Seasonalander has arrived for the Fall of 2023! This season will be raising funds for the British Red Cross, a global humanitarian organization whose work includes helping people in the UK and overseas when emergencies happen, preventing or easing human suffering around the world, supporting victims of modern slavery and trafficking, and protecting people in armed conflict. Seasonalander has set an initial goal of £1,000 with funds going directly towards immediate relief like food, support, equipment and shelter. More information on the British Red Cross can be found here!
Seasonalander is a Highlander-based 9v9 tournament that uses community-created maps based on the current season of the year, which is currently Fall/Autumn! This season will feature over 72 talented creators from across the Team Fortress 2 community in both North America and Europe in hopes of bringing the Team Fortress 2 community together for several various causes! Come see your favorites entertain by throwing hands and raising funds for those in need!
Help get the word out and be sure to tune in on the 21st and 22nd of October! European games will start at 3pm GMT / 10am EDT on both Saturday & Sunday. North American games will start at roughly 8pm GMT / 3pm EDT on both Saturday & Sunday.
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 Clown's Cover-Up always showing the Red team skin
Fixed hiding the Pyro's head when using the Friendly style for the Fiercesome Fluorescence
Fixed the Grounded style of the Power Spike using an incorrect LOD model
Fixed Celestial Summit and Stellar Ascent Unusual effects not following moving players
Fixed missing prefix when the Strange Filter: Sandcastle (Community) item is applied to a weapon
Fixed missing prefix when the Strange Filter: Lava Pit (Community) item is applied to a weapon
Updated The Masked Fiend to fix a problem with the materials
Updated the Dell Dynamic to fix issues with the materials, rigging, and LODs
Updated the Sapped Unusual effect to fix visibility issues in bright environments
Updated Blastphomet cosmetic to fix some a problem with the materials and some minor clipping
Updated the Taunt: Borrowed Bones to add missing sounds
Updated Taunt: Neck Snap animations to fix the MVM canteen flipping while taunting
Updated the Nightmarish Storm, Acidic Climate, and Otherworldly Weather Unusual effects to fix a problem with the lock rotation
Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix a problem with flickering
Updated pd_farmageddon
Updated .res file to work with custom huds (Thanks Aar)
Updated cp_lavapit_final
Updated the Underworld
Spells now spawn one per point, in a random location
Removed some exploits
Updated pl_spineyard
Replaced some of the materials and models
Fixed a missing material
Significantly improved skeleton navigation
Reduced the health of skeletons to 130 HP
Increased the weapon spread of skeletons to reduce their long range damage
Increased the number of pumpkin bomb spawns
Improved sound effects
Various detail fixes
Fixed being able to build in the first Blue spawn
Updated pd_mannsylvania
Added new custom voice lines of Merasmus Gargoyle Notifications
Better player clip and fixed players stuck in some areas
Placed more bat's models on entire map and randomised their animations
Improved 3d skybox
Disabled trigger_hurt in ending sequence after 15 second when game ends
Minor cosmetic fixes
Updated zi_murky, zi_atoll, zi_devastation_final1, and zi_sanitarium
These changes are aimed to make playing as a Zombie more engaging, and to weaken the Human meta of bunkering without hurting their ability to roam and fight
Zombie Spy is now passively cloaked, only losing his cloak for 3 seconds when attacking or using his "Reveal" ability
This change will allow Zombie Spy to circumvent sentry guns that are watching large areas, and allow him to sneak into or around strongholds
Zombie Soldier's "Pounce" ability is now significantly higher, and has a 5 second cooldown (from 8)
These changes will bolster Zombie Soldier's role as a recon pick and a roof buster, capable of launching through sentry fire
Zombie Sniper's "Spit" ability now damages buildables
Zombie Sniper now drops a puddle of spit on death
Both of these changes will make you feel like you're contributing more with your spit, and if that's not enough, you at least get to drop one on death to cause a small area of denial
Zombie Pyro no longer drops small health kits
Zombie Pyro's "Hellspawn" passive now releases a flaming explosion on death on top of the existing gas passer cloud
These changes should strengthen their afterburn capability, and make them a scarier threat if you let them too close
Zombie Heavy's "Tank" ability now adds the Battalion's Backup buff (immunity to critical hits, 35% resistance to regular damage, and a 50% resistance to Sentry Gun damage)
Zombie Heavy deals 20% increased melee damage
Sentry and crit resistance will bring Zombie Heavy's effective hp up much higher, buffing his role as a tank that you really oughta stay away from. His slower speed is unchanged, so you're still able to run. The changes will just make bunkering much more difficult with him around.
Zombie Engineer's EMP no longer rolls on shallow surfaces, and now does 110 damage instead of fractional damage
This change will turn EMP grenades into a much more immediate threat, instantly breaking mini sentries, crippling level 1 sentries, and wounding other buildings
Zombie Scout's "Speed Demon" passive now comes and additional 25% jump height boost
Zombie Scout already has a triple jump, but increasing jump height will make him even more of a pest buzzing around your head, and better at climbing onto roofs once a hold is destroyed
1/5 of the server will be converted to zombies at the end of setup (from 1/6), and will also round up
It's become clear that there simply aren't enough zombies selected at the start of the round. Initial pushes should be easier to perform with a couple more units.
Sentry Guns deal 40% damage to zombies (from 60%)
Engineers are simply way too oppressive. The dispenser is invaluable for the sake of ammo, and the sentry still has use as a knockback tool, but now should be significantly less frustrating to play against.
Demoman shield items no longer halve the damage taken by zombies
He was just too strong and incredibly unfun to duel. The extended reach of swords is already amazing against melee-only characters. His strong maneuverability is unchanged.
Zombie Medic Heal cooldown reduced to 7 seconds (previously 11)
All Zombies except for scout, heavy, and spy, now have +25 HP (from +10)
Fixed a bug where Zombie Demo could detonate himself before the charge had started
Fixed a bug where Bonk! Atomic Punch could persist through Zombie conversion
Fixed various issues caused by Zombie Demo surviving his own charge
Fixed issues with the Zombie HUD not correctly displaying certain strings
Fixed exploit related to adding additional time
Added additional HIDEHUD bits to remove irrelevant HUD elements when playing Zombie
Added an instructional video (Thanks Funicular!)
Updated zi_murky (additional changes)
All of the roofs have been covered in clutter such as vines and tires, and are no longer buildable
Added more trees for cover
Added small fence to RED spawn to make it easier for zombies to approach up the wooden stairs
Added a ramp leading to the yellow shack's roof
Added occluders to central shack
Improved fog
Improved skybox
Improved readability of chicken wire fences, and added more around the docks
Adjusted prop fades
Tweaked detailing
Fixed erroneous clip brushes
Fixed several stuck spots
Fixed missing television model
Updated zi_atoll (additional changes)
Added an extension to the roof of the turbine building
Added nobuild entities to debris that could potentially hide sneaky sentries
Added a broken window on the turbine building
Clipped the spiral stairs behind the lighthouse (thanks Aar!)
Reduced performance impact of water
Increased size of trigger_push entities on the tree tops
Improved collision on the displacement on the beach near the fishing house
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 XV has arrived!
Featuring 12 new community maps: Perks, Slime, Lava Pit, Mannsylvania, Sandcastle, Spineyard, Corruption, Murky, Atoll, Woods, Sanitarium, and Devastation
Added the Bone-Chilling Bonanza Case
Contains 25 new community-created cosmetic items that make up the Bone-Chilling Bonanza 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 4 new community-contributed taunts to the Mann Co. Store
Taunt: The Crypt Creeper
Taunt: Roar O'War
Taunt: Neck Snap
Taunt: Borrowed Bones
Added 20 new community-created Unusual effects
13 new effects for Unusual hats
7 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 Bone-Chilling Bonanza 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 2023 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 XV runs through November 7th, 2023
General
Changes to help improve load times
Fixed ghost_pumpkin effect not playing correctly for the Horseless Headless Horsemann
Updated the Horror Shawl's second style to fix a problem with the materials
Fixed missing outro sequence for the Taunt: Surgeon's Squeezebox
Updated pd_farmageddon to fix blood particles for the scarecrows
Updated vsh_distillery and koth_cascade with localization fixes
Updated arena_lumberyard_event and plr_hacksaw_event to fix problems with the materials
The Particle Mayhem contest is BACK this year with a shocking twist: they're going beyond time and space! The best part is... they want YOU to create all sorts of particles, cosmetics, and war paints for the event! The starting prize pool will be 100 keys, with more being contributed as the event progresses!
Do you think you have what it takes to travel throughout history or venture into the vast regions of space? The Particle Mayhem 2 contest runs through December 31st, 2023, at 12am UTC, so get cracking on those creations!
North America's biggest competitive Team Fortress 2 event of the year is taking place this Fall with the RESUP.GG TF2 LAN in Philadelphia! All the top teams in the region - froyotech, Like A G6, Global Clan, Ford Gaming (and more!) - are back to fight for this year's championship!
Catch the action on Saturday, September 30th, and Sunday, October 1st, starting at 12:00pm EDT, streamed live on b4nnyâs Twitch channel.
More info about attending as a spectator, and methods of supporting and following the tournament can be found on the official event page.
For fourteen long seasons of ETF2L Highlander, one team has claimed victory over all others - SDCK! No longer content with European glory, they are coming for your American jobs! Can two-season RGL Grand Finalists, Fast Forth, put pay to these visions of world domination?
Find out on Sunday, September 17th @ 1pm PDT / 22:00 CEST live on KritzKast's twitch channel.
The ever-persistent hordes of possibly late and definitely murderous robots have banded together for one sole purpose: delivering high-yield explosives to random locations all across the badlands! Unfortunately for them, murderous robots arenât allowed to enjoy explosions, so theyâll be blown up for our enjoyment instead!
Operation Galvanized Gauntlet is a charity event created and hosted by Potato.TF. Fight your way through more than two dozen community-created maps and missions to finish off the summer and complete at least 12 missions to receive an in-game medal! 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 Direct Relief! 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 while you can! The event will end on October 1st, 2023.
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 a client crash related to the dispenser and the recent addition of -unrestricted_maxplayers
Fixed the floor particles for the Pastel Trance Unusual taunt effect sometimes drawing full white
Fixed SourceTV not recording in-game chat for Mann vs. Machine defenders
Added SetStepHeight and SetMaxJumpHeight inputs to the base_boss entity
Updated the Beaten and Bruised cosmetic item
Fixed a floating triangle when equipping the Ultra Violence style on Sniper
Reduced the clipping for Soldier and Sniper
Updated Clubsy The Seal to be an assister in Pyrovision
Updated the models/materials for the Brimmed Bootlegger and Prohibition Opposition to fix clipping, skinning, and UV issues
Updated/Added some tournament medals
Updated Taunt: The Head Doctor
Fixed skinning on lower LODs
Fixed team coloring for both teams
Adjusted animation to reduce prop clipping
Updated Taunt: The Road Rager
Fixed skinning on lower LODs
Adjusted animation on wheels to better match character movement
Updated pd_selbyen
Fixed door stuck exploit
Major optimization improvements (thanks yrrzy!)
Added/moved some func_occluders
Hinting adjustments
Added skyboxes and func_areaportals to separate areas better
Added func_areaportalwindows to unload spawn building interiors
Turned some small brushes into func_details
Adjusted some prop fades
Fixed slight misalignment of the yellow center buildings roof structure
Better lighting under the docks
Minor detailing changes
Updated cp_steel
Added additional clipping where needed
Fixed some windows clip and trip spots
Adjusted Red respawn base times to not go over 10 (could get to 11 and 12)
Capture point HUD layout now matches its map kin (Gravelpit and Sulfur)
Updated map menu images to the present day (1970)
Reduced one-way door speed to stop ejecting players into orbit
Rebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential camping
Fixing some props that fade too early
Moved medium healthpack to the side between D->E to avoid accidental pickups
Reduced speed of handrail deployment so it doesn't overtake the bridges in the rare case that Blu captures C and D in quick succession
Updated koth_synthetic_event
Brightened and evened out lighting in play space
Fixed missing soundscape
Fixed missing detail sprites
Minor detail changes
Updated pl_venice
Added new exit for initial Blu spawn
Added new balcony outside Attic room above Point B
Added new balcony inside near Point D
Moved door on balcony near Point A (Thanks Billo)
Bridges now have solid side walls
Raised bridge is now less steep
Small building next to raised bridge is now taller
Added cover at Point C
Slightly adjusted balcony above Point D
Fixed being able to place turrets above Point D
Initial Blu spawn doors now close
Replaced fences at Blu spawn with buoys
Removed some interior props near Point D
The payload now sinks
Moved some health and ammo around
Updated navmesh
Lots of minor bug fixes
Lots of minor other changes
Updated vsh_distillery, vsh_nucleus, vsh_skirmish, and vsh_tinyrock
Failing to capture the point in 3 minutes after it opens results in Stalemate
Powerjack, Ali Baba's Wee Booties and Bootlegger on-kill effects now work on-hit
Hale's abilities now get affected by Vaccinator resistances
Fixed Ubercharge rate bonus applying only with the Ubersaw
Fixed self-damage counting towards Airstrike bonus rockets and Frontier Justice revenge crits
Fixed Natasha and Huo-Long Heater having incorrect damage penalty
Community servers now can expand the Script even further by creating a new file at scripts/vscripts/vsh_addons/main_pre.nut. While previously added main.nut gets executed last, main_pre.nut gets executed prior to most of the Script.
Updated vsh_skirmish (additional changes)
Fixed an out of bounds exploit
Fixed not being able to wall climb certain trees in the main arena
The temperature is low, but the spirits are high! The annual 72 Hour Jam is back once more!
This year, the Jamâs charity drive is supporting Gamers Outreach. Anyone who donates $5 or more to the drive is eligible to receive this yearâs in-game charity medal. Donate here!
Starting Friday, September 15th, at 5pm UTC, you have 72 hours to make whatever Team Fortress 2 creation you can think of! Whether it be a Map, Model, Artwork, or even another game entirely, anything goes as long as it's Team Fortress 2 related!
Additionally, you are able to earn another medal simply by participating!
For more information, check out the thread on TF2Maps or join the TF2Maps Discord. Be sure to also follow @TF2Maps on Twitter and Twitch for live coverage over the weekend, as well as any future events!
Team Fortress 2 is once again back at Insomnia Gaming Festival, featuring some of the best teams from around the world competing for their chance at a £3000 prize pool! The event takes place from Friday, September 8th, to Sunday, September 10th. EssentialsTF will be streaming three days of content hosted live at the NEC in Birmingham, UK!
Sign-ups for the tournament are here. The action will be streamed both at the event and online from 12pm BST (1pm CEST / 7am EDT) each day by EssentialsTF over at their Twitch page, so you can watch the event in-person or in the comfort of your own home!
Things are done a little differently down under, so you won't want to miss this!
If you have ever been unsure about wanting to watch or play competitive TF2 in OCE, then witnessing the head-to-head matchup of the two best highlander teams in the region should be all the convincing you need!
Attention, Maggots! Prepare for the AsiaFortress Invite Season Finals! â That's an Order!
Listen up, you sorry excuses for mercenaries! AsiaFortress is storming back into action, and this time, they're unleashing the mightiest invite season finals you've ever seen! Asia's elite teams are locking horns, all hungry for victory and a whopping $800 USD prize pool. That's right, cold hard cash!
Imagine Soldiers rocket jumping like they're defying gravity, Medics healing with the precision of a surgical strike, and Spies...well, they'll be lurking around, just like you'd expect!
Tune in on Twitch on the 18th of August @ 8pm SGT / 1pm CEST for their lower bracket finals and on the 20th of August @ 8pm SGT / 1pm CEST for their grand finals!