Quake Team Fortress (Unity Port)

**Quake Team Fortress** is a team-based first-person shooter game idea, a port of the original *Team Fortress* mod for *Quake* using the Unity engine. Focused upon maintaining the original gameplay style with some changes to balance the classes, it features both new maps, new weapons, and a more complex, fleshed out gameplay style with new additions.

## Weapons

* **Axe:** The main melee weapon of the game, used by the Sniper, Soldier, Demoman, Heavy, Pyro, Civilian in Hunted mode and Mercenary in 4 All mode.
* **Shotgun:** The secondary weapon of the Civilian in Hunted Mode and the sidearm of the Scout, Soldier, Demoman, Pyro and Spy.
* **Super Shotgun:** The secondary weapon of the Engineer and the sidearm of the Medic and Heavy.
* **Nailgun:** The secondary weapon of the Scout, and the sidearm of the Sniper and Engineer.
* **Super Nailgun:** The secondary weapon of the Medic and Spy.
* **Airfist:** The unique melee weapon of the Scout.
* **Grappling Hook:** The unique primary weapon of the Scout.
* **Sniper Rifle:** The unique primary weapon of the Sniper.
* **Auto Rifle:** The unique secondary weapon of the Sniper.
* **Rocket Launcher:** The unique primary weapon of the Soldier.
* **Thunderbolt:** The unique secondary weapon of the Soldier.
* **Grenade Launcher:** The unique primary weapon of the Demoman.
* **Pipebomb Launcher:** The unique secondary weapon of the Demoman.
* **Bioweapon:** The unique melee weapon of the Medic.
* **Medigun:** The unique primary weapon of the Medic.
* **Assault Cannon:** The unique primary weapon of the Heavy.
* **BFG:** The unique secondary weapon of the Heavy.
* **Flamethrower:** The unique primary weapon of the Pyro.
* **Incendiary Cannon:** The unique secondary weapon of the Pyro.
* **Knife:** The unique melee weapon of the Spy.
* **Tranquilizer Gun:** The unique primary weapon of the Spy.
* **Wrench:** The unique melee weapon of the Engineer.
* **Railgun:** The unique primary weapon of the Engineer.
* **Rifle:** The unique primary weapon of the Civilian.
* **Dire Orb:** The unique tool of the Civilian.

## Items

* **Medkit:**
	+ **Small Medkit:** Restores 25% of the user's maximum health on pickup. Every map's spawn room has Small Medkits that regenerate 3 seconds after being used.
	+ **Large Medkit:** Restores 75% of the user's maximum health on pickup. Most maps have a single Large Medkit in the central chokepoint that regenerates 10 seconds after being used.
* **Armour:**
	+ **Armour Vest:** Gives the user 100 armour, up to their maximum armour. Every map's spawn room has Armour Vests that regenerate 5 seconds after being used.
	+ **Asbestos Armour:** Adds the Asbestos effect to the user's armour, meaning it deflects 50% of all incoming damage from the Flamethrower, Incendiary Cannon, Molotov Cocktail, and some environmental hazards. The Scout and Pyro cannot pick up this item since they automatically have the Asbestos effect at all times.
	+ **Blast Armour:** Adds the Blast effect to the user's armour, meaning it deflects 50% of all incoming damage from the Rocket Launcher, Grenade Launcher, Pipebomb Launcher, Frag Grenade, and MIRV Grenade. The Soldier and Demoman cannot pick up this item since they automatically have the Blast effect at all times.
	+ **Ceramic Armour:** Adds the Ceramic effect to the user's armour, meaning it deflects 50% of all incoming damage from the Axe, Knife, Wrench, Nailgun, Super Nailgun and Nail Grenade. The Engineer and Spy cannot pick up this item since they automatically have the Ceramic effect at all times.
	+ **Kevlar Armour:** Adds the Kevlar effect to the user's armour, meaning it deflects 50% of all incoming damage from the Shotgun, Super Shotgun, Sniper Rifle, Auto Rifle, Assault Cannon and Laser Tripmine. The Heavy and Sniper cannot pick up this item since they automatically have the Kevlar effect at all times.
	+ **Shock Armour:** Adds the Shock effect to the user's armour, meaning it deflects 50% of all incoming damage from the Thunderbolt, BFG, Railgun, Biological Grenade, EMP Grenade and some environmental hazards. The Medic and Civilian cannot pick up this item since they automatically have the Shock effect at all times.
* **Ammo:**
	+ **Bullets:** Used by the Sniper Rifle, Auto Rifle and Assault Cannon.
	+ **Cells:** Used by the Thunderbolt, BFG, Flamethrower, the Bioweapon's Infection attack and the Wrench's armour and building repair and upgrading.
	+ **Nails:** Used by the Nailgun, Super Nailgun, and Tranquilizer Gun.
	+ **Rockets:** Used by the Rocket Launcher, Grenade Launcher, Pipebomb Launcher and Incendiary Cannon.
	+ **Shells:** Used by the Shotgun and Super Shotgun.

## Changes to Quake Team Fortress

### General

* The Axe is made into a more viable combat option, at its attacks are faster, have a slightly further reach, and most importantly ignore armour and do 20 damage to enemy health. It also now has a alternate fire (except for the Pyro, who instead has the Jetpack ability) where it is used for a slower attack with a longer range that has the user spin around.
* The Shotgun is also made into a more viable combat options, as its pellets do not have any damage fall-off like the Super Shotgun. It also now has a alternate fire when used by the Soldier or Demoman (with the Scout, Pyro and Spy instead having their Radar, Jetpack or Invisibility abilities assigned to said key instead), in which it switches to a burst-fire mode that fires three shots at once.
* The Super Shotgun's damage fall-off is reduced, and its damage per pellet is slightly increased. It also now has a alternate fire which allows the user to fire both shots in succession rather than both at once.
* The Nailgun's damage is increased from 9 to 12 per shot, and it has a faster firing rate. It also now only uses one nail per shot rather than two, and has a alternate fire when used by the Sniper or Engineer (with the Scout instead having his Radar ability assigned to said key instead), where they fire two nails at once

### Scout

* Due to changes to how the weapons work, the Scout is stronger than in the original game, since his Shotgun does not have damage fall-off and he has many more abilities.
* The Scout has 100 Health and Light Asbestos Armour rather than 75 Health and 50 Light Armour.
* The Scout does not have a Axe, instead having a unique melee weapon in the form of the Airfist. The Airfist launches compressed blasts of air that damage enemies and push them back. It can also be used to push back grenades and rockets and extinguish burning teammates.
* The Scout has a fourth weapon - the Grappling Hook, which works similarly to the one in *Quake Mission Pack 2: Dissolution of Eternity*, with the additional change that the user does not need as much momentum to use it. It can also be used to pull enemies towards the user, and can be used as a makeshift weapon by repeatedly grappling and damaging the target.
* The Scout's Radar works significantly differently than in the original - it takes the form of a transparent radar graphic on the screen rather than in the form of lightning bolts aimed at targets, and always shows friends and foes as coloured dots rather needing to be differentiated by the user. It also detects disguised Spies and friendly buildings, but not enemy buildings or cloaked Spies. The Radar has a set radius of 1500 units and is turned and off by the alternate fire key when using any weapon.
* The Scout can perform a second jump in mid-air, which is slightly stronger than a regular jump.
* The Scout does not take fall damage.
* The Scout cannot disarm a Detpack by running over it, but can still disable a Spy's disguise.
* The Scout can now carry 64 Shells, 250 Nails and 4 Concussion Grenades instead of 50 Shells, 200 Nails and 3 Concussion Grenades.
* The Scout now can use both the Flash Grenade and the Caltrops that later replaced it due to the new three-grenade system.
* Due to Concussion jumping being reduced in effectiveness, the Scout's speed is increased from 133% to 150% again.
* The Scout can now build a Jump Pad, a building that can be used to leap immense heights and distances. Jump Pads can be used by anyone regardless of team.

### Sniper

* The Sniper has 100 Health and Light Kevlar Armour rather than 90 Health and 50 Light Armour.
* The Sniper Rifle now automatically charges while zoomed-in, and does not need to have its autozoom function dictated by console commands. It can also now be fired when in mid-air. After firing, the Sniper Rifle automatically reloads its shot.
* The Auto Rifle has a slightly slower firing rate, but now does 10 damage per shot instead of 8. It also now has a alternate fire where it fires five shots at once in a Shotgun-like pattern.
* The Sniper Rifle and Auto Rifle now use Bullets instead of Shells as ammo.
* The Sniper can now carry 100 Bullets and 150 Nails instead of 75 Shells and 100 Nails.
* The Sniper now has two new grenades - the Smoke Grenade shared with the Pyro, and the new Gravity Grenade, which works like a miniature black hole that sucks enemies and projectiles into it before exploding.
* The Sniper now "tags" enemies he damages but does not kill with the Sniper Rifle, Auto Rifle or Nailgun. A tagged enemy is visible by a outline to the user for 5 seconds afterwards.

### Soldier

* Instead of a Super Shotgun, the Soldier now has a second unique weapon - the Thunderbolt.
* The Rocket Launcher now has a slightly faster reloading rate but less damage per shot. It also has a alternate fire where it expends two Rockets and fires a Multi-Rocket similar to the alternate fire in *Quake Mission Pack 2: Dissolution of Eternity*, doing less damage for a higher blast radius and firing rate.

### Demoman

* The Demolitions Man's name is shortened to just the Demoman.
* The Grenade Launcher and Pipebomb Launcher no longer share a clip, but they still share ammo reserves.
* The Grenade Launcher has a alternate fire where it expends three Rockets to fire a Multi-Grenade similar to the alternate fire in *Quake Mission Pack 2: Dissolution of Eternity*, doing less damage as it explodes in a MIRV Grenade-like effect.

### Medic

* The Medic's role is changed compared to the original, being more retooled towards being a actual healer rather than a more combat oriented Scout.
* The Medic's health regeneration is increased from 2 health per second to 5 health per second.

### Heavy

* The Assault Cannon can now be fired while moving and even while jumping, and does not consume Cells to wind-up. While moving with the Assault Cannon wound up, the Heavy's speed is halved.
* The Assault Cannon now has a alternate "Cannon Lock" fire mode where it spins up without firing, allowing the user to prepare for ambushes.

### Pyro

* The Pyro now has a unique active ability - the Jetpack. Activated by pressing alternate fire while using any weapon, the Jetpack allows the Pyro to take flight in a burst of compressed air that reflects enemy projectiles and extinguishes burning teammates.
* The Flamethrower and Incendiary Cannon's damage is reduced, but they now leave behind physical flames that linger on surfaces for a short period of time, igniting any enemy who goes near them.
* The Flamethrower's range is increased slightly, and its afterburn lasts for slightly longer.
* The Incendiary Cannon now only uses 1 Rocket per shot instead of 3.

### Spy

* The Spy's feign death ability is replaced with the ability to turn invisible (if he has been damaged within 3 seconds of turning invisible, he will drop a fake corpse). While invisible, the Spy can still move, but becomes more visible the faster he moves. This ability consumes 2 Cells per second to use.

### Engineer

* The Engineer's armour now regenerates over time like the Medic's health.
* The Wrench, in addition to the same boosts in power that the Axe receives, also can deactivate a enemy Detpack and strip 15 points of armour off of an enemy per attack. Its most powerful change, however, is that alternate five allows the Engineer to deactivate, pick up and carry his buildings to redeployed elsewhere. While carrying a building, the Engineer is slowed to 80% of his base speed.