Team Fortress 2 Vintage is a Source 2013 modification based off of Team Fortress 2 Classic as a re-imagining of retail TF2, focusing on being a museum to the game.
From Eshy,
So it seems that I have forgotten about posting on this Moddb page. First of all I apologize to people who only know of the mod from here, I have unfortunately left you in the dark. However to make it up I will explain the content being featured in the next update. First of all weapons, as of 3.5R there are around 20 or so weapons. But if you want to know how many weapons will be in the 1.0 update, here's a link to the weapons section of the next update patch notes: Pastebin.com
Yes your eyes aren't tricking you, TF2V will now have OVER 100 weapons in it! Classic items like the Dead Ringer, Force-a-Nature and newer ones like the Thermal Thruster and Panic Attack. This is why the update has taken so long, the weapon list has just gotten longer and longer as development had continued. Thankfully weapon development has ended and now we can focus on finalizing the update to make it playable and fun. Please comment or post in our discord balance ideas you'd like to see to some weapons, and improvements we can make to the game so you can all enjoy it more. We now are aiming for a release at the end of the month (actually this time) and hope to get everyone playing the game as soon as possible. Thank you for your continued support and I hope you'll enjoy the 1.0 Update!
A guide to setting up TF2V as well as a FAQ that originally was it's own article.
A revised edition of TF2V approved for distribution. Full version only.
Sometimes you just need a little less gun. This is one of those times.
The patch variant for the long awaited TF2V 3.4, adding many new features and fixing old glitches for the most ambitious TF2V update ever. Now bundled...
A quick and tiny hotfix addressing some oversights with the release of 3.3 version.
This is a big one, so make sure to check the description for patch notes.
This is a big one, so make sure to check the description for patch notes.
Man, this feels so much better than current day TF2. It's crazy how much Valve completely messed up the game over the span of 10 years.
My thoughts exactly. 2010 TF2 is best TF2
We've got a game going right now if people wanna hop in
it is a bit refreshing. especially with how the classes are all a defined role. it's been fun playing with people on and off because for me it reminds me of the days you'd have that one server or so you'd join and there would be people of all skill levels playing. some of the regulars in vintage are former 6s so it's fun seeing the range of skill from pro to beginner
I really enjoy all the menus and loading screens in this. Anyway to get them working with modern tf2?
No clue. This mod is not meant to be adapted to retail TF2.
Nope the menu not only is different but there are buttons that retail has. But why would you play retail? It's hot trash
I would still like some of the incomparable unlockable items like the Wrangler and Crusader's Crossbow.
Crossbow was post mannconomy, not even that but wrangler is a crutch weapon that encouraged engineers to plop sentries down not in good spots to ambush players but plop them down in a fight and wrangle them since they took reduced damage. weapons aren't even on the road map yet as the game is still unpolished. Even then There has been talk of avoiding demoman's demoknight crap and instead violating the no "post mannconomy" rule just for demo and giving him caber and loch-n-load
I'd honestly prefer it if the wrangler and even the demoknight (at least the stuff before Mannconomy) was in the game. I'd rather you guys try to recreate TF2 in it's entirety before Mannconomy, even if it means having a few cheap weps/strats in.
~14grunt
well wrangler is on the table. I personally consider it a crutch. right now the only real thing holding back the addition of pre-mannconomy weapons is aformentioned lack of coders. once we get at least 1 person we can fix things and the more people on hand the better since we can then delegate tasks to individuals.
An issue is the weapons in question need coding and whatnot to function. Right now there isn't even coded functionality for the sandman's stun. As for demoknight it's pretty much agreed on that it may not happen and while it's something not totally in line with pre-mannconomy going for loch+caber keeps demoman, well a demoman
I don't see the point of the loch n load, it is worse than the nade launcher in most situations and you cant even do shelling with it. As for the caper, it's a gimmick weapon and nothing more. Just make the bottle actually break and I'm all good. I get what you mean about the wrangler despite everything.
"Caber is a gimmick"
Only in the sense that it has that initial bang and it's good for killing scouts who think you're an easy pick for meatshots.
Loch-n-load is an alternative playstyle choice in the regards that you need to make connections with your target to get that extra damage it totes.
Bottle does break, but like it originally was before they broke it (no pun intended), the bottle only breaks on critical hits. Sadly most of the servers in operation for vintage have random crits disabled making it go unused for now. One of the experimental ideas is to instead tie the bottle's breaking to a chance and since you can specify material types it might even be possible to tie break chances to different materials. Butthat's really overcomplicated so it most likely will be relegated to a flat % for making the broken model happen and even then it's most likely going to be like 70% chance of breaking.