Valve's Team Fortress: Ultimate War

"'Back in 1998, before Team Fortress Classic even came out, Valve showed to magazines and the Internet the early builds of what was believed to be the final form of the upcoming Team Fortress 2. But in reality, the screenshots would eventually be nothing like the final game, or even like the final concept. There were already some interesting ideas put down, like the Commander system and even vehicles, and the premise of a RTS Team Fortress game would be really interesting. With those ideas in mind, I decided to see what I could fashion from it. And this is what turned out.'""- Red-Verse-Writer, the creator of this idea."Valve's Team Fortress: Ultimate War is a team-based first-person-shooter real-time-strategy game concept by Red-Verse-Writer, based on the early concepts for the cancelled original concept for Team Fortress 2 and the spiritual successor to Team Fortress: Brotherhood of Arms. Compared to other games in the series, this instalment has a great emphasis upon real-time strategy, vehicle usage and tactics.

Gameplay
Gameplay is Valve's Team Fortress: Ultimate War is radically different from traditional Team Fortress games. There is a heavy focus upon real-time strategy and tactics, with players needing to operate in small groups and utilize combinations of classes in order to win. Class roles are more distinctive, and weaponry is based on those used by real-life militaries, such as the M16A2 Automatic Rifle and the M202 FLASH Rocket Launcher. In addition to this, each team has a single Commander, a non-physical class who can issue orders to players, alert them to threats, call in airstrikes and supply drops, activate certain defences, and help co-ordinate attacks.

Commander
The main, non-physical class of the game, who is only able to passively influence the battle. He is able to see the battlefield through security cameras, drones or a teammate's eyes, and can deliver orders to teams to point them to a location or objective, alert them to the presence of enemies or to their defences up ahead, and active certain base defences, such as activating automatic turrets or temporarily sealing doors shut. His active special abilities are Airstrike, allowing him to call in a powerful airstrike on a outdoor area, and Parachute Drop, allowing him to airdrop supply crates containing health, armour, ammo and other supplies to teammates from anywhere on the map.

Light Infantry
A lightweight offensive class with a focus on flanking and distracting enemies, similar to the Scout from the other games. While he has low durability and lacks long-range firepower, he compensates by being the fastest class outside of a vehicle, and also possesses very strong close-range weaponry. He is able to jump twice in the air, and can use a radar scanner to detect nearby enemies, allies, and buildings. His active special abilities are Adrenaline Rush, temporarily increasing his speed, durability and combat skills, and Radio Jam, allowing him to temporarily scramble a enemy team's radio communication outside of their basic speech and signals.

Field Medic
A support class with a focus upon healing allies, based on the classic Medic. He is uniquely able to heal allies using his technology, and can also regenerate his own health passively. Conversely, he has only average durability, and his combat options are limited. Despite this, he is still a effective combatant at close range should the need arise. His active special abilities are Healing Pulse, which allows him to create a temporary field around himself that heals any ally who enters it, and Overcharge, which allows him and a teammate he selects to become temporarily invincible, do massive amounts of damage to enemies, and have unlimited ammunition.

Medium Infantry
A general assault class able to fulfil many offensive roles, a new class with no real basis on a older class. He has average speed, health and armour, and prioritizes general short-to-medium-range combat while remaining mobile. He is able to perform a combat role that allows him to avoid attacks and can use a riot shield to allow him to safely absorb damage. His active special abilities are Battlecry, which temporarily enhances his durability, speed and damage potential as well as doing the same to any teammates who hear the battle cry, and Mimicry, which allows him to temporarily use a ally or enemy of a different class's passive and active abilities.

Heavy Infantry
A heavyweight machine gunner with a focus upon defence via massive amounts of firepower, the successor to the classic Heavy Weapons Guy. He is the slowest class in the game, but also the most durable, and is able to use a power shield to absorb large amounts of damage. He is also immune to knockback caused by damage and explosions. His active special abilities are Powerup, which allows him to deploy a specialised item that a teammate can use to acquire a temporary buff specific to their class, and Portable Medical Kit, which allows him to fully recover the health of himself and up to two other teammates.

Rocketeer
The game's equivalent of the Soldier from other games, a multi-purpose heavyweight class armed with explosive weaponry. While slow and lacking effective long-range weaponry, he is able to deliver and sustain large amounts of damage and can perform rocket jumps. He also progressively becomes faster and stronger in combat as he loses health, enabling him to perform risky last resort attacks. His active abilities are Emergency Stash, which allows him to stash away supplies in a location where allies can get them from, and Air Support, which allows him to call in air support from a helicopter to provide cover fire for a period of time.

Marksman
The lightest class in the game with a massive advantage at long ranges, analogous to the classic Sniper. While he is unsuitable for continuous close-to-medium-range combat, he has the strongest long-range weaponry, and is able to immediately eliminate enemies with powerful headshots. He is also able to camouflage himself when staying still and can use infra-red vision. His active abilities are Emergency Cloak, which allows him to become completely invisible for up to 20 seconds, and Radio Tag, which allows him to see enemies through walls and obstructions for up to 7 seconds.

Demolitions Man
The Demoman of the game, even using the original name of the class in the early builds of the original Team Fortress. He has above-average durability and is able to do massive damage, but is slower than average and has inaccurate weaponry. His main focuses are on defence and destroying buildings and objectives. He is able to pipebomb jump and can deploy a parachute in mid-air to slow his fall. His active abilities are Charge, enabling him to perform a charging bull rush that can knock down and damage enemies, and Detpack, which allows him to place highly powerful timed explosive charges that can be used to kill enemies instantly and blow open new map routes.

Spy
A lightweight stealth class with multiple abilities, akin to the original Spy class. He is able to disguise himself as enemies, feign his own death, turn invisible while remaining stationary or with his back against a wall, silently assassinate enemies from behind, and eavesdrop on a enemy team's private chat. To counter this abilities, he has low durability and weak weaponry. His active abilities are

Voice Cast:

 * TBA