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 maps are much larger than ever before, with new paths, alternate routes, and secret areas.

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, Double Jump, C4 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, Secret Path Sight, 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, Airblasts, Gas Can Throw, Multi-Degree Burns, Upgrade on Kill, Fiery Combo, Emergency Rope
 * 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. While it does low damage per pellet and fires less pellets per shot than the Double-Barrel Shotgun, it has a tight spread and fires rapidly, and even more so does not suffer damage fall-off, making it ideal for taking pot-shots at enemies from long ranges, fighting an enemy when the user's primary weapon is ineffective or unusable, finishing off wounded enemies, or as a last-ditch weapon when other weapons are unloaded or will not be able to deal with a enemy in the current situation. It has a clip size of 8 rounds and uses Shells as ammo.
 * Double-Barrel Shotgun: A two-barrelled and very powerful shotgun used as a sidearm by the Soldier, Medic, Heavy and Spy. While it has limited damage fall-off over long ranges and a slower rate of fire compared to the Single-Barrel Shotgun, as well as consuming two Shells per shot, it more than compensates by firing much more pellets per shot and doing much more damage per shot, being able to be used to cut down a weak enemy or finish off a stronger enemy wounded by the user's primary weapon. It has a clip size of 16 rounds (technically 32, but two rounds are always consumed per shot, so the user only really has 16 shots) and uses Shells as ammo.
 * Submachine Gun: A medium power Uzi-like submachine gun used as a sidearm by the Scout, Engineer and Civillian. The replacement of the classic Nailgun (which still appears in the form of a frequent map decoration), it is a automatic weapon that fires a constant stream of bullets with high accuracy. These shots do not lose damage over range, but are relatively weak by themselves. Due to the constant stream of damage it does, it is ideal for fighting slower enemies or enemy buildings. Each class has a significant difference to their Submachine Gun - the Scout has extra ammunition in the clip and reloads slightly faster, the Engineer does more damage with it and fires even faster (as well as holding the gun on its side, although this is purely cosmetic), and the Civillian has a slower rate of ammunition consumption (only using one bullet per two shots). It has a clip size of 50 rounds (100 for the Scout) and uses Bullets as ammo.

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: A devastating plastic explosive bomb, used as the secondary weapon of the Demoman.
 * Tranquilizer Gun: A silenced pistol loaded with tranquilizer darts, used as the secondary weapon of the Spy.
 * Triple-Barrel Shotgun: A powerful three-barrelled shotgun, used as the secondary weapon of the Engineer.
 * Flamethrower: A large gasoline-powered flamethrower, used as the secondary weapon of the Pyro.
 * Dual Pistols: A pair of simple military-grade pistols, used as the secondary weapon of the Civillian.

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: A remote-controlled bomb-shooting charge, used as the exclusive grenade of the Demoman.
 * Biological Grenade: A nerve gas-filled smoke grenade, used as the exclusive grenade of the Medic.
 * Energy Field Grenade: A sci-fi handheld energy field generator, used as the exclusive grenade of the Heavy.
 * Napalm Grenade: A vicious napalm gel-spewing grenade, used as the exclusive grenade of the Pyro.
 * Gas Grenade: A hallucinogenic gas-filled smoke grenade, used as the exclusive grenade of the Spy.
 * Laser Tripmine: A surface-mounted automatic tripmine, used as the exclusive grenade of the Engineer.
 * Teleport Grenade: A science fiction handheld teleporter, used as the exclusive grenade of the Civillian.

Engineer

 * Sentry Gun:
 * Dispenser:
 * Teleporter:
 * Security Camera:
 * Motion Sensor:
 * Field Generator:
 * Amplifier:
 * Repair Node:
 * Multi-Gun:

Other Classes

 * Manned Turret:
 * Mounted Sentry:
 * Snark Nest:
 * Security Pod:
 * Buff Station:
 * Stationary Mortar:
 * Bunker:
 * Anti-Rocket Shield:
 * Jump Pad:

Stationary on Map

 * Vending Machine: A stationary machine, only found in each team's respawn area on every map. Similar to the Resupply Lockers from Team Fortress 2, the Vending Machine will fully restore a player's health on usage. It does not restore armour or ammo, though, and needs to be activated by pressing the E button before it will dispense healing.
 * Armour Reinforcement Station: A wall-mounted armour recharger, which when activated can begin restoring the user's armour similar to the HEV Charger from the Half-Life series. After restoring roughly 1000 points of armour, it must shut down to recharge for 60 seconds. It is a rare object, with often only one or two per map, and can be used by any member of either team.
 * Manned Machine Gun:
 * Manned Rocket Turret:

Health and Armour

 * Small Medkit: Restores 50 health on collection and reduces a infection timer by 5 seconds. Commonly found at certain points around maps. In Team Deathmatch matches, a Small Medkit is also dropped by any player upon death.
 * Regular Medkit: Restores 100 health on collection and reduces a infection timer by 10 seconds. Less common than Small Medkits around maps.
 * Large Medkit: Restores 200 health on collection and reduces a infection timer by 15 seconds. The rarest type of Medkit found.
 * Suit Battery: Gives the user 25 points of armour on collection. It cannot be used if the user has no armour before picking it up.
 * Green Armour Vest: Gives the user 50 points of armour on collection. If the user has no armour, it will automatically give them Light Armour, but if they already have Medium or Heavy Armour, it will simply give them 50 points for that type of armour.
 * Yellow Armour Vest: Gives the user 100 points of armour on collection. If the user has no armour, it will automatically give them Medium Armour, but if they already have Heavy Armour, it will simply give them 100 points for the Heavy Armour. Yellow Armour Vests are commonly found in resupply rooms near the Vending Machine and ammo boxes.
 * Red Armour Vest: Gives the user 200 points of armour on collection. If the user has no armour, it will automatically give them Heavy Armour.
 * Blue Armour Vest: Gives the user 100 points of armour on collection and applies a Kevlar effect to their armour, protecting them from 50% of all incoming Bullet damage. If the player already has Kevlar armour, it will just give them the additional armour points. The Scout and Sniper automatically start with the Kevlar effect on their armour.
 * Grey Armour Vest: Gives the user 100 points of armour on collection and applies a Blast effect to their armour, protecting them from 50% of all incoming Rocket or Grenade damage. If the player already has Blast armour, it will just give them the additional armour points. The Soldier and Demoman automatically start with the Blast effect on their armour.
 * White Armour Vest: Gives the user 100 points of armour on collection and applies a Shock effect to their armour, protecting them from 50% of all incoming electrical or environmental hazard damage. If the player already has Shock armour, it will just give them the additional armour points. The Medic and Engineer automatically start with the Kevlar effect on their armour.
 * Black Armour Vest: Gives the user 100 points of armour on collection and applies a Metal effect to their armour, protecting them from 50% of all incoming Shell or Cell damage. If the player already has Metal armour, it will just give them the additional armour points. The Heavy and Civillian automatically start with the Metal effect on their armour.
 * Orange Armour Vest: Gives the user 100 points of armour on collection and applies a Asbestos effect to their armour, protecting them from 50% of all incoming Fire damage. If the player already has Asbestos armour, it will just give them the additional armour points. The Pyro and Spy automatically start with the Asbestos effect on their armour.

Ammo

 * Loose Shells: Five loose shells placed on the ground, which can be collected to provide the user with 5 Shells for usage with the Single-Barrel Shotgun, Double-Barrel Shotgun, Assault Shotgun, Assault Cannon and Triple-Barrel Shotgun.
 * Box of Shells: A regular box of shells, which can be collected to provide the user with 50 Shells for usage with the Single-Barrel Shotgun, Double-Barrel Shotgun, Assault Shotgun, Assault Cannon and Triple-Barrel Shotgun.
 * Crate of Shells: A large crate of shells, which can be collected to provide the user with 100 Shells for usage with the Single-Barrel Shotgun, Double-Barrel Shotgun, Assault Shotgun, Assault Cannon and Triple-Barrel Shotgun.
 * Canister of Bullets: A small metal canister filled with bullets, which can be collected to provide the user with 20 Bullets for usage with the Submachine Gun, Sniper Rifle, Silenced Submachine Gun, Lever-Action Rifle, Assault Rifle, Revolver, Assault Pistol and Dual Pistols.
 * Box of Bullets: A regular box of bullets, which can be collected to provide the user with 100 Bullets for usage with the Submachine Gun, Sniper Rifle, Silenced Submachine Gun, Lever-Action Rifle, Assault Rifle, Revolver, Assault Pistol and Dual Pistols.
 * Crate of Bullets: A large crate of bullets, which can be collected to provide the user with 200 Bullets for usage with the Submachine Gun, Sniper Rifle, Silenced Submachine Gun, Lever-Action Rifle, Assault Rifle, Revolver, Assault Pistol and Dual Pistols.
 * Small Box of Cells: A small metal box of cells, which can be collected to provide the user with 25 Cells for usage with the Engineer's Wrench's repairing, the Medigun's infection alt-mode, or the Railgun, EMP Pistol, Freeze Sprayer, Tranquilizer Gun or Flamethrower.
 * Big Box of Cells: A large metal box of cells, which can be collected to provide the user with 100 Cells for usage with the Engineer's Wrench's repairing, the Medigun's infection alt-mode, or the Railgun, EMP Pistol, Freeze Sprayer, Tranquilizer Gun or Flamethrower.
 * Experimental Cell Storage: A large metal canister of cells, which can be collected to provide the user with 200 Cells for usage with the Engineer's Wrench's repairing, the Medigun's infection alt-mode, or the Railgun, EMP Pistol, Freeze Sprayer, Tranquilizer Gun or Flamethrower.
 * Rocket Tube: A small canister of rockets, which can be collected to provide the user with 4 Rockets for usage with the Rocket Launcher, Grenade Launcher or Incendiary Cannon.
 * Rocket Box: A regular box of rockets, which can be collected to provide the user with 16 Rockets for usage with the Rocket Launcher, Grenade Launcher or Incendiary Cannon.
 * Big Rocket Box: A large box of rockets, which can be collected to provide the user with 36 Rockets for usage with the Rocket Launcher, Grenade Launcher or Incendiary Cannon.
 * Grenade Box: A box of grenades, which can be collected to provide the user with two Grenades for each of their grenade slots, and a C4 if the user is a Demoman.
 * Backpack: A backpack that contains various amounts of Bullets, Shells, Cells, or Rockets. A Backpack is automatically dropped whenever a player is killed in any mode, containing all the ammo the user was carrying before death. Players can also automatically throw a Backpack containing unneeded ammo by pressing the Ammo Throw button (T by default). An Engineer's thrown Backpack will always contain a amount of every type of ammunition, even if the user was not carrying such ammo.

Power-Ups

 * Biosuit: A very rare item, most prominent in Biolab, Rock and Hadley. It always provides the user with complete immunity to afterburn, infection and environmental damage for 30 seconds. When used, it will reappear sixty seconds later, except in the maps where it is most prominent, where it will immediately respawn after it is used.
 * Mega Shield: A energy shield power-up that makes the user immune to all forms of damage for 30 seconds, similar to the Pentagram of Protection from the original Team Fortress, a leftover from Quake. It appears very rarely, and takes 60 seconds to reappear after it is collected.
 * Quad Damage Rune: A rune power-up shaped like the Quake logo, granting the user 30 seconds of being able to do four times the regular damage to enemies with all their weapons. Like all power-ups, it is very rare, and respawns 60 seconds after it is last used.
 * Ring of Shadows: A stealth-based power-up, appearing as a golden ring that is very rare. When used, it makes the user invisible for 30 seconds, making them appear as only a pair of floating eyeballs to other players. It will respawn 60 seconds after it is used.

Scout

 * Immense Speed: The Scout is, understandably, much faster than any other class.
 * Improved Stamina: The Scout possesses roughly 25% more stamina than any other class, and his stamina drops at a 20% slower rate when sprinting.
 * Improved Sprinting: The Scout has a much more significant speed boost when sprinting compared to other classes. While sprinting, the Scout moves at a extra 100% speed, as opposed to the other classes, who typically gain around a 50% speed boost when sprinting.
 * Increased Stamina Regeneration: The Scout's stamina, in addition to being higher and depleting slower, also regenerates at around 0.5x a faster rate than the other classes.
 * Double Jump: The Scout can jump or duck-jump twice when in mid-air. This can be used to travel distances faster, reach higher places and avoid enemy fire, although the double jump has a predictable trajectory and a careless double jump can put him in danger.
 * Parkour: When moving at at least 173% speed, the Scout is capable of performing parkour moves. He can grab onto and jump over ledges, leap further and higher, run along walls for a brief period, jump off walls, slide along the ground, vault over enemies and obstacles, and swing along corners to avoid losing speed. By using the Secondary Ability button (L by default), he is able capable of performing a dash followed by a mid-air dropkick, which does low damage to enemies but pushes them back significantly and stuns a enemy who is flung into a wall while also doing more damage. However, the Dropkick comes at a heavy stamina cost and causes the Scout to lose all his momentum.
 * C4 Disabling: The Scout can automatically disable a planted C4 by running over it.
 * Spy Disguise Removal: The Scout can automatically disable a Spy's disguise by touching them. This does not work on cloaked Spies. The Spy also has this ability.
 * Objective Location: While none of the Scout's weapons have alternate firing modes, he can instead use the alt-fire button (MOUSE2 by default) to locate all teams' objectives on a map. When used, the locations of these objectives will be announced to the user in the text chat, although allies and enemies will not be able to see this.
 * Radar Scan: By using the Special button (MOUSE3 by default), the Scout can turn on or off his radar, which allows him to detect allies and enemies up to 1500 HU/s away, as well as buildings, incoming grenades or projectiles, and cloaked or disguised friendly or enemy Spies. Using the Radar costs 10 Energy per second, requiring the user to turn it off when it is not needed to avoid expending spare Energy.
 * Leg Injury Immunity: The Scout is immune to the leg injury debuff caused by caltrops and melee attacks or Sniper Rifle shots below the belt.
 * Speed Pad: The Scout can construct a Speed Pad and set it between Boost or Catapult mode. Building a Speed Pad costs 100 Energy and 50 Shells.

Soldier

 * Rocket Jumping: The Soldier is capable of rocket jumping by jumping and firing a rocket at his feet or near him. This comes at a cost of health and armour (although the user only takes 25% of the regular damage caused by a rocket), but can be used to fly around the map, avoid enemies, or reach areas inaccessible without a Speed Pad in Catapult mode.
 * Automatic Reload: The Soldier's Double-Barrel Shotgun, Rocket Launcher and Revolver automatically reload themselves when he is not using them, meaning he can quickly pull them out when needed without fear of lacking a clip.
 * Quickswitch: When using Alt-Fire with the Revolver, the Soldier can immediately switch to the Double-Barrel Shotgun and vice-versa without the need to take a moment to switch weapons. However, he cannot quick switch to the Rocket Launcher, which takes roughly 1.8 seconds to switch to.
 * Battlecry: By doing damage to enemies, the Soldier gradually charges up a Battlecry meter visible on the HUD. When it is fully charged (by doing approximately 1000 damage to enemies), the Soldier can use the Special button to activate the Battlecry, letting out a thundering scream and enhancing his own performance, as well as any ally in a 400 HU radius. While under the effects of the Battlecry, which lasts for around 12 seconds, the user and all allies receive a 65% resistance to all damage done by buildings or grenades, a 40% resistance to all damage done by enemy weapons, a 50% increase in all damage done with their weapons, and a 25% speed bost.
 * Parachute Glide and Float: When his feet are off the ground by at least 100 HU, the Soldier can deploy a parachute by pressing the jump button (SPACE by default) again. This slows his fall, and prevents him from taking fall damage from landing. The Soldier's Rocket Launcher fires and reloads 25% faster while gliding after a rocket jump. A friendly Pyro can also ignite a pilot light attached to the parachute with any flame weapon, enabling the Soldier to constantly float on the same level of altitude for 10 seconds.
 * Bullrush: By using the Secondary Special button (L by default), the Soldier can perform a bullrush, charging forwards at around 200% speed for about 2 seconds. This can be used to travel across a small area quicker, but can mainly be used to knock down enemies, damaging and stunning them, or breaking down a door reinforced by a Engineer.
 * Rocket Launcher Scope: By using Alt-Fire with the Rocket Launcher, the Soldier can look down the scope attached to its side to take more precise shots or lock onto a target before unleashing a barrage. Unlike with the Sniper Rifle, this scope will sway by itself when in use - the Soldier can hold down the Sprint button (SHIFT by default) to steady it, but this costs Stamina.
 * Barrage: When the Rocket Launcher is scoped, it can be used to set a laser point for a location or enemy to barrage. It can then be fired to deploy its entire clip of five rockets in rapid succession, which home in on the target and do maximum damage on hit. This point can be kept whether or not the Rocket Launcher is still scoped, but it is possible for a enemy to avoid a barrage by running constantly and close to walls to try and use them to absorbs the explosions.
 * Last Resort: As the Soldier's health drops, his speed, melee damage, and damage resistance all increase proportionate to his health, meaning that at less than 25 health, he can run slightly slower than the Scout and kill any enemy lighter than a unarmoured but full-health Medic in one melee hit. Due to the danger this places him in, though, this is only recommended as an absolute last resort, as the name suggests.
 * Bunker: The Soldier can construct a Bunker and man its turret. Building a Bunker costs 75 Energy, 50 Shells and 75 Bullets.

Pyro

 * Afterburn Immunity: The Pyro is completely immune to afterburn inflicted by the Flamethrower, Incendiary Cannon, Napalm Grenades, or the Sniper's Flares, and also takes 40% less direct damage from these sources of fire.
 * Jetpack: The Pyro is capable of flying around on a jetpack by holding down the Special button whilst at least 25 HU off the ground, performing a initial lift-off that pushes enemies away before initiating flight. While flying, the player has roughly 300% increased air control and is continuously moving upwards, although this can be changed to instead be moving downwards or in any direction, still moving diagonally. The Pyro can then land without taking fall damage by pressing the Special button again to disable the Jetpack. While in use, the Jetpack burns up around 7.5% of its fuel supply every second, so the ability cannot be used constantly. The fuel resupplies itself at a rate of 2.5% per second.
 * Building Supplying: While using the Axe, the Pyro can resupply her own ammo into a friendly building. This is useful to help take the pressure off of friendly Engineers and can be a lifesaver.
 * Airblast: By using Alt-Fire while using the Flamethrower or Incendiary Cannon, the Pyro can use up 30 energy or 5 Rockets to fire a blast of compressed air in a forward field around herself. This can be used for multiple purposes, such as pushing a enemy back several feet or extinguishing a burning teammate (doing the latter will restore 20 health for the Pyro as a reward), but its main function is to deflect physical projectiles. A deflected projectile or grenade will function like a friendly projectile and damage any member of the enemy team, and is useful for repelling enemy fire, protecting the user and their teammates or buildings from grenades, or forcing enemies to back off. All physical projectiles and grenades can be deflected except for the darts fired from the Spy's Tranquilizer Gun and the energy beams of the Scout's EMP Pistol and the Engineer's Railgun.
 * Gas Can Throw: After doing around 1000 damage to charge up a Gas meter, the Pyro can use the Secondary Special button to throw a can of gas, which sprays gasoline over all a surface or enemy. After this, any contact with flames causes the gas to explode, doing massive damage to enemies and buildings. Since the Gas meter does not regenerate itself, it is thus necessary for the Pyro to use weaponry to fight against enemies before performing this attack.
 * Multi-Degree Burns: The Pyro does more damage with her fire weapons the more she forces the fire onto them. Igniting enemies with different weapons in a short period of time can be used to stack-up afterburn damage - a Level 1 afterburn, from simply touching a flame source for around a second, will do 6 damage per second for 5 seconds; a Level 2 afterburn, from being exposed to flame repeatedly or being shot with the Incendiary Cannon after being ignited by the Flamethrower or vice versa, will do 8 damage per second over 10 seconds; and a Level 3 afterburn, caused by similar techniques, will do 10 damage per second over 15 seconds.
 * Upgrade on Kill: Every time she gets a kill, the Pyro's abilities are upgraded. On getting two kills, her maximum health is increased from 150 to 165 and her maximum armour is increased from 250 to 300. On getting five kills, her maximum speed is increased from 100% to 110%. On getting nine kills, her maximum health in increased again to 180 and the amount of Energy and Rockets she can carry is increased from 300 and 40 to 400 and 50. Finally, on getting thirteen kills, her maximum stamina is increased by 25% and her maximum amount of Grenades is increased from 4 to 5. These upgrades last until she is killed, causing these rewards to reset. After thirteen kills, no further upgrades are gained, but every kill restores the Pyro's health by 15 points.
 * Fiery Combo: When a enemy is on fire, the Pyro can use the Axe or Single-Barrel Shotgun to do additional damage to them. Damage to a burning enemy with these weapons is doubled, encouraging a "combo" system to be used when fighting.
 * Emergency Rope: By pressing Alt-Fire using the Axe or Single-Barrel Shotgun, the Pyro can shoot a rope that can be used to attached to surfaces or enemies, similar to a grappling hook. This rope can be deployed to be used for the user, allies or enemies to climb along. Ropes last for 20 seconds before disappearing, and take 30 seconds to recharge.
 * Snark Nest: The Pyro can build a Snark Nest and cause their Snarks to do twice the damage to burning enemies. Building a Snark Nest costs 100 Energy, 40 Shells and 25 Rockets.

Demoman

 * Pipebomb Jumping: Similar to the Soldier's Rocket Jumps, the Demoman can perform a pipebomb jump by jumping and detonating a pipebomb beneath him. This comes at a cost of health and armour (although the user only takes 40% of the regular damage caused by a pipebomb), but can be used to fly around the map, avoid enemies, or reach areas inaccessible without a Speed Pad in Catapult mode.

Heavy

 * Portable Medkit:

Engineer

 * Armour Regeneration: The Engineer's armour naturally regenerates itself when he is out of combat. After not taking damage for 2 seconds, his armour will begin to restore itself at a rate of roughly 10 armour per "tick" (roughly 0.5 seconds).
 * Multiple Buildings: As opposed to just one building like the other classes, the Engineer is capable of constructing nine different buildings: the Sentry Gun, Dispenser, Teleporter, Security Camera, Motion Sensor, Field Generator, Amplifier, Repair Node and Multi-Gun.
 * Armour and Building Repair: The Engineer is the only class capable of repairing buildings, and can also do the same to armour. This is accomplished by hitting the targeted building or ally with his Wrench, which depletes Cells and converts it into health for the building or armour for the ally, at a rate of roughly 5 building health per 1 Cell or 10 armour per 1 Cell.
 * Armour and Building Upgrade: The Engineer is also the only class capable of upgrading buildings, and can also upgrade armour. This is, like repairing, accomplished by hitting the targeted building or ally with his Wrench, which depletes Cells and converts it into health for the building or armour for the ally. The Engineer will only be able to upload a building or armour if said entity's health/armour is full. Upgrading Light Armour to Medium Armour costs 100 Cells, upgrading Medium Armour to Heavy Armour costs 200 Cells, and upgrading any building to the next level always costs 300 Cells.

Medic

 * Health Regeneration: Similar to the Engineer's ability to regenerate his armour, the Medic passively heals himself when out of combat, although at a slower rate than the Engineer's armour. After not taking damage for 2 seconds, his health will begin to restore itself at a rate of roughly 5 health per "tick" (roughly 0.5 seconds).
 * Infection Immunity:

Sniper

 * Camouflage:
 * Flares:
 * Airstrike Marking and Calling:

Spy

 * Disguise: Like in the original Team Fortress Classic, the Spy can disguise himself as any member of any team by using the Primary Ability key. Compared to the original, Disguising is much faster.
 * Cloak:
 * Sabotage:
 * Silent Footsteps: The Spy's movement creates significantly less noise compared to other classes when undisguised, including jumping and falling to the ground from height. When disguised, though, he makes the same amount of noise as the other classes so as to not draw attention.
 * ID Theft: Normally, when the Spy attacks with a weapon, he will immediately his disguise. However, if the Spy successfully backstabs an enemy on the first hit, he will immediately disguise as his victim.
 * Spy Disguise Removal: The Spy can automatically disable an enemy Spy's disguise by touching them. This does not work on cloaked Spies. The Scout also has this ability.
 * Private Chat Eavesdropping:

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:

Changes to Gameplay and Classes
Rather than a direct port of the original Team Fortress Classic to the Source engine, Team Fortress Classic: Source features massive changes to the base gameplay, including character abilities and functions, physics, maps and playstyles. These changes are, as well as the majority being mentioned above, all listed here:
 * The general graphics and aesthetics of the game are slightly more unrealistic and "cartoony" than the original, mainly due to the developer's desire to combine the graphic styles of Team Fortress Classic and Team Fortress 2.
 * The GUI menu interface is changed, being simplifier and more easily accessible for players new to Team Fortress, as well as easier to use to give out voice commands. Key presses are, like in Team Fortress 2, now used to give out voice commands tied to a specific button.
 * Map-specific voice commands are more varied and can be used more frequently.
 * Maps are much larger, and almost all feature new alternate pathways. There is also a much greater emphasis upon interacting with the environment, with new hiding places, mounted stationary equipment such as machine guns and rocket launchers that can be manned and controlled by players, and ziplines that players can use to quickly travel across locations. There is also always at least one secret area that functions as a neutral zone, where players cannot damage each other, and features health and ammo restoratives.
 * All weapons have had their damage vastly increased.
 * Each class have had their health and armour increased to compensate the increased weapon damage:
 * Civillian has 100 health and 50 armour rather than 50 health and no armour.
 * Scout has 100 health and 75 armour rather than 75 health and 50 armour.
 * Engineer has 100 health and armour rather than 80 health and 50 armour.
 * Sniper has 100 health and 125 armour rather than 90 health and 50 armour.
 * Medic and Spy have 125 health and 200 armour rather than 90 health and 100 armour.
 * Pyro has 150 health and 250 armour rather than 100 health and 150 armour.
 * Demoman has 200 health and 300 armour rather than 90 health and 120 armour.
 * Soldier has 300 health and 500 armour rather than 100 health and 200 armour.
 * Heavy has 500 health and 750 armour rather than 100 health and 300 armour.
 * The level of a player's armour can be upgraded from light (30% protection) to medium (60% protection) to heavy (80% protection) by an Engineer reinforcing the armour, regardless of who the class is.
 * Each class has their own unique voices and lines of dialogue. The character's mouth also moves when they speak or when a player is using a microphone.
 * Microphone-using players can be muted if a player does not wish to hear them.
 * Due to the usage of the Source engine, physics and animations are improved. 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. Weapon physics are also tweaked, with grenades and pipebombs bouncing off walls more accurately, and players being able to sprint, allowing them to move faster for a short period of time before needing to wait for their stamina to regenerate. The HUD also displays animated images related to status and class, and the general graphics are improved.
 * Ammunition now appears in specialized boxes, like in the original Team Fortress mod. Backpacks filled with ammo are only spawned by either a player dying and dropping their ammunition or when a player is manually throwing spare or unneeded ammunition to a teammate. Backpacks will also never contain health pickups - these are exclusively found in the form of their own medical kit items.
 * Servers can support a maximum of 128 players (64 to 32 per team) instead of just 32 (16 to 8 per team).
 * Infection has been significantly nerfed and made more manageable, mainly due to how overpowered it was in the original Team Fortress Classic and to compensate for the fact that it is now possibly to heal and infect from a distance. Infection will automatically go away by itself if the victim survives for more than 20 seconds, and collecting a health kit while infected will reduce this time by 5 seconds in addition to the regular health boost. After surviving a infection, a player will become immune to further infection for 10 seconds.
 * The Demoman, Heavy and Civilian's speed has been reduced while the Scout, Medic and Spy's speed has been increased.
 * The Scout and Medic's functions are significantly changed. The Scout, as opposed to exclusively a flag-runner with limited offensive options, is instead more combat-oriented, and is focused upon performing high-speed hit-and-run attacks on enemies. The Medic, conversely, has had his combat abilities reduced while his healing abilities have been maximised, focusing upon his role as the team's healer.
 * Each class also now has their own unique abilities:
 * Scout can now double jump like in Team Fortress 2, and can also wall-jump and perform parkour moves. The faster he moves, the more speed he builds up, and when moving at a high enough speed, he can wall-run, vault over objects or enemies, and slide along the ground. His speed has also been increased, and he retains the ability to disable a C4 or a Spy's disguise by touching them.
 * Sniper can partially blend into environments when standing still or moving slowly for a period of time, although this camouflage is removed when he uses his weapons. He can also use a self-regenerating supply of Flares to light up dark areas, and can call in a airstrike to devastate outdoor areas.
 * Soldier can build up a Buff Banner-like Battlecry effect by doing or taking damage, enabling him to provide a damage and speed buff to nearby allies for a period of time. He can also deploy a parachute in midair to glide around (which also allows him to hover with the aid of a friendly Pyro) and perform a Chargin' Targe-style Bullrush.
 * Demoman can see his placed explosives through any distance or walls, and can perform a shockwave stomp attack by landing from a high height. He can also remotely detonate his grenades and is unaffected by falling damage. He can still pipebomb jump and deploy explosive charges, although this is now placed within a weapon slot rather than a command.
 * Medic has had his health regeneration increased and can heal allies or infect enemies from a distance. He can also build up a invincibility-granting ÜberCharge (or Supercharge as it is known in Team Fortress Classic: Source) by healing allies or using melee on enemies, and retains his immunity to infections. He can also buff a medical kit or Dispenser to allow it to heal a ally much more.
 * Heavy can use a Portable Medkit, restoring his health or a teammate's health and needing to recharge for about thirty seconds afterwards, and can perform a Stomp that sends out a shockwave that does no damage but momentarily stops a enemy's movement. He also gains a temporary damage resistance buff every time he kills three enemies in a single life, and he now takes 33% less damage from all attacks that aren't grenades.
 * Pyro is as immune to fire as ever, and she now has a jetpack that can be used to fly around whilst expending fuel. She can also throw gas cans that can be ignited to deal explosive damage to enemies, do more damage against ignited enemies, supply ammo to a Sentry Gun using her melee weapon, airblast, throw ropes to climb around, and gain a permanent minor upgrade on a killstreak.
 * Spy can sabotage a enemy building by being in close proximity to it and using alt-fire, making it work for him for a period of time. His useless feign death ability is now replaced by a cloaking ability, which slows him down while invisible and causes him to become more visible the faster he moves (if recently damaged before cloaking, he drops a fake corpse anyway). He can also still disguise himself as a enemy, backstab enemies and uncover an enemy Spy's disguise.
 * Engineer now has armour that regenerates over time like the Medic's health regeneration, although at a faster rate. He can also see friendly buildings and ammo sources through walls up to 1000 Hammer Units away, create a supply of any type of ammunition when throwing a Backpack, and take manual control of his Sentry Gun by mounting it and using it like a manned turret.
 * Civillian can now provide all nearby teammates with a defensive buff by being near him, create a fake ammunition backpack, and is immune to backstabs or Sentry Gun fire.


 * The Crowbar is split up into different melee weapons for each class - a hammer for Scout, a cricket bat for Sniper, a crowbar for Soldier, a machete for Demoman, a spade for Medic (with the Medkit having been converted into the Medigun), a hook for Heavy and a axe for Pyro. Melee combat is also much more useful than in the original Team Fortress Classic, with all melee weapons being much stronger and faster, as well as having a slightly longer range.
 * The Knife does a little more damage than in the original game, but otherwise functions the same.
 * The Wrench now does more damage than a regular melee weapon.
 * The Umbrella now does roughly the same amount damage as the Knife.
 * The Single-Barrel Shotgun is now used exclusively by the Sniper, Demoman and Pyro, and does about 5.5 damage per pellet over ten pellets (around 55 damage on meatshot) rather than 4 damage per pellet over six pellets (around 22 damage on meatshot). It also now has damage fall-off, although not enough to significantly limit its long-range potential.
 * The Double-Barrel Shotgun is now used exclusively by the Soldier, Medic, Heavy and Spy, and now does about 6.4 per pellet over twenty pellets (up to 128 on meatshot) rather than 4 per pellet over fourteen pellets (up to 56 on meatshot). It also now has damage fall-off, significantly more than the Single-Barrel Shotgun, emphasising its purpose as a medium-range sidearm.
 * The Nailgun has been replaced with a Submachine Gun that is now used by the Scout, Engineer and Civillian. It has a clip size of 50 rounds (100 for Scout), hits instantly, and does eleven damage per shot instead of nine. The Engineer also holds his Submachine Gun on its side ("gangsta-style"), although this does not affect its accuracy.
 * The Sniper Rifle can be fired without charging for a quick minimum-damage shot whilst moving. Holding down the fire button is now only necessary when unzoomed - like its Team Fortress 2 successor, the Sniper Rifle will automatically charge when zoomed in. It can also be quick-fired when jumping or swimming.
 * The Rocket Launcher now has a clip size of five rockets instead of four and has a scope attached that can be used to take more precise shots or lock onto a target before unleashing a barrage. Unlike with the Sniper Rifle, this scope will sway by itself when in use - the Soldier can hold down the Sprint button (SHIFT by default) to steady it, but this costs Stamina. When the Rocket Launcher is scoped, it can be used to set a laser pointer for a location or enemy to barrage. It can then be fired to deploy its entire clip of five rockets in rapid succession, which home in on the target and do maximum damage on hit. This point can be kept whether or not the Rocket Launcher is still scoped, but it is possible for a enemy to avoid a barrage by running constantly and close to walls to try and use them to absorbs the explosions.
 * The Grenade Launcher and Pipebomb Launcher are merged into a single Grenade Launcher that can switch between Grenades and Pipebombs with alt-fire. It also now reloads its whole clip at once rather than having to load every grenade into it individually. Pipebombs can also now stick to surfaces and camouflage themselves partially to make them less noticeable, but can be destroyed with a bullet if a enemy spots them.
 * Similar to the Nailgun becoming the Submachine Gun, the Super Nailgun has been replaced with a Assault Rifle, which does twenty damage per shot rather than fourteen and hits instantly. It has a clip size of 100 rounds and only uses one bullet per shot instead of two, but the most significant advantage to it is that it has a grenade launcher attachment that exclusively shoots specialised grenades that do much less damage and have a smaller explosion radius than the regular grenades, but fly faster and explode instantly.
 * The Assault Cannon does less damage and fires slower, but can be wound up to be prepared without firing similar to the Minigun in Team Fortress 2, and has a automatic computer-assisted aim that can home in on nearby enemies.
 * The Incendiary Cannon now does a fixed amount of damage (15 rather than 30-60) and ignores armour on shot. In addition to this, like the fire-based weapons in the original Team Fortress mod, it now creates a patch of physical flames on wherever it hits, which can ignite enemies for a short period of time before burning away. However, it cannot be used to rocket jump anymore.
 * The Tranquilizer Gun is radically changed from a silenced pistol to a rifle-like weapon that does more damage per shot and fires faster. It also now has a clip-based reload rather than needing a moment to wait between shots.
 * The Railgun is also changed to a rifle-like weapon, and is much stronger and faster. It can also penetrate through certain walls, like in the original Team Fortress. To compensate for this, it now uses 10 Cells per shot rather than 1 Nail.
 * The Automatic Rifle is replaced with a Assault Pistol, which can be fired in either a single-shot mode for 25 damage per shot, or a three-round burst that does 12 damage per shot. It also no longer shares ammo with the Sniper Rifle.
 * The Flamethrower has a longer range, and fires a constant stream of fire rather than slower fireball projectiles. It can also use a Team Fortress 2-like airblast that deflects projectiles, pushes enemies back and extinguishes burning teammates.
 * There are multiple new weapons available in the game:
 * The Assault Shotgun, which is the new primary weapon of the Scout. It functions similar to a Single-Barrel Shotgun in full-auto mode, and reloads its entire twelve-round clip at once.
 * The EMP Pistol, the new secondary weapon of the Scout. It does minimal damage on shot, but shots can be used to temporarily disable enemy Buildings or stun a enemy for a brief period of time. A disabled building can be immediately restored to normal by a Engineer with his Wrench. It can also be used to momentarily disrupt a Spy's disguise or cloak.
 * The Revolver, which is used as the secondary weapon of the Soldier. It fires a single, accurate bullet that does high damage on hit and can headshot for extra damage. The weapon's main weaknesses stem from its slow firing and reloading speed, although it reloads its entire eight-round clip at once.
 * The Medigun, the replacement for the Medkit and the new primary weapon of the Medic. When used, it fires a energy sphere which explodes on contact with a surface, ally or enemy. These spheres can be changed between healing (yellow) and infecting (green) to help allies and harm enemies. The infecting sphere takes 20 Cells to fire, while the healing sphere does not require ammo.
 * The Freeze Sprayer, the new secondary weapon of the Heavy. It functions similarly to the Flamethrower, but freezes enemies and slows them down rather than igniting them. Unlike the Flamethrower, it cannot airblast.
 * The Silenced Submachine Gun, the new primary weapon of the Spy. It functions similarly to the Submachine Gun, but due to the silencer attached to it, its shots are silent and more accurate. It also fires faster and does more damage per shot than the regular Submachine Gun.
 * The Triple-Barrel Shotgun, the secondary weapon of the Engineer. It functions similarly to the Double-Barrel Shotgun and does the same damage per pellet as it, but fires thirty pellets instead of twenty, making it much more powerful. It has a clip size of 10 rounds (technically 30, but three shots are always consumed per shot).


 * All classes now have three grenade slots for three grenade types - a regular Hand Grenade for everyone except Scout and Civillian (who use Flash Grenades instead), a secondary grenade shared with one other class, and a unique primary grenade.
 * The Hand Grenade now has a smaller blast radius, but releases damaging shrapnel when exploding.
 * The MIRV Grenade now releases eight bomblets instead of four.
 * The EMP Grenade is now used as a secondary grenade by the Spy and Engineer, and now does extra damage against buildings and shuts them down for two seconds.
 * The Caltrops are now released from a canister that can remotely opened or thrown like a grenade, immediately releasing the Caltrops. There are also now ten per canister rather than just six, and they inflict Bleeding on enemies.
 * The Nail Grenade's nails do more damage, but it does not explode when done firing. After it is finished shooting nails, it can then be picked up again and reused if it is picked up within 10 seconds before it disappears.
 * The Concussion Grenade does not have as much knockback.
 * The Napalm Grenade now creates patches of physical flames that an enemy cannot walk though and bypasses armour, and also has a larger explosion radius. The physical flames remain for a few seconds after the grenade is done shooting them.
 * The Hallucination Grenade is renamed as the Gas Grenade, and now causes any enemy affected by it to begin seeing their own teammates as enemies. Enemies under the effects of this gas will be capable of friendly fire, but the effects go away faster (about 8 seconds instead of 15) and the gas itself does not do any damage.
 * There are some new grenades:
 * The Flash Grenade is a throwback to a old scrapped grenade from Quake World Team Fortress, and functions like the Flashbang from Counter-Strike, temporarily blinding a enemy and rendering them unable to communicate with their teammates. It's used by the Scout and Civillian in place of the Hand Grenade.
 * The Gravity Grenade is a trap-style grenade that creates a black hole that sucks enemies and projectiles into it before exploding and releasing any player caught in it. It is unique to the Sniper.
 * The Claymore is like a manually controlled MIRV Grenade, attaching to a surface and shooting pellets forward when activated before exploding. It is exclusive to the Demoman.
 * The Biological Grenade is, obviously, used only by the Medic, and releases a cloud of gas that heals any ally that enters it whilst also infecting a enemy who breathes it in.
 * The Energy Field Grenade generates a energy field (duh) that slows down any enemy in it and starts slowly draining their health. It's the unique primary grenade of the Heavy.
 * The Laser Tripmine is used by the Engineer exclusively, attaching to walls or surfaces and projecting lasers that cause the tripmine to detonate when a enemy passes through, doing massive damage.
 * The Teleport Grenade is used exclusively by the Civillian, functioning very differently to other grenades. Rather than having ammo, it is instead a automatically recharging weapon that can be used once every twenty seconds. When thrown, it enable the user to immediatly teleport to where it exploded, making it a last-ditch escape weapon for the Civillian when he absoulutely needs to.
 * The Freezing Grenade, as its name suggests, freezes any enemy caught in its explosion in place for a few seconds. It's used as a secondary grenade to the Sniper and Soldier. A frozen enemy can't take damage, but can't move or attack.
 * The Smoke Grenade is used by the Pyro and Civillian as a secondary grenade, and creates a cloud of smoke that keeps allies invisible to enemies while also causing an enemy entering it to choke and suffer slow health damage. If thrown under a Sentry Gun, the Sentry will start panicking and rotating wildly, shooting at anyone on its team other than its builder.