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!

5 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)


  • 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
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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  (520 - 530 of 571)
thursdizzle Jul 17 2006, 1:35pm says:

i think the announcement of TF2 has done nothing but make FF even more popular, as long as FF releases before TF2.

+1 vote     reply to comment
geostigma Jul 17 2006, 12:38pm says:

Just tells me that they are alive.

+1 vote     reply to comment
the_refridginator Jul 17 2006, 12:05pm says:

well, the good thing is that this mod will probably be played more than the official TF, since...

1. valve hasnt kept the community up-to-date on the progress of TF2
2. because of above stated, members of the community will have forgotten to track progress, and eventually, forgot the game itself.
3. cartoony gfx. i dont know how many ppl will go for this twist of a new look. just look at what happened to the legend of zelda: wind waker(other than the fact the series continued to be released on the gcube). this will mostly be something brand new compared to the (quoted)"gritty, realistic look" of DOD:S and CS:S.
4. this mod stays true to the original looks and style that so many TF players and vets had enjoyed over the years.
5. valves rep. obtained from recent years' progress and release of titles(new and ports/updates/sequels) give community members a somewhat future expectation of whats to come... which is not good.*not saying valve has gone ALL bad, but some places theyre achieving higher than others*
6. ive wanted to play this mod for a LONG time. so i am one less TF2 player the community will see. but nevertheless, i will give TF2 a try, since im going to buy HL2 ep2 anyway.
7. all of above stated.

so dont give up guys, i dont want to see this mod go down the pipe like others have just because valve makes a release similar to this. im sure many others agree with me when i say that i want to see this mod done, and i want to play it. gl dev team!

+1 vote     reply to comment
Bloodvayne Jul 15 2006, 10:36pm says:

Either way. Both will fullfill my enjoyment of playing TF.

+1 vote     reply to comment
InfernoHunter Jul 15 2006, 2:58pm says:

Dude the character models thats going to be in TF2 looks hella ugly. Here take a look

+1 vote     reply to comment
syx Jul 15 2006, 1:26am says:

I'm looking forward to both this mod and TF2.
TF2 should provide some new fun gameplay and a radical new style, while FF should provide as a cure to TFC style gameplay.

+1 vote     reply to comment
Bish777 Jul 14 2006, 10:06pm says:

Well I too have just received the sad information of TF2 so I decided that I should do a little more research. I checked the forums at and did a search for Fortress. all i found were people bitching about how crappy TF2 looks and that FF looks so much better. All i can say is for everyone to make sure that you post about FF in any forum that talks about TF2. I believe that it will be much better, and I would lke as many people knowing about the mod as possible. ESPECIALLY since it will be free as opposed to having to pay for Episode 2 to get TF2.
I really do not see it as a threat to FF as a competitor though, but time will tell.

+1 vote     reply to comment
InfernoHunter Jul 13 2006, 10:14pm says:

I feel bad for the Fortress Forever team since Valve is a few months away from releasing a Team Fortress game of their own TF2. WAnt proof well heres what it says in Planet
Gabe Drops a Bomb at EA's Summer Showcase ? 11 Comments
7/13/2006 13:47 PST | Community | by Pratt
We can hardly believe it ourselves - Team Fortress 2 will finally see the light of day as it will ship with Half-Life: Episode 2! As reported by our sister site, GameSpy PC:
Valve Software's golden boy, Gabe Newell, made a surprise appearance at today's Electronic Arts Summer Showcase at Redwood Shores. Perhaps the one revelation that hit harder than all the rest was that the long-awaited Team Fortress 2 will be included with Half-Life 2: Episode 2 later this year. A trailer of the game was shown at the convention. From what we saw we can tell you that most, if not all of the classic character classes you know and love are back. The game also sports a new art style that's drastically different from Counter-Strike: Source or Day of Defeat: Source. Rather than going for a gritty, realistic look, the characters have a more cartoonish, flat-shaded look, comparable to the way Pixar's The Incredibles looks.
Pinch me, I must be dreaming. So is that all? No way. A new singleplayer experience called Portal will also ship with Half-Life 2: Episode 2.

But wait, how much would you pay now? Because there's still more: Episodes 1 and 2 will ship for both XBox 360 and Playstation 3.

The full story is so big it requires two different articles to tell it all. You can read them here
and here

+1 vote     reply to comment
-DAYWALKER- Jun 28 2006, 8:52am says:

Been busy watching incoming source and Insurgency :) That's the reason

+1 vote     reply to comment
Panzert Jun 17 2006, 7:16am says:

god how long did it take you to spot theres been big news about it everywhere

+1 vote     reply to comment
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Release Date
Released Sep 12, 2007
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501 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

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