Quake Team Fortress II

"Did you know that, before Valve contacted them to make Team Fortress Classic, the modding trio behind the original Team Fortress were going to create Team Fortress 2 through Quake II? This idea never got off the ground, and it wasn't until nearly ten years after the release of the original mod that the official sequel to Team Fortress Classic was finally released, using a completely different Source engine. Did you also know that, out of the main quadrology of Quake games, Quake II is the only one to not have its own Team Fortress mod? The original Team Fortress for the original Quake, Quake 3 Fortress for Quake III, Quake 4tress for Quake 4 ... but no Quake 2 Fortress for Quake II. Well, I may have a idea to fix that.""- Red-Verse-Writer, the creator of this idea" Quake Team Fortress II, also referred to as Quake 2 Team Fortress, Quake Team Fortress 2, and Quake 2 Fortress, is a concept for a total conversion mod for Quake II by Red-Verse-Writer, a direct sequel to the original Team Fortress for Quake in the Quake II game.

Slot 1

 * Blaster: The standard sidearm of the game, used by the Scout, Sniper, Soldier, Demoman, Heavy, Pyro, Assault, Hacker and Civilian. It replaces the Axe from the original Team Fortress and does 20 damage per shot. Unlike the Axe, which was a weapon of purely last resort or a humiliation weapon, the Blaster, having a projectile attack and unlimited ammunition, can also be used for long-range harassment and lighting up dark areas without using flares, as well as interacting with environmental obstacles. However, with its low damage, slow projectile and slow firing speed, the Blaster remains a sidearm and should not be used as a primary weapon unless absolutely necessary.
 * Innoculator: The sidearm of the Medic.
 * Dart Gun: The sidearm of the Spy.
 * Wrench: The sidearm of the Engineer. The only true melee weapon in the game, it is primarily used by the Engineer to build, repair and upgrade his buildings, as well as repair and upgrade a teammate's armour. In combat, it does 175 damage per hit, being able to kill a fully armoured Heavy in three hits, compensating for its very short range. Due to the Engineer's low health and armour and the weapon's short range and slow swinging speed, this strategy should only be used as a last resort or to deal with a single enemy in close-quarters combat without wasting ammo.
 * Stun Gun: The sidearm of the Guardian.

Slot 2

 * Shotgun: A single-barrel pump-action shotgun used by the Soldier, Demoman, Pyro, Spy and Hacker. It does 7 damage per pellet across 12 peelers, doing 84 damage per shot if all pellets connect.
 * Super Shotgun: A double-barrel pump-action shotgun used by the Medic, Heavy, Engineer and Guardian.
 * Machine Gun: A machine gun used by the Scout, Sniper and Assault.

Slot 3

 * Scattergun: A automatic double-barrel shotgun used as the main weapon of the Scout.
 * Sniper Rifle: A sniper rifle used as the main weapon of the Sniper.
 * Rocket Launcher: A rocket launcher used as the main weapon of the Soldier.
 * Grenade Launcher: A grenade launcher used as the main weapon of the Demoman.
 * Chain Gun:
 * BFG 10k:
 * Flamethrower: A military flamethrower used as the main weapon of the Pyro.
 * Hyperblaster:
 * Railgun:
 * Nailgun:
 * Shock Bombs:
 * Freeze Gun:

Slot 4

 * Grappling Hook Gun:
 * Auto Shotgun:
 * Heavy Machine Gun:
 * Pipe Bombs:
 * Healing Grenades:
 * Heavy Chain Gun:
 * Fireball Gun:
 * Gravity Gun:
 * Drainbeam:

Primary

 * Concussion Grenades:
 * Shock Grenades:
 * Nail Grenades:
 * MIRV Grenades:
 * Biological Grenades:
 * Napalm Grenades:
 * Gas Grenades:
 * Tesla Mines:
 * EMP Grenades:
 * Shield Grenades:

Secondary

 * Flash Grenades: A non-lethal grenade used by the Scout, Sniper and Hacker.
 * Frag Grenades: A standard hand grenade used by the Soldier, Demoman, Medic, Heavy, Pyro, Spy, Engineer, Assault and Guardian.

Capture the Flag

 * 2 Fortresses:
 * Rock:
 * Well:

Control Points

 * Border:
 * Temple: