1. Info
The Team-Effort project produces a freely available, multi-platform QuakeC-based port of Team Fortress v1.5, also known as Team Fortress Classic.
This is made possible with the Nuclide project by Vera Visions L.L.C. and the FTE QuakeWorld engine.
2. Downloads
3. Screenshots
This image was created for use on this site using components taken from Team Fortress owned by Valve Corporation. The copyright for the components are held by Valve Corporation while the copyright for these particular compositions are held by us.
4. Installation
Quick and dirty: curl -s https://www.frag-net.com/install_teameffort.sh | bash
Extract the release archive, you can then proceed to run the game with the TeamEffort script. If you don't already have the game data use REWise to extract the content of teamfortress_free.exe and merge the valve and tfc directories with the one from the archive.
If you need extra maps, you can copy the tfc/maps directory over from another patched copy of Half-Life or with a bought copy of Team Fortress.
5. Building
Be familar with the git program, and you can clone Nuclide, and then
within that directory clone the tfc and valve repositories.
Then issue: make game GAME=tfc
to build the various pieces of game logic (in the form of QuakeC .dat files).
6. Credits
- Spike for FTEQW and for being the most helpful person all around!
- Xylemon for the hundreds of test maps, verifying entity and game-logic behaviour
- Theuaredead`, preston22, dqus for various patches
- To my supporters on Patreon, who are always eager to follow what I do.
- Any and all people trying it, tinkering with it etc. :)
7. License
ISC License
Copyright (c) 2016-2026 Marco "eukara" Cawthorne
Permission to use, copy, modify, and distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
8. FAQ
It opens up Team Fortress to modifications without affecting the version sold on Steam. The source code for QuakeWorld Team Fortress v2.9 has been released, as well as the game code for the sequel Team Fortress 2, however no such thing exists for Team Fortress v1.5 (Classic).
- Be faithful to classic 2000's Team Fortress
- Be compatible with the custom levels made for various iterations of TF, including QuakeWorld Team Fortress
- It's supposed to feel authentic to what TF was, but without the jank you don't care to remember.
It is all free. The binary releases are free, the sources are free. All parts of Team-Effort have reasonable copyright terms permitting free redistribution. We only ask for attribution.
However the Team Fortress data files are still under Copyright © Valve Corporation.
Being built from the ground up with hindsight and other modifications in mind, it's a lot simpler to get started creating custom objects. You can design whole weapons, items, monsters (as well as their schedules) without writing a single line of code. This is due to Nuclide's data oriented design and the use of id Tech 4 style decl files.
Because it's built on Nuclide, it also has a different netcode, with weapon prediction standard across the board. There's also bots included with every game, as well as voting features and a metamod inspired plugin system, with a few ports of popular plugins.
Even gamerules can be swapped out on a whim, as they're simply external modules separated from the server to begin with.
Anything that the engine binary (provided by FTE QuakeWorld) runs on is supported. All components in Team-Effort are platform/architecture independent. Being a QuakeC project has that benefit. This generally means that unless you are making engine modifications for your project, you will not need to port your project.
We've successfully tested it ourselves on Linux, OpenBSD, and Windows.
It is mainly orchestrated by Marco Cawthorne which you can support on their Patreon. He also runs the frag-net game network that powers the on-line backbone of the project. Helping out with the costs that way is greatly appreciated. That said, expressing yourself in the Matrix chat can also nudge the project. If you're the type of person that knows exactly what we need and can lend a hand, be sure to reach out!
Not really. The game had a free 3-level demo on the RealMedia website. You can however copy the full game data over if you like, in order to play all the maps from the official map pool. You can also play custom levels. Most of the popular maps are custom.
The official patch files for Half-Life also include most of the official map pool, look for hl1110.exe on the Internet.
Team-Effort logo by Vera Visions L.L.C.;
This site Copyright © 2025, 2026 Team-Effort Project; FTE QuakeWorld is Copyright © 2002-2026 David Walton; Half-Life, and any associated characters belong to Valve Corporation. All Rights Reserved.
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