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On August 24, 1996, a team-deathmatch mod called Team Fortress was released in downloadable form to— Oh, sorry, we repeat ourselves.
More importantly, on August 24, 2026, which is right now, Version 3.1.0 and the Team Fortress 30th event are live! That means it begins right now!Circle back to the update page, which we've hit with an expansion pack (little gamer-geek reference for you) of patch notes and some dope wallpapers and cursor skins.
An update to Team Fortress 2 Classified has been released. The update will be applied automatically when you restart Team Fortress 2 Classified. The major changes include:
General Changes
Added Classic-Vision:
Replaces class models with QuakeWorld Team Fortress versions
Replaces Sentry model with QuakeWorld Team Fortress version
The Announcer is replaced with Team Fortress Classic's VOX announcer
Gib kills use a classic sound
Chat notifications use a classic sound
Can be toggled off in the Options menu; on by default
Added a holiday for QuakeWorld Team Fortress' anniversary, active from August 23 to August 25:
Enables QWTF-inspired Main Menu logo, background video, soundscape
Enables a Quake/Half-Life inspired main menu music track
Enables Quake-inspired chicken variants
Enables a Quake-themed beach ball
Updated various holiday modes:
The TF Birthday holiday now celebrates Team Fortress 2's birthday, active from October 9th to October 11th
The Halloween holiday is now active from October 15th to November 1st
The Christmas holiday is now active from December 15th to January 1st
Added armor, used by TF30 maps:
Same as Half-Life's armor system, 80% of damage is absorbed and reduced by 50%
Added 13 returning achievements from Team Fortress 2 Classic
Added 6 new sprays, inspired by QWTF and Quake
Added VPlugins folder with two example scripts, controlled by cfg/vplugins.cfg; this is a way for servers to have scripts that run automatically on every map
Added Randomizer mode from Team Fortress 2 Classic, rebuilt from the ground up:
Instead of being controlled with just [c]tf2c_randomizer[/c], it has been replaced with three CVars: [c]tf2c_randomizer_classes[/c], [c]tf2c_randomizer_items[/c] & [c]tf2c_randomizer_attributes[/c]
[c]tf2c_randomizer_items[/c] can be set to 1 to only randomize current class weapons or set to 2 to allow weapons from any class
Opening your loadout will now show your currently randomized weapons & the randomized attributes on those weapons
The randomizer config has been improved in several aspects:
Added a comment block at the top explaining functionality
Attributes are now defined by their attribute name instead of their numeric ID
Filters now actually function properly, as in classic they did not
Attributes can now filter by weapon slot
Values can now be defined to only have a single value
Attributes can be given [c]is_integer[/c] to denote whether the random value should be an integer
Attributes can be given [c]if_less_than[/c] / [c]if_greater_than[/c] to replace the attribute name depending on the randomly chosen value
Example: [c]fire rate bonus[/c] can become [c]fire rate penalty[/c] if the random value it rolls is less than 1.0
Added new CVars:
[c]tf2c_randomizer_attributes_roll_count[/c] Default: 6 - How many attributes will attempt to apply per weapon
[c]tf2c_randomizer_attributes_roll_fail_chance[/c] Default: 40 - Rolls a D20 to see what the percent chance we should skip attempting to apply an attribute this roll turn
[c]tf2c_randomizer_attributes_roll_projectile_chance[/c] Default: 15 - Before applying any other random attributes, chance to apply a projectile override
[c]tf2c_randomizer_chickendrops[/c] - Randomizes the pickups chickens lay
Stickybomb Launchers no longer add non-Stickybomb projectiles to its Stickybomb array for detonating
Syringes and Nail Gun projectiles no longer disappear client-side when colliding with teammates
Fixed an issue where resupplying while healing somebody with a Medi Gun would result in a bugged viewmodel
Added [c]tf2c_sentrygun_oldtracer[/c] for servers to relay the old HL2 Sentry Gun tracer to clients, to help mitigate crashes
Added ConVar [c]mp_timelimit_minswitchtime[/c] which controls the min switch time feature, where if there's less than 5 minutes left in the map timer before the next round, the map will switch.
Updated [c]mp_match_end_at_timelimit[/c] ConVar:
Can now be set to [c]-1[/c] (Map Choice), [c]0[/c] (Never), [c]1[/c] (Always)
Now defaults to [c]-1[/c]
Removed the value bounds on [c]mp_bonusroundtime[/c]
[c]sayecho[/c] now prints out all its arguments verbatim like [c]say[/c] does
Unbanned [c]EntityQuaility[/c] & [c]AccountID[/c] netprops, they can now be set with VScript
The Options menu can no longer set cheat or replicated CVars
Removed [c]FCVAR_DEVELOPMENTONLY[/c] CVar flag from [c]tf_fastbuild[/c], [c]tf_cheapobjects[/c] & [c]mp_waitingforplayers_time[/c]
Made the [c]Shake[/c] UserMessage unreliable, to prevent it stacking dozens of times in scenarios with poor connections causing an epileptic concern
Removed [c]Error reading weapon data file for: tf_weapon_grenade_mirv_demoman[/c] from occasionally spewing in console
Removed many more weapon script related errors from the console
Fixed an issue where Arena health kits dropped by players could trigger Mines and erroneously grant the Disarmament achievement
Fixed disabled items in SourceMod menus not being colored properly (Community fix from Bradasparky)
Fixed the Rejuvenator losing functionality if you were healing somebody who respawned themselves
Fixed Civilian boosting not properly respecting [c]tf2c_vip_abilities[/c]
Fixed an issue where the Coilgun Projectile would never bounce on damageable world
Fixed [c]explosive bullets[/c] not working with weapons with no explosion radius
Fixed [c]tf2c_ctf_reset_decay_time[/c] not working as intended
Fix reloading consuming ammo sometimes when touching a resupply cabinet (Upstream SDK2013 fix)
Fixed nail and syringe projectiles getting stuck in friendly buildings
Added KeyValues autocomplete for [c]ent_create[/c]
Fixed an issue where a Spy can discard his burning player particles by disguising
Fixed Sentry Gun range bubble not having Yellow and Green skins (#463)
Fixed the Shock Therapy's wearable not being hidden while it's deployed (#1052)
Fixed an issue where [c]mp_timelimit[/c] would never show up properly as a timer on the HUD
Fixed a crash caused by rockets from destroyed Sentry Guns
Gameplay Changes
Weapons now reload similarly to how they did in Team Fortress 2 Classic:
Weapons now prefer to use their weapon script [c]ReloadTime[/c] if it exists/is non-zero instead of the length of their reload animation minus 0.2s
This means some weapons' reloads will count after they are 80% complete
Unlike in Team Fortress 2 Classic, the coyote reload functionality is controllable with [c]tf2c_coyote_reload[/c] which defaults at [c]0.20[/c]
Fixed nail and syringe projectiles not destroying enemy Stickybombs
Medics will now prefer to hold out their secondary slot weapon when spawning without a held weapon preference
The Rejuvenator's ÜberCharge will now only start draining when the Über Generator lands, as opposed to starting the drain as soon as it's thrown out
This matches the behavior from Team Fortress 2 Classic
If the Rejuvenator Über Generator doesn't land within 15 seconds, it will self destruct, allowing you to throw another one
Rejuvenator projectile explosions are no longer blocked by friendly buildings
Rejuvenator projectiles now use an alternative form of collision with players
This should resolve issues relating to the projectile not colliding with players when it otherwise should
The 6 seconds of default spawn camp protection now reduces its window to 1 second as soon as you leave the spawn room
Players set to respawn with their VIP will now see the correct respawn time
Fixed an issue where MvM Medic shields only blocked hitscan weapons and not projectiles
Map Changes
Added 4 new temporary maps:
[c]dom_canalzon[/c] from QuakeWorld Team Fortress
[c]rctf_epicenter[/c] from Team Fortress Classic
[c]4tdm_gasworks[/c] from Team Fortress Classic
[c]ff_dustbowl[/c] from Fortress Forever
Updated [c]vip_avanti[/c]:
Added light fixtures to the wine cellar underneath point A
Fixed a case where sometimes the one-way door in BLU's forward spawn would get stuck closed if a player exited and entered the trigger with extremely precise timing (#821)
Removed full ammo pack on RED's battlements at Final
Updated [c]cp_mountainlab[/c]:
Fixed a visual issue with a [c]func_areaportalwindow[/c] not being fully transparent between points A and B
Removed an erroneous and inaccessible [c]func_ladder[/c] embedded in the roof of BLU's spawn
Fixed the map setting itself to Stalemate when server time ran out, instead of playing out the round like every other Attack/Defend map
UI Changes
Overhauled the Main Menu:
Added a rotating challenge panel:
Rotates between displaying incomplete achievement progress and personal class statistics
When in-game, it will always show challenges relevant to your current class
Can be clicked to manually rotate
Added an in-game friends list:
Displays the status of all of your online Steam friends
Friends currently in-game can be joined directly
Adjusted position of the vote and mute buttons
Updated the overall appearance
Updated Engineer building status:
Sentry UI now displays different icons for low ammo and low health
The number of Teleports and Pad Jumps now only increase when giving out points, no longer counting ones performed by the Engineer
Adjusted the placement of Teleports, Pad Jumps, and Teleporter charge status for better visual clarity
Updated the overall appearance
Added ultrawide support for team selection and class selection (Community contribution by dopadream)
Adjusted chat HUD to know what channel you're typing in
Fixed the Random model in the class select screen not using its Yellow and Green team skins
Fixed 3D player models not refreshing after loadout changes
3D player models will now switch weapons at nearly the same time you do
Added SVGs for class icons (Community contribution by Squid Eevee)
The main menu's background and music can now be overridden for any holiday in custom HUDs
Attempting to open the class menu as the VIP will now show a denial pop-up
Moved all main menu animations out of code
Fixed the main menu being visible while submenus are open
Fixed achievements disappearing from the achievement menu when their progress changed
Fixed a few visual issues on some achievement icons
Optimized achievement icon SVGs
Fixed RED and BLU CTF flag notifications having their colors swapped
Fixed VGUI screen control panels on viewmodels being affected by playermodel scale
Fixed timer visuals being desynced by 1 second
Material Changes
Introduced [c]Lerp[/c], [c]Print[/c], & [c]Select [/c]Material Proxies
Recreated ÜberCharge cubemaps:
Yellow ÜberCharge color has been altered to be warmer
HDR ÜberCharge cubemaps should now display properly
Removed erroneous bumpmapping on [c]nature/blendgroundtogravel006[/c]
Removed erroneous bumpmapping on [c]nature/blendgroundtogravel007[/c]
Fixed reversed surfaceprops on [c]nature/blendgroundtogravel007[/c]
Removed the following materials:
[c]effects/healtarget_ylw[/c]
[c]effects/healtarget_grn[/c]
Model Changes
Soldiers and Engineers who die to headshots now have a 1/6 chance to play a special sound and have their helmets fly off
Ejected shells now have shorter lifetimes for all rapid-fire weapons (previously only included the Minigun)
Halved the lifetimes of ejected shells from non-rapid-fire weapons
Fixed the Rejuvenator's generator not being removed from the Medic's backpack when deploying its ÜberCharge (#1033)
Animation Changes
Added a unique class selection animation for the R.P.G.
Added a unique taunt for the Brick
Added support for playing raw VCD files on the class selection screen
Fixed the Huntsman's overcharge shaking animation not playing at the correct time (#347)
Fixed the Minigun's spin-up animation appearing glitched when using [c]thirdperson[/c] (#597)
Fixed the Anti-Aircraft Gun's firing animation not lining up with its fired shots in third person (#1028)
Sound Changes
Added unique draw sounds to the Brick
Added unique reload sounds to the Coilgun
Added new sounds for the Sniper Rifle and Hunting Revolver:
Added sounds for zooming in and out
Added sounds when shooting at full charge
Added a near-miss sound
Added sounds for distant firing, with variants for regular and fully-charge shots
Snipers will now only whisper the "Incoming!" voice line when scoped-in
Bullet tracers have been slightly internally overhauled and all now share the same 96 unit sound radius as the Minigun, controlled with [c]tf2c_tracer_sound_dist[/c]
Sniper Rifles' bullet tracers have a sound radius of 1.5x and will ignore the tracer sound cooldown of 0.1s
Tracer sounds no longer play from tracers created by a teammate, controlled with [c]tf2c_tracer_sound_teammates[/c]
Fixed class selection screen sounds playing while outside of the menu (#228)
Fixed selecting the Random class stopping class selection stinger sounds
Setup music is now affected by the music volume slider (#1017)
Fixed players not playing the soft landing sound when landing from a Jump Pad boost (#1031)
Potentially fixed an issue that would cause payload cart pushing sounds to stack upon themselves
Restored missing interior medieval soundscape assets
Fixed Umbrella boost lines not playing
Particle Changes
Overhauled Medi Gun & Kritzkrieg particles:
Medi Gun beams now have a fuller shape and slightly more liquid-like appearance
Tightened the curve of Medi Gun beams
Beams will now connect closer between the Medic and his patient when not looking directly at them
Medi Gun beams now have wobble again
This was previously removed due to misalignment issues with weapon muzzles
The Kritzkrieg has less wobble than the Medi Gun
Fixed Medi Gun beams becoming misaligned with weapon muzzles
Fixed Kritzkrieg particles getting orphaned or reaching high distances when making large mouse movements
Optimized various systems
Overhauled Kritzkrieg taunt particles:
Added additional mist to increase visibility
Optimized various systems
Overhauled ÜberCharge-related effects:
ÜberCharge muzzle effect now respects the angle of the weapon it's attached to
Optimized various systems
Split Medi Gun heal markers into their own individual systems
Renamed the following particle systems:
[c]medicgun_beam_%s[/c] → [c]SYS_medigun_%s[/c]
[c]medicgun_beam_%s_invun[/c] → [c]SYS_medigun_uber_%s[/c]
[c]kritz_beam_%s[/c] → [c]SYS_kritzkrieg_%s[/c]
[c]kritz_beam_%s_invun[/c] → [c]SYS_kritzkrieg_uber_%s[/c]
[c]healhuff_%s[/c] → [c]SYS_kritzkrieg_taunt_%s[/c]
[c]medicgun_invulnstatus_fullcharge_%s[/c] → [c]SYS_uber_muzzle_%s[/c]
[c]electrocuted_%s[/c] → [c]SYS_uber_death_%s[/c]
[c]electrocuted_gibbed_%s[/c] → [c]SYS_uber_gib_%s[/c]
Removed the following particle systems:
[c]medicgun_beam_%s_targeted[/c]
[c]kritz_beam_%s_targeted[/c]
Removed the following PCFs:
[c]building_tranq[/c]
[c]entity_player_medic[/c]
Fixed players not playing the soft landing effect when landing from a Jump Pad boost (#1031)
Spies using global disguises now show the correct color of effect when landing from a Jump Pad boost
Bot Changes
Payload Race is now properly supported. Bots split into pushing and defending roles, switch to defense when their team falls behind, and roam for kills when their cart's at max speed
Multi-Team support is massively improved in all areas, and should work with far more gamemodes than before
VIP is now accounted for in several bot behavior trees that were previously only scoped to Control Point maps
Bots can now use flags as primary objectives when no others are available
Bots now queue for teleporters properly, and re-evaluate if it's faster to run to the exit than wait for it to recharge, or if it won't bring them closer to their goal
Bots understand the speed and gravity of far more projectile types (flares, nails, arrows, grenades, and more)
Pyro reflects are now based on reaction time instead of random chance (thanks mastercoms!)
Bots can aim slightly off-center on sentries to get better firing angles around cover
Demoman won't use the Mine Layer to trap sentries
Bots actively try to avoid stickybomb traps and destroy them when they're in a safe position
Bots have a better grasp of when they should try to destroy a sentry vs. path around it, and are more likely to shoot it from outside of its range
Bots remember sentries that injured or killed them and try to hunt them if they have a good weapon for it
Heavy bots will fire their Minigun at any range if they're already spun up, instead of switching to their shotgun
Instead of switching based on enemy distance, Heavy uses his shotgun when he's low on health and retreating, or if he's suddenly ambushed point-blank while he isn't spun up
Demoman bots will no longer fizzle mines as soon as they're placed, and try to not blow themselves up on their own stickies
Medic can use the Shock Therapy and Kritzkrieg properly
Bots use contextual voice commands sometimes
Bots have smarter pathing to health and ammo, and check validity
Kicked bots have a priority list to decide who gets kicked to minimize disruption
Bots lead targets by a small amount, even with hitscan, to track a little more naturally
Added [c]tf_bot_quota_mode balance[/c] which only adds as many bots as is necessary to balance the teams
Reduced the amount of spam in chat when bots join or leave
Bots have rudimentary handling for Special Delivery and other moving platforms
Bots can find their way back to the navigation mesh after being knocked off
Many, many smaller fixes ported forward from TF2 Classic
These changes are live now. If you'd like, you can support ongoing development of TF2 Classified by:
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