Recommend running it on turbowarp, it will run better Also I guess it just doesn't really run very well anymore (like at all) If you want to play by yourself, then you can set the other player to machine (you can also make two bots fight each other). Menu: Click the buttons in the corners to change them RED: A and D for changing, W and S for moving selector BLU: J and L for changing, I and K for moving selector Strange Aiming: 1: Only goes left and right, aims with player 2: Has a limit to how it rotates, also somewhat rotates with player 3: No limit to rotation 4: Like 2, except each button is always up or down Current "right click" options: Scout: Shortstop Push Pyro: Airblast/Activate Phlog Demoman: Detonate stickies/Shield dash Heavy: Rev Up minigun (required to shoot) Engineer: Pick up sentry/Shoot short circuit Sniper: Zoom/Scope in Spy: Cloak Player 1 (RED): WAD to move, S to attack, Z for "right click" 1,2,3,4 to change weapons Q,E to aim weapons (In modes 2 & 3, 4) X to aim directly sideways Player 2 (BLU): IJL to move, K to attack, M for "right click" 7,8,9,0 to change weapons U,O to aim weapons (In modes 2 & 3, 4) , to directly aim sideways
This game is based on Team Fortress 2, made by Valve. Known Bugs I don't want to fix: superjumping sentry shield :D [FIXED] REDclip/BLUclip "tf2's displacement problem" (Some person named LED (I think)) [FIXED] wallstickies (Part of displacement problem (I think)) [FIXED] lingering explosions explosions hitting people through walls demoman/heavy being overpowered LOG: v 0.1: Release (3/2/25) - Has basic controls, and most models (Missing Demo, Heavy, and Sniper), no weapons v 0.2: (3/8/25) - Has most models, and has a few weapons. Added a new player v 0.3: (3/10/25) - Added most weapons, changed heavy's height v 0.4: (3/12/25) - Added weapon IDs v 0.5: (3/18/25) - Added bullets, fixed weapon IDs v 0.6 (3/18/25) - Added new IDs to weapons, making it "easier" to make bullets later v 0.7 (3/19/25) - Added all of the hitscan bullets (only for RED), and partway done with the projectiles v 0.8 (3/20/25) - Finished projectiles, added invisibility watch v 0.85 (3/21/25) - Added an effect that (sometimes) occurs when you "superjump" (Which is totally not a term I just invented (and totally wasn't a bug (its a feature))) v 0.875 (3/22/25) - Fixed the effect that occurs when "superjumping" v 1.0 (3/24/25) - Added health, and damage from bullets v 1.1 (3/25/25) - Added damage from all sources (no sentry), added text engine for displaying health v 1.2 (3/25/25) - Added a new map, with movable spawn points (the map is actually fair now) v 1.3 (3/26/24) - Added a restart after someone dies v 1.4 (3/26/25) - Added critical hits, an option for random crits, and headshots v 1.5 (3/27/25) CHARGEBACK UPDATE: Fixed charging on the sticky bomb launcher and sniper rifle v 1.6 (3/27/25) - Added saving in between rounds, showing the class and random crits setting that was there previously v 1.7 (3/28/25) - Added bugs I don't want to fix list, made stickies explode at the same time v 1.8 (3/28/25) - Caused rockets to explode when hitting each other, fixed the damage falloff on them. Fixed REDclip/BLUclip crashing the game by removing the ceiling (in some cases) v 1.9 (3/29/25) - Added bouncing to demoman's pipes, found a glitch in which the pipe clips through a thin wall v 2.0 (3/30/25) - Added medic's medi gun, with overheal. Added knockback from most sources v 2.1 (3/31/25) boom UPDATE - Fixed the pipe's bouncing, fixed sticky charging. Added self-damage, and aiming v 2.2 (4/1/25) - Added aiming settings, and added "right click" for demoman's stickies. Added fall damage, fixed RED/BLU clip v 2.3 (4/2/25) - Added a sentry, which can be built by RED. v 2.4 (4/4/25) - Sentries for both teams exist, can be built, destroyed, and moved. Added sapper for spy v 2.5 (4/7/25) - Made spy become less invisible when bumping into the other player v 2.6 (4/10/25) - Added strange aiming 3, and falling indicator appear before reaching damaging speeds, made the gun models make sense when facing left, edited syringes. Fixed player health text v 2.7 (4/12/25) - Changed models for SMG and stickybomb launcher (which totally didn't influence each other), fixed Medic's healing, added a "secret", added cooler health bars (with overheal), made syringes stay in the character model v 2.8 (4/14/25) - Changed explosions' knockback, changed pipe's bouncing (can bounce up now), fixed aiming, v 3.01 (4/22/25) - Added alternate loadouts for scout/soldier, added and fixed the BASE jumper v 3.02 (4/23/25) - Fixed Force-a-nature's knockback, BASE jumper's activation, the strange aiming setting not changing color v 3.03 (4/24/25) - Added demoknight, with dashing that does damage and longer range melee. Added phlogistinator pyro with scorch shot and back scratcher v 3.04 (4/25/25) - Added sandvich heavy, found a bug to do with demoknight v 3.05 (4/29/25) - Added upgrading to sentries, added rockets. Added engineer's alternate, with the panic attack, short circuit, and gunslinger (with mini sentry). Changed weapon display code to make it MUCH easier to understand v 3.06 (5/1/25) - Added "battle" medic, changed some hitboxes. Fixed a glitch in which the BLU player would start with 100 health. Fixed a bug when the BLU player's BASE jumper would be red v 3.07 (5/6/25) - Fixed the player physics, hopefully fixing demoknight ascending through walls. Fixed projectile physics, using velocities instead of direction. v 3.08 (5/11/25) [Illusion of Choice AKA Partial Arsenal] - Added throwing Jarate, mini-crits, and the bushwacka. Added ambassador spy, fixed melee weapons with specific attributes not working properly. Made it so weapons that charge don't require holding the button down v 3.09 (5/12/25) [] - Updated models for pipe, sticky, market gardener, flamethrower, phlogistinator v 3.12 (8/21/25) - Added another critical hits option >:) v 3.13 (9/1/25) - Tweaked the shotgun ramp up, started adding Alt 2 We ran out of space :(