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	<updated>2026-04-24T18:53:32Z</updated>
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	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Pre-Fortress_2&amp;diff=1029</id>
		<title>Pre-Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Pre-Fortress_2&amp;diff=1029"/>
		<updated>2025-12-11T21:37:51Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Pre-Fortress 2|FileName=Pre-fortress 2 header.png|Status=Active|Version=0.7.3|Socials=https://discord.gg/ra68rM5nuE,https://prefortress.com,https://www.youtube.com/channel/UCiq_1q67x00inzrY4WIQPng,https://x.com/PreFortress2,https://bsky.app/profile/prefortress.com|SourceCodeLink=https://prefortress.com/download/|Branch=Previous2021}}&lt;br /&gt;
&#039;&#039;&#039;Pre-Fortress 2&#039;&#039;&#039; is a TF2 sourcemod that caters to the gameplay of earlier Team Fortress installments while maintaining the aesthetics from TF2&#039;s alternative designs from 2006. This mod re-adds cut content such as armor, weapons, grenades, textures, sounds, and more that can be seen in the &amp;quot;[https://www.youtube.com/watch?v=N7ZafWA2jd8 Team Fortress 2 Trailer]&amp;quot; video post to the official Team Fortress YouTube channel.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
- Attack/Defense&lt;br /&gt;
&lt;br /&gt;
- Control points&lt;br /&gt;
&lt;br /&gt;
- Territorial control&lt;br /&gt;
&lt;br /&gt;
- King of the Hill&lt;br /&gt;
&lt;br /&gt;
- Capture the Flag&lt;br /&gt;
&lt;br /&gt;
- Payload&lt;br /&gt;
&lt;br /&gt;
- Payload Race&lt;br /&gt;
&lt;br /&gt;
- Arena&lt;br /&gt;
&lt;br /&gt;
- Domination&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
&#039;&#039;&amp;lt;u&amp;gt;Attack/Defense maps:&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
* ad_dustbowl&lt;br /&gt;
* ad_gravelpit&lt;br /&gt;
&#039;&#039;&amp;lt;u&amp;gt;Arena maps:&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
* arena_bridge&lt;br /&gt;
* arena_trainyard&lt;br /&gt;
* arena_well&lt;br /&gt;
&#039;&#039;&amp;lt;u&amp;gt;Control points maps:&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
* cp_badlands&lt;br /&gt;
* cp_granary&lt;br /&gt;
* cp_staredown&lt;br /&gt;
* cp_well&lt;br /&gt;
&#039;&#039;&amp;lt;u&amp;gt;Capture the Flag maps:&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
* ctf_2fort&lt;br /&gt;
* ctf_badlands&lt;br /&gt;
* ctf_well&lt;br /&gt;
&#039;&#039;&amp;lt;u&amp;gt;King of the Hill maps:&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
* koth_badlands&lt;br /&gt;
* koth_crossover&lt;br /&gt;
&#039;&#039;&amp;lt;u&amp;gt;Pre-Fortress 2 maps:&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
* pf_target&lt;br /&gt;
&#039;&#039;&amp;lt;u&amp;gt;Payload Race maps:&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
* plr_chariots&lt;br /&gt;
&#039;&#039;&amp;lt;u&amp;gt;Payload maps:&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
* pl_goldrush&lt;br /&gt;
&#039;&#039;&amp;lt;u&amp;gt;Territorial Control maps:&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
* tc_hydro&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Pre-Fortress 2 makes various changes to the original weapons and loadouts, as well as adding original weapons.&lt;br /&gt;
&lt;br /&gt;
* Scout now has a standard Shotgun and the unused Nail Gun&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Nail_Gun&amp;lt;/ref&amp;gt; instead of his Scattergun and Pistol.&lt;br /&gt;
* The stock Sniper Rifle now functions more akin to the Classic in base TF2&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Classic&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* Pyro now has the unused Branding Iron&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Branding_Iron&amp;lt;/ref&amp;gt; instead of his Fire Axe and his Airblast has been replace with the ability to fire Incendiary Rockets.&lt;br /&gt;
* Medic&#039;s Needlegun and Bonesaw have been replaced with an SMG and a Healing/Poison Needle.&lt;br /&gt;
* Demoman now has Remote Pipe Bombs&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Stickybomb_Launcher#Unused_content&amp;lt;/ref&amp;gt; instead of Stickybombs and his Grenade Launcher&#039;s clip has been expanded to the original 6&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Grenade_Launcher#Update_history&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* Spy now has the unused Tranquilizer Gun&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Tranquilizer_Gun&amp;lt;/ref&amp;gt; in addition to his original loadout&lt;br /&gt;
&lt;br /&gt;
===== Grenades =====&lt;br /&gt;
Pre-Fortress 2 adds TF2&#039;s cut [[Grenades|Grenade]] system, Giving each class two grenade types with the exception of Sniper who only has one.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades for each class&lt;br /&gt;
!&lt;br /&gt;
!Scout&lt;br /&gt;
!Soldier&lt;br /&gt;
!Pyro&lt;br /&gt;
!Demoman&lt;br /&gt;
!Heavy&lt;br /&gt;
!Engineer&lt;br /&gt;
!Medic&lt;br /&gt;
!Sniper&lt;br /&gt;
!Spy&lt;br /&gt;
!Civilian&lt;br /&gt;
|-&lt;br /&gt;
!Grenade A&lt;br /&gt;
|Bear Traps&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!Amount of A&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!Grenade B&lt;br /&gt;
|Concussion&lt;br /&gt;
|Nail&lt;br /&gt;
|Incendiary&lt;br /&gt;
|Dynamite&lt;br /&gt;
|Dynamite&lt;br /&gt;
|EMP&lt;br /&gt;
|Healing&lt;br /&gt;
|N/A&lt;br /&gt;
|Smoke&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!Amount of B&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Grenade Types&lt;br /&gt;
!Frag&lt;br /&gt;
|Basic Grenade type, explodes 4 seconds after being pulled out.&lt;br /&gt;
|-&lt;br /&gt;
!Bear Traps&lt;br /&gt;
|Releases 6 Bear Traps after being pulled out, deals damage and slows targets when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
!Concussion&lt;br /&gt;
|Deals no damage on explosion, instead forcibly disrupting the aim of anyone caught in the blast.&lt;br /&gt;
|-&lt;br /&gt;
!Nail&lt;br /&gt;
|Levitates into the air and shoots nails in various directions for 4 seconds, exploding after.&lt;br /&gt;
|-&lt;br /&gt;
!Incendiary&lt;br /&gt;
|Bursts into a circle of flames for 4 seconds, explosion is postponed until it lands.&lt;br /&gt;
|-&lt;br /&gt;
!Dynamite&lt;br /&gt;
|Releases 4 smaller sticks of dynamite on explosion, each dynamite stick explodes after 2-3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!EMP&lt;br /&gt;
|Primarily damages armor, causes dropped weapons to explode and disable buildings for 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!Healing&lt;br /&gt;
|Heals teammates and poisons enemies.&lt;br /&gt;
|-&lt;br /&gt;
!Smoke&lt;br /&gt;
|Releases a smoke cloud that damages and nauseates enemies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Armor =====&lt;br /&gt;
Pre-Fortress 2 adds TF2&#039;s cut [[Armor]] system&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Armor&amp;lt;/ref&amp;gt;, rebalancing each class&#039;s health to account for it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Health and Armor&lt;br /&gt;
!&lt;br /&gt;
!Scout&lt;br /&gt;
!Soldier&lt;br /&gt;
!Pyro&lt;br /&gt;
!Demoman&lt;br /&gt;
!Heavy&lt;br /&gt;
!Engineer&lt;br /&gt;
!Medic&lt;br /&gt;
!Sniper&lt;br /&gt;
!Spy&lt;br /&gt;
!Civilian&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|90&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|90&lt;br /&gt;
|95&lt;br /&gt;
|90&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
!Armor&lt;br /&gt;
|50&lt;br /&gt;
|125&lt;br /&gt;
|150&lt;br /&gt;
|100&lt;br /&gt;
|225&lt;br /&gt;
|50&lt;br /&gt;
|100&lt;br /&gt;
|25&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Armor Type&lt;br /&gt;
|Light&lt;br /&gt;
|Heavy&lt;br /&gt;
|Medium&lt;br /&gt;
|Medium&lt;br /&gt;
|Heavy&lt;br /&gt;
|Medium&lt;br /&gt;
|Medium&lt;br /&gt;
|Light&lt;br /&gt;
|Light&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
[[Category:sourcemod]] [[Category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Mercenaries&amp;diff=898</id>
		<title>Mercenaries</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Mercenaries&amp;diff=898"/>
		<updated>2025-06-20T19:21:39Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Mercenaries|FileName=Mercenaries Header.png|Status=Active|Version=N/A|Developers=GoodFishMan|Socials=https://discord.gg/g4f9QFc4xF|SourceCodeLink=https://github.com/GoodFishMan/mercenaries|Branch=None}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; is a Team Fortress 2 Sourcemod that aims to be a tactical spin-off, blending the class-based gameplay of TF2 with a slower, more methodical pace and deathmatch-style gunplay. Players choose from a reduced set of versatile classes, customize their loadouts with credits earned in-game, and engage in high-stakes combat with an emphasis on teamwork, positioning, and firepower.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== Classes ===&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
=== Maps ===&lt;br /&gt;
This Mod adds a few new maps including:&lt;br /&gt;
* ad_casino (currently _a6, created by GoodFishMan)&lt;br /&gt;
* ad_picasso (currently _dev9d, created by Camel)&lt;br /&gt;
* arena_rivals&lt;br /&gt;
* bm_killhouse&lt;br /&gt;
* bm_king (koth_king converted to the Blood Money gamemode)&lt;br /&gt;
* cq_standin (cp_standin converted to the Conquest gamemode)&lt;br /&gt;
Additionally, there are the following testing maps:&lt;br /&gt;
&lt;br /&gt;
* dev_range&lt;br /&gt;
&lt;br /&gt;
=== Gamemodes ===&lt;br /&gt;
This mod adds three gamemodes: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blood Money&#039;&#039;&#039;: Plays alot like [https://wiki.teamfortress.com/wiki/Player_Destruction Player Destruction], with the goal of killing the other team and grabbing dropped cash and taking it to a moving deposit point.&lt;br /&gt;
* &#039;&#039;&#039;Attack/Defend&#039;&#039;&#039;: A one-sided CTF mode where BLU must take the flag from the RED base and return it to their extraction zone. RED must prevent them from doing this.&lt;br /&gt;
* &#039;&#039;&#039;Conquest&#039;&#039;&#039;: Plays a lot like the vanilla TF2 version of Standin (one team has to hold all points to win and all points are always capturable), but they also have to hold all points for a set amount of time, like King of the Hill. If the other team captures one of the points, the timer is reset.&lt;br /&gt;
&lt;br /&gt;
=== Formats ===&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
=== History ===&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;180px&amp;quot; heights=&amp;quot;120px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Mercenaries Both Demo.jpg|Both red and blue demo Models&lt;br /&gt;
Mercenaries Red Soldier.jpg|Red Soldier model&lt;br /&gt;
Mercenaries Blu Soldier.jpg|Blu Soldier model&lt;br /&gt;
Mercenaries Red Scout.jpg|Red scout Merc model&lt;br /&gt;
Mercenaries Blu Scout.jpg|Blue scout Merc model&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Sourcemod]][[Category:Active_Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Fortress_Connected/presdk&amp;diff=897</id>
		<title>Fortress Connected/presdk</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Fortress_Connected/presdk&amp;diff=897"/>
		<updated>2025-06-20T19:20:43Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Fortress Connected|Status=Active|Version=Main Branch: 013125.1D&amp;lt;br&amp;gt;Dev Branch: 020925.2D|FileName=Fc logo new.png|Developers=Vvis|SourceCodeLink=https://github.com/Lambdagon/fc|Discord=https://discord.gg/8jeWSWaBXN|Branch=Previous2021}}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fortress Connected&#039;&#039;&#039;&#039;&#039; is a [[Team Fortress 2]] sourcemod based on &#039;&#039;[[Lambda Fortress: Extended]].&#039;&#039; It began life as a custom weapon pack for LFE, before turning into a fork designed to fix various issues with LFE (in the form of &#039;&#039;Lambda Fortress: Community Edition&#039;&#039;). Eventually, due to a shift in priorities within the project (going from just a continuation of LFE to something more akin to a crossover PVP game) it was renamed to Fortress Connected.&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
==== Classes ====&lt;br /&gt;
This mod features the original nine Team Fortress 2 mercenary classes, alongside the following custom classes:&lt;br /&gt;
* Telecon (from [[Fortress Obscura|&#039;&#039;Fortress Obscura&#039;&#039;]])&lt;br /&gt;
* Mercenary (from [[Open Fortress|&#039;&#039;Open Fortress&#039;&#039;]])&lt;br /&gt;
* Jerry the Antlion (an Antlion from &#039;&#039;Half-Life 2&#039;&#039;)&lt;br /&gt;
* Enforcer (a Zombine from &#039;&#039;Half-Life 2&#039;&#039;)&lt;br /&gt;
* John Freeman (based on the character from Full-Life Consequences)&lt;br /&gt;
* Saxton Hale&lt;br /&gt;
* Repressor&lt;br /&gt;
* Civilian (from [[Team Fortress 2 Classic|&#039;&#039;Team Fortress 2 Classic&#039;&#039;]])&lt;br /&gt;
* Agent (from &#039;&#039;[[The Espionage Project]]&#039;&#039;) (Secret class)&lt;br /&gt;
&lt;br /&gt;
==== Gamemodes ====&lt;br /&gt;
&#039;&#039;Fortress Connected&#039;&#039; contains support for most &#039;&#039;Team Fortress 2&#039;&#039; maps, as well as shipping with modified versions of the &#039;&#039;Half-Life 2&#039;&#039; campaign (+ its episodes), the &#039;&#039;Half-Life&#039;&#039; campaign, and a couple of &#039;&#039;Left 4 Dead&#039;&#039; maps that are unfinished.&lt;br /&gt;
&lt;br /&gt;
==== Maps ====&lt;br /&gt;
[Most of this will be put in another page.]&lt;br /&gt;
&lt;br /&gt;
===== Team Fortress 2 =====&lt;br /&gt;
&lt;br /&gt;
===== Left 4 Dead =====&lt;br /&gt;
The current Left 4 Dead maps in the files are modified versions of the first two maps in the No Mercy campaign, as well as a few extra test maps:&lt;br /&gt;
&lt;br /&gt;
* fc_l4d_hospital01_apartment&lt;br /&gt;
* fc_l4d_hospital02_subway&lt;br /&gt;
* fc_l4d_test&lt;br /&gt;
&lt;br /&gt;
===== Other =====&lt;br /&gt;
&lt;br /&gt;
* brick01 - A direct port of Vvis&#039; &amp;quot;Brick: Source&amp;quot; map.&lt;br /&gt;
&lt;br /&gt;
===== Development =====&lt;br /&gt;
&lt;br /&gt;
* fc_xdevtest - A small map for testing specifically health and ammo pickups.&lt;br /&gt;
* fc_devtest - A small map for primarily testing weapon interactions &lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
[This will be moved to another page.]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&#039;&#039;&#039;Old logo(s)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Fc logo.png|frameless]]&lt;br /&gt;
[[File:lfce.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Sourcemod]] [[Category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Fortress_Connected/presdk&amp;diff=896</id>
		<title>Fortress Connected/presdk</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Fortress_Connected/presdk&amp;diff=896"/>
		<updated>2025-06-20T07:24:28Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Fortress Connected|Status=Active|Version=Main Branch: 013125.1D&amp;lt;br&amp;gt;Dev Branch: 020925.2D|FileName=Fc logo new.png|Developers=Vvis|SourceCodeLink=https://github.com/Lambdagon/fc|Discord=https://discord.gg/8jeWSWaBXN|Branch=Branch}}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fortress Connected&#039;&#039;&#039;&#039;&#039; is a [[Team Fortress 2]] sourcemod based on &#039;&#039;[[Lambda Fortress: Extended]].&#039;&#039; It began life as a custom weapon pack for LFE, before turning into a fork designed to fix various issues with LFE (in the form of &#039;&#039;Lambda Fortress: Community Edition&#039;&#039;). Eventually, due to a shift in priorities within the project (going from just a continuation of LFE to something more akin to a crossover PVP game) it was renamed to Fortress Connected.&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
==== Classes ====&lt;br /&gt;
This mod features the original nine Team Fortress 2 mercenary classes, alongside the following custom classes:&lt;br /&gt;
* Telecon (from [[Fortress Obscura|&#039;&#039;Fortress Obscura&#039;&#039;]])&lt;br /&gt;
* Mercenary (from [[Open Fortress|&#039;&#039;Open Fortress&#039;&#039;]])&lt;br /&gt;
* Jerry the Antlion (an Antlion from &#039;&#039;Half-Life 2&#039;&#039;)&lt;br /&gt;
* Enforcer (a Zombine from &#039;&#039;Half-Life 2&#039;&#039;)&lt;br /&gt;
* John Freeman (based on the character from Full-Life Consequences)&lt;br /&gt;
* Saxton Hale&lt;br /&gt;
* Repressor&lt;br /&gt;
* Civilian (from [[Team Fortress 2 Classic|&#039;&#039;Team Fortress 2 Classic&#039;&#039;]])&lt;br /&gt;
* Agent (from &#039;&#039;[[The Espionage Project]]&#039;&#039;) (Secret class)&lt;br /&gt;
&lt;br /&gt;
==== Gamemodes ====&lt;br /&gt;
&#039;&#039;Fortress Connected&#039;&#039; contains support for most &#039;&#039;Team Fortress 2&#039;&#039; maps, as well as shipping with modified versions of the &#039;&#039;Half-Life 2&#039;&#039; campaign (+ its episodes), the &#039;&#039;Half-Life&#039;&#039; campaign, and a couple of &#039;&#039;Left 4 Dead&#039;&#039; maps that are unfinished.&lt;br /&gt;
&lt;br /&gt;
==== Maps ====&lt;br /&gt;
[Most of this will be put in another page.]&lt;br /&gt;
&lt;br /&gt;
===== Team Fortress 2 =====&lt;br /&gt;
&lt;br /&gt;
===== Left 4 Dead =====&lt;br /&gt;
The current Left 4 Dead maps in the files are modified versions of the first two maps in the No Mercy campaign, as well as a few extra test maps:&lt;br /&gt;
&lt;br /&gt;
* fc_l4d_hospital01_apartment&lt;br /&gt;
* fc_l4d_hospital02_subway&lt;br /&gt;
* fc_l4d_test&lt;br /&gt;
&lt;br /&gt;
===== Other =====&lt;br /&gt;
&lt;br /&gt;
* brick01 - A direct port of Vvis&#039; &amp;quot;Brick: Source&amp;quot; map.&lt;br /&gt;
&lt;br /&gt;
===== Development =====&lt;br /&gt;
&lt;br /&gt;
* fc_xdevtest - A small map for testing specifically health and ammo pickups.&lt;br /&gt;
* fc_devtest - A small map for primarily testing weapon interactions &lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
[This will be moved to another page.]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&#039;&#039;&#039;Old logo(s)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Fc logo.png|frameless]]&lt;br /&gt;
[[File:lfce.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Sourcemod]] [[Category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Template:ModInfoBox&amp;diff=895</id>
		<title>Template:ModInfoBox</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Template:ModInfoBox&amp;diff=895"/>
		<updated>2025-06-20T06:58:20Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: Fixed the Branch Parameter being incorrectly labeled Mod Name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | {{{ModName}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
[[File:{{{FileName}}}|center|frameless|256px]]&lt;br /&gt;
|-&lt;br /&gt;
| SDK Beta Branch&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{{Branch|}}}&lt;br /&gt;
|-&lt;br /&gt;
| Current Status&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{{Status|}}}&lt;br /&gt;
|-&lt;br /&gt;
| Latest Version&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{{Version|}}}&lt;br /&gt;
|-&lt;br /&gt;
| Project Lead(s)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{#if:{{{Developers|}}}|{{#invoke:FormatLinks|Format|{{{Developers}}}}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Socials&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{#if:{{{Socials|}}}|{{#invoke:FormatSocials|Format|{{{Socials}}}}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Download&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{{SourceCodeLink|}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;ModName&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Mod Name&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Name of the mod&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Open Fortress&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;FileName&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Logo or video file name&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The name of the file or video that will be displayed in the info box (WITH EXTENSION)&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Placeholder.png&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Branch&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Branch&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;SDK Branch&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Previous2021, None, or N/A. (If its any other one id be surprised)&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: false&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Status&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Status of the mod&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Active, Inactive, Cancelled, Completed&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Active&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Version&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Latest version or build&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;If there is a number or date use that otherwise use the update name (If unknown just put unknown)&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;0.7.3&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Developers&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Project Leads&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The project leads, please do not list every developer. Format: name1,name2,name3,name4,name5&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;stachekip,drpyspy,kaydemonlp,sirmatrix&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Socials&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Social links&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;All socials links for said mod, format: Discord,youtube,reddit,etc&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Discord,youtube,reddit,website&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;SourceCodeLink&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Download Link&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;This is the recommend place to download the mod, normally a website, ModDB or Github&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;https://tf2classic.com/download or N/A&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: false&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;This template is not fully final and may have changes added later&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Mercenaries&amp;diff=894</id>
		<title>Mercenaries</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Mercenaries&amp;diff=894"/>
		<updated>2025-06-20T06:51:21Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Mercenaries|FileName=Mercenaries Header.png|Status=Active|Version=N/A|Developers=GoodFishMan|Socials=https://discord.gg/g4f9QFc4xF|SourceCodeLink=https://github.com/GoodFishMan/mercenaries|Branch=Previous2021}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mercenaries&#039;&#039;&#039; is a Team Fortress 2 Sourcemod that aims to be a tactical spin-off, blending the class-based gameplay of TF2 with a slower, more methodical pace and deathmatch-style gunplay. Players choose from a reduced set of versatile classes, customize their loadouts with credits earned in-game, and engage in high-stakes combat with an emphasis on teamwork, positioning, and firepower.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== Classes ===&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
=== Maps ===&lt;br /&gt;
This Mod adds a few new maps including:&lt;br /&gt;
* ad_casino (currently _a6, created by GoodFishMan)&lt;br /&gt;
* ad_picasso (currently _dev9d, created by Camel)&lt;br /&gt;
* arena_rivals&lt;br /&gt;
* bm_killhouse&lt;br /&gt;
* bm_king (koth_king converted to the Blood Money gamemode)&lt;br /&gt;
* cq_standin (cp_standin converted to the Conquest gamemode)&lt;br /&gt;
Additionally, there are the following testing maps:&lt;br /&gt;
&lt;br /&gt;
* dev_range&lt;br /&gt;
&lt;br /&gt;
=== Gamemodes ===&lt;br /&gt;
This mod adds three gamemodes: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blood Money&#039;&#039;&#039;: Plays alot like [https://wiki.teamfortress.com/wiki/Player_Destruction Player Destruction], with the goal of killing the other team and grabbing dropped cash and taking it to a moving deposit point.&lt;br /&gt;
* &#039;&#039;&#039;Attack/Defend&#039;&#039;&#039;: A one-sided CTF mode where BLU must take the flag from the RED base and return it to their extraction zone. RED must prevent them from doing this.&lt;br /&gt;
* &#039;&#039;&#039;Conquest&#039;&#039;&#039;: Plays a lot like the vanilla TF2 version of Standin (one team has to hold all points to win and all points are always capturable), but they also have to hold all points for a set amount of time, like King of the Hill. If the other team captures one of the points, the timer is reset.&lt;br /&gt;
&lt;br /&gt;
=== Formats ===&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
=== History ===&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;180px&amp;quot; heights=&amp;quot;120px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Mercenaries Both Demo.jpg|Both red and blue demo Models&lt;br /&gt;
Mercenaries Red Soldier.jpg|Red Soldier model&lt;br /&gt;
Mercenaries Blu Soldier.jpg|Blu Soldier model&lt;br /&gt;
Mercenaries Red Scout.jpg|Red scout Merc model&lt;br /&gt;
Mercenaries Blu Scout.jpg|Blue scout Merc model&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Sourcemod]][[Category:Active_Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Team_Fortress_2_Vintage&amp;diff=893</id>
		<title>Team Fortress 2 Vintage</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Team_Fortress_2_Vintage&amp;diff=893"/>
		<updated>2025-06-20T06:41:43Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: I tested on both branches and it loaded on both&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub}}{{ModInfoBox|ModName=Team Fortress 2 Vintage|FileName=Team Fortress 2 Vintage.png|Status=Active|Version=(Release) 3.5&lt;br /&gt;
(Dev) 3.6|SourceCodeLink=https://github.com/TF2V/TF2Vintage|Developers=highlorddio|Socials=https://discord.com/invite/h2PZHqD,https://www.youtube.com/channel/UCTTZ-EaLGWMNI9Ke-kDeEfQ,https://www.moddb.com/mods/team-fortress-2-vintage|Branch=N/A}}&lt;br /&gt;
&#039;&#039;&#039;Team Fortress 2 Vintage&#039;&#039;&#039; is a Source 2013 modification based off of [[Team Fortress 2 Classic]] as a re-imagining of retail Team Fortress 2, focusing on being a museum to the game.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Sourcemod]] [[Category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Team_Fortress_2:_Gold_Rush&amp;diff=892</id>
		<title>Team Fortress 2: Gold Rush</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Team_Fortress_2:_Gold_Rush&amp;diff=892"/>
		<updated>2025-06-20T06:38:44Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Stub}}&lt;br /&gt;
{{ModInfoBox|ModName=Team Fortress 2: Gold Rush|FileName=Gold Rush Header.jpeg|Status=Active Development|Version=Build 02-20-25|Developers=conneath|SourceCodeLink=https://www.tf2goldrush.com/download/|Socials=https://discord.gg/a2W8pnYwmr,https://x.com/tf2goldrush,https://bsky.app/profile/tf2goldrush.bsky.social,https://www.tf2goldrush.com/|Branch=None}}&lt;br /&gt;
&#039;&#039;&#039;Team Fortress 2: Gold Rush&#039;&#039;&#039; is a Team Fortress 2 sourcemod that attempts to build Team Fortress 2 back to its true golden age (2007-2009), update by update, with a few extra features from modern TF2 like TFBots, combattext, hitsounds, autoreload, building upgrades, hauling, and more.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Sourcemod]] [[Category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=891</id>
		<title>Solo Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=891"/>
		<updated>2025-06-20T06:37:54Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Solo Fortress 2|FileName=solo_fortress_logo_uncropped.png|Status=Active|Version=Beta v0.2.0|SourceCodeLink=https://www.moddb.com/mods/solo-fortress-2/downloads|Developers=Kepler|Socials=https://discord.gg/P3yvZvnN72|Branch=None}}&lt;br /&gt;
&#039;&#039;&#039;Solo Fortress 2&#039;&#039;&#039; is a WIP mod that focuses on being a Free-For-All rendition of [[Team Fortress 2|TF2]]. It aims to rebalance the classes and weapons in such a way that makes every play-style viable in a deathmatch environment, and is ultimately aiming to imitate the experience of current-day TF2 in a unique way.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
&lt;br /&gt;
=== Gamemodes ===&lt;br /&gt;
&lt;br /&gt;
===== Implemented Gamemodes =====&lt;br /&gt;
* Arena&lt;br /&gt;
* [[Deathmatch]]&lt;br /&gt;
Deathmatch can be forced on any map via the convar &#039;&#039;tf_deathmatch&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Planned Gamemodes =====&lt;br /&gt;
* MVM Deathmatch&lt;br /&gt;
** This would function as regular Deathmatch, except players would have the ability to upgrade their weapons and gain cash on kill, similar to Freaky Fair in base TF2&lt;br /&gt;
* Capture the Flag&lt;br /&gt;
* Control Points&lt;br /&gt;
* King of the Flag&lt;br /&gt;
* King of the Hill&lt;br /&gt;
* Payload&lt;br /&gt;
* Payload Race&lt;br /&gt;
&lt;br /&gt;
Control Points, Payload and Payload Race would all function as FFA [[Domination]]&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
This mod can run most stock TF2 maps and convert it into a FFA gamemode. MVM, VSH, Zombie Infection, and a few other misc maps don&#039;t work properly but can still be loaded into.&lt;br /&gt;
&lt;br /&gt;
Custom maps include:&lt;br /&gt;
* dm_atomizer&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
All classes gain 20% of max health on kill, with the exception of Heavy who only gains 10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Soldier&#039;&#039;&#039;, &#039;&#039;&#039;Pyro&#039;&#039;&#039;, &#039;&#039;&#039;Demoman&#039;&#039;&#039; all feature in the mod but have no major class changes from the base game.&lt;br /&gt;
&lt;br /&gt;
===== Heavy =====&lt;br /&gt;
* Only gains 10% of max health on kill&lt;br /&gt;
* Base Minigun damage has been reduced from 9 per bullet, to 7 per bullet&lt;br /&gt;
&lt;br /&gt;
===== Engineer =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Teleporters are two-way&lt;br /&gt;
* If only one teleporter is built, the teleporter will take the Engineer who enters it to a random place on the map&lt;br /&gt;
* Dispensers and teleporters build 2x quicker&lt;br /&gt;
* Upgrade cost reduced to 100 metal&lt;br /&gt;
* Dispensers and teleporters are 50% cheaper to build&lt;br /&gt;
* Sentries cost 100 metal to build, and mini-sentries cost 75 metal to build&lt;br /&gt;
&lt;br /&gt;
===== Medic =====&lt;br /&gt;
* Medic is able to heal and uber himself using the medigun&lt;br /&gt;
&lt;br /&gt;
===== Sniper =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* The sniper rifles can now deal 120 crit damage on no-scope headshot&lt;br /&gt;
* The sniper rifles have no scope-reticle and reduced zoom when scoped-in&lt;br /&gt;
&lt;br /&gt;
===== Spy =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Spy is able to disguise as sentries, teleporters, health kits, ammo packs and some props&lt;br /&gt;
&lt;br /&gt;
=== Weapon Rebalances ===&lt;br /&gt;
This mod features a large range of weapon rebalances, which can be found in this [https://docs.google.com/document/d/17RcotLhK_eif6pz_T2Lm9ZljYFEDQYvyWKv1wBRYk9s/edit?usp=sharing document].&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;180px&amp;quot; heights=&amp;quot;120px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Solo Fortress 2 UI Warning.jpg|A startup message talking about the Beta State of the mod&lt;br /&gt;
Solo Fortress 2 Main menu.jpg|The main menu of Solo Fortress 2&lt;br /&gt;
Solo Fortress 2 Loadout Menu.jpg|The grey scout in the load out menu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
{{Changelog|width=80%|text=&amp;lt;br&amp;gt; &lt;br /&gt;
==== Beta v0.2.0 Hotfix (29/05/2025) ====&lt;br /&gt;
* Fix an issue where the game wouldn&#039;t connect to the TF item server when hosting through the dedicated server&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.2.0 (29/05/2025) ====&lt;br /&gt;
* Updated the game to the latest branch of Team Fortress 2&lt;br /&gt;
* The following attempted fixes to the recent crashes&lt;br /&gt;
** Fixed a crash related to the Heavy&#039;s minigun logic&lt;br /&gt;
** Fixed a crash related to dropped weapons&lt;br /&gt;
** Fixed a crash related to ragdolls&lt;br /&gt;
** Fixed a crash related to ammo packs&lt;br /&gt;
** Fixed a crash related to randomized player spawns&lt;br /&gt;
* Rebalanced the following weapons&lt;br /&gt;
** The Natascha&lt;br /&gt;
** The Short Circuit&lt;br /&gt;
** The Huo-Long Heater&lt;br /&gt;
** Buffalo Steak Sandvich&lt;br /&gt;
** Warrior&#039;s Spirit&lt;br /&gt;
** Eviction Notice&lt;br /&gt;
** The Holiday Punch&lt;br /&gt;
* Implemented the Ultralight renderer&lt;br /&gt;
* Increased metal cost to Engineer&#039;s Sentry&lt;br /&gt;
* mp_disable_respawn_times is enabled by default&lt;br /&gt;
* Added more functionalities to Spy&#039;s disguises&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.1 (17/04/2025) ====&lt;br /&gt;
* Due to the recent crashes, a crash-reporter has been added to Solo Fortress 2&lt;br /&gt;
* Fixed a mistake in the localization file where the disconnect confirmation dialog doesn&#039;t show&lt;br /&gt;
* Fixed the Rescue Ranger&lt;br /&gt;
* Nerfed the Heavy&lt;br /&gt;
* Attempt to limit frequent crashes. We will receive the crash reports right away if it still persists&lt;br /&gt;
* Fixed the gib materials of Engineer&#039;s Level 3 Sentry using the wrong vertex format&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.0 (16/04/2025) ====&lt;br /&gt;
* Reworked Engineer, Medic, Sniper, Spy&lt;br /&gt;
* Changes to some lackluster or busted weapons&lt;br /&gt;
* Deathmatch and Arena!}}&lt;br /&gt;
[[category:Sourcemod]][[category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Team_Fortress_2_Classified&amp;diff=890</id>
		<title>Team Fortress 2 Classified</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Team_Fortress_2_Classified&amp;diff=890"/>
		<updated>2025-06-20T06:37:19Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:stub}}&lt;br /&gt;
{{ModInfoBox|ModName=Team Fortress 2 Classic|FileName=Team Fortress 2 Classic Header.png|Status=Active|Version=2.2.2|SourceCodeLink=https://tf2classic.com/download|Developers=azzy,Waugh101,newgreenshoot|Socials=https://discord.com/invite/3zMk4vn,https://tf2classic.com/,https://www.youtube.com/@tf2classic,https://x.com/tf2classic|Branch=Previous2021}}&lt;br /&gt;
Team Fortress 2 Classic is a Team Fortress 2 mod that aims to re-imagine the 2008/2009 era of the original Team Fortress 2. New features range from weapons and maps to gamemodes such as VIP and Four-Team.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
{{Changelog|width=80%|text=&amp;lt;br&amp;gt;&lt;br /&gt;
=== 2.2.2 (2/1/2025) ===&lt;br /&gt;
===== Weapon Changes =====&lt;br /&gt;
* Updated the Admiralty Anchor:&lt;br /&gt;
** Raised minimum earthquake radius to 96 (from 64)&lt;br /&gt;
** Raised minimum earthquake damage multiplier to x0.5 (from x0)&lt;br /&gt;
** Trail particles no longer render in first person&lt;br /&gt;
** Adjusted tauntkill timings&lt;br /&gt;
* Updated the Dynamite Pack:&lt;br /&gt;
** Defused Dynamite Packs are no longer able to apply the stun effect from direct hits&lt;br /&gt;
** Tauntkill now spawns bomblets&lt;br /&gt;
* Updated the Wrench:&lt;br /&gt;
** Wrench hits will now defuse Dynamite Packs far more reliably&lt;br /&gt;
* Updated the Rejuvenator:&lt;br /&gt;
** Overhauled the ÜberCharge Generator shield appearance&lt;br /&gt;
** ÜberCharge Generator gibs now grant ammo and metal to players&lt;br /&gt;
** Fixed servers not always transmitting the ÜberCharge Generator shield entity to clients&lt;br /&gt;
** Fixed ÜberCharge Generator granting infinite overheal after the owner Medic disconnects from the server&lt;br /&gt;
** Fixed ÜberCharge Generator granting indefinite ÜberCharge to the owner Medic when switching Medi Guns&lt;br /&gt;
* Updated the Fishwhacker:&lt;br /&gt;
** Increased the amount of knockback that ragdolls receive from Fishwhacker kills&lt;br /&gt;
* Updated the Tranquilizer Gun:&lt;br /&gt;
** Fixed Tranquilizer Gun darts sticking to disguised Spies&lt;br /&gt;
&lt;br /&gt;
===== Map Changes =====&lt;br /&gt;
* Updated vipr_2bridge:&lt;br /&gt;
** Fixed a bug where rounds would end immediately when server time ran out, instead of letting the round finish&lt;br /&gt;
** Fixed lighting and detailing bugs on a building on RED&#039;s side&lt;br /&gt;
** Adjusted cap times to match Drizzle&lt;br /&gt;
*** Lowered cap times at mid to 7 (down from 8)&lt;br /&gt;
*** Lowered cap times at final to 9 (down from 11)&lt;br /&gt;
* Updated vipr_drizzle:&lt;br /&gt;
** Fixed a bug where rounds would end immediately when server time ran out, instead of letting the round finish&lt;br /&gt;
** Fixed several clipping issues&lt;br /&gt;
* Updated dom_railway:&lt;br /&gt;
** Adjustments to train kill triggers&lt;br /&gt;
** Health and ammo adjustments&lt;br /&gt;
*** Replaced all small health kits with medium health kits&lt;br /&gt;
*** Added new health kits at A&lt;br /&gt;
*** Moved medium ammo packs at point A to cover&lt;br /&gt;
*** Replaced the lower medium ammo pack between A and B with a full ammo pack&lt;br /&gt;
* Updated ctf_2fort:&lt;br /&gt;
** The map&#039;s original fog controllers and color correction work as intended again after being broken for several updates, and now use the new fog_volume entity for greater reliability&lt;br /&gt;
&lt;br /&gt;
===== General Changes =====&lt;br /&gt;
* Fixed further cases of Intel GPU users having malformed shaders&lt;br /&gt;
** If you&#039;re still facing issues, use the following launch options: -force_vendor_id 0x10DE -force_device_id 0x1180&lt;br /&gt;
* Fixed further cases of clients crashing when attempting to delete cached sprays after disconnecting from a server or changing maps&lt;br /&gt;
* Fixed a longstanding crash caused by bots trying to pick a class&lt;br /&gt;
* Fixed some miscellaneous crashes in the weapon attribute manager&lt;br /&gt;
* Fixed a crash with flaming arrows pinning ragdolls against walls&lt;br /&gt;
* Fixed broken scaling for detail textures on SDK_VertexLitGeneric shader materials&lt;br /&gt;
* Fixed a rare crash when determining what disguise weapons a Spy should have&lt;br /&gt;
* Fixed Medic&#039;s player model being accidentally replaced with its HWM version&lt;br /&gt;
* Fixed Medic&#039;s ragdoll having missing physics meshes for backpack and left hand&lt;br /&gt;
* Fixed some cases of Escape Artist and Down With The Ship achievements not being granted sometimes&lt;br /&gt;
* Fixed set_burstmode weapon attribute not respecting mult_postfiredelay attribute values&lt;br /&gt;
* Fixed blendrockgroundwallsnow.vmt being visually inconsistent with live TF2&lt;br /&gt;
* Removed an intrepid researcher that wormed his way back into Powerhouse&lt;br /&gt;
* Merged more FGD changes by vizzys&lt;br /&gt;
* The Engineer&#039;s left hand now has its lightwarp enabled again&lt;br /&gt;
* Players with long names are properly welcomed back on the main menu again&lt;br /&gt;
* Reduced clickable area on the main menu server list panel refresh button&lt;br /&gt;
* Main menu server list panel no longer displays bot players in the player count indicator&lt;br /&gt;
* Main menu server list panel now displays player count before map name&lt;br /&gt;
* Added -sentry_consent (1/0) launch option to mitigate some potential crashes&lt;br /&gt;
* Reverted cl_showfps and cl_showpos HUDs back to their original position&lt;br /&gt;
* Refactored achievement_status command to have more readable output&lt;br /&gt;
* Exposed the following functions to VScript: GetPlayerByIndex, GetPlayerByUserId, GetPlayerByName, UTIL_IsValidEntity&lt;br /&gt;
* Fixed English closed captions not using proper Russian for some of Heavy&#039;s voicelines&lt;br /&gt;
* The Heavy will no longer say &amp;quot;I am bulletproof!&amp;quot; when he is, in fact, not bulletproof&lt;br /&gt;
* Added, rewrote, and adjusted many loading screen tips&lt;br /&gt;
* Updated localization files&lt;br /&gt;
* Updated medals&lt;br /&gt;
&lt;br /&gt;
=== 2.2.1 (1/26/2025) ===&lt;br /&gt;
===== General Changes =====&lt;br /&gt;
* Fixed an issue where Engineer could build sentries in medieval mode &lt;br /&gt;
* Fixed several cases of clients crashing when attempting to delete cached sprays after disconnecting from a server or changing maps&lt;br /&gt;
* Fixed a regression that made the game unable to launch on setups with older CPUs that do not support the SSE4.2 instruction set&lt;br /&gt;
* Fixed Spy being unable to switch to the Knife in Medieval Mode&lt;br /&gt;
* Fixed burning chickens granting the Fowl Play achievement&lt;br /&gt;
* Fixed Escape Artist achievement not triggering correctly&lt;br /&gt;
* Fixed a regression with soundscapes being unable to play&lt;br /&gt;
* Fixed a regression that caused Dispenser screens to cull parts of the Dispenser model behind them&lt;br /&gt;
* Fixed a crash regarding nav mesh updating due to Sentry Gun fire&lt;br /&gt;
* Fixed a crash regarding players disconnecting while building Übercharge with the Rejuvenator&lt;br /&gt;
* Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets&lt;br /&gt;
* Fixed an alignment bug when changing resolutions on the main menu friends list&lt;br /&gt;
* Made further speculative fixes for Intel GPU users having malformed shaders&lt;br /&gt;
&lt;br /&gt;
=== 2.2.0 (1/24/2025) ===&lt;br /&gt;
==== Weapon Changes ====&lt;br /&gt;
* Added the Derby Cane&lt;br /&gt;
* Added the Rejuvenator&lt;br /&gt;
* Added the Cyclops&lt;br /&gt;
* Added the Admiralty Anchor&lt;br /&gt;
* Updated the Nailgun:&lt;br /&gt;
** Reduced building damage to 10 (from 12)&lt;br /&gt;
* Updated the Brick:&lt;br /&gt;
** Now deals Mini-Crits to enemies after 0.6 seconds of being airborne&lt;br /&gt;
* Updated the Flame Thrower (NitoTheFunky):&lt;br /&gt;
** Flames now only inherit velocity based on the direction you are aiming. This prevents them from veering away from your target while strafing&lt;br /&gt;
** Flames at close range now have a gradual damage ramp-up to be in line with other weapons&lt;br /&gt;
** Fixed an issue where flames were occasionally invisible&lt;br /&gt;
* Updated the Twin Barrel:&lt;br /&gt;
** Reduced max damage output to 105 (from 120)&lt;br /&gt;
** Overhauled weapon model (Pyrew, Everik, SamDum)&lt;br /&gt;
** Updated reload and deploy sounds (Raptor Dan)&lt;br /&gt;
* Updated the Harvester:&lt;br /&gt;
** Now has a unique taunt kill animation (Hotpockette, Ventrici, GoogleyGareth)&lt;br /&gt;
* Updated the Dynamite Pack:&lt;br /&gt;
** Added kill icon for direct impact kills&lt;br /&gt;
* Reworked the Mine Layer:&lt;br /&gt;
** Increased max mines to 6 (from 4)&lt;br /&gt;
** Reduced clip size to 3 (from 4)&lt;br /&gt;
** Increased fire rate by 33%&lt;br /&gt;
** Removed ability to charge mines&lt;br /&gt;
* Updated the Bottle:&lt;br /&gt;
** Added Alcoholism (NitoTheFunky)&lt;br /&gt;
* Updated the Sandvich:&lt;br /&gt;
** Updated wearable texture (PuppyCannon)&lt;br /&gt;
* Updated Jump Pads:&lt;br /&gt;
** Increased build cost to 100 metal (from 70)&lt;br /&gt;
** Increased build time to 8 seconds (from 5)&lt;br /&gt;
** Players using Jump Pad are now properly marked as airborne&lt;br /&gt;
* Updated the Shock Therapy:&lt;br /&gt;
** Added new wearable&lt;br /&gt;
** Added a unique sound that plays when fully charged&lt;br /&gt;
* Updated the Hunting Revolver:&lt;br /&gt;
** Secondary fire delay is now separated from primary fire&lt;br /&gt;
** Removed holster delay after firing while zoomed&lt;br /&gt;
** Fixed a bug that caused uninterruptable reloads when using Hold to Zoom&lt;br /&gt;
** Fixed a bug that allowed aborting reloads while jumping&lt;br /&gt;
* Updated the Sniper Rifle:&lt;br /&gt;
** Fixed a bug which caused an extended re-zoom delay after jumping while zoomed&lt;br /&gt;
* Updated the Sapper &amp;amp; Toolbox:&lt;br /&gt;
** Reduced the delay for re-attempting failed building or sapper placements to 0.05s (from 0.2s)&lt;br /&gt;
* Updated Tranquilizer Gun:&lt;br /&gt;
** Added kill icon for deflected darts&lt;br /&gt;
&lt;br /&gt;
==== Gameplay Changes ====&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Effects, animations, and conditions applied to the player when cloaking are now properly predicted by clients&lt;br /&gt;
** Pressing reload while disguised will now perform a fake reload visible to other players&lt;br /&gt;
** Ragdolls now keep any conditionally visible wearables based on the last weapon active before death&lt;br /&gt;
* Added Chickens&lt;br /&gt;
&lt;br /&gt;
==== Map Changes ====&lt;br /&gt;
* Added vipr_2bridge (abp, 14bit, Waugh101)&lt;br /&gt;
* Added vipr_drizzle (14bit)&lt;br /&gt;
* Added dom_railway (ultr4nima, 14bit)&lt;br /&gt;
* Added dom_sawtooth (Suo, Waugh101, Mazern, abp, 14bit)&lt;br /&gt;
* Added td_sunnyside (fizzyphysics, Waugh101, erk, Suo, abp, 14bit)&lt;br /&gt;
*&amp;lt;nowiki&amp;gt; Updated ctf_penguin_peak}}:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
** Added new map thumbnail&lt;br /&gt;
* Updated cp_gullywash&lt;br /&gt;
** Clipping adjustments&lt;br /&gt;
** Restored missing detailing from Live&lt;br /&gt;
* Updated pl_jinn:&lt;br /&gt;
** Adjusted lighting on BLU Team&#039;s first spawn room&lt;br /&gt;
** Made a detail pass on RED Team&#039;s final spawn room&lt;br /&gt;
** Fixed several invalid spawnpoints&lt;br /&gt;
** Fixed ocean water always forcing full reflections, regardless of graphics settings&lt;br /&gt;
** Fixed soundscapes not working for most of the map&lt;br /&gt;
** Fixed some lighting bugs&lt;br /&gt;
* Updated vip_badwater:&lt;br /&gt;
** Fixed missing and incorrect cubemaps&lt;br /&gt;
* Updated cp_dustbowl:&lt;br /&gt;
** In-house edit replaced with Korkade&#039;s overhaul&lt;br /&gt;
* Updated pl_goldrush:&lt;br /&gt;
** In-house edit replaced with Korkade&#039;s overhaul&lt;br /&gt;
* Updated cp_yukon:&lt;br /&gt;
** Fixed out-of-bounds exploit&lt;br /&gt;
* Updated tc_hydro:&lt;br /&gt;
** Lighting fixes&lt;br /&gt;
** Fixed several stuck spots&lt;br /&gt;
* Updated dom_hydro:&lt;br /&gt;
** Updated logic to Domination 2.0 (see Mapping Changes)&lt;br /&gt;
** Lighting improvements&lt;br /&gt;
** Adjusted fog on point D (The Dam)&lt;br /&gt;
* Updated dom_oilcanyon:&lt;br /&gt;
** Updated logic to Domination 2.0 (see Mapping Changes)&lt;br /&gt;
* Updated td_caper:&lt;br /&gt;
** Updated logic to use Vscript TD implementation&lt;br /&gt;
***  Teams now instantly respawn after losing a control point&lt;br /&gt;
** Fixed several spawn points on B not working for BLU team&lt;br /&gt;
** Made water fancier&lt;br /&gt;
** Updated textures and overlays&lt;br /&gt;
* Updated navigation meshes for the following maps:&lt;br /&gt;
** cp_dustbowl&lt;br /&gt;
** cp_amaranth&lt;br /&gt;
** vip_badwater&lt;br /&gt;
** vip_harbor&lt;br /&gt;
** vip_trainyard&lt;br /&gt;
* Updated mission briefing photos for the following maps:&lt;br /&gt;
** arena_floodgate&lt;br /&gt;
** ctf_penguin_peak&lt;br /&gt;
** ctf_pelican_peak&lt;br /&gt;
** dom_hydro&lt;br /&gt;
** dom_oilcanyon&lt;br /&gt;
** koth_frigid&lt;br /&gt;
** td_caper&lt;br /&gt;
&lt;br /&gt;
==== Mapping Changes ====&lt;br /&gt;
* Added VIP Race as an Official Gamemode&lt;br /&gt;
** Added the VIP Race HUD! Fully customizable via new keyvalues in tf_logic_vip&lt;br /&gt;
* Updated Domination Gamemode (Domination 2.0):&lt;br /&gt;
** Spawn times now dynamically adjust for teams that are behind&lt;br /&gt;
** New Total Domination mechanic&lt;br /&gt;
*** If a non-leading team captures all control points at once, they will be awarded bonus points&lt;br /&gt;
*** Bonus points will take the team to 98% of the leading team&#039;s current score&lt;br /&gt;
*** May be toggled and customized via KeyValues on the tf_logic_domination entity, or with tf2c_domination_comeback 1&lt;br /&gt;
* Updated VIP Gamemode:&lt;br /&gt;
** VIPs now get switched out for another teammate instead of being kicked when idle&lt;br /&gt;
** VIP idle check logic now uses regular player kicking behavior if the VIP is the only person in the team&lt;br /&gt;
* Restructured FGDs, you only need to specify tf2c.fgd in your Hammer configuration&lt;br /&gt;
* Added estrict_classes keyvalue to info_player_teamspawn to limit spawn points to specific classes&lt;br /&gt;
* Fixed func_tracktrain facing the wrong direction when the first path node moves in a different direction than it faces (Ben Lubar)&lt;br /&gt;
* Fixed func_tracktrain getting stuck when traveling from a high speed to a low speed path node (Ben Lubar)&lt;br /&gt;
* Moved sound/ambient/ambience/rainscapes (accidentally shipped in a previous release) to sound/scapes/rainscapes to match the format of other imported soundscapes.&lt;br /&gt;
** This will break existing custom soundscapes using these files until you rename them!&lt;br /&gt;
** Added trigger_catapult to the FGD, this should be used instead of func_jumppad which is now considered to be deprecated and will be reworked in a future release.&lt;br /&gt;
&lt;br /&gt;
==== Mapbase ====&lt;br /&gt;
TF2 Classic is now directly built on top of Mapbase 7.3, with all of its features and fixes integrated into the game. The full extent of what&#039;s changed is too big to summarize, and we encourage exploring what&#039;s now possible. The most major changes can be found upstream at Entity List, Base Entity Changes, Prefabs and workarounds obsoleted by Mapbase, VScript Documentation, and general patch notes between versions.&lt;br /&gt;
&lt;br /&gt;
Some highlights include:&lt;br /&gt;
&lt;br /&gt;
* VScript! It currently lacks many TF2-specific features, which will be added incrementally. Not all functions behave the same as TF2 either, porting for all but the simplest scripts is expected. Please use script_help in-game for comprehensive documentation, and see the list of Mapbase script functions)&lt;br /&gt;
* Compared to TF2, VScript can load custom fonts packed into maps, create custom VGUI panels, and control the visibility of HUD elements&lt;br /&gt;
* Major overhaul of our FGDs with many additions, fixes, clarifications, etc. (including pending work by vizzys)&lt;br /&gt;
* Clientside ragdolls will show new decals when hit or shot, and decals from &amp;quot;killing blow&amp;quot; shots will also appear&lt;br /&gt;
* All filters have new I/O/KV, with a number of new filters being added, see here&lt;br /&gt;
* I/O supports wildcards in any position, one-character ? wildcards, and regular expressions&lt;br /&gt;
* point_camera and func_reflective_glass can use different render targets, allowing multiple cameras and mirrors to be active at the same time&lt;br /&gt;
* sky_camera has inputs to copy parameters directly from a fog controller, change scale, rotate, use a solid sky color, and more&lt;br /&gt;
* Various console messages have unique colors, adjustable via convars or the mapbase_con_groups.txt file&lt;br /&gt;
* New commentary nodes are available for greater flexibility in creating developer commentaries, and they can now be placed in Hammer directly without using the commentary editor&lt;br /&gt;
* Custom videos and text can be shown in a map with vgui_movie_display and vgui_text_display&lt;br /&gt;
* func_fake_worldportal can be used to visually link two brushes in a map, similarly to linked_portal_door from Portal 2, but it cannot be passed through&lt;br /&gt;
* Fish are now controllable&lt;br /&gt;
* The $treesway parameter now works properly on materials&lt;br /&gt;
* fog_volume is added to make it much easier to set player-specific overrides for fog, color correction, and postprocessing, a feature from L4D which allows mappers to add cinematic effects. trigger_tonemap is also added as an equivalent brush entity for switching tonemap controllers when a player enters an area.&lt;br /&gt;
* info_particle_system_coordinate has been added which allows you to specify exact coordinates for control points rather than entity names, minimizing edict usage&lt;br /&gt;
* When opening chat, your mouse cursor is now positioned properly over the chat window instead of being placed above it so it&#039;s invisible until you move it down&lt;br /&gt;
* Text selection in the chat and some other RichText fields now works properly, and lets you select text segments rather than whole lines at once (SanyaSho)&lt;br /&gt;
&lt;br /&gt;
==== General Changes ====&lt;br /&gt;
* Added 31 new achievements&lt;br /&gt;
* Added 28 new Civilian voice lines&lt;br /&gt;
* Implemented facial expressions and lipsync information to all Civilian voice lines and animations&lt;br /&gt;
* Updated the Civilian model&lt;br /&gt;
* Dropped Mediguns no longer have a hose attached&lt;br /&gt;
* Added fish.mdl for use with func_fish_pool (model by SamDum)&lt;br /&gt;
* Fixed mismatched resolution settings on first boot (Nooodles)&lt;br /&gt;
* Fixed Intel GPUs being limited to Shader Model 2.0 (Nooodles)&lt;br /&gt;
* Added smooth scrolling to various menu panels (Nooodles)&lt;br /&gt;
* Reworked main menu server list (Nooodles, Azzy):&lt;br /&gt;
** Implemented filters for region, official and vanilla servers&lt;br /&gt;
** Now displays any verified server on https://tf2classic.org/serverlist/ by default&lt;br /&gt;
* Fixed Main Menu not showing when friends are playing TF2 Classic&lt;br /&gt;
* Fixed Main Menu background videos for ultrawide resolutions (Nooodles)&lt;br /&gt;
* Fixed Loadout menu opening on its own when reloading the item schema or loading into a map (Nooodles)&lt;br /&gt;
* Adjusted Sentry error report consent popup to appear sooner in the boot process&lt;br /&gt;
* Removed the Blog panel, replaced by a link that opens the TF2 Classic website&lt;br /&gt;
* Removed External IP prompt in Create Server dialog&lt;br /&gt;
* Updated loadout team color buttons (Boba)&lt;br /&gt;
* Updated main menu glyphs (Boba)&lt;br /&gt;
* Updated Domination HUD to support minmode (SolarLight)&lt;br /&gt;
* Updated list of bot names&lt;br /&gt;
* Enabled sv_alltalk and tf_spectalk by default&lt;br /&gt;
* Added &amp;quot;Custom Weapons Enabled&amp;quot; text to the loadout menu when using a custom item schema (Azzy)&lt;br /&gt;
* Added mp_roundtimer_pause&lt;br /&gt;
* Added bot_becomevip&lt;br /&gt;
* Added mp_forcestalemate&lt;br /&gt;
* Added mp_setuptime_cancel&lt;br /&gt;
* Added tf_listrounds and tf_playround&lt;br /&gt;
* Added tf2c_minigun_rampup&lt;br /&gt;
* Added f2c_minigun_airborne_spread&lt;br /&gt;
* Removed tf2c_vip_persist, replaced with tf2c_vip_autoassign and tf2c_vip_switchteams&lt;br /&gt;
* Renamed mp_roundtimer_pause to mp_pausetimer&lt;br /&gt;
* Updated tf2c_allow_special_classes:&lt;br /&gt;
** 3: Enabled + Enabled in VIP mode&lt;br /&gt;
** 4: Enabled + Allow Spy disguising as Civilian + Enabled in VIP mode&lt;br /&gt;
* Added basic Class Wars implementation (Technochips)&lt;br /&gt;
** Enabled with tf2c_classwars&lt;br /&gt;
* Added viewmodel_offset_pitch, viewmodel_offset_yaw and viewmodel_offset_roll&lt;br /&gt;
* Added Thexa4&#039;s PBR shader with later changes from WhiteRedDragons, see here. This shader is likely temporary, do not rely on it&lt;br /&gt;
* Fixed issues with flickering water and discolored eyes by replacing instances of the EyeRefract shader with the older Eyes shader (Thespikedballofdoom)&lt;br /&gt;
* Fixed a number of memory leaks&lt;br /&gt;
* Addressed several crashes&lt;br /&gt;
* Improved general game performance&lt;br /&gt;
* Updated localization files&lt;br /&gt;
* Updated medals&lt;br /&gt;
}}&lt;br /&gt;
[[category:Sourcemod]][[category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Open_Fortress&amp;diff=889</id>
		<title>Open Fortress</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Open_Fortress&amp;diff=889"/>
		<updated>2025-06-20T06:36:52Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Open Fortress|FileName=Open Fortress Header.png|Status=Active|Version=21|Developers=stachekip,Elliot|Socials=https://discord.gg/mKjW2ACCrm,https://www.youtube.com/channel/UCtqmIR--kRAAGRdJ-LtEu1A,https://openfortress.fun/,https://twitter.com/openfortress,https://bsky.app/profile/openfortress.bsky.social|SourceCodeLink=https://openfortress.fun/download|Branch=Previous2021}}&#039;&#039;&#039;Open Fortress&#039;&#039;&#039; is a community-developed Team Fortress 2 Sourcemod that introduces new gamemodes, characters, weapons, maps and more to the world of TF2. Open fortress has had over 100 community contributors combined their creativity and innovation with the iconic mid-century aesthetic of TF2 and the gameplay features of classic arena shooters, delivering a truly unique spin on one of the most popular multiplayer games of all time.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Recently one of the Project leads, [[Elliot]], has stated &amp;quot;all class, mutators, unfinished content (gamemodes and maps mainly) and quite a few other things&amp;quot; will be cut as they &amp;quot;shift focus on refining what we have and bouncing off a new foundation set for development ahead&amp;quot; presumed for the upcoming steam release.&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
Currently there are afew different gamemodes in Open Fortress:&lt;br /&gt;
* &#039;&#039;&#039;Deathmatch&#039;&#039;&#039;: A deathmatch mode with the goal of getting the most kills before the games end, by either hitting the Frag limit or match timelimit.&lt;br /&gt;
* &#039;&#039;&#039;Duel&#039;&#039;&#039;: A 1v1 deathmatch mode with the goal of getting a curtain amount of frags and match timelimit.&lt;br /&gt;
* &#039;&#039;&#039;Infection&#039;&#039;&#039;: A Player Vs Player Zombie gamemode where everyone starts as a survivor then afew players get selected as zombies, the goals in this gamemode are either; survivor surviving the match timelimit without getting infected or the zombies infecting all of the survivors.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Lockdown&#039;&#039;&#039;: A wave-based robot survival gamemode with the goal of killing all the robots, bosses, and survive till the last wave.&lt;br /&gt;
* &#039;&#039;&#039;Team Deathmatch&#039;&#039;&#039;: A Team-based deathmatch mode with the goal of getting the most kills before the games end, by either hitting the Frag limit or match timelimit. &lt;br /&gt;
* &#039;&#039;&#039;Mercenary Push&#039;&#039;&#039;: A Passtime-like gamemode, where you are allowed to only play as the Mercenary class, with the goal of getting getting a bomb to a point in the opposing teams base.&lt;br /&gt;
* &#039;&#039;&#039;Mercenary Capture the Flag&#039;&#039;&#039;: A variant of Capture the Flag where you are allowed to only play as the Mercenary class. &lt;br /&gt;
* &#039;&#039;&#039;Mercenary Domination&#039;&#039;&#039;: A variant of Domination where you are allowed to only play as the Mercenary class.&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Map name !! Gamemode !! Thumbnail !! Description !! Type || Notes&lt;br /&gt;
|-&lt;br /&gt;
| bot_example || Lethal Lockdown(?) || [[bot_example.png|thumb]] || A map showcasing bots fighting eachother, an early version example of Lethal Lockdown/Wave Based survival, and a heist style/room based lethal lockdown area || Example/Development|| While technically not being a Lethal Lockdown map, the gameplay of this map is definitely very similar or an early version of the concept&lt;br /&gt;
|-&lt;br /&gt;
| custom_bot_showcase || Deathmatch || [[custom_bot_showcase .png|thumb]] || A map showcasing an example of all of the different actions that bots can do || Development ||&lt;br /&gt;
|-&lt;br /&gt;
| custom_weapons_showcase || Deathmatch || [[custom_weapons_showcase .png|thumb]] || A simple devbox map showcasing the custom weapons that are included in the custom_weapons_showcase_items_game.txt file || Development ||&lt;br /&gt;
|-&lt;br /&gt;
| dm_2fort || Deathmatch || [[dm_2fort.png|thumb]] || A Deathmatch version of ctf_2fort without the lower areas of the forts|| Released&lt;br /&gt;
|-&lt;br /&gt;
| dm_acrophobopolis_dev || Deathmatch || [[dm_acrophobopolis_dev.png|thumb]] || Example || Example ||&lt;br /&gt;
|-&lt;br /&gt;
| dm_angeles_dev || Deathmatch || [[dm_angeles_dev.png|thumb]]|| Example || Example ||&lt;br /&gt;
|-&lt;br /&gt;
| dm_auxiliary_dev || Deathmatch || [[dm_auxiliary_dev.png|thumb]]|| Example || Example ||&lt;br /&gt;
|-&lt;br /&gt;
| dm_backfort || Deathmatch || [[dm_backfort.png|thumb]] || Example || Example ||&lt;br /&gt;
|-&lt;br /&gt;
| dm_badworks || Deathmatch || [[dm_badworks.png|thumb]] || Example || Example ||&lt;br /&gt;
|-&lt;br /&gt;
| dm_blacksite || Deathmatch || [[dm_blacksite.png|thumb]] || Example || Example ||&lt;br /&gt;
|-&lt;br /&gt;
| dm_bloodcovenant || Deathmatch || [[dm_bloodcovenant.png|thumb]]|| Example || Example ||&lt;br /&gt;
|-&lt;br /&gt;
| dm_bloodrun_dev || Deathmatch || [[dm_bloodrun_dev.png|thumb]] || Example || Example || &lt;br /&gt;
|-&lt;br /&gt;
| dm_boxy || Deathmatch || [[dm_boxy.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| dm_byre || Deathmatch || [[dm_byre.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_campway_dev || Deathmatch || [[dm_campway_dev.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| dm_cargo || Deathmatch || [[dm_cargo.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_casino_dev || Deathmatch || [[dm_casino_dev.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_chestnut || Deathmatch || [[dm_chestnut.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_cinque_dev || Deathmatch || [[dm_cinque_dev.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_coaltown || Deathmatch || [[dm_coaltown.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_control || Deathmatch || [[dm_control.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_crossfire || Deathmatch || [[dm_crossfire.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_darkzone || Deathmatch || [[dm_darkzone.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_deadlock || Deathmatch || [[dm_deadlock.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_deadlock_fix1 || Deathmatch || [[dm_deadlock_fix1.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_dev_itemtest || Deathmatch || [[dm_dev_itemtest.png|thumb]] || || Example/Development || &lt;br /&gt;
|-&lt;br /&gt;
| dm_dock || Deathmatch || [[dm_dock.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_facility_dev || Deathmatch || [[dm_facility_dev.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_fotia_dev || Deathmatch || [[dm_fotia_dev.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_grain || Deathmatch || [[dm_grain.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_gump || Deathmatch || [[dm_gump.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_hangar || Deathmatch || [[dm_hangar.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_harvest || Deathmatch || [[dm_harvest.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_knoxx || Deathmatch || [[dm_knoxx.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_ledge_dev || Deathmatch || [[dm_ledge_dev.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_lobstershore || Deathmatch || [[dm_lobstershore.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_lumberyard || Deathmatch || [[dm_lumberyard.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_mannhattan || Deathmatch || [[dm_mannhattan.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_mannworks || Deathmatch || [[dm_mannworks.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_marine_dev || Deathmatch || [[dm_marine_dev.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_monthu_dev || Deathmatch || [[dm_monthu_dev.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_murano_dev || Deathmatch || [[dm_murano_dev.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_offblast || Deathmatch || [[dm_offblast.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_overkill || Deathmatch || [[dm_overkill.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_painhouse || Deathmatch || [[dm_painhouse.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_pitod || Deathmatch || [[dm_pitod.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_radiowave_dev || Deathmatch || [[dm_radiowave_dev.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_ravine || Deathmatch || [[dm_ravine.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_rig || Deathmatch || [[dm_rig.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_roughshod_dev || Deathmatch || [[dm_roughshod_dev.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_sawdust || Deathmatch || [[dm_sawdust.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_skate || Deathmatch || [[dm_skate.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_spillway || Deathmatch || [[dm_spillway.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_spillway_event || Deathmatch || [[dm_spillway_event.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_thames || Deathmatch || [[dm_thames.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_trisect_dev || Deathmatch || [[dm_trisect_dev.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_warhead || Deathmatch || [[dm_warhead.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_watergate || Deathmatch || [[dm_watergate.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_wiseau || Deathmatch || [[dm_wiseau.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| dm_wushu_dev || Deathmatch || [[dm_wushu_dev.png|thumb]] || || || &lt;br /&gt;
|-&lt;br /&gt;
| duel_adrift || Duel || [[duel_adrift.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| duel_aerowalk || Duel || [[duel_aerowalk.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| duel_aerowalk_dev || Duel || [[duel_aerowalk_dev.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| duel_badplace || Duel || [[duel_badplace.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| duel_badplace_dev_pigeon || Duel || [[duel_badplace_dev_pigeon.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| duel_cargo || Duel || [[duel_cargo.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| duel_databank || Duel || [[duel_databank.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| duel_deadsimple || Duel || [[duel_deadsimple.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| duel_diner_dev || Duel || [[duel_diner_dev.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| duel_frostbyte_dev || Duel || [[duel_frostbyte_dev.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| duel_geoteknik || Duel || [[duel_geoteknik.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| duel_granary || Duel || [[duel_granary.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| duel_gump || Duel || [[duel_gump.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| duel_longestyard || Duel || [[duel_longestyard.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| duel_mulholland || Duel || [[duel_mulholland.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| duel_salvage_dev || Duel || [[duel_salvage_dev.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| duel_summit || Duel || [[duel_summit.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| itemtest_experimental || || [[itemtest_experimental.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ld_testsite_dev || Lethal Lockdown || [[ld_testsite_dev.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| mctf_2fort || Mercenary Capture The Flag || [[mctf_2fort.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| mctf_august_dev || Mercenary Capture The Flag || [[mctf_august_dev.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| mctf_backfort || Mercenary Capture The Flag || [[mctf_backfort.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| mctf_longestyard || Mercenary Capture The Flag || [[mctf_longestyard.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| mctf_obzen_dev || Mercenary Capture The Flag || [[mctf_obzen_dev.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| mctf_pagoda_dev || Mercenary Capture The Flag || [[mctf_pagoda_dev.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| mdom_angeles_dev || Mercenary Domination || [[mdom_angeles_dev.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| mdom_badworks_dev || Mercenary Domination || [[mdom_badworks_dev.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| mdom_gump || Mercenary Domination || [[mdom_gump.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| mdom_noonflow_dev || Mercenary Domination || [[mdom_noonflow_dev.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| mdom_pagoda_dev || Mercenary Domination || [[mdom_pagoda_dev.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| mdom_radiowave_dev || Mercenary Domination || [[mdom_radiowave_dev.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| mdom_reservoir_dev || Mercenary Domination || [[mdom_reservoir_dev.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| mdom_wiseau || Mercenary Domination || [[mdom_wiseau.png|thumb]] || || ||&lt;br /&gt;
|-&lt;br /&gt;
| mpush_tycoon_dev || Mercenary Push || [[mpush_tycoon_dev.png|thumb]] || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
[[Category:sourcemod]] [[Category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Pre-Fortress_2&amp;diff=888</id>
		<title>Pre-Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Pre-Fortress_2&amp;diff=888"/>
		<updated>2025-06-20T06:36:24Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Pre-Fortress 2|FileName=Pre-fortress 2 header.png|Status=Active|Version=0.7.3|Socials=https://discord.gg/ra68rM5nuE,https://prefortress.com,https://www.youtube.com/channel/UCiq_1q67x00inzrY4WIQPng,https://x.com/PreFortress2,https://bsky.app/profile/prefortress.com|SourceCodeLink=https://prefortress.com/download/|Branch=Previous2021}}&lt;br /&gt;
&#039;&#039;&#039;Pre-Fortress 2&#039;&#039;&#039; is a TF2 sourcemod that caters to the gameplay of earlier Team Fortress installments while maintaining the aesthetics from TF2&#039;s alternative designs from 2006. This mod re-adds cut content such as armor, weapons, grenades, textures, sounds, and more that can be seen in the &amp;quot;[https://www.youtube.com/watch?v=N7ZafWA2jd8 Team Fortress 2 Trailer]&amp;quot; video post to the official Team Fortress YouTube channel.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
* ad_dustbowl&lt;br /&gt;
* ad_gravelpit&lt;br /&gt;
* arena_bridge&lt;br /&gt;
* arena_trainyard&lt;br /&gt;
* arena_well&lt;br /&gt;
* cp_badlands&lt;br /&gt;
* cp_granary&lt;br /&gt;
* cp_staredown&lt;br /&gt;
* cp_well&lt;br /&gt;
* ctf_2fort&lt;br /&gt;
* ctf_badlands&lt;br /&gt;
* ctf_well&lt;br /&gt;
* koth_badlands&lt;br /&gt;
* koth_crossover&lt;br /&gt;
* pf_target&lt;br /&gt;
* plr_chariots&lt;br /&gt;
* pl_goldrush&lt;br /&gt;
* tc_hydro&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Pre-Fortress 2 makes various changes to the original weapons and loadouts, as well as adding original weapons.&lt;br /&gt;
&lt;br /&gt;
* Scout now has a standard Shotgun and the unused Nail Gun&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Nail_Gun&amp;lt;/ref&amp;gt; instead of his Scattergun and Pistol.&lt;br /&gt;
* The stock Sniper Rifle now functions more akin to the Classic in base TF2&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Classic&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* Pyro now has the unused Branding Iron&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Branding_Iron&amp;lt;/ref&amp;gt; instead of his Fire Axe and his Airblast has been replace with the ability to fire Incendiary Rockets.&lt;br /&gt;
* Medic&#039;s Needlegun and Bonesaw have been replaced with an SMG and a Healing/Poison Needle.&lt;br /&gt;
* Demoman now has Remote Pipe Bombs&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Stickybomb_Launcher#Unused_content&amp;lt;/ref&amp;gt; instead of Stickybombs and his Grenade Launcher&#039;s clip has been expanded to the original 6&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Grenade_Launcher#Update_history&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* Spy now has the unused Tranquilizer Gun&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Tranquilizer_Gun&amp;lt;/ref&amp;gt; in addition to his original loadout&lt;br /&gt;
&lt;br /&gt;
===== Grenades =====&lt;br /&gt;
Pre-Fortress 2 adds TF2&#039;s cut [[Grenades|Grenade]] system, Giving each class two grenade types with the exception of Sniper who only has one.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades for each class&lt;br /&gt;
!&lt;br /&gt;
!Scout&lt;br /&gt;
!Soldier&lt;br /&gt;
!Pyro&lt;br /&gt;
!Demoman&lt;br /&gt;
!Heavy&lt;br /&gt;
!Engineer&lt;br /&gt;
!Medic&lt;br /&gt;
!Sniper&lt;br /&gt;
!Spy&lt;br /&gt;
!Civilian&lt;br /&gt;
|-&lt;br /&gt;
!Grenade A&lt;br /&gt;
|Bear Traps&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!Amount of A&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!Grenade B&lt;br /&gt;
|Concussion&lt;br /&gt;
|Nail&lt;br /&gt;
|Incendiary&lt;br /&gt;
|Dynamite&lt;br /&gt;
|Dynamite&lt;br /&gt;
|EMP&lt;br /&gt;
|Healing&lt;br /&gt;
|N/A&lt;br /&gt;
|Smoke&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!Amount of B&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Grenade Types&lt;br /&gt;
!Frag&lt;br /&gt;
|Basic Grenade type, explodes 4 seconds after being pulled out.&lt;br /&gt;
|-&lt;br /&gt;
!Bear Traps&lt;br /&gt;
|Releases 6 Bear Traps after being pulled out, deals damage and slows targets when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
!Concussion&lt;br /&gt;
|Deals no damage on explosion, instead forcibly disrupting the aim of anyone caught in the blast.&lt;br /&gt;
|-&lt;br /&gt;
!Nail&lt;br /&gt;
|levitates into the air and shoots nails in various directions for 4 seconds, exploding after.&lt;br /&gt;
|-&lt;br /&gt;
!Incendiary&lt;br /&gt;
|Bursts into a circle of flames for 4 seconds, explosion is postponed until it lands.&lt;br /&gt;
|-&lt;br /&gt;
!Dynamite&lt;br /&gt;
|Releases 4 smaller sticks of dynamite on explosion, each dynamite stick explodes after 2-3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!EMP&lt;br /&gt;
|Primarily damages armor, causes dropped weapons to explode and disable buildings for 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!Healing&lt;br /&gt;
|Heals teammates and poisons enemies.&lt;br /&gt;
|-&lt;br /&gt;
!Smoke&lt;br /&gt;
|Releases a smoke cloud that damages and nauseates enemies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Armor =====&lt;br /&gt;
Pre-Fortress 2 adds TF2&#039;s cut [[Armor]] system&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Armor&amp;lt;/ref&amp;gt;, rebalancing each class&#039;s health to account for it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Health and Armor&lt;br /&gt;
!&lt;br /&gt;
!Scout&lt;br /&gt;
!Soldier&lt;br /&gt;
!Pyro&lt;br /&gt;
!Demoman&lt;br /&gt;
!Heavy&lt;br /&gt;
!Engineer&lt;br /&gt;
!Medic&lt;br /&gt;
!Sniper&lt;br /&gt;
!Spy&lt;br /&gt;
!Civilian&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|90&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|90&lt;br /&gt;
|95&lt;br /&gt;
|90&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
!Armor&lt;br /&gt;
|50&lt;br /&gt;
|125&lt;br /&gt;
|150&lt;br /&gt;
|100&lt;br /&gt;
|225&lt;br /&gt;
|50&lt;br /&gt;
|100&lt;br /&gt;
|25&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Armor Type&lt;br /&gt;
|Light&lt;br /&gt;
|Heavy&lt;br /&gt;
|Medium&lt;br /&gt;
|Medium&lt;br /&gt;
|Heavy&lt;br /&gt;
|Medium&lt;br /&gt;
|Medium&lt;br /&gt;
|Light&lt;br /&gt;
|Light&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
[[Category:sourcemod]] [[Category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Team_Fortress:_Forgotten&amp;diff=887</id>
		<title>Team Fortress: Forgotten</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Team_Fortress:_Forgotten&amp;diff=887"/>
		<updated>2025-06-20T04:49:14Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Team Fortress Forgotten|Status=Active|Version=Unknown|Developers=CoolBoy736|Socials=https://discord.gg/KVF7ptRVHY|SourceCodeLink=Unknown|FileName=Tff logo new camo.png}}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Team Fortress: Forgotten,&#039;&#039;&#039; previously called &#039;&#039;&#039;Team Fortress 2: Redux&#039;&#039;&#039;, is a Team Fortress mod that revolves around the post World War II era, 1946 to be specific.&#039;&#039;&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
This mod features custom mercs dedicated towards the era that are meant to mirror the current tf2 mercs:&lt;br /&gt;
&lt;br /&gt;
* Rider&lt;br /&gt;
* Sargent&lt;br /&gt;
* Brandstifter&lt;br /&gt;
* Bomb-Brigadier&lt;br /&gt;
* Ordinance-Guy&lt;br /&gt;
* Technician&lt;br /&gt;
* Surgeon&lt;br /&gt;
* Sharp-Shooter&lt;br /&gt;
* Hoodlum&lt;br /&gt;
* Assassin &#039;&#039;[TBD]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Special Classes ===&lt;br /&gt;
These classes are gamemode specific:&lt;br /&gt;
&lt;br /&gt;
* Mercenary&lt;br /&gt;
* Civilian&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&#039;&#039;&#039;General Lore&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The year is &#039;&#039;&#039;1939&#039;&#039;&#039;, the Team Fortress Classic mercenaries have dropped out of the Gravel War due to the impending war that was to soon be waged all across the globe. Both factions &#039;&#039;(RED &amp;amp; BLU)&#039;&#039; have been feverishly searching for freelance, freelance mercenaries for hire. Fast forward to the year &#039;&#039;&#039;1946&#039;&#039;&#039;, ten mercenaries, most veterans of war, have volunteered to fight in the gravel-driven feud between the Mann brothers. These noble few were the best of their generation and had skill among no other, they would take on the task to take down the opposing faction and claim victory over the battlefield.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunted&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
The &#039;&#039;&#039;Team Fortress: Forgotten&#039;&#039;&#039; team is actively seeking new coders, texture artists, concept illustrators, modelers, mappers, and voice actors. &#039;&#039;If you want to contribute, join the Discord server, provided in Socials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Gallery ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Old Logo.png|Original logo before being revised to Team Fortress: Forgotten&lt;br /&gt;
File:Logo.png|Current in-game dev icon&lt;br /&gt;
File:Tff logo new camo.png|thumb|Current logo for Team Fortress: Forgotten&lt;br /&gt;
File:Tff playwarning.jpg|thumb|The play warning shown within the main menu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sourcemod]] [[Category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Pre-Fortress_2&amp;diff=884</id>
		<title>Pre-Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Pre-Fortress_2&amp;diff=884"/>
		<updated>2025-06-17T02:56:01Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: cited sources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Pre-Fortress 2|FileName=Pre-fortress 2 header.png|Status=Active|Version=0.7.3|Socials=https://discord.gg/ra68rM5nuE,https://prefortress.com,https://www.youtube.com/channel/UCiq_1q67x00inzrY4WIQPng,https://x.com/PreFortress2,https://bsky.app/profile/prefortress.com|SourceCodeLink=https://prefortress.com/download/}}&lt;br /&gt;
&#039;&#039;&#039;Pre-Fortress 2&#039;&#039;&#039; is a TF2 sourcemod that caters to the gameplay of earlier Team Fortress installments while maintaining the aesthetics from TF2&#039;s alternative designs from 2006. This mod re-adds cut content such as armor, weapons, grenades, textures, sounds, and more that can be seen in the &amp;quot;[https://www.youtube.com/watch?v=N7ZafWA2jd8 Team Fortress 2 Trailer]&amp;quot; video post to the official Team Fortress YouTube channel.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
* ad_dustbowl&lt;br /&gt;
* ad_gravelpit&lt;br /&gt;
* arena_bridge&lt;br /&gt;
* arena_trainyard&lt;br /&gt;
* arena_well&lt;br /&gt;
* cp_badlands&lt;br /&gt;
* cp_granary&lt;br /&gt;
* cp_staredown&lt;br /&gt;
* cp_well&lt;br /&gt;
* ctf_2fort&lt;br /&gt;
* ctf_badlands&lt;br /&gt;
* ctf_well&lt;br /&gt;
* koth_badlands&lt;br /&gt;
* koth_crossover&lt;br /&gt;
* pf_target&lt;br /&gt;
* plr_chariots&lt;br /&gt;
* pl_goldrush&lt;br /&gt;
* tc_hydro&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Pre-Fortress 2 makes various changes to the original weapons and loadouts, as well as adding original weapons.&lt;br /&gt;
&lt;br /&gt;
* Scout now has a standard Shotgun and the unused Nail Gun&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Nail_Gun&amp;lt;/ref&amp;gt; instead of his Scattergun and Pistol.&lt;br /&gt;
* The stock Sniper Rifle now functions more akin to the Classic in base TF2&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Classic&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* Pyro now has the unused Branding Iron&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Branding_Iron&amp;lt;/ref&amp;gt; instead of his Fire Axe and his Airblast has been replace with the ability to fire Incendiary Rockets.&lt;br /&gt;
* Medic&#039;s Needlegun and Bonesaw have been replaced with an SMG and a Healing/Poison Needle.&lt;br /&gt;
* Demoman now has Remote Pipe Bombs&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Stickybomb_Launcher#Unused_content&amp;lt;/ref&amp;gt; instead of Stickybombs and his Grenade Launcher&#039;s clip has been expanded to the original 6&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Grenade_Launcher#Update_history&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* Spy now has the unused Tranquilizer Gun&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Tranquilizer_Gun&amp;lt;/ref&amp;gt; in addition to his original loadout&lt;br /&gt;
&lt;br /&gt;
===== Grenades =====&lt;br /&gt;
Pre-Fortress 2 adds TF2&#039;s cut [[Grenades|Grenade]] system, Giving each class two grenade types with the exception of Sniper who only has one.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades for each class&lt;br /&gt;
!&lt;br /&gt;
!Scout&lt;br /&gt;
!Soldier&lt;br /&gt;
!Pyro&lt;br /&gt;
!Demoman&lt;br /&gt;
!Heavy&lt;br /&gt;
!Engineer&lt;br /&gt;
!Medic&lt;br /&gt;
!Sniper&lt;br /&gt;
!Spy&lt;br /&gt;
!Civilian&lt;br /&gt;
|-&lt;br /&gt;
!Grenade A&lt;br /&gt;
|Bear Traps&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!Amount of A&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!Grenade B&lt;br /&gt;
|Concussion&lt;br /&gt;
|Nail&lt;br /&gt;
|Incendiary&lt;br /&gt;
|Dynamite&lt;br /&gt;
|Dynamite&lt;br /&gt;
|EMP&lt;br /&gt;
|Healing&lt;br /&gt;
|N/A&lt;br /&gt;
|Smoke&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!Amount of B&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Grenade Types&lt;br /&gt;
!Frag&lt;br /&gt;
|Basic Grenade type, explodes 4 seconds after being pulled out.&lt;br /&gt;
|-&lt;br /&gt;
!Bear Traps&lt;br /&gt;
|Releases 6 Bear Traps after being pulled out, deals damage and slows targets when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
!Concussion&lt;br /&gt;
|Deals no damage on explosion, instead forcibly disrupting the aim of anyone caught in the blast.&lt;br /&gt;
|-&lt;br /&gt;
!Nail&lt;br /&gt;
|levitates into the air and shoots nails in various directions for 4 seconds, exploding after.&lt;br /&gt;
|-&lt;br /&gt;
!Incendiary&lt;br /&gt;
|Bursts into a circle of flames for 4 seconds, explosion is postponed until it lands.&lt;br /&gt;
|-&lt;br /&gt;
!Dynamite&lt;br /&gt;
|Releases 4 smaller sticks of dynamite on explosion, each dynamite stick explodes after 2-3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!EMP&lt;br /&gt;
|Primarily damages armor, causes dropped weapons to explode and disable buildings for 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!Healing&lt;br /&gt;
|Heals teammates and poisons enemies.&lt;br /&gt;
|-&lt;br /&gt;
!Smoke&lt;br /&gt;
|Releases a smoke cloud that damages and nauseates enemies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Armor =====&lt;br /&gt;
Pre-Fortress 2 adds TF2&#039;s cut [[Armor]] system&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Armor&amp;lt;/ref&amp;gt;, rebalancing each class&#039;s health to account for it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Health and Armor&lt;br /&gt;
!&lt;br /&gt;
!Scout&lt;br /&gt;
!Soldier&lt;br /&gt;
!Pyro&lt;br /&gt;
!Demoman&lt;br /&gt;
!Heavy&lt;br /&gt;
!Engineer&lt;br /&gt;
!Medic&lt;br /&gt;
!Sniper&lt;br /&gt;
!Spy&lt;br /&gt;
!Civilian&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|90&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|90&lt;br /&gt;
|95&lt;br /&gt;
|90&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
!Armor&lt;br /&gt;
|50&lt;br /&gt;
|125&lt;br /&gt;
|150&lt;br /&gt;
|100&lt;br /&gt;
|225&lt;br /&gt;
|50&lt;br /&gt;
|100&lt;br /&gt;
|25&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Armor Type&lt;br /&gt;
|Light&lt;br /&gt;
|Heavy&lt;br /&gt;
|Medium&lt;br /&gt;
|Medium&lt;br /&gt;
|Heavy&lt;br /&gt;
|Medium&lt;br /&gt;
|Medium&lt;br /&gt;
|Light&lt;br /&gt;
|Light&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
[[Category:sourcemod]] [[Category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Pre-Fortress_2&amp;diff=883</id>
		<title>Pre-Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Pre-Fortress_2&amp;diff=883"/>
		<updated>2025-06-17T00:10:10Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Pre-Fortress 2|FileName=Pre-fortress 2 header.png|Status=Active|Version=0.7.3|Socials=https://discord.gg/ra68rM5nuE,https://prefortress.com,https://www.youtube.com/channel/UCiq_1q67x00inzrY4WIQPng,https://x.com/PreFortress2,https://bsky.app/profile/prefortress.com|SourceCodeLink=https://prefortress.com/download/}}&lt;br /&gt;
&#039;&#039;&#039;Pre-Fortress 2&#039;&#039;&#039; is a TF2 sourcemod that caters to the gameplay of earlier Team Fortress installments while maintaining the aesthetics from TF2&#039;s alternative designs from 2006. This mod re-adds cut content such as armor, weapons, grenades, textures, sounds, and more that can be seen in the &amp;quot;[https://www.youtube.com/watch?v=N7ZafWA2jd8 Team Fortress 2 Trailer]&amp;quot; video post to the official Team Fortress YouTube channel.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
* ad_dustbowl&lt;br /&gt;
* ad_gravelpit&lt;br /&gt;
* arena_bridge&lt;br /&gt;
* arena_trainyard&lt;br /&gt;
* arena_well&lt;br /&gt;
* cp_badlands&lt;br /&gt;
* cp_granary&lt;br /&gt;
* cp_staredown&lt;br /&gt;
* cp_well&lt;br /&gt;
* ctf_2fort&lt;br /&gt;
* ctf_badlands&lt;br /&gt;
* ctf_well&lt;br /&gt;
* koth_badlands&lt;br /&gt;
* koth_crossover&lt;br /&gt;
* pf_target&lt;br /&gt;
* plr_chariots&lt;br /&gt;
* pl_goldrush&lt;br /&gt;
* tc_hydro&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Pre-Fortress 2 makes various changes to the original weapons and loadouts, as well as adding original weapons.&lt;br /&gt;
&lt;br /&gt;
* Scout now has a standard Shotgun and the unused Nail Gun instead of his Scattergun and Pistol.&lt;br /&gt;
* The stock Sniper Rifle now functions more akin to the Classic in base TF2.&lt;br /&gt;
* Pyro now has the unused Branding Iron instead of his Fire Axe and his Airblast has been replace with the ability to fire Incendiary Rockets.&lt;br /&gt;
* Medic&#039;s Needlegun and Bonesaw have been replaced with an SMG and a Healing/Poison Needle.&lt;br /&gt;
* Demoman now has Remote Pipe Bombs instead of Stickybombs and his Grenade Launcher&#039;s clip has been expanded to the original 6.&lt;br /&gt;
* Spy now has the unused Tranquilizer Gun in addition to his original loadout&lt;br /&gt;
&lt;br /&gt;
===== Grenades =====&lt;br /&gt;
Pre-Fortress 2 adds TF2&#039;s cut [[Grenades|Grenade]] system, Giving each class two grenade types with the exception of Sniper who only has one.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades for each class&lt;br /&gt;
!&lt;br /&gt;
!Scout&lt;br /&gt;
!Soldier&lt;br /&gt;
!Pyro&lt;br /&gt;
!Demoman&lt;br /&gt;
!Heavy&lt;br /&gt;
!Engineer&lt;br /&gt;
!Medic&lt;br /&gt;
!Sniper&lt;br /&gt;
!Spy&lt;br /&gt;
!Civilian&lt;br /&gt;
|-&lt;br /&gt;
!Grenade A&lt;br /&gt;
|Bear Traps&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!Amount of A&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!Grenade B&lt;br /&gt;
|Concussion&lt;br /&gt;
|Nail&lt;br /&gt;
|Incendiary&lt;br /&gt;
|Dynamite&lt;br /&gt;
|Dynamite&lt;br /&gt;
|EMP&lt;br /&gt;
|Healing&lt;br /&gt;
|N/A&lt;br /&gt;
|Smoke&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
!Amount of B&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Grenade Types&lt;br /&gt;
!Frag&lt;br /&gt;
|Basic Grenade type, explodes 4 seconds after being pulled out.&lt;br /&gt;
|-&lt;br /&gt;
!Bear Traps&lt;br /&gt;
|Releases 6 Bear Traps after being pulled out, deals damage and slows targets when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
!Concussion&lt;br /&gt;
|Deals no damage on explosion, instead forcibly disrupting the aim of anyone caught in the blast.&lt;br /&gt;
|-&lt;br /&gt;
!Nail&lt;br /&gt;
|levitates into the air and shoots nails in various directions for 4 seconds, exploding after.&lt;br /&gt;
|-&lt;br /&gt;
!Incendiary&lt;br /&gt;
|Bursts into a circle of flames for 4 seconds, explosion is postponed until it lands.&lt;br /&gt;
|-&lt;br /&gt;
!Dynamite&lt;br /&gt;
|Releases 4 smaller sticks of dynamite on explosion, each dynamite stick explodes after 2-3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!EMP&lt;br /&gt;
|Primarily damages armor, causes dropped weapons to explode and disable buildings for 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!Healing&lt;br /&gt;
|Heals teammates and poisons enemies.&lt;br /&gt;
|-&lt;br /&gt;
!Smoke&lt;br /&gt;
|Releases a smoke cloud that damages and nauseates enemies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Armor =====&lt;br /&gt;
Pre-Fortress 2 adds TF2&#039;s cut [[Armor]] system, rebalancing each class&#039;s health to account for it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Health and Armor&lt;br /&gt;
!&lt;br /&gt;
!Scout&lt;br /&gt;
!Soldier&lt;br /&gt;
!Pyro&lt;br /&gt;
!Demoman&lt;br /&gt;
!Heavy&lt;br /&gt;
!Engineer&lt;br /&gt;
!Medic&lt;br /&gt;
!Sniper&lt;br /&gt;
!Spy&lt;br /&gt;
!Civilian&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|90&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|90&lt;br /&gt;
|95&lt;br /&gt;
|90&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
!Armor&lt;br /&gt;
|50&lt;br /&gt;
|125&lt;br /&gt;
|150&lt;br /&gt;
|100&lt;br /&gt;
|225&lt;br /&gt;
|50&lt;br /&gt;
|100&lt;br /&gt;
|25&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Armor Type&lt;br /&gt;
|Light&lt;br /&gt;
|Heavy&lt;br /&gt;
|Medium&lt;br /&gt;
|Medium&lt;br /&gt;
|Heavy&lt;br /&gt;
|Medium&lt;br /&gt;
|Medium&lt;br /&gt;
|Light&lt;br /&gt;
|Light&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
[[Category:sourcemod]] [[Category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Pre-Fortress_2&amp;diff=882</id>
		<title>Pre-Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Pre-Fortress_2&amp;diff=882"/>
		<updated>2025-06-17T00:07:08Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Pre-Fortress 2|FileName=Pre-fortress 2 header.png|Status=Active|Version=0.7.3|Socials=https://discord.gg/ra68rM5nuE,https://prefortress.com,https://www.youtube.com/channel/UCiq_1q67x00inzrY4WIQPng,https://x.com/PreFortress2,https://bsky.app/profile/prefortress.com|SourceCodeLink=https://prefortress.com/download/}}&lt;br /&gt;
&#039;&#039;&#039;Pre-Fortress 2&#039;&#039;&#039; is a TF2 sourcemod that caters to the gameplay of earlier Team Fortress installments while maintaining the aesthetics from TF2&#039;s alternative designs from 2006. This mod re-adds cut content such as armor, weapons, grenades, textures, sounds, and more that can be seen in the &amp;quot;[https://www.youtube.com/watch?v=N7ZafWA2jd8 Team Fortress 2 Trailer]&amp;quot; video post to the official Team Fortress YouTube channel.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
* ad_dustbowl&lt;br /&gt;
* ad_gravelpit&lt;br /&gt;
* arena_bridge&lt;br /&gt;
* arena_trainyard&lt;br /&gt;
* arena_well&lt;br /&gt;
* cp_badlands&lt;br /&gt;
* cp_granary&lt;br /&gt;
* cp_staredown&lt;br /&gt;
* cp_well&lt;br /&gt;
* ctf_2fort&lt;br /&gt;
* ctf_badlands&lt;br /&gt;
* ctf_well&lt;br /&gt;
* koth_badlands&lt;br /&gt;
* koth_crossover&lt;br /&gt;
* pf_target&lt;br /&gt;
* plr_chariots&lt;br /&gt;
* pl_goldrush&lt;br /&gt;
* tc_hydro&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Pre-Fortress 2 makes various changes to the original weapons and loadouts, as well as adding original weapons.&lt;br /&gt;
&lt;br /&gt;
* Scout now has a standard Shotgun and the unused Nail Gun instead of his Scattergun and Pistol.&lt;br /&gt;
* The stock Sniper Rifle now functions more akin to the Classic in base TF2.&lt;br /&gt;
* Pyro now has the unused Branding Iron instead of his Fire Axe and his Airblast has been replace with the ability to fire Incendiary Rockets.&lt;br /&gt;
* Medic&#039;s Needlegun and Bonesaw have been replaced with an SMG and a Healing/Poison Needle.&lt;br /&gt;
* Demoman now has Remote Pipe Bombs instead of Stickybombs and his Grenade Launcher&#039;s clip has been expanded to the original 6.&lt;br /&gt;
* Spy now has the unused Tranquilizer Gun in addition to his original loadout&lt;br /&gt;
&lt;br /&gt;
===== Grenades =====&lt;br /&gt;
Pre-Fortress 2 adds TF2&#039;s cut [[Grenades|Grenade]] system, Giving each class two grenade types with the exception of Sniper who only has one.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades for each class&lt;br /&gt;
!&lt;br /&gt;
!Scout&lt;br /&gt;
!Soldier&lt;br /&gt;
!Pyro&lt;br /&gt;
!Demoman&lt;br /&gt;
!Heavy&lt;br /&gt;
!Engineer&lt;br /&gt;
!Medic&lt;br /&gt;
!Sniper&lt;br /&gt;
!Spy&lt;br /&gt;
|-&lt;br /&gt;
!Grenade A&lt;br /&gt;
|Bear Traps&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|-&lt;br /&gt;
!Amount of A&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
!Grenade B&lt;br /&gt;
|Concussion&lt;br /&gt;
|Nail&lt;br /&gt;
|Incendiary&lt;br /&gt;
|Dynamite&lt;br /&gt;
|Dynamite&lt;br /&gt;
|EMP&lt;br /&gt;
|Healing&lt;br /&gt;
|N/A&lt;br /&gt;
|Smoke&lt;br /&gt;
|-&lt;br /&gt;
!Amount of B&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Grenade Types&lt;br /&gt;
!Frag&lt;br /&gt;
|Basic Grenade type, explodes 4 seconds after being pulled out.&lt;br /&gt;
|-&lt;br /&gt;
!Bear Traps&lt;br /&gt;
|Releases 6 Bear Traps after being pulled out, deals damage and slows targets when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
!Concussion&lt;br /&gt;
|Deals no damage on explosion, instead forcibly disrupting the aim of anyone caught in the blast.&lt;br /&gt;
|-&lt;br /&gt;
!Nail&lt;br /&gt;
|levitates into the air and shoots nails in various directions for 4 seconds, exploding after.&lt;br /&gt;
|-&lt;br /&gt;
!Incendiary&lt;br /&gt;
|Bursts into a circle of flames for 4 seconds, explosion is postponed until it lands.&lt;br /&gt;
|-&lt;br /&gt;
!Dynamite&lt;br /&gt;
|Releases 4 smaller sticks of dynamite on explosion, each dynamite stick explodes after 2-3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!EMP&lt;br /&gt;
|Primarily damages armor, causes dropped weapons to explode and disable buildings for 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!Healing&lt;br /&gt;
|Heals teammates and poisons enemies.&lt;br /&gt;
|-&lt;br /&gt;
!Smoke&lt;br /&gt;
|Releases a smoke cloud that damages and nauseates enemies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Armor =====&lt;br /&gt;
Pre-Fortress 2 adds TF2&#039;s cut [[Armor]] system, rebalancing each class&#039;s health to account for it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Health and Armor&lt;br /&gt;
!&lt;br /&gt;
!Scout&lt;br /&gt;
!Soldier&lt;br /&gt;
!Pyro&lt;br /&gt;
!Demoman&lt;br /&gt;
!Heavy&lt;br /&gt;
!Engineer&lt;br /&gt;
!Medic&lt;br /&gt;
!Sniper&lt;br /&gt;
!Spy&lt;br /&gt;
!Civilian&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|90&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|90&lt;br /&gt;
|95&lt;br /&gt;
|90&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
!Armor&lt;br /&gt;
|50&lt;br /&gt;
|125&lt;br /&gt;
|150&lt;br /&gt;
|100&lt;br /&gt;
|225&lt;br /&gt;
|50&lt;br /&gt;
|100&lt;br /&gt;
|25&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Armor Type&lt;br /&gt;
|Light&lt;br /&gt;
|Heavy&lt;br /&gt;
|Medium&lt;br /&gt;
|Medium&lt;br /&gt;
|Heavy&lt;br /&gt;
|Medium&lt;br /&gt;
|Medium&lt;br /&gt;
|Light&lt;br /&gt;
|Light&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
[[Category:sourcemod]] [[Category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Pre-Fortress_2&amp;diff=881</id>
		<title>Pre-Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Pre-Fortress_2&amp;diff=881"/>
		<updated>2025-06-17T00:04:38Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: Changed the formatting of the Grenade and Armor section headers to make them actual sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Pre-Fortress 2|FileName=Pre-fortress 2 header.png|Status=Active|Version=0.7.3|Socials=https://discord.gg/ra68rM5nuE,https://prefortress.com,https://www.youtube.com/channel/UCiq_1q67x00inzrY4WIQPng,https://x.com/PreFortress2,https://bsky.app/profile/prefortress.com|SourceCodeLink=https://prefortress.com/download/}}&lt;br /&gt;
&#039;&#039;&#039;Pre-Fortress 2&#039;&#039;&#039; is a TF2 sourcemod that caters to the gameplay of earlier Team Fortress installments while maintaining the aesthetics from TF2&#039;s alternative designs from 2006. This mod re-adds cut content such as armor, weapons, grenades, textures, sounds, and more that can be seen in the &amp;quot;[https://www.youtube.com/watch?v=N7ZafWA2jd8 Team Fortress 2 Trailer]&amp;quot; video post to the official Team Fortress YouTube channel.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
* ad_dustbowl&lt;br /&gt;
* ad_gravelpit&lt;br /&gt;
* arena_bridge&lt;br /&gt;
* arena_trainyard&lt;br /&gt;
* arena_well&lt;br /&gt;
* cp_badlands&lt;br /&gt;
* cp_granary&lt;br /&gt;
* cp_staredown&lt;br /&gt;
* cp_well&lt;br /&gt;
* ctf_2fort&lt;br /&gt;
* ctf_badlands&lt;br /&gt;
* ctf_well&lt;br /&gt;
* koth_badlands&lt;br /&gt;
* koth_crossover&lt;br /&gt;
* pf_target&lt;br /&gt;
* plr_chariots&lt;br /&gt;
* pl_goldrush&lt;br /&gt;
* tc_hydro&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Pre-Fortress 2 makes various changes to the original weapons and loadouts, as well as adding original weapons.&lt;br /&gt;
&lt;br /&gt;
* Scout now has a standard Shotgun and the unused Nail Gun instead of his Scattergun and Pistol.&lt;br /&gt;
* The stock Sniper Rifle now functions more akin to the Classic in base TF2.&lt;br /&gt;
* Pyro now has the unused Branding Iron instead of his Fire Axe and his Airblast has been replace with the ability to fire Incendiary Rockets.&lt;br /&gt;
* Medic&#039;s Needlegun and Bonesaw have been replaced with an SMG and a Healing/Poison Needle.&lt;br /&gt;
* Demoman now has Remote Pipe Bombs instead of Stickybombs and his Grenade Launcher&#039;s clip has been expanded to the original 6.&lt;br /&gt;
* Spy now has the unused Tranquilizer Gun in addition to his original loadout&lt;br /&gt;
&lt;br /&gt;
===== Grenades =====&lt;br /&gt;
Pre-Fortress 2 adds TF2&#039;s cut [[Grenades|Grenade]] system, Giving each class two grenade types with the exception of Sniper who only has one.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Armor for each class&lt;br /&gt;
!&lt;br /&gt;
!Scout&lt;br /&gt;
!Soldier&lt;br /&gt;
!Pyro&lt;br /&gt;
!Demoman&lt;br /&gt;
!Heavy&lt;br /&gt;
!Engineer&lt;br /&gt;
!Medic&lt;br /&gt;
!Sniper&lt;br /&gt;
!Spy&lt;br /&gt;
|-&lt;br /&gt;
!Grenade A&lt;br /&gt;
|Bear Traps&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|-&lt;br /&gt;
!Amount of A&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
!Grenade B&lt;br /&gt;
|Concussion&lt;br /&gt;
|Nail&lt;br /&gt;
|Incendiary&lt;br /&gt;
|Dynamite&lt;br /&gt;
|Dynamite&lt;br /&gt;
|EMP&lt;br /&gt;
|Healing&lt;br /&gt;
|N/A&lt;br /&gt;
|Smoke&lt;br /&gt;
|-&lt;br /&gt;
!Amount of B&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Grenade Types&lt;br /&gt;
!Frag&lt;br /&gt;
|Basic Grenade type, explodes 4 seconds after being pulled out.&lt;br /&gt;
|-&lt;br /&gt;
!Bear Traps&lt;br /&gt;
|Releases 6 Bear Traps after being pulled out, deals damage and slows targets when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
!Concussion&lt;br /&gt;
|Deals no damage on explosion, instead forcibly disrupting the aim of anyone caught in the blast.&lt;br /&gt;
|-&lt;br /&gt;
!Nail&lt;br /&gt;
|levitates into the air and shoots nails in various directions for 4 seconds, exploding after.&lt;br /&gt;
|-&lt;br /&gt;
!Incendiary&lt;br /&gt;
|Bursts into a circle of flames for 4 seconds, explosion is postponed until it lands.&lt;br /&gt;
|-&lt;br /&gt;
!Dynamite&lt;br /&gt;
|Releases 4 smaller sticks of dynamite on explosion, each dynamite stick explodes after 2-3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!EMP&lt;br /&gt;
|Primarily damages armor, causes dropped weapons to explode and disable buildings for 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!Healing&lt;br /&gt;
|Heals teammates and poisons enemies.&lt;br /&gt;
|-&lt;br /&gt;
!Smoke&lt;br /&gt;
|Releases a smoke cloud that damages and nauseates enemies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Armor =====&lt;br /&gt;
Pre-Fortress 2 adds TF2&#039;s cut [[Armor]] system, rebalancing each class&#039;s health to account for it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Health and Armor&lt;br /&gt;
!&lt;br /&gt;
!Scout&lt;br /&gt;
!Soldier&lt;br /&gt;
!Pyro&lt;br /&gt;
!Demoman&lt;br /&gt;
!Heavy&lt;br /&gt;
!Engineer&lt;br /&gt;
!Medic&lt;br /&gt;
!Sniper&lt;br /&gt;
!Spy&lt;br /&gt;
!Civilian&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|90&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|90&lt;br /&gt;
|95&lt;br /&gt;
|90&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
!Armor&lt;br /&gt;
|50&lt;br /&gt;
|125&lt;br /&gt;
|150&lt;br /&gt;
|100&lt;br /&gt;
|225&lt;br /&gt;
|50&lt;br /&gt;
|100&lt;br /&gt;
|25&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Armor Type&lt;br /&gt;
|Light&lt;br /&gt;
|Heavy&lt;br /&gt;
|Medium&lt;br /&gt;
|Medium&lt;br /&gt;
|Heavy&lt;br /&gt;
|Medium&lt;br /&gt;
|Medium&lt;br /&gt;
|Light&lt;br /&gt;
|Light&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
[[Category:sourcemod]] [[Category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Pre-Fortress_2&amp;diff=880</id>
		<title>Pre-Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Pre-Fortress_2&amp;diff=880"/>
		<updated>2025-06-16T23:50:07Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: Added content to the Weapons section, added Grenades and Armor sections.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Pre-Fortress 2|FileName=Pre-fortress 2 header.png|Status=Active|Version=0.7.3|Socials=https://discord.gg/ra68rM5nuE,https://prefortress.com,https://www.youtube.com/channel/UCiq_1q67x00inzrY4WIQPng,https://x.com/PreFortress2,https://bsky.app/profile/prefortress.com|SourceCodeLink=https://prefortress.com/download/}}&lt;br /&gt;
&#039;&#039;&#039;Pre-Fortress 2&#039;&#039;&#039; is a TF2 sourcemod that caters to the gameplay of earlier Team Fortress installments while maintaining the aesthetics from TF2&#039;s alternative designs from 2006. This mod re-adds cut content such as armor, weapons, grenades, textures, sounds, and more that can be seen in the &amp;quot;[https://www.youtube.com/watch?v=N7ZafWA2jd8 Team Fortress 2 Trailer]&amp;quot; video post to the official Team Fortress YouTube channel.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
* ad_dustbowl&lt;br /&gt;
* ad_gravelpit&lt;br /&gt;
* arena_bridge&lt;br /&gt;
* arena_trainyard&lt;br /&gt;
* arena_well&lt;br /&gt;
* cp_badlands&lt;br /&gt;
* cp_granary&lt;br /&gt;
* cp_staredown&lt;br /&gt;
* cp_well&lt;br /&gt;
* ctf_2fort&lt;br /&gt;
* ctf_badlands&lt;br /&gt;
* ctf_well&lt;br /&gt;
* koth_badlands&lt;br /&gt;
* koth_crossover&lt;br /&gt;
* pf_target&lt;br /&gt;
* plr_chariots&lt;br /&gt;
* pl_goldrush&lt;br /&gt;
* tc_hydro&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Pre-Fortress 2 makes various changes to the original weapons and loadouts, as well as adding original weapons.&lt;br /&gt;
&lt;br /&gt;
* Scout now has a standard Shotgun and the unused Nail Gun instead of his Scattergun and Pistol.&lt;br /&gt;
* The stock Sniper Rifle now functions more akin to the Classic in base TF2.&lt;br /&gt;
* Pyro now has the unused Branding Iron instead of his Fire Axe and his Airblast has been replace with the ability to fire Incendiary Rockets.&lt;br /&gt;
* Medic&#039;s Needlegun and Bonesaw have been replaced with an SMG and a Healing/Poison Needle.&lt;br /&gt;
* Demoman now has Remote Pipe Bombs instead of Stickybombs and his Grenade Launcher&#039;s clip has been expanded to the original 6.&lt;br /&gt;
* Spy now has the unused Tranquilizer Gun in addition to his original loadout&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pre-Fortress 2 adds TF2&#039;s cut [[Grenades|Grenade]] system, Giving each class two grenade types with the exception of Sniper who only has one.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Armor for each class&lt;br /&gt;
!&lt;br /&gt;
!Scout&lt;br /&gt;
!Soldier&lt;br /&gt;
!Pyro&lt;br /&gt;
!Demoman&lt;br /&gt;
!Heavy&lt;br /&gt;
!Engineer&lt;br /&gt;
!Medic&lt;br /&gt;
!Sniper&lt;br /&gt;
!Spy&lt;br /&gt;
|-&lt;br /&gt;
!Grenade A&lt;br /&gt;
|Bear Traps&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|-&lt;br /&gt;
!Amount of A&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
!Grenade B&lt;br /&gt;
|Concussion&lt;br /&gt;
|Nail&lt;br /&gt;
|Incendiary&lt;br /&gt;
|Dynamite&lt;br /&gt;
|Dynamite&lt;br /&gt;
|EMP&lt;br /&gt;
|Healing&lt;br /&gt;
|N/A&lt;br /&gt;
|Smoke&lt;br /&gt;
|-&lt;br /&gt;
!Amount of B&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Grenade Types&lt;br /&gt;
!Frag&lt;br /&gt;
|Basic Grenade type, explodes 4 seconds after being pulled out.&lt;br /&gt;
|-&lt;br /&gt;
!Bear Traps&lt;br /&gt;
|Releases 6 Bear Traps after being pulled out, deals damage and slows targets when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
!Concussion&lt;br /&gt;
|Deals no damage on explosion, instead forcibly disrupting the aim of anyone caught in the blast.&lt;br /&gt;
|-&lt;br /&gt;
!Nail&lt;br /&gt;
|levitates into the air and shoots nails in various directions for 4 seconds, exploding after.&lt;br /&gt;
|-&lt;br /&gt;
!Incendiary&lt;br /&gt;
|Bursts into a circle of flames for 4 seconds, explosion is postponed until it lands.&lt;br /&gt;
|-&lt;br /&gt;
!Dynamite&lt;br /&gt;
|Releases 4 smaller sticks of dynamite on explosion, each dynamite stick explodes after 2-3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!EMP&lt;br /&gt;
|Primarily damages armor, causes dropped weapons to explode and disable buildings for 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!Healing&lt;br /&gt;
|Heals teammates and poisons enemies.&lt;br /&gt;
|-&lt;br /&gt;
!Smoke&lt;br /&gt;
|Releases a smoke cloud that damages and nauseates enemies.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Armor and Armor Types&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pre-Fortress 2 adds TF2&#039;s cut [[Armor]] system, rebalancing each class&#039;s health to account for it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Health and Armor&lt;br /&gt;
!&lt;br /&gt;
!Scout&lt;br /&gt;
!Soldier&lt;br /&gt;
!Pyro&lt;br /&gt;
!Demoman&lt;br /&gt;
!Heavy&lt;br /&gt;
!Engineer&lt;br /&gt;
!Medic&lt;br /&gt;
!Sniper&lt;br /&gt;
!Spy&lt;br /&gt;
!Civilian&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|90&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|90&lt;br /&gt;
|95&lt;br /&gt;
|90&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
!Armor&lt;br /&gt;
|50&lt;br /&gt;
|125&lt;br /&gt;
|150&lt;br /&gt;
|100&lt;br /&gt;
|225&lt;br /&gt;
|50&lt;br /&gt;
|100&lt;br /&gt;
|25&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Armor Type&lt;br /&gt;
|Light&lt;br /&gt;
|Heavy&lt;br /&gt;
|Medium&lt;br /&gt;
|Medium&lt;br /&gt;
|Heavy&lt;br /&gt;
|Medium&lt;br /&gt;
|Medium&lt;br /&gt;
|Light&lt;br /&gt;
|Light&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
[[Category:sourcemod]] [[Category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Pre-Fortress_2&amp;diff=879</id>
		<title>Pre-Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Pre-Fortress_2&amp;diff=879"/>
		<updated>2025-06-16T23:49:11Z</updated>

		<summary type="html">&lt;p&gt;Bendabest2010: Added content to the Weapons section, added Grenades and Armor sections.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Pre-Fortress 2|FileName=Pre-fortress 2 header.png|Status=Active|Version=0.7.3|Socials=https://discord.gg/ra68rM5nuE,https://prefortress.com,https://www.youtube.com/channel/UCiq_1q67x00inzrY4WIQPng,https://x.com/PreFortress2,https://bsky.app/profile/prefortress.com|SourceCodeLink=https://prefortress.com/download/}}&lt;br /&gt;
&#039;&#039;&#039;Pre-Fortress 2&#039;&#039;&#039; is a TF2 sourcemod that caters to the gameplay of earlier Team Fortress installments while maintaining the aesthetics from TF2&#039;s alternative designs from 2006. This mod re-adds cut content such as armor, weapons, grenades, textures, sounds, and more that can be seen in the &amp;quot;[https://www.youtube.com/watch?v=N7ZafWA2jd8 Team Fortress 2 Trailer]&amp;quot; video post to the official Team Fortress YouTube channel.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
* ad_dustbowl&lt;br /&gt;
* ad_gravelpit&lt;br /&gt;
* arena_bridge&lt;br /&gt;
* arena_trainyard&lt;br /&gt;
* arena_well&lt;br /&gt;
* cp_badlands&lt;br /&gt;
* cp_granary&lt;br /&gt;
* cp_staredown&lt;br /&gt;
* cp_well&lt;br /&gt;
* ctf_2fort&lt;br /&gt;
* ctf_badlands&lt;br /&gt;
* ctf_well&lt;br /&gt;
* koth_badlands&lt;br /&gt;
* koth_crossover&lt;br /&gt;
* pf_target&lt;br /&gt;
* plr_chariots&lt;br /&gt;
* pl_goldrush&lt;br /&gt;
* tc_hydro&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Pre-Fortress 2 makes various changes to the original weapons and loadouts, as well as adding original weapons.&lt;br /&gt;
&lt;br /&gt;
* Scout now has a standard Shotgun and the unused Nail Gun&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Nail_Gun&amp;lt;/ref&amp;gt; instead of his Scattergun and Pistol.&lt;br /&gt;
* The stock Sniper Rifle now functions more akin to the Classic in base TF2&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Classic&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* Pyro now has the unused Branding Iron&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Branding_Iron&amp;lt;/ref&amp;gt; instead of his Fire Axe and his Airblast has been replace with the ability to fire Incendiary Rockets.&lt;br /&gt;
* Medic&#039;s Needlegun and Bonesaw have been replaced with an SMG and a Healing/Poison Needle.&lt;br /&gt;
* Demoman now has Remote Pipe Bombs instead of Stickybombs and his Grenade Launcher&#039;s clip has been expanded to the original 6.&lt;br /&gt;
* Spy now has the unused Tranquilizer Gun&amp;lt;ref&amp;gt;https://wiki.teamfortress.com/wiki/Tranquilizer_Gun&amp;lt;/ref&amp;gt; in addition to his original loadout&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pre-Fortress 2 adds TF2&#039;s cut [[Grenades|Grenade]] system, Giving each class two grenade types with the exception of Sniper who only has one.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Armor for each class&lt;br /&gt;
!&lt;br /&gt;
!Scout&lt;br /&gt;
!Soldier&lt;br /&gt;
!Pyro&lt;br /&gt;
!Demoman&lt;br /&gt;
!Heavy&lt;br /&gt;
!Engineer&lt;br /&gt;
!Medic&lt;br /&gt;
!Sniper&lt;br /&gt;
!Spy&lt;br /&gt;
|-&lt;br /&gt;
!Grenade A&lt;br /&gt;
|Bear Traps&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|Frag&lt;br /&gt;
|-&lt;br /&gt;
!Amount of A&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
!Grenade B&lt;br /&gt;
|Concussion&lt;br /&gt;
|Nail&lt;br /&gt;
|Incendiary&lt;br /&gt;
|Dynamite&lt;br /&gt;
|Dynamite&lt;br /&gt;
|EMP&lt;br /&gt;
|Healing&lt;br /&gt;
|N/A&lt;br /&gt;
|Smoke&lt;br /&gt;
|-&lt;br /&gt;
!Amount of B&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Grenade Types&lt;br /&gt;
!Frag&lt;br /&gt;
|Basic Grenade type, explodes 4 seconds after being pulled out.&lt;br /&gt;
|-&lt;br /&gt;
!Bear Traps&lt;br /&gt;
|Releases 6 Bear Traps after being pulled out, deals damage and slows targets when stepped on.&lt;br /&gt;
|-&lt;br /&gt;
!Concussion&lt;br /&gt;
|Deals no damage on explosion, instead forcibly disrupting the aim of anyone caught in the blast.&lt;br /&gt;
|-&lt;br /&gt;
!Nail&lt;br /&gt;
|levitates into the air and shoots nails in various directions for 4 seconds, exploding after.&lt;br /&gt;
|-&lt;br /&gt;
!Incendiary&lt;br /&gt;
|Bursts into a circle of flames for 4 seconds, explosion is postponed until it lands.&lt;br /&gt;
|-&lt;br /&gt;
!Dynamite&lt;br /&gt;
|Releases 4 smaller sticks of dynamite on explosion, each dynamite stick explodes after 2-3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!EMP&lt;br /&gt;
|Primarily damages armor, causes dropped weapons to explode and disable buildings for 3 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!Healing&lt;br /&gt;
|Heals teammates and poisons enemies.&lt;br /&gt;
|-&lt;br /&gt;
!Smoke&lt;br /&gt;
|Releases a smoke cloud that damages and nauseates enemies.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Armor and Armor Types&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pre-Fortress 2 adds TF2&#039;s cut [[Armor]] system, rebalancing each class&#039;s health to account for it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Health and Armor&lt;br /&gt;
!&lt;br /&gt;
!Scout&lt;br /&gt;
!Soldier&lt;br /&gt;
!Pyro&lt;br /&gt;
!Demoman&lt;br /&gt;
!Heavy&lt;br /&gt;
!Engineer&lt;br /&gt;
!Medic&lt;br /&gt;
!Sniper&lt;br /&gt;
!Spy&lt;br /&gt;
!Civilian&lt;br /&gt;
|-&lt;br /&gt;
!Health&lt;br /&gt;
|90&lt;br /&gt;
|100&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|100&lt;br /&gt;
|90&lt;br /&gt;
|90&lt;br /&gt;
|95&lt;br /&gt;
|90&lt;br /&gt;
|200&lt;br /&gt;
|-&lt;br /&gt;
!Armor&lt;br /&gt;
|50&lt;br /&gt;
|125&lt;br /&gt;
|150&lt;br /&gt;
|100&lt;br /&gt;
|225&lt;br /&gt;
|50&lt;br /&gt;
|100&lt;br /&gt;
|25&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
!Armor Type&lt;br /&gt;
|Light&lt;br /&gt;
|Heavy&lt;br /&gt;
|Medium&lt;br /&gt;
|Medium&lt;br /&gt;
|Heavy&lt;br /&gt;
|Medium&lt;br /&gt;
|Medium&lt;br /&gt;
|Light&lt;br /&gt;
|Light&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
[[Category:sourcemod]] [[Category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Bendabest2010</name></author>
	</entry>
</feed>