Prozac-TF

Prozac-TF is a popular modification of Shaka's CustomTF, created by Often of Clan Prozac. Recently, Shaka took over coding of Prozac-TF as well. Prozac-TF is now the official branch of the CustomTF code, so it is appropriate to refer to it by either name.

Commands
CustomTF plays almost identically to the original Team Fortress. A major design goal of the code base is to keep the new commands and model and sound downloads to a minimum, to lessen the learning curve for normal Team Fortress players. The following commands are the only commands added by CustomTF, and most are optional:
 * "Custom": Tells the game to switch you to a custom playerclass the next time you die. You will drop into a class builder, which will let you select which weapons, armor, skills, items, and special abilities you want to have, subject to a $10,000 ($11,000 on many servers) purchase limit.
 * "Uncustom": If you type "Custom" by accident, this tells the server that you want to keep your current build.
 * "Upgrade": Sells all of your frags, up to a maximum of 50, and puts you into custom class generation the next time you die. You gain an additional $100 per frag you sell. If you ever re-customize your class, or upgrade again, those bonus dollars disappear.
 * "Skill": If you buy a profession (see below), all of the professions are activated by the "Skill" command. The Runner will sprint, the Judoka will disarm someone, the Thief will hide in shadows, the Tae Kwon Do Black Belt will make a mighty leap, etc.

And that's it.

Voting Commands
Except for a brief period of time right after a new map has started up, players may call votes to switch the map or punish other players. Votes require a 50% majority to pass, with at least 40% of the server voting either yes or no. For example, on a 7 player game, two players voting "yes" and one player voting "no" would be sufficient for a measure to pass.


 * "Votemap". This brings up the map voting window. You can cycle through maps available for vote (server admins can set the map voting options). You can propose to switch maps immediately, or after the current map is finished. You can set the server either into AGR mode (in which the red team attacks while the blue team defends), or in normal mode.
 * "Punish". This brings up a menu used to deal with problematic players. Cycle through the list of players until the troublemaker is selected. Then choose to kick (drop him from the server), curse (spin him around and make him unable to attack), mute (cannot talk), cuff (cannot execute commands) or ban him (2 hour temporary ban) from the server. Players being punished can not vote no on themselves, unless there are four or less players on the server.
 * "Voteyes". When a vote is going on, typing "Voteyes" will set you as a "Yes" vote.
 * "Voteno". When a vote is going on, typing "Voteyes" will set you as a "No" vote.

Votes last for one minute, but can end early if a majority of players on the server vote one way or the other. Barring that, the server will send a reminder out 15 seconds before the deadline to players that haven't voted.

Server Commands
If you're running a CustomTF server, there's quite a few options that can be set. Consult the README in the release documentation for full details. Most have shorter aliases, such as either "money" or "m", since there is a small limit on the bytes of infokeys you can set. Most all of the old Team Fortress settings work. The most important ones are listed here:
 * "serverinfo a on" or "serverinfo autoteam off". Turns on or off automatically putting players on teams that have fewer players.
 * "serverinfo g on" or "serverinfo g off". Turns the grappling hook on or off (given free to players) on a map.
 * "serverinfo m 10000" or "serverinfo money 15000". Sets the amount of money players have to work with to 10,000 or 15,000, respectively.
 * "serverinfo j on" or "serverinfo jello off" or "serverinfo j 1200". Turns Jello Water on, off, or the strength to 1200, respectively. Jello Water causes the player to bounce when he hits water, which transforms the strategy on many maps. Scuba Gear allows players to swim through Jello Water as normal.
 * "serverinfo agr on" or "serverinfo agr off". Turns AGR (attackers go red) mode on or off.
 * "serverinfo redir ". All players that connect to the server get redirected automatically to the server at IP address .
 * "serverinfo prematch 30". Sets a prematch time to 30 seconds. In other words, it gives players 30 seconds to get their stuff together at the start of a map before the game really begins. Anyone who spawns during prematch can run around and shoot (though not get any frags), but everyone dies when the prematch time ends, beginning the game with a fresh start.

Furthermore, there's serverinfo keys that can turn on or off most of the options in the menus, the cool gibs and kickable heads, turn on or off stock classes or the ability to custom, adjust the sniper damage,

Basic Classes
CustomTF supports all the original classes in Team Fortress, with some minor modifications to put them on par with custom classes. Many players use "stock" classes as a quick way of building a character when in a time-critical situation.

The basic classes can be considered packages of purchases, can contain special things only available within the basic class, and often exceed the normal dollar values allowed to custom classes:

Scout

 * Health: 75
 * Speed: 420 (+10 faster than Cheetah legs)
 * Armor: 50 green
 * Weapons: Shotgun, Nailgun, Upgraded Airfist
 * Grenades: 2 Kracs and 4 Antigrav
 * Items: Scanner, Autoscanner, Upgraded Hover Boots, Holo
 * Job: Thief


 * Total Value: 21,250
 * Analysis: The scout is the fastest and most mobile class in the game, and with its package value of almost double normal, its only weakness is its terrible fragility. It has to use thief and holo with krac grenades to defeat engineering defenses, and be quick on the trigger with the airfist to dodge human opponents.
 * Special: It has a higher land speed than is even available with cheetah legs.

Sniper

 * Health: 90
 * Speed: 320 (+10 faster than Black Mamba legs)
 * Armor: 50 green
 * Weapons: Sniper Rifle, Nailgun
 * Grenades: 4 Caltrops and 6 Flares
 * Items: Security Camera, Scanner Jammer
 * Job: Judoka


 * Total Value: 11,200
 * Analysis: If you want to play a sniper, the stock sniper is an adequate choice. It is missing the OTR bullet upgrade, and its grenades and items aren't especially great, so custom snipers are often preferred instead.
 * Special: Starts with 6 flares instead of the normal 5.

Soldier

 * Health: 100
 * Speed: 250 (Imperial Penguin Speed)
 * Armor: 200 red
 * Weapons: Rocket Launcher, Shotgun, Super Shotgun
 * Grenades: 4 Normal, 2 Nail
 * Job: Army, Army Level 2


 * Total Value: 10,475
 * Analysis: The soldier is the iconic rocket launcher-using heavy fighter. His ability to summon bot soldiers allows him to contribute to the team's defense while attacking the enemy base.

Demoman

 * Health: 100
 * Speed: 290 (KGB Officer Speed)
 * Armor: 120 yellow
 * Weapons: Grenade Launcher, Shotgun
 * Grenades: 4 Normal, 3 MIRV
 * Items: Detpack, C-4 Tossable Detpack, Highjump
 * Job: Guerilla


 * Total Value: 10,150
 * Analysis: The demoman is the explosives specialist. He can function equally well on offense and defense, setting detpacks or using MIRVs to take out enemy strongpoints, while setting pipebombs to block off chokepoints on defense.
 * Special: Gets 4 MIRVS instead of the usual 2.

Medic

 * Health: 90
 * Speed: 340 (+10 faster than White Rhino)
 * Armor: 100 yellow
 * Weapons: Medikit, Shotgun, Super Shotgun, Light Assault Cannon
 * Grenades: 3 Normal, 2 Bio
 * Job: Crusader


 * Total Value: 11,625
 * Analysis: The medic stock class is the ultimate support character for a team. He can heal any affliction and bestow powerful auras upon his teammates. A team with a good medic on it will be much more effective than one without. In combat, the medic uses the light assault cannon, which is a good medium-range weapon for players with good aim. Their ability to inflict disease on their opponents (with both the medikit and grenades) can also cause quite a lot of damage over time.

Heavy Weapons Guy (HWGUY)

 * Health: 100
 * Speed: 250 (-40 slower than the Imperial Penguin legs)
 * Armor: 300 red + impact armor (half from kracs and melee damage)
 * Weapons: Assault Cannon, Shotgun, Super Shotgun
 * Grenades: 4 Normal, 2 MIRV
 * Items: Aspect of HWGUY
 * Job: Runner


 * Total Value: 11,200
 * Analysis: The HWGUY is big and bad. The assault cannon has been tweaked in CustomTF, allowing a HWGUY to walk at 1/3 speed while firing, while increasing its range and damage. As a result, a match-up between a HWGUY and a Soldier is much more closely contested now, whereas in normal TF, the soldier would generally mop the floor with the HWGUY. They are useful on defense holding strongpoints, since with their powerful cannon and high defense, they can lock down a doorway for as long as necessary. On offense, they can often go toe to toe with engineering buildings, and even the most powerful summoned creatures.
 * Special: Has much greater ammo supplies than normal: he has 300 shell, and 150 cell ammo. Additionally, a stock hwguy takes less damage to his cells from krac grenades than anyone else in the game. On the downside, it has a special weakness that it is substantially slower than every other class in the game.

Pyro

 * Health: 100
 * Speed: 290 (KGB Officer Speed)
 * Armor: 150 yellow + asbestos armor (half from fire)
 * Weapons: Incendiary Cannon, Flamethrower, Shotgun
 * Grenades: 4 Normal, 4 Napalm
 * Items: Upgraded Hover Boots
 * Job: Taekwondo Black Belt


 * Total Value: 11,300
 * Analysis: The pyro is an excellent mid fighter, with good evasion and utility abilities in the form of hover boots and thief. Napalm grenades and the wall-penetrating incendiary cannon allow him to melt buildings from around corners, without exposing himself. The flamethrower is an exceptional short-range weapon, allowing him to go toe to toe at close range with anyone except a HWGUY.
 * Special: Starts with 4 Napalm grenades instead of the normal 2.

Spy

 * Health: 90
 * Speed: 320 (+10 faster than Scrub Jay legs)
 * Armor: 100 yellow
 * Weapons: Knife, Tranquilizer Darts, Super Shotgun, Nailgun
 * Grenades: 4 Normal, 2 Gas
 * Items: Security Camera, Teleporter, Spy Kit
 * Job: Hacker


 * Total Value: 12,825
 * Analysis: The stock spy is a decent spy build. While many people like to use the Warlock profession when able to make spy knife backstab attacks, being able to hack enemy buildings and turn them against their owners can be very deadly as well. The teleporter and security camera add decent utility to the build, but it is not as powerful as a spy build that revolves around the mauser.
 * Special: Slightly faster movement speed than normal

Engineer

 * Health: 100
 * Speed: 290 (KGB Officer Speed)
 * Armor: 75 green
 * Weapons: Spanner, Railgun, Super Shotgun
 * Grenades: 4 Normal, 4 EMP
 * Items: Tesla, Sentrygun, Security Camera, Teleporter, Dispenser, Motion Sensor, Field Generator
 * Job: Hacker


 * Total Value: 14,875
 * Analysis: The stock engineer is not the best engineer in the game. They are given a wide variety of mediocre buildings, but none of the upgraded ones. If you wish to mount a fully effective tesla defense, you'll have to build your own custom engineer. In combat, the engineers tend to roll over and die, with only their EMPs being able to mount an effective defense against players carrying too much ammunition. However, due to the high value of all the buildings (plus the ability to hack them) the stock engineer has available, it is a viable choice for a jack-of-all-trades engineering player.
 * Special: An Engineer's cells are immune to EMP bursts, as are normal people with the spanner.