Team Fortress Classic is a 1999 multiplayer computer game by Valve Software. It's an official port of the original Quake mod, released to ease the wait between it and Team Fortress 2, its soon-to-be-released sequel (which, considering Valve Time, naturally was released eight years later), and was often packaged with Half-Life.Unlike its cartoonier sequel, Team Fortress Classic had no backstory at all. Two teams, Red and Blue, either try to steal each others' flags, assassinate a scared-looking fellow, or impede their progress through a desert or Italian town. No corporation civil wars, no Multinational Teamof misfits ... just nails and grenades.There are three basic gameplay types: Control Point, Capture the Flag, and Assassination/Escort
The Control Point gametype works on the premise of seizing territory to shift the focus of battle. Both teams compete for control points—platforms with a team logo and/or team-colored flag in the center — which must be captured by standing on them or with a flag. The team who forces their enemies into submission and captures all the points wins. In most control point maps, the points need to be captured in a linear fashion, but some allow a more open-ended approach.
In Capture the Flag, the goal for both teams is to capture the enemy's flag until the point limit is reached or the time-limit expires while preventing their enemy from achieving the same.
Variants include Reverse Capture the Flag maps, which involve taking a flag from your base and pushing it onto the enemy's capture point within the enemy base while attempting to prevent the enemy from achieving the same and Football Capture the Flag features a common flag, or in most cases ball, that has to be pushed onto an enemy capture point.
In Assassination/Escort, there is a unique three team style gameplay. The first team is typically the VIP. The second team is a series of Bodyguards that protect the VIP. The third team are the Assassins who attempt to eliminate the VIP. Scoring is based on if the Assassins eliminate the VIP or if the VIP escapes. This is the only official gameplay mode where the 10th class, the Civilian, is used.
American Accents - Every class uses the same lines spoken with a slight New York dialect.
Announcer Chatter - an extremely common server-side mod will make the game announce a "KILLING SPREE!!!", a "M-m-m-m-monster kill!!!", a "Headshot!", or a "HUMILIATION!!!" (knife, crowbar, med-kit, or wrench kill), taken from Quake and Unreal Tournament.
Fragile Speedster: The first two things people notice about the scout is his speed and his low health and armor.
Jack-of-All-Stats: The Soldier, with his somewhat above-average damage and armor, somewhat below-average mobility, and his rather average effective range. His only real special ability is the Rocket Jump, which trades his health in for more speed, which the Demoman can do better, but with more self-damage. Also helps that his shotgun contains the second most amount of shells.
Master of None: Unfortunately, the Pyro hits this hard. Designed to be the Damage Over Time class who sowed confusion and panic amongst his foes, his afterburn was so pitiful (-2 hp/sec for 4 seconds! And that's not considering that the GoldSrc's attempts at rendering flames SUCK!) that instead he became a fragile class with no effective damage dealers (his flame cannon is a slower moving, weaker rocket launcher) and no advanced mobility tactics.
Mighty Glacier: The Heavy Weapons Guy. Ridiculously high damage output, has the most deadliest grenade type along with the Demoman, and has the strongest armor. Also the slowest class.
Glass Cannon: The Sniper is able to kill people in one shot from far away, but has the weakest armor along with the scout.
Stone Wall: The Engineer's Sentry. A fully-upgraded sentry gun is a key factor in defense, and can kill any class that stays within range for more than a few seconds. However, in position, it can't move (for obvious reasons), and can be easily destroyed by most grenades. In addition, a good Scout or medic can destroy the sentry by firing while circle strafing around it.
Squishy Wizard: The Engineer again. He has the second lowest health and weak armor, but he can fix teammates' armor, refill their ammunition and armor with dispensers (he can even use his cells to produce ammo on his own), build teleporters, and create a powerful but immobile sentry gun.
Lightning Bruiser: The Combat Medic is the second fastest class and with his weapons and grenades he is great for offense and support.
Combat Medic: Far more so than his distant German cousin. The Medic, while not able to heal from a distance, had a shotgun, a BFG Nailgun far, far superior to its normal counterpart, mobility comparable to that of the Scout's (including the ability to conc-jump), and worst of all, the ability to hit enemies with an infection attack. It's like being on fire, except there's higher DPS, it spreads to your teammates, and it can never, ever be put out, except by an allied Medic. (Or death.) There was even a popular binded message for this: "Infected? Go to Resupply and tell your friends!".
Crowbar Combatant: Default melee weapon unless the class gets something more specialized. No actual justification why a bunch of highly specialized mercenaries all use a crowbar for their melee weapon of choice.
Damage Over Time: The hallmark ability of the Pyro class is the ability to set opponents on fire with their flamethrower. The Medic's infect is infamous due to the fact that only death or another medic stops it.
Difficult but Awesome: The game in general, especially mastering grenades - most projectiles are easily dodge-able or can be sidestepped by flinging a grenade at the player. TF2 players will be absolutely wrecked by the lack of balance and grenades, but mastering them ensures you'll be a competent team player.
Electro Magnetic Pulse: The secondary grenades of the engineer, which can set a detpack's timer to one, destroy a player's ammo (which can range from doing minor damage to a one-hit kill depending on the class), and can easily obliterate an enemy engineer's buildings.
Fragile Speedster: The Scout. Compared to his bat-swingin' Bostonian brother, his nailgun is super-accurate, but weak, and the projectiles take time to hit their target (the target can even Dodge The Bullets), and his single barrel shotgun makes the scattergun look like a Redeemer. Instead, he's much faster (even more so than aforementioned brother) and can use concussion grenades to hop like a flea all over the place. Oh, and leave caltrops to slow down the movement of pursuing enemies.
Gas Mask Mooks: The Pyro's and Medic's updated models (the previous ones had the pyro with a hood and visor, while the medic simply had a surgical mask).
Heroic Mime: Except for "MEDIC" or "EXCUSE ME! I AM IN NEED OF MEDICAL ATTENTION!", the characters are mostly silent.
Homage: The very popular level "Rock2" was based on the movie The Rock. The bases were prisons, and capturing the "flag" involved taking the gas to a dispersal room and setting it off (then frantically running to a safe room before poison gas killed everyone on the map.
Kill It with Fire: The Pyro, who has a bit more fire to play with compared to his Team Fortress 2 counterpart. The flamethrower behaves differently than Team Fortress 2 flamethrowers, as the fire blast doesn't "turn" as fast, and is weaker than its notoriously weak cousin. The Napalm Cannon, on the other hand, is a more damaging, AoE-based Flare Gun/Rocket Launcher combo that has more ammo than the rocket launcher or the flare gun, but its projectiles and reload time are far slower.
Infinite Flashlight: Still in the code. Can be utilized by hitting the ~ key and typing: bind <key> "impulse 100". Not much use, as all maps, even those at night, are well lit.
Interface Screw: Being set on fire will have the 2d sprite flames cover your screen if you are moving slowly or standing still.
A spy's gas grenade can make you see and hear things that aren't there such as grenades or bullet marks on the walls.
Getting tranquilized dims the screen.
Kill Streak: Some servers will use the Unreal Tournament's kill streak sounds.
Laser Sight: The Sniper Rifle uses this, in place of crosshairs. Comes in the form of Crosshair Aware—if one dances over your vision, you will explode into a pile of giblets, unless you move. Fast. Just like in Team Fortress 2 (and real life), the laser itself is invisible—all that can be seen is the dot of light on walls, or unfortunate teammates.
Ludicrous Gibs: Some server mods change it so that not only are all the gibs skulls, but you explode into a shower of them upon the slightest provocation when dying.
Made of Explodium: The Heavy and Demoman have a MIRV grenade. It's a grenade that first causes a massive explosion, then splits into normal grenades.
Mistaken for Spies: Even more than in TF2 because the spy's disguise looks the same for all teams.
Ranged Emergency Weapon: The Engineer's railgun. Terrible damage output and rate of fire, but it has a unique ammo supply. There's also the Sniper's secondary fire, which uses up precious sniper ammo and is only meant to damage an ambusher while getting away.
Ray Gun: The engineer's rail gun, an otherwise worthless emergency weapon.
Real Is Brown: Played Straight in the original Quake Mod, subverted here.
Some maps have the logo of Black Mesa on walls and crates, and the map Hunted is a part of a level in the original Half-Life.
Sniper Duel: a major problem with people who play Sniper is that they start focusing on gibbing each other to the exclusion of all else—such as, say, winning the mission. This can be exacerbated by bog-standard level design (looking at you, 2Fort) with only one place for Snipers to even hang out. In the end, a lot of servers just limited how many people could play Sniper at one time.
Except for servers who hosted exclusive Sniper Duel maps.
Tele-Frag: An Engineer's worst nightmare when trying to fix a teleporter. Enemy Spies can use the teleporter and telefrag the Engineer, who might be crouching over the exit. Of course, anyone who's experienced knows better than to stand on teleporter exits.