Features | Articles | TF's 5th Birthday | Team.txt

Team Fortress MegaBirthday Extravaganza - Team.txt
The Warthog


Robin Walker wrote the v1.0 readme for Team Fortress. Warthog will point out a few things of interest and clarify anything needed. If you have an interest, here is the .txt file itself (right click > "save as" to download).


*==============================================================*
* Team Fortress v1.0 *
*==============================================================*
Introduction
------------

TeamFortress is a new QuakeC patch which radically changes team games. It provides far more incentive for teams to actually work as a team. Each member of the team has unique weapons, items, and abilities.

[Footnote: "QuakeC patch" is what would now be known as a 'Mod' (short for Modification). QuakeC is in reference to the code base that allowed for "patches" to modify the game code. The term mod wasn't commonly used for any patches until later in Quake's growth.]

It is most fun to play on a map with two, or more, clearly defined team fortresses, or bases. We're a little limited until we write a good map for it, but until then, try some of quake's levels. Define the team areas, and a goal or two. For example, we sometimes play on e1m1. Its not a big map, so we play with two teams of 4. One team's base is the room containing the end of level slipgate. The other team starts at the bridge outside, and has to finish the level. The first team has to prevent the other team from finishing the level.

[That's right, Team Fortress never had a release with maps included. Even though a few official maps were made (ie 2fort), they were never included in the initial download. All maps had to be acquired separately. While this was an extra burden and confusing to new players, it really was a blessing at the same time.. Any new map by a community member that was good, immediately found a home on tons of servers - and got lots of play. Though it is true, 2fort had about 1/2 the servers.]

Once you have some clear goals like this, and start using the individual class's abilities to complement each other, it's a hell of a lot of fun! :)

Oh, and one more thing, I know there are some things in this patch, such as pipe-bombs, that are in other patches, but they're here because they're good to have. I'd far rather people complain about our lack of originality than say "Why the hell didn't they put in pipebombs?" :)

Oh yeah, don't bother running.

Player Classes
--------------
TeamFortress uses multiple player classes. Whenever a new map is loaded, all players start as an Undefined class. This class has 1 health, an axe, and cannot pick up anything. Once a player class is chosen, you cannot change class for the rest of that level. To choose a class, just use the appropriate impulse. (See Impulse Summary)

The classes implemented so far are as follows:
SCOUT:     Fastest moving class. Can only wear a small amount of the lowest absorption armor. Limited to the 2 Shotguns and Nailgun. Low ammo levels.
Carries a Motion Detector, 2 grenades, 3 concussion grenades.
SNIPER:     Medium speed. Wears only small amount of armor, upto medium absorption level. Limited to Nailgun and Sniper's rifle. Medium ammo levels.
Carries 2 grenades.
SOLDIER:     Slowest moving class. Wears large amount of armor, at all absorption levels. All normal weapons except Grenade Launcher. High ammo levels.
Carries 4 grenades, 4 nail grenades.
DEMOLITION MAN:     Medium speed. Wears medium amount of armor, upto medium absorption level. Uses the ShotGun and Grenade/Pipebomb Launcher
Carries 1 DetPack, 6 grenades, 4 Mirv Grenades.
COMBAT MEDIC:     Medium speed. Wears medium amount of armor, upto medium absorption level. Uses both Shotguns and the Super Nailgun.
Carries Medikit, 3 grenades, 2 concussion grenades. Regenerates slowly.
[That's right. v1.0 only sported five classes. The HWGuy, Pyro, Spy, & Engineer didn't come along for quite a while in later releases.]

New Weapons
-----------
Sniper Rifle:
This weapon is used instead of the shotgun by the SNIPER playerclass. It uses shotgun shells for ammo, and operates in two modes:
- Single Shot. With a reload time of 3 seconds, this mode is what sniping is all about. One shot from this will kill most players except for a heavily armored SOLDIER or DEMOLITION MAN.
- Auto Shot. Although this fire mode does a lot less damage than single shot and uses a lot of ammo, its great for picking off a wounded target, or a fast moving SCOUT.
The other tricky bit about the sniper rifle is that it is a rifle. You can't just snap shot from the hip with it. If you're moving too fast, the rifle simply won't fire. Besides, you're a sniper, you're not supposed to be strafe-fighting with soldiers! :)

[You'll note that the description of how the sniper rifle works here is different that it is now. This is one of the hundreds of changes that happened along TF's development that while in essence didn't change that much (in TFC, it's still a sniper rifle with an encouraged delay (powerup shot)), but TFS (Team Fortress Software) diligently tweaked and balanced the weapons and effects to make sure it was a balanced gameplay and every class had a certain type of advantage to a given situation.]

Grenades
--------
Several new types of grenades now exist, and all classes have access to at least one of them. They are not to be confused with the grenades used by the grenade launcher.
Use of these grenades is exactly as one would expect. Pull the pin, throw it, and wait. After 3 seconds it goes off. Just make sure you throw it _before_ the 3 seconds are up :)
The grenade types are as follows:
Normal    :      Normal grenades simply explode. They are twice as powerful as those shot from the grenade launcher.
Concussion    :     Concussion grenades don't actually hurt anyone, they just blow everyone away from the grenade explosion at a high speed, and then make them woozy. They're the SCOUT's best way of escaping from a roomful of enemies. The ensuing confusion usually gives him enough time to run.
Nail     :     Nail grenades are good in large rooms. Instead of detonating, they raise up into the air and hover. They then begin to rotate while firing nails. After doing this for a few seconds they explode like a normal grenade.
Mirv      :     Mirv grenades are room-clearers. When one explodes, it divides into approximately 15 individual grenades which then explode.
[Grenades have always been a key feature, and important play element to TF. You'll note that the only grenades not included are the Caltops, and (for TF) Sniper's Flares. (Also Engineer's EMP, Pyro's Napalm - but those classes hadn't been made yet).

Did you see the bold I placed on 15 individual greanades coming out of a Mirv? Imagine a few of those being tossed at you today... Ouch.


New Items
---------
Motion Detector:
This item is the SCOUT's best friend. The SCOUT can specify an amount of cells spent on a scan. The detector displays a list of all enemies/friends within a distance around the SCOUT. The more energy spent, the larger the detection distance.
Bear in mind though that the motion detector only detects motion (natch! :) So it won't pick up stationary or very slow moving players. You can toggle detection of friends and enemies using impulse 1 and 2 after the Pre-Impulse. For more information on Pre-Impulses, see the Impulse Summary.

[While a good number of hardcore scouts used the "scanner" in TF, it was deemed not popular enough to give the development time to implement in TFC.]

Medikit:
The COMBAT MEDIC has a medikit which allows him to heal any other member of his/her team by hitting them with his axe. Each hit will heal them 10 points and reduce the 'ammo' for the medikit by 10. You can see how much 'ammo' for the medikit you have by looking at your inventory. If the COMBAT MEDIC walks over a health box while at maximum health, the health box will be used to replenish the medikit 'ammo'.

[In a later release, the medic was given a BioWeapon in addition to the medkit. The BioWeapon would infect everyone (teammates) as would the medikit heal teammates and enemies. So you had to be careful which one you were using. In another revision, the two weapons were merged (just like TFC's medkit, though it was a much more menacing axe in Quake).]

Detpack:
The DEMOLITION MAN has a Detpack. This is a large-scale explosive device. When the DEMOLITION MAN places it he is unable to move for 4 seconds while he primes it.
The timer on the Detpack is set by the DEMOLITION MAN. e.g. After the Pre-Impulse, an Impulse of 10 sets the timer for 10 seconds. For more information on Pre-Impulses, see the Impulse Summary.

New Rules
---------
Reloading:
All weapons except the Nailgun and Super Nailgun have clips. When all the ammo in a clip is spent, the weapon is reloaded. This can take anywhere from 1 second for the Shotgun to 5 seconds for the Rocket Launcher. Ammo amounts in the clips varies between weapons.
While reloading, you cannot change weapons.

[In Quake, reloading was not part of the singleplayer or deathmatch gameplay for any weapon. This was another gameplay tweak added to balance classes.]

Impulse Summary
---------------
The most important impulse number is 254. This impulse gives you a list of all the impulses in the game. Simply read it.
The only other thing to mention is Pre-Impulses. A Pre-Impulse is an impulse which must be used before another impulse. For example:
The SCOUT's Motion Detector has a Pre-Impulse of 249. You specify the amount of energy you want to spend on the scan with an impulse after it. So if you wanted to use 50 energy to scan, you would do Impulse 249 followed by Impulse 50. The recommended way to do this is to bind a key to an alias. In the console, you could do this:
alias scan_50 "impulse 249; wait; impulse 50"
bind S scan_50
This would make 'S' do a scan using 50 energy.

Other Stuff
-----------
TeamFortress was written by Robin Walker and John Cook. Various other people contributed ideas to it. I can't hope to list them all, but here's some of them:
Ian Caughley, Peter Wilson, Jason Grant.

Of course, some of out ideas grew out of random musings by other people on the net.
Finally, some of the code for TeamFortress was influenced by other people's.
They are as follows:
Mirv Grenade code was influenced by Firewall code from Steve Bond (wedge@nuc.net)
Pipebomb code was influenced by code from AsmodeusB (tazq@sos.on.ca)
What are we working on now?
More classes :) Technician, Observer/Referee,
More items - Personal Teleporter devices, Deployable autocannons(like Aliens :)
- JumpJets, Personal Shields Generators, Rebounding Shield
- Armor protecting against specific weapons
More weapons - BioDiseases,
More grenades - Shock gren.(get out of the water!), Teleport Grenades
Skins for each class
Mdls for all weapons and grenades
And some maps built specifically for this code.

[As you can see, a lot more was planned that never made it in TF (for various reasons), and a lot more ideas came out eventually that weren't originally concieved.]

If you're interested in using some/all of this code for a server, then all I ask is one thing: Mail me (address below) and tell me. I'd like to know if anyone uses it as a server, simply because I'd like to play a server on the net using this code.
Since I don't have a server...;)

[TFS (Team Fortress Software) originally assumed (and intended) that this mod would only be used at lan parties. As when it was first released, Quake's netcode... ... sucked.]

I'm happy to help with any questions about the source you have. One thing that we took pains to do was to make almost _everything_ #defined. You can 'tweak' 90% the game details just by editing the defs.qc

Robin. (Bro in Quake)


TF's 5th Birthday Celebration | PlanetFortress Newswire



IGN.com | GameSpy | Comrade | Arena | FilePlanet | GameSpy Technology
TeamXbox | Planets | Vaults | VE3D | CheatsCodesGuides | GameStats | GamerMetrics
AskMen.com | Rotten Tomatoes | Direct2Drive | Green Pixels
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2009, IGN Entertainment, Inc.   About Us | Support | Advertise | Privacy Policy | User Agreement Subscribe to RSS Feeds RSS Feeds
IGN's enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.