Getting
Started |
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For those of
you unfamiliar with it, Team Fortress Classic is a new teamplay modification for
Half-Life. It's basically an update of the original Team Fortress mod for Quake, which was
(by far) one of the most popular modifications ever made for any game.
The mod pits two teams against each
other, each with specific objectives to accomplish on each map. Some maps offer
straightforward "Capture the Flag" gameplay, while others require teams to take
control of a specifc area, or even assisinate/protect a specific player. The one constant
to all modes of TFC gameplay, though, is the emphasis on teamwork. Unlike many CTF mods,
where a single player loaded with powerups can sometimes dominate a match, it's incredibly
hard for anyone to do the same in Team Fortress Classic.
Further emphasizing the teamplay aspect
are the various "classes" in the game. Instead of all players sharing the same
attributes, like speed, armor, and weapons, TFC allows you to play as one of nine
characters, such as "Soldier", "Medic", or "Spy". Each of
these classes has their own strengths and weaknesses, like varying speeds and armor, along
with its own special set of weapons.
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Classes |
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Altogether,
there are nine classes in Team Fortress Classic: "Scout", "Sniper",
"Soldier", "Demoman", "Medic", "Heavy Weapons
Guy", "Spy", "Pyro" and "Engineer". Some, like the
Scout, are extremely quick but easy to kill, while others, like the Heavy Weapons Guy, are
walking tanks loaded with heavy artillery but move incredibly slow. Each has their own
special attributes and, in some cases, can use weapons or perform tasks that no one else
can.
As you get more familar with
Team Fortress Classic, you'll learn more about all the classes, their different weapons,
and the roles each play on your team. To be effective, teams will need a healthy balance
of different classes.
For complete information on all
the classes in the game, check out the classes
section and the Team Fortress Classic manual.
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Map
objectives |
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There are six maps included with
Team Fortress Classic, many of them updates from the original Team Fortress. Each has
their own specific objectives, which will appear on the screen at the beginning of each
map.
Two Fortresses | Capture The Flag
Based on the classic 2Fort map, your team must steal the enemy flag, bring it back to your
base, and place it on your "capture point" to score. Your team gets 10 points
for each capture.
Flag carriers drop the flag when they die, and dropped flags return to their base after 60
seconds. If you manage to kill a flag carrier, your defense will have to relocate to the
flag to keep the enemy from reacquiring it.
Canalzone
2 | Territorial
Control
Loosely based on another classic Team Fortress map, CanalZone 2 requires teams to take
control of five "Command Points" scattered around the map, by placing flags from
your base on each.
A map inside your team's control center will tell you which team controls each point, and
each team scores 1 point for every 30 seconds they hold a Command Point. An additional
bonus is awarded for holding all 5 points at once, but it won't be easy - flag carriers
move at half-speed, meaning they'll need to be well-escorted to their destination.
The
Well |
Capture The Flag
Another CTF map, you'll once again need to steal the flag from a tower in the enemy base,
and bring it back to yours to capture. The capture point for each team is located at the
base of the tower that holds the flag. All other rules as in "Two Fortresses"
apply.
The
Rock |
Capture The Flag Variant
Set in two opposing prisons, this level requires you to steal a keycard from the enemy's
"Warden's office" and bring it to the enemy's "gas chamber", on the
other side of the enemy base. Once there, you can release poisonous gas that will kill
everyone on the enemy team in 10 seconds, and earn your team 15 points. (It's
possible to survive the gas if you can find a protective suit, or get underwater.)
Hunted
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Assassination / Escort
Set on one of the Half-Life single player maps, one player - "The Hunted" -
needs to make his way from one end of the map to the other without getting killed by a
team of up to 5 "Assassins". A third team of "Bodyguards" is assigned
to protect the Hunted.
If the Hunted dies, the Assassins get 25 points. If The Hunted reaches the truck, he
and the Bodyguards get 50 points. If either happens, all players are moved back to
starting positions and a new round begins. Also known as "Cap the Prez".
Push
| Football
If you've ever played the Kick
mod for Quake II, you'll have no problem jumping into this one. There's a ball in the
center of the field, and the object is to pick it up and bring it to the other team's goal
- a raised square deep at the end of their base. Each time you score, your team gets ten
points. You can play as any class except the Engineer or Spy - imagine how different
sports would be if you could wear the other team's uniform (or set up a big sentry gun in
front of your goal!).
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Weapons
and Ammo |
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One
thing you'll quickly notice about Team Fortress Classic is that there are no
weapons to pick up. Each class has its own particular set of firearms, which you're given
as soon as you respawn.
You'll also notice a variety of
new weapons in TFC, including a wide assortment of grenades. Almost all the weapons are
new, and even the ones that appear to be holdovers from Half-Life act very
differently. There's no secondary fire option in Team Fortress Classic, but a few classes
have a "special skill" designed to work with a particular weapon. (You can bind
your "special skill" and grenades keys from the TFC configuration menu).
Ammunition is treated
differently in Team Fortress Classic than it is in Half-Life. Instead of ammo being
scattered around the levels haphazardly, you'll find ammo packs available throughout each
base, usually in supply depots that cannot be opened by your enemies. Enemies may
drop ammo packs when killed, and engineers have the capability to create ammo dispensers,
which can come in handy when you need to defend areas far from your base.
For complete details on all the
weapons and ammo in Team Fortress Classic, and the classes that can use them, check out
the weapons section.
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Health and
Armor |
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A
major difference between Team Fortress Classic and Half-Life is that there are no health
or HEV stations to charge up at (although it's possible they could turn up in future TFC
maps). Health and armor are currently handled in a manner similar to Quake, where you pick
up health and armor packs, usually located in each base.
Health in particular is very
hard to come by in TFC. There are usually just a few health boxes in each base, which
makes the medic a very useful player to have around. If you're running low on health, you
can call for a medic (you'll need to choose a key for this when you set up your controls),
and hopefully the doctor will answer your call. If you're at full health, it's also
possible for the medic to give you an adrenaline boost.
As far as armor is concerned,
you can pick it in the ammo/armor packs in each base. Red armor found in the supply rooms
will immediately boost your armor to full, while green packs found outside the supply
rooms will usually boost your armor by 50. All are helpful, so you'll want to stock up
when you get the chance, but leave some for your teammates, especially flag carriers.
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Teamplay
and Communications |
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While
each map has it's own particular goals and objectives, they all require that you work as a
team to succeed. Teams that stick together, go out in squads, communicate with each other,
and don't just run around looking for people to shoot, will always get the upper
hand.
By default, the "U"
key is bound to the "messagemode2" command, which will allow you to chat with
your teammates only. Use this to send status messages, plan attacks, or call for backup.
The "say_team" command is also present, so if you're familiar with making config
files, you can create a few macros allowing you to send messages to your team with the
touch of a key. For more info on communicating with your teammates in TFC, check out the comms section.
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