Team Fortress Classic: Source

"'Anyone remember Half-Life: Source? Valve's port of Half-Life to the Source engine? It wasn't anything special - just a direct copy and paste with some improved graphics, but a LOT of bugs and glitches despite running on a technically superior engine. It was disappointing to fans who actually wanted a proper remake, which we didn't get until the spectacular Black Mesa over a decade later. A direct contrast to Counter-Strike: Source - the game that did kind of the same thing for the original Counter-Strike, but actually gave some improvements to the gameplay, weapons and physics. I also remember reading that some people were trying to make a similar thing for Team Fortress Classic, but it's apparently been cancelled due to behind-the-scenes drama and other things. Then I came up with another idea - doing something similar, but instead of a direct port, a complete overhaul to the original game, with new ideas, new gameplay mechanics, and new styles of tackling a problem. And so Team Fortress Classic: Source was reborn!'"Team Fortress Classic: Source is a Source mod concept by Red-Verse-Writer, a remake of Team Fortress Classic based on a cancelled mod of a similar name.

Gameplay
Team Fortress Classic: Source revolves around two teams, Red and Blue (although sometimes there is additional Green and Yellow teams), who can choose between nine (although sometimes ten) different classes. Each character class has a different set of weapons, abilities, strengths and weaknesses that count another class's in a rock-paper-scissors style of gameplay - in order to accomplish objectives efficiently, a balance of these classes is required due to how these strengths and weaknesses interact with each other in a team-based environment. Each class has four weapons - a melee weapon, a tertiary sidearm weapon, a primary weapon and a secondary weapon. The game also supports several different gameplay modes, including new game modes such as Domination, which features teams attempting to take control of all the specialised control points on a map while protecting their own control points from the enemy; Special Delivery, where one is attempting to push a cart along a track to the enemy's base while the other team attempts to stop them; and Murderball, a soccer-style game where each team is attempting to grab a single ball and deliver it to the enemy team's goal. The older game modes also return from the original game - Capture the Flag, where both teams attempt to steal the enemy's flag whilst keeping their own safe; Control Points, where each team must bring a flag to each control point to capture it; and Attack/Defend, where each team takes turns to either capture control points or defend against the enemy team, are unchanged, whilst Escort now features both teams being given a randomly selected Civillian, who they must safely escort to a given point while also trying to assassinate the enemy team's Civillian before they can reach the same point.

Compared to the original game, Team Fortress Classic: Source provides a complete overhaul to the gameplay and its mechanics. Each class is now capable of constructing their own unique building, with the Engineer class still being vital for repairing and upgrading these buildings. Engineers can regenerate their armour, see friendly buildings and ammo sources through walls, and create new sources of any type of ammo. They can also construct multiple new types of buildings, with their list now including security cameras for monitoring rooms, motion sensors for detecting enemy Spies, field generators to protect a area from enemies, amplifiers to improve a teammate's abilities for a brief period of time, repair nodes to automatically heal nearby buildings when the Engineer is not available, and Multi-Guns, which are initially inert turrets but can be transformed into a unique turret by having a different teammate run through it (for example, a Sniper can upgrade it into a Flak Cannon, which fires slowly but does immense damage on shot), as well as the returning Sentry Gun, Dispenser and Teleporter. Medics can build up Supercharges by healing allies, and can expend this charge to provide themselves and any nearby teammates with invulnerability for a short period of time. They can heal allies and infect enemies from a distance by throwing gas balls, and can build Buff Stations to provide players with portable charges that can be activated to provide a temporary buff. Scouts can perform parkour-style moves by building up momentum in order to perform feats such as vaulting over surfaces or enemies, sliding along the ground, and running along walls. They can also double-jump and build Speed Pads which can be reconfigured to either provide a teammate with a speed buff by running over it or function like a catapult and propel them a great distance. Pyros can fly around on jetpacks, throw cans of gasoline to use as explosives, and build Snark Nests to spawn the Snarks from Half-Life, which can serve as a distraction and harass the enemy team. Spies can eavesdrop on the enemy team's private conversation, sabotage a enemy building to make it function like a friendly building for a period of time, and use a motion-based cloak to become invisible for periods of time. They can also see enemies through walls via thermal vision and can build Mounted Sentry Guns which can be hidden on walls or ceilings to surprise attack enemies. Soldiers can perform Bullrushes to knock down and damage enemies whilst travelling great distances, and gather energy from dealing and taking damage to charge a Battlecry that temporarily increases the speed and damage of the user and all nearby teammates who hear the Battlecry. They can also deploy parachutes in mid-air to float and glide, and can build Bunkers for teammates to hide within. Snipers can build Anti-Rocket Shields to protect themselves and teammates from enemy explosives, and can partially cloak themselves when moving slowly and not attacking. They can also see enemies they hit but do not kill through walls, use a limited but self-regenerating supply of flares to light up dark areas or set enemies on fire, and call in airstrikes to devastate outdoor areas. Demomen can build Stationary Mortars that can be controlled using laser pointers, see placed explosives through walls, and remotely detonate their thrown grenades. They can also perform a shockwave stomp when landing from a great height and are immune to falling damage. Heavies can perform stomps that do no damage but momentarily stop a enemy from moving, use a Portable Medkit to heal their injuries or the injuries of a teammate, and gain a temporary damage buff on a killstreak. They also now take less damage from attacks and can build Security Pods to protect teammates, which can piloted and flown around in. Finally, if available, Civilians naturally provide all nearby bodyguards with a defensive buff and can grant a teammate a temporary buff to their health, speed, damage and damage resistance.

Due to the usage of the Source engine and improved computer software, the game features improved physics and graphics compared to the original Team Fortress Classic. Players can now sprint, which uses up a limited but self-regenerating Stamina meter, and the level of a player's armour can be upgraded from light to medium to heavy by an Engineer reinforcing the armour. Grenades can bounce off of walls when thrown, Animations mesh together (for example, rather than suddenly slumping to the ground instantly when killed, a player killed in mid-air will go limp in the air before slumping to the ground when they land) and play more fluidly. Each class has their own unique hand models in first-person, and the third-person models match the first-person models. Character models are much more high-poly and flexible, each class has their own unique voices and lines, and their mouths move when the player talks using a microphone. Maps are also much larger, and many feature interactable objects, such as ziplines and mounted machine guns. Health, armour and weapon damage is also increased, and ammunition now appears in specialized boxes, with backpacks filled with ammo only be spawned by either a player dying and dropping their ammunition or when a player is manually throwing spare or unneeded ammunition to a teammate. Servers can also now support a maximum of 128 players instead of just 32, and the game in general runs at a consistant frame rate depending on the user's settings (30 FPS, 60 FPS, 90 FPS or 120 FPS).

Scout

 * Health: 100/200 (Overheal)
 * Armour: 75/125 (Reinforced)
 * Standard Armour Type: Light Kevlar (absorbs 30% of all incoming damage and 50% of Bullet damage)
 * Speed: 150% (500 hu/s)/250% (750 hu/s, sprinting)
 * Weapons: Hammer, Submachine Gun, Assault Shotgun, EMP Pistol
 * Grenades: Flash Grenades, Concussion Grenades, Caltrops
 * Special Abilities: Improved Stamina, Improved Sprinting, Increased Stamina Regeneration, Parkour, Detpack Disabling, Spy Disguise Removal, Objective Location, Radar Scan, Leg Injury Immunity
 * Maximum Amount of Ammo Carried:
 * Bullets: 600
 * Shells: 120
 * Rockets: 50
 * Energy: 200

The Scout is the fastest class in the game, and the most significantly changed from in the original game. As opposed to being exclusively focused on flag running like in Team Fortress Classic, he is more similar to his Team Fortress 2 counterpart, being a more combat-oriented character with a focus upon performing high speed, close range hit-and-run attacks. He is now capable of performing parkour feats when moving quickly, building up speed when moving to be able to run along walls, slide along the ground, and vault over enemies and obstacles. He can also double jump and wall jump even when not moving fast, further increasing his options, and can also use a radar scan to detect nearby enemies or friendlies. While his health and armour are both increased, he is still the most vulnerable of the main nine classes, unable to sustain much damage and needing to evade combat when possible. He also has very limited options outside of close range, requiring him to actively take risks and maintain momentum when in combat.
 * Role: Offense, objective capturing
 * Building: Speed Pad

Sniper

 * Health: 100/200 (Overheal)
 * Armour: 125/250 (Reinforced)
 * Standard Armour Type: Light Kevlar (absorbs 30% of all incoming damage and 50% of Bullet damage)
 * Speed: 100% (300 hu/s)/150% (450 hu/s, sprinting)
 * Weapons: Bat, Single-Barrel Shotgun, Sniper Rifle, Assault Pistol
 * Grenades: Hand Grenade, Freezing Grenade, Gravity Grenade
 * Special Abilities: Headshots, Scope Zoom, Headshot Immunity, Camouflage, Radio Tag, Flares, Airstrike Locating and Calling
 * Maximum Amount of Ammo Carried:
 * Bullets: 100
 * Shells: 75
 * Rockets: 40
 * Energy: 100

The Sniper is the master of long-range combat, a crack-shot with a focus upon destroying enemies from long-range. Able to blend into environments by staying still before taking a shot, he can instantly eliminate a enemy with a highly powerful headshot, being able trace enemies he hits but does not kill through walls. He can also provide support roles to his team by being able to use a limited but self-regenerating supply of flares to light up areas and alert them to incoming enemy attacks by observing their routes from afar, but his most powerful technique is to set spots for and then call in devastating airstrikes to utterly obliterate a outdoor area. While he has a large advantage over all enemies, his options at short-range are limited, requiring him to evade close-range encounters. He is also only slightly more durable than the Scout, further limiting his survival and capabilities in a firefight and requiring him to directly avoid confrontation unless absolutely necessary.
 * Role: Defence, elimination
 * Building: Anti-Rocket Shield

Soldier

 * Health: 300/600 (Overheal)
 * Armour: 500/1000 (Reinforced)
 * Standard Armour Type: Heavy Blast (absorbs 75% of all incoming damage and all Rocket or Grenade damage)
 * Speed: 80% (240 hu/s)/133% (400 hu/s, sprinting)
 * Weapons: Crowbar, Double-Barrel Shotgun, Rocket Launcher, Revolver
 * Grenades: Hand Grenades, Freezing Grenades, Nail Grenades
 * Special Abilities: Rocket Jumping, Automatic Reload, Quickswitch, Battlecry, Parachute Glide and Float, Bullrush, Last Resort
 * Maximum Amount of Ammo Carried:
 * Bullets: 40
 * Shells: 100
 * Rockets: 50
 * Energy: 100

The Soldier is the most flexible and one of the most powerful classes in the game. Tough and well-armed, he is able to assume many offensive roles, using his powerful weapons to take down attackers and punch holes in the enemy defence. He can automatically reload his weapons when not in use and immediately switch between his primary and secondary weapons, but his most notable ability is his spectacular rocket jump, launching a rocket at his feet to propel himself through the air at the cost of health. He can then deploy a parachute in mid-air to slow his fall, and perform bullrushes on the ground to travel across a small area quickly while knocking down enemies. As he takes damage, he can use his automatic Last Resort power to run faster and do more damage the closer he gets to death, and by dealing damage, he can charge up a Battlecry to temporarily enhance the performance of himself and nearby allies. While he lacks many exploitable weaknesses, he is not a master of one particular method of attack, and he has both slow ground speed and less effective methods of long-range combat, requiring him to understand map routes and be ready to get up close and personal with enemies to be effective.
 * Role: Offense, general offense
 * Building: Bunker

Demoman

 * Health: 200/400 (Overheal)
 * Armour: 300/600 (Reinforced)
 * Standard Armour Type: Heavy Blast (absorbs 75% of all incoming damage and all Rocket or Grenade damage)
 * Speed: 90% (270 hu/s)/133% (400hu/s, sprinting)
 * Weapons: Machete, Single-Barrel Shotgun, Grenade Launcher, C4
 * Grenades: Hand Grenades, MIRV Grenades, Claymore
 * Special Abilities: Pipebomb Jumping, Explosive Sight, Remote Grenade Detonation, Fall Damage Immunity, Shockwave Landing, Laser Pointer
 * Maximum Amount of Ammo Carried:
 * Bullets: 20
 * Shells: 40
 * Rockets: 40
 * Energy:

The Demoman is the explosive master of the game and the class with the most direct firepower. Using many powerful explosive weapons that can be used for area denial, timed explosions, or even opening or closing alternative paths on the map, the Demoman is capable of seeing his placed explosives through any obstruction and can remotely detonate his thrown grenades. Tough and well-armed, he is also capable of performing long-distance Pipebomb jumps at the cost of health and armour, and is immune to taking damage from falling during this - in fact, he even creates a shockwave upon landing that pushes enemies back. His main weaknesses stem from his relatively slow speed, lack of accuracy with his weapons, danger of self-inflicted splash damage while using them, and the fact that his weapons take practise to master, requiring a efficient Demoman to train and understand physics to be able to effectively clear rooms and deal with enemy fortifications.
 * Role: Offense, room clearing
 * Building: Stationary Mortar

Medic

 * Health: 125/250 (Overheal)
 * Armour: 200/400 (Reinforced)
 * Standard Armour Type: Medium Shock (absorbs 50% of all incoming damage and all electrical or shock damage)
 * Speed: 120% (360 hu/s)/173% (520 hu/s, sprinting)
 * Weapons: Spade, Double-Barrel Shotgun, Medigun, Assault Rifle
 * Grenades: Hand Grenades, Concussion Grenades, Biological Grenades
 * Special Abilities: Health Regeneration, Infection Immunity, Infection, Supercharge, Overhealing, Medkit Enhancement, Dispenser Enhancement
 * Maximum Amount of Ammo Carried:
 * Bullets: 150
 * Shells: 80
 * Rockets: 20
 * Energy: 100

The Medic is the main healing force of the team and essentially the Scout's bigger, stronger brother. Possessing high speed and some powerful weapons, he is a proficient offensive support, able to both regenerate his own health and infect enemies with a deadly infection that spreads between enemies and can only be cured by a enemy Medic, surviving for long enough, or simply dying. This is, however, a secondary role to his main function as a team's primary healing force, being able to heal his allies, overheal them for extra health, enhance a healing source for a limited buff, and build up a Supercharge by healing allies before deploying it to give himself and nearby teammates temporary invulnerability. While these abilities can allow him to be a effective fighter, he lacks long-range capabilities, and while his health regeneration and armour can help him survive a few hits, he is not very durable and can be quickly brought down by sustained fire, requiring him to pick his battles and understand his function as a supporting player, healing allies while taking down lower-class enemies and causing panic on the enemy team with his infections.
 * Role: Offense, general support
 * Building: Buff Station

Heavy

 * Health: 500/1000 (Overheal)
 * Armour: 750/1500 (Reinforced)
 * Standard Armour Type: Heavy Metal (absorbs 75% of all incoming damage and all Shell or Cell damage)
 * Speed: 66% (200 hu/s)/128% (385 hu/s, sprinting)
 * Weapons: Hook, Double-Barrel Shotgun, Assault Cannon, Freeze Sprayer
 * Grenades: Hand Grenade, MIRV Grenade, Energy Field Grenades
 * Special Abilities: Slowdown Stomp, Damage Resistance, Killstreak Buff, Knockback Immunity, Portable Medkit, Enemy Tracking
 * Maximum Amount of Ammo Carried:
 * Bullets: 400
 * Shells: 200
 * Rockets: 100
 * Energy: 300

The Heavy is the strongest and most durable class, and the leader of any charge. Boasting the most health and armour of any class, he is able to sustain many attacks and take hits for his teammates, and even takes less damage per hit than anyone else. He is also a immensely powerful attacker, being able to shred through hordes of enemies in seconds, stop their movements with a shockwave stomp, resist knockback, track enemies he sees, and gain a temporary buff whenever he kills three enemies in one life. Aside from his immense attacking power, he can also be a lifesaver by using a Portable Medkit to restore a ally's health, or his own if needed. However, he is also the slowest class in the game, a easy target for Snipers, Pyros and Spies, and requires frequent support from his allies to stay in the fight and take out enemy attackers.
 * Role: Defence, defensive support
 * Building: Security Pod

Pyro

 * Health: 150/300 (Overheal)
 * Armour: 250/500 (Reinforced)
 * Standard Armour Type: Medium Asbestos (absorbs 50% of all incoming damage and all Fire or Smoke damage)
 * Speed: 100% (300 hu/s)/150% (450 hu/s, sprinting)
 * Weapons: Axe, Single-Barrel Shotgun, Incendiary Cannon, Flamethrower
 * Grenades: Hand Grenades, Smoke Grenades, Napalm Grenades
 * Special Abilities: Afterburn Immunity, Jetpack, Building Supplying, Increased Melee Damage, Airblasts, Gas Can Throw
 * Maximum Amount of Ammo Carried:
 * Bullets: 75
 * Shells: 75
 * Rockets: 40
 * Energy: 500

The Pyro is the shield that keeps enemies away from the base and weaker teammates by cutting them down like a overclocked lawnmower. Focusing upon causing chaos and using divide-and-conquer techniques, she is able to use various flame-based attacks to burn enemies to death. Immune to fire herself, she can use streams of flame to ignite enemies, throw cans of gas to be ignited for massive explosions, do increased melee damage, and can push back enemies and their grenades. She can also assist her teammates by extinguishing them when on fire, resupplying buildings, or surveying enemies while flying around her jetpack, which has a limited but self-regenerating supply of fuel. While she is very powerful at close range, her options for long-range combat are quite limited, and while she has decent health and armour that can allow her to absorb several hits, her chances of survival are not as high as the heavier classes, requiring her to focus upon protecting a location from enemies and utilizing distraction techniques to allow her teammates to slip past the enemy defences untouched.
 * Role: Defence, frontline protection
 * Building: Snark Nest

Spy

 * Health: 125/250 (Overheal)
 * Armour: 200/400 (Reinforced)
 * Standard Armour Type: Light Asbestos (absorbs 30% of all incoming damage and 50% of Fire or Smoke damage)
 * Speed: 107% (320 hu/s)/170% (510 hu/s, sprinting)
 * Weapons: Knife, Double-Barrel Shotgun, Silenced Submachine Gun, Tranquilizer Gun
 * Grenades: Hand Grenades, EMP Grenades, Gas Grenades
 * Special Abilities: Disguise, Cloak, Backstab, Spy Disguise Removal, Fake Corpse, Building Sabotage, ID Theft, Silent Footsteps, Private Chat Eavesdropping
 * Maximum Amount of Ammo Carried:
 * Bullets: 300
 * Shells: 80
 * Rockets: 20
 * Energy: 50

The Spy is the assassin and saboteur of the game, waging a psychological war against the enemy using stealth and subterfuge whilst taking down enemies and buildings. Able to immediately eliminate a enemy from behind with a melee attack, he can also eavesdrop on their private chat and sabotage their buildings to make them work for him for a period of time. To aid him with these tasks, he can disguise himself as any enemy on their team, steal the identity of an enemy he kills, turn invisible with a motion-based cloak, move silently, and drop fake corpses when needed. While he has some average health and armour, as well as some sidearms to fight back if needed, he is quite vulnerable and lacks much offensive capabilities, requiring him to think and plan ahead before moving in and assist his allies in attacks by taking down the enemy defence from behind rather than directly attacking.
 * Role: Offense, sabotaging
 * Building: Mounted Sentry

Engineer

 * Health: 100/200 (Overheal)
 * Armour: 100/200 (Reinforced)
 * Standard Armour Type: Medium Shock (absorbs 50% of all incoming damage and all electrical or shock damage)
 * Speed: 100% (300 hu/s)/150% (450 hu/s, sprinting)
 * Weapons: Wrench, Submachine Gun, Railgun, Triple-Barrel Shotgun
 * Grenades: Hand Grenades, EMP Grenade, Laser Tripmines
 * Special Abilities: Armour Regeneration, Armour Repair, Armour Upgrading, Multiple Buildings, Building Repair, Building Upgrading, Ammo Creation, Ammo Sight
 * Maximum Amount of Ammo Carried:
 * Bullets: 300
 * Shells: 200
 * Rockets: 50
 * Energy: 1000

The Engineer is the main defensive building-orientated class of the game, fixing and upgrading their buildings whilst working as a guardian and logistician. The thinking man's class, the Engineer is able to construct a variety of buildings rather than just one, and can repair and upgrade both his buildings and his teammate's buildings to enhance their health and abilities. He can also repair and upgrade their armour, create new temporary sources of ammunition, see ammo sources through walls, and regenerate his own armour. While he is able to fight back with some decent weaponry, his low health and armour, barely more than the Scout's, prevent him from being a true offensive powerhouse and reinforce his purpose as a defensive operative and repairman, aiding teammates by protecting their buildings and objectives while they work to capture the enemy's base.
 * Role: Defence, general defence
 * Building: Multiple

Civillian

 * Health: 100/200 (Overheal)
 * Armour: 75/125 (Reinforced)
 * Standard Armour Type: Light Metal (absorbs 30% of all incoming damage and 50% of Shell or Cell damage)
 * Speed: 77% (230 hu/s)/120% (360 hu/s, sprinting)
 * Weapons: Umbrella, Submachine Gun, Lever-Action Rifle, Dual Pistols
 * Grenades: Flash Grenades, Smoke Grenades, Teleport Grenades
 * Special Abilities: Round Ending, Escape, Backstab Immunity, Sentry Gun Immunity, Morale Buff, Fake Ammo Creation, Remarkable Dying Skills
 * Maximum Amount of Ammo Carried:
 * Bullets: 50
 * Shells: 40
 * Rockets: 10
 * Energy: 50

Available only during Escort maps, the Civillian is a man with a price on his head and a target on his back. Barely able to fight by himself, he requires the assistance of his bodyguards to perform objectives and complete the map. Each team has one Civillian, who is randomly selected out of the available team members, and the teams must kill the enemy Civillian while keeping their own Civillian alive and helping him to the objective. While his only purpose is to be escorted to the ends of the map, he has a few abilities as well - he is immune to backstabs and building-based damage, provides a automatic buff to his nearby bodyguards that enhances their performance, and can create fake ammo traps that instead take away a enemy's ammunition. He also ends the round when he either dies or completes a objective.
 * Role: Defence, escape
 * Building: Manned Turret

Slot 1

 * Hammer:
 * Bat:
 * Crowbar:
 * Machete:
 * Spade:
 * Hook:
 * Axe:
 * Knife:
 * Wrench:
 * Umbrella:

Slot 2

 * Single-Barrel Shotgun: A relatively low-power but high-speed and effective shotgun used as a sidearm by the Sniper, Demoman and Pyro.
 * Double-Barrel Shotgun: A two-barrelled and very powerful shotgun used as a sidearm by the Soldier, Medic, Heavy and Spy.
 * Submachine Gun: A medium power Uzi-like submachine gun used as a sidearm by the Scout, Engineer and Civillian.

Slot 3

 * Assault Shotgun: A fully automatic, clip-reloading shotgun, used as the primary weapon of the Scout.
 * Medigun: A explosive energy ball-throwing ray gun-like weapon, used as the primary weapon of the Medic.
 * Assault Cannon: An enormous shell-spewing enormous minigun, used as the primary weapon of the Heavy.
 * Rocket Launcher: A powerful four-shot rocket launcher, used as the primary weapon of the Soldier.
 * Sniper Rifle: A single-shot, bolt-action sniper rifle, used as the primary weapon of the Sniper.
 * Grenade Launcher: A modified grenade/pipebomb launcher, used as the primary weapon of the Demoman.
 * Silenced Submachine Gun: A silenced MP5-like submachine gun, used as the primary weapon of the Spy.
 * Railgun: A powerful sci-fi rifle-like laser blaster, used as the primary weapon of the Engineer.
 * Incendiary Cannon: A fireball-shooting RPG-like cannon, used as the primary weapon of the Pyro.
 * Lever-Action Rifle: A low-power lever-action rifle, used as the primary weapon of the Civillian.

Slot 4

 * EMP Pistol: A electro-magnetic-pulse-wielding sci-fi handgun, used as the secondary weapon of the Scout.
 * Assault Rifle: A grenade launcher-attached assault rifle, used as the secondary weapon of the Medic.
 * Freeze Sprayer: A modified ice-spraying flamethrower, used as the secondary weapon of the Heavy.
 * Revolver: A powerful Colt Python-like revolver, used as the secondary weapon of the Soldier.
 * Assault Pistol: A multi-shot semi-automatic pistol, used as the secondary weapon of the Sniper.
 * C4:
 * Tranquilizer Gun: A silenced pistol loaded with tranquilizer darts, used as the secondary weapon of the Spy.
 * Triple-Barrel Shotgun:
 * Flamethrower: A large gasoline-powered flamethrower, used as the secondary weapon of the Pyro.
 * Dual Pistols:

Grenade 1

 * Flash Grenade: A specialized flashbang, used by the Scout and Civillian.
 * Hand Grenade: A standard hand grenade, used by the Sniper, Soldier, Demoman, Medic, Heavy, Pyro, Spy and Engineer.

Grenade 2

 * Concussion Grenade: A air-blasting force-based non-lethal grenade, used by the Scout and Medic.
 * Freezing Grenade: A cryogenic-based non-lethal grenade, used by the Sniper and Soldier.
 * MIRV Grenade: A high-powered bomblet-throwing grenade, used by the Demoman and Heavy.
 * Smoke Grenade: A non-lethal smoke-spewing grenade, used by the Pyro and Civillian.
 * EMP Grenade: A electro-magnetic-pulse-using wave grenade, used by the Spy and Engineer.

Grenade 3

 * Caltrops: A set of caltrops thrown from a canister, used as the exclusive grenade of the Scout.
 * Gravity Grenade: A sci-fi black hole-creating grenade, used as the exclusive grenade of the Sniper.
 * Nail Grenade: A nail-shooting mechanical grenade, used as the exclusive grenade of the Soldier.
 * Claymore:
 * Biological Grenade:
 * Energy Field Grenade:
 * Napalm Grenade:
 * Gas Grenade:
 * Laser Tripmine:
 * Teleport Grenade:

Attack/Defend

 * Avanti:
 * Dustbowl:
 * Gorge:
 * Mulch:
 * Traffic Jam:

Standard

 * Hotline:
 * Lobotomy:
 * Reclusion:
 * Silo:

Variant

 * Biolab:
 * Genome:
 * Watchtower:

Standard

 * 2Fort:
 * 2Offices:
 * Access:
 * Auto Fuerte:
 * Badlands:
 * Breach:
 * Casbah:
 * Congestion:
 * Crossover:
 * Darkness:
 * Defcon:
 * Double Cross:
 * Duality:
 * Hollow:
 * Japan Castle:
 * Last Resort:
 * Overlord:
 * Tower Tube:
 * Well:

Variant

 * 4Fort:
 * Cables:
 * Celestial:
 * Chemfort:
 * Crossfade:
 * Cydonia:
 * Epicenter:
 * Fadeout:
 * Flagrun:
 * Fire Mesa:
 * Inhumane:
 * Nocturne:
 * Orbit:
 * Pharaoh:
 * Ravelin:
 * Rock:
 * Sea Labs:
 * Shutdown:
 * Slamfort:
 * Spacefort:
 * Tangent:

Control Points

 * Canalzone:
 * Castle Split:
 * Coldfront:
 * Crude Control:
 * Cursed:
 * Cypher:
 * Warpath:

Escort

 * Crash:
 * Haunted House:
 * Hunted:
 * Lost Atoll:
 * Search and Rescue:
 * Storm:
 * Villa:

Murderball

 * Push:
 * Tropical:
 * Vidar:
 * WTFort:

Standard

 * Alchemy:
 * Chempit:
 * September:
 * Stag:

Variant

 * Hadley:
 * Radalien:

Team Deathmatch

 * Obliterate:
 * Openfire:
 * Turbine: