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
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
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
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
First Person Shooter
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Since 2002 we have explored, played and enjoyed mods of all shapes and sizes just like Fortress Forever. We love games like Half-Life 2 that have opened themselves up to modding. Because of communities like Steam Workshop, Nexus, Curse, RTSL, GameBanana and Mod DB, more games support modding today than ever before.
Bigger and better
Whether it is for fun, for laughs or for the challenge, modding is what sets PC gaming apart from our closed off friends in the console and mobile gaming worlds. And based on the recent outpouring of support for mods after the concept of paid modding was explored, we are not alone in our love for mods and open platforms that embrace them.
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As mods play a bigger role in the future of gaming, we believe it is important to recognize the effort the teams behind the work put in, giving us countless hours of enjoyment while asking nothing in return. We have the power to change our games and that needs to be celebrated to ensure it remains a big part of PC gaming's future.
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