Fortress Forever is a Source mod inspired by the earlier versions of the Team Fortress series (Team Fortress Classic and QuakeWorld Team Fortress).
User reviews:
Recent:
Very Positive (24 reviews) - 87% of the 24 user reviews in the last 30 days are positive.
Overall:
Very Positive (792 reviews) - 90% of the 792 user reviews for this game are positive.
Release Date: Sep 13, 2007

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Community-Made Mod

Fortress Forever is a free, Community-made Source mod inspired by the earlier versions of the Team Fortress series (Team Fortress Classic and QuakeWorld Team Fortress).

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Recent updates View all (6)

September 10

Fortress Forever v2.7 Released! (September 2016)



Pyro class has been overhauled:

  • Pyro now has a Jetpack - Hold attack2 to use.
    • Also prevents 25% fall damage if used whilst hitting the floor

  • Burn levels have been reworked.
    • Afterburn damage-over-time has been removed.
    • Burn levels now increase damage from pyro weapons instead:
      • Flamethrower (18 -> 20 -> 22)
      • Incendiary cannon (85 -> 95 -> 105)
      • Napalmlets (2 -> 3 -> 4)

    • Burn levels no longer require different weapons:
      • Flamethrower increases burn level every 5 hits
      • Napalm grenade increases burn level every 10 ticks
      • Incendiary cannon increases burn level every 1 hit (provided they are already on fire)

    • The Incendiary cannon no longer sets players on fire - you must light them with a flamethrower or napalm grenade first.

  • Flamethrower
    • Flamethrower self-push has been removed
    • Flamethrower damage has been increased from 16 to 18
    • Flamethrower range has been increased by 10%

  • Incendiary cannon
    • Incendiary cannon base damage increased from 55 to 65
    • Incendiary cannon jumping now does less self-damage to the pyro
    • Incendiary cannon fire rate increased from 1.2sec -> 0.6sec
    • Incendiary cannon now has a clip of 5

  • Napalm grenades improvements
    • Number of napalmlets increased from 8 to 9
    • Napalmlets are now more evenly spread over the area for more reliable area denial
    • Napalmlet burn height increased from 40 to 70 (it was previously possible to jump through a napalm field without getting hurt)
    • Napalmlets do damage more regularly now, so jumping through napalm will hurt you much more than before

  • Pyro rocket stock raised from 20 to 25

Pyro class interactions:

  • Scout, Medic and Spy extinguish their flames much faster than other classes
  • HW Overpressure extinguishes flames of himself and those around him
  • Pyro is still immune to being set on fire by other pyros.


Gameplay Balance:

  • Jumpgun has been removed from scout whilst it's design is reworked. Thanks for all your feedback on this!
  • All weapons now deploy faster. This means switching weapons is faster and more responsive.
  • MIRV initial explosion damage reduced from 180 to 145, this now matches normal grenades and mirvlets.


Other Improvements:

  • Kill Assists have been implemented.
  • Deathnotice self-highlighting has been improved and defaulted on.
  • Add new hints (Thanks NeoNL!)

Bug fixes

  • Fixed projectiles blocking hitscan weapons
    • Notably, nailguns against SGs and HWGuy will no longer block their bullets.
    • Flamethrowers will also now work against nailgunning players

  • Fix local weapon sounds from playing twice on a high ping (e.g. deploy sound)
  • Fix weapon specific crosshairs for the AC/RPG/Tranq
  • Fixed the soldier 3rd-person RPG pose so it now points to where the rocket will travel.
  • Fixed flag trails performance issues
    • Fixed stutter when the flag returns after it is capped
    • Added cvar cl_spritetrail_maxlength that controls the max length of a sprite trail (once exceeded, the trail will start over from its parent's current origin)
    • Made it so trails are not calculated at all client-side if they are disabled by their respective cvars

Lua Improvements:

  • Add basic support for spawning entities through Lua
    • Not very well tested, but is able to spawn info_ff_scripts like flags and have them work like normal
    • Added baseentity:SetName(string name)
    • Added global function SpawnEntity(string entity_class_name, string entity_name) that returns the entity spawned or nil if unsuccessful (example: `local entity = SpawnEntity("info_ff_script", "red_flag")`)
    • Added global function SpawnEntity(string entity_class_name) that returns the entity spawned or nil if unsuccessful (example: `local entity = SpawnEntity("info_ff_script")`)

  • Add basic support for free-for-all teams
    • Lua can set a team as a free-for-all team by doing `GetTeam(Team.kBlue):SetFFA(true)`

  • Add Lua getters for various InfoFFScript settings
    • infoscript:GetModel() returns the string path of the current model
    • infoscript:GetStartOrigin() returns the Vector that the infoscript will spawn at when returned
    • infoscript:GetStartAngles() returns the QAngles that the infoscript will spawn with when returned

  • Improve Lua angle/vectors a bit
    • Add player:GetEyeAngles()
    • Add __tostring() implementations for Vector and QAngle classes
    • Convert VectorAngles and AngleVectors to use Lua-style return values rather than C++ style pass-by-reference parameters. Example usage of the new functions:

      local eye_angles = player:GetEyeAngles()
      local forward, right, up = AngleVectors(eye_angles)
      local angles = VectorAngles(forward)
      assert(angles == eye_angles)

We had a lot of fun testing the pyro, but it's sure to need some tweaks after release. Please let us know what you think!

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About This Game

Fortress Forever is a Source mod inspired by the earlier versions of the Team Fortress series (Team Fortress Classic and QuakeWorld Team Fortress). Our all-volunteer team has created this mod entirely from scratch and continued to develop it since late 2004. It was originally released in September of 2007.

Fortress Forever involves two or more teams, each with 9 available classes, competing in a variety of map-determined objectives (capture the flag, territorial control, invade and defend, etc). Each class has its own unique abilities and strengths that offer extremely varied playstyles. The gameplay ranges from fast-paced, competitive, and deep to absurd and chaotic.

  • Totally free
  • Fast paced, team- and class-based gameplay
  • Faithful to the spirit of Team Fortress Classic (TFC) and QuakeWorld Team Fortress (QWTF), meaning Fortress Forever includes offhand grenades, bunnyhopping, etc
  • 10 Classes (9 + Civilian)
  • Training level and in-game hints
  • Extensive map scripting/customization using Lua

FAQ


Q: How is this related to Team Fortress 2?
A: It isn't at all. Fortress Forever was in development before the current incarnation of Team Fortress 2 was announced and was released before TF2. The gameplay and goals of each are vastly different and are hard to compare directly. Fortress Forever is far more similar to Team Fortress Classic and QuakeWorld Team Fortress than it is to Team Fortress 2.

System Requirements

    Minimum:
    • OS: Windows® 7 (32/64-bit)/Vista/XP
    • Processor: 1.2 GHz
    • Memory: 512 MB RAM
    • Graphics: DirectX® 7 level Graphics Card
    • DirectX: Version 7.0
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    Recommended:
    • OS: Windows® 7 (32/64-bit)/Vista/XP
    • Processor: 3.0 Ghz
    • Memory: 2 GB RAM
    • Graphics: DirectX® 9 level Graphics Card
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
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