Team Fortress 2
Insight and announcements from the creators of Team Fortress 2
(Image credit: deli) Welcome back to Łódź for poLANd.tf 2025! Spring is here, the sun is shining, and Europe’s finest TF2 teams are ready to emerge from hibernation and return to Poland once more. This tournament sees the fourteen top teams battling it out at BaseStack, with every contender present to stake their claim as the best in Europe and take home their share of €1200. Who will stumble? Who will fall? Who will rise to the top as unquestioned champion of the continent? There’s only one way to find out! The LAN takes place from Friday, March 14th to Sunday, March 16th, from 2pm CET (9am EDT | 6am PDT) each day, with coverage live from Łódź by EssentialsTF on Twitch. Dziękuję and see you there!
On March 2nd and March 9th, the battlefield will heat up as Brasil Fortress crowns the champions of their Highlander League's 1st season! The top divisions of South America will clash in an epic showdown! Get ready for intense plays, insane moments, and high-stakes battles LIVE on LegãoTV! This is a showdown you don’t want to miss! When? March 2nd & March 9th at 9pm BRT // 7pm EST // 12am GMT Where? On the LegãoTV Twitch channel! Mark your calendars and don't miss out on the action!
We're well into 2025, but it's time for the 2024 72-Hour Jam Showcase! TF2Maps is back again, showing off 64 of the most entertaining, most mind-melting creations made for last year's charity Jam! This time, they received 390 entries, with 350 of those being eligible for medals. In terms of donations, this year placed fourth, in their history, with a grand total of $6,892.66 raised for Gamers Outreach Foundation! For more information, check out the showcase thread on TF2Maps! You can also join the TF2Maps Discord and follow TF2Maps on BlueSky!
AsiaFortress Liquid.tf is back with its winter Highlander finals!
The TF2 SDK has arrived! Mod makers, rejoice! We've just released a massive update to the Source SDK, adding all the Team Fortress 2 client and server game code. This update will allow content creators to build completely new games based on TF2. We're also doing a big update to all our multiplayer back-catalogue Source engine titles (TF2, DoD:S, HL2:DM, CS:S, and HLDM:S), adding 64-bit binary support, a scalable HUD/UI, prediction fixes, and a lot of other improvements! Unlike the Steam Workshop or local content mods, this SDK gives mod makers the ability to change, extend or rewrite TF2, making anything from small tweaks to complete conversions possible. The SDK is licensed to users on a non-commercial basis, meaning that any mod created using the SDK must be free, and any content in those mods must be free. TF2 mods may be published on the Steam Store, and after publication will appear as new games in the Steam game list. Players have a lot of investment in their TF2 inventories, and Steam Workshop contributors have created of a lot of that content. The majority of items in the game now are thanks to the hard work of the TF2 community. To respect that, we're asking TF2 mod makers continue to respect that connection, and to not make mods that have the purpose of trying to profit off Workshop contributors' efforts. We're hoping that many mods will continue to allow players access their TF2 inventory, if this makes sense for the mod. Questions? See the Steamworks Source Engine mods FAQ. Important Links: Source SDK 2013 on GitHub TF2 Update Notes DoD:S Update Notes CS:S Update Notes HL2:DM Update Notes HLDM:Source Update Notes
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Added missing files for Taunt: The Travel Agent Added No Hat styles for the Cozy Cover-Up Added VScript support for HIDEHUD_MATCH_STATUS flag to hide the Match Status panel Added a borderless window option to video settings Added bicubic lightmaps (from Half-Life 2: 20th Anniversary Update) Added radial fog (from Half-Life 2: 20th Anniversary Update) Added support for Steam Networking Made the default server name for listen servers include the player's name Made the game launch in native resolution by default instead of 640x480 Client-side prediction fixes (these fix 'jank'/rollback in certain situations) Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actions Improved prediction for walking on props and other entities Made certain client-side entities only trigger local prediction errors e.g. If the viewmodel experiences a prediction error, the player will not experience a prediction error Fixed prediction of viewmodel sway Fixed a prediction error regarding weapon idle animations Fixed certain breakable props not gibbing correctly Fixed an issue where certain variables like position would not be updated correctly to match the server in certain situations Fixed the player's base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/server Fixed players being able to spam duel cancellation messages for a duel that doesn't exist Fixed not being able to join community servers via Steam invites or game info Fixed lighting position discrepancies for cosmetic items, weapons, and viewmodels (community fix from ficool2) Fixed Equipped label overlapping attribute icons in the loadout menu (community fix from Lindon) Fixed an issue with props and team colors when taunting with Australium weapons Fixed the Voices from Below effect not working when taunting with the Highland Hound set equipped Fixed player voice commands being abruptly ended when the player enters shallow water Fixed incorrect number on the Geneva Contravention achievement icon Fixed the Military Style for The Surgeon General to stay properly semi-visible at all angles Fixed some classes missing the BLU team material for That '70s Chapeau Fixed the Spanish-Latin America option being displayed as English in the Settings menu Fixed the MOTD dialog not working for Spanish-Latin America Updated attribute descriptions for The Scottish Resistance and the Stickybomb Jumper to use 'stickybomb' instead of 'pipebomb' Updated equip_region settings for The Little Bear, The Heavy-Weight Champ, The Grand Duchess Tutu, and the Combat Slacks to fix unnecessary conflicts Updated the Spooky Night and Ominous Night Unusual taunt effects to fix a visual bug (Thanks Kiffy!) Updated koth_overcast_final to improve optimization Updated ctf_applejack Added block bullets to some stores Unblocked a window at mid, allowing Snipers to shot across the middle hut Removed the missing texture in BLU spawn Gave a chicken a friend, because friendship is magic Updated cp_fortezza New radio model for spawn rooms Changed sentry shack ammo pack on last to a medium Adjusted health pickups throughout the map Changed kill volume on cap A double doors to be more consistent with visuals Improved bot support (Thanks Star Bright) Detail pass Updated pl_patagonia [Stage 1] Fixed some RED bots stuck forever trying to make an impossible jump on the stairs outside spawn Fixed the cart not capping the first point on extremely rare occasions [Stage 2] Improved optimization Fixed a nodraw floor near the first BLU spawn train bridge waterfall Fixed 3D skybox looking pitch black for players using mat_hdr_level 2 [Stage 3] Improved optimization Fixed wrap assassin baubles colliding with a solid func_brush bounding box outside BLU spawn Removed the platform above the open choke of the last point Added an additional path to the window overlooking the open choke of the last point Fixed RED bots getting stuck on a solid fence outside the RED spawn Fixed 3D skybox looking pitch black for players using mat_hdr_level 2
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed the Battle Balaclava's "No Gloves" style hiding the Heavy's hands Fixed broken materials for The Westcoat's "Ugly" style Added smoke effect to The Checkered Past Update the Buck's Brim's "Bad" style Fixed broken materials Added smoke effect Updated cp_fortezza Detail improvements Improved clipping Updated koth_cachoeira Fixed players being able to get stuck in certain displacements Various clipping improvements throughout the map Various miscellaneous fixes (Thanks Midnite!) Improved bot navigation (Thanks Katsu!)
Did you know the construction of the Leaning Tower of Pisa was one hundred and ninety nine years late? Literally everyone alive when construction started was dead by the time it finished. So unless you're having this read to you from the bad side of a Ouija board, you made it out the other end of issue seven's historically-speaking-pretty-short seven year delay alive. Which isn't too bad. And, honestly, we can think of another, much more popular project we're involved with that you're STILL waiting on: The Sagrada Familia in Barcelona, which began construction in 1886 and still isn't done, and which the Spanish government hired us to write a delay-themed blog post about after seeing an early draft of the blog post you're reading right now. Speaking of you reading things, we are very, very relieved to present Team Fortress Comics issue 7.
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Updated the Brain Cane to fix problems with the texture and phong value Updated The Battle Music Added missing Hat style Fixed the models due to clipping on Heavy's ears and misalignment on Engineer Improved and strengthen the Noise Cancellation Updated the materials to fix it not being shiny Updated the backpack icon to reflect the materials change Updated cp_gravelpit_snowy Fixed potential incompatibility with external VScript files (thanks Le Codex!) Re-implemented cubemap reflections in ice cave Fixed perch spots Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock Restored Hale's resistance to knockback back to 75% Reduced bonus flame damage against Hale from 50% to 25% Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy) Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy) Removed area-of-effect of Hale's normal punches (thanks Wendy) Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky) Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky) Fixed Hale being able to stomp while underwater (thanks Bradasparky) Fixed Sweeping Charge not working against underwater opponents Fixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky) Fixed Hale's faulty ground detection (thanks Bradasparky) Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72) Fixed the voice lines refusing to play sometimes Updated pl_patagonia Stage 1 Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked) Fixed sometimes hearing outside soundscapes inside blue spawn Fixed being able to build in a very high rooftop after point A Fixed being able to build in blue spawn Cart elevator is no longer the glitchiest thing in the universe Fixed cart not rolling back after completing the elevator descent sequence Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener). Stage 2 Removed rollback from the train container ramp in last point (Thanks b4nny) Gave blue more high ground for last point Added an additional dropdown for blue for last point Fixed being able to be teleported into red spawn as blue after capping point A Removed long hill rollback before point C Fixed bots getting stuck on the closed train doors after cap B Fixed being able to leave stickies inside blue last spawn Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you. Fixed a pop-in issue relating to areaportals below point B Fixed being able to enter the last blue spawn as red Birdie (Thanks Explocivo808) Stage 3 Added a fenced section for the long wood cover wall in last point (Thanks b4nny) Mirrored the window sniper spot in last point choke Fixed being able to build behind a displacement rock wall in last point Removed troll teleport spot in last point ending ramp All Stages Slightly lowered sun brightness and slightly raised skylight brightness Improved skybox transitions The cart no longer tries to defy the law of physics Ninjaneers have more freedom to be ninjas The bots have learned how to play the map Gave the cart another coronación de gloria
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Updated the Dapper Noel to fix an issue with the mesh Updated vsh_maul Fixed broken areaportals Changed some props in the upper area that could be mistaken for a large ammo pack
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Added missing No Gloves style for the Consigliere's Coverup Added missing Versus Saxton Hale kill icons Added some tournament medals Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly Updated Aurora Skies Unusual effect to fix a timing issue Updated the Necroprancer to fix an issue with the materials Updated the Dusk Duster to fix an issue with the materials Updated the Dapper Noel Remade normal map to be compatible with OpenGL Re-baked Diffuse & updated backpack icon to reflect above changes Removed misplaced ambient occlusion Fixed problematic face flexes Fixed an issue where Engineer's beard was protruding from his goggles Fixed an issue with the jigglebones being disabled Rigged Sniper's hat to be compatible with his melee taunt Updated Scrooge McDoc Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics Updated the backpack icon Updated koth_overcast_final Fixed an issue with the models/materials Added back snow coverings (now using displacements) to some props that were missing them Fixed misaligned textures in various places Fixed weird lighting bug on a wall in blue spawn Fixed 'Hotel' sign not displaying properly Added back indicators under some health and ammo kits that were missing them Updated cp_fortezza Removed sniper window leading into last Fixed Engineer being able to build in some doors Fixed some props being solid Slight art pass update Updated vsh_maul Players can no longer hide from Saxton in the dark Fixed props inside other props Fixed z-fighting brushes Fixed missing particle effects for the water feature Fixed orientation of water feature particles Minor lighting changes around the cinema Adjusted LOD change distances for Cinema sign Updated VSH logic Grounded levitating props Aligned misaligned textures Fixed mis-textured walls Clipped upper metal beams Fixed clip brushes sticking out from walls that could be walked on Players will now be pushed off of the fire bell Adjusted cinema sign shadow Used spell check on Saxton's Package sign Updated how music is activated and deactivated Fixed clipping on the hanging big ornaments
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Happy Smissmas 2024! All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries. Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul Added the Winter 2024 Cosmetic Case Contains 23 new community-contributed items The Festivizer can be found as a bonus drop when opening the case Added 3 new community-contributed taunts to the Mann Co. Store Taunt: Fore-Head Slice Taunt: Peace! Taunt: Curtain Call Added 18 new community-created Unusual effects 9 new effects for Unusual hats 9 new effects for Unusual taunts All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates. Mann Co. Store winter sale! Smissmas runs through January 7th, 2025 General Fixed a client crash when previewing imported items in the Workshop dialog Fixed showing an error model when equipping the Scottish Resistance Fixed The Executioner not hiding the Scout's dog tags Updated the Mountebank's Masque to fix a problem with the materials Updated/Added some tournament medals Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock General Added the gamemode intro movie (made by Lacry, thanks) Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man) Added Hale's kill icons Visual improvements to Hale's Ability HUD (thanks Funicular) Added a visual cue signaling an upcoming Saxton Punch! Minor visual improvements to Saxton Hale and his particle effects Fixed the boss bar sometimes starting invisible Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings Fixed a rare bug when Hale's Ability HUD textures become missing Balance Changes - Saxton Hale Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength Weightdown ability is disabled during Jump Fatigue Increased Hale's health by ~100HP per opponent Adjusted Hale's health formula against 24+ opponents - Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb) Hale's resistance to knockback reduced from 75% to 35% Head Stomp damage now scales with Hale's downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage) Balance Changes - Mercenaries Explosives and fire now deal 50% more damage against Hale The 40% minigun damage penalty now applies to full crits only Broken Demoman shields now retain the charge ability Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP) Greatly decreased sticky trap damage reduction Removed Scottish Resistance's 20% damage penalty Baby Face's Blaster now loses 20% of its boost upon Wall Climbing Updated vsh_tinyrock (additional changes) Improved performance Fixed odd clipping at one of the spawns Updated vsh_distillery (additional changes) Improved performance Updated vsh_nucleus (additional changes) Fixed setup time ending five seconds too early Improved detailing in some areas Improved clipping on staircases Increased control point capture time to 15 seconds Removed collision on some lights Changed damage model and damage amount of the toxic waste pit and puddles Updated vsh_skirmish (additional changes) Fixed setup time ending five seconds too early Fixed an issue where Engineers could build in the crocodile pit Fixed not being able to wall climb certain trees in the main arena Fixed some lighting issues on stalactites and other props Parts of Hale's intro sequence no longer play while waiting for players Improved optimization and detailing in some areas Improved clipping on spiral stairs (Thanks Aar!) Updated security system Updated cp_brew The shortcut from RED spawn to the "A" point now has a nobuild trigger Added floor indicator for the health kit in the "A" point wooden shack Adjusted "A" point wooden shack to allow more breathing room Fixed getting stuck on the "A" gate's frame Fixed teletrap near "A" point ditch route Fixed being able to place buildings inside an out-of-bounds room outside "A" point Fixed some stuck spots near "B" point Fixed being able to shoot through a crack in the BLU forward spawn Fixed floating props in the diner Fixed one way door not forcing itself closed Cleaned up some collisions and clipping across the map Improved lighting on all of the archways Updated koth_krampus Fixed missing trees in skybox Improved look of waterfall texture near full health-kit Fixed minor visual errors Minor NPC clipping changes Fed krampus some oats Updated pl_emerge Switched on the cart light Fixed RED players being able to sit on the edge of an exit of BLU's starting spawn Fixed some doors showing incorrect textures Fixed the final capture point displaying an incorrect string Fixed the map occasionally playing incorrect ambient sounds Minor visual and performance tweaks Updated cp_carrier The Carrier now has full crits rather than mini-crits The Carrier now uses the robot voice lines Improved hearability of the Carrier's voice lines and footsteps Fixed visual bugs with the boss bar Fixed the Carrier sometimes becoming invisible while taunting Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher Fixed occasional phasing through the elevator platform at BLU spawn Decreased size of the frog
(Image credit: Flapjack) TFConnect is blazing a trail back like a man flying through the air in a stub-nosed sports car! Veg-out to a gargantuan, bite-sized 80s’ internet throw-back event. The gnarly agenda includes an interview with Mike Morasky, award-winning composer of TF2’s legendary soundtrack. They also have the most epic server packed to the gills with gaming creators from across the web. Chaos makes a welcome return and there are spotlights showing the best of this community, the TF2 Quiz Show, MvM with Valve Devs, & much more! The event streams, like totally live, December 7th from 6:30 am Eastern (12:30 CET) on the KritzKast Twitch channel. Donations are now OPEN on the TFConnect website! TFConnect has raised over $100,000 for charities including this year’s cause, SpecialEffect. This charity has a profoundly positive impact on quality of life, confidence and rehabilitation of disabled gamers. Remember what the dinosaur told us, "Teamwork is very important."
TF2 Coaching Central is announcing the ninth iteration of their North American Newbie 6s Cup, a learning experience and friendly competition for people who are new to competitive 6v6. Players with no to minimal competitive experience will sign up to be placed on a team of six, led by coaches who will teach the basics of the 6v6 format and help them learn the maps. Teams have a total of four weeks to learn and train together before facing off in a tournament with a prize pool of 18 keys for the winners and runners up. TF2 Coaching Central's previous Newbie Cup events have successfully prepared many players and teams to continue competitive play in RGL, the biggest North American TF2 league. Sign-ups are open now! The deadline to apply and be placed on a team is December 11. Team and coach assignments will be made by December 14 and tournament matches, brought to you by Fireside Casts, will be the weekend of January 11-12, 2025. Check out the TF2CC Discord for more info. Whether you're looking to dip your toes in competitive TF2 or a more experienced player looking to mentor newbies, feel free to join the community - with learning resources and pickup games running daily, all skill levels are welcome!
Thought you were done being spooked, startled, terrified, or even downright horrified? Well GUESS AGAIN! Something very scary is coming just before Christmas. How scary exactly? We're sure you’d love to know, but unfortunately what’s in store for you is so scary, so terrifying, so unabashedly EVIL that you might immediately DIE if you even heard how diabolical things are about to get, and quite frankly nobody wants to be on the hook for that. Operation Ghoulish Gambit is a new Mann vs. Machine charity event brought to you by Potato MvM! Complete over two dozen missions across new and returning maps! Event servers are available in North America, South America, Europe, Asia, and Australia. Click here to get started! Feeling generous? Potato.TF is also hosting a charity fundraiser supporting the World Central Kitchen! Donate as little as $5 to receive an in-game medal! Have the link to your Steam profile ready and click here for more information. Destroy those robots (and zombies) while you can! The event will run through December 15th, 2024. Important Links: Event Website Discord Steam Group
As the year winds down, TF2Maps.net is proud to announce the return of their beloved 72 Hour Jam! They're supporting their friends over at Gamers Outreach once again. Anyone who donates $5 or more to the drive before December 31 is eligible to receive this year’s in-game charity medal. Click here to donate! Additionally, you're able to earn a medal for sharing your creativity! Starting Friday, December 13, at 5:00pm UTC, you have 72 hours to make whatever Team Fortress 2 creation you can think of! Whether it be a map, asset, cosmetic, artwork — or even another game entirely — anything goes as long as it's Team Fortress 2 related! For more information, check out the thread on TF2Maps or join the TF2Maps Discord. Jam on!
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Improved matchmaking performance Improved matchmaker behavior for users with less-than-ideal ping levels. The matchmaker should now be quicker to put you in the best available region. Improved matchmaker decision making for cross-region parties Added error messages when being ejected from the matchmaking queue due to connectivity or authentication failures, rather than the queue simply silently vanishing Fixed the matchmaking settings dialog frequently failing to display any datacenters Fixed multiple cases of in-progress casual matches abruptly terminating or failing to be assigned any new players if the game server ever loses connection to Steam Updated the Mountebank's Masque, Courtier's Collar, and Harlequin's Hooves cosmetic items to fix issues with their paint regions Updated cp_gravelpit_snowy Fixed a script issue Improved performance Improved clipping
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed the Guano and Batbelt cosmetic items hiding the Scout's dog tags Fixed The Beacon from Beyond incorrectly hiding a bunch of bodygroups Fixed the Quoth cosmetic item hiding the Scout's headphones Fixed some broken materials for some props_farm gib models Adding "Hat" style for the Fuel Injector Updated the Clue Hairdo to fix broken smoke effect Updated koth_synthetic_event Edited nav mesh to minimize the Toastmaster running diving into the grinder/death pit Updated pd_farmageddon Revoked scarecrow gym membership which lowered their health from 500 to 350 Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods Fixed an exploit allowing some players to respawn as a human or play as a human on the Zombie team
(Image credit: 3DylanStar and axl) In November, Europe’s greatest Team Fortress 2 competitive teams will be battling it out over 3 days, live from Germany at the appropriately titled: ÜBERFEST 2024! The 6v6 tournament sees more than 100 players, spread across 18 teams, playing shoulder to shoulder at BaseStack, Dortmund. Each team vying to claim the lion’s share of the €2500 prize pool and to hoist aloft an impressively shiny trophy. With seating for 150 in the main arena there’s plenty of room if you turn up in person. Or should you prefer to watch from home, coverage plays November 8th - 10th from 13:00 CET (7 am EST) till 21:00 CET (3 pm EST) each day. Follow the event by tuning into KritzKast for live coverage on Twitch. For more updates find KritzKast everywhere or event organisers, Being Esports.
AsiaFortress Liquid.tf is back with its Fall 6s finals! After years of Xiao dominance, they are no more. For the first time in years, the throne is free and teams are hungry to claim the title in the most competitive season yet! Catch the action, witness history, and tune in live starting November 2nd @ 9pm SGT / 2pm CET! Important Links: Twitch YouTube Twitter Discord
(Image credit: MetalCloud) Sacred Scouts is back for its second season of 6v6 Scout-only chaos! Sign-ups will open on October 31st and close on November 21st, and the cup will take place on November 23rd-24th. Season 2 will be open for NA and EU regions only, but other regions are also welcome to play! You can sign up on the CLTF2 website or visit their Discord server for more information!
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Reverted BLU Scout pants fix because it conflicts with too many existing cosmetics Updated the Fleet Commander again to fix import problems from the previous update Updated the Phantom Plague and Haunting Haze Unusual effects to fix sometimes spawning away from the player Updated cp_freaky_fair Fixed issues related to the gamemode logic Reapplied check that was mistakenly removed to check if the player is actively buying upgrades in a station or not Implemented new custom system to refund upgrades to hopefully address inconsistencies both in-round and across rounds Implemented logic to handle mismatches in recorded vs actual currency values when leaving the upgrade trigger and having not accepted de-bought upgrades Reverted code to do with Ghosts and Sentry busters to fix bugs related to their effects not de-applying Implemented a way to force kill players to address edge cases where you could survive as the sentry buster past their explosion (Thanks MilkMaster!) Improved the logic which checks if you can apply a new potion effect to yourself to address bugs where effects can overlap Fixed sniper and demo shields not having their upgrades cleared Fixed canteens not having their values cleared when refunding whilst not equipped Increased the height of the skybox Increased last point capture time from 6s to 7s Changed some clipping to stop giants from building on roofs Smoothed out a divot (Thanks Midnite!) Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods General Re-encoded all Zombie Infection sound effects as .WAV This fixes issues with sound effects not playing correctly and spewing errors in the console Bug fixes Fixed a bug that caused Sniper's Spit Pool to deal much more damage than intended Fixed a bug that caused team names to not display correctly when playing on mp_tournament mode Fixed a bug where Engineer would sometimes scream like a charging Demoman while throwing an EMP Grenade Zombie Changes Sniper's Spit Pool damage vs Survivors no longer stacks when standing in multiple zones Zombie Heavy is no longer immune to Critical Hits Zombie Heavy's max health raised to 525 (from 450) Zombie Pyro's max health raised to 250 (from 175) Zombie Pyro now drops a medium health kit on death Survivor Changes Crossbow weapons no longer have a flat damage multiplier against Zombies The B.A.S.E Jumper can no longer be deployed if you are one of the last three survivors Jumper Weapons can no longer store reserve ammunition Updated zi_murky (additional changes) Added more respawn room triggers around the new spawn zones
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Added missing list of authors for arena_lumberyard_event Fixed the Crook Combatant hiding the Scout's dog tags Fixed some sound script entries not playing because they were looking for .wav instead of .mp3 Fixed BLU Scout using the incorrect team color pants Fixed some props_farm models using an incorrect surfaceprop setting Updated the large version of the backpack image for The Fast Learner to be consistent with the small version Updated the schema entries for The Hound's Hood and the Thrilling Tracksuit to remove unused settings Updated a couple of the community console images to fix missing nomip/nolod settings Updated Freaky Fair's expert contract to be "Win a round on Freaky Fair" Updated the Fleet Commander and Delldozer to fix import problems from the previous update Updated arena_lumberyard_event Fixed mini-crits being removed from the last player standing if they used the Crit-a-Cola Added missing navigation mesh Fixed areaportal windows in spawn fading in too early Fixed cases where players would get stuck on the setup doors Adjusted prop fades Updated cp_darkmarsh Lowered spell spawn timer (from 180 seconds to 120 seconds) Spells that spawn outside respawn rooms will disappear after 30 seconds of not being picked up Added several more pumpkin bomb spawn points Fixed portcullis doors turning pitch black when opening Lowered RED respawn wave time for the last point (from 10 to 8) Updated tow_dynamite Fixed an ammo pick-up differ on BLU side Added a missing wagon wheel on BLU side Added Tug of War objective strings Made the jump pad's deathpits deeper A new critter has arrived Updated pd_circus Fixed spell books being prompted despite none spawning in the map Reduced points per player from 6 to 5 Reduced distracting lighting and details around the inaccessible areas of the circus Fixed being able to place teleporters too close to spawn doors Fixed erroneous collisions Fixed small displacements cutting through walls Fixed some gaps in geometry
(Image credit: gedu and fontar) It's time to ping your TF2 buddies and scroll through your Steam friends to muster the best 9 gamers to compete in the propugs.com Fall Highlander Cup 2024! While other leagues clock off for the year, this new cup can satiate your TF2 cravings whether you are an established team or a fresh face hungry to get started in competitive TF2! The top teams in European Highlander can battle it out for a 100+ key prizepool and other prizes! New players can also join the fun and be ensured of a healthy competition with a dedicated Newcomer Division. Not only can rookies make some new buddies and learn the ropes of 9v9 Highlander, but the legendary SDCK! Pyro, GardenFungus, has also provided a 45+ key prizepool specifically for the Newcomer Division! Sign-ups will run until November 27th, with tournament matches being played between November 29th and December 19th. The most highly anticipated of these will be broadcast live on KritzKast. All players (even Medics!) can submit their best plays from the tournament, with a chance to make it into the official fragmovie! In the meantime, players can sharpen their skills with pick-up games for 6v6 and Highlander. Join the propugs.com Discord to get involved and find all the information for the propugs.com Fall Highlander Cup 2024!
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed an issue with Blazehattan contracts Fixed an issue with Outburst contracts Fixed an invalid Soul Gargoyle location on Mann Manor Fixed players not being able to select a class and spawn after watching an intro video Recompiled props_farm\box_cluster03.mdl to fix a problem with the material Updated the Dusk Duster to adjust the rigging a bit to reduce distortion Updated the Triboniophorus Gentlemannus Fixed clipping Updated texture to fix mipmapping Added jigglebone Added attachment for genteel smoke effect Updated the Clue Hairdo to fix a rim mask problem with the 'Case Open' style Updated the Fleet Commander Fixed white seams when moving camera away from character Improved position of Style Selection camera by deleting unused bones Updated the Delldozer to fix a problem with the specular map for the Re-Mastered and Re-Engineered styles Updated The Witch Doctor to fix a problem with the diffuse textures and normal maps Updated Taunt: Commending Clap to fix some issues with sounds and timing Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods Reduced Zombie Engineer's EMP Grenade Cooldown from 10 seconds to 9 seconds Adjusted Zombie Pyro's death explosion to briefly ignite players hit by the blast Fixed a bug that allowed Zombie Medic to spawn infinite dispenser entities (Thanks Psychicpie!) Fixed Zombie Heavy's ability appearing as an active instead of a passive on the HUD (Thanks NeoDement!) Fixed a bug that caused Zombie Heavy's knockback effect to trigger on afterburn damage when quickly swapping from Pyro to Heavy Updated zi_blazehattan (additional changes) Fixed top roof having no collisions, causing players to 'sink in' Made the brick decoration near the wooden ramp slightly lower to make jumping to the top roof easier Removed some redundant clip brushes Changed the round timer from 6 minutes to 3 minutes 30 seconds Fixed missing textures behind the windows of the warehouse building Fixed rendering issue in the A Gate zombie spawn (Thanks Midnite!) Fixed several instances where players could stand on top of clip brushes and in high places (Thanks Midnite!) Fixed floodlight stuck spot near B Gate (Thanks Midnite!) Fixed troll teleporter spots (Thanks Midnite!) Fixed telephone pole collision (Thanks Midnite!) Added no-build triggers on top of barrel clusters at the top of the containers for consistency Added barrel clusters and wood debri on top of the red container with the floodlight to make it more apparent engineers can't build there, as well as to provide cover for zombies Various small changes Updated tow_dynamite Doubled the chances of a Jump Spell drop Fixed the main gates killing players when touched on the side Fixed the main gates killing you prematurely before they are fully closed Fixed HUD textures going missing on occasion (Thanks Aar) Fixed the rooftop fire being too strong Fixed multiple locations that allowed players to build out of bounds Fixed an overly aggressive propfade in front of spawn Fixed edge bugs on multiple roofs that allowed players to remain alive Updated vsh_outburst Improved performance Fixed menu images Fixed a minor visual issue Fixed being able to stick to the invisible walls Updated koth_sawmill_event Reduced the amount of skeletons that spawn Added a new pathway to the secret underworld exit Redid some detailing near Reds base Improved lighting near some shacks near mid Fixed clipping for a shack Reworked where Soul Gargoyles spawn, now favoring Mid more often Made some new greener water for Mids lumber place New spectator cams Updated cp_freaky_fair Fixed issues related to the gamemode logic Fixed players being able to retain upgrades on their weapons by putting them in their loadout before the round changes and then switching back to them Fixed some currency bugs related to players having upgrades pending but not accepted, and then leaving the upgrade trigger Fixed players being able to retain their upgrades when switching classes inside the upgrade trigger after having refunded Fixed character upgrades being occasionally set to incorrect quantities Changed uber and kritz potions so they use the equivalent lakeside conditions to allow Medics to switch weapons and maintain their effects Fixed players being able to put a class into a massive debt Several minor fixes Merasmus is very talkative, so we asked him to talk a bit differently Merasmus will only sometimes say something after he already talked about his financial problems during the first seconds of setup time Merasmus will no longer say something that is too long to say before he needs to announce something else, he will say something different now Merasmus now has more things to say Merasmus will now announce overtime, stalemate and last control point being captured instead of the Administrator Made changes to the upgrades Ghost Potion: ghost spooking radius reduced from 512 hu to 384 hu Ghost Potion: ghost spooking frequency increased from 5 to 7 secs (this is a nerf) Sentry Firing Speed: removed redundant 3rd level Disposable sentry: Maximum amount reduced from 4 to 3 Crit boost on kill: Now disabled Shield Recharge Rate bonus: Maximum level reduced from 4 to 2 Shield Recharge Rate bonus: Price increased from $150 to $250 Rocket Specialist: Price increased from $300 to $450 Rocket Specialist: Maximum level reduced from 4 to 3 Crit damage resistance: Resist reduced from 30% to 25% per level (this is a nerf) Crit damage resistance: Maximum Resist reduced from 90% to 75% (this is a nerf) Thermal Thruster impact stun: Price increased from $600 to $750 Explosive Headshot: Price increased from $350 to $450 Mad Milk and Jarate speed on target debuff: Debuff reduced from 35% to 25% Mark For Death: Price reduced from $500 to $300 Fixed several roof spots players were able to stand on (Thanks Midnite!) Fixed several teleporter stuck spots (Thanks Midnite!) Fixed floating pumpkins and planks (Thanks Midnite!) Fixed several spots that could be abused to spawncamp enemy team (Thanks Midnite!) Removed some visible dev textures (Thanks Midnite!) Removed stool from the arcade that was blocking the path previously Fixed being able to deal splash damage through metal grates Clipped the attic in respawn room to prevent players from getting and building there Clipped several beams in the lobby room Fixed missing wooden board near Red respawn room door Moved Merry-Go-Round sound source closer to make it louder Brightened several dark spots Closed the tree gap
(Image credit: MetalCloud) CustomLander TF2 is running their Fall 2024 Ultiduo Cup! Sign-ups for the cup began on October 9th and will run until October 17th. The cup takes place on October 19th-20th! All regions and skill levels are welcome! You can sign up for the cup on the CLTF2 website or visit their Discord server for more information!
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed broken path for community_maps_5 in the ConTracker Renamed Team Blackout war paint to Blackout Fixed the names of the Delightful Doves, Ravenous Ravens, and Vicious Vampires Unusual effects Updated Toxic's second objective to be 'Collect a Halloween Pumpkin on Toxic' Updated the School Nuisance to update the backpack icon and fix some clipping issues on the LODs Updated the Sear Seer to fix a paintability problem with the 'Dusk - No Lenses' style Updated the Heavy Rain Unusual taunt effect to improve visual quality of the effect in dark environments Updated cp_darkmarsh to reduce fog intensity Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods Fixed missing overlay material for Sniper's Spit ability Fixed missing particle effects for Pyro's Dragon's Breath ability Fixed a bug that would cause players to get stuck in spectate mode when attempting to join a game in progress
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Updated vsh_outburst to fix a problem with sounds not playing correctly Added missing strings for the new Strange Filters
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Scream Fortress XVI has arrived! Featuring 7 new community maps: Toxic, Darkmarsh, Freaky Fair, Dynamite, Circus, Outburst, and Blazehattan Added the Terrifying Trove Case Contains 21 new community-created cosmetic items that make up the Terrifying Trove Collection Has a chance to give a taunt Unusualifier as a bonus item Added 4 new community-contributed taunts to the Mann Co. Store Taunt: Crushing Defeat Taunt: Peace Out Taunt: Commending Clap Taunt: The Punchline Added 22 new community-created Unusual effects 12 new effects for Unusual hats 10 new effects for Unusual taunts Added the Scream Fortress XVI War Paint Case Contains 12 new community-created War Paints that make-up the Scream Fortress XVI War Paint Collection Has a chance to give a taunt Unusualifier as a bonus item All players who launch the game will receive a Soul Gargoyle if they don't already have one Grants access to Merasmissions and Halloween item transmutations Tracks Merasmissions completed and souls collected All Halloween Contracts have been reset, allowing them to be completed again Added new Contracts for this year's featured community maps Completing a Halloween Contract will give players a classic Halloween item and the chance for a Terrifying Trove Case Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps All cosmetic and taunt Cases will grant Halloween 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates. Join Halloween matches by using the Special Events category in Casual Scream Fortress XVI runs through November 7th, 2024 General Added UI scaling based on resolution for better HiDPI support Fixed the reload speed attribute in Mann vs. Machine not scaling projectile speed and gravity correctly for the Huntsman (community fix from Marxvee) Fixed the damage bonus attribute in Mann vs. Machine not scaling correctly for the Huntsman (community fix from Marxvee) Fixed not being able to pickup currency in MvM if it's on a teleporter Fixed Keyless Winter 2016 Case not playing the special winter case sound Recompiled some skybox models to fix UV issues Updated the Scariest Mask EVER to fix some issues with clipping Updated Sapped Unusual effect to fix the animation playing at the wrong speed Added check to prevent copying a disguise target's action slot item when disguised as them Exposed CTFBaseBoss::SetResolvePlayerCollisions() for VScript users Updated/Added some tournament medals Updated Sapped Unusual effect to fix the animation playing at the wrong speed Updated several maps to fix localization issues Updated zi_murky, zi_devastation_final1, zi_atoll, zi_woods, zi_sanitarium General Changes Zombies no longer spawn instantly- their respawn timer is now dependant on the map Changed team names to "Survivors" and "Zombies" (Instead of "RED" and "BLU") Note: this change is only visible in casual mode or servers with mp_tournament set to 1 Survivor Spy can now disguise as a Zombie and will be seen as a Zombie by the enemy team (Thanks Sprinkles!) Note: disguised Survivor Spies will still be highlighted by Zombie Spy’s “Reveal” ability The Pomson 6000 now puts Zombie abilities on cooldown on hit Survivor Pyro can now destroy Zombie Engineer's EMP Grenade by hitting it with the Homewrecker Walking in to Zombie Sniper's Spit now consumes the Spycicle and prevents initial damage Standing in Zombie Sniper's Spit now emits additional sound effects and a burning green HUD overlay Added new kill icons for every zombie attack Zombie Changes Removed the out-of-combat speed buff from all Zombies Zombie Pyro Zombie Pyro has a new ability - "Dragon's Breath" Fires a Dragon's Fury fireball The initial cast of the fireball can reflect projectiles and airblast enemies Zombie Pyro now deals mini-crits to burning players on melee hit Zombie Pyro now creates a small explosion on death, knocking back enemies in a 125 hu radius Zombie Pyro no longer emits a Gas Passer cloud on death Zombie Demoman Added new sound effects to telegraph Zombie Demoman's Blast Charge ability Zombie Heavy Zombie Heavy's health reduced to 450 (from 600) Zombie Heavy now drops a Medium Health Kit on death Zombie Sniper Zombie Sniper's Spit damage vs buildables is now reduced by half Zombie Sniper's Spit now applies a screen overlay to players standing in the pool Zombie Medic Zombie Medic now emits health like a dispenser to nearby Zombies Zombie Medic can no longer attack while using Heal Added a new sound effect for Zombie Medic's Heal ability Zombie Spy Zombie Spy no longer emits particle effects while cloaked, making him fully invisible when not attacking. Jumpscare warning! Zombie Scout With other zombies getting slower, Zombie Scout's speed stands out more than ever before Bug Fixes Fixed a bug that allowed Zombie Demoman to survive his own Blast Charge (Thanks gasous nebule!) Fixed a bug that caused Zombie Demoman to not receive kill credit when killing players with Blast Charge Fixed a bug that caused Zombies to not gib correctly Fixed a bug that caused Zombie cosmetics to persist on RED players after the round restarts Fixed a bug that caused Zombie Sniper's Spit Pool to nudge players slightly in certain circumstances Fixed a bug that caused players to have the incorrect player skin when respawning at round start Fixed a bug that would cause players to become stuck in spectate mode when attempting to join a game in progress Fixed an issue with "game_text" entities not being correctly cleared after round reset Updated zi_murky (additional changes) Survivors now spawn across the map in multiple small groups instead of all at the sewage plant Added a life preserver shop to connect to the lonely shack in the southern end of the map Added a new dock network with a series of platforms leading to the roof of the central boathouse Added a small ramp to the left-most sewer pipes Removed some awkward ladder-ramps and replaced them with proper docks De-cluttered the roofs across the map Removed the floating large medkit Removed expensive reflections from the water Reduced color correction intensity Clipping improvements Updated zi_atoll (additional changes) Set a culling distance to most props Added occluders on the lighthouse to improve performance Updated zi_woods (additional changes) Fixed the announcer not being silenced when time is added Updated zi_sanitarium (additional changes) The roof is now accessible Added several routes to the roof Slightly reduced the intensity of the fog Added more pumpkin bombs Raised the skybox height Updated cp_gravelpit_snowy Improved performance by combining props Improved clipping Increased volume of laser gun finale Miscellaneous improvements Updated koth_sawmill_event Fixed an overlay Updated koth_undergrove_event Fixed several out-of-bounds exploits in the Underworld (thanks MN!) Adjusted overworld pumpkin bomb placement and increased maximum bomb count to 6 Fixed an incorrect texture on RED's side Updated koth_synthetic_event Moved spells away from mid Detail adjustments Clipping fixes Very minor lighting changes Updated pd_mannsylvania Added even more Bats! Added more spawnpoints for pumpkin-bombs Added new nag voiceline for if Dracula does not receive any blood donations Removed setup time, replaced it with a normal countdown instead Increased duration of the Vampire Powerup after leaving Dracula's Castle from 15 -> 20 seconds Decrease dropped blood bag timer from 15 -> 10 seconds Decreased respawn wave times for the losing team from 4 -> 2 seconds Decreased respawn wave times during a neutral gamestate from 4 -> 2 seconds Changed the main spawn doors to have windows Removed Rare Spell spawn by the graveyard area, replaced with Common Spell Health and ammo pickup adjustments Clipped stairs by the Castle's exit portal Minor visual updates Updated ctf_applejack Fixed the projectile weapons from not working inside the buildings Removed bullet collision from the intelligence room handrails Removed the prop jump up to the sniper balcony, to help snipers feel more comfortable there Removed the vents with missing textures Fixed the bug with being able to get stuck in the blue shed Fixed a stuck spot in mid shed (ty Midnite!) Fixed a texture being weird in the intel rooms Fixed a black displacement in the red intel yard Removed the collision from the food in the red spawn table Updated cp_ambush_event Fixed exploit where players were able to build into RED 1st base (Thanks MN!) Improved lighting at RED base in stage3 Fixed lantern being clipped into cliff wall in cavern at stage1 Fixed odd shadows cast by some props Fixed coffin from being non-solid in stage2 Fixed spawncamping spot in stage2 at RED indoor exit Fixed few hovering lamp props Fixed some prop fading too soon Fixed rare issue where players fell of directly to lava on underworld teleportation Clipped few crates to make it easier to jump on them Updated arena_lumberyard_event Recreated the game mode in VScript Significantly increased server performance Instead of using the best-of-seven round system on top of casual's best-of-three system, the map will simply run 15 traditional game rounds like ZI and VSH Updated the healing ghost appearance for RED team Text pop-ups are now drawn in chat instead of in the middle of your screen Reduced volume of the incoming spell Removed the random Skeleton King and the Horseless Headless Horseman Removed the rare spell given to the last player standing Converted some medium health kits into small health kits Removed small health kits from the second story of both churches Fixed a pumpkin bomb that was stuck in the terrain Updated pl_embargo Fixed an exploit that allowed BLU to teleport to RED spawn (thanks Jameson) Fixed the lack of countdown at the end of the round
(Image credit: Baguettes) We've reached the apex of the current ETF2L Highlander season! This is a Premiership Grand Final that promises to be the fiercest in recent years! Top seed, 4House, takes on the multi-season reigning champion, SDCK!, having beaten them handily earlier in the season. These two powerhouses will resume battle across three seperate maps on Thursday, September 12th, at 21:15 CEST / 12:15pm PDT! Could this finally be the season that someone rips the ETF2L Premiership Highlander crown from the vice-like grip of SDCK!? Be sure to watch the action and find out! Join the Twitch stream live! Watch later on YouTube!
AsiaFortress Liquid.tf is hosting its first-ever Team Fortress 2 Highlander Grand Final this Saturday! The land of legacies brings its very first season of Highlander! The Grand Final will feature two of the best Highlander teams in Asia, each vying for the ultimate title of the first Highlander Champions. This match is more than just a game — it's an opportunity to forge a new legacy! Catch more Sniper, Spy and Pyro action than you've ever seen! Tune in live on the 7th of September @ 8pm SGT / 1pm CEST! Important Links: Twitch YouTube Twitter Discord
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