Fortress Forever is a Source mod inspired by the earlier versions of the Team Fortress series (Team Fortress Classic and QuakeWorld Team Fortress). Our all-volunteer team has created this mod entirely from scratch and continued to develop it for over 5 years now. It was originally released in September of 2007. Fortress Forever involves two or more teams, each with 9 available classes, competing in a variety of map-determined objectives (capture the flag, territorial control, invade and defend, etc). Each class has its own unique abilities and strengths that offer extremely varied playstyles. The gameplay ranges from fast-paced, competitive, and deep to absurd and chaotic.

  • Totally free; only requires a Steam account with Source SDK Base 2006 installed.
  • Fast paced, team- and class-based gameplay
  • Faithful to the spirit of Team Fortress Classic (TFC) and QuakeWorld Team Fortress (QWTF), meaning Fortress Forever includes offhand grenades, bunnyhopping, etc
  • 10 Classes (9 + Civilian)
  • Training level and in-game hints
  • Extensive map scripting/customization using Lua

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Fortress Forever

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Class Lineup FF 2.46 Gibs FF 2.45 Preview
Blog RSS Feed Report abuse Latest News: Fortress Forever 2.5.0 released on Steam!

6 comments by squeek502 on Mar 27th, 2015

Fortress Forever 2.5.0 is now available to download on Steam for free!

Misc Resources

Abbreviated Changelog (v2.46 to v2.5.0)

Features

  • Added different kill icons for unbounced rails, single bounced rails, and double bounced rails
  • Added airshot detection
    • Airshots show in the console like so: player killed player with weapon (airshot)
    • Airshots are logged to file like so: "player" killed "player" with "weapon" (modifier "airshot")
      • The (modifier "") string only gets added if there actually was an airshot, otherwise the entire parenthetical is absent from the line
  • Added sparks/dust to the feet of rampsliders (cl_rampslidefx cvar for toggling the effects on/off, and cl_rampslidefx_* cvars for controlling how it looks/behaves)
  • Added team-colored trail to flags
  • Allowed bounced rails to collide with their shooter
  • Added hud_weaponselect cvar (briefly shows the weapon select menu whenever switching weapons when hud_fastswitch is enabled; defaulted to enabled)

Gameplay

  • Lowered the hard cap from 180% to 171%
  • Flag touch bounds have been decreased somewhat significantly: touch height is now ~65% of flag height, and touch width is now ~100% of flag width (flag touch bounds used to be larger than the flag itself in both dimensions)
  • Added a middle bhop cap - when you are over it, reduce speed by more. Currently set to 1.55 speed (620 for scout) and it has a lower pcfactor (0.3 rather than 0.65). This means downtrimping is good for one jump and reduces successive conc skim jumps without reducing the hard cap too much
  • Made HH explosive grenades (frag/mirv) work like they do in TFC (HHing a gren now simply adds 1000 speed in the direction that you're currently moving (or 950 speed straight up if you're not moving at all)
  • Capped jump pad + conc horiz and vert speed separately
  • Set jump pad horiz boost to 768 (was 1024 in 2.46)

Classes

  • Removed the single shotgun from the hwguy, medic, and pyro (see #82)
  • Removed nailgun from sniper
  • Made the sniper rifle use nails to avoid shared ammo between sniper rifle/autorifle

Maps

  • Slimmed down the number of maps included with FF
  • Improved base_shutdown.lua
    • Added built-in support for trigger-based buttons (blue_security_trigger/red_security_trigger)
    • Added built-in support for Lua-defined security shutdown length (SECURITY_LENGTH)
    • Added built-in support for turning on/off lights, brushes, trigger_ff_clips, and trigger_hurts
    • Added some helpful team-oriented trigger definitions in base_teamplay.lua
  • Added a timer on the HUD that reflects how long security is down for on all security maps
  • Reverted all IvD maps that used the time-limited-round-based system to the default IvD system (only switch teams after all caps have been captured)
  • Removed the objective icon on the flag for defenders in IvD/AvD maps (it always points to the cap point that needs to be defended instead)
  • Changed the team names in ff_dm to something more appropriate
  • Removed the map guide menu as it has never been utilized
  • Allowed the speedometer to show while spectating someone

Misc

  • Added Spanish translation by VMX and Firefox11
  • Added (incomplete) Russian localization by Gordon
  • Added Portuguese (BR) translation by Gemini Saga
  • Defaulted hud_fastswitch to 1
  • Made 0 prematch the default when using ff_restartround without a parameter (ff_setprematch is better for cases where you just want to add prematch)
  • Added hud_fastswitch and hud_weaponselect to the Fortress Options "HUD" section
  • Reverted back to the 2.4 menu background because it was pretty cool
  • Removed the map guide menu and make the Flythrough button go directly to the flythrough
  • Improved HUD font: add Latin-1 Supplement and other missing chars (adds things like custom accented chars, #, &, $, ~, etc)
  • Optimised Lua HUD network messages (send a number ID over the network rather than a string)

Fixes

  • Fixed spectators not getting their kills/deaths/fortpoints reset on restart round
  • Fixed getting a frag added when using the 'spectate' console command (it used to be to compensate for the -1 frag from suiciding)
  • Fixed grenades disappearing after falling too far
  • Fixed flags getting stuck in ceilings
  • Fixed ff_training not showing map loading info when launched from the main menu
  • Fixed ff_restartround resetting twice when called with 0 prematch time
  • Fixed unicode character support in VGUI/HUD elements
  • Fixed materials/ff/ff08_sign_up_green material using the yellow texture instead of the green one
  • Fixed the glass material in ff_dm
  • Fixed conc speed being limited for too long after using a jump pad (#80)
  • Fixed Lua HUD timers' seconds getting truncated in the wrong direction when counting down
Media RSS Feed Latest Video
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FF 2.46 Patch Installer (2.45 to 2.46)

FF 2.46 Patch Installer (2.45 to 2.46)

May 6, 2013 Patch 0 comments

This exe file will update Fortress Forever 2.45 to 2.46

Fortress Forever 2.46 Full Installer

Fortress Forever 2.46 Full Installer

May 6, 2013 Full Version 9 comments

This exe file will fully install Fortress Forever 2.46

Fortress Forever 2.45 Full Installer

Fortress Forever 2.45 Full Installer

Dec 9, 2012 Full Version 3 comments

This exe file will fully install Fortress Forever 2.45 for client players

FF 2.45 Patch Installer (2.44 to 2.45)

FF 2.45 Patch Installer (2.44 to 2.45)

Dec 9, 2012 Patch 1 comment

This exe file will update Fortress Forever 2.44 to 2.45 for client players

Fortress Forever 2.44 Full Installer

Fortress Forever 2.44 Full Installer

Dec 16, 2011 Full Version 3 comments

This exe file will fully install Fortress Forever 2.44 for client players

FF 2.44 Patch Installer (2.43 to 2.44)

FF 2.44 Patch Installer (2.43 to 2.44)

Dec 16, 2011 Patch 1 comment

This exe file will update Fortress Forever 2.43 to 2.44 for client players

Post comment Comments  (10 - 20 of 573)
DURANGAMES
DURANGAMES Dec 31 2014, 7:26pm says:

ff es un buen juego pero lo que falta es un sistema de bots o algo asi

los servidores siempre estan vacĂ­os

lo malo es que compiten con team fortress 2 quienes les llevan ventaja

+1 vote     reply to comment
ronjack
ronjack Nov 4 2014, 6:46am says:

HEY GUYS TF2 IS FOR FREE!!!!!!! THIS GAME GAAVE MY PEENUS AIDS AND CANCER I WANT THE DEV TO GIVE ME FULL reimbursement!!!!!!!!!!!!!!!!! WHERES MY MONEY

-3 votes     reply to comment
Willow.
Willow. Dec 21 2014, 10:30am replied:

Goddamn your jokes are bloody awful...

+6 votes     reply to comment
Guest
Guest May 7 2014, 4:03pm says:

This comment is currently awaiting admin approval, join now to view.

Willow.
Willow. Mar 22 2014, 4:57am says:

You should add an option for server owners to disable bunnyhopping, bunnyhopping was (along with other exploits) the main reason why so many players left TFC, if you added an option to disable it then I'm sure more people would play this. :)

+3 votes     reply to comment
WiFiDi
WiFiDi Oct 27 2014, 4:55pm replied:

one of the core features of FF is bunnyhopping. (its balanced around it.) so you could learn to bunnyhop its not always easy but once you learn its like a riding a bicycle. :D

hold space bar move side to side done :D

0 votes     reply to comment
[OD]Maggy
[OD]Maggy Mar 10 2015, 2:35pm replied:

I actually learned to bunnyhop in quake engine games. It is actually easy. I recommend digital paintball 2.0 to learn bunnyhopping.

+1 vote     reply to comment
damnmav
damnmav May 18 2014, 12:06am replied:

Actually, bunnyhopping is one main thing for ff.

-1 votes     reply to comment
The_Dias
The_Dias Oct 19 2014, 12:26am replied:

Eww.

+3 votes     reply to comment
Guest
Guest Jan 13 2014, 7:24pm says:

This comment is currently awaiting admin approval, join now to view.

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Official Page
Fortress-forever.com
Release Date
Released Sep 12, 2007
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Community Rating

Average

8.9

502 votes submitted.

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Ratings closed.

Highest Rated (5 agree) 10/10

This mod makes me feel as if I was playing Team Fortress Classic!

Jun 6 2011, 4:02pm by nikorasu_san

Lowest Rated (8 agree) 5/10

Instead of taking team fortress classic and improving it in a new original way without it being a copy paste of TF2... instead they decided to remake team fortress classic... exploits and all. Scout still feels weak, medic is still unusually powerful. The maps are rather underwhelming.. Bunnyhopping, all I want is a option to disable it. Any server that has disabled bunnyhopping would automatically have a tag that says "bhop off" so it wouldn't hurt anyone. Quake was designed for strafe jumping…

Dec 9 2012, 3:38pm by TheUnbeholden

Style
Genre
First Person Shooter
Theme
Fighter
Players
Multiplayer
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