

- #Team fortress classic grenades mod
- #Team fortress classic grenades archive
- #Team fortress classic grenades Patch

Weapons: Fists, Shotgun, Super Shotgun, Minigun, MIRV Grenades You can still repair them at least, and they'll give off sparks when at 75% health or lower. Simple little automated guns, currently no ability to upgrade or resupply them. Sadly there's still no dispensors or teleporters, but he does have sentries to deploy. Summary: The very last class to be added, as his functions were the most complex. Both functions are triggered by alt-fire, and drain Special Ammo. Special: Fists can fire a short-ranged projectile that repairs turrets, all other weapons can deploy automated sentry guns. Weapons: "Wrench", Sentry-deploying Machine Pistol, Plasma Pisol, Shotgun, Grenades Each individual explosion is fairly weak compared to the standard grenade, but they add up quickly. The Demoman's version of hand grenades explode into a quartet of lesser explosives. Pipebombs will randomly give off a spark effect when deployed, as a visual warning. The weapons themselves are color-coded as blue for Grenade Laucher, and green for Pipebomb Launcher. Summary: One of the first classes devised after version 1.1 was released, his main weapons fire bouncing grenades. Special: All weapons can detonate deployed pipebombs using altfire. Weapons: Fists, Shotgun, Pipebomb Launcher, Grenade Launcher, MIRV Grenades Can be used in multiplayer for protect-the-VIP missions as he'd be used in TFC, but unless you find some armor, he's worthless. Expect difficulties in single-player, especially when facing any particularly durable monster.

Despite my attempts to balance the classes for both single-player/co-op and deathmatch, most of the balancing efforts have been with deathmatch in mind. Most classes have ordinary grenades, a few have special grenades mimicking what they have in TFC.Īnd one other thing. Also note any bullet weapons available have been modified to offer a mix of horizontal and vertical spread.Įvery class (except the Civilian) also has a handful of grenades to use, on their fifth weapon slot. The classes here each have their own starting weapons, and thus any weapons normally available on the maps during play have been replaced by the appropriate ammo instead. May Not Run With : Vanilla or other source ports The engineer's turret-healing ability can affect any NPC. In cramped spaces will fail, wasting the ammunition used.Ģ. For the Medic and Engineer, trying to spawn stimpacks/turrets Other files required : None except ZDoom (or GZDoom)īuild Time : On-and-off updates since last release 2 years agoĮditor(s) used : None except Notepad for Decorate work, and GIMP for spritework
#Team fortress classic grenades Patch
Plus he did the spritework for the Sniper Rifle, Flamethrower, Plasma Pistol, and Incindiary Cannon.ĭehacked/BEX Patch : No, Decorate work only
#Team fortress classic grenades mod
Primary purpose : Single+Coop play, deathmatch, no levels includedĮmail Address : Files By Author : None releasedĭescription : Play through The Ultimate Doom, Doom 2, or Final Doom as one of ten classes from the Team Fortress series, each with different abilities and weaponry.Īdditional Credits to : ID Software for making these great games, ZDoom for the source port and wiki, whoever made the Quake mod that started the Team Fortress series, my friend Kallin for help with playtesting/bugfixing/inspiration.
#Team fortress classic grenades archive
Archive Maintainer : Combos, just like the prior updates.
