The Operation Mooncrash War Paint Contest results are in! After being rated based on the three criteria of Theme Adherence/Concept, Execution, and Personal Preference, the grand winners and runner-ups have been decided!
The winners and other awesome submissions have been put into the main Operation Mooncrash Collection. Every entry for the war paint contest has been placed into the Entries Collection. The project is still accepting submissions, even war paints, if you still want to contribute.
Also, the Map Assets Contest deadline has been extended to the end of November and has received a prize pool boost to 330 keys! You can still participate by making posters, world textures, gameplay assets, environment assets, and detail props.
To participate in the Map Assets Contest, join their Discord Server!
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 XVIII has arrived!
Featuring 5 new community maps: HolyHell, Scarypass, Trainsawlaser, Medi-Evil, and Scaredy-Cat
Added the Haunted Hoard Case
Contains 23 new community-created cosmetic items that make up the Haunted Hoard Collection
Has a chance to give a taunt Unusualifier as a bonus item
Added 5 new community-contributed taunts to the Mann Co. Store
Taunt: Hippocratic Hypocrite
Taunt: Showrunner's Spirit
Taunt: Barrel Roll
Taunt: One-Eyed Punt!
Taunt: Sear You Later
Added 21 new community-created Unusual effects
11 new effects for Unusual hats
10 new effects for Unusual taunts
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 Haunted Hoard 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 2026 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 XVIII runs through November 7th, 2026
General
Fixed ÃberCharge response rules not playing for Halloween items (community fix from robbilookatme)
Fixed missing lighting parameters for the Scottish Resistance materials (community fix from Lindon)
Fixed client crash related to missing HUDAutoAim element (community fix from flower)
Fixed TFBot crash related to moving control points (community fix from BetaM)
Fixed joining a new lobby while being revived locking up the camera (community fix from Vlad)
Fixed misplaced muzzle attachment for The AWPer Hand (community fix from dilbertron2)
Fixed the Pomson's kill icon bleeding into the Wrap Assassin's (community fix from JoriKos)
Fixed Spy disguising as a player without primary weapon (community fix from leemustache)
Fixed invalid Soul Gargoyle locations on Helltower (community fix from Kimmy)
Fixed bad computer_wall02b material (community fix from DiskIntegrity)
Added convars to control ready countdown (community fix from nemmy)
Fixed a bug where HUD item meters weren't always being cleared/loaded properly
Fixed cosmetics attached to ragdolls not cloaking with the ragdolls when killed with a weapon like Your Eternal Reward
Fixed crit boost material effect not working on several weapons
Added OnDropTeam1 and OnDropTeam2 outputs for item_teamflag
Updated style strings for the Chief Executor, Vested Investor's Vest, and Standing Offer
Updated The Hundekopf to fix a problem with the paint mask
Updated the Chief Executor
Added style names
Fixed style preview window orientation
Added missing hat bodygroup to the third style
Added style names for the Standing Offer and Vested Investors Vest
Updated the Handsome Ranger
Updated UVs to prevent mipmapping with the paint region
Increased the size of the cigarette in the "Off Duty" style
Updated the Long Shot
Updated the textures to reduce the strength of the normal map & ambient occlusion
Updated the backpack icon to reflect these change
Updated the Night Riders
Updated the textures to reduce the strength of the normal map & ambient occlusion
Updated the backpack icon to reflect these change
Updated The Lo-Fi Longwave logo to add a second style with the updated logo
Updated/Added some tournament medals
Updated the Standing Offer
Fixed clipping issues
Fixed a wrongly assigned UV
Fixed paint texture issues
Updated the Vested Investor's Vest to fix some clippling issues
Updated Le Morne Uniforme to fix some LOD issues
Updated backpack images for Le Sapeur and Le Morne Uniforme
Updated Beaten and Bruised
Optimized model exports, reducing file size
Fixed location and rotation of the Style and Paint preview
Improved head bandage geometry
Reduced clipping with other cosmetics
Reduced normal map compression artifacts on Pyro and Engineer's cracked lenses
Updated textures, improving blue team texture variation
Fixed Nightmare style selfillum not displaying as intended
Updated backpack image
Updated Hard Hearing
Optimized model exports, reducing file size
Fixed location and rotation of the Style and Paint preview
Reduced clipping with other cosmetics
Fixed a gap above the brim on some classes
Updated textures to better match class colors
Adjusted phong values slightly
Sniper now takes off his hat when melee taunting on the "Hearing Issue" style
Updated koth_sawmill_event to fix missing materials in the underworld
Updated ctf_2fort to fix inconsistent DX level setting for the grain_elevator01 prop (community fix from sonomahyenaz)
Updated cp_dustbowl to fix func_occluder problem in stage 3 (community fix from sonomahyenaz)
Updated cp_well to fix Engineers building in RED's forward spawn room (community fix from sonomahyenaz)
Updated pl_redwood
Fixed visual stuttering on players using a zipline
Fixed bug that would break client collision with certain entities
Fixed zipline sounds being interrupted when the user fires their weapon
Fixed some cases where ziplines would not take players in the desired direction
Fixed the The Mantreads and The Thermal Thruster not dealing damage when landing on players after dismounting a zipline
Dismounting a zipline while wielding The Winger now boosts jump height by 25%
Reduced speed gained from dismounting a zipline shortly after shield charging
Adjusted zipline dismount input to help prevent accidental early dismounts
Updated pd_mannsylvania
Reduced duration of the Vampire Buff from 20 > 15 seconds
Added a 5 second speed boost for players exiting Dracula's Castle
Added additional player voice lines that can play upon exiting Dracula's Castle
Removed some particle effects from the capture zone in Dracula's Castle for visual clarity
Map now precaches audio on map load, this fixes a major stutter issue when entering Dracula's Castle for the first time (Thanks Aar!)
Fixed players not being forced into melee in the ending sequence
Fixed some issues with sound scripts calling sounds that don't exist
Updated the texture on the resupply cabinets to help them stand out from the environment more
Reduced the amount of edicts taken up by converting some dynamic objects into static ones
Increased number of active pumpkin bombs on the map
Lighting adjustments
Minor visual tweaks
Optimizations
Updated koth_demolition
Replaced the health and ammo pack platforms with new ones made by Goobert
Updated the control point to have a neutral version matching RED and BLU (thanks Goobert)
Replaced the textures under the water to save file size
Replaced the team logos and oil rig overlays with new ones
Extended the space between the playable area and the invisible wall on the sea
Removed a bit of brushwork on the crane to avoid players bonking against it when using the jump pad
Moved the jump pad back a bit and gave it more strength
Removed the last bits of func_nobuild on the crane platform
Added two broken catwalks on the side of the crane platform
Added a new broken catwalk behind both spawns alongside cover and a trimp spot
Added a new shortcut on the radio towers connecting to the previously mentioned catwalk to give players another way out of spawn (Thanks ItJazzy for the suggestion)
Added a set of catwalks hanging from the point platform under the point to add a new flank route for players (Thanks ItJazzy for the suggestion)
Added a small health pack in the furnace rooms of each team
Added decorative lights under the point
Upgraded the health pack on the furnace room from medium to full
Upgraded the health pack on the office building from small to medium
Removed some ropes under the point
Fixed some pipes fading too soon
Fixed some weird collision near the spawns that messed with blast jumps
Administrator now reacts when a player dies to the Evil Deer. Try at your own risk.
Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
General Changes
Players can no longer be selected as a starting Zombie two rounds in a row
Dying during setup now respawns you instantly
Players who are dead or spectating when the round begins now considered infected
The B.A.S.E Jumper can now be deployed at any point in the round
Jumper weapons no longer have decreased max ammo
Zombie Changes
New Feature: Zombie Spawn Picker
On respawn, Zombies will be able to manually choose which spawn point to spawn at
Pressing your left and right mouse inputs will cycle through all spawn points
Pressing your jump input will spawn you at your current spawn point
If no inputs are pressed, you will automatically respawn after a short time
Zombies are no longer ÃberCharged when respawning
Zombies can change class while picking a spawn point
Zombies now drop a small ammo pack
Zombies now receive Mini-Crits when the Zombie team is below the starting infection quota
Updated Zombie viewmodel animations and removed view punch when attacking
Updated Zombie playermodels and third person animations (thanks Coolchao Zhao!)
Updated Zombie ability icons with polished art (thanks TheLazerSofa!)
Respawning Zombies no longer play lightning visuals and thunder sounds
Zombies no longer leave a trail of green footsteps, no longer emit green fog, and can now ragdoll
Updated Zombie Engineer
Zombie Engineer has a new "Beacon" ability
Throw a toolbox to erect a beacon that Zombies can respawn at
Beacons are the default spawn point for Zombies in the new Spawn Picker feature
Beacons can be destroyed by Survivors
Each Zombie Engineer can only have one beacon active at a time
Updated Zombie Spy
Zombie Spy has been given Zombie Engineer's old "EMP Grenade"
Like before, the EMP grenade will temporarily disable buildings around it after detonation
EMP Grenade blast highlights Survivors and buildings like the previous "Reveal" ability
No longer instantly detonates when directly hitting a building
Now takes half as long to detonate
Reveal and EMP duration changed from 6.5s to 5.5s
Reveal range changed from 1000HU to 900HU
EMP range changed from 500HU to 450HU
Max Health lowered to 125
Melee damage changed from 100% to 69%
Updated Zombie Pyro
Zombie Pyro has a new "Sticky Spew" ability
Spew balls of tar at Survivors, coating them in disorienting liquid that hinders their movement-based weapons
No longer drops a medium health kit on death
Fire resistance changed from 100% to 70%
No longer ignites players on hit or deals bonus damage to burning Survivors
Updated Zombie Heavy
Zombie Heavy has a new "Rock Hurl" ability
Grab a chunk of concrete from the ground, lift it, and heave it at Survivors
Survivors in the radius of the concrete get knocked back and take damage
Survivors directly hit by the concrete get stunned and take additional damage
Buildings hit by concrete are temporarily disabled
Added loud footsteps
Knockback resistance changed from 100% to 85%
Damage vs buildings changed from 120 to 90
No longer drops a medium health kit on death
Updated Zombie Sniper
Spit can now settle on slopes, staircases, and rooftops
Updated Zombie Demoman
Explosive Charge's channel period has full aim control
Updated Zombie Soldier
Pouncing Zombie Soldiers now play a whistling falling sound
Bug Fixes
Fixed Zombies sometimes being immune to headshots
Fixed a bug where Zombie Sniper's Spit would not create a puddle on impact with a building
Fixed Zombie Heavy's attack damaging through Bonk! Atomic Punch and ÃberCharge
Fixed Zombie Medic leaving dispensers behind when changing class, spectating or disconnecting
Fixed Survivors sometimes starting with no ammo or metal
Fixed "game_text" entities leaking when a player disconnects or changes class mid-respawn
Fixed the starting Zombie quota being able to select a spectator or a dead survivor
Updated zi_atoll (additional changes)
Removed a zombie spawn beneath the cliff shack
Returned full ammo pack in the turbine room
Removed Uber effect from spawning zombies
Updated zi_blazehattan (additional changes)
Reworked lighting and updated the visuals across the map
Reworked zombie spawns to create safer zones for Survivors
Reworked the grinder building and the evacuation center
Removed fence in cargo crate pile to allow for more rotations
Added more pickups across the map
Cleaned up collisions
Fixed Survivor respawn wave time being too long
Reduced round timer from 210s to 180s
Removed little nobuild zones from on top of various crates and barrels
Hammer.tf is proud to announce their first ART-PASS CONTEST! Participants will art-pass an existing KOTH map donated by a community member! As for the theme, there is no theme! Jungle? City? Swamp? Halloween? Uncle Jerry's house? Participants have total creative control, so go wild with any and all ideas!
And there will be prizes! The prize pool of 60+ Keys will be split amongst 3 winners!
In order to qualify, all submissions must be made in the Hammer.tf Discord server, where the VMF and BSP files for the map can also be found. Submissions must be made before the deadline, November 26th, in order to be considered eligible for the contest.
Join the Hammer.tf Discord server for more details, the rules, and to participate! Happy mapping!
Mercenaries, the hot wind blows... the snow is melting... the air becomes polluted... and we detect the very presence of Gray Mann's Armageddon, but his robots aren't playing around anymore. They've taken on a gruesome approach that only the most talented warriors can handle. How rude of them to disrupt the aftermath of America's Independence Day... only now have they decided to really get serious. Did Gray Mann even plan any of those attacks? Has he been failing miserably until now? No matter the answer, reload your weapons, prepare your explosives, fill up your canteens, and stock up on upgrades because this war is where Gray Mann is the most red-blooded he's ever been, it will be the final war if you don't plan accordingly...
Operation Lithium Lunacy is a brand new Mann vs. Machine charity event brought to you by Abyss MvM featuring 9 intermediate, 9 advanced, 2 nightmare, and 10 bone-breakingly hard expert missions across 28 maps. Complete at least 6 missions to earn in-game medals! Event servers are available worldwide in North America, Europe, Asia, and Australia. Click here to get started!
Is that all of the missions? Have you thought Gray Mann's limit test in the fall of 2023 was too easy and short lived? Think again, because now you can play a total of 3 master difficulty missions. This is crazy, right?! After 3 years, Abyss MvM has secretly worked with Gray Mann to create 3 new super hard missions designed for the fearless, challenge-seeking warriors among you. Alongside them is a returning master mission from the fall of 2023, redesigned to fit what we'll call the "new skill level" of our willing contestants.
Whether you have witnessed the 3 impossible challenges or not, you can also donate to Ocean Connections and help the lives of seals. Three in-game medals are available for donating! Have the link to your Steam profile ready and click here for more information.
Good luck to you brave mercenaries on battling Gray Mann's toughest war, and best of all this event has no deadline!
MGE.tf is back for another season! This time, they're returning bigger than ever with 2 new game modes and 2 new regions! Whether you're here to prove yourself or have fun with your friends, there are now more ways than ever to get involved. And there's more than bragging rights on the line. Medals and keys will be up for grabs for the best players and teams!
MGE 1v1, MGE 2v2, Ultiduo, and BBALL will all be available this season!
Competition will take place across North America, Europe, Asia, Australia, and South America!
BBALL and Ultiduo will be FREE to enter!
Players will compete for Keys, medals, and glory!
Players will compete in a 6-week regular season followed by playoffs!
Sign-ups will be open until October 3rd!
MGE 1v1 & 2v2
Ready to find out how good you actually are? MGE 1v1 and 2v2 are back for another season! Whether you're fighting solo or with a teammate, every round is a chance to outplay your opponent. Sharpen your mechanics, earn glory, and climb to the top! Grab a teammate you won't end up blaming and sign up now!
Ultiduo
Think you and your duo make the perfect pair? Ultiduo is back! Grab a Medic (or a Soldier) and work together to outplay the other duo. Keep your partner alive, land your shots, and come out on top. This season, Ultiduo will be completely free to enter! Grab your favorite teammate and sign up now!
BBALL
BBALL is back! Grab a teammate and hit the court! It's time to put your teamwork to the test and show off your moves and aim. Whether you're a seasoned BBALL player or just looking to give it a shot, there's no better time to step onto the court and compete. And just like Ultiduo, BBALL is completely free to enter this season! So lace up your boots, get ready to ball, and try not to get dunked on!
With more ways to compete, more regions to climb, new prizes to chase, and more players to fight, the next season of MGE.tf is shaping up to be their biggest yet! There are more opportunities than ever to compete and prove yourself.
Think you have what it takes? Register now! Sign-ups close on October 3rd! Don't miss your chance!
Australian Hightower Highjinx is back! After years of being dormant in the deep outback, it returns not only with its iconic Australium coated medals but the same Hightower Highjinx you know and love! Players of all skill levels are welcome to sign up here. The format will be 9v9 and will require a minimum of 9 players in order to sign up and play!
You can also donate to help a good cause and receive shiny medals! A $5AUD donation will get you a glowing green donation badge! Donate $25AUD to receive the glowing true blue Royalty badge as well! Be fast, however, because the cup starts on September 12th!
For the third consecutive year, KritzKast presents ÃBERFEST LAN! This year it's not just the players who'll be celebrating! Viewers at home (or wherever you enjoy top-tier European 6s esports) will have cause for merriment! Anyone who tunes in and watches a few hours of the event live stream will receive an exclusive in-game viewer medal!
The goodies don't stop there! In-person players, supporters and top teams win unique medals, and first place will receive a massive trophy created by Arkan, based on a design by David, the winner of May's community competition.
We hope you visit Germany's summer sun for beer* and BBQ. Grab your tickets if you'd like to play or just want to stand behind the players who do! Either way we'll see you for the long weekend in Stuttgart, September 10th - 13th 2026!
The ghosts of the 9th-century British mafia have come to collect, and Merasmus has once again found himself burdened by a small, completely manageable debt that must be paid. Fortunately, he has devised an ingenious plan to avoid repaying it himself: The Witching Hour contest!
The Witching Hour is a community-run Workshop contest, challenging creators to concoct brand-new Halloween spells for Scream Fortress. Participants are invited to create all sorts of profitable spells, curses, and otherwise legally safe-ish tinctures for a chance at key and item prizes! The finest creations will be collected and sold off until Merasmus has acquired enough money to satisfy Lukapher the Flatulent and his poor-teethed cronies.
But be warned! When the third hour of the twenty-ninth moon of the eighth month strikes, submissions will close! Join The Witching Hour Discord server for the full rules and submission details.
CLTF2 is announcing their Halloween Cup, a new event to help get ready for Halloween! This time around players can expect Highlander 9v9 action but with the twist of playing on Halloween themed maps!
Sign-ups for the Halloween Cup are already open and run until the 6th of September. The first set of matches will be generated shortly after sign-ups close. All regions and skill levels are welcome!
You can sign up for the Halloween Cup on the CLTF2 website or visit their Discord server for more information!
In a desperate effort to attain ultimate global dominance, RED and BLU race to conquer the final frontier!
Destination â the Moon!
TF2 Painter's Workshop is proud to host a new community project that aims to revive and expand upon the Moon Base theme! They're encouraging all kinds of participation and will be considering cosmetics, war paints, maps, weapons, weapon unusuals, map assets and more for inclusion into the final community collection!
At the same time, they're also hosting contests for TWO specific item types!
The War Paint contest, which includes categories for both Standard and Limited Skins/UV/Dragon Slayer war paints!
The Map Asset contest, which includes assets ranging from posters, world textures, gameplay assets, environment assets, and detail props! Participants will contribute to five subcategories with five initial prize placements!
Creators may still contribute their war paint/map asset to the final community collection, even if they have already submitted the maximum contest entries.
Join the TF2 Painter's Workshop Discord server to participate and build the future!
Announcing the RGL 6s Newcomer Cup with training intensive by TF2 Coaching Central!
RGL, the largest North American competitive TF2 league, is running their next 6s Newcomer Cup September 4-6! In conjunction, TF2 Coaching Central (TF2CC) will run a four week training intensive, where eligible players with no to minimal competitive experience will be put into teams and assigned a coach to teach them the basics of 6s! Coaches will help players learn the maps and strategies while preparing them for their first competitive event. Similarly to TF2CC's previous Newbie Cup events, players will spend the training period scrimming with teammates and reviewing with their coach before facing off in the cup operated by RGL.
Signups for the training intensive are open now at the TF2CC Discord! The deadline to apply is August 8, 2026. Players are also welcome to sign up and participate in the RGL cup independently without the training program. TF2 Coaching Central will have coaching, learning resources, and pickup games available to the public.
Ten years ago, CappingTV started casting Team Fortress 2 matches to whoever would watch. This July, the last decade comes full circle at Fortress Arena in Melbourne, where LAN Downunder 2026 will crown Australia's next TF2 champion on July 18-19th!
Eight teams will make the trip, and the storylines write themselves. BLG and j*b, last year's grand finalists, are both back and neither is interested in settling for second again! Around them sits a mix of veterans with years on LAN stages and rookies who'll be walking onto one for the first time!
There's another reason this year's event carries extra weight. Alongside the tournament, CappingTV will be taking time across the weekend to look back on ten years of broadcasts, rivalries, and the community that got everyone to this point! It's a tournament and an anniversary sharing the same stage!
Tune in from 12pm AEST both days via Twitch, or grab a seat at Fortress Arena in person! Tickets and full event details are available at the Event Hub!
On July 24-26th, the top four teams in RGL will be flying out to Philadelphia, PA, for the Season 20 LAN Playoffs and a chance to prove who is the best team in North America!
Come watch in person or catch all of the action live on the RGL.gg Twitch Stream. Below are the match schedules for July 25th - 26th (July 24th is an optional preparation day for PC time, player and spectator pre-registration, media/interview time, and more).
Schedule - Day 1 (Saturday, July 25th)
1:00 pm Eastern Daylight Time - Round 1 Match
4:30 pm Eastern Daylight Time - Semi-Finals
Schedule - Day 2 (Sunday, July 26th)
12:30 pm Eastern Daylight Time - Lower Bracket Finals
4:00 pm Eastern Daylight Time - GRAND FINAL