Jedi Outcast: Warring Factions 1.0
Returning to 2002 for the sake of it!
Go back in time to 2002's jedi Outcast and experience one of the multiplayer maps, now ported to Team Fortress 2!
The map functions differently from usual gameplay, for example:
-the flag really is a flag
-you need to return your flag to be able to capture the enemy's
-flags can be returned upon touch, but take longer to return automatically
-Sniper can be powerful, so now, all of his hitscan weapons (Excluding the Classic) fire tracer rounds.
-spawn are random across the map's team side, but come with spawn protection for 2 seconds
-health kits and ammo pack are placed like their old counterparts, and use the same respawn time for balance: 30s for small, 1 minute for full
-you can use the green shield charger for a quick overheal
-elevators are used to go upstairs
-most classes scream while falling
-glass windows can be destroyed, like the original
-Action music by John Williams will play and change if only one cap can end the game. Disabled by Music Slider
-and a couple of secrets have been introduced.
Some textures have been updated to add glow and specular reflections (cubemaps)
Bots are usable, but they're quite dumb here, especially Engineer bots who forgot sentries exist, medic bots who spend their time attacking, and sniper bots sometimes aiming at a wall.
I'm curious to see how a 20 year old map design will work with TF2's gameplay style (although I have a little idea on what)
TIPS:
Snipers too annoying? send a Spy.
Thermal Thruster Pyros capping? Place a sentry.
Stay away from Pyros and Force-a-Nature Scouts
Good luck.
The map functions differently from usual gameplay, for example:
-the flag really is a flag
-you need to return your flag to be able to capture the enemy's
-flags can be returned upon touch, but take longer to return automatically
-Sniper can be powerful, so now, all of his hitscan weapons (Excluding the Classic) fire tracer rounds.
-spawn are random across the map's team side, but come with spawn protection for 2 seconds
-health kits and ammo pack are placed like their old counterparts, and use the same respawn time for balance: 30s for small, 1 minute for full
-you can use the green shield charger for a quick overheal
-elevators are used to go upstairs
-most classes scream while falling
-glass windows can be destroyed, like the original
-Action music by John Williams will play and change if only one cap can end the game. Disabled by Music Slider
-and a couple of secrets have been introduced.
Some textures have been updated to add glow and specular reflections (cubemaps)
Bots are usable, but they're quite dumb here, especially Engineer bots who forgot sentries exist, medic bots who spend their time attacking, and sniper bots sometimes aiming at a wall.
I'm curious to see how a 20 year old map design will work with TF2's gameplay style (although I have a little idea on what)
TIPS:
Snipers too annoying? send a Spy.
Thermal Thruster Pyros capping? Place a sentry.
Stay away from Pyros and Force-a-Nature Scouts
Good luck.
- Steam Workshop Link
- https://steamcommunity.com/sharedfiles/filedetails/?id=2786003134