Counter-Strike Team Fortress

"'It's not secret that the Team Fortress franchise began its life as a humble TC mod for the original Quake. Back in 1996, three guys from Down Under made the original one-map six-class Team Fortress mod, and from it the legacy of the fort was born. Valve later acquired it, and after the release of the amazing Team Fortress 2, the trend of making Team Fortress mods for any popular online shooter pretty much died. Nowadays, the game is sadly overshadowed by Valve's attention for their main cash cow, Counter-Strike. Yeah, Counter-Strike can be fun, but in my opinion the 'fort is a far superior game. Then, I had another one of my crazy ideas -what if there was a Team Fortress modification for Counter-Strike?'""- Red-Verse-Writer, the creator of this idea."Counter-Strike Team Fortress is a concept for a total conversion mod for Counter-Strike: Source by Red-Verse-Writer, based on the Team Fortress mod series, including the original Team Fortress, Quake 3 Fortress, Enemy Territory Fortress, Quake 4 Fortress, Unreal Fortress and Unreal Fortress Evolution. The mod is an attempt at replicating the style and gameplay of Team Fortress in the Counter-Strike game.

Gameplay
The gameplay of Counter-Strike Team Fortress is akin to the gameplay of classic Team Fortress games. Two teams (although sometimes more) are simultaneously attempting to complete a variety of objectives while preventing the enemy team from doing the same, with a heavy emphasis upon teamwork and combat. Both teams are equal and have access to the same ten classes, each of which have their own strengths and weaknesses and is exclusively armed with their own loadouts. As such, teams are required to feature a balance between classes in order to achieve victory. Due to the emphasis on the Team Fortress gameplay style, a lot of elements typical of Counter-Strike, such as purchasing items, headshots and a lack of healing during games, are eschewed. Respawn is also included, although significantly more limited than in a classic Team Fortress game, with players only having a limited number of lives before dying permanently and needing to wait until the next round, similar to a proper Counter-Strike game.

Game modes are much more varied than in the original Counter-Strike. Hostage Rescue returns, with a new twist of that both teams have hostages, and must attempt to rescue the enemy team's hostages while preventing the enemy from rescuing their hostages. Attack and Defend maps featuring some elements of the bomb-defusing missions, with the attacking team needing to plant a bomb at each control point to progress. Capture the Flag returns mostly unchanged, while Assassination mode features one team attempting to escort a single VIP across the map while the other team attempts to eliminate them. There are also three new gameplay modes - Escape, where each team is fighting over supplies to repair their crashed planes, with the first team to fully repair their plane and have all living players enter it winning; Team Deathmatch, where both teams are attempting to eliminate all members of the other team, with no respawning and victory being achieved when one team has completely eliminated the other; and Wanted, where four teams are fighting over a single invincible Hostage who can be lead by any team, with a team scoring one point for every second they have the Hostage following and the victor being either the first team to escort the Hostage to their base or the team to have scored the most points by the end of the match.

Classes
Counter-Strike Team Fortress features twelve classes, with ten mostly the same as classes in Team Fortress Classic and two being completely new.

Rifleman

 * Health: 175
 * Armour: 150
 * Speed: 100%
 * Weapons: Knife, Pistol, Battle Rifle, Assault Rifle, HE Grenades, Sting Grenades
 * Abilities: 

Scout

 * Health: 125
 * Armour: 75
 * Speed: 150%
 * Weapons: Knife, Pistol, Auto Shotgun, Submachine Gun, Flashbangs, Caltrops
 * Abilities: Can double jump in mid-air. 25% higher jump height. Immune to leg injury caused by Caltrops and Sniper Rifle shots.

Sniper

 * Health: 100
 * Armour: 50
 * Speed: 100%
 * Weapons: Knife, Dual Pistols, Sniper Rifle, Submachine Gun, HE Grenades, Smoke Grenades
 * Abilities: Immune to headshots.

Soldier

 * Health: 300
 * Armour: 200
 * Speed: 75%
 * Weapons: Knife, Pistol, Rocket Launcher, Shotgun, HE Grenades, Nail Grenades
 * Abilities: Takes 40% less damage from explosions.

Demoman

 * Health: 175
 * Armour: 125
 * Speed: 90%
 * Weapons: Knife, Pistol, Grenade Launcher, Pipebomb Launcher, HE Grenades, Chain Grenades
 * Abilities:

Medic

 * Health: 150
 * Armour: 100
 * Speed: 115%
 * Weapons: Medkit, Pistol, Gas Gun, Assault Rifle, HE Grenades, Medical Grenades
 * Abilities: Naturally regenerates health at a rate of 5 Health per second. Immune to infection.

Heavy

 * Health: 500
 * Armour: 350
 * Speed: 60%
 * Weapons: Knife, Pistol, Gatling Gun, Assault Rifle, HE Grenades, Field Grenades
 * Abilities:

Pyro

 * Health: 175
 * Armour: 150
 * Speed: 100%
 * Weapons: Knife, Pistol, Flamethrower, Shotgun, HE Grenade, Molotov Cocktails
 * Abilities: Immune to afterburn caused by Flamethrower and Molotov Cocktails.

Spy

 * Health: 140
 * Armour: 100
 * Speed: 100%
 * Weapons: Machete, Revolver, Tranquilizer Rifle, Submachine Gun, Flashbangs, Gas Grenades
 * Abilities: Can turn invisible or disguise as a member of a enemy team. Can use melee weapon to instantly kill a enemy by attacking from behind. Can sabotage enemy Engineer equipment, making them work for the Spy's team for a period of time.

Engineer

 * Health: 140
 * Armour: 120
 * Speed: 100%
 * Weapons: Wrench, Revolver, Railgun, Shotgun, HE Grenade, EMP Grenades
 * Abilities: Can construct Sentry Guns, Dispensers and Teleporters. Naturally regenerates armour at a rate of 4 Armour per second.

Escort

 * Health: 200
 * Armour: 175
 * Speed: 90%
 * Weapons: Knife, Pistol, Machine Gun, Shotgun, Flashbangs, Stun Grenades
 * Abilities: Can use Shield while using any weapon. Immune to Flashbangs and Sting Grenades. All Hostages being led by a Escort gain 25% faster movement speed.

VIP

 * Health: 80
 * Armour: 50
 * Speed: 90%
 * Weapons: Crowbar, Dart Gun, Flashbangs
 * Abilities: Automatically finishes the mission by reaching the objective or when killed. Remarkably skilled at dying.

Weapons
Weaponry is significantly more limited than in Counter-Strike, with players unable to purchase weapons and being restricted to only the weapons available to their specific class, which they retain whenever they respawn.
 * Knife: Similar to the Crowbar from Team Fortress Classic, all classes sans Medic, Spy, Engineer and VIP are armed with some type of knife as their last-resort melee weapon.
 * SEAL 2000 Knife: Used by the Rifleman.
 * Karambit: Used by the Scout.
 * Bowie Knife: Used by the Sniper.
 * Bayonet: Used by the Soldier.
 * Nata Knife: Used by the Demoman.
 * KF-BAR: Used by the Heavy.
 * Fireman's Knife: Used by the Pyro.
 * Hunting Knife: Used by the Escort.
 * Medkit: Used by the Medic in place of the Knife.
 * Machete: Used by the Spy in place of the Knife.
 * Wrench: Used by the Engineer in place of the Knife.
 * Crowbar: Used by the VIP in place of the Knife. Its inclusion is a homage to Half-Life, which Counter-Strike originally began life as a mod for, and it does roughly the same amount of damage as the Machete and Wrench.
 * Pistol: All classes sans Spy and Engineer are armed with some type of pistol.
 * M1911 A1: Used by the Rifleman.
 * Glock 18: Used by the Scout.
 * Dual Beretta 96s: Used by the Sniper.
 * SVI Infinity: Used by the Soldier.
 * SIG Sauer P228: Used by the Demoman.
 * ES Five-seven: Used by the Medic.
 * Desert Eagle .50: Used by the Heavy.
 * Heckler and Koch USP 45: Used by the Pyro.
 * FNP-45: Used by the Escort.
 * Dart Gun: Used by the VIP.
 * Revolver: Used by the Spy and Engineer in place of the Pistol.
 * Colt Python: Used by the Spy.
 * R8 Revolver: Used by the Engineer.


 * Shotgun: Used as the secondary weapon of the Soldier, Pyro, Engineer and Escort.
 * SPAS-12: Used by the Soldier.
 * Winchester M1887: Used by the Pyro.
 * Double Barrelled Shotgun: Used by the Engineer.
 * Leone Gauge 12 Super: Used by the Escort.
 * Submachine Gun: Used as the secondary weapon of the Scout, Sniper and Spy.
 * MP5: Used by the Scout.
 * Ingram MAC-10: Used by the Sniper.
 * STEN Mk2: Used by the Spy.
 * Assault Rifle: Used as the secondary weapon of the Rifleman, Medic and Heavy.
 * M4A1 Carbine: Used by the Rifleman.
 * AK-47U: Used by the Medic.
 * M60: Used by the Heavy.
 * Battle Rifle: Used as the primary weapon of the Rifleman.
 * Auto Shotgun: Used as the primary weapon of the Scout.
 * Sniper Rifle: Used as the primary weapon of the Sniper. It functions similarly to the Magnum Sniper Rifle from Counter-Strike, which it uses the model for, with the only difference being that it has only one level of zoom.
 * Rocket Launcher: Used as the primary weapon of the Soldier.
 * Grenade Launcher: Used as the primary weapon of the Demoman.
 * Pipebomb Launcher: Used as the secondary weapon of the Demoman.
 * Gas Gun: Used as the primary weapon of the Medic.
 * Gatling Gun: Used as the primary weapon of the Heavy.
 * Flamethrower: Used as the primary weapon of the Pyro.
 * Tranquilizer Rifle: Used as the primary weapon of the Spy.
 * Railgun: Used as the primary weapon of the Engineer.
 * Machine Gun: Used as the primary weapon of the Escort.
 * HE Grenade: Used as the secondary grenade of the Rifleman, Sniper, Soldier, Demoman, Medic, Heavy, Pyro and Engineer.
 * Flashbang: Used as the primary grenade of the VIP and the secondary grenade of the Scout, Spy and Escort.

Hostage Rescue

 * Offices: A variant of the classic cs_office map, albeit much larger and featuring two office complexes, each owned by one of the teams. Both teams' hostages are spread across their base, with four being located in the garage while the other six are located inside the main office.

Control Points

 * Airstrip: A variant of the classic de_airstrip map, significantly modified and with more locations where bombs need to be planted in order to capture the points.

Capture the Flag

 * 2Fort: A variant of the Team Fortress series' staple map, featuring two military bases that both have a basement where a briefcase is located. Both team's objective to steal the enemy briefcase and take it to the capture point on their balcony while protecting their own briefcase from the enemy team.

Assassination
Assassination mode features three teams instead of only two - Red, Blue and Yellow. The Red team features only one Player, who can only play as the VIP and must get to the end of the map. The Blue team are the VIP's Bodyguards, are friendly to them, and must escort them to the end of the map. The Yellow team are the Assassins, and must kill the VIP before they can reach the end of the map. If the VIP is killed, the Yellow team wins the round. If the VIP reaches the end of the truck, the Red and Blue teams both win.
 * Oilrig: A variant of the original Assassination map, significantly altered to be more friendly to newer players and have more hiding places for the VIP and Bodyguards.

Escape
Escape mode features four teams instead of only two - Red, Blue, Yellow and Green. All teams are fighting over various resources scattered around the maps, which they must take back to their crashed plane, which functions as their central base. The first team to get sufficient resources to their plane and repair it, then have all living player enter the plane's hangar, wins. Players can steal resources from a enemy team's plane, requiring a team to have players stationed to defend their resources.
 * Downed: Loosely based on the cs_downed_cz map from Condition Zero, where each team's plane is located on the corner of the map. All the teams must gather up resources that appear around the map and bring them back to their plane.