Classic Guide - Guide for Half-Life: Team Fortress Classic
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Half-Life: Team Fortress Classic guide written and copyrighted by bad wolf e-mail: [email protected] ------------------------------------------------------------------------------------- ---------- Legal Notes: You may not reproduce this anywhere without my permission. So far, cheatcodes, The Cheat Empire,If you do want to place this on your website, just make sure you e-mail me first to ask permission.i am soon producing credits sections where the best comments ,helps ,corrections etc are always welcomed [howlers not counted] ahmmÂ… ------------------------------------------------------------------------------------- ---------- Revision History: v.5: Changed my Legal Notes a tad. Added some general and class tips, and placed a bunch of screenshots on my website. These screenshots are of good SG places for three maps; it took a lot of time to get just these done, and I don't like working. 3: Added some Generic Tips, and more map tips. Saturday, August 12, 2000 v.2: Added some map tips, and TFC Terminology. Thursday, August 10, 2000 v.1: First, consisted of class tips only. ------------------------------------------------------------------------------------- ---------- Half-Life: Team Fortress Classic (which I will refer to as TFC from now on) is, in my opinion, one of the best, or at least most fun, multiplayer games out there. It involves you choosing a team, and then a class, and then working with your teammates towards a common goal. Usually this is capturing the enemy flag, while defending your own flag from capture. At least, this is the ideal way to play. Most of the online games you have will be cowboys who go on flag runs by themselves, or five-year-olds who think it's funny to attack their teammates, thereby removing their armor. Before I go into gameplay, let's cover the technical aspects. ------------------------------------------------------------------------------------- ---------- ---------------------------------------------------------------------------- ------------------- 2.0--Being the Master of Puppets Now you will learn how to set up your control configuration. I'll give you the control setup that I use. Feel free to change it if you don't like it though. Mouse: Moving the mouse controls the direction I face. That is to say, I use it to aim. Left Mouse Button: This shoots the gun that I have drawn. Right Mouse Button: This uses my class's special skill, such as building a sentry gun, or detonate pipeboms. Middle Mouse Button: This reloads the gun that I have drawn. Mouse Wheel: This changes weapons. Shift: This causes me to jump. Ctrl: This causes me to duck. Enter: This "uses" an item in front of me, such as a button for an elevator. N: This brings up the "change teams" menu. B: This brings up the "change class" menu. X: This drops unneccesary ammo for others to pick up. Z: This emits an audible call for a medic. F: This throws the first type of grenade for my class. G: This throws the second type of grenade for my class. D: This sets a demolition pack, if I am a Demoman. J: This feigns death, if I am a spy. C: This drops the flag, if I'm carrying it. Y: This allows me to type a message for everyone to see. U: This allows me to type a message for only my team to see. ~: This brings up the console, to type certain commands. Like I said, feel free to change this a little if you don't like it; but this works very well for me. That being said, let's review the classes, after we get some general tips. ------------------------------------------------------------------------------------- ----------- 3.0--General Tips to Remember *Don't go cowboy. Work with your teammates; never attack the enemy base alone. Even a spy should go in, through a different entrance than the main group. *If you're entering your own flag room to defend it and you have other teammates in there, don't carry your original weapon as you enter. That is to say, whatever weapon you're holding when you respawn is one you don't want to be carrying at this point in time. The reason for this is that **SPIES IN DISGUISE ALWAYS HOLD THE ORIGINAL WEAPON OF THE CLASS THEY ARE DISGUISED AS**. Alert your teammates of this fact as well. Often. *Likewise, don't shoot someone just because they might be a spy--do a quick check to see what weapon they're holding. Remember though, spies give a fake ID when aimed at. *If you're about to die, toss a grenade. Even if you die before you throw it, the grenade will still be primed, and will still go off. This will ensure that you get a good chance at hurting the person who killed you. *Don't shoot your teammates. If you must spy check, shoot them with a weak weapon. If TK is on, there won't be much of a way to spy check, so just be careful. *If you're trying to get by snipers, don't stand still or run in a straight line. Strafe side to side, jump a little, etc. It's harder to hit a moving target. *Don't hop around like a deranged rabbit in fights. Moving around is fine, and even advised, but jumping lowers your accuracy, makes you more vunerable to explosives, and makes you look like an idiot. *Don't do the same thing every time. If you keep getting shot by snipers when you try to go through the main entrance, go through the side entrance. If you go one way from the enemy flag room and meet heavy defense, go the other way next time. *If an enemy medic infects you, don't go back into your respawn. Use team- talk(U) to alert your medic of your location, then hide in a corner until he gets there. If your team doesn't have a medic, well, you're screwed, so go on a suicide mission and try to take out an SG or a sniper. *Find a good server. warpcore.org(my favorite), T3 OWOL.com 2 and 3 are all good servers, but feel free to try some other ones if you want to. *"Refresh" a server before you join, to check and see if they are full or running a map you don't have. It's usually not worth it to spend 15 minutes downloading the map that a server is running, since the match will be half-over with by the time you're done. *Groups of TFC players are called clans. ImP(Imperial Marine Platoon, 2MC(2 Man Clan), FF, and NoXC are four examples of clans. Most clans such as the ones mentioned only let good people in, and probably won't let you in even if you're doing well. Basically, what I'm getting at is, try not to mess with these clans. Especially 2MC, since I'm a member(heh heh). However, you can usually be sure that people in these clans will play fair and not act like jerks, so try to find a server with a couple. *Finally, the most important rule: HAVE FUN! Don't get upset over doing poorly, and don't brag about doing well. Try to make sure a fun time is had by all. It should be noted that there are some jerks out there who "spam" the chat lines with racism, sexism, perversion, etc. These are usually twelve-year-olds with no social lives who think they're being funny, so try to avoid them, and whatever you do, don't get incredily mad. That's their intention(sometimes). ------------------------------------------------------------------------------------- ----------- 4.0--Choosing a Class That's Right for You Scout The Scout is a flag runner, pure and simple. This is the worst class for fighting in all of TFC. However, this class is also the fastest runner. The Scout uses weak weaponry and carries very little armor. *Be a hippie, and avoid fights. Chances are, if you fight, you'll lose. Use your speed to your advantage, and get past your enemies as quickly as possible. *Use the side entrances. The main entrance is the most heavily defended, and you might not be able to break through. *Use your concussion grenades. If you see a Heavy Weapons Guy, try to hit him with a concussion grenade("G" on my setup) before he sees you. Dizziness makes it harder to aim. *Avoid sentry guns at all costs. They aren't affected by concussion grenades, and they shoot you mercilessly on sight. You can peek around the corner and try to shoot it with your nailgun, but chances are if they have a good engineer he'll be there to prevent such things. If you see a sentry gun, call in a soldier or someone else who's a good fighter. *You can be important on defense. By touching an enemy spy who's disguised, you can remove their disguise. If you stay on defense, help guard your engineer's sentry guns. *Use your caltrops. If that huge(fat) Heavy Weapons Guy is chasing you, lay some caltrops("F" in my setup) in a narrow corridor to cut his running speed in half. *Once again, DO NOT FIGHT!! I cannot stress this enough. You as a scout are so weak that you literally cannot even hurt a soldier who has full armor. Your nailgun removes one point of armor from a soldier and does no damage to health-- meaning that you don't even carry enough ammo to hurt a soldier. ------------------------------------------------------------------------------------- ----------- Sniper The Sniper is a distance killer. This is the epitome of long-range fighting, as a sniper can easily take out an enemy before he even gets near his base. However, the sniper will lose to most other classes at close range, because of the lack of armor and offensive weaponry. *Learn how to use the sniper rifle. Your special skill zooms in for better aiming, and a shot to the head does a lot of damage. A shot to the legs is like stepping on caltrops, and by holding down the fire button, you can charge the rifle for more power. You'll know how much more powerful it's getting by how opaque the red dot is. *Use the nailgun at close range. Using the auto rifle wastes bullets, and many good sniping spots are nowhere near a resupply point. *Take out enemy snipers first. They will be doing the same thing, and if they get you first, you won't be able to take out that soldier coming towards your base. *Take out Heavy Weapons Guys second. They are the strongest class, and spell mayhem if they reach the sniper deck. *Hide the laser sight. Enemies can see it, and they will try to avoid it. *Hide yourself. If you are somewhere that the enemy can't find you but you can still get to them, you'll be able to survive a lot better. ------------------------------------------------------------------------------------- --------- Soldier The Soldier is the meat-and-taters class, the kind that does everything and anything. The soldier has powerful weaponry and heavy armor, and the price of speed. The solider is a resilient class that is indispensable for any team. *Aim for the ground. If you're at close range, the enemy will probably be running around in circles, trying to avoid your rockets. Hitting the ground next to them might not do as much damage, but it will at least hit them. *Learn to rocket jump. Aim stright down, run forward, then jump and shoot at the same time. This will get you high into the air, and allow you to get into the enemy base much faster at the price of about 15 health and 40 armor. This is one of the soldier's most useful techniques--spend time perfecting it. *Pin enemies down with a nail grenade(G). Throw one onto the enemy battlements and watch the snipers scramble, or throw one into the lobby and they'll wait to leave their resupply. Everybody knows that the nail grenade is easily avoided damage, but that knowledge can allow you to pin the enemy down while your faster classes run by. *Use your nail grenade to take out sentry guns. Going mano-a-machino with an SG is not a wise idea for any class. So throw a nail grenade to weaken the SG right around the corner, and maybe some regular grenades to help out a bit. *Reload. Often. Always. Don't run around with two or three rockets in your launcher, reload up to the full four! *Run like a chicken with your head cut off when facing HWs(Heavy Weapons Guys). If you stand still, you'll probably be able to shoot them pretty easily, but they will do the same to you--and in a toe-to-toe fight, HW will beat even a soldier. ------------------------------------------------------------------------------------- ---------- Demoman The Demoman is a strategic class--one of the few that can be used on both offense and defense. With very explosive weaponry, good armor, and the ability to destroy some barriers, the demoman is quite useful on any team. *Lay traps if you're on defense. The manual pipebombs detonate when you right-click, so lay 4-8 of them at a strategic location to blow up anyone who runs through. *Don't place them all in one little area. The pipebombs work much better if you spread them out a bit, which makes it less likely that an enemy can dash past. *Lay detpacks in certain areas. By holding "D" for a few seconds, you can lay a demotlitions package, which can destroy some barriers, such as the grate in Well, the underground tunnel in Rock2, or the tunnel in Crossover2. *Stay at close range. You can't do anything at long range, so make sure you take an in-your-face attitude. *Destroy SGs with your MIRV grenades. If you nail a sentry gun with a MIRV, there's nothing an engineer can do to save that SG. Bad engineers will run up to the SG to repair it after the first blast, only to be killed themselves after the other four. *Learn the pipebomb jump. Similar to the rocket jump, but harder. Stand a short distance from where you want to jump to, knock a pipe bomb off the wall, run, jump, and detonate once you're just past the pipebomb. This is much harder than rocket jumping, and costs more health and armor. Still, it can be useful. *Don't just point and shoot. As someone once told me, "sure, you can just point and shoot as a demoman, but you'll do jack @#$%". That is to say, the manual pipebombs can actually be better for fighting than the automatic grenades. ------------------------------------------------------------------------------------- ----------- Medic The Medic is exactly that--a healer. Only slightly slower than the Scout, and slightly stronger, the medic is useful for offense, defense, and flag running. *Poison your enemies. Hit an enemy with your medkit and he'll be poisoned, which slowly but surely drains life. If he comes into contact with one of his teammates, he'll spread the disease. An enemy medic can cure this, but chances are, the enemy medic is doing the same thing to your team. *Heal, cure, and boost your teammates. Using your medkit removes any status affliction, such as poison, leg injury, dizziness, and such. It will also raise your teammates' health to 100%. Using it beyond that gives an extra 5% or so, up to 150%. *Use your concussion grenades like a Scout. Make that HW dizzy and he's much easier for your soldier to kill. *Go for the flag. You are the second-fastest class in the game, so use it to your advantage. However, you don't need to worry about SGs--you can just toss a couple frag grenades around the corner to destroy the offending automotron. *Listen for "Medic!". If your teammates need your help, they can use this to signal it. More often than not, it means they have a status affliction that they need taking care of. If someone has a red cross over their head, that means they recently made the "Medic!" call. ------------------------------------------------------------------------------------- ----------- Heavy Weapons Guy Commonly referred to as "The Newbie Class", the HW is incredibly powerful--a walking tank. Useful on offense or defense, and annoying to its victims, the HW is a scourge to the enemy team. *Defend at the end of corridors. If the enemy has to get past you to cap the flag, and you are sitting at the end of a long, narrow hallway, then they have no choice but to try to get past you. They won't have room to manuever, and you can use your minigun to chop them up faster than a ginzu knife. *Take out Engineers and other HWs first. The engy's EMP grenades will pretty much kill you in one shot, and an enemy HW is just as powerful as you are. *Don't forget about the MIRVs. Use them to take out SGs, or toss one just before you die. *Use doorways, too. This will allow you to block those annoying scouts and medics, while you kill them. *You're tougher than a $2 steak. The only weapons that do serious damage to you are the EMP grenade, Sniper Rifle, and Minigun(aka Assault Cannon--stupid game designers). This means you don't have to run back to resupply as much as other classes. *Try to stay on defense. That's where you can be most useful, like a mobile SG. ------------------------------------------------------------------------------------- ----------- Pyro One of the most strategic classes in the game, the Pyro can be used effectively on Offense or Defense, without getting a single kill. *Set enemies on fire. No matter what role you're playing, you should try to light them up like a bonfire. *Don't stick around too long. Even if that HW is blinded by fire, he can still sort of see you, and if he can see, he can kill. *Maim, don't kill. Save the kills for the Soldier and HW. Light up your enemies, then leave them to a stronger class. *Shoot your rockets at walls. The heat from your rockets goes through some thin walls, and you can use this to your advantage. If the enemy has an SG built in the lobby, fire some rockets at the ceiling below it to destroy it. *Use your napalm grenades liberally. Set one right in front of the exit to their resupply, and be annoying. Set a couple in the sniper deck, or anywhere else the enemy walks a lot. Throw one at an SG and you'll probably destroy it. *Go for the flag some. You have "medium" speed, much like an Engineer or Sniper. You're just a bit faster than a Soldier or HW--so go for the flag, and let them take out the defenses. ------------------------------------------------------------------------------------- ----------- Spy A cunning and deceptive class, useful for spreading confusion, terror, and backstabs to the enemy team. The expert SG destroyer, and the best way to get rid of snipers. *Disguise yourself as a member of your own team first. If the enemy sees one of their own men running out of your base as part of a group--or even alone--they will know something's up. Disguise with the right mouse button(in my setup). *Disguise yourself as a common enemy class. If the enemy has only one sniper, don't disguise yourself as a sniper. However, if they have five or six snipers, go ahead. *Use secondary entrances. Water, tunnels, anything that isn't the main entrance. *Exit through your secondary entrance. The less you're seen, the less likely you are to be discovered. *Don't shoot people. Using a weapon besides a grenade removes your disguise. *Grenade SGs. It takes two good grenades to destroy a sentry gun--just remember to do it when nobody's looking, or they'll put two and two together. *Fiegn death. If you look dead, they probably won't pay any attention to you. *Crouch and feign. This will put you under the floor, and you'll be nearly invisible and invincible. This is the spy's most useful technique. *Backstab. If you stab someone directly in the back with your knife, it's and instant kill. *Act like the enemy team. Don't run around abnormally, or enter the flag room as a sniper. Maybe you should even throw a grenade at your own teammates, to be even more convincing. Pretend to guard the flag, pretend to guard the lobby, etc. *Provide intelligence. If you don't have enough grenades to destroy four SGs, at least let your team know where they are. Try to tell them everything--defensive postitions, the number of HWs, and such. *Think. Use that grey matter between your ears. On some maps, you can access some of the enemy's resupply rooms--use this to your advantage. Get more grenades to take out those darned SGs. If you disguise yourself as an engineer, you'll be holding the railgun, which most engineers don't do. Pick a class that doesn't have a trait such as this. *Crouch and feign, then wait for an enemy to walk by. Stop feigning, knife them, then go back to your original position. Try to pick a spot that the enemy doesn't walk much. ------------------------------------------------------------------------------------- ---------- Engineer Another thinking class, the engy can set up one of those SGs you've heard so much about. A purely defensive class that can take out scouts and medics with ease. *Build an SG. Find a good spot where the enemy might not notice your SG and build one there as a trap. Or, build an SG in an obvious spot that needs defense. As long as your SG is remotely tough to kill, it's in a good spot. You can build an SG with the special skill key("Right Mouse Button" in my setup). I'm working on taking in-game pictures of SG locations and putting them on my website. A link will be in the next version. *Upgrade your SG. One hit from the wrench will upgrade your SG if you have enough metal, or reload it if not. Each level(up to 3) makes the SG stronger, tougher, and faster to shoot. *Maintain your SG. Hitting it with the wrench reloads and repairs any of your team's SGs; remember this. *Make sure to rotate your SG if it needs it(another "Special Skill"). It won't do jack if it can't see the enemy. *Use your EMPs. They can kill some classes in one shot(HW, Soldier, Demoman), while Scouts and such can be nearly unaffected. Use your shotgun for lighter classes. Remember though, that a smart enemy will have dropped unnessecary ammo, which means the EMP has less to react with. *Don't use the railgun. Experienced teammates will think you are a spy, and the railgun is weak anyway. Use the shotgun or wrench. *Repair your teammates' armor. Sometimes if a teammates uses the medic call in front of you, it means they have very damaged armor. The wrench does this too. ------------------------------------------------------------------------------------- ----------- TFC Terminology Llama: One who is inexperienced or bad at TFC. Spammer: One who says a lot of annoying things with little or no purpose, such as recruiting for a clan. Spammer(2): One who throws grenades at the enemy without caring who they hit, or at their own teammates intentionally. Newbie: See Llama. TK: Team Kill. Refers to shooting your own team intentionally. TK(2): Team Kill. Refers to a game setting which allows you to damage your teammates. FF: Friendly Fire. See TK(2). ------------------------------------------------------------------------------------- ----------- Map Tips: 2Fort *Screenshots of good SG spots can be found at: http://www.geocities.com/showtime426/2fort.html *The only good sniper spots are on the battlements, and inside the main entrance. *If an enemy has SGs up in their ramp room, use the Pyro's Rocket Launcher or the Engy's EMP grenade to take it out through the ceiling. It will take more than one of either. *If you're going after the flag, when you emerge from the ramp spiral, go right and drop down instead of going through their battlements. *The rocket jump can get a soldier into the enemy battlements, or into his own quicker if he's carrying the flag. Also, a skilled rocket jump can get a soldier through the hole in the steel grating, which is above the enemy's main entrance. *Going underwater can give you safe passage into the enemy base, although not much farther than the main entrance. This seems like an amateur tip, but many people forget it. Well *Screenshots of good SG spots can be found at: http://www.geocities.com/showtime426/well.html *The rocket jump can get you over the bunker in the middle of the map. *The demoman can use a detpack to blow apart the underwater grating. *If the enemy has many skilled snipers, go through the water when you're capping the flag. That is to say, don't come up for air until you've reached the bunker in the middle of the map, and you HAVE to. *Good Sniper spots: behind main entrance, in the bunker, in the sniper deck, and on either your roof or your enemies' roof. *You can get the backpacks in the enemy's attic or respawn, if you can get there. Go through the underwater tunnel in the flag room to get to their respawn, grab a bag, and leave before the automated turret gets you. *Demomen can sit on the enemy's roof and lay pipebombs in front of the enemy's base, detonate them when the enemy walks over them. Make sure to have an HW up there to protect the demoman. Dustbowl *Defense needs Engineers, Snipers, Demomen, and HWs more than anything else. *Offense can only be hurt by having Snipers and Engineers. *Spies are incredibly useful for taking out the huge number of SGs that the defense will have. *Scouts and medics are useful for capping the flag. *Soldiers are indispensable for part three on offense, to take out the SGs from a distance. *Good SG spots: near any of the cap points, above the many corridors, overlooking the offense's entrance Rock2 *Screenshots of good SG spots ca be found at: http://www.geocities.com/showtime426/rock2.html *Demomen can clear a path in the enemy's underground tunnel, and then a hole in their yard with detpacks. They can also seal their own tunnels in this way. *Don't bring the key back to your own gas chamber. You have to take it to the enemy's. *When one team scores, nerve gas is released, which kills everyone. There are ways to avoid being killed, however: Get a suit, located conveniently throught both your and your enemy's bases Jump into the water(you MUST be underwater!!!) Be inside the Gas Chamber(whichever one the key was brought to) or either Warden's Office *You can use the bench and lockers in the enemy's locker room/shower to get on their deck. Use the crouch-jump method(jump, then crouch). Crossover2 *Demomen can blow the tunnel to the left of the enemy's main entrance. *Good SG spots: nearly anywhere in the yard, on the bridge, in the lobby, in the flag area. *Snipers and engineers can benefit from using a "grenade jump" to get onto their roof. *It's possible to grenade jump into the rafters of your lobby, but it's very hard. *Going through the water entrance takes you right to the enemy's flag area. *The alcove above the enemy's flag area can be used to snipe from. *It's possible to rocket-jump twice to go straight from the enemy flag area to the enemy yard. The first rocket-jump should land you on the small ledge where the water entrance is, and the second(a deft one, not the same as normal) can take you up to the yard. Badlands *There are many ways to get to many entrances of the enemy base; the side canyons hold two side entrances, and a second path to the main entrance. *This is sniper's heaven. Use the canyons to your advantage; the enemy will have a hard time finding you. Likewise, enemy snipers can do the same. *SGs are best placed in the flag area, and in the main entrance area. *Soldiers can rocket jump into the enemy flag room; go right from the main entrance and you will see a platfrom that you can't jump to regularly. Rocket jumping onto that brings you right to the flag. *Demomen can be useful by laying pipebombs directly on the flag. *Spies will have a field day with the many side entrances into the enemy base. *If an SG outside the enemy's main entrance is giving you trouble, take a soldier into the enemy base by going along the canyon walls, and shoot the SG from the enemy's own battlements. These are the most common maps, but there will be more coming. Thanks!!! And be sure to recommend it in cheatcodes [please].