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A good example of this can be found in the map Dustbowl. The way this usually goes about, is that the attacking team will have to carry their own flag to different points on the map to advance themselves forward. The most popular map for this scenario is 2Fort.Īttack and Defend - One team defends against the other's team's attack. Players will have to somehow sneak or blast their way into the enemies' base and steal the enemies' flag and bring it back to their own base to capture it. Like most other Half-Life mods, TFC includes different game scenarios that are very much different but also loosely the same:Ĭapture the Flag - The most popular scenario in most servers. You pick a team -> You pick a character class -> You enter combat.
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Controls are easy to get use to, and the whole system of the way the mod is played can be figured out in a matter of seconds: But this is the core component which makes TFC such a blast to play.īuilt on the stellar Half-Life engine, the game features one of the best stable gameplay experiences of this kind of madness. From the fact of Rocket Jumping, taking about twelve shotgun blasts to die, and bunny hopping, most will know that TFC is unrealistic from the start. Team Fortress Classic isn't as much based on "How many frags you can accumulate" but rather on the art and freedom of exploring the maps for secrets, untouchable Sentry Gun placements, sniping positions, and even glitches.īefore going over into the Graphics and Gameplay department, players should know that TFC is not titled as "realistic," and should never be. For instance, while some may feel the best way to capture a team's flag is to bust through the front gates with Soldiers and Heavy Weapons men, some may prefer to take the secret approach and have a engineer and demolitions man take the underground route, and blow a hole right through the enemies backyard. While the whole ordeal might seem like a racial conflict, the class differences make completing objectives fun and fresh in different scenarios. It then divides players into two different sides, Red versus Blue. It first gives you the freedom to pick between 9 Classes with their own unique strengths and characteristics.
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While other Half-Life mods sometimes require players to work together to accomplish certain objectives, Team Fortress Classic incorporates teamwork a little differently. The Multiplayer-Only game forces players to work with their team to fulfill each objective and mission goal. The familiar add-on soon became one of the most popular mods for Half-Life, and still claims that status today, as it resides next to its two brothers Counter-Strike and Day of Defeat.Īs its name suggests, the main trait and fundamental of Team Fortress Classic is Teamwork.
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Months later in 1999, a new update for Half-Life brought the inclusion of a familiar face to gamers, a newly redesigned add-on integrated with the Half-Life engine called Team Fortress Classic. The game endured a huge success which is still evident in today's market.

Soon after, in 1998, a game hit the market that ultimately changed Team Fortress's future. Then a year later in 1997, a group in Australia founded TF Software, which was developed to ensure updates and future releases of Team Fortress.

Desire and interests in the game sky-rocketed as in a few short months over 40% of the Quake Community were running dedicated servers for the new add-on. Voila! Team Fortress 1.0! A few months later at the end of 1996 in December, Team Fortress 2.0 was released to the Quake World community as an add-on. It had little to its name as players only had the option of choosing from 5 different classes and no specially designed map for its bland combat.

The overall roots of Team Fortress began on the legendary Quake gameplay engine back on August 24th 1996. No other game has captured the essence of this trait such as this game. Team Fortress Classic begins with Teamwork and ends with Victory.
