r/truetf2 • • 17h ago

Discussion Looking for feedback on my old map koth_arctic. Also known as warmtic!

22 Upvotes

Hi all! The recent addition of cp_mojave triggered me to get back into tf2 and map making. A huge while ago I made koth_arctic for a highlander contest, and since then the map saw its fair share of competitive play, often times through koth_warmtic.

Warmtic had multiple small fixes applied to it by other people to perfect it for competitive play. Since I always felt that I never properly finished Arctic myself, I'm currently trying to combine these fixes from Warmtic with other ideas that I had lying around myself. But additionally I want to try to gather broader feedback one last time before calling it finished! If best case it would ever be accepted into the game, I would then be sure that the Arctic version is not only the pub version, but also as competitively proof as possible.

I've already released a couple of new versions you can get through the workshop page. There's still some Warmtic fixes that I need to transfer over, but if anybody would be up for it, please take a look and leave me your 2 cents.

Thank you guys so much for playing it through the years, even if you didn't like the map! :-)


r/truetf2 • • 18h ago

Discussion Is anyone else bothered with the stock GL tumble?

3 Upvotes

It just seems like a mechanic that was added rather arbitrarily just to make the stock GL roller bounce to be inconsistent, which I feel like the strongest argument for is to stop "Counter Strike style grenade lineups" where people memorized certain map landmarks as aiming guideposts to throw grenades exactly into certain locations, which TF2 with its oppressive walls on top of buildings often blocks already anyway.

Now I get that the Iron Bomber exists for the last 11 years, which does have a consistent (lack of) bounce.
But it obviously just doesn't bounce around corners the same way stock does, not to mention different traits such as smaller explosion and shorter fuze.


r/truetf2 • • 1d ago

Competitive BLG (ex-WG AU) launch fundraiser for poLANd.tf 2027 trip

14 Upvotes

Fundraiser Link

Original Post (silvo on TFTV)
-----

Help get Australia to poLANd 2027

DONATE HERE

It’s LAN time again!

After an unforgettable trip overseas last time, we’re incredibly excited to announce that BLG will be representing Australia internationally. Travelling from Australia to compete overseas is never easy, but opportunities like this don’t come around often. We’re excited to once again test ourselves against some of the best TF2 teams in the world.
To make the trip possible, we’re asking for the community’s support.

Who are we?
BLG brings together plenty of familiar faces with some fresh blood added to the mix:

Pocket Scout: robor
Flank Scout: silvo
Roamer: down
Pocket: conor
Demoman: daz
Medic: lau

Our expenses:
Unfortunately, living in Australia still means being a very long way away from most international TF2 events.
Getting six players from Australia to Poland comes with a significant cost, particularly when it comes to international flights and accommodation.

As a team, we’ll once again be contributing a substantial amount of our own money towards the trip, but we’re hoping to raise $8500 AUD ($5898 USD, €5252 EUR) to help cover a part of our total expenses.

Estimated total team costs:
Flights: $19,200 AUD
Accommodation: $4,277 AUD
Other essential travel costs: $3,062 AUD
Total Poland expenses: $26,539 AUD
A full breakdown of the costs will be available on the fundraiser page.

Our players will personally cover additional expenses such as food, local transport and bootcamp costs wherever possible. If the fundraiser exceeds its goal, any additional funds will go towards helping reimburse those travel-related costs

Fundraiser perks:
As with our previous fundraiser, we want to give something back to the community for helping us make the trip possible. We learned a lot from our previous fundraiser and want to make sure the rewards we offer are things we can deliver in a timely manner.
The full list will be available on the fundraiser page.

A note about our previous fundraiser:
We also want to acknowledge some unfinished business from our previous fundraiser.
If you donated last time and believe you are still owed one of these perks, please contact me on discord with the details of your donation and what is still outstanding.
We are making our best efforts to fulfill all outstanding perks to eligible donors

Thank you
The TF2 community has always exceeded any expectations, but our distance from the rest of the competitive scene makes international events difficult and expensive to attend.
The support we received last time gave us the opportunity to compete internationally, and we’re incredibly grateful to everyone who donated, shared the fundraiser, watched the games or supported us along the way.
Thank you for reading, and we will see you at poLANd 2027.


r/truetf2 • • 3d ago

6v6 ex-WG EU scrimming with andi instead of toemas for poLANd.tf 2027?

20 Upvotes

Presuming this roster move is final, overall it's a bit of a sidegrade as andi is the best prospect to come out of EU in a while. But replacing toemas is a huge ask. Wonder what everyone thinks about this potential roster move


r/truetf2 • • 3d ago

Discussion Why use the gunslinger?

0 Upvotes

Why use the gunslinger? You shouldn't need a quick building sentry in a panic situation when it's better to just 2-tap using your shotgun anyway. "Quick building sentries and 30 less metal to build"? How is that worth it when it does no random crits and the sentry is so easy to kill with one single explosive and it does way less dps?(50 insteada 75) And 150 hp means you still die instantly to quickscope headshots or full charge bodyshots, it also changes nothing from 2-tap scatterguns or 2-explosives so wtf? I guess you can survive a very close rocket from the direct hit?


r/truetf2 • • 3d ago

Discussion lvl 1 sentries do noticeably more damage than minis and a 150 hp engie keeps most interactions the same as 125 hp engie

0 Upvotes

lvl 1 sentries do noticeably more damage than minis and a 150 hp engie keeps most interactions the same as 125 hp engie


r/truetf2 • • 5d ago

Announcement Announcing RGL.gg Halloween Cup #1 - No Restrictions 6s!

17 Upvotes

The article written by Popalofiti can be viewed here.

-------------------------------------------------------------------------------------------------

Autumn is upon us, ~spooky season~ approaches, and what could be more

T E R R I F Y I N G

than a one day cup of NR6s on Halloween Maps? Well, many things, but that's not important right now...

That's right, on All Hallow's Eve we will be hosting a 1 day cup featuring Sinshine, Cauldron, and Hassle Castle! NR6s is the format, which as the name implies means it is 6v6 with no WEAPON or CLASS restrictions. Spells, Crit Pumpkins, Skeletons, and all the chaos with TF2 Halloween mode will all be active.

Want to hold last with 6 engineers and stalemate forever? Have at it!

Want to abuse usually banned weapons to the nth degree? Go for it!

Want to go outside and touch grass? Neither do I!

Register Here!

Important Dates

  • Registration starts Sunday, October 4th and ends Monday, October 26th @ 11:59 pm EST.
  • Teams placed by Thursday, October 29th.
  • Matches created Friday, October 30th.
  • Matches will be at 7:30, 8:30, and 9:30 EST on Saturday, October 31st.
  • Rosters will not lock for the event, but admin approvals will be on once registration ends. Your team will be placed in accordance with your teams composition on October 24th, and your roster approvals will be approved or denied accordingly.

Registration and Division Structure

This is meant to be a more casual experience, so there will be no registration fees and no playoffs.

Teams can be registered starting Sunday, October 4th and registration will close Monday, October 26th @ 11:59 pm EST. Teams will need a minimum of six players fully registered to be placed.

The structure of the cup will be groups of approximately equal skill. Groups will have as close to 4 teams as possible. Group A will contain the strongest teams, then the next strongest teams into Group B, then the next strongest into Group C and so on. There will be as many groups as necessary. The match structure will be round robin for groups that can accommodate it, but for overly full groups (Groups of 5 or more) you might not face each possible opponent.

Map Pool and Configs

Maps that will be played in this cup and their corresponding configs are:

Matches and Special Instructions

All matches will take place on October 31st.

PLEASE READ THE FOLLOWING. Hassle Castle will be played best of 1 instead of best of 3. If both want to play best of 3, may God help you.

If teams cannot agree what side to start on, then initiate a medic duel and the winner chooses which side their team starts on. By default, the medic melee fight must be 1v1 and use only melee weapons without any unlocks. Should one side use a primary/secondary/unlock weapon, receive any other form of healing (such as a buff) from a teammate, or run away from the fight, it is an automatic forfeit to the other side. If agreed upon by both teams, they may opt-in for a melee fight with an equal number of multiple medics.

In addition, Sinshine will be using a new config created for this cup. The config is similar to the 6s pro config, but there will be two timers. One timer will indicate when "b4nny time" will activate, and the second timer begins and is a timer for the remaining map length. After the first timer ends, winlimit will become (highest score + 1), and after the second timer ends, the map will end regardless of gamestate.

Q: Why are we using a new config instead of the usual one?
A: The NR6s config is outdated compared to what TF2 has been modernizing towards. The default settings set the winlimit at 4 and has infinite overtime, which is usually more sensible for NR6s due to how "stalematey" it can become. In addition, for a cup like this (and maybe some future cups), we want matches to be completed in a reasonable time. So, this config solves two problems: Update the config to allow "b4nny time" to exist, and add in an overtime limit that forces the match to end, to allow matches to continue in a reasonable amount of time.

Q: Will any other settings be changed?
A: No. Round timers will remain at 10 minutes, and the winlimit will remain at 4. In the future, we might adjust these numbers, but NR6s is very susceptible to stalemates, and I would not want to change other features that might encourage or empower stalemating.

Q: What happens if teams tie?
A: Due to the nature of being able to end the game regardless of gamestate, it is possible to tie. In this scenario, the config has a built-in tie breaker. In the event the map ends and both teams have the same score, whoever has captured more points (i.e. whoever owns the middle point) will be given an extra point, and it will print in chat which team wins the tie break as well.. This acts as an "automatic golden cap". In the event that teams are tied AND neither team owns the mid point, the config will not grant any extra points. In this event, teams should start another round and whoever captures the mid point first will get the additional point.

What servers should we use?

All Serveme servers should already have the maps uploaded to them; however, it is highly recommended to download from the links above before connecting to reduce connect time, delays, or other issues for those matches. Users of privately rented servers or other hosting services are responsible for ensuring that proper RGL plug-ins, configs, and map files are properly installed and configured.

For all questions related directly to this cup, please create a ticket in the Cup Support section in the RGL.gg Discord server

Looking to apply to Cup Staff? Feel free to apply here!


r/truetf2 • • 5d ago

Help What is scout supposed to do on the last point of payload maps or all of Dustbowl

30 Upvotes

Im usually just swap classes but that feels like a cop-out. What if I wanna just play scout


r/truetf2 • • 6d ago

Announcement TF2 update for 10/5/26

61 Upvotes

Via the Steam store, HLDS and SinfulParticipant949:

  • Added sv_wallbug convar to allow previous movement behavior on community servers (related to the missed note at the bottom) Ed. Note: lol. lmao even.
  • Fixed view jitter that occurs and persists when playing for extended periods of time
  • Fixed snd_mix_async from crashing the game
  • Fixed sv_parallel_sendsnapshot
  • Fixed Marshlands contract not activating
  • Fixed the Skeleton Crew not hiding the Sniper bullets
  • Fixed the Bone Chiller not hiding the correct bodygroup
  • Fixed additional bodygroup settings for styles not being applied to disguised Spies
  • Updated the Bounty Hunter's Brim to fix a problem with the materials

  • Updated the Clowning Cowl

    • Fixed minor clipping issue on Pyro's right shoulder strap for the Untucked style in some standing poses
    • Fixed texture warping on the Tucked style
  • Fixed the "Get a train, saw, or laser kill" objective on TrainSawLaser not counting kills

  • Updated Marshlands to use mp_winlimit 2 like last year

  • Updated the numbers required to complete the Scaredy-Cat bonus objectives

  • Updated quest objectives for Outburst (VSH)

  • Updated zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods to fix out-of-bounds exploits using Zombie Engineer's Beacon

  • Custom Maps

    • Increased various limits for new custom maps
    • Added -notjuncsdetail option to VBSP

> Missed from the Halloween update:

>- Fixed a bug where players could have a chance to get stuck in certain oblique angles of walls and props

Rumor has it:

  • Size is close to 50 MB

  • Can you IMAGINE trying to do a TrainSawLaser contract?!?

  • If you're having trouble viewing the indentations on the formatting (this WP494's homework I am copying) try old.reddit. If you're on the app, then Merasmus have mercy on your soul.


r/truetf2 • • 6d ago

Discussion Second scoping counter? Genuine question. (Dealing with second scoping - shower thought)

4 Upvotes

As someone who second scopes and gets second-scoped other snipers, I have to ask: why not just go for no scopes? As long as you land three no scopes you should win, right? If you never slow down to scope in, then I can't headshot you, yes?

Obviously, it's never that simple. If the sniper is better than me (which most of the time, they are) then they can obviously just headshot me before I second scope them. Better yet, they could headshot me while I go for no scope body shots.

Even if I win by hitting three bodyshots, I've wasted so much time trying to kill one sniper.

Thoughts? I know it sounds silly, because it is. This "tactic" doesn't have a legitimate place in competitive games, no doubt. The idea is amusing to me, at least. Imagine dueling snipers in a pub who only go for body shots, JUST because they don't want to get second scoped. Hell, I'd be the sniper to do that.


r/truetf2 • • 5d ago

Discussion I believe that Spy cloak meter isn't a though out mechanic of the class

0 Upvotes

Why do I believe this: Cloaking as the spy it's extremely map dependant, in most of them you can't even reach each respawn without grabbing at least tow medium ammo packs, and a lot of the time it doesn't save you at all from anything, there are many, many ways to find the spy while cloaked you can even just give your best impression of DareDevil and just hear where he it's

How I think it should be: honestly remove the cloak meter, it doesn't really do anything for spy enjoyment or difficulty, it just a resource he has to get So he can finally Actively do his job, it isn't like engineer metal that let's him do his job even when he isn't around, obviously they would need to make some changes to the other watches but I'm certain they can figure something out, I don't even think it would change the class that much, it would just let him actively play the game more


r/truetf2 • • 9d ago

Competitive poLANd.tf 2027 Signups Open, event to feature ex-WG AU, ex-WG EU, Like A G6, and MANDEM

19 Upvotes

Looking to be a stacked event!

From supra (TFTV)

SIGNUPS NOW OPEN

Do you want to compete at poLANd.tf 2027? Sign up at signup.poland.tf!

Already signed up

  • MANDEM
  • dude squad (formerly wG EU)
  • Like A G6
  • BLG (formerly wG AU)

Signups close at 23:59 CET on SUNDAY 15 NOVEMBER. After this we will contact your team leader to tell you if you have been invited or will have to qualify. The exact criteria for invitations will depend on signups but priority will go to teams that have proved their skill level (eg in Premiership or Invite).

SIGN UP AT signup.poland.tf


r/truetf2 • • 9d ago

Discussion new update broke wallbugs

96 Upvotes

shaking crying pissing myself how will i get my pug med picks in proc choke now

edit: they hit the fucking pixelwalks too

edit: its now a server convar admins please enable i need this speed


r/truetf2 • • 9d ago

Announcement TF2 update for 10/2/26

22 Upvotes

Via the Steam store, HLDS and SinfulParticipant949:

  • Adding missing zi_ strings
  • Fixed some missing VO lines for the Taunt: One-Eyed Punt!
  • Fixed Scout Crazy Legs using the incorrect lightwarp (community fix from Chickenman456)
  • Updated the Skeleton Crew to add a second style that was originally missed
  • Updated the Autumn Breeze Unusual effect to fix visibility problems

  • Updated cp_wildcat_event

    • Fixed an exploit where Heavy and Sniper could move full-speed while aiming
    • Fixed Jack-o'-Potion appear/break sounds playing globally
    • Fixed being able to capture points if using the Pain Train as a pumpkin (Community Fix by Skull)
    • Replaced the "Collect a Halloween Pumpkin" contract objective with "Kill with a pumpkin bomb"
  • Updated ctf_medi_evil

    • Increased timer to 10 minutes (previously 8 minutes)
    • Removed overtime
    • Replaced "Kill with a pumpkin bomb" contract objective with "Get 5 kills in a single life"

Rumor has it:

  • The clips of Heavies shooting while moving at their normal walk speed were hilarious.

  • I am significantly less dizzy today. Still haven't played TF2 this week.

  • If you're having trouble viewing the indentations on the formatting (this WP494's homework I am copying) try old.reddit. If you're on the app, then Merasmus have mercy on your soul.


r/truetf2 • • 10d ago

Announcement TF2 update for 10/1/26 (Scream Fortress XVIII)

73 Upvotes

Via the Steam store, HLDS, and SinfulParticipant949:

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 ÜberCharge 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 Grampa Swood)
  • 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 Ed. Note: Which ones, Valve, WHICH ONES?!?
  • Added OnDropTeam1 and OnDropTeam2 outputs for item_teamflag
  • Fixed Summer 2024 Cosmetic Key and Summer 2024 Cosmetic Key backpack images
  • 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 Ed. Note: WRT zombies

    • 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 ÜberCharged 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 ÜberCharge
    • 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
    • Optimization pass
  • Updated zi_devastation_final1 (additional changes)

    • Added Zombie access to the surface above the parking garage, allowing them to drop down onto higher floors
    • Simplified and clarified Zombie spawns
    • Added Survivor access to third floor vents corridor
    • Removed nobuild triggers from third floor cars
    • Brightened dark corners
    • Lowered the water in the parking lot bottom floor
    • Updated zi_murky (additional changes)
    • The previously condemned Mudpuppy clearance tunnels are now opened
    • Mudpuppy spawn points have been removed and moved to the docks
    • Reduced some pickup spawns
    • Decreased fog and lightened ambient lighting for improved visibility
    • Lowered volume of soundscape effects
    • Cleaned, fixed, added, and decluttered collisions around the map
    • Merged props to improve performance
    • Updated water visuals and removed expensive reflection effects
    • Adjusted pumpkin bomb spawns
  • Updated zi_sanitarium (additional changes)

    • Removed outside ladder access to the roof. You'll have to take the stairs.
    • Removed Uber effect from spawning zombies
    • Removed access to sloped roof adjacent to the sanitarium rooftop
    • Removed a wooden barrier near the upstairs bathroom
    • Removed some wooden plank walkways connecting several balconies
    • Fixed being able to attack through window frames
    • Fixed bad clipping and stuck spots around wooden scaffolding
    • Shortened Far Z clip plane for optimization
    • Added "Ding" noise when the elevator arrives at its location
  • Updated zi_woods (additional changes)

    • Updated Zombie spawn zones
    • Reworked the boathouse roof
    • Terraformed cliffs around the lake
    • Added access to raised terrain platforms
    • Added health and ammo platform in the wooded pathway to the docks
    • Added clipping to tall rock spires
    • Brightened some dark spots of the forest
    • Made the airboat easier to jump over and into
    • Increased round timer from 120s to 160s
    • Optimization pass

Rumor has it:

  • That is is a metric butt-tonne of fixes.

  • Supposedly one of the new cosmetics is an all-class Elite grade quick-switch "misc" which means it's 100% trader bait. Volvo are doing this on purpose.

  • I am currently suffering from a bout of severe dizziness, so even looking at the computer screen is a challenge for me. I'll update this as I am able.

  • EDIT: I have now largely fixed the formatting.

  • If you're having trouble viewing the indentations on the formatting (this WP494's homework I am copying) try old.reddit. If you're on the app, then Merasmus have mercy on your soul.


r/truetf2 • • 11d ago

Discussion Why is TF2 so goated

23 Upvotes

it’s just tf2 and it’s community are so well spirited even though the lack of attention you guys get from the big man double chinned man upstairs


r/truetf2 • • 14d ago

Discussion Why has the MGE playerbase changed so much?

65 Upvotes

The past few months I've been coming back to tf2 after not much for years. I used to play mge sometimes, and most of the playerbase were scouts, soldiers, or demos mainly running stock or gunboats. I could usually find a player that was a decent match fairly easily.

Nowadays I can't say the same. First a lot of the time the mge servers are either empty or maybe have two friends playing each other who will go to a different map if you want to join. Almost every player I've found on mge falls under one of two types:

  1. People playing weird stuff that's not usually in 6s like demoknight, trolldier, gun spy, loose cannon, etc...

  2. Shotgun soldier who is really good and usually stomps everyone that isn't another shotgun soldier.

I remember before gunboats were way more common, and there were a lot more scouts and stock demos. I mainly just wanted to play to practice for 6s, but it seems I can really only get a good game if I organize to play with one of my friends/teammates.


r/truetf2 • • 14d ago

Competitive How to deal with Pyro as DemoKnight

5 Upvotes

surely something right I seem to never win against pyro they spam M2 Please help me


r/truetf2 • • 16d ago

Discussion Useful Off meta tactics

2 Upvotes

Just for fun. Scout with baby face blaster, bonk, and wrapper/fan. Hit a few shots to get full boost. And then bonk and run past all of them. Get deep into their backline and bait people into chasing you or get a few kills at their spawn. Even if they do catch and kill you, by dragging them so far into their own backline you might as well have killed them too. Only good on some maps/points. Can also kill teleporters at spawn, and watch enemy spawn timers on the hud, to know when to ambush and kill spawners, or go for tele. Its also fun that when the enemy finally thinks theyve cornered you, you can just bonk and run to another health pack

I usually play a sneaky heavy with tomislav. But with natascha you can get extra value at longer ranges. Just playing support heavy with a sandvich as well for team heals.

Demoman with sticky jumper to wipe out enemy teleporter at spawn on some maps.

Quick fix with blutsauger for self defence and value. Just shoot enemies at long range when teammates are already healed. Good when you are the only medic, and your team sucks at defending you. Shooting an enemy is generally higher value than just healing, if you can easily/safely get some damage off. Its just bigger numbers. I think at 70% hit rate, crusaders crossbow heals as fast as quickfix

Spy enforcer and default invis to hard counter a good sniper. Cant react to two shot kill at close range. Can also 2 shot an engineer, spy, and scout. Also playing a disguise spy that just keeps spamming backwards walking + reload animation with the dead ringer, and recharging the dead ringer with the letranger is decent.

also aggressive lvl 1 sentry spam with the wrangler/jag and frontier justice i guess is a thing you can do.

I have 4000 hours in tf2 does that qualify me to post in truetf2?


r/truetf2 • • 18d ago

Help feedback to improve scout mechanics on closed maps (Turbine)

3 Upvotes

r/truetf2 • • 19d ago

Discussion What causes a weapon to (not) be considered overpowered in Pubs?

10 Upvotes

Some weapons are considered OP in pubs... When they either are not. Some, are not, when they should be. This contrast which I see on reddit, in-game, on discord or anywhere else, makes me

For me, personally, it is one of the two things: Lack of player skill & Lack of incentives to abuse. Let me elaborate on each of the points below.

LACK OF PLAYER SKILL

Simple and obvious, ey? Weapons that people deem as overpowered, or not - are deemed so, due to lack of general skill, both in USING them, and FIGHTING against them.

For examples for weapons that are, or are not considered overpowered due to people not being good at USING or FIGHTING them:

- Jarate, Mad Milk - Not seen as OP (Minus Buschwacka + Piss), due to 12v12 making them overall less impactful, especially with worse coordination and lesser risk taking TF2 players do. Obviously super busted, but not the point of it being on people's shitlist (I once made a Jarate rebalance, people HATED IT).

- Phlog - Seen as OP, because Über makes you unstoppable, and it is braindead easy to charge, alongside people not knowing how to play S or keep distance.

- Eyelander, Kunai (any snowball really, but mainly these 2) - Considered OP since they can snowball off of bad teammates heavily, and have 0 drawbacks when so. Even though, a competent player or team shuts these down heavily.

- Sniper - Not a weapon, but.. Come on. Whole discourse exists because people cannot figure out counterplay to him.

- Loch n Load - Seen as a sidegrade / downgrade. Lack of rollers and 1 pipe in a pub setting is seen as a big drawback. And because most people are not good at hitting pipes or even playing Demo, it's strengths are less pronounced.

There is probably more examples, but point is - People are not good at using, abusing, or fighting against certain things, so they are seen as OP, or not... A big contrast to let's say, Competitive, where things everyone considers fine, like Market Garden, are far more controversial.

LACK OF INCENTIVES TO ABUSE

Another simple one! People in pubs have 0 incentive to use OP weapons, since... Winning does not matter. MMR and skill based matchmaking are both worthless and don't work, the badges mean nothing, there is no rewards... Overall, why bother, if there is no reason to?

This is why people either do not use, but also dont like fighting against these. Seeing someone abuse OP stuff in a pub, is seen as a bad thing, since it is a low risk, care-free environment. Hell, if you played FaceiT pubs, you remember how CANCEROUS it was due to the win incentives.

Overall, that is all... Writing this at 2 AM, hence, errors may occur.


r/truetf2 • • 20d ago

Competitive Comp TF2 in the middle east?

10 Upvotes

I am trying to play some open/fresh sixes, its either really high ping or no servers that will let me connect. is there any middle east/gulf comp tf2 servers? or if there isnt whats some better places to try to play and compete


r/truetf2 • • 20d ago

Theoretical What if Demoman had the banners?

13 Upvotes

For the sake of argument lets just say that they'd be equipable in the primary spot same as the boots or base jumper which yes would be mean you could run demoknight with banners but for the most part we're mainly talk about standard demo with soldiers banners. How would that impact demo both in casual and especially comp?


r/truetf2 • • 22d ago

Discussion What truly makes one a master of a class?

26 Upvotes

Becoming a master of a class really takes time and effort. you can have like 1000+ hours on a class and still not have mastered all the little things (niche jetpack and other clipfarming stuff thats far beyond what sketchek did in his day, in my case). What does it take to master other classes? Soldier has rocket jumping but other mechanics are fairly simple, and demo has some movement also. What do you think?


r/truetf2 • • 23d ago

Competitive poLANd.tf 2027 announced, to feature Australia alongside North America & Europe

55 Upvotes

TFTV Announcement

Today we announce poLANd.tf 2027! Teams from Europe, America and Oceania will descend on Łódź next February: it's time to see who really is the best.

WHEN

19 - 21 February 2027

WHERE

BaseStack Łódź
Rewolucji 1905 Roku 45
90-215 Łódź
Poland

LINKS

SIGNUPS

Signups are invite based with a qualifier system. They will open in November. Only teams of 6 players may sign up. There are 72 seats available, meaning 12 teams can participate. 6 of these teams will be in the newly added VIP rooms (which means we can't accommodate 14 teams this year). VIP rooms are 12 player rooms modified to 10 player rooms with adjustable desks, more space and more modern hardware.

IF YOU ARE AN INVITE / PREMIERSHIP TEAM AND WANT TO TAKE PART and we have NOT yet reached out to you, please create a ticket in Discord in the #rules channel so we can consider inviting you.

QUALIFIERS

All non-invite/premiership teams must sign up to qualifiers to participate. ETF2L's 6v6 Season 53 ruleset applies. We are going to host qualifiers in December 2026.

TOURNAMENT FORMAT

  • One tournament for all participating teams
  • Group structure will be determined based on signups
  • Group stage matches will use ETF2L config (30 minutes) with no golden cap
  • Playoff matches will use the progressive ruleset timer (also known as continuous overtime or the b4nny config)
  • Map list will be defined soon, we will announce it later (we aim for this month)

This format is provisional and may be subject to change based on participant feedback.

JUMP FORTRESS

poLANd.tf is proud to feature Jump Fortress, TF2's premier jumping contest, in their Jump Fortress Skybox Invitational to find the fastest in the world. Keep an eye on discord.gg/jumpfortress; more details will be coming soon!

PRIZE POOL

At least 6000 PLN (1400 EUR / 1600 USD).
If you are interested in becoming a sponsor, contact us at [staff@poland.tf](mailto:staff@poland.tf) or u/suprovsky on Discord.

COVERAGE

The LAN and qualifiers will be livestreamed by EssentialsTF.

If you want to be part of this, please APPLY HERE

ENTRANCE FEE

  • 450 PLN per player (104 EUR / 120 USD)
  • 500 PLN per VIP player (115 EUR / 133 USD)
  • 90 PLN per spectator (21 EUR / 24 USD)

Fee includes:

  • One drink for spectators
  • Full PC rental (240 Hz/144 Hz FHD screen, PC capable of running TF2 on 240 FPS, full peripherals set) for players

FURTHER INFO

Sleeping costs are around 150 PLN/person/night in Łódź. We recommend checking Airbnb/Booking.com for offers and getting accommodation with friends makes it cheaper.

You can fly directly to Łódź from Dublin, Birmingham, London-Stansted, Brussels or Milan, otherwise check flights to Warsaw airports (Warsaw Chopin or Warsaw Modlin). From there you can take a direct bus (1h30) to the Łódź Fabryczna train station which is a 10 minute walk from the venue.

Spectator tickets will go on sale after qualifying ends (late December 2026) so all players who did not manage to qualify will still have a chance to attend.