Team Fortress Classic Guide

THE TFC GUIDE for Team Fortress Classic

THE TFC GUIDE

Overview

all that you need to know!!!!!!!!!!!!!!TFC est 1999.

TFC

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Developer(s) Valve Corporation
Publisher(s) Sierra Entertainment
Designer(s) John Cook
Robin Walker
Series Team Fortress
Engine GoldSrc
Platform(s) Windows, OS X, Linux
Release date(s)
April 7, 1999
The original models for the nine player classes.
The original models for nine of the ten player classes.
Community-made
In addition to the official game modes released by Valve, community-made maps can create new modes of play. For example, Murderball features a King of the Hill-style game featuring a common ball in which points are tabulated by keeping the ball for as long as possible while the three other teams try to take it from you.

Matches in Team Fortress Classic feature two teams, one red and one blue, and nine playable character classes. Each character class has a set of weapons and abilities unique to that class.
n Team Fortress Classic, a server can hold up to 32 players simultaneously, and matches can be played in a number of game modes, each featuring different objectives.

Game modes
Main article: List of game modes (Classic)
Team Fortress Classic supports several types of play, with distinct objectives for teams of players to pursue.

A group of Blue players attacks the Red base on the 2Fort map.

Capture the Flag
On Capture the Flag maps, the objective for both teams is to capture the enemy flag and return it to their base while preventing the opposing team from doing the same. Some maps of this type have twists on this formula, such as having multiple flags and requiring a team to capture them all or requiring a team to perform a task such as disabling security grids before being able to access the flag.

Standard
Standard maps have both teams trying to capture the enemy’s flag until the point limit is reached or the time-limit expires. They must prevent their enemy from achieving the same.

Football
Football maps feature a common flag, or in most cases ball, that has to be pushed onto an enemy capture point.

Reverse
Reverse maps have the opposing teams bringing their flag to the enemy base and then capturing the flag in the enemy base.

Variant
Variant maps feature limitless possibilities. Official maps of this typology feature multiple common flags that are centrally located, as on Flagrun, or a match that takes place for each team entirely within the enemy base, as on Rock 2.
Control Point
Control Point maps have two main types of game modes.

Standard
Standard maps consist of several command points that must be captured, typically either by standing on the command point or bringing a flag to the command point. Teams are awarded points at set intervals for each command point they control.
Attack and Defend
Attack and Defend maps, a variation of Control Point maps, features one team trying to capture several command points in sequence while the other team defends each command point from capture.

Escort
In Escort maps, the players are split into three teams – a single VIP, the VIP’s Bodyguards, and a group of Assassins. The goal of Escort maps is for the Bodyguards to escort the VIP to a given point on the map while the Assassins attempt to kill the VIP before he gets there.

THE FIRST TF


Developer:
Team Fortress Software
Engine:
Quake Engine, QuakeWorld Engine
Designer(s):
Robin Walker, John Cook, Ian Caughley
Released:
International: August 24, 1996
Modes:
Multiplayer
Genre:
First-person shooter
Platforms:
Windows, Mac OS X, Linux
Media:
Download
Requirements:
Quake, QuakeWorld
Minimum: 800 MHz processor, 128 MB RAM,
32 MB video or more,
Windows 2000/XP, Internet connection

Quake Team Fortress:
August 24, 1996 – Version 1.0, based on the Quake Engine, released with the Scout, Sniper, Soldier, Demolitions Man, and Combat Medic classes.
August 31, 1996 – Version 1.1 released with the Heavy Weapons Guy class and 2fort5 map added.
September 11, 1996 – Version 1.2 released with the Random class added.
September 17, 1996 – Version 1.21 released
October 31, 1996 – Version 1.3 released with the Pyromaniac class added.
November 4, 1996 – Version 1.31 released
November 10, 1996 – Version 1.32 released
November 11, 1996 – Version 1.33 released
QuakeWorld Team Fortress:
December 22, 1996 – Version 2.0 (Beta), based on the QuakeWorld Engine, released.
January 22, 1997 – Version 2.1 released with the Civilian class added.
January 27, 1997 – Version 2.11 released
February 4, 1997 – Version 2.12 released
February 17, 1997 – Version 2.13 released
April 4, 1997 – Team Fortress Software formed.
April 12, 1997 – Version 2.14 released
April 12, 1997 – Version 2.15 released, which is same as 2.14, but using QuakeWorld 1.5
June 13, 1997 – Version 2.5 released with the Spy and Engineer classes added.
July 22, 1997 – Version 2.6 released
December 16, 1997 – Version 2.666 released
January 29, 1998 – Version 2.7 released
May 21, 1998 – Version 2.9 released.

Medic

Health: 90 /135
Armor: 100
Armor type:Medium
Speed: 107%

Basic strategy
Use your Medkit to heal wounded teammates.
Pay attention to team members who call for help.
Use your Medkit to infect enemies. The contagion spreads to other members of the opposing team if they come into contact with each other, causing panic and massive damage.
Try to buff the vital members of your team. You can increase their health by 50 hit points over their maximum.

Pay attention to teammates who have been infected by opposing medics; you are the only person capable of healing the infection.
Use Concussion Jumping to quickly cross large areas and evade enemies.
The Super Nailgun is a great weapon for taking out Sentry Guns.
The player shouldn’t forget to use the Medkit to heal allies while departing from their base.
The Medic is a Heavy’s best friend. When in doubt, overheal a Heavy. But don’t forget to heal your other teammates.
Special abilities
Class Skill: Selects the Medkit.

Abilities:
Heals team members with Medkit.
Passively heals self over time.
Infects enemies with Medkit.
Cures leg injury, infection, and puts out flames.
Immune to infection.

Scout

Health: 75 / 125
Armor: 50
Armor type: Light
Speed: 150% (Quake Team Fortress)
133% (Team Fortress Classic)

Basic Strategy
Always keep moving.
Report enemy activity.
Call for assistance when needed.
Move in unpredictable patterns.
Make use of your special abilities.
Take advantage of your speed with bunnyhopping, strafe jumping and Concussion Jumping.
The Nailgun is effective against enemy Sentry Guns.
Do NOT try to deathmatch enemies. It should only be done as a joke or as humiliation, as the Scout’s primary function here is to be an expert flag runner. The only enemy a Scout can possibly engage with greater luck of killing is another enemy Scout.

Abilities:
Removes an enemy Spy’s disguise by touching him.
Disarms Detpacks set by enemy Demomen when coming in contact with them.
Quake Console Aliases:
Alias Effect
scane Toggle detection of enemies with the motion detector.
scanf Toggle detection of friendlies with the motion detector.
scan10 Use the motion detector with a radius of 250.
scan30 Use the motion detector with a radius of 750.
scan100 Use the motion detector with a radius of 2500.

Weapons
crowbar
Weapon 1 Crowbar N/A
single shotgun
Weapon 2 Single-Barrel Shotgun

nail gun
Weapon 3 Nailgun Nails 2

Heavy Weapons Guy

Health: 100 / 150
Armor: 300
Armor type: Heavy
Speed: 76%

Basic strategy
It is much easier to play offensively if you have a Medic, an Engineer or both with you, otherwise staying on defense might be a better choice, as offensive HWguys are frequently looked down on and the power of the other team’s defense will have you dead in no time.
Remain in closed or partially-open areas, as Snipers will find you an exceptionally easy target due to your very slow movement speed and size.
Use your size to block doorways and other passages.
Improve your longevity by partnering with Medics and Engineers.
Keep your Assault Cannon spinning if you aren’t moving.

Special abilities
Class Skill: Uses Assault Cannon.
Abilities: Cannot be pushed by explosions.

Pyro


Health: 100 / 150
Armor: 150
Armor type: Medium
Speed: 100%

Basic Strategy
Avoid water sources as your potential victims can extinguish themselves.
Your Incendiary Cannon is your incendiary Rocket Launcher. If you can’t deal direct hits, use splash damage in a similar fashion to a Soldier’s Rocket Launcher. Note that the blast radius is much larger than the Rocket Launcher and sets enemies on fire, and the heat travels through thin walls.

Your Flamethrower is your standard Flamethrower. It is to be used at close-mid range. The flame sprites travel a decent distance, unlike what some sources say. You should still stick to this weapon for mainly close encounters. A major problem, however, is that against faster classes (like Scout and Medic) the flames may be a bit too slow to catch them, depending on your position relative to the enemy

By hitting your enemies with your different flame weapons, you can stack the afterburn damage. A common strategy is to bombard the enemy team from long range with the Incendiary Cannon, and to then burn them again with the Flamethrower and Napalm Grenades.
The Afterburn of the Pyro in TFC is drastically slower than in Quake Team Fortress. Attempting to leave someone to fall to afterburn without using Frag Grenades and/or burning them heavily is rather unwise, especially if they are standing near a resupply bag. Demomen and lighter classes have a greater chance of falling to afterburn than a Soldier or HWGuy.
Try to play both offensively and defensively depending upon the situation.
Napalm Grenades are a great area denial tool. They are also great at disrupting enemies vision and aim.

Use all of your fire-based weapons to cause confusion among members of the other team. The flame sprites can obstruct enemy vision, especially Snipers, but, obstructing enemy vision this way is not as effective as concing the enemy.
Use your Single-Barrel Shotgun as a last resort or at really long range. It should seldom be used, if at all. You can also use this gun underwater, or after using a Frag grenade on a medium-light class to finish them off.

The afterburn damage seems to be capped. This is best seen with using the Incendiary Cannon. Firing more than three rockets at an enemy will not cause afterburn damage, as the flames will cancel out, forcing the player to start burning the enemy again. It is best to use only 3 rockets in this instance if you desire to inflict afterburn damage. With the Flamethrower and Napalm Grenade, the situation is not as consistent and not as observable.
At some random instances, a Pyro can catch fire. This is not common and not well known. It is possibly due to a Pyro being depleted of Asbestos Armor, as all classes come with a special armor type.

Special Abilities
Class Skill: Selects Flamethrower.
Abilities: Can’t be set on fire.

Demoman

Health: 90 / 140
Armor: 120
Armor type: Medium
Speed: 93%

Basic strategy
Learn to pipebomb jump. It is much like the Soldier’s rocket jump, except it requires more timing and aim.
Reload regularly.
Clear rooms with your grenades.
The Grenade Launcher is great for taking out Sentry Guns. Try to bounce the grenades against a wall in order to avoid taking damage from Sentry Guns. However, it is not good for using on players, unless you have good aim, luck, and/or are planning on spamming grenades.
Try using the pipebomb launcher as your main weapon if you are on offense. If an enemy is close, use pitch-down piping, which also works with your hand grenades. You look down and bounce a grenade/pipe against the ground in a close-combat situation. This bounce goes a short distance and can be quite useful. Be careful, though, as you may damage yourself in most cases.
Use the Grenade Launcher on offense if you want to cause confusion (in closed spaces) and/or break up defense (also in closed spaces).
On classes that are as light as, or lighter than, another Demoman, you can use two pipebombs on them and finish them off with a Single Barrel Shotgun.
Special abilities
Class Skill: Detonates pipebombs.
Abilities:
Place explosive charges called detpacks that can be placed down with a timer such as 5, 20, or 50 seconds.
Clear obstacles/blast open entrances.
Pipebomb jump.
Quake console aliases:
Alias Effect
+det5 Set the Detpack with a 5 second timer.
+det20 Set the Detpack with a 20 second timer.
+det50 Set the Detpack with a 50 second timer.
detpipe Detonate pipebombs.

Spy

[/previewimg] Health: 90 / 140 Armor: 100 Armor type: Medium Speed: 100% Basic strategy Make a plan. Be prepared to run if discovered. Choose your disguise well. Match your disguise to the place you are in. For example, if you are at the front lines, disguise as a Soldier or another class that would normally be seen at the front lines. If you are at the enemy base, disguise as an Engineer or Sniper depending on your location within the base. Avoid Pyros at all cost; if they set you on fire through a Spy check, you will usually be killed swiftly by the enemy team. Destroy Sentry Guns. The Spy is the ultimate Sentry killer as they can throw grenades without losing their disguise. A single Hand Grenade will do the job if you can aim well. Throw two if you are in a hurry and cannot take the time to line it up. Your backstab is an instakill to any enemy. Use it on high priority targets. Your Hallucination Grenades last a relatively long time and can cause a lot of mayhem to an enemy. You can either distract them for others to finish off or force them to wait out until they can operate properly again. Hallucination Grenades are great for defending a dropped flag. Throw 3 or 4 Hallucination Grenades on the flag. The stacked knock back is great enough to make the flag unapproachable by strafe jumps and slow rocket jumps. This helps prevent the enemy team from suiciding to touch the flag and resetting the return timer. An ability valuable to a Spy is Feign Death; you will appear to die but can still look around. This can be done silently or audibly (where your character will make a sound as if he was killed). Be careful as your corpse will rotate as you look around. Many will assume they killed you and move on. This ability can be used to get a second chance at a backstab if your target realized you the first time. You can not get up while feigning death if someone is standing on top of you. Don’t stay feigned in high traffic areas for too long or an enemy may spot you, stand on you, and Crowbar you to death, making you helpless. To effectively use Feign Death, crouch with your back against a wall. This will force a specific animation that results in the body falling behind the wall. Only your feet will be visible. If your cover was blown, use your Tranquilizer gun to stun your enemy and get away safely. Special abilities Class Skill: Opens up disguise menu. Abilities: Uncover an enemy Spy by touching him. Disguise as any class on any team. Feign your own death. Quake Console Aliases: Alias Effect disguise Go undercover. feign Feign/Un-Feign death
Health: 90 / 140
Armor: 100
Armor type: Medium
Speed: 100%

Basic strategy
Make a plan. Be prepared to run if discovered.
Choose your disguise well. Match your disguise to the place you are in. For example, if you are at the front lines, disguise as a Soldier or another class that would normally be seen at the front lines. If you are at the enemy base, disguise as an Engineer or Sniper depending on your location within the base.

Avoid Pyros at all cost; if they set you on fire through a Spy check, you will usually be killed swiftly by the enemy team.

Destroy Sentry Guns. The Spy is the ultimate Sentry killer as they can throw grenades without losing their disguise. A single Hand Grenade will do the job if you can aim well. Throw two if you are in a hurry and cannot take the time to line it up.
Your backstab is an instakill to any enemy. Use it on high priority targets.
Your Hallucination Grenades last a relatively long time and can cause a lot of mayhem to an enemy. You can either distract them for others to finish off or force them to wait out until they can operate properly again.

Hallucination Grenades are great for defending a dropped flag. Throw 3 or 4 Hallucination Grenades on the flag. The stacked knock back is great enough to make the flag unapproachable by strafe jumps and slow rocket jumps. This helps prevent the enemy team from suiciding to touch the flag and resetting the return timer.
An ability valuable to a Spy is Feign Death; you will appear to die but can still look around. This can be done silently or audibly (where your character will make a sound as if he was killed). Be careful as your corpse will rotate as you look around. Many will assume they killed you and move on. This ability can be used to get a second chance at a backstab if your target realized you the first time.

You can not get up while feigning death if someone is standing on top of you. Don’t stay feigned in high traffic areas for too long or an enemy may spot you, stand on you, and Crowbar you to death, making you helpless.

To effectively use Feign Death, crouch with your back against a wall. This will force a specific animation that results in the body falling behind the wall. Only your feet will be visible.
If your cover was blown, use your Tranquilizer gun to stun your enemy and get away safely.
Special abilities
Class Skill: Opens up disguise menu.

Abilities:
Uncover an enemy Spy by touching him.
Disguise as any class on any team.
Feign your own death.
Quake Console Aliases:
Alias Effect
disguise Go undercover.
feign Feign/Un-Feign death.

Engineer


Health: 80 / 130
Armor: 50
Armor type: Medium
Speed: 100%

Basic strategy
Stay on defense!
Collect Metal.
Build and upgrade your Sentry Gun.
Build a Dispenser.
Repair your teammates’ Armor.
Build Teleporters.
Protect your buildings with EMP Grenades.
Your Dispenser will damage enemies upon detonation according to how much ammo it has stored. You can use this as an improvised bomb.
Your Sentry Gun is very susceptible to Nailgun fire. Try to kill any Medics close to your Sentry Gun before their Super Nailgun destroys it.
Teleporters are invaluable to your team. Try to situate them so that they are not easily found or destroyed in order for them to provide your team with an alternative route.
Your Railgun is not as effective as your Shotgun; use it sparingly.
Use grenades to grenade jump to areas inaccessible by normal means and build Sentry Guns in hard-to-reach locations.

Your EMP Grenade can be the most devastating grenade in the game. It detonates any ammunition carried on the victim. The EMP Grenade can do more damage if there are packs lying on the ground as it will detonate the ammo in them. They are also extremely useful in destroying enemy buildings and Demoman pipe traps. A player can also remove any excess ammo they are carrying in order to minimize the damage they receive from EMP Grenades. EMP Grenades will also make a Demoman’s Detpack detonate after about a second delay from the EMP explosion.
EMP’s are not recommended for close combat. They can kill the enemy, but can also kill you, instantly.

Special abilities
Class Skill: Opens the build menu.
Abilities
Build Sentry Gun.
Build Dispenser.
Repair Armor.
Create ammunition.
Build Teleporters.
Can rotate your Sentry in 45 degree or 180 degree intervals after it’s built.
Detonate buildings to create large explosion.
Quake console aliases:
Alias Effect
build Opens the build menu.
dropammo Creates ammo from Metal when reserve ammo is not available.

Sniper

Health: 90 / 140
Armor: 50
Armor type: Light
Speed: 100% Basic Strategy
Use your Sniper Rifle often.

Do not attempt to use your Sniper Rifle when forced into close combat. Instead, use your Nail Gun or Auto Rifle at close range; however, using the Auto Rifle can consume all the Sniper’s ammo for his Sniper Rifle, as it shares ammo reserves (since it is a Sniper Rifle turned to automatic fire mode).
Avoid alerting enemies by hiding your laser sight until you’re ready to fire.
Always aim for the head.
A Sniper does not need to kill every target to be effective. For example, Soldiers rely on their health for mobility. Simply damaging them may make it impossible for them to effectively push for the flag until they retreat in order to refill their health.
Any Sniper Rifle shot to an enemy’s legs will lower their running speed. Use this if you do not have the proper angle to headshot them nor the time to charge a fatal shot before they move out of your line of sight.
Depending on the status of friendly fire on a server, Snipers can use the Sniper Rifle to launch teammates great distance using a tactic called Sniper Jumping; however, it can be viewed as griefing unless a Sniper is asked to boost a player.

Special Abilities
Class Skill: Toggles Sniper Rifle zoom.
Quake Console Aliases:
Alias Effect
autozoom Toggle the automatic zooming of the Sniper Rifle.

Soldier

Health: 100 / 150
Armor: 200
Armor type: Heavy
Speed: 80%

Basic Strategy
Rocket Jump to get to higher areas inaccessible by other classes.
Ensure that your Rocket Launcher is always fully loaded.
Use your Nail Grenade to pin enemies down.
Aim for your opponent’s feet in order to reduce their ability to retaliate.
Use splash damage to hit enemies outside your visible range.
Special Abilities
Class Skill: Reload.
Abilities: Rocket Jump

Civilian


Health: 50
Armor: 0
Armor type: None
Speed: 100%
Role
The Civilian is the “escortee” in VIP maps for the Team Fortress Classic series of games. He is only armed with the Umbrella.
His role is to reach an evacuation point before being killed by the assassins. The Assassins need to kill the Civilian while fighting off advancing Bodyguards. The Bodyguards need to protect the Civilian while he tries to escape.
On the Hunted map, the Assassins get 25 points if they kill the Civilian. If the Civilian reaches the escape truck, he and the Bodyguards get 50 points.
Whenever the Civilian dies or makes it to the truck, all players are moved back to their starting positions.

REAFENCE

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