A brief summary of TF2 Classic
TF2 Classic is the most popular mod of TF2, and is coming to Steam in 2025. Already fully released in 2020 (available with a few clicks), it has been the only way a whole community plays Team Fortress for years now.
It is an alternative universe version of the early era TF2, including unique game modes such as VIP, and what it could have become currently, with major updates still being released by a developer team who cares.
CompTF2C
TF2C Competitive Discord server has been active since 2023. It has been used mainly for organizing and playing TF2 Classic PuGs. Nowadays, we are going bigger than that, with exciting events on the horizon; and we are following a more regular schedule with the PuGs. Every Friday, and Saturday: EU, and North America. Including many players from South America and other regions as well.
You can visit us on comptf2c.com, join the Discord server and participate in the PuGs.
We are looking forward to seeing you there.
[b]A brief summary of TF2 Classic[/b]
TF2 Classic is the most popular mod of TF2, and is [url=https://tf2classic.com/?id=7986]coming to Steam[/url] in 2025. Already fully released in 2020 ([url=https://tf2classic.com/download]available with a few clicks[/url]), it has been the only way a whole community plays Team Fortress for years now.
It is an alternative universe version of the early era TF2, including unique game modes such as VIP, and what it could have become currently, with major updates still being released by a developer team who cares.
[b]CompTF2C[/b]
[url=https://discord.com/invite/Z7QRYGt8Yn]TF2C Competitive[/url] Discord server has been active since 2023. It has been used mainly for organizing and playing TF2 Classic PuGs. Nowadays, we are going bigger than that, with exciting events on the horizon; and we are following a more regular schedule with the PuGs. Every Friday, and Saturday: EU, and North America. Including many players from South America and other regions as well.
You can visit us on [url=https://comptf2c.com/]comptf2c.com[/url], join the Discord server and participate in the PuGs.
We are looking forward to seeing you there.
is there any streams/clipdumps of these pugs happening? what does comp tf2c look like
is there any streams/clipdumps of these pugs happening? what does comp tf2c look like
tommyis there any streams/clipdumps of these pugs happening? what does comp tf2c look like
Thank you.
I shared some clips/videos below. You can find more in the #media channel of the Discord server.
1) https://streamable.com/az774n
In game modes common to both live TF2 and TF2C, as is the case in the badlands mid clip above, there are only subtle differences between the two games.
For instance, in that clip, the projectile airshot to the airborne soldier crits, because he was equipped with the Anchor, the most iconic weapon of the Double Down Update released in January this year.
2) Discord clip (or Discord message link)
This one is from the map vipr_drizzle. VIPR means VIP Race, where both teams have VIPs (the Civilian), and their goal is to cap both points ("mid" and "last") without their VIP dying. The only player that can cap is the VIP. If the VIP dies, the mid capture (if captured) resets.
The action starts at the 9th second with the Soldier jumping on the heavy-medic combo with the anchor, causing areal damage and pushing the medic back. Later on you see the heavy using the jump pad, addition of the Fight & Flight update in spring 2023.
3) https://www.youtube.com/watch?v=p6OIefcwQVM
The Youtube video is a medic POV from td_caper, using the Rejuvenator (a projectile medigun). TD (territorial domination) is played over 3 control points all available to both teams, and the respawn areas changing according to the cps teams have captured. Teams have to capture all 3 points to win, or be in possession of 2 of the 3 points when the round timer runs out.
I hope these give some idea about some of the unique features of TF2C. I think it has a lot of possibilities to discover and re-invent.
[quote=tommy]is there any streams/clipdumps of these pugs happening? what does comp tf2c look like[/quote]
Thank you.
I shared some clips/videos below. You can find more in the [i]#media[/i] channel of the [url=https://discord.com/invite/Z7QRYGt8Yn]Discord server[/url].
1) [url=https://streamable.com/az774n]https://streamable.com/az774n[/url]
In game modes common to both live TF2 and TF2C, as is the case in the badlands mid clip above, there are only subtle differences between the two games.
For instance, in that clip, the projectile airshot to the airborne soldier crits, because he was equipped with [url=https://wiki.tf2classic.com/wiki/Admiralty_Anchor]the Anchor[/url], the most iconic weapon of the [url=https://tf2classic.com/double_down/day3]Double Down Update[/url] released in January this year.
2) [url=https://cdn.discordapp.com/attachments/1122959015102652446/1335028594031726684/Team_Fortress_2_Classic_2025-01-31_13-20-25.mp4?ex=6806d444&is=680582c4&hm=371e7f3416cf21731dab3e2ae6184eb9a0f305476c82c405cc9a09e5f94aa44f&]Discord clip[/url] (or [url=https://discord.com/channels/1097187154813272174/1122959015102652446/1335028604257435801]Discord message link[/url])
This one is from the map [i]vipr_drizzle[/i]. VIPR means VIP Race, where both teams have VIPs (the Civilian), and their goal is to cap both points ("mid" and "last") without their VIP dying. The only player that can cap is the VIP. If the VIP dies, the mid capture (if captured) resets.
The action starts at the 9th second with the Soldier jumping on the heavy-medic combo with the anchor, causing areal damage and pushing the medic back. Later on you see the heavy using the [url=https://wiki.tf2classic.com/wiki/Jump_Pads]jump pad[/url], addition of the [url=https://tf2classic.com/history]Fight & Flight update[/url] in spring 2023.
3) https://www.youtube.com/watch?v=p6OIefcwQVM
The Youtube video is a medic POV from [i]td_caper[/i], using the Rejuvenator (a projectile medigun). TD (territorial domination) is played over 3 control points all available to both teams, and the respawn areas changing according to the cps teams have captured. Teams have to capture all 3 points to win, or be in possession of 2 of the 3 points when the round timer runs out.
I hope these give some idea about some of the unique features of TF2C. I think it has a lot of possibilities to discover and re-invent.
i still don't understand how this mod is supposedly tf2 "classic", when someone says tf2 classic i imagine waddle soldiers and sentries you can't pick up and not heavies with lightning force fields, four team deathmatch and engineer launch pads
i still don't understand how this mod is supposedly tf2 "classic", when someone says tf2 classic i imagine waddle soldiers and sentries you can't pick up and not heavies with lightning force fields, four team deathmatch and engineer launch pads
Guvenwith major updates still being released by a developer team who cares
While I can appreciate this the most, I still don't see how TF2C gains traction with the current competitive community, where people are pretty much used to the 2017+ version of the game. Making a fork of 2008 TF2 and adding a bunch of custom mechanics, weapons and gamemodes on top of that just doesn't seem like something you would play instead of what we already have.
People generally welcome improvements to existing maps, rulesets, server and gameplay plugins in current TF2, but with this you may as well be offering to play some other game. If it's meant to not be taken too seriously, then sure, maybe some people would be interested in playing a spinoff TF2C cup, similar to how ultiduo or mge cups are played now.
[quote=Guven]with major updates still being released by a developer team who cares[/quote]
While I can appreciate this the most, I still don't see how TF2C gains traction with the current competitive community, where people are pretty much used to the 2017+ version of the game. Making a fork of 2008 TF2 and adding a bunch of custom mechanics, weapons and gamemodes on top of that just doesn't seem like something you would play instead of what we already have.
People generally welcome improvements to existing maps, rulesets, server and gameplay plugins in current TF2, but with this you may as well be offering to play some other game. If it's meant to not be taken too seriously, then sure, maybe some people would be interested in playing a spinoff TF2C cup, similar to how ultiduo or mge cups are played now.
tommyis there any streams/clipdumps of these pugs happening? what does comp tf2c look like
i played a few pugs and there wasnt enough comp players to see how "real comp" would play out, theres many players coming straight from TF2C without comp experience. The main changes i could see from current meta is a new medigun which uses heal grenades rather than a medibeam, and deploys an uber over an static area for multiple teammates rather than ubering a single player at a time, and sniper nerfed into doing 140dmg on uncharged headshots and also having a smoke tracer after each shot so hes easier to spot.
Demo gets the most interesting unlocks imo but idk yet if they're more viable than stock:
- Cyclops is a mix of a regular grenade launcher and single-detting stickies, you let go off LMB to detonate and afaik you can just hold LMB as long as you want and the ball will not detonate until you let go.
- Theres a stickybomb launcher where the stickies only detonate when a player gets close, but they have a delay so they're not that broken.
- Dynamite which is thrown an explodes after a certain delay, then slowly recharges like jarate. Slows down enemies on direct hit and can be combined with cyclops to do tons of damage as the cyclops forces the dynamite to detonate. Its not that crazy if you consider waterfalling stickies does about the same damage
[quote=tommy]is there any streams/clipdumps of these pugs happening? what does comp tf2c look like[/quote]
i played a few pugs and there wasnt enough comp players to see how "real comp" would play out, theres many players coming straight from TF2C without comp experience. The main changes i could see from current meta is a new medigun which uses heal grenades rather than a medibeam, and deploys an uber over an static area for multiple teammates rather than ubering a single player at a time, and sniper nerfed into doing 140dmg on uncharged headshots and also having a smoke tracer after each shot so hes easier to spot.
Demo gets the most interesting unlocks imo but idk yet if they're more viable than stock:
[list]
[*] Cyclops is a mix of a regular grenade launcher and single-detting stickies, you let go off LMB to detonate and afaik you can just hold LMB as long as you want and the ball will not detonate until you let go.
[*] Theres a stickybomb launcher where the stickies only detonate when a player gets close, but they have a delay so they're not that broken.
[*] Dynamite which is thrown an explodes after a certain delay, then slowly recharges like jarate. Slows down enemies on direct hit and can be combined with cyclops to do tons of damage as the cyclops forces the dynamite to detonate. Its not that crazy if you consider waterfalling stickies does about the same damage
[/list]
that heavy gun they added that can shoot airburst rockets around corners and can crit made me stop playing that mod. if they ban that gun then we have something here
that heavy gun they added that can shoot airburst rockets around corners and can crit made me stop playing that mod. if they ban that gun then we have something here
dqzGuvenwith major updates still being released by a developer team who cares
While I can appreciate this the most, I still don't see how TF2C gains traction with the current competitive community, where people are pretty much used to the 2017+ version of the game. Making a fork of 2008 TF2 and adding a bunch of custom mechanics, weapons and gamemodes on top of that just doesn't seem like something you would play instead of what we already have.
People generally welcome improvements to existing maps, rulesets, server and gameplay plugins in current TF2, but with this you may as well be offering to play some other game. If it's meant to not be taken too seriously, then sure, maybe some people would be interested in playing a spinoff TF2C cup, similar to how ultiduo or mge cups are played now.
I agree that this is not necessarily something to choose over live TF2 and replace it; and it is not a "better" or "worse" TF2 either, it is just something different. But I don't think its potential is limited to being a fun cup either. Not necessarily. Initially it may start that way, as Highlander did and hung around that way for 2 years before breaking through. Although the accumulated meta and legacy now is almost 2 decades' worth, and the habits are even more rooted, I still trust the fun and variety TF2C offers. Not as something that will "steal" live TF2's player base by the way, but as something that will co-exist amongst others, as 9v9 co-exists with 6v6 and enriches the TF2 scene.
If it indeed stays forever as an event-based, occasional thing as you said, personally, that is also fine by me. This is a very personal thought though, and does not reflect the community I am in, or other communities gathered around TF2C.
[quote=dqz][quote=Guven]with major updates still being released by a developer team who cares[/quote]
While I can appreciate this the most, I still don't see how TF2C gains traction with the current competitive community, where people are pretty much used to the 2017+ version of the game. Making a fork of 2008 TF2 and adding a bunch of custom mechanics, weapons and gamemodes on top of that just doesn't seem like something you would play instead of what we already have.
People generally welcome improvements to existing maps, rulesets, server and gameplay plugins in current TF2, but with this you may as well be offering to play some other game. If it's meant to not be taken too seriously, then sure, maybe some people would be interested in playing a spinoff TF2C cup, similar to how ultiduo or mge cups are played now.[/quote]
I agree that this is not necessarily something to choose over live TF2 and replace it; and it is not a "better" or "worse" TF2 either, it is just something different. But I don't think its potential is limited to being a fun cup either. Not necessarily. Initially it may start that way, as Highlander did and hung around that way for 2 years before breaking through. Although the accumulated meta and legacy now is almost 2 decades' worth, and the habits are even more rooted, I still trust the fun and variety TF2C offers. Not as something that will "steal" live TF2's player base by the way, but as something that will co-exist amongst others, as 9v9 co-exists with 6v6 and enriches the TF2 scene.
If it indeed stays forever as an event-based, occasional thing as you said, personally, that is also fine by me. This is a very personal thought though, and does not reflect the community I am in, or other communities gathered around TF2C.
Guven3) https://www.youtube.com/watch?v=p6OIefcwQVM
The Youtube video is a medic POV from td_caper, using the Rejuvenator (a projectile medigun).
I'd like to see this medigun in original tf2 6s comp.
[quote=Guven]3) https://www.youtube.com/watch?v=p6OIefcwQVM
The Youtube video is a medic POV from td_caper, using the Rejuvenator (a projectile medigun).[/quote]
I'd like to see this medigun in original tf2 6s comp.
I love tf2 classic but it's definitely not at all balanced, most of the new items added (like the heavy anti aircraft cannon) are super unfun and not very interesting for the game. Just to illustrate it for people who haven't played the mod before:
- "oops my med and combo scout got blown up instantly by dynamite haha"
- "dang my flank scout walked around a corner and got -140 dmg blown up by a roamer hiding there with the RPG"
- "a 450 hp heavy spammed me around a corner with an air detting projectile that he has almost unlimited ammo for"
- "an engi used a jump pad and got a sentry gun and heavy on a place that's not supposed to be accessible"
- *everyone gets mowed down and out DPS'd by pre-nerf heavy with no damage ramp*
.
That said, I'd definitely play some pugs in it, but to get comp people to try it out you'd probably need to have someone with FTP to the server who can easily at will change the whitelist / class limits.
Example: people would probably want to try out banning heavy (old minigun is absurd) or pyro (way stronger than current meta tf2), or banning specific weapons (like dynamite or RPG), not because they're objectively OP, but they're just not very fun mechanics to play against)
The 4 team koth game mode is pretty silly and would likely devolve (everyone ends up shooting red team or two teams team up) but it'd be entertaining to try a pug with
I love tf2 classic but it's definitely not at all balanced, most of the new items added (like the heavy anti aircraft cannon) are super unfun and not very interesting for the game. Just to illustrate it for people who haven't played the mod before:
[list]
[*] "oops my med and combo scout got blown up instantly by dynamite haha"
[*] "dang my flank scout walked around a corner and got -140 dmg blown up by a roamer hiding there with the RPG"
[*] "a 450 hp heavy spammed me around a corner with an air detting projectile that he has almost unlimited ammo for"
[*] "an engi used a jump pad and got a sentry gun and heavy on a place that's not supposed to be accessible"
[*] *everyone gets mowed down and out DPS'd by pre-nerf heavy with no damage ramp*
[/list].
That said, I'd definitely play some pugs in it, but to get comp people to try it out you'd probably need to have someone with FTP to the server who can easily at will change the whitelist / class limits.
Example: people would probably want to try out banning heavy (old minigun is absurd) or pyro (way stronger than current meta tf2), or banning specific weapons (like dynamite or RPG), not because they're objectively OP, but they're just not very fun mechanics to play against)
The 4 team koth game mode is pretty silly and would likely devolve (everyone ends up shooting red team or two teams team up) but it'd be entertaining to try a pug with