Team Fortress Classic
|Team Fortress Classic|
The box art for Team Fortress Classic depicts the heavy class against the backdrop of Half-Life's box art.
|Distributor(s)||Sierra Studios (retail)
|Release date(s)||April 7, 1999|
Team Fortress Classic, also known as Team Fortress 1.5 or simply TFC, is a team-based multiplayer first-person shooter video game developed by Valve Corporation. It is a port of the original Team Fortress modification for Quake. Team Fortress Classic was originally released for Windows on April 7, 1999 as a modification to Half-Life. A standalone version was later released for sale on Valve's Steam system in 2003. The development of Team Fortress Classic was led by John Cook and Robin Walker, the designers of the original Team Fortress modification.
The game was originally announced in 1999, powered by Valve's GoldSrc engine. The designers of the Team Fortress modification were contracted by Valve to develop Team Fortress 2, but initially remade their original work on Valve's game engine. The game itself involves a number of teams, each with access to nine classes, competing in a variety of scenarios such as capture the flag, VIP protection and territorial control. In June 2000, the game underwent a significant upgrade, adding new player character models and game modes. According to GameSpy, as of 2008, the game is one of the ten most played Half-Life modifications in terms of players In 2010, the game was included as one of the titles in the book 1001 Video Games You Must Play Before You Die.
Team Fortress Classic revolves around a number of teams competing in a variety of game modes with players selecting one of nine classes to play as. Typically, players have the choice of two equal teams, red and blue, although certain game modes allow for more than two teams with access to different classes. Each game can sustain a maximum of 32 players. The way a player acts in a game is mostly defined by which class they select, and as such, Team Fortress Classic relies heavily on teamwork between players of different classes.
This aspect of teamwork is what makes Team Fortress unique. Before the game was released, most gamers were playing games such as Doom which were in a straight forward death match format. Team Fortress not only offered objective based gameplay in which players must work together in order to achieve a team goal, but also offered classes which created a rock paper scissors type of gameplay. This encouraged users to play varied classes and also to use the classes in conjunction with one another in order to gain the greatest advantage.
Game modes 
Team Fortress Classic supports several types of play, with distinct objectives for teams of players to pursue.
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 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 maps feature a common flag, or in most cases ball, that has to be pushed onto an enemy capture point.
Reverse maps have the opposing teams bringing their flag to the enemy base and then capturing the flag in the enemy base.
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 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.
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.
Deathmatch maps can be obtained by simply copying Half-Life Deathmatch maps to Team Fortress Classic's map folder. Though this is not fully supported, all maps should fully function as a four-team Deathmatch map.
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.
There are nine standard classes in Team Fortress Classic that a player can select. Each class is equipped with at least one unique weapon, and is often armed with a secondary weapon such as a shotgun or nailgun. In addition, all classes are armed with a melee weapon— everyone except for the Spy and Engineer using a crowbar (a reference to Half-Life)—as well as grenades with a variety of effects depending on the class a player has chosen. In escort levels, a single player can assume the role of a civilian, the 10th class, armed only with an umbrella (and only 50 health and no armor), and must be escorted by the rest of the team across the level.
The scout is the fastest class in the game, but is unable to take much damage in return. The scout is armed with a nailgun as well as being able to use caltrops and concussion grenades to slow down and confuse opponents. The sniper class is armed with a high-powered sniper rifle, and can be used to attack enemies from distant positions. Soldiers are significantly slower than snipers and scouts, but possess better armor and are armed with rocket launchers that allow them to rocket jump, along with combat shotguns as sidearms for backup. Rocket jumping, while effective for moving about the battlefield, also significantly damages the soldier. Soldiers can also make use of nail bombs to cause more damage within close quarters. The demoman is armed with a grenade launcher for indirect fire onto enemy positions, and a Pipe Bomb launcher for booby trapping places as well as being equipped with a demolition pack capable of opening or closing certain routes on some levels.
The medic is equipped with a super nail gun, concussion grenades and a medical kit that can be used either to heal teammates or expose opponents to a contagious infection that drains health. The heavy weapons class is armed with a powerful minigun, and can sustain more damage than any other class. However, the heavy is significantly slower than other classes. Pyros are equipped with a flamethrower and an incendiary rocket launcher, both of which can set enemies on fire. The pyro also carries several napalm grenades for the same purpose. The spy differs significantly in style from other classes, with the class possessing the ability to take on the appearance of any other class on either side. The spy is equipped with a knife to kill enemy players in one hit by stabbing them in the back as well as a tranquilizer gun to slow down opponents and hallucination gas to confuse them. Spies also possess the ability to feign death, allowing them to use their backstab ability more effectively. The final class is the engineer. A defensive class, engineers build structures to support their team, such as sentry guns to defend key points, ammunition dispensers and a teleporter. Engineers have the ability to replenish a teammates armour by tapping them with their spanner. In addition, the engineer is armed with EMP grenades that detonates any explosive ammunition within its range, as well as a shotgun for backup.
Team Fortress was originally a 1996 QuakeWorld mod. Its developers were working on Team Fortress 2 as a standalone game, but were later hired by Valve Software and ported the original as a mod for Half-Life called Team Fortress Classic in April 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 until its release on October 10, 2007, and had been on Wired magazine's top ten vaporware list every year since 2001.
Since Team Fortress Classic's release in 1999, Valve has introduced various changes into the game. The updates tweaked the game's balance and on occasion added new content, such as new levels. A particularly large update was released on June 8, 2000, which introduced several new levels and game modes and a new GUI menu interface, and optimized the game's network code for smoother, faster play. With this release, the game was renamed to Team Fortress 1.5. On March 13, 2001, the player models were redesigned. In 2003, the game was migrated into Valve's Steam system. Since then, a number of additional features were added. For much of its early history, Team Fortress Classic was second only to Counter-Strike as the most played and popular of online games.
See also 
- "Team Fortress Classic on Steam". Steam. Valve Corporation. Retrieved 2013-04-15.
- "The TFC Survival Guide: Introduction". Planet Fortress. GameSpy. Retrieved 2009-04-08.
- "Team Fortress Classic (PC)". GameSpy. Retrieved 2008-05-16.
- "Team Fortress Classic Update History". Steam. Valve Corporation. Retrieved 2008-05-18.
- "Top Mods For Half Life By Players". GameSpy. Retrieved 2008-07-09.
- Mott, Tony (2010). 1001 Video Games You Must Play Before You Die. London: Quintessence Editions Ltd. p. 414. ISBN 978-1-74173-076-0.
- "Team Fortress Classic preview". IGN. 1999-02-24. Retrieved 2008-05-18.
- "Team Fortress Map Strategies: Two Fortresses". Planet Half-Life. IGN. Retrieved 2008-05-20.
- "Team Fortress Map Strategies: Push". Planet Half-Life. IGN. Retrieved 2008-05-20.
- "Team Fortress Map Strategies: Dustbowl". Planet Half-Life. IGN. Retrieved 2008-05-20.
- Jensen, Chris; Radcliffe, Doug. "Map-Specific Strategies and Tactics: The Hunted". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-20.
- "Team Fortress Classic Classes". Planet Half-Life. IGN. Retrieved 2008-05-18.
- Jensen, Chris; Radcliffe, Doug. "Character Classes: Scout". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.
- Jensen, Chris; Radcliffe, Doug. "Character Classes: Sniper". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.
- Jensen, Chris; Radcliffe, Doug. "Character Classes: Soldier". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.
- Jensen, Chris; Radcliffe, Doug. "Character Classes: Demoman". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.
- Jensen, Chris; Radcliffe, Doug. "Character Classes: Medic". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.
- Jensen, Chris; Radcliffe, Doug. "Character Classes: Heavy". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.
- Jensen, Chris; Radcliffe, Doug. "Character Classes: Pyro". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.
- Jensen, Chris; Radcliffe, Doug. "Character Classes: Spy". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.
- Jensen, Chris; Radcliffe, Doug. "Character Classes: Engineer". Team Fortress Classic Game Guide. GameSpot. Retrieved 2008-05-18.
- Team Fortress Classic at the official Steam website.
- Team Fortress Classic on the Team Fortress Wiki