![]() ![]() His lack of hard-hitting weapons encourage him to play hit-and-run, as bog-standard hand grenades (not concussion grenades or caltrops, like in TFC) are the only high-power weapons he has. Scout - The inverse of the heavy, having speed instead of durability. Like his TFC counterpart, he gains napalm grenades that add more ways to burn enemies to death. The sheer ability to pile on damage with the flamethrower has made the pyro an overpowered class ever since his appearance in the 2011 version. Pyro - Relies on the flamethrower and incindiary cannon, both of which produce flames that linger around the area they hit. He fares better than most specialist classes in the offensive department, due to having the plasma rifle instead of a plasma pistol (the Doom counterparts of the nailgun and super nailgun of TF and TFC). Unlike classic TFC, his stimpack-creating altfire drains special ammo. Medic - Just like his TFC counterpart, his healing item is derived from his close-range weapon (resembling the fists, again). As in TFC, he uses MIRV grenades like the Demoman does. Despite this he suffers from his main gun burning up ammo quickly, and only having shotguns to fall back on. Heavy - The toughest and slowest class, relying on his more potent version of the chaingun. However, he can deploy more than one sentry at a time. Unlike the classic TF engineer, he has no ability to build dispensers or teleporters, nor can he upgrade his sentry gun. His melee weapon (not a wrench, by the way) has an altfire that can repair his contraptions (or other non-player actors, actually). He is hindered by using only 2 types of ammo (3 if you count hand grenades), and the fact most of his weapons have reduced effectiveness on the cyberdemon and spider mastermind.Įngineer - Like in all the Team Fortress games he relies on deploying a sentry to back him up, accessed as an altfire for his second weapon. His version of the hand grenade releases multiple small bomblets after detonating, functioning like his MIRV grenade does in TFC. His weapons all have an altfire that detonate any bombs he has deployed. Not even grenades.ĭemoman - The classic explosives expert, having two different grenade launchers, one of which fires remote-detonated pipebombs. Has a meager 50 health and no initial armor, with only fists to defend himself with. Each class also has a particular coloration associated with them, replacing the default ZDoom options (unless using a custom color).Ĭivilian - Effectively a joke class, as the mod does not implement the "protect the VIP" game mode the class was originally designed for. In 2013 a major update was released that implemented all the classes, with the addition of special ammo for certain class abilities, and grenades (accessed by an unintuitive second press of any weapon key). As Decorate-only coding precludes major TF mainstays like backstabs and headshots, this was a particular hindrance to the author.Īn initial, half-complete version was released in 2011, having only about half the classes implemented. It was inspired by the Skulltag-specific mod Doom Fortress, though made without ACS scripting. Team Fortress Mod is a gameplay mod from Doom 2 and Final Doom by Chaosvolt, featuring 10 classes derived from the Team Fortress series, with a particular focus on Team Fortress Classic. ![]()
0 Comments
Leave a Reply. |