Its my favorite one
Pre-Fortress 2 is a sourcemod founded by Retro & Krowing after TF2008 collapsed that attempts to recreate TF2's beta build that was seen in trailers 1 & 2. The current project lead is Private Polygon, and it is currently in version 0.7.3.Â
Gamemodes And Maps
All main gamemodes are identical to their Team Fortress 2 counterparts, while also bringing back Arena. The main gamemodes, in order of selection when creating a server, are Attack-Defend, Arena, Control Points, Capture the Flag, King of the Hill, Payload Race, Payload, and Territory Control. There are also two practice gamemodes, being Background and Target.
The stock map pool consists of AD_Dustbowl, AD_Gravelpit, Arena_Bridge, Arena_Trainyard, Arena_Well, CP_Badlands, CP_Granary, CP_Staredown, CP_Well, CTF_2Fort, CTF_Badlands, CTF_Well, KOTH_Badlands, KOTH_Crossover, PLR_Chariots, PL_Goldrush, and TC_Hydro, along with Background01 and PF_Target as training maps. Some maps were changed, such as the 2Fort bridge not having a roof. CTF_Badlands has the layout of its TFC version, Dustbowl's second point has a different building layout that has the point next to it instead of inside it, and Goldrush's final two points are replaced by the final two points of Badwater Basin. CP_Staredown is a polished and redone version of CP_Powerhouse.
New Features
Any class can throw grenades, which existed in Team Fortress Classic, although it was removed in the final version of Team Fortress 2 due to concerns of exploits and being spammed. What type and how many you get depends on what class you are playing as. Get more grenades from supply cabinets or grenade pickups, shown as dark green buckets with silver handles and two black grenade icons in black circles on opposite sides of each other, shown holding 5 Frag Grenades that aren't team-colored. There is also a server setting where large ammo pickups will refill your grenades. Press F to pull out your Primary Grenade, or G for your Special Grenade. This starts the grenade's short fuse time. Then hold and release the key or press it again (Depending on current settings) to throw the grenade.
If the grenade is not thrown by the time the timer runs out, it will detonate anyway, sending you in the direction you are looking with explosive force. This is called grenade-jumping, and it is a massive skill for players to learn. Giving every class this kind of maneuverability has been carefully balanced using the low health pools of Sniper, Engineer, and Spy, as well as Heavy's knockback resistance applying to himself. These four classes still get benefits from grenade-jumping, but they have to be more tactical about using them to conserve health/position yourself well. This means the only classes that get massive benefits from grenade-jumping are the ones with their own movement tech anyway through high health or specialized grenades.
The basic Frag Grenade deals 100 max damage, or reduced self damage if not thrown. Certain grenades drop out of the users hands when detonated, such as the nail and gas grenades. Grenades also deal 2 damage if they hit an enemy head-on (Or 1 if it bounces first), resulting in a fairly humiliating death that will earn the one who threw it an achievement if an enemy is unfortunate enough to be killed by it. Enemies can disable special grenades by hitting them with two bullets or one melee swing, while Caltrops and Frag Grenades only take one bullet.
Classes also have armor to compliment and protect their health. Armor can be light, medium, or heavy. Light armor absorbs 25% of damage, medium absorbs 50%, and heavy absorbs 75%. Medium armor receives more damage from attacks that deal odd amounts of damage. To recover it, find armor pickups, supply cabinets, dispensers, or Engineers. Armor pickups are shown as green armor vests with a shield icon on the front and three grey straps, one vertical on each side and one horizontal on the bottom.
Spawn Room Turrets, mounted sentry guns that are part of maps, have been implemented in-game. As of yet, no official map uses them. An official demonstration of how they work can be seen here.
There are also many cosmetic changes, too. Lighting is generally brighter, the main menu is unique, all classes use unused death screams, and every class has their beta models, which range from having tiny differences in color, to retooled weapon animations, to new or removed accessories, to changed face shape.
Classes
Scout
The Scout is similar to his Team Fortress 2 counterpart, the main differences being that this Scout has no double jump and his Scattergun and Pistol being replaced by the Shotgun and the new Nail gun respectively.
His primary weapon is a Nail gun, which is a gun that shoots 10 nails per second that deal 14 damage max, similar to the Syringe Gun. It has a clip size of 50, 150 reserve ammo, and reloads it's entire clip at once in around 2 seconds.
The 2nd weapon is the Shotgun, which deals a base 60 damage and can deal up to 90 (89 if the victim has armor) damage at max ramp-up with a clip size of six and 32 reserve ammo. It will stay the same no matter what class is using it, as it is shared among Him, Soldier, Pyro, Heavy, and Engineer. Each shot will fire 9 pellets in a fixed 3x3 pattern, as it is no longer affected by random bullet spread. His Bat also stays the same, dealing 35 damage with a fast attack speed.
The Scout is the only class to carry 3 of each grenades, and both are unique to him. His Primary Grenades are the Caltrops, which spawn a ring of six slowing bear traps around the Scout. When stepped on by an enemy or the Scout that spawned them, they will deal 10 damage. These are unique in the fact that they have no fuse time. His Special Grenade is the Concussion Grenade, which deals no detonation damage. Instead, it applies heavy knockback and confusion to anyone it hits. Confused enemies will have their camera and crosshair spin for a couple seconds, forcing them to correct their aim. However, the best use of the Concussion Grenades are for grenade-jumping, as they deal no self damage and send you an exceedingly far distance. The Scout has 90 health and 50 light armor meaning he has 120 health in total (Technically 140, but his light armor means he has to be healed to take full advantage of it), tying him, Sniper and Spy as the classes with the lowest health in the game, and has a 2x faster capture rate.
Scout has very little in the way of cosmetic differences. The only real ones are that his earpiece is now a dark team color instead of always being yellow, and his face is a slightly different shape.
Soldier
His Rocket Launcher is functionally the same as it is in Team Fortress 2. It deals 100 damage at max ramp-up, deals 45 damage at max fall-off, and has a clip size of 4 with 20 reserve ammo. His Shotgun is the same as others'. The Shovel, along with all other melees other than the Bat and Butterfly Knife, deals 65 damage.
He carries both 2 Frag Grenades and his 2 Nail Grenades. The Nail Grenades, when detonated, will hover in the air and shoot rapid-fire nails in every direction after a short delay, for a total of four seconds. Each nail deals 10 damage. When those four seconds are up, it explodes for 60 max damage (According to this official video labeled as out-dated). He has the second highest health in the game only behind Heavy, with 100 health and 125 heavy armor (Meaning he has a total health of 225.)
Soldier is one of the most changed mercenaries in terms of his look. His face is a completely different shape, he has bright team-colored armbands surrounding the rocket icon on his sleeves, his Rocket Launcher has a rocket sticking out of the muzzle, the Frag Grenades on his bandolier now have team-colored stripes towards the bottom of their striker levers, and his shirt in a more dull team color when compared to the bright team color used in Team Fortress 2. He's also largely considered to be overpowered in this mod, and the developers plan to nerf him in upcoming updates (which he already has been with his amount of armor being reduced from 150 to 125).
Pyro
Airblast no longer exists, being replaced by incendiary rockets. Hold right-click to charge, then release to fire an arced rocket that consumes 20 of your 200 ammo and sets any enemies in its blast alight. Longer charges increase damage and reduce projectile arc. It deals a base of 25 damage, and will inflict afterburn for five seconds. Afterburn deals three damage every half second for six seconds. The initial explosion also goes through armor meaning that 2 fully charged rockets can kill all of the classes in the game.
His Shotgun remains unchanged. His only "new" weapon is the Branding Iron. Although his weapon is a heating stick, it works like a Fire Axe, as it does not inflict afterburn.
While he carries two Frag Grenades, he also carries two Napalm Grenades. These canisters will leave a pool of flames on the ground for four seconds, detonating once they lie still and the fuse time ends. The detonation itself deals a max of 100 damage. The pool of flames will not appear if the grenade is not thrown before the fuse time ends. Pyro has 100 health and 150 medium armor (which means Pyro can only take 200 damage without being healed), and is immune to afterburn.
Along with Demoman, Pyro is 100% the least changed cosmetically, as the tips of his gloves are the same black as the rest of them instead of being tan, and the orange canister on the back of his backpack is now brighter.
Demoman
Demoman's first weapon is the Grenade Launcher. It's mostly the same, except it has a clip size of 6 rather than 4, with 30 reserve ammo. Each grenade now deals 90 damage. It also deals self-damage considerably less often than in Team Fortress 2 when the grenades impact enemies standing close to you head-on.
The 2nd weapon is the Remote Pipebomb Launcher. Unlike the 1st weapon, you detonate them manually. It is very similar to a Stickybomb Launcher that shoots Iron Bomber-like projectiles. It has a clip size of 8. Each pipebomb deals 114 damage max.
Along with his 2 Frag Grenades, Demo holds 2 MIRV Grenades. These bundles of dynamite explode into 4 sticks of dynamite, that themselves explode around two seconds after. The bundle itself deals a max of 120 damage, while the sticks deal a max of 60 each. Unlike the bundle, the sticks cannot be destroyed. He has 90 health and 100 medium armor meaning he has a total health of 180 (Technically 190, but his medium armor means he has to be healed to take full advantage of it), tying him and Medic as the fourth tankiest classes in the game, behind Heavy, Soldier and Pyro.
Along with Pyro, Demoman is 100% the least changed cosmetically, with a slightly different face shape, darker and more pronounced facial hair, and bright yellow circular outlines of his bomb icon on his sleeves.
Heavy
Heavy is one of the classes that changed the least in his conversion from Team Fortress 2. His Minigun and Shotgun are completely unchanged, and his melee was changed from his Fists to the Lead Pipe. His Minigun still carries 200 ammo, and each shot deals 54 damage max.
He carries 3 Frag Grenades, and 1 of the Demoman's MIRV Grenade. He is one of the only classes to carry 3 of a grenade type, along with Scout and Sniper.
His health is still the highest of the classes, with 100 health and 225 heavy armor (meaning he has a total health of 325). Heavy takes reduced knockback from all sources, including from his own grenades. This will severely hinder his ability to grenade-jump, but don't totally disregard it. Playing Heavy is still a game of positioning, and grenade-jumping can still get you around corners quickly or push you onto ledges. For example, grenade jumping can get a Heavy from underneath the control point on Crossover to the enemies' area in front of the bridge, allowing you to surprise people trying to take the point with an out-of-place and revved-up Heavy.
Cosmetically speaking, Heavy has a few noticeable differences from his Team Fortress 2 counterpart. His gloves are completely gone, the bullets on his bandolier have a new design, and what hair he has is more pronounced. Heavy's vest also has a new look, with a noticeable zipper on the front and two buttons on his vest's top left corner. Heavy also has a new icon, the skull and crossbones that are visible on his sleeve in Meet the Heavy, though his scoreboard icon remains the same.
Engineer
Unlike what many people think, the Engineer actually pretty different to his Team Fortress 2 counterpart, though he is definitely one of the least changed. His Shotgun, Pistol, and Construction PDA are unchanged. His Wrench now has the functionality of repairing 50 points of a teammates armor when they are hit, similar to the Medic's Syringe. His Pistol deals 22 damage max and 7 damage minimum, with a clip size of 12, and 200 reserve ammo.
His Destruction PDA will cause Teleporters and Dispensers to explode on command for 140 max damage for Dispensers and 260 max damage for Teleporters, causing a humiliating kill if an enemy is caught in the blast. These compensate for the fact that enemies can steal supplies from Dispensers and use enemy Teleporters without the need to be a Spy. Detonated Dispenser kills have a diagonally angled dispenser with half an explosion facing and situated to the right of it, and detonated Teleporter kills do not yet have their own kill icon, instead using the default skull and crossbones. In a pinch, this can be used to blast jump off your buildings to get to places quickly. Detonated Sentry Guns do not cause an explosion.
As with most other classes, Engineers carry 4 grenades, with 2 being Frag Grenades and the other 2 being EMP's. The EMP's can deal a max of 90 damage, destroying sappers and detonating ammo, weapon, and scrap metal pickups seconds after they are hit (charged pickups are indicated by light blue electricity arcing off of them). More importantly, they disable enemy buildings for three seconds. Use this to substitute a short Ubercharge to get the team past a meddlesome sentry nest. Engineer has 90 health and 50 medium armor (having a total health of 140), he has the second least amount of total health and also has armor regeneration which was added in the new 0.7.3 patch. Plus, his Dispenser and generally defensive/supportive playstyle provide him with more amounts of survivability compared to his live counterpart.
Engineer has a noticeably new look, with his glove and knee pads being team-colored instead of always yellow, matching the armbands now wrapping around the wrench icon on his sleeves. The shirt he wears is duller than other classes, just like the Soldier's. His Teleporters are now more rectangular in shape, with a glowing panel in the center and skinnier, more wedge-shaped ends with glowing dots in the middle.
Medic
Medic has 2 different weapons from Team Fortress 2's Medic.
The first weapon is a Super SMG similar to the SMG the Sniper uses, which replaces the Syringe Gun. It deals 10 damage max and 4 damage minimum. It holds 30 shots in a clip and carries 90 reserve ammo. Overall, Medic's Super SMG has better ammo management, while Sniper's SMG deals more damage.
The last weapon is his melee. Instead of a Bonesaw, he has a Syringe that can heal teammates for 50 health. It will also infect enemies with poison for 11 seconds, dealing 6 damage every 2 seconds and ignoring armor. This is cured if the enemy picks up a healthkit or reaches the Resupply Locker. Infection can also be cured by being hit with a friendly Holy Heal Grenade or Syringe, as it also heals any ailment. These include concussion, slow, fire, infection, tranquility, and smoke-induced nausea. The initial hit deals 50 damage, plus one tick of infection damage.
As mentioned, the Holy Heal Grenade is the Medic's Special Grenade type, holding 2 of both them and the basic Frag Grenades. The Holy Heal Grenade heals both yourself and any teammates to full health when it detonates even if it isn't thrown. If an enemy is caught in the blast after it is thrown, they will take 20 damage plus one tick of infection damage, then become infected for 10 seconds. They will also detonate on contact with any teammate, or bounce off enemies.
Knowing when and with what to heal your teammates is essential to being a successful healer. Medic has 90 health and 100 medium armor (meaning he has a total health of 180, though as he regenerates his health it is much easier for him to take advantage of his 10 extra armor), is immune to infection, and has passive health regeneration starting at 1-2 HP per second that increases the longer you don't take damage.
Medic is definitely the most cosmetically different from his Team Fortress 2 model. His hairstyle is noticeably different, his face has more defined dimples and he has a stethoscope slung over his shoulders with the end halfway tucked into his right pocket. The medical cross icon on his sleeves is now always yellow in a team-colored circle, connected by team-colored armbands. His Medigun's backpack has been completely redesigned, now being a square-shaped glass container that is the same color as Medic's lab coat, with the metal also being team-colored. It has a metal bottom and top, 2 metal bands, 1 above the bottom and 1 below the top, and has a half-cylinder piece of metal on the top, with another hooked piece of metal on top of that, connected by 2 round metal plates. It is connected to the back of Medic's lab coat by a square metal plate in between the two, and it connects to a held Medigun at the right of the bottom plate.
Sniper
His stock Sniper Rifle now functions similarly to one of Sniper's Sniper Rifle unlocks from Team Fortress 2, The Classic . Scoping and charging shots are independent, and only charging the shot slows his movement. Either hold or press left click (Depending on current settings), and release (Or press it one more time, again, depending on current settings) to fire. Hitting head-shots will still result in critical hits, but hitting enemies in the legs will slow their movement, allowing for easy targeting. Hits to the legs deal half the regular damage, 25 at minimum charge and 75 at full charge. Head shots and leg shots will only work if the sniper rifle is at least somewhat charged. It still carries 25 ammo, deals 50 uncharged damage, and 150 damage at max charge. Fully charged head-shots will cause opponents to explode violently.
Sniper keeps his SMG relatively the same, as it still has a clip size of 25 with 75 reserve ammo. It deals 12 damage max and 5 damage minimum.
His melee is changed from the Kukri to a Club. It functions the exact same as the Shovel, Branding Iron, Bottle, and Lead Pipe in terms of mechanics.
Unlike all other classes, the sniper carries three Frag Grenades and has no unique grenade type. He has 95 health and 25 light armor meaning he has a total health of 120 tied with Scout and Spy.
Sniper's sunglasses are now a considerably darker color, his stubble is more pronounced, the bullets in his pocket have bright red tips, and his Sniper Rifle's laser dot is visibly projecting from a new protrusion just above the barrel.
Spy
The Spy is very similar at his core. Cloak behind the enemy, disguise as one of them to blend in, then stab them in the back. He now comes equipped with more ways to disrupt the enemy team.
His first weapon is his Revolver, which gets a reskin. It deals 60 (59 if the victim has armor) damage max, 20 damage minimum, has a clip of 6, and holds 24 reserve ammo. The Revolver also rapidly reloads it's entire clip at once.
Spy's 2nd Weapon is a Tranquilizer Gun, which decreases the mouse sensitivity and halving the speed of the player the dart hits for 5 seconds. Each dart is a projectile that moves at about the same speed as a bolt from Team Fortress 2's Crusader's Crossbow, and has no projectile arc. It only holds one dart at a time, but reloads automatically even if it is not actively being held. The effects of tranquility do not stack if the target is hit multiple times, it will only apply the new 5-second long timer in place of the current one. It deals 30 damage max and 10 damage minimum, while holding 20 reserve ammo with a one shot clip.
While the Sapper's weapon slot was changed from 2 to 5 (And uses the old weapon bring-up animation) and the Disguise Kit is represented by a plastic mask instead of the cigarette case when selecting weapons, both these weapons and the Butterfly Knife have no significant changes. Spy's Knife still deals 40 damage.
Spy's cloak still lasts 10 seconds and takes 30 seconds to recharge, 3 seconds of recharge for each second of cloak being constantly regenerated. Collecting medium ammo packs or fallen weapons gives half of the cloak meter back. Small ammo boxes give 20% cloak back and large ammo boxes give 100% cloak back.
He carries 2 Frag Grenades like most other classes, while his Special Grenade is the Gas Grenade. It sprays poisonous smoke near it for 11 seconds, dealing 14 damage every half second and nauseating all enemies caught in the fumes, while also draining 10 armor per second. The gas can also hurt the user if they stand in it. The grenade will immediately begin releasing smoke after the fuse is up, even if the grenade is in mid-air. If a player leaves the smoke, they will still suffer from gradually decreasing nausea for 10 seconds.
Throwing any grenades will remove his current disguise, but just pulling it out won't. He also can't pull grenades out while cloaked, and he can't cloak while preparing to throw a grenade. Spy has 90 health and 50 light armor (Technically 140, but his light armor means he has to be healed to take full advantage of it), tied with Scout and Sniper.
Spy has several model changes, the most noticeable being that he has bright team-colored armbands that depict a rhombus-shaped eye. He also has a dull, team-colored, thin, horizontal line on the front left of his suit, his tie is a dull team color with thin diagonal lines (Colored bright red for RED Spy and dark yellow for BLU Spy) going down to his left, and the undersides of the ends of his sleeves have two buttons on them.
also, this sourcemod is DEAD
You can download on:
https://prefortress.com/download/#list