=========================================================================== Archive Maintainer : Combos, just like the prior updates. Update to : TFMod.pk3 Advanced engine needed : ZDoom or GZDoom Primary purpose : Single+Coop play, deathmatch, no levels included =========================================================================== Title : Team Fortress Mod version 1.85 Filename : tfmod.pk3 Release date : December 18, 2013 Author : Chaosvolt Email Address : Chaosvolt@yahoo.com Other Files By Author : None released Misc. Author Info : Psycho bored dragon Description : 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. Additional 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. Plus he did the spritework for the Sniper Rifle, Flamethrower, Plasma Pistol, and Incindiary Cannon. =========================================================================== * What is included * New levels : None Sounds : Yes Music : No Graphics : Yes Dehacked/BEX Patch : No, Decorate work only Demos : No Other : No Other files required : None except ZDoom (or GZDoom) * Play Information * Game : Doom, DOOM 2 Map # : None included Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Designed for Other game styles : None Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : On-and-off updates since last release 2 years ago Editor(s) used : None except Notepad for Decorate work, and GIMP for spritework Known Bugs : 1. For the Medic and Engineer, trying to spawn stimpacks/turrets in cramped spaces will fail, wasting the ammunition used. 2. The engineer's turret-healing ability can affect any NPC. May Not Run With : Vanilla or other source ports Tested With : ZDoom 2.5-2.7.1, GZDoom 1.7.1 =========================================================================== 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classes here each have their own starting weapons, and thus any weapons normally available on the maps during play have been replaced by the appropriate ammo instead. Also note any bullet weapons available have been modified to offer a mix of horizontal and vertical spread. Every class (except the Civilian) also has a handful of grenades to use, on their fifth weapon slot. Most classes have ordinary grenades, a few have special grenades mimicking what they have in TFC. And one other thing. 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. Expect difficulties in single-player, especially when facing any particularly durable monster. * The Classes * The Civilian: Health: 50% Speed: 100% Weapon: Fists Summary: Effectively a joke class. 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. The Demoman: Health: 90% Speed: 100% Weapons: Fists, Shotgun, Pipebomb Launcher, Grenade Launcher, MIRV Grenades Special: All weapons can detonate deployed pipebombs using altfire. Summary: One of the first classes devised after version 1.1 was released, his main weapons fire bouncing grenades. The weapons themselves are color-coded as blue for Grenade Laucher, and green for Pipebomb Launcher. Pipebombs will randomly give off a spark effect when deployed, as a visual warning. The Demoman's version of hand grenades explode into a quartet of lesser explosives. Each individual explosion is fairly weak compared to the standard grenade, but they add up quickly. The Engineer: Health: 90% Speed: 100% Weapons: "Wrench", Sentry-deploying Machine Pistol, Plasma Pisol, Shotgun, Grenades Special: Fists can fire a short-ranged projectile that repairs turrets, all other weapons can deploy automated sentry guns. Both functions are triggered by alt-fire, and drain Special Ammo. Summary: The very last class to be added, as his functions were the most complex. Sadly there's still no dispensors or teleporters, but he does have sentries to deploy. Simple little automated guns, currently no ability to upgrade or resupply them. Luckily they don't use ammo anyway. You can still repair them at least, and they'll give off sparks when at 75% health or lower. The Heavy: Health: 150% Speed: 75% Weapons: Fists, Shotgun, Super Shotgun, Minigun, MIRV Grenades Summary: Tough yet slow, making an ideal tank for a co-op game. His minigun takes a moment to get up to full speed, quickly becoming less accurate and taking longer to cool off after you release the trigger. Note that some jumps may be harder to make than they used to be, but so far I've yet to find any that are entirely impossible, let alone any that are essential to progress. As in TFC, the Heavy also has MIRV Grenades. They're only at all remarkable due to the Heavy lacking any other explosive weapon, unlike the Demoman. The Medic: Health: 90% Speed: 110% Weapons: Venom Fist, Machine Pistol, Shotgun, Plasma Rifle, Grenades Special: All weapons can create stimpacks with alt-fire, draining Special Ammo. Summary: Aside from a little speed boost and the only plasma rifle in the game, the Medic's only special talent is his ability to create medical supplies. His melee weapon also deals a small burst of damage over time. The Pyro: Health: 100% Speed: 100% Weapons: Fists, Shotgun, Incindiary Cannon, Flamethrower, Napalm Grenades Summary: His main weapon is a powerful tool for close range, but don't write off his Cannon as being a backup weapon. It fires rockets that hit hard at greater range than the flamethrower, though not as hard as the standard rocket launcher. It also burns away at the area it hits, adding another option for damage and allowing area denial. The flamethrower can burn away things too, though the flames die out quicker. The Cannon's explosion will still hurt the Pyro, but the flames won't. The Pyro's grenade leaves lingering flames in the area after exploding, similiar to the Incindiary Cannon's shots. The Scout: Health: 75% Speed: 150% Weapons: Fists, Machine Pistol, Plasma Pistol, Shotgun, Grenades Summary: A glass cannon, best suited for using whatever weapon works best outside the enemy's own ideal range. The shotgun is the most versitile tool for that job, but his other weapons can be useful too. The Sniper: Health: 90% Speed: 100% Weapons: Fists, Machine Pistol, Plama Pistol, Sniper Rifle, Grenades Special: Sniper rifle can zoom in/out with altfire. Summary: Because the Doom engine isn't very good at things like tracking headshots, the Sniper's main weapon gets a railgun effect to make up for it. Hits fairly hard yet a bit slow, he works best picking off foes from afar. Or hiding behind the Heavy. His other weapons ensure he isn't totally defenseless at close range, but even then it might be easy to get overwhelmed. Using the rifle's piercing shots plus a bit of crafty footwork might be a more effective tactic for handling groups of foes. When zoomed in, the sniper rifle drains twice as much ammo to hit twice as hard. The Soldier: Health: 100% Speed: 90% Weapons: Fists, Shotgun, Super Shotgun, Rocket Launcher, Plasma Grenades Summary: Offering an experience much closer to the good old Doomguy than the other classes, the soldier is a fairly simple class with weapons that work well at most ranges. Unless you play a map designed for jumping around, I doubt you'll find rocket jumping as handy as it often is in most of the TF games. If the enemy is far away enough to dodge your rockets, use the shotgun. If he gets in close, give him a taste of the double-barreled version. The Soldier's Plasma Grenades project a ring of plasma shots after exploding, similiar in form (but not function) to the nail grenades Soldiers have in TFC. The Spy: Health: 90% Speed: 100% Weapons: "Knife", Dart Pistol, Plasma Pistol, Shotgun, Grenades Special: All his weapons can grant partial invisibility with alt-fire, draining Special Ammo. Summary: A tricky class to emulate in Doom, as things like backstabs and disguises are beyond the abilty of a lazy Decorate programmer. The cloaking feature works though. To make up for a lack of backstabs, his fists gain a damage boost when under the effects of cloaking or a blur sphere. The dart pistol deals damage over time, and stuns NPCs. The Spy also has another trick up his sleeve. Unless a player uses the "custom color" option, each class will appear to other players in a specific color of uniform to make them distinct. The Spy instead has access to all the uniform colors used by the other classes. * Update History * Version 0.9: Initial release to the FTP, a small error that made one of the replaced weapons still show up on the map had to be hastily fixed. Version 1.0: The version that finally made it on Doomworld, yay. Note some problems: Pyro can murder everything in this version, Sniper will waste truckloads of cells on his sniper rifle. The fact each class has even less weapons than the guys in Hexen might bug some people too. Version 1.1: For one, each class has 4 weapons to choose from, based mostly off the weaponry in Team Fortress Classic. The classes have also had their weapons tweaked a bit to balance them against each other. This was the first update to focus on trying to balance it for deathmatch as well as single-player and co-op, though the classes still suffered severe balancing issues, most often in the form of ammo issues. Version 1.8: It had been a while since last update, hence the much higher version number. All classes are present and work at a basic level, even the useless Civilian. This also marked the introduction for a 5th ammo type reserved for the spy, medic, and engineer. Version 1.85 (current version): The grenade and interface overhaul. Grenades have been consigned to a fifth weaponslot, instead of hitting the other weapon keys twice. The classic and minimalist status screens have also been tweaked to display grenade and special ammo quntities, and the minimalist status screen also displays what class you're playing. Additionally, some things were changed to allow playing on Doom 1, whereas before the mod was a Doom 2 exclusive. Despite attempts to balance it as best as I can for all 3 modes of play, expect lots of ammo issues and inequalities. =========================================================================== * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors