Team Fortress 2

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poLANd.tf 2025

(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!

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Brasil Fortress Highlander Grand Finals




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!

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TF2Maps 72-Hour Jam Showcase 2024




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!

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The TF2 SDK has arrived!

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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:

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Team Fortress 2 Update Released

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

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Team Fortress 2 Update Released

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!)

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A Smissmas Miracle

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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.

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Team Fortress 2 Update Released

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

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Team Fortress 2 Update Released

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

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Team Fortress 2 Update Released

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

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TFConnect 2024

(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."

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TF2CC Newbie Cup IX




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!

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Operation Ghoulish Gambit




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:

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TF2Maps.net 72 Hour Jam 2024




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!

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Team Fortress 2 Update Released

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

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Team Fortress 2 Update Released

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

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ÜBERFEST 2024

(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.

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