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

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

Misc Resources

Abbreviated Changelog (v2.46 to v2.5.0)


  • 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)


  • 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)


  • 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


  • 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


  • 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)


  • 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
Yet Another Long Overdue Update

Yet Another Long Overdue Update

6 months ago News 15 comments

Fortress Forever will be released on Steam March 27th.

A Long Overdue Update

A Long Overdue Update

1 year ago News 5 comments

In the coming weeks, Fortress Forever will finally be released on Steam and its code will be open sourced

Fortress Forever has been Greenlit!

Fortress Forever has been Greenlit!

1 year ago News 9 comments

Fortress Forever has been Greenlit by the community! Thank you to everyone that voted and helped to spread the word about our mod. Being Greenlit was...

Fortress Forever 2.46 Released!

Fortress Forever 2.46 Released!

2 years ago News 2 comments

A new update to the mod Fortress Forever has been released. Fortress Forever is a free Team Fortress mod for Half-life 2's Source Engine inspired by the...

Fortress Forever is a Source Mod inspired by Team Fortress. Our independent team has created this mod entirely from scratch. Fortress Forever should please those who have stuck with or been a part of QWTF and TFC over the years while at the same time...
FF 2.46 Patch Installer (2.45 to 2.46)

FF 2.46 Patch Installer (2.45 to 2.46)

2 years ago 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

2 years ago Full Version 10 comments

This exe file will fully install Fortress Forever 2.46

Fortress Forever 2.45 Full Installer

Fortress Forever 2.45 Full Installer

2 years ago 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)

2 years ago 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

3 years ago 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)

3 years ago Patch 1 comment

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

Post comment Comments  (20 - 30 of 574)
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theninja12332 Nov 27 2013 says:

Im a TF2 player just looking around and I stumbled apon this so Im downloading and giving it a try :)

+1 vote     reply to comment
Guest1982 Oct 18 2013 says:

I wish more people play this... and by the way, it's better than Team Hatress 2.

+1 vote     reply to comment
Rus[T] Nov 7 2013 replied:

Yup, I like the style of TF2, but when I saw the gameplay, I was disappointed. As an TFC oldtimer, that just wasn't my game. I really hope they make a TFC3 that looked like the beta TFC2 or something; it needs that original, oldschool TF feeling. Played this mod quit a bit in the days, sadly my pc could just run it. But I suddenly get an itch to play this again, will install it soon :D.

+1 vote     reply to comment
MisterSpyCrab Oct 14 2013 says:

Is this mod dead?

-1 votes     reply to comment
WiFiDi Oct 27 2013 replied:

no it is not.

0 votes     reply to comment
eklitsie Oct 4 2013 says:

this is one crazy video

+2 votes     reply to comment
RoguelikesEsp Aug 19 2013 says:

Hello. Sorry for my n00b question but, ¿I need a game with the Source engine?

+1 vote     reply to comment
TheDrunkenBrit Dec 8 2013 replied:

You can just download source sdk base instead, it's free.

+1 vote     reply to comment
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Release Date
Released 2007
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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 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 by TheUnbeholden

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Last Update
6 months ago
1,345 members