Ultimate Team Fortress 2

"'Take the Fortress, and go beyond!'""- Release tagline" Ultimate Team Fortress 2 is a concept for a Team Fortress 2 fan-game and Source SDK 2013 Base Multiplayer source mod by Red-Verse-Writer, inspired by Open Fortress and Team Fortress 2 Classic. It is based around the concept of expanding the base game to feature a more strategic and team-based gameplay, with all-new classes, weapons and gameplay.

Gameplay
Ultimate Team Fortress 2 expands the base gameplay of Team Fortress 2 with a more strategic style of gameplay. Each class has new abilities, new roles, and five weapon slots rather than three, allowing for their unique primary weapon, unique secondary weapon, shared tertiary weapon, unique melee weapon and unique hand-thrown grenade. Due to this changed weapon alignment, certain weapons have been changed in position. The Scout and Engineer retain the Pistol as their tertiary weapon, the Soldier, Pyro and Heavy use the Shotgun as theirs, and the Sniper has the Submachine Gun as his sidearm. Among the other classes' tertiary weapons, the Demoman is given a Pistol, the Medic is given a Shotgun, and the Spy is given a Submachine Gun. New secondary weapons and a class-specific grenade are added to each class, with the latter needing to be primed for a second before being thrown on a timer. The Scout is given a Nailgun that shoots a continuous stream of low-powered nails with high accuracy, similar to the one he was seen using in the game's beta, and a Concussion Grenade, which does no damage but pushes enemies away and disorients them. The Soldier is now armed with a Tommy Gun as his secondary weapon and a Nail Grenade, which shoots a stream of nails in all directions upon usage before exploding, as his grenade. Rather than being given a new secondary weapon, the Pyro is armed with the Flare Gun and Shotgun at the same time, the same as the Heavy with the Sandvich and Shotgun, and both have a distinct grenade - the Napalm Grenade, which explodes and creates a patch of physical flames that ignite enemies, for the Pyro, and the Gravity Grenade, which does not damage enemies and instead creates a energy field in a large radius that slows enemies down, for the Heavy. The Engineer's Shotgun is replaced with a Railgun, which is used for long-range combat, and a Super Shotgun, which fires two Shotgun blasts at once and then needs to reload, as well as a EMP Grenade which shuts down enemy buildings and causes nearby ammo to explode. The Demoman is equipped with a MIRV Grenade, which explodes into a group of smaller bomblets which then explode for more damage, and the Medic uses a Healing Grenade, which generates a field that heals any ally who enters it while damaging enemies. The Spy's Sapper is officially classed as a weapon, and he is given a Gas Grenade that causes enemies affected by the gas it generates to hallucinate, seeing things that do not exist or even seeing their own allies as enemies. The Sniper is given a Hunting Rifle, which functions akin to a faster Sniper Rifle without the headshots or zoom-in functions, and a Bear Trap used to catch and slow down enemies.

A major notable feature of Ultimate Team Fortress 2 is the inclusion of an additional 7 classes, bringing up the total class number to 16. Four of these new classes are restricted to usage in specific gamemodes, while the other three are available for usage in all gamemodes. The first of these three new classes is the Assault, a offense-focused class meant to serve as a general frontline attacker and to cover the blind spots that the Scout, Soldier and Pyro have. He is armed with the G.I.B, based upon the weapon of the same name from Open Fortress which was in turn inspired by the BFG from the Doom series, a Assault Rifle, a Pistol, a Crowbar and a Smoke Grenade, which is used to create clouds of smoke that prevent both allies and enemies from damaging each other while in the smoke. The second new class is the Guardian, a defensive class built for close-range defence of a specific area but generally lacking in mobility. She is armed with a Machine Gun, which needs to be deployed while crouched to fire accurately, handheld Mines, a Submachine Gun, a Club and a Freeze Grenade, which does damage to enemies and encases them in ice. The final of these main new classes is the Delivery, a support class based around the ability to collect and store health and ammo pickups to then deliver to teammates, with all his weaponry built primarily around self-defence when needed. He is armed with a Hunting Shotgun, which outputs higher damage than the regular Shotgun, a Gas Gun, which dispenses gas that poisons and damages enemies, a Submachine Gun, a Lead Pipe, and a Teleport Grenade, which allows the user to teleport to the location of the grenade explosion and is used to avoid encounters.

The other four introduced classes are only available in three specific new gamemodes entirely based around these new classes. The Hunted gamemode features two of these new classes, the Civilian and the Henchman. One team consists of nine players, with one being the randomly selected Civilian, a slow, vulnerable class armed with only a Umbrella, who must be escorted to a point on the map to end the round and win the game for his team. The other eight players play as the Henchman, a deliberately overpowered class who must escort the Civilian and deal with enemies. The Henchman is armed with Dual Gatling Guns, a Multi-Mortar that fires multiple rockets at once, a Quad-Barrel Shotgun that has twice the power of the Super Shotgun, a Sledgehammer that can kill any enemy in one hit, and a Atomic Grenade that also functions as a instant kill against any enemy. The other team plays as regular classes, who must either kill the Civilian or delay his arrival to the control point long enough for the timer to run out - they can respawn in this gamemode while the Henchmen cannot respawn but receive a gradual health recovery when around the Civilian. The Capture the Base gamemode revolves around the two teams attempting to capture all the areas of the enemy team's base while preventing their own from taking over, with a more strategic focus on specific defence and attacks. To aid with this, each team is given a Commander, a randomly chosen non-physical class who is able to view the base through security cameras, alert teammates to incoming attacks, call in airstrikes to devastate outdoor areas, select teammates to receive temporary buffs, and activate base defences to deter attackers. Finally, the Team Deathmatch mode features four teams all fighting against each other, with the team to gain the highest amount of kills in a time limit winning. During this gamemode, all players are restricted to the Mercenary class, which can be customized via a series of credits used at the start of the match to determine the class's statistics, abilities and weaponry. This class, in addition to a Screwdriver and whatever weapons and grenades were purchased by the player, can also collect and use weapons found around the map.

Classes
"Main article: Ultimate Team Fortress 2/Classes"

Weapons
"Main article: Ultimate Team Fortress 2/Weapons"

Maps
"Main article: Ultimate Team Fortress 2/Maps"