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Help wanted: Reviving and refining ETF

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If you’ve been around the Team Fortress timeline long enough, you know the DNA of this game runs incredibly deep. Before there was TF2, there was Enemy Territory Fortress (ETF), which evolved straight from the legendary Quake 3 Fortress (Q3F). For decades, its community has kept the spirit of fast-paced, high-skill, bunny-hopping Fortress gameplay alive. Today, ETF and its dedicated engine project, ETe (Enemy Territory Engine), are still pushing forward–but to get this classic codebase exactly where it needs to be for the modern era, we need your help.

Lately, our primary development pipeline has been heavily Windows-focused. We are looking to expand our team to truly make ETF cross-platform, easily accessible, and stable for the modern era. But this alone is not the whole scope of reviving and refining ETF. We are aware that we are in dire need for people with soft skills to gather the playerbase. We are also looking for level designers to expand mapping and gameplay styles; and artists to polish where necessary. Following is the full list.

Community manager

We need someone to get social with the playerbase, possibly with other playerbases as well, to attract and motivate people to play ETF, and to organize events and collaborations.

Engine developer (ETe)

Preferably with idTech3, OpenGL and/or Vulkan familiarity, we need programmers to keep the engine fast and visually stable on modern hardware. We are trying to smash the engine-level bugs by pulling in changes from Quake3e where possible, which needs manual merging. A huge goal for ETe is also continued support of vanilla mods and etjump.

DevOps specialist

We want an auto-updating architecture for both clients and servers. We need help figuring out the best way to bundle and distribute our code and assets across all supported platforms. This also includes a solid pipeline to host legacy assets, as well as integrating custom player assets currently featured in Craig’s builds.

Server infrastructure specialist

Deploying and managing a network of dedicated public and 4v4 pick-up game (PuG) servers. On top of this, we want dedicated development servers that can hook into our deployment pipeline to auto-update whenever a new build drops.

Gameplay and mod developer (ETF)

Refining the core 4v4 PuG experience with robust round systems and stats tracking, while ensuring stable public matches. A most-desired feature is Omni-Bot AI integration, pulling from the modern ET/RTCW code trees, to support offline and 24/7 available ETF gameplay. In case of interest, we are also looking to expand Lua support to make future modding much more accessible.

Level designer

We still need polishing and fine-tuning work on the maps ported from QWTF Live to ETF. We want to bring asymmetric Attack vs. Defend maps. We are also planning on experimenting with the Command Point/Territory Control mode.

Artists / UI Designers

Textures, models, menus, HUD elements… help us clean them up and polish.

Linux & macOS specialist

We need someone to hop onto Linux development again, ensure clean GCC/Clang compilation and fix platform-specific engine bugs. MacOS is something we never supported, but we want to change that.

ETF isn’t just another mod; it’s a direct link to the golden era of arena shooters. Q3F and ETF paved the way for the mechanical depth, speed, and tight team dynamics that defined the class-based shooter genre. By contributing to ETF and ETe, you aren’t just working on a side project–you are helping preserve video game history, keeping a legendary engine alive on modern systems, and giving a dedicated community the platform they deserve. If you want to jump in, write some code, build some maps, test some builds, or push some pixels, drop a comment below or reach out directly via our GitHub repository or Discord! | GitHub: ETF, ETeDiscord: ETF

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