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 doing more for new TF players than any prior Fortress attempt.
Одна из самых быстрых игр в интернете. Отличная физика, проверенная временем механика, приятная графика - что еще нужно для того, чтобы получить удовольствие от игры? Жду-не дождусь когда она выйдет в стеам, потому что игроков действительно не хватает (все еще не могу понять, почему).
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One of the fastest games on the Internet. Excellent physics, time-tested mechanics, nice graphics - what else is needed in order to enjoy the game? Can not wait when it will be released in the steam, because the players did not have enough (I still can not understand why).
Translated by Google-translator, because my English is bad
This thing is amazing. It's basically a Team Fortress ripoff (for lack of a better term, don't take that badly) with a TFC gameplay style and most TF2 gameplay elements. This mod really needs more attention. It does have a few odd bugs here and there, (one of which is that version 2.46 is saying that version 2.46 is old and you need to update to 2.46) but it's really fun. And not full of noobs. It's mostly TFC pros that play this game, it seems.
I should also mention that it is a huge joy to map for. If you can map for Quake, Half-Life, or Half-Life 2, and you can code at least a little bit for Garry's Mod, you'll have a map done in no time. You have complete control over EVERYTHING when you make a map. Everything is done in Lua for the most part. All you do in Hammer is standard map work. No crazy entity setups like in TFC. I tried to make a TFC map and failed miserably from absolutely insane entity setups. All you have to do is lay out the entities, then you open up Notepad++ (or your preferred Lua editor) and make a script for your map. From the script, you define what things should do what. Then, you give each function in the script a valid Hammer targetname. From there, you just give the entites in Hammer said targetname and BOOM. No info_tfgoal this, no i_t_g that, and no "Can't find tfgoal with id 4." Everything is either a trigger_ff_script or an info_ff_script that is controlled from Lua. I've made one map, and I enjoyed all but about five minutes of it. Those five minutes were Hammer 4's fault, by the way. I tried to resize an overlay and, instead, I managed to cause a stack overflow somehow. Well, thanks left hand for pushing function instead of control, I really love having not saved for five minutes and then losing everything.