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
Thank you so much for coming to our show! Before you leave, we'd like to offer some souvenirs made by planner and admin @Pdan4. TF2Maps is pleased to announce...
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!
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
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 Spyâs âRevealâ 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
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!
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 â 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!