkit has several uses. It automatically heals the user over time with two health points every two seconds. When used on a team member it cures all injuries, and boosts health, even raising it past the maximum to provide a bonus that gradually fades back to full health. Using it on an enemy gives him a contagious infection which slowly reduces their health. Furthermore, this infection can be spread to other players on contact and can only be cured by that team's Medic. Medics, however, are immune to infection. This is a good class for new players to learn the game's basics.
Due to the simple "point and kill" nature of his weapons and his high survivability, this is an excellent introductory class for new players to learn the game's basics.
His secondary weapon, the incendiary rocket cannon (or IC) is similar to the Soldier's RPG, except the IC rocket is much slower moving, causes significantly less damage on impact (although it has a broad igniting effect where it hits, even through narrow walls or floors), and doesn't suffer from the RPG's restrictive ammo limit.
Due to its relative lack of lethality, the Pyro is effective (but not dominant) as either in either assault or defensive support, softening up a defense for stronger, slower classes to finish off or for lighter, faster classes to slip past, weakening and distracting incoming attackers, or generally being a disruptive force. Its greatest weakness is its susceptibility to the Engineer's EMP grenades, the bane of the Pyro. Virtually all of the ammo a Pyro carries is highly vulnerable to the EMP blast, creating an explosion powerful enough to kill not only the Pyro, but also any nearby teammates. This class also lacks any significant ranged attacks, making it susceptible when caught out in the open.
The Pyro also carries 4 unique napalm grenades, which create a temporary field of flame, igniting any enemies passing through its area of effect. It also spawns with up to 4 normal grenades, the single-barrel shotgun and the crowbar.
Another potent weapon available only to this class is the gas grenade, which has a temporary hallucinatory effect, causing enemies to see and hear phantom explosions, flames and tossed grenades for a short period of time. This relatively harmless effect masks the fairly moderate damage over time the grenade causes while an enemy is in its area of effect. In large doses, Spy gas (or Fairy Dust) can cause severe damage.
Rounding out the Spy's unique arsenal is the tranquilizer pistol, which fires a special dart that does negligible damage, but greatly reduces its target's rate of movement temporarily. It's best used on faster classes to facilitate a lethal knife strike. The Spy is also armed with the double-barreled shotgun, nail gun, and up to 4 normal grenades.
As powerful as it is, the SG does have drawbacks. It only locks onto enemies that pass within its detection range, and it only sweeps an area of approximately 270 degrees, creating potential blind spots that can be exploited, especially if it not well-placed, or if the other team stays beyond its limited range. It cannot detect disguised Spies at all, who can safely bombard it with grenades. It rapidly consumes ammo, requiring near-constant trips to resupply areas, leaving it unguarded and vulnerable. Proper placement and maintenance of an SG is crucial to the Engineer's effectiveness.
In addition to the SG, this class can also construct:
In order to construct the above items the Engineer requires cells converted from standard ammunition packs scattered around the map. The Engineer must make frequent trips to ammunition caches in order to upgrade sentry guns or re-stock ammunition dispensers. Teammates often support their Engineers by tossing unwanted ammo to them whenever possible.
Aside from the SG, this class carries another of the most fearsome weapons in TFC – the EMP grenade. This potent weapon does not explode itself. Rather, it detonates the cell, rocket, and shell ammunition of any enemy within its area of effect, approximately 15' radius, including through narrow walls and floors. This makes the EMP extremely deadly to classes that rely on cell ammo, such as the Pyro and Demoman, but is also effective against Soldiers and HWGuys. The explosive damage caused by closely-clustered foes is often enough to decimate the entire group at once, even the lighter classes, who would otherwise not be particularly vulnerable to the EMP.
Engineers can repair teammate's armor, or any other Engineer teammate's SG, teleporter, or dispenser by hitting it with his spanner. This class spawns with up to 4 normal grenades, and is also armed with a double-barreled shotgun and a "railgun" (not to be mistaken for the Q3A weapon of the same name) that fires slow-moving green projectiles. While weak against normal opponents, this weapon has infinite range and is effective against sentry guns.
Sometimes referred to as "the prez," or more recently, "Mr. Potato Head," the Civilian has also been heavily used for fun/skill maps. These maps are usually an adventure made by custom mappers where players (usually working as a team) are given the basic objective of reaching the end of the map, with various challenges along the way.
The multitude of ways entities can interact in Team Fortress and Team Fortress Classic allow for an almost limitless amount of different game modes. This is one of the reasons the mods were so successful. This is a list of some of the major game modes, complete with examples of popular maps.
| Example CTF maps: |
|---|
| 2fort, well, congestus |
| Example Reverse CTF maps: |
| epicenter, torch2 |
| Example TC maps: |
|---|
| canalzone, cz2, warpath |
| Example invade/defend maps: |
|---|
| dustbowl, avanti, palermo, maya, ksour, osaka |
| Example VIP maps: |
|---|
| hunted, betrayed, renegade |
| Example shutdown maps: |
|---|
| openfire, shutdown, shutdown2, schtop |
| Example skill maps: |
|---|
| concmap_r, rjumptfc, the-climb, tehsurf_r |
| Example Team Deathmatch maps: |
|---|
| stalkyard, crossfire, rapidcore |
| Example Sniper War maps: |
|---|
| sniperzone, snipercore, sniperball, 2fortsniper |
| Example Sports War maps: |
|---|
| murderball, push, pigskin |
Since Team Fortress Classic is naturally a team game it is not surprising that it has long been a popular game in the electronic sports scene.
Team Fortress Classic teams (or clans) have many leagues available for them to take part in. As well as the major online leagues there are many leagues dedicated to TFC as listed below by region:
Over the past years there have been several international TFC tournaments, centered around Europe but also including team USA and team Canada under the name of the European Championships of Team Fortress Classic. This is one of the most prestigious TFC competitions, with only the best players playing for their country. The leagues are covered by live shoutcasts providing play by play commentary, often alongside visual broadcasts provided by HLTV, which can accommodate more than 200 spectators for the most popular games.
The most serious competitive clans once had the chance of playing for money in tournaments like those organized by the Cyberathlete Professional League. However, TFC has not had a presence at these large international events in recent years, and CPL prizes never became as large as those offered for the Counter-Strike tournaments or the $1,000,000 (USD) Painkiller world tour.
Before TFC there was Team Fortress, a 1996 QuakeWorld mod. TF's developers were working on Team Fortress 2 as a standalone game, but later joined Valve Software and ported the original as a mod for Half-Life called Team Fortress Classic in April of 1999. Despite the company's 1998 statement that Team Fortress 2: Brotherhood of Arms would be released "soon," the game remained in development of one form or another for eight years and has been on Wired magazine's top ten vaporware list every year since 2001. On July 15, 2006, Valve announced that Team Fortress 2 (Brotherhood of Arms was dropped from the title) would be released with Episode Two for the PC, Xbox 360, and PlayStation 2. The release date for Episode Two is currently Winter '06.
Since its release in 1999, Valve has introduced various changes into the game. Perhaps the most momentous was TFC 1.5 (released on June 8th, 2000), which, amongst other things, increased the Pyro's flame damage, reduced the HWGuy's AC damage, introduced new maps and map types such as Dustbowl, a new GUI menu interface and optimized the game's code for smoother, faster play. With this release, the game was officially named Team Fortress 1.5 to distinguish it from earlier versions. However, most players and fans still referred to it as TFC. Valve's last major revision to TFC 1.5 was released in October 2001. It was with this release that Valve began the long transition to its Steam system, which was finally completed in July 2004. Before this Valve released a Steam-Only version 1.6, which also introduced the Engineers' teleporters and a single new map (Ravelin, which was Valve's first new map release in nearly 3 years). Despite this, TFC 1.5 remains popular especially among veteran players, some of whom have found ways to port the teleporters and Ravelin over to 1.5.
For much of its early history, TFC was second only to Counter-Strike as the most played and popular of online games. For a long time afterwards it consistently ranked among the top 5 or top 10.
NeoTF is a server-side modification for Team Fortress Classic which first appeared in 2001. NeoTF adds many new elements to the game which can turn it into a completely different experience. Engineers, for instance, in addition to the usual Sentry Guns can also build Multi-Guns (MGs). A newly built MG is inert and must be upgraded by a non-Engineer teammate, who can accomplish this task simply by running up and touching it. The type of MG it upgrades to depends on which class touches it. If a Pyro upgrades it becomes a flamegun. If a Medic touches it; a plague gun (from which even enemy Medics are not immune). Soldiers can turn them into rocket launching guns, etc. Inert MGs may also be captured by the enemy if they manage to upgrade them first.
Other features of NeoTF (NTF) include: Spies can call airstrikes which can devastate outside areas. They can also fly on hoverboards and listen into the opposing teams' private chat. Soldiers can launch remote helicopters with deadly missiles, which they can pilot as well as build SAM launchers to shoot down enemy remotes. Snipers can build anti-rockets shields to protect themselves from Soldiers' and Pyros' long range weapons. Demomen can build mines. HWGuys can build mortars. Pyros have freeze rays and jetpacks. Scouts can build teleport disks or become invisible, for a short time, to enemy SGs. Medics can launch deadly, insect-like creatures called Snarks and build anti-grenade pods which can also heal teammates.
From this partial description of only some of NeoTF's features it can be seen how it can add to TFC's already very high replayability. Thus NTF has contributed to TFC's enduring popularity.
NTF adds new levels of complexity, especially for newbies. For instance, those unfamiliar with the game's console (an interface which allows commands to be executed via a command line prompt) or the concept of binding a command or function to a key using the console, will find themselves lost in an already complex game, since one must at least know how to bind a key to use any of the special features in NTF. It is, therefore, highly recommended that beginners familiarize themselves well with regular TFC before seriously attempting play on a NeoTF server.
TFC can no longer be played on the WON network (unless a player knows the IP of the server he or she want to play on) as Valve Software has shut it down. In order to play TFC, users must now use the Steam platform. The advantages and disadvantages of WON, and its user-created replacement WON2, vs Steam remain controversial issues within the TFC and Half-Life communities.
Like Counter-Strike, there are a few bots (AI opponents and teammates) for online multiplayer and offline single play. Some of the most famous bots for TFC are:
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