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Many years ago, a guy by the name of "haroldo_ok" made this legendary mod named "Doom Fortress".
It brought all the classes of the Team Fortress series of games, it also added a bunch of new stuff, which is always great.
It wasn't too popular online but the few people that played it, loved it.
Unfortunately development on it ceased as it was deemed relatively complete, this wouldn't be a problem, if it didn't run correctly only in Skulltag, port that was also cancelled.
This mod aims to expand over what Doom Fortress did, fix any glaring balance issues, bring the mod closer to Team Fortress 2, give it more gamemodes and make it better overall.
The current changelist is:
Spoiler: Changes!
Universal changes:
-Now runs in GZDoom and Zandronum like it should have!
-Alt-fire button has been freed up as the reload function has been moved to "Weapon Reload" in the key config menu
-Many reload animations were smoothed up or got their "jumpyness" fixed
-Added a CTF gamemode for GZDoom and Zandronum. To play with it you need to start a Team Deathmatch game on the maps
CTF01, CTF02 or CTF03.
-Added CTF maps (CTF01, CTF02 and CTF03 were all made by Sergey Makovkin)
-Removed tracer and casing effects (They didn't look very good)
Character/Weapon changes:
Scout:
-Bat swings faster
-His Shotgun now has a clip of 6 shells and has been weakened to compensate
Heavy:
-Uses both fists in his 3rd slot weapon and has a chance to use a critical hit (a punch that stays out longer and comes out faster)
Sniper:
-Now has a Uzi instead of that weird electrical crossbow
-Fixed a couple bugs with the laser sight of the Railgun
Demoman:
-His Sticky Launcher is orangish to differentiate it from the Grenade Launcher
-Sticky Bombs now are team colored, even for the black and white teams
-Sticky Bombs use a better detonation mechanism, making Sticky Jumping a lot easier
-His Eyelander sword recharges slower, but he now has the ability to reload twice as fast as before, by holding alt-fire (which will leave him standing and vulnerable, so use it in your spare time)
Engineer:
-I'm sure i changed something but i can't remember what it was
Right now the mod is just a bugfix, balance and compatibility patch, but i hope to extend further than that.
it's quite cheap for demoman to have eyelander + charge AND sticky bomb launcher at the same time. It should be either or either.
I quite fairly consider him to be the most overpowered class in Doom Fortress 2 even without the eyelander due his already rather too powerful explosives.
MaxRideWizardLord wrote:it's quite cheap for demoman to have eyelander + charge AND sticky bomb launcher at the same time. It should be either or either.
I quite fairly consider him to be the most overpowered class in Doom Fortress 2 even without the eyelander due his already rather too powerful explosives.
Finally, some feedback! Okay, will be tweaked for the next update. Thanks for trying it out!
I tried to run the mod on Gzdoom 4.4.1 but it crashed :/
Is this a mod of Team fortress 2 or 1?
It's a mix of both. This mod has been abandoned, and won't be updated to work with GZDoom 4.4. If you want to play it, I recommend using Zandronum or ZDoom32.
"Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93: Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93:
Tried to define class "DummyWeapon" more than twice in the same file.
Itschristian wrote:"Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93: Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93:
Tried to define class "DummyWeapon" more than twice in the same file.
Help?
TDRR wrote:This mod has been abandoned, and won't be updated to work with GZDoom 4.4. If you want to play it, I recommend using Zandronum or ZDoom32.
Don't even try to run it with GZDoom 2.0 or newer.
Itschristian wrote:"Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93: Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93:
Tried to define class "DummyWeapon" more than twice in the same file.
Help?
TDRR wrote:This mod has been abandoned, and won't be updated to work with GZDoom 4.4. If you want to play it, I recommend using Zandronum or ZDoom32.
Don't even try to run it with GZDoom 2.0 or newer.
Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93:
Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93:
Tried to define class 'DummyWeapon' more than twice in the same file.
Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93:
Script error, "DoomFortress2_Beta_1.0.pk3:actors/tf_ammo.txt" line 93:
Tried to define class 'DummyWeapon' more than twice in the same file.
On Zandronum 3.1 it works fine.
Yeah that's already been pointed out and replied to before. This isn't even meant for play in GZDoom, it's for Zandronum exclusively.