Team Fortress Anniversary

"'A little while before the creation of this idea, the remaster of the original Quake was released, and my immediate reaction to playing it was 'YES! This isn't exactly a remake of Quake, but it's still amazing!' And around the same time as Quake's 25th anniversary, which the remaster was made to celebrate, there's also the 25th anniversary of the original Team Fortress, the beginning of one of my favourite video game franchises. With no official celebration of this, I felt like a port of the game to the more modern KEX Engine would be a amazing idea, and could help new players understand the older Team Fortress style.'"

Team Fortress Anniversary is a KEX Engine mod concept by Red-Verse-Writer, a remake and port of Team Fortress to the modern engine used in the remaster of Quake, the game Team Fortress is a mod for.

Scout

 * Health: 100 (200 while Adrenalised)
 * Armour: 50 Green Armour
 * Speed: 450 (150% base speed)
 * Weapons: Airfist, Shotgun, Nailgun, Radar, Flash Grenades, Concussion Grenades
 * Starting Ammo: 30 Shells, 150 Nails, 10 Rockets, 100 Cells, 2 Flash Grenades, 3 Concussion Grenades
 * Maximum Ammo: 60 Shells, 300 Nails, 25 Rockets, 200 Cells, 4 Flash Grenades, 4 Concussion Grenades
 * Special Abilities: Detpack Disabling, Disguise Disabling, Double Jump, Jump Pad

Sniper

 * Health: 100 (200 while Adrenalised)
 * Armour: 50 Green Armour
 * Speed: 300 (100% base speed)
 * Weapons: Axe, Sniper Rifle, Shotgun, Automatic Rifle, Flash Grenades, Trap Grenades
 * Starting Ammo: 30 Shells, 75 Nails, 10 Rockets, 75 Cells, 4 Flash Grenades, 1 Trap Grenades
 * Maximum Ammo: 60 Shells, 200 Nails, 25 Rockets, 150 Cells, 4 Flash Grenades, 3 Trap Grenades
 * Special Abilities: Camouflage, Airstrike, Anti-Rocket Shield

Soldier

 * Health: 150 (300 while Adrenalised)
 * Armour: 200 Red Armour
 * Speed: 255 (85% base speed)
 * Weapons: Axe, Shotgun, Rocket Launcher, Thunderbolt, Frag Grenades, Nail Grenades
 * Starting Ammo: Shells, Nails, Rockets, Cells, 3 Frag Grenades, 1 Nail Grenade
 * Maximum Ammo: Shells, Nails, Rockets, Cells, 5 Frag Grenades, 3 Nail Grenades
 * Special Abilities: Battlecry, Rallyflag

Demoman

 * Health: 150 (300 while Adrenalised)
 * Armour: 150 Red Armour
 * Speed: 270 (90% base speed)
 * Weapons: Axe, Shotgun, Grenade Launcher, Pipebomb Launcher, Frag Grenades, MIRV Grenades
 * Starting Ammo: Shells, Nails, Rockets, Cells, 3 Frag Grenades, 1 MIRV Grenade
 * Maximum Ammo: Shells, Nails, Rockets, Cells, 5 Frag Greandes, 4 MIRV Grenades
 * Special Abilities: Detpack

Medic

 * Health: 125 (250 while Adrenalised)
 * Armour: 90 Yellow Armour
 * Speed: 330 (110% base speed)
 * Weapons: Bioweapon, Shotgun, Super Shotgun, Super Nailgun, Frag Grenades, Biological Grenades
 * Starting Ammo: Shells, Nails, Rockets, Cells, 2 Frag Grenades, 3 Biological Grenades
 * Maximum Ammo: Shells, Nails, Rockets, Cells, 4 Frag Grenades, 5 Biological Grenades
 * Special Abilities: Health Regeneration, Infection Immunity, Adrenaline Rush, Amplifier

Heavy

 * Health: 200 (400 while Adrenalised)
 * Armour: 300 Red Armour
 * Speed: 210 (70% base speed)
 * Weapons: Axe, Super Shotgun, Assault Cannon, BFG, Frag Grenades, Freeze Grenades
 * Starting Ammo: Shells, Nails, Rockets, Cells, 3 Frag Grenades, 2 Freeze Grenades
 * Maximum Ammo: Shells, Nails, Rockets, Cells, 5 Frag Grenades, 4 Freeze Grenades
 * Special Abilities: Heavyweight, Mortar

Pyro

 * Health: 125 (250 while Adrenalised)
 * Armour: 120 Yellow Armour
 * Speed: 300 (100% base speed)
 * Weapons: Axe, Shotgun, Flamethrower, Incendiary Cannon, Flash Grenades, Incendiary Grenades
 * Starting Ammo: Shells, Nails, Rockets, Cells, 2 Flash Grenades, 4 Incendiary Grenades
 * Maximum Ammo: Shells, Nails, Rockets, Cells, 4 Flash Grenades, 4 Incendiary Grenades
 * Special Abilities: Fire Immunity, Jetpack, Airship

Spy

 * Health: 125 (250 while Adrenalised)
 * Armour: 100 Green Armour
 * Speed: 300 (100% base speed)
 * Weapons: Knife, Tranquilizer Gun, Super Shotgun, Nailgun, Frag Grenades, Gas Grenades
 * Starting Ammo: Shells, Nails, Rockets, Cells, 2 Frag Grenades, 3 Gas Grenades
 * Maximum Ammo: Shells, Nails, Rockets, Cells, 4 Frag Grenades, 4 Gas Grenades
 * Special Abilities: Disguise, Cloak, Backstab Immunity, Security Camera

Engineer

 * Health: 100 (200 while Adrenalised)
 * Armour: 50 Yellow Armour
 * Speed: 300 (100% base speed)
 * Weapons: Wrench, Railgun, Super Shotgun, Nailgun, Frag Grenades, EMP Grenades
 * Starting Ammo: Shells, Nails, Rockets, Cells, 2 Frag Grenades, 3 EMP Grenades
 * Maximum Ammo: Shells, Nails, Rockets, Cells, 4 Frag Grenades, 4 EMP Grenades
 * Special Abilities: Buildings, Armour Regeneration, Special Backpack

Axe
The shared melee weapon of the Sniper, Soldier, Demoman, Heavy and Pyro. It does 40 damage per swing, twice as much as in the base game, and has a slightly longer range than in the base game. Due to its slow rate of fire and short range, it is primarily meant to be used as a last resort when out of ammo, to conserve ammo by finishing off a wounded enemy, to interact with environments, or to humiliate a enemy - in fact, finishing off a enemy with the Axe grants the user a brief speed boost and restores 50 health. Each class's Axe has a different appearance and a unique function.
 * The Sniper's Axe resembles a tomahawk, and swings twice as fast as the standard Axe.
 * The Soldier's Axe uses the same appearance as in the base game, and does 65 damage per hit instead of 40.
 * The Demoman's Axe resembles a halberd, and on hit forces a enemy to turn around and become briefly disoriented.
 * The Heavy's Axe resembles a oversized battleaxe, and when used creates a shockwave that does no damage but briefly stops enemy movement.
 * The Pyro's Axe resembles a modern fire axe, and does 100 damage when used on a burning enemy.

Airfist
The unique melee weapon of the Scout. When used, it compresses and shoots a concentrated blast of air that does 10 damage to a enemy and throws them into the air, pushing them back some distance. If it throws them into the wall, they will take a additional 20 damage. This function, however, is secondary to its most notable ability to use the blast of air to reflect enemy projectiles and grenades, causing them to act as friendly projectiles and damage enemies. In addition to this, it can also be used to double the speed of a friendly grenade or projectile or extinguish a burning teammate when used on them.

Bioweapon
The unique melee weapon of the Medic. When used, it heals a ally by 25 points per hit, and when used on a teammate can Adrenalise them, granting them additional health that will slowly decay over time until their health returns to their normal maximum. When used on a enemy, it will infect them with a virus, causing them to lose 10 health per second until they either die or survive for 20 seconds. This virus spreads between teammates on contact, save for Medics, and can have its timer reduced by 3 seconds by picking up a health item or completely removed by a Medic's Bioweapon. The infection mode requires Energy acquired from collecting health kits when at full health, while the healing mode does not require ammunition.

Knife
The unique melee weapon of the Spy. It does 65 damage per swing, and has the same range and swing speed as the Axe. Its most notable feature, however, is its ability to perform a backstab via attacking the enemy in the back, which will instantly kill them unless they are a enemy Spy or are under the effects of a Pentagram of Protection, a Soldier's Battlecry, or a Medic's Adrenaline Rush. Normally, when a Spy attacks while disguised he will immediately lose his disguise, but if a disguised Spy succeeds in performing a backstab on the first strike, he will rapidly disguise as his victim.

Wrench
The unique melee weapon of the Engineer. It does 65 damage per swing, and has the same range and swing speed as the Axe. It is uniquely able to expend Energy to repair or upgrade a building or a teammate's armour, and can even upgrade a teammate's armour from Green to Yellow to Red with enough Energy (100 Energy to upgrade Green to Yellow, and 200 Energy to upgrade Yellow to Red). In addition to repairing and upgrading buildings and armour, via the weapon's alternate-fire the user can levitate and carry around their own buildings.

Shotgun
The sidearm of the Scout, Sniper, Soldier, Demoman, Medic and Pyro. It uses Shells as ammunition and has a clip size of 6 rounds. It does 6 damage per pellet across 6 pellets, slightly higher than in the base game, and being able to do 36 damage if all the pellets connect. While it still does low damage, it notably lacks any damage fall-off like in the base game, making it ideal for taking shots at enemies from a distance, doing initial damage to a foe, finishing off a wounded enemy, or as a last resort when a user cannot reload or focus their other weapons.

Nailgun
The secondary weapon of the Scout and the sidearm of the Spy and Engineer. It uses Nails as ammunition and has a clip size of 100 rounds. It does 10 damage per nail, slightly higher than in the base game, and has a slightly faster firing rate with it. Due to its lack of damage fall-off and constant stream of damage, it is very useful at long-range, against slow-moving enemies such as Soldiers and Heavies, and when attacking enemy buildings. Due to the slow speed of its projectiles, it requires more skill and aiming against quick-moving targets such as Scouts.

Super Shotgun
The secondary weapon of the Medic and Engineer and the sidearm of the Soldier and Heavy. It uses Shells as ammunition, uses two Shells per shot, and has a clip size of 12 rounds. It does 7 damage per pellet across 14 pellets, slightly higher than in the base game, and being able to do 84 damage if all the pellets connect. While it is devastating at close-range and effective at medium range, its damage fall-off and wide shot pattern render it ineffective at longer distances and facilitate the need for a user to use it to ambush enemies at close-range with this weapon.

Radar
The unique primary weapon of the Scout.

Sniper Rifle
The unique primary weapon of the Sniper. It uses Shells as ammunition and does not need to be reloaded.

Automatic Rifle
The unique secondary weapon of the Sniper.

Rocket Launcher
The unique primary weapon of the Soldier. It uses Rockets as ammunition and has a clip size of 4 rounds. It fires explosive projectiles that travel in a straight line and explode on contact with a enemy or surface, doing 100 damage on a direct hit or between 40 and 90 damage via splash damage on remote explosion, depending on how far away a enemy is. It is able to kill strong enemies in a few shots and punch holes in enemy defences quickly, with its main drawbacks being its slow firing speed, the slowest reloading speed of all weapons, and the danger it poses to the user when used at close range.

Thunderbolt
The unique secondary weapon of the Soldier.

Grenade Launcher
The unique primary weapon of the Demoman. It uses Rockets as ammunition, has a clip size of 6 rounds, and shares a clip with the Pipebomb Launcher. It fires gravity-bound explosive projectiles that explode on direct contact with a enemy when in the air or after three seconds, doing 120 damage on a direct hit or between 40 and 100 damage via splash damage on remote explosion, depending on how far away a enemy is. While it has a short range and slow firing and reloading speed, it can be used to do devastating damage to enemies from a distance or bounced off walls to attack unseen foes.

Pipebomb Launcher
The unique secondary weapon of the Demoman.

Super Nailgun
The unique primary weapon of the Medic.

Assault Cannon
The unique primary weapon of the Heavy.

BFG
The unique secondary weapon of the Heavy.

Flamethrower
The unique primary weapon of the Pyro.

Incendiary Cannon
The unique secondary weapon of the Pyro.

Tranquilizer Gun
The unique primary weapon of the Spy.

Railgun
The unique primary weapon of the Engineer.

Ammo

 * Shells: Used by the Shotgun, Super Shotgun, Sniper Rifle and Assault Cannon.
 * Nails: Used by the Nailgun, Automatic Rifle, Super Nailgun and Tranquilizer Gun.
 * Rockets: Used by the Rocket Launcher, Grenade Launcher, Pipebomb Launcher and Incendiary Cannon.
 * Cells: Used by the Radar, Thunderbolt, BFG, Flamethrower and Railgun.
 * Energy: Used by the Bioweapon's alternate function and by the Engineer when building, repairing and upgrading with the Wrench.

Health

 * Small Health Pack: Restores 20 health to the user.
 * Medium Health Pack: Restores 50 health to the user.
 * Large Health Pack: Restores 100 health to the user.
 * Megahealth: Fully heals the user and grants them full Adrenalised extra health.

Armour

 * Green Armour: Gives the user 100 points of Green Armour, which absorbs 30% of all incoming damage. The Scout, Sniper and Spy automatically start with Green Armour.
 * Yellow Armour: Gives the user 100 points of Yellow Armour, which absorbs 60% of all incoming damage. The Medic, Pyro and Engineer automatically start with Yellow Armour.
 * Red Armour: Gives the user 200 points of Red Armour, which absorbs 80% of all incoming damage. The Soldier, Demoman and Heavy automatically start with Red Armour.
 * Armour Types: Specialised armour that grants the user either a additional 50% protection against a specific type of damage if used on Green Armour or completely absorbs all incoming damage of a specific type if used on Yellow or Red Armour. The type of Armour is identified by the glow around the armour.
 * Kevlar Armour: Provides protection from damage from the Shotgun, Super Shotgun, Sniper Rifle, Automatic Rifle and Assault Cannon. It is identified by its silver glow. The Sniper and Heavy automatically start with this effect on their armour.
 * Wood Armour: Provides protection from damage from the Nailgun, Super Nailgun, Tranquilizer Gun, Trap Grenades and Nail Grenades. It is identified by its orange glow. The Scout and Spy automatically start with this effect on their armour.
 * Asbestos Armour: Provides protection from damage from the Flamethrower, Incendiary Cannon, Flash Grenades, Freeze Grenades and Incendiary Grenades. It is identified by its crimson glow. The Medic and Pyro automatically start with this effect on their armour.
 * Blast Armour: Provides protection from damage from the Rocket Launcher, Grenade Launcher, Pipebomb Launcher, Frag Grenades and MIRV Grenades. It is identified by its purple glow. The Soldier and Demoman automatically start with this effect on their armour.
 * Shock Armour: Provides protection from damage from the Thunderbolt, BFG, Railgun, Biological Grenades and EMP Grenades. It is identified by its cyan glow. The Engineer automatically starts with this effect on his armour.

Power-Ups

 * Wetsuit: Grants the user underwater breathing, increased speed while underwater, and immunity to electrical attacks, flames and tranquilizers for 20 seconds.
 * Biosuit: Grants the user underwater breathing, increased speed while underwater, and immunity to all environmental hazards for 20 seconds.
 * Pentagram of Protection: Grants the user invincibility to all damage for 20 seconds. While in this state, the user's armour is removed, only to be immediately restored once the effect wears off.
 * Quad Damage: Causes the user to do four times the regular damage with all of their weapons, save for their melee weapons, which will always instantly kill an enemy regardless of their health and armour.
 * Ring of Shadows: Renders the user completely invisible save for their eyes and immune to all debuffs for 20 seconds. While under the effects, the user will become semi-transparent and visible for a second if they attack.
 * Anti-Grav Belt: Reduces the amount of gravity on the user and increases their jump height, allowing them to perform extremely high and far jumps and then glide around, avoiding enemy fire.
 * Empathy Shield: Creates a glowing energy shield around the user for 20 seconds. During this time, 50% of all damage the user takes inflicted by enemies is also dealt to the attacker.
 * Vengeance Sphere: Creates a energy sphere that follows the user around for 20 seconds. During this time, the sphere will begin attacking enemies who harm the user.

Other

 * Backpack: Contains all the ammo a player had that they cannot use, such as extra ammo carried that goes above the limit of what they can carry (i.e. 80 Shells for the Scout) or ammo that is not used by any of their weapons (i.e. Nails for the Soldier).

Capture the Flag

 * 2Fort
 * Well

Changes To Game

 * All the class's appearances have been slightly changed.
 * The Scout now has a cyan backpack and sleeves, and his gloves now completely cover his hands and wrists. His boots also now have miniature jets attached to the heels.
 * The Sniper's scope-like eye is replaced by aviator goggles, and his cap is replaced with a camouflage helmet. He also now has a orange backpack and his vest is more pronounced and metallic.
 * The Soldier now has a green backpack and elbow guards. His chest emblem of a bullet is replaced by a rocket emblem.
 * The Demoman now has a sleeve on his left arm, elbow and knee guards, a yellow backpack and a scope-like goggle on his right eye. His chest emblem of a cartoonish bomb is now more pronounced.
 * The Medic now has a white backpack with the red cross symbol on it, and his medical garb is no longer torn and bloodied. Both his arms now have team-coloured bands.
 * The Heavy now has a silver backpack and a silver cybernetic stripe running along the top of his head. His chest emblem of a machine gun barrel is now larger and more pronounced.
 * The Pyro's sunglasses are replaced with a team-coloured visor, and his hair is more pronounced. He also now has a brown backpack with jets attached to its sides, white sleeves covering his arms, and a emblem on his chest of a flame.
 * The Spy's tuxedo is opened, revealing a bulletproof vest with a emblem of a knife. He also now has white gloves and a black backpack, and his left wrist has a miniature Ring of Shadows on it.
 * The Engineer's overalls now have a emblem of a wrench on the chest, and his right hand is now robotic, replacing the PDA-like wristband. He also now has sleeves, a team-coloured glove on his right arm, and a yellow backpack.
 * The Axe does 40 damage per hit, twice as much as in the base game.
 * The Shotgun has no damage fall-off over ranges and does 6 damage per pellet rather than 4 per pellet.
 * The Sniper Rifle automatically charges while zooming, and the command to zoom in with it is automatically mapped to the alternate fire.