Fortress Forever

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Fortress Forever
Developer(s) Fortress Forever Development Team
Engine Source engine
Platform(s) Microsoft Windows
Release date 2007-09-13[1]
Genre(s) First-person shooter
Mode(s) Multiplayer
System requirements Source SDK Base
(i.e. Half Life 2)
Input methods Keyboard, mouse

Fortress Forever is a Half-Life 2 mod that uses the game's Source Engine. The game is based on Team Fortress, but has been created entirely from scratch by the Fortress Forever development team. The intended scope of Fortress Forever is to please older Team Fortress Classic fans, while at the same time creating a game enjoyable enough to players new to Team Fortress styled games.

Fortress Forever was released on September 13, 2007.[1] The game is freely available to all who have purchased Half-Life 2.

Contents

[edit] Differences from Valve's Team Fortress Classic

[edit] New or changed class abilities

  • Teleporters are not included in Fortress Forever.
  • The Spy is unable to fake death due to difficulties involved with the Source Engine's ragdoll physics. To make up for this, the Spies have been given the ability to cloak, sabotage defensive structures made by enemy Engineers, gain disguises from exact backstabs, and other abilities.
  • The Engineer's railgun charges up.
  • The Sniper's auto-rifle (AR) has reduced accuracy, a slower rate of fire, and his rifle can now radio tag enemy players, marking their position on the HUD of teammates even through walls.
  • The Civilian has specialized armor to protect himself from the Sniper's AR and nailgun.
  • The Soldier's rockets have an increased hitbox.
  • The grenade's splash radius is decreased.
  • The Heavy Weapons Guy's assault cannon has reduced power. The AC is now limited by an overheating mechanism that the longer it fires the bigger the cone of fire therefore less accurate over long distances.
  • The Scout's caltrops have been removed in favor of a buildable jumppad.
  • The Pyro's rocket launcher model is separate from the Soldier's and acts differently than the regular rocket, with an end result of setting the victim on fire. It fires in an arc.
  • The Spy is able to weather high falls taking less damage and creating less noise (when crouching) than all the other classes, spy can also instantly disguse as the enemy they've just backstabbed.

[edit] Gameplay mechanics differences

Bunnyhopping in Fortress Forever differs from Team Fortress Classic's current system of bunnyhopping (allowing for a maximum of 170% speed limit). In Fortress Forever, the need for Jump-scripts (Macros which use the jump function three times for each keypress) has been removed with the addition of Quake-style jump stacking. This simply means that pressing and holding jump in mid air will perfectly time your jump as soon as you touch the ground, removing the aforementioned need for scripts and allowing jump timing to be much easier. The developers have stated the difference should please veterans and newcomers alike. Bunnyhopping will not be able to be changed server-side. Bunnyhopping will be capped, but in a much smoother way than TFC's instant-cap.

In addition, Fortress Forever includes a Quake style of jumping called trimping. (Ramp sliding will still be available, but you will have to choose which to use prior to hitting the ramp.) Another change is that Sentry Guns, dispensers, and detpacks will also be put in as weapons slots (as well as in the command menu list, or GUI). These Sentry guns are more intelligent than their Team Fortress Classic counterparts, according to its developers.

A visual grenade timer is included, as well as a selection of audible grenade timers. Finally, players are no longer able to pick up resupply bags if they already have a full stock of ammo (same for grenade bags).

[edit] GUI and coding differences

Fortress Forever utilizes Lua scripting for its map gameplay setups, allowing maps to be much more customizable than TFC with its goal entity system (which is still very customizable compared to many other games). The game also includes vectorized crosshairs with "inner" and "outer" pieces for something close to 1,248 combinations (24 inner x 52 outer). Color, scale, and translucency is also customizable. There is no mouth movement on player models when in-game voice transmission is used (unlike TFC's newer models). The nail grenade glitch has also been fixed.

In addition to the %a and %h chat tokens (representing the player's armor and health, respectively), Fortress Forever includes %l and %c, which relay your location and class, respectively. The developers have also expressed intent to include a built-in bot system called Omni-bot in a future release. The in-game text has been localized in all the "main languages." .

[edit] Similarities to Valve's Team Fortress Classic

Though Fortress Forever is not a direct port of TFC, major gameplay dynamics do not change, except for the features noted above. Fortress Forever includes all 10 classes (which includes the Civilian who has been modified to appear as Winston Churchill in Fortress Forever). Fortress Forever also includes other game types besides the typical capture the flag (CTF) style (see maps below).

[edit] History

According to a developer team member, Fortress Forever was in development (planning phase) for more than a year before the Half-Life 2 SDK was released.[2][3] Unfortunately it released at the same time as Team Fortress 2 and was ignored by the majority of the gaming community, dying on its release day.

[edit] Maps by Fortress Forever

A list of maps being created by Fortress Forever to come included with the mod:

[edit] Capture the Flag

[edit] Attack and Defend

[edit] Other

[edit] Notable mentions

Reviews

[edit] See also

[edit] References

  1. ^ a b Fortress Forever news (2007-09-13). Official release date: September 13th. Retrieved 2007-09-13.
  2. ^ The Far2Cool Network forums. TFC:S 3rd Party MOD - Fortress Forever Announced. Retrieved 2007-03-23.
  3. ^ The Catacombs forums. Fortress Forever - A Team Fortress Mod for HL2. Retrieved 2007-03-23.

[edit] External links

Languages