Itâs the month before Smissmas, and TF2Maps.net is proud to announce the return of their beloved 72 Hour Jam!
They're returning to support their friends over at Doctors Without Borders. Anyone who donates $5 or more to the drive before January 14 is eligible to receive this yearâs in-game charity medal. Click here to donate!
Additionally, you're able to earn a medal for sharing your creativity! Starting Friday, December 19, 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⦠Anything goes as long as it's related to Team Fortress 2!
The chilly months are approaching which can only mean one thing, it's time to return to Germany for the annual celebration of European 6v6 at ÃBERFEST 2025!
Fortunately you needn't leave the comfort of your warm homes to receive this splendorous display of high octane sportsmanship as, for the first time, the action comes to you live from both KritzKast's YouTube and Twitch channels!
Tune in for 3 full days of action from Friday, November 21st, @ 13:00 CET (7 am EST) until Sunday to see your favorite casters and teams at 1337 Camp, Stuttgart. They duke it out to scoop up their share of the â¬2500 prize pool and to hoist aloft the impressively shiny trophy!
United Dodgeball League is proud to announce a new season of dodgeball, this time with 2v2 action! The tournament will have a prizepool of 600 keys and will have medals up for grabs for both participants and players that place.
The tournament will run for three weeks with matches being Swiss style until the playoffs, which will be single elimination. Signups will open on **November 10th and close November 25th**. The tournament will run from **November 26th until December 14th**. Don't miss your chance!
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 crash related to KeyValues
Added 'No Bullets' style for the Paka Parka
Fixed Widowmaker not giving metal when Spy is disguised as their own team (GitHub fix from Grampa Swood)
Fixed on-hit attributes not triggering when Spy is disguised as their own team (GitHub fix from Grampa Swood)
Fixed game mode prefix check failing when loading maps from the Workshop (GitHub fix from LizardOfOz)
Added null pointer checks for recent casual doors fix (GitHub fix from Bitl)
Fixed a bug where Gas Passer gas can cover players with gas in spawn rooms (GitHub fix from Bitl)
Fixed typo in logical expression (GitHub fix from Ian Brun)
Fixed Vaccinator charge sounds playing multiple times per tick (GitHub fix from treacherousfiend)
Fixed event text leak in CTFHudPasstimeBallStatus (GitHub fix from Dmitry Tsarevich)
Fixed Minigun barrel movement being updated multiple times per tick (GitHub fix from Marioiscool246)
Fixed CHealthAccountPanel not using NegativeColor for negative values (GitHub fix from Bradasparky)
Improved the random class selection algorithm to reduce the chance of failure (GitHub fix from Bradasparky)
Fixed KeyValues memory leak in birds (GitHub fix from CosminPerRam)
Fixed Team Spirit Footprints BLU team coloring (GitHub fix from Herobrine0412)
Fixed animation playback in the class selection menu (GitHub fix from Hunter Kvalevog)
Updated Mann Co. Catalog controls to mimic Workshop dialog (GitHub fix from Liam Stone)
Updated the Globetrotter to fix the second style using the wrong BLU team skin
Updated/Added some tournament medals
Updated the Seamann's Stubble
Fixed the normal map for better shading
Updated the backpack icon
Updated arena_afterlife
Fixed a rare regression bug that could cause players in Hell to count as alive
Updated koth_dusker
Fixed being able to build in RED spawn
Fixed a perch spot outside of BLU spawn
Added a visual delimitation for the capture zone
Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
Fixed an exploit that allowed Zombie Spies to disguise as Survivors
Updated ctf_doublecross_event
Took significant steps towards improving FPS on the map, especially around the bridge
Reduced particle and prop usage around the map
Removed the ability to roll the minify spell and replaced it with the teleport spell with one charge (Thanks Lizard of Oz)
Added extensions to the window frames looking through each opposing team's base and made the raised shacks slightly more symmetrical to block Sniper sightline
Removed the two spell books from just outside of the doors of each base
Increased the respawn time of the rare spell book slightly
Added Gargoyle spawns
Fixed a number of minor visual issues and clipping bugs (Thanks Lilly, The Rat Man, Dr. Maxi, and everyone else who reported these!)
Brazil Fortress and Quick Esports League are proud to announce the QEL x Brazil Fortress 4v4 Halloween Cup 2025, a multi-regional competitive event for North America, South America, and Europe!
This tournament features medals and a $1,500 prize pool, with a $500 prize pool per region. Running from November 1st - 2nd, the event will include three divisions for NA and EU and 4 for SA for all skill levels and follows a double-elimination format with Bo1 matches and Bo3 playoff games.
Signups began October 20th and will close on October 31st. Matches will use a pick/ban map system.
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 Mad Drip to fix a problem with LODs
Updated cp_cowerhouse to fix regression from the previous update
Updated the Sandy Unusual effect
Movement State
Changed sand clouds to be a camera depth bias of 0 instead of 5, this will help with the dust clouds unintentionally occluding the player model in some cases
Idle State
Changed idle sand clumps to lock rotation, so the sand falling isn't influenced by camera position
Changed camera depth bias for idle clouds to 5 instead of 10, so that it doesn't occlude player model at unintended angles
Updated the Sizzling Unusual effect
Changed sequence random value from 4 to 3, in order to prevent steam sprites from spinning rapidly at random
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 'No Bullets' style for the Commissar's Coat
Added missing string for Cowerhouse contracts
Updated/Added some tournament medals
Updated the Mad Drip to fix LOD problems with a couple of the styles
Updated the Candle Flame Unusual effect to fix a bug where flame's direction point wasn't placed correctly
Updated the Viscera Visor to fix missing flex animation for the surgical hood mesh
Updated Cigarillo Caballero to fix some clipping on the scarf when worn with the poncho
Updated the El Gigante's Gunbelt
Fixed some minor clipping,
Fixed a gap on the back with another bullet
Slightly scaled up belt buckle
Updated the Poncho del Pesado
Fixed "No Bullets" style not hiding the bullets
Fixed some minor clipping on both styles
Updated the Buzz Kill
Fixed hair normals and improved texturing
Updated backpack icon
Updated the Torn Terror and the Ripped Runts
Fixed AO problems and improved texture
Improved mesh to fix clipping
Updated arena_afterlife
Fixed additional issues causing rounds to last or restart indefinitely
Added two new Devil voicelines during preround
Prevented players from going above the clocktower in Hell
Fixed Devil voicelines overlapping each other
Fixed players being able to cancel taunts or levitate by attempting to change class mid-round
Fixed players being able to fall into the lava in Hell and survive
Rounds are now best-of-3 minirounds instead of best-of-5
Removed crumpkins
Updated cp_cowerhouse
Reworked the implementation of the BLU last control point gantry: ragdolls no longer fall through, Engineers' buildings can be placed as intended, and players can properly fall to their demise after the gantry has opened in the post-round finale
Prevented ragdolls from falling through the RED last control point pit
Moved the soul gargoyle spawn that used to be underwater to be above-water on the debris buildup at the MID control point
Shifted the boards on the upper waterfall-side RED barricade in MID to more closely match the height of its BLU counterpart
Applied minor performance-related optimiztions throughout the map, namely: combined some groups of prop_dynamics each into one prop_static, disabled bone followers on static robots (& gibs), combined several func_nobuilds, and converted a few prop_dynamics to prop_static
Adjusted a playerclip in the BLU spawn near the rear exit door
Adjusted the playerclip around the BLU battlement's painting depicting the RED village on fire to more effectively prevent players from getting caught on the edge along the wall
Mentioned in the changelog (because it wasn't being in nearly enough matches) that shooting each wood cow standin in the RED stable (near the MID control point) will result in them returning to haunt as ghost cows
Troops! Once again you find yourselves approaching the ultimate assault. Not of teams drawn from across the wide divides of Europe to see which group of 6 can hold aloft the ÃBERFEST trophy. But the true fight, the Epic battle of beverages named in honour of RED and BLU Bonk! In this great age, truth be damned, it's propaganda that sets the hearts of fighting drinking combatants ablaze.
KritzKast now gives YOU a chance to make those images, to design posters exulting the Glory of RED Bonk, the Vigour of BLU Bonk, or the rank rancid moreishness of Jarate!
Submit your poster entries to the KritzKast Discord before October 29th. Winners will have their creations made real, turned into posters, displayed at ÃBERFEST LAN above battle stations and bar stools, signed by production staff, players, and any still sober enough to hold a pen, then returned to you. And of course there will be KritzKast hats aplenty, too.
Good luck, have fun and weâll see you all at ÃBERFEST.
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 XVII has arrived!
Featuring 5 new community maps: Cowerhouse, Dusker, Afterlife, Devilcross, and Marshlands
Added the Spectral Stash Case
Contains 23 new community-created cosmetic items that make up the Spectral Stash Collection
Has a chance to give one of 4 new community-created Halloween-restricted items as a bonus item
Has a chance to give a taunt Unusualifier as a bonus item
Added 3 new community-contributed taunts to the Mann Co. Store
Taunt: Heartbreaker
Taunt: Healthcare Hog
Taunt: Ring King
Added 15 new community-created Unusual effects
7 new effects for Unusual hats
8 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 Spectral Stash 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 2025 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 XVII runs through November 7th, 2025
General
Added (VSH) and (ZI) extensions to the community game mode map names to help identify them
Fixed self-illum settings for capture point materials (community fix from Horiuchi)
Fixed The Weather Master not cloaking properly
Fixed an issue with props and team colors when taunting with the Mutated Milk
Updated several strings with consistency fixes
Updated the ConTracker to allow community map contracts to be completed in any order
Updated the Dusk Duster to add "No Bullets" styles and fix an issue with missing triangles under the right lapel
Updated the Fully Charged and Overcharged Unusual effects to improve performance
Updated Randolph the Blood-Nosed Caribou to fix missing self-illum setting for the BLU team
Updated pl_camber
Fixed forward spawn again
Updated pl_citadel
Adjusted prop placement around the C checkpoint
Clipping fixes and adjustments
Visual fixes and adjustments
Updated koth_demolition
Updated steam whistle sounds
Reduced ambient_generic across the map to avoid problems with sounds not playing
Adjusted RED side wooden signs on the lower flank to match BLU side
Adjusted spawn points to point at the main door
Removed trimp spot on the crane platform
Moved healthpack on the crane platform forward so players don't need to make an U turn to reach the control point
Added jump pad on the crane platform to allow less mobile classes to get back to the control point if they get stuck there
Added critical hit particles to the "evil deer" when it kills players
Added collision to some pipes near the control point platform so players can stand on them
Adjusted nav mesh to accommodate the new changes (thanks again Katsu)