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	<id>https://wiki.tf2classified.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jill4tres</id>
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	<updated>2026-10-20T23:57:51Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sisyphus&amp;diff=11643</id>
		<title>Sisyphus</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sisyphus&amp;diff=11643"/>
		<updated>2026-09-27T21:14:08Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = 4plr_sisyphus.jpg&lt;br /&gt;
|game-type = Payload Race&lt;br /&gt;
|four-team = yes&lt;br /&gt;
|file-name = 4plr_sisyphus&lt;br /&gt;
|developer = FizzyPhysics&amp;lt;br&amp;gt;{{Dev|Waugh101}}&amp;lt;br&amp;gt;{{Dev|abp}}&amp;lt;br&amp;gt;{{Dev|Mazern}}&amp;lt;br&amp;gt;Sniffy&amp;lt;br&amp;gt;Erk&amp;lt;br&amp;gt;{{Dev|rami}}&amp;lt;br&amp;gt;Pyrew Nassimo&amp;lt;br&amp;gt;{{Dev|Wheat}}&lt;br /&gt;
|release date = January 30, 2026&lt;br /&gt;
|map-environment = Industrial&lt;br /&gt;
|map-setting = Daylight, Overcast&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sisyphus&#039;&#039;&#039; is an official [[Four Team]] [[Payload Race]] map with an open, vertical design centered around a large hill. Teams must push their carts upwards to the summit of the hill and successfully drop it into the pit at its center. The map features many buildings that act as flank routes, and a large chamber under the hill with a massive fan in the center, which acts as a bounce pad that leads directly to the summit of the hill. &lt;br /&gt;
&lt;br /&gt;
Sisyphus was released on January 30th, 2026 along with the game&#039;s official Steam release, patch [[3.0.0]]. It is currently the only official Payload Race map to utilize the Four Teams mode.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Sisyphus_Overview.png|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Sisyphus_REDspawn.jpg|RED spawn building&lt;br /&gt;
Sisyphus_BLUspawn.png|BLU spawn building&lt;br /&gt;
Sisyphus_GRNspawn.png|GRN spawn building&lt;br /&gt;
Sisyphus_YLWspawn.jpg|YLW spawn building&lt;br /&gt;
Sisyphus_GRNnREDstaredown.jpg|RED&#039;s cart track&lt;br /&gt;
Sisyphus_Bigpit.jpg|The data center&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The map is named after the Greek mythological character of [https://en.wikipedia.org/wiki/Sisyphus Sisyphus], who was punished by the gods to push a giant boulder up to the top of a hill, only for it to roll back down to the bottom any time it neared the top. The gameplay of the map is analogous to this, where failure to push the payload to the top results in it rolling back down to the halfway point of the track.&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Four-Team&amp;diff=11642</id>
		<title>Four-Team</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Four-Team&amp;diff=11642"/>
		<updated>2026-09-27T21:14:01Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: I hate file extensions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:4teamteaser.png|frameless|right]]&lt;br /&gt;
{{Quotation|[https://web.archive.org/web/20250131190247/https://tf2classic.com/death_and_taxes/day3 Death &amp;amp; Taxes update page]|&lt;br /&gt;
&amp;quot;Shoot at people whose army-navy-store cargo pants are a different color than yours&amp;quot; is a &#039;&#039;learned behavior&#039;&#039; by now, so we didn&#039;t think it would inconvenience you too much if we tracked down eighteen more color-coordinated psychopaths and put them on the payroll. Global Radio Network (GRN) and Yard Logistics Workers, Inc. (YLW) play a part in all the broadcast towers and freight yards you&#039;ve been fighting over, respectively, but they&#039;ve also got shady corporate interests that they&#039;re willing to hire mercenaries to protect. You&#039;re not so different after all!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four-Team&#039;&#039;&#039;, also known as &amp;quot;&#039;&#039;&#039;4team&#039;&#039;&#039;&amp;quot;, is a game mode introduced in the [[Death &amp;amp; Taxes]] update; as the name suggests the game mode features typical symmetrical gameplay, but players are now split between four [[Teams|teams]] instead of the usual two. These two new teams added are the &#039;&#039;&#039;GRN&#039;&#039;&#039; &#039;&#039;(Global Radio Network)&#039;&#039; and &#039;&#039;&#039;YLW&#039;&#039;&#039; &#039;&#039;(Yard Logistics Workers, Inc)&#039;&#039; team. Since teams will naturally be smaller in size, teamwork is encouraged and sticking together is advised.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Arena]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Flask]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Arena_flask.webp|200px]]&lt;br /&gt;
| {{code|4arena_flask}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Floodgate]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Arena_floodgate.webp|200px]]&lt;br /&gt;
| {{code|4arena_floodgate}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Domination]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Hydro (Domination)|Hydro (DOM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_hydro.webp|200px]]&lt;br /&gt;
| {{code|4dom_hydro}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Medieval]] Domination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Krepost]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_krepost.webp|200px]]&lt;br /&gt;
| {{code|4dom_krepost}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[King of the Hill]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Frigid]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Koth_frigid.webp|200px]]&lt;br /&gt;
| {{code|4koth_frigid}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Payload Race]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Sisyphus]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:4plr_sisyphus.jpg|200px]]&lt;br /&gt;
| {{code|4plr_sisyphus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The mechanics of a map having three or more teams first appeared in TFC, though in the base game only the Hunted map (which eventually evolved into [[VIP]]) utilized this mechanic. The [[Civilian]] was on Blue, Red was comprised of his bodyguards, and Yellow was the assassins.&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Four-Team&amp;diff=11641</id>
		<title>Four-Team</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Four-Team&amp;diff=11641"/>
		<updated>2026-09-27T21:13:29Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: so many edits.. soz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:4teamteaser.png|frameless|right]]&lt;br /&gt;
{{Quotation|[https://web.archive.org/web/20250131190247/https://tf2classic.com/death_and_taxes/day3 Death &amp;amp; Taxes update page]|&lt;br /&gt;
&amp;quot;Shoot at people whose army-navy-store cargo pants are a different color than yours&amp;quot; is a &#039;&#039;learned behavior&#039;&#039; by now, so we didn&#039;t think it would inconvenience you too much if we tracked down eighteen more color-coordinated psychopaths and put them on the payroll. Global Radio Network (GRN) and Yard Logistics Workers, Inc. (YLW) play a part in all the broadcast towers and freight yards you&#039;ve been fighting over, respectively, but they&#039;ve also got shady corporate interests that they&#039;re willing to hire mercenaries to protect. You&#039;re not so different after all!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four-Team&#039;&#039;&#039;, also known as &amp;quot;&#039;&#039;&#039;4team&#039;&#039;&#039;&amp;quot;, is a game mode introduced in the [[Death &amp;amp; Taxes]] update; as the name suggests the game mode features typical symmetrical gameplay, but players are now split between four [[Teams|teams]] instead of the usual two. These two new teams added are the &#039;&#039;&#039;GRN&#039;&#039;&#039; &#039;&#039;(Global Radio Network)&#039;&#039; and &#039;&#039;&#039;YLW&#039;&#039;&#039; &#039;&#039;(Yard Logistics Workers, Inc)&#039;&#039; team. Since teams will naturally be smaller in size, teamwork is encouraged and sticking together is advised.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Arena]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Flask]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Arena_flask.webp|200px]]&lt;br /&gt;
| {{code|4arena_flask}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Floodgate]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Arena_floodgate.webp|200px]]&lt;br /&gt;
| {{code|4arena_floodgate}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Domination]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Hydro (Domination)|Hydro (DOM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_hydro.webp|200px]]&lt;br /&gt;
| {{code|4dom_hydro}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Medieval]] Domination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Krepost]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_krepost.webp|200px]]&lt;br /&gt;
| {{code|4dom_krepost}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[King of the Hill]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Frigid]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Koth_frigid.webp|200px]]&lt;br /&gt;
| {{code|4koth_frigid}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Payload Race]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Sisyphus]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:4plr_sisyphus.png|200px]]&lt;br /&gt;
| {{code|4plr_sisyphus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The mechanics of a map having three or more teams first appeared in TFC, though in the base game only the Hunted map (which eventually evolved into [[VIP]]) utilized this mechanic. The [[Civilian]] was on Blue, Red was comprised of his bodyguards, and Yellow was the assassins.&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sisyphus&amp;diff=11640</id>
		<title>Sisyphus</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sisyphus&amp;diff=11640"/>
		<updated>2026-09-27T21:11:28Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: Fixed some missing images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = 4plr_sisyphus.jpg&lt;br /&gt;
|game-type = Payload Race&lt;br /&gt;
|four-team = yes&lt;br /&gt;
|file-name = 4plr_sisyphus&lt;br /&gt;
|developer = FizzyPhysics&amp;lt;br&amp;gt;{{Dev|Waugh101}}&amp;lt;br&amp;gt;{{Dev|abp}}&amp;lt;br&amp;gt;{{Dev|Mazern}}&amp;lt;br&amp;gt;Sniffy&amp;lt;br&amp;gt;Erk&amp;lt;br&amp;gt;{{Dev|rami}}&amp;lt;br&amp;gt;Pyrew Nassimo&amp;lt;br&amp;gt;{{Dev|Wheat}}&lt;br /&gt;
|release date = January 30, 2026&lt;br /&gt;
|map-environment = Industrial&lt;br /&gt;
|map-setting = Daylight, Overcast&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sisyphus&#039;&#039;&#039; is an official [[Four Team]] [[Payload Race]] map with an open, vertical design centered around a large hill. Teams must push their carts upwards to the summit of the hill and successfully drop it into the pit at its center. The map features many buildings that act as flank routes, and a large chamber under the hill with a massive fan in the center, which acts as a bounce pad that leads directly to the summit of the hill. &lt;br /&gt;
&lt;br /&gt;
Sisyphus was released on January 30th, 2026 along with the game&#039;s official Steam release, patch [[3.0.0]]. It is currently the only official Payload Race map to utilize the Four Teams mode.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
[[File:Sisyphus_Overview.png|center|640px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Sisyphus_REDspawn.jpg|RED spawn building&lt;br /&gt;
Sisyphus_BLUspawn.png|BLU spawn building&lt;br /&gt;
Sisyphus_GRNspawn.png|GRN spawn building&lt;br /&gt;
Sisyphus_YLWspawn.jpg|YLW spawn building&lt;br /&gt;
Sisyphus_GRNnREDstaredown.jpg|RED&#039;s cart track&lt;br /&gt;
Sisyphus_Bigpit.jpg|The data center&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The map is named after the Greek mythological character of [https://en.wikipedia.org/wiki/Sisyphus Sisyphus], who was punished by the gods to push a giant boulder up to the top of a hill, only for it to roll back down to the bottom any time it neared the top. The gameplay of the map is analogous to this, where failure to push the payload to the top results in it rolling back down to the halfway point of the track.&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:4plr_sisyphus.jpg&amp;diff=11639</id>
		<title>File:4plr sisyphus.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:4plr_sisyphus.jpg&amp;diff=11639"/>
		<updated>2026-09-27T21:10:34Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sisyphus&amp;diff=11638</id>
		<title>Sisyphus</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sisyphus&amp;diff=11638"/>
		<updated>2026-09-27T21:09:21Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: Added some images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = 4plr_sisyphus.jpg&lt;br /&gt;
|game-type = Payload Race&lt;br /&gt;
|four-team = yes&lt;br /&gt;
|file-name = 4plr_sisyphus&lt;br /&gt;
|developer = FizzyPhysics&amp;lt;br&amp;gt;{{Dev|Waugh101}}&amp;lt;br&amp;gt;{{Dev|abp}}&amp;lt;br&amp;gt;{{Dev|Mazern}}&amp;lt;br&amp;gt;Sniffy&amp;lt;br&amp;gt;Erk&amp;lt;br&amp;gt;{{Dev|rami}}&amp;lt;br&amp;gt;Pyrew Nassimo&amp;lt;br&amp;gt;{{Dev|Wheat}}&lt;br /&gt;
|release date = January 30, 2026&lt;br /&gt;
|map-environment = Industrial&lt;br /&gt;
|map-setting = Daylight, Overcast&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sisyphus&#039;&#039;&#039; is an official [[Four Team]] [[Payload Race]] map with an open, vertical design centered around a large hill. Teams must push their carts upwards to the summit of the hill and successfully drop it into the pit at its center. The map features many buildings that act as flank routes, and a large chamber under the hill with a massive fan in the center, which acts as a bounce pad that leads directly to the summit of the hill. &lt;br /&gt;
&lt;br /&gt;
Sisyphus was released on January 30th, 2026 along with the game&#039;s official Steam release, patch [[3.0.0]]. It is currently the only official Payload Race map to utilize the Four Teams mode.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
[[File:Sisyphus_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Sisyphus_REDspawn.jpg|RED spawn building&lt;br /&gt;
Sisyphus_BLUspawn.jpg|BLU spawn building&lt;br /&gt;
Sisyphus_GRNspawn.jpg|GRN spawn building&lt;br /&gt;
Sisyphus_YLWspawn.jpg|YLW spawn building&lt;br /&gt;
Sisyphus_GRNnREDstaredown.jpg|RED&#039;s cart track&lt;br /&gt;
Sisyphus_Bigpit.jpg|The data center&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The map is named after the Greek mythological character of [https://en.wikipedia.org/wiki/Sisyphus Sisyphus], who was punished by the gods to push a giant boulder up to the top of a hill, only for it to roll back down to the bottom any time it neared the top. The gameplay of the map is analogous to this, where failure to push the payload to the top results in it rolling back down to the halfway point of the track.&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Sisyphus_GRNspawn.png&amp;diff=11637</id>
		<title>File:Sisyphus GRNspawn.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Sisyphus_GRNspawn.png&amp;diff=11637"/>
		<updated>2026-09-27T21:08:41Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Sisyphus_Overview.png&amp;diff=11636</id>
		<title>File:Sisyphus Overview.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Sisyphus_Overview.png&amp;diff=11636"/>
		<updated>2026-09-27T21:08:40Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Sisyphus_BLUspawn.png&amp;diff=11635</id>
		<title>File:Sisyphus BLUspawn.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Sisyphus_BLUspawn.png&amp;diff=11635"/>
		<updated>2026-09-27T21:08:40Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Sisyphus_middle.jpg&amp;diff=11634</id>
		<title>File:Sisyphus middle.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Sisyphus_middle.jpg&amp;diff=11634"/>
		<updated>2026-09-27T20:52:31Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Sisyphus_REDspawn.jpg&amp;diff=11633</id>
		<title>File:Sisyphus REDspawn.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Sisyphus_REDspawn.jpg&amp;diff=11633"/>
		<updated>2026-09-27T20:52:30Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Sisyphus_YLWspawn.jpg&amp;diff=11632</id>
		<title>File:Sisyphus YLWspawn.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Sisyphus_YLWspawn.jpg&amp;diff=11632"/>
		<updated>2026-09-27T20:52:30Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Sisyphus_GRNnREDstaredown.jpg&amp;diff=11631</id>
		<title>File:Sisyphus GRNnREDstaredown.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Sisyphus_GRNnREDstaredown.jpg&amp;diff=11631"/>
		<updated>2026-09-27T20:52:29Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Sisyphus_Bigpit.jpg&amp;diff=11630</id>
		<title>File:Sisyphus Bigpit.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Sisyphus_Bigpit.jpg&amp;diff=11630"/>
		<updated>2026-09-27T20:52:29Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Payload_Race&amp;diff=11629</id>
		<title>Payload Race</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Payload_Race&amp;diff=11629"/>
		<updated>2026-09-27T20:47:01Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Payload Race&#039;&#039;&#039;, abbreviated as &#039;&#039;&#039;&amp;quot;PLR&amp;quot;&#039;&#039;&#039;, is a symmetrical variant of [[Payload]], wherein all teams have their own [[Payload (objective)|payload]] bomb cart to push. The first team to push their cart to the end of the tracks wins the round. Unlike normal Payload, the carts will not start moving backward if they have not been pushed after some time. In addition, Payload Race maps usually do not have a round-timer, which can result in much longer rounds.&lt;br /&gt;
&lt;br /&gt;
Payload maps are comprised of either one or multiple stages. For maps with multiple stages, when one team wins a stage, their cart will automatically start a bit further up the track in the next stage. Whichever team wins the final stage wins the overall map.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Pipeline]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Pipelinetf2.jpg|200px]]&lt;br /&gt;
| {{code|plr_pipeline}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Hightower]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Plr_hightower.jpg|200px]]&lt;br /&gt;
| {{code|plr_hightower}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Nightfall]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Plr_nightfall.jpg|200px]]&lt;br /&gt;
| {{code|plr_nightfall_final}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Four-Team&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
| &#039;&#039;&#039;[[Sisyphus]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:4plr_sisyphus.jpg|200px]]&lt;br /&gt;
| {{code|4plr_sisyphus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Payload_Race&amp;diff=11628</id>
		<title>Payload Race</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Payload_Race&amp;diff=11628"/>
		<updated>2026-09-27T20:46:34Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Payload Race&#039;&#039;&#039;, abbreviated as &#039;&#039;&#039;&amp;quot;PLR&amp;quot;&#039;&#039;&#039;, is a symmetrical variant of [[Payload]], wherein all teams have their own [[Payload (objective)|payload]] bomb cart to push. The first team to push their cart to the end of the tracks wins the round. Unlike normal Payload, the carts will not start moving backward if they have not been pushed after some time. In addition, Payload Race maps usually do not have a round-timer, which can result in much longer rounds.&lt;br /&gt;
&lt;br /&gt;
Payload maps are comprised of either one or multiple stages. For maps with multiple stages, when one team wins a stage, their cart will automatically start a bit further up the track in the next stage. Whichever team wins the final stage wins the overall map.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Pipeline]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Pipelinetf2.jpg|200px]]&lt;br /&gt;
| {{code|plr_pipeline}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Hightower]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Plr_hightower.jpg|200px]]&lt;br /&gt;
| {{code|plr_hightower}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Nightfall]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Plr_nightfall.jpg|200px]]&lt;br /&gt;
| {{code|plr_nightfall_final}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Four-Team=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
| &#039;&#039;&#039;[[Sisyphus]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:4plr_sisyphus.jpg|200px]]&lt;br /&gt;
| {{code|4plr_sisyphus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Payload_Race&amp;diff=11627</id>
		<title>Payload Race</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Payload_Race&amp;diff=11627"/>
		<updated>2026-09-27T20:46:08Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Payload Race&#039;&#039;&#039;, abbreviated as &#039;&#039;&#039;&amp;quot;PLR&amp;quot;&#039;&#039;&#039;, is a symmetrical variant of [[Payload]], wherein all teams have their own [[Payload (objective)|payload]] bomb cart to push. The first team to push their cart to the end of the tracks wins the round. Unlike normal Payload, the carts will not start moving backward if they have not been pushed after some time. In addition, Payload Race maps usually do not have a round-timer, which can result in much longer rounds.&lt;br /&gt;
&lt;br /&gt;
Payload maps are comprised of either one or multiple stages. For maps with multiple stages, when one team wins a stage, their cart will automatically start a bit further up the track in the next stage. Whichever team wins the final stage wins the overall map.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Pipeline]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Pipelinetf2.jpg|200px]]&lt;br /&gt;
| {{code|plr_pipeline}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Hightower]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Plr_hightower.jpg|200px]]&lt;br /&gt;
| {{code|plr_hightower}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Nightfall]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Plr_nightfall.jpg|200px]]&lt;br /&gt;
| {{code|plr_nightfall_final}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Four-Team=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Sisyphus]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:4plr_sisyphus.jpg|200px]]&lt;br /&gt;
| {{code|4plr_sisyphus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Payload_Race&amp;diff=11626</id>
		<title>Payload Race</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Payload_Race&amp;diff=11626"/>
		<updated>2026-09-27T20:45:17Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: Added 4PLR Sisyphus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Payload Race&#039;&#039;&#039;, abbreviated as &#039;&#039;&#039;&amp;quot;PLR&amp;quot;&#039;&#039;&#039;, is a symmetrical variant of [[Payload]], wherein all teams have their own [[Payload (objective)|payload]] bomb cart to push. The first team to push their cart to the end of the tracks wins the round. Unlike normal Payload, the carts will not start moving backward if they have not been pushed after some time. In addition, Payload Race maps usually do not have a round-timer, which can result in much longer rounds.&lt;br /&gt;
&lt;br /&gt;
Payload maps are comprised of either one or multiple stages. For maps with multiple stages, when one team wins a stage, their cart will automatically start a bit further up the track in the next stage. Whichever team wins the final stage wins the overall map.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Pipeline]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Pipelinetf2.jpg|200px]]&lt;br /&gt;
| {{code|plr_pipeline}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Hightower]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Plr_hightower.jpg|200px]]&lt;br /&gt;
| {{code|plr_hightower}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Nightfall]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Plr_nightfall.jpg|200px]]&lt;br /&gt;
| {{code|plr_nightfall_final}}&lt;br /&gt;
|}&lt;br /&gt;
| -&lt;br /&gt;
| &#039;&#039;&#039;[[Sisyphus]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:4plr_sisyphus.jpg|200px]]&lt;br /&gt;
| {{code|4plr_sisyphus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Penguin_Peak&amp;diff=11625</id>
		<title>Penguin Peak</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Penguin_Peak&amp;diff=11625"/>
		<updated>2026-09-27T20:43:31Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: Same sign removal as Pelican Peak.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Ctf_Penguin_Peak.webp&lt;br /&gt;
|game-type = Capture the Flag&lt;br /&gt;
|file-name = ctf_penguin_peak&lt;br /&gt;
|developer = {{Dev|erk}}&amp;lt;br&amp;gt;{{Dev|abp}}&amp;lt;br&amp;gt;{{Dev|chin}}&amp;lt;br&amp;gt;{{Dev|phi}}&amp;lt;br&amp;gt;{{Dev|SamDum}} (assets)&amp;lt;br&amp;gt;{{Dev|Square}} (assets)&amp;lt;br&amp;gt;{{Dev|void}} (assets)&amp;lt;br&amp;gt;{{Dev|Stuffy360}} (assets)&amp;lt;br&amp;gt;{{Dev|Diva Dan}} (assets)&amp;lt;br&amp;gt;[https://steamcommunity.com/id/KrazyZark KrazyZark]&lt;br /&gt;
|link = [https://steamcommunity.com/sharedfiles/filedetails/?id=2888338683 Steam Workshop]&amp;lt;br&amp;gt;[https://tf2maps.net/downloads/penguin-peak.14734/ TF2Maps]&lt;br /&gt;
|release-date = December 12, 2023 ([[2.1.3]])&lt;br /&gt;
|map-environment = Winter Forest&lt;br /&gt;
|map-setting = Daytime, dawn&lt;br /&gt;
}}&lt;br /&gt;
{{Scrapped}}&lt;br /&gt;
&#039;&#039;&#039;Penguin Peak&#039;&#039;&#039; is an official [[Capture the Flag]] map with a spacious design and an open intelligence area. It is a mountainous logging camp set up around a snowy forest, with a large outdoor center with multiple flank routes leading within and around it. It is the winter-themed version of [[Pelican Peak]].&lt;br /&gt;
&lt;br /&gt;
Penguin Peak was created by &#039;&#039;TF2 Classic&#039;&#039; developers {{Dev|abp}} and {{Dev|Stuffy360}}, former developer {{Dev|Square}} and contributors {{Dev|void}}, {{Dev|chin}}, {{Dev|phi}}, {{Dev|Diva Dan}}, {{Dev|erk}}, and [https://steamcommunity.com/id/KrazyZark KrazyZark] who isn&#039;t credited on the [https://web.archive.org/web/20231228045939/https://tf2classic.com/team official &#039;&#039;TF2 Classic&#039;&#039; website]. It was [https://steamcommunity.com/sharedfiles/filedetails/?id=2888338683 uploaded] to the Steam Workshop on November 13, 2022. Penguin Peak would be later removed from Team Fortress 2 Classified in the [[3.0.0|Steam release]], but there are plans for it to return.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Penguin_Peak_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
There are two exits leading out of each team&#039;s spawn room: an elevated left exit, and a lowered right exit. The left exit leads to another split path: on the left are the battlements and on the right is a path to that team&#039;s intelligence, or the middle area. On the right is that team&#039;s intelligence, on the way to the middle, with a side path dropping into their sewer.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Penguin_Peak_Not_RED_Spawn.webp|BLU spawn&lt;br /&gt;
Penguin_Peak_Battlement_Spawn.webp|Battlement spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Intelligence === &lt;br /&gt;
The intelligence (represented by a charming penguin) is on an elevated perch in a damaged shack in a wide open area, providing little cover around it. Behind it is an enclosed room with some health and ammo, and a tiny window for a Sniper to shoot from. There are numerous routes for the enemy to grab the intelligence and escape from, with two sewer paths and two paths to middle. The wide open space also makes it difficult to defend a sentry encampment, and easy to [[Jumping|explosive jump]] in and out.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Penguin_Peak_Sewer_Exit.webp|Sewer exit&lt;br /&gt;
Penguin_Peak_Main_Route_1.webp|Main route&lt;br /&gt;
Penguin_Peak_Intelligence.webp|Intelligence&lt;br /&gt;
Penguin_Peak_Intelligence_Closeup.webp|Intelligence closeup&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sewer ===&lt;br /&gt;
The sewer area features cramped hallways into a spacious underground area, which provides a lengthy back route into allied intelligence. It is inconvenient to get to middle through here, so it is usually taken by enemies trying to sneak in. Allies can go through the vent shortcut to get down here quickly, which is a one-way route without an explosive jump. There is a large pool of water at the end of the vents, which has not yet frozen over.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Penguin_Peak_Sewer_Lobby.webp|Sewer lobby&lt;br /&gt;
Penguin_Peak_Sewer_Vents.webp|Sewer vents&lt;br /&gt;
Penguin_Peak_Sewer_Entrance.webp|Sewer entrance&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Battlements ===&lt;br /&gt;
The battlements are a sheltered, elevated area overlooking middle, but with no vision of the intelligence or behind itself. There are multiple spots for a Sniper to take aim, with clear vision of the opposing battlements. It also provides a convenient launching-off point for an explosive jump, though the frozen river below does not negate fall damage. Inside the battlements are a downstairs area leading to a one-way door behind the enemy side shack.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Penguin_Peak_Battlement.webp|Battlement&lt;br /&gt;
Penguin_Peak_Battlement_Stairs.webp|Battlement stairs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Side route ===&lt;br /&gt;
The battlements spawn also leads to a lowered side route to middle and to the intelligence. It is a cramped indoor area with little strategic value beyond a health and ammo pack.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Penguin_Peak_Side_Route.webp|Side route&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Main route ===&lt;br /&gt;
The direct path to middle is a wide road with some health and ammo scattered through it. There is an alcove just before middle, next to the side route, which provides some cover.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Penguin_Peak_Main_Route_2.webp|Main route&lt;br /&gt;
Penguin_Peak_Main_Route_3.webp|Main route alcove&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Side shack ===&lt;br /&gt;
Next to the sewer area is a side shack next to the enemy one-way battlements exit. It contains a health and ammo pack, a means of ambushing enemies coming through the door, and yet another route to get to middle.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Penguin_Peak_Side_Shack.webp|Side shack&lt;br /&gt;
Penguin_Peak_One_Way.webp|One way&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
A spacious, yet linear area, featuring a lowered ravine that is entirely frozen over, flanked by two rocky outcrops that act as walls. The frozen water has some ice-like physical properties, which include having slower acceleration, worse turning control, and a faster top speed. A haste symbol appears on the player&#039;s HUD when they are affected by the ice. There are few defensible positions in this area, and Sniper sightlines are abundant. It is possible to explosive jump onto the enemy battlements. Outside of the side shacks, this area is starved of health and ammo. There is a train track up above, with its pillars impeding the ravine. A steam train runs across it every so often.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Penguin_Peak_Middle_1.webp|Middle center&lt;br /&gt;
Penguin_Peak_Middle_2.webp|Middle side&lt;br /&gt;
Penguin_Peak_Middle_3.webp|Middle overview&lt;br /&gt;
Penguin_Peak_Train.webp|Train&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Easter eggs ===&lt;br /&gt;
Scattered around the map are a few wooden critters and animal-shaped entities, although less than on [[Pelican Peak]]. Behind an inaccessible door in RED spawn is an enigmatic model of a frog with an antenna for a tail. Behind the water grate just outside RED spawn, in a space far too dark to see, is nothing. There was prior a wooden representation of a man in an inflatable blue costume. On the opposite side of the water grate, far away from the play area, is a wooden reindeer placed on a secluded landmass with a tent and boxes - again too dark to see.&lt;br /&gt;
&lt;br /&gt;
Inside the tower near RED intelligence, in the barely-visible upstairs room, is, again, nothing. Formerly, this housed a wooden anthropomorphic hawk. Finally, the map&#039;s namesake penguin is &#039;&#039;not&#039;&#039; located where the prior pelican was. Instead, there is a reindeer, located on a mountain home far behind BLU side shack, perched on a cozy balcony. This reindeer is protected behind an invisible wall that bullets cannot penetrate. The penguins of Penguin Peak are instead taking the role of the intelligence, as pictured above.&lt;br /&gt;
&lt;br /&gt;
There is a sign inside BLU spawn referencing [[Jinn]], which is a map made in part by abp.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Penguin_Peak_Frog.webp|Frog (brightness enhanced)&lt;br /&gt;
Penguin_Peak_Not_Blimp_Butt.webp|Nothing (brightness enhanced)&lt;br /&gt;
Penguin_Peak_Reindeer_Afar.webp|Reindeer from afar (brightness enhanced)&lt;br /&gt;
Penguin_Peak_Reindeer_Close.webp|Reindeer close (brightness enhanced)&lt;br /&gt;
Penguin_Peak_Not_Avian.webp|Nothing, again&lt;br /&gt;
Penguin_Peak_Not_Pelican_Afar.webp|Reindeer squatter, afar&lt;br /&gt;
Penguin_Peak_Not_Pelican_Close.webp|Reindeer squatter, close&lt;br /&gt;
Penguin_Peak_BLU_Noticeboard.webp|BLU noticeboard&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Added ctf_penguin_peak&lt;br /&gt;
** Created by Erk, Chin, Phi, and Another Bad Pun&lt;br /&gt;
** Assets by SamDum, Square, void, Stuffy360, Diva Dan&lt;br /&gt;
** Winter themed version of [[Pelican Peak|CTF Pelican Peak]], with slippery ice, snow, and penguins!&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Removed ctf_penguin_peak&lt;br /&gt;
** Penguin Peak will return&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&amp;lt;youtube&amp;gt;APz5cxZyp1E&amp;lt;/youtube&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pelican_Peak&amp;diff=11624</id>
		<title>Pelican Peak</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pelican_Peak&amp;diff=11624"/>
		<updated>2026-09-27T20:42:28Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: Removed the Swiftwater mention, as it is untrue. See discord channel for further explination&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Ctf_pelican_peak.webp&lt;br /&gt;
|game-type = Capture the Flag&lt;br /&gt;
|file-name = ctf_pelican_peak&lt;br /&gt;
|developer = {{Dev|abp}}&amp;lt;br&amp;gt;{{Dev|void}}&amp;lt;br&amp;gt;{{Dev|Stuffy360}}&amp;lt;br&amp;gt;{{Dev|chin}}&amp;lt;br&amp;gt;{{Dev|phi}}&amp;lt;br&amp;gt;{{Dev|Diva Dan}}&amp;lt;br&amp;gt;{{Dev|erk}}&amp;lt;br&amp;gt;[https://steamcommunity.com/id/KrazyZark KrazyZark]&amp;lt;br&amp;gt;{{Dev|Emil}}&lt;br /&gt;
|link = [https://steamcommunity.com/sharedfiles/filedetails/?id=2886563496 Steam Workshop]&amp;lt;br&amp;gt;[https://tf2maps.net/downloads/pelican-peak.13027/ TF2Maps]&lt;br /&gt;
|release-date = December 5, 2022 ([[2.0.4]])&lt;br /&gt;
|map-environment = Alpine Forest&lt;br /&gt;
|map-setting = Daylight, dusk&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Pelican Peak&#039;&#039;&#039; is an official [[Capture the Flag]] map with a helical design and a spacious intelligence area. It is designed as a logging camp inside a mountainous forest, featuring a large outdoors middle area with multiple flank routes leading in and out of it.&lt;br /&gt;
&lt;br /&gt;
Pelican Peak [https://wiki.teamfortress.com/wiki/Pelican_Peak was added to Team Fortress 2] on July 12, 2023, during the Summer 2023 Update. It was previously added to Team Fortress 2 Classic on December 5, 2022, in [[2.0.4|patch 2.0.4]]. This is the second instance of Valve adding a map to TF2 that was originally added to TF2 Classic. The first was [[Landfall]], in 2015.&lt;br /&gt;
&lt;br /&gt;
Pelican Peak was created by TF2 Classic developers abp and Stuffy360, alongside contributors void, chin, phi, Diva Dan, erk, Emil, and one other person who isn&#039;t listed on the TF2 Classic website. It was [https://steamcommunity.com/sharedfiles/filedetails/?id=2886563496 uploaded] to the Steam Workshop on November 9, 2022.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Pelican_Peak_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
There are two exits leading out of each team&#039;s spawn room: an elevated left exit, and a lowered right exit. The left exit leads to another split path: on the left are the battlements and on the right is a path to that team&#039;s intelligence, or the middle area. On the right is that team&#039;s intelligence, on the way to the middle, with a side path dropping into their sewer.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_RED_Spawn.webp|RED spawn&lt;br /&gt;
Pelican_Peak_Battlement_Spawn.webp|Battlement spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Intelligence === &lt;br /&gt;
The intelligence is on an elevated perch in a damaged shack in a wide open area, providing little cover around it. Behind it is an enclosed room with some health and ammo, and a tiny window for a Sniper to shoot from. There are numerous routes for the enemy to grab the intelligence and escape from, with two sewer paths and two paths to middle. The wide open space also makes it difficult to defend a sentry encampment, and easy to [[Jumping|explosive jump]] in and out.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_Sewer_Exit.webp|Sewer exit&lt;br /&gt;
Pelican_Peak_Main_Route_1.webp|Main route&lt;br /&gt;
Pelican_Peak_Intelligence.webp|Intelligence&lt;br /&gt;
Pelican_Peak_Intelligence_Closeup.webp|Intelligence closeup&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sewer ===&lt;br /&gt;
The sewer area features cramped hallways into a spacious underground area, which provides a lengthy back route into allied intelligence. It is inconvenient to get to middle through here, so it is usually taken by enemies trying to sneak in. Allies can go through the vent shortcut to get down here quickly, which is a one-way route without an explosive jump. There is a large pool of water at the end of the vents.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_Sewer_Lobby.webp|Sewer lobby&lt;br /&gt;
Pelican_Peak_Sewer_Vents.webp|Sewer vents&lt;br /&gt;
Pelican_Peak_Sewer_Entrance.webp|Sewer entrance&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Battlements ===&lt;br /&gt;
The battlements are a sheltered, elevated area overlooking middle, but with no vision of the intelligence or behind itself. There are multiple spots for a Sniper to take aim, with clear vision of the opposing battlements. It also provides a convenient launching-off point for an explosive jump, with the river below mitigating fall damage. Inside the battlements are a downstairs area leading to a one-way door behind the enemy side shack.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_Battlement.webp|Battlement&lt;br /&gt;
Pelican_Peak_Battlement_Stairs.webp|Battlement stairs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Side route ===&lt;br /&gt;
The battlements spawn also leads to a lowered side route to middle and to the intelligence. It is a cramped indoor area with little strategic value beyond a health and ammo pack.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_Side_Route.webp|Side route&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Main route ===&lt;br /&gt;
The direct path to middle is a wide road with some health and ammo scattered through it. There is an alcove just before middle, next to the side route, which provides some cover.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_Main_Route_2.webp|Main route&lt;br /&gt;
Pelican_Peak_Main_Route_3.webp|Main route alcove&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Side shack ===&lt;br /&gt;
Next to the sewer area is a side shack next to the enemy one-way battlements exit. It contains a health and ammo pack, a means of ambushing enemies coming through the door, and yet another route to get to middle.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_Side_Shack.webp|Side shack&lt;br /&gt;
Pelican_Peak_One_Way.webp|One way&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
A spacious, yet linear area, featuring a lowered ravine with shallow water that is deep in the middle, flanked by two rocky outcrops that act as walls. There are few defensible positions in this area, and Sniper sightlines are abundant. It is possible to explosive jump onto the enemy battlements. Outside of the side shacks, this area is starved of health and ammo. There is a train track up above, with its pillars impeding the ravine. A steam train runs across it every so often.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_Middle_1.webp|Middle center&lt;br /&gt;
Pelican_Peak_Middle_2.webp|Middle side&lt;br /&gt;
Pelican_Peak_Middle_3.webp|Middle overview&lt;br /&gt;
Pelican_Peak_Train.webp|Train&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Easter eggs ===&lt;br /&gt;
Scattered around the map are a few wooden critters and animal-shaped entities. Behind an inaccessible door in RED spawn is an enigmatic model of a frog with an antenna for a tail. Behind the water grate just outside RED spawn, in a space far too dark to see, is a wooden representation of a man in an inflatable blue costume wearing sunglasses, based off a minor Internet meme named &amp;quot;[https://www.deviantart.com/rumpuboy4/art/Blimp-Butt-360489731 Blimp Butt]&amp;quot;. On the opposite side of the water grate, far away from the play area, is a wooden deer placed on a secluded landmass with a tent and boxes - again too dark to see.&lt;br /&gt;
&lt;br /&gt;
Inside the tower near RED intelligence, in the barely-visible upstairs room, is a wooden anthropomorphic hawk wearing a sweater and shirt, but not pants, and is ironically bespectacled. Finally, the map&#039;s namesake pelican (which was not added to the map until the [[Fight or Flight]] update, 144 days after release) is located on a mountain home far behind BLU side shack, perched on a cozy balcony. The pelican is protected behind an invisible wall that bullets cannot penetrate, which is irrelevant, since it is also wooden.&lt;br /&gt;
&lt;br /&gt;
There is a sign inside BLU spawn referencing [[Jinn]], which is a map made in part by abp.&lt;br /&gt;
&lt;br /&gt;
In the Team Fortress 2 version of Pelican Peak, the &amp;quot;Blimp Butt&amp;quot; figure has been replaced with an unremarkable wooden cow, the same as those on [[2Fort]]. The anthropomorphic hawk figure has been removed entirely, and in his wake, replaced with nothing. The reasons for their removal shall never be ascertained.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_Frog.webp|Frog (brightness enhanced)&lt;br /&gt;
Pelican_Peak_Blimp_Butt.webp|Blimp Butt (brightness enhanced)&lt;br /&gt;
Pelican_Peak_Deer_Afar.webp|Deer from afar (brightness enhanced)&lt;br /&gt;
Pelican_Peak_Deer_Close.webp|Deer close (brightness enhanced)&lt;br /&gt;
Pelican_Peak_Avian.webp|Avian&lt;br /&gt;
Pelican_Peak_Pelican_Afar.webp|Pelican afar&lt;br /&gt;
Pelican_Peak_Pelican_Close.webp|Pelican close&lt;br /&gt;
Pelican_Peak_BLU_Noticeboard.webp|BLU noticeboard&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* Added ctf_pelican_peak:&lt;br /&gt;
** Created by Chin, Phi, and Another Bad Pun&lt;br /&gt;
** Traditional CTF map comparable to Landfall, with wide open playspaces, and an exposed flag that&#039;s easier to steal but harder to capture&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Removed _tf2c suffix from filename&lt;br /&gt;
* Removed building exploit in vents&lt;br /&gt;
* Removed out of bounds exploit by red spawn&lt;br /&gt;
* Added Pelican &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* A winter-themed version of Pelican Peak, &amp;quot;[[Penguin Peak]]&amp;quot;, also exists.&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Four-Team&amp;diff=11623</id>
		<title>Four-Team</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Four-Team&amp;diff=11623"/>
		<updated>2026-09-27T20:22:50Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: Added link to Sisyphus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:4teamteaser.png|frameless|right]]&lt;br /&gt;
{{Quotation|[https://web.archive.org/web/20250131190247/https://tf2classic.com/death_and_taxes/day3 Death &amp;amp; Taxes update page]|&lt;br /&gt;
&amp;quot;Shoot at people whose army-navy-store cargo pants are a different color than yours&amp;quot; is a &#039;&#039;learned behavior&#039;&#039; by now, so we didn&#039;t think it would inconvenience you too much if we tracked down eighteen more color-coordinated psychopaths and put them on the payroll. Global Radio Network (GRN) and Yard Logistics Workers, Inc. (YLW) play a part in all the broadcast towers and freight yards you&#039;ve been fighting over, respectively, but they&#039;ve also got shady corporate interests that they&#039;re willing to hire mercenaries to protect. You&#039;re not so different after all!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four-Team&#039;&#039;&#039;, also known as &amp;quot;&#039;&#039;&#039;4team&#039;&#039;&#039;&amp;quot;, is a game mode introduced in the [[Death &amp;amp; Taxes]] update; as the name suggests the game mode features typical symmetrical gameplay, but players are now split between four [[Teams|teams]] instead of the usual two. These two new teams added are the &#039;&#039;&#039;GRN&#039;&#039;&#039; &#039;&#039;(Global Radio Network)&#039;&#039; and &#039;&#039;&#039;YLW&#039;&#039;&#039; &#039;&#039;(Yard Logistics Workers, Inc)&#039;&#039; team. Since teams will naturally be smaller in size, teamwork is encouraged and sticking together is advised.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Arena]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Flask]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Arena_flask.webp|200px]]&lt;br /&gt;
| {{code|4arena_flask}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Floodgate]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Arena_floodgate.webp|200px]]&lt;br /&gt;
| {{code|4arena_floodgate}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Domination]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Hydro (Domination)|Hydro (DOM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_hydro.webp|200px]]&lt;br /&gt;
| {{code|4dom_hydro}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Medieval]] Domination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Krepost]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_krepost.webp|200px]]&lt;br /&gt;
| {{code|4dom_krepost}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[King of the Hill]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Frigid]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Koth_frigid.webp|200px]]&lt;br /&gt;
| {{code|4koth_frigid}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Payload Race]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Sisyphus]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:4plr_sisyphus.webp|200px]]&lt;br /&gt;
| {{code|4plr_sisyphus}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The mechanics of a map having three or more teams first appeared in TFC, though in the base game only the Hunted map (which eventually evolved into [[VIP]]) utilized this mechanic. The [[Civilian]] was on Blue, Red was comprised of his bodyguards, and Yellow was the assassins.&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flask&amp;diff=11622</id>
		<title>Flask</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flask&amp;diff=11622"/>
		<updated>2026-09-27T20:19:59Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Update old images to reflect the current version of the map.}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = Arena_flask.webp&lt;br /&gt;
|game-type = Arena&lt;br /&gt;
|four-team = yes&lt;br /&gt;
|file-name = 4arena_flask&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = {{Dev|Drudlyclean the Skeledude}}&amp;lt;br&amp;gt;{{Dev|Trotim}}&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day3 Death &amp;amp; Taxes update page]|&lt;br /&gt;
Four teams, a square sandbox, and a rickety shack in the middle: pure unbridled four-team mayhem. The tension of Arena is ratcheted even higher by wide-open sightlines and extra teams to wipe, and with the lobby spread across four teams instead of two, every death is twice as damning.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Flask&#039;&#039;&#039; is an official [[Four-Team]] [[Arena]] map, set in a compound in the middle of nowhere, with each team carving out a small base around a hayshed. The goal is for one team to kill all other players, or to capture the point in the middle, which becomes available after 60 seconds. If no team wins after 3 minutes, the round ends in a stalemate.&lt;br /&gt;
&lt;br /&gt;
Flask was added to Team Fortress 2 Classic on July 4, 2020, in the [[Death &amp;amp; Taxes]] update. It was created by &#039;&#039;TF2 Classic&#039;&#039; team member {{Dev|Trotim}} and former member {{Dev|Drudlyclean the Skeledude}}.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Flask_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Flask ===&lt;br /&gt;
Each team spawns in a color-coordinated base that has a sharp turn to the outside world. BLU and RED face each other, as well as GRN and YLW. The middle Control Point is inside a small, yet tall shack, with a plank platform above it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Flask_BLU_Spawn.webp|BLU spawn&lt;br /&gt;
Flask_BLU_Exterior.webp|BLU exterior&lt;br /&gt;
Flask_GRN_Spawn.webp|GRN spawn&lt;br /&gt;
Flask_GRN_Exterior.webp|GRN exterior&lt;br /&gt;
Flask_RED_Spawn.webp|RED spawn&lt;br /&gt;
Flask_RED_Exterior.webp|RED exterior&lt;br /&gt;
Flask_YLW_Spawn.webp|YLW spawn&lt;br /&gt;
Flask_YLW_Exterior.webp|YLW exterior&lt;br /&gt;
Flask_YLW_GRN.webp|GRN and YLW exterior&lt;br /&gt;
Flask_BLU_RED.webp|BLU and RED exterior&lt;br /&gt;
Flask_Point.webp|Control Point&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* added arena_flask&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated a few displacements to prevent mobility classes from camping above the battleground&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Added a &amp;quot;4&amp;quot; prefix to all Four-Team map names&lt;br /&gt;
* Updated 4arena_flask&lt;br /&gt;
** Refreshed artpass&lt;br /&gt;
** Overhauled soundscapes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Achievements&amp;diff=11621</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Achievements&amp;diff=11621"/>
		<updated>2026-09-26T16:42:34Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Update with current set of achivements+Better res images.}}&lt;br /&gt;
This is a list of all &#039;&#039;&#039;achievements&#039;&#039;&#039; available in &#039;&#039;Team Fortress 2 Classified&#039;&#039;. There are currently 43 achievements, sorted into 4 packs.&amp;lt;!-- TODO: Add Achievements added from TF30 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Achievements are in-game challenges that reward players for doing specific actions during gameplay. Many achievements encourage players to learn TF2 Classified techniques (e.g. [[airblast]]s), using specific weapons (e.g. the [[Harvester]]) or trying new game modes (e.g. [[VIP]]). Players are able to view achievements and achievement progress in-game from the main menu. From there, they are able to hide achievements they have already achieved, reset all achievements, or place a checkmark on achievements they have not yet achieved.&lt;br /&gt;
&lt;br /&gt;
Achievements cannot be earned while {{code|sv_cheats 1}} is enabled on the server the player is on. Consult the [[Achievement guide]] for how to actually get the achievements.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Offensive Classes ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_distantrpg}}&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_brick}}&lt;br /&gt;
{{Achievement|achievement_anchor_deathkill}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_kill_sentry_with_nailgun}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Defensive Classes ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_taunt_kill_mirv}}&lt;br /&gt;
{{Achievement|achievement_cyclops_hugecombo}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|defuse_mirv}}&lt;br /&gt;
{{Achievement|achievement_chekhov_shock}}&lt;br /&gt;
{{Achievement|kill_buildings_with_mirv}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_challenge}}&lt;br /&gt;
{{Achievement|achievement_chekhov_crit_kill}}&lt;br /&gt;
{{Achievement|achievement_jumppad_stomp}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Support Classes ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_headshot_kill_midflight}}&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill}}&lt;br /&gt;
{{Achievement|achievement_speedwatch_counter}}&lt;br /&gt;
{{Achievement|achievement_extend_uber}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Maps and Gamemodes ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|play_game_classicmaps_1}}&lt;br /&gt;
{{Achievement|achievement_archaeology}}&lt;br /&gt;
{{Achievement|achievement_shame}}&lt;br /&gt;
{{Achievement|dominate_developer}}&lt;br /&gt;
{{Achievement|achievement_vipr_time}}&lt;br /&gt;
{{Achievement|achievement_chicken_envkill}}&lt;br /&gt;
{{Achievement|achievement_airhockey}}&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|hold_allpoints_domination}}&lt;br /&gt;
{{Achievement|achievement_4team_backstab}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added 15 achievements.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added 54 achievements.&lt;br /&gt;
*&#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Changed the achievement progress bar&lt;br /&gt;
*&#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Added the option to sort achievements alphabetically&lt;br /&gt;
*&#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Added categories for achievements&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Updated &amp;quot;A fate worse than death&amp;quot;.&lt;br /&gt;
**Renamed to &amp;quot;Deep Sleep&amp;quot;.&lt;br /&gt;
**Changed goal to 10 melee kills against tranquilized enemies as a Spy.&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Updated &amp;quot;Bounced Betty&amp;quot;.&lt;br /&gt;
**Renamed to &amp;quot;Birthday Blowout&amp;quot;.&lt;br /&gt;
**Changed goal to extinguishing 20 Dynamite Pack sticks.&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Updated &amp;quot;Beat your Maker&amp;quot;.&lt;br /&gt;
**The achievement is now hidden from menu, unless it&#039;s unlocked&lt;br /&gt;
**Renamed to &amp;quot;Destructive Criticism&amp;quot;.&lt;br /&gt;
**Change goal to dominating an enemy player with a contributor medal.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added 31 achievements.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.1}}&lt;br /&gt;
* Fixed burning chickens granting the Fowl Play achievement&lt;br /&gt;
* Fixed Escape Artist achievement not triggering correctly&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Fixed some cases of Escape Artist and Down With The Ship achievements not being granted sometimes&lt;br /&gt;
* Refactored achievement_status command to have more readable output&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Jill4tres</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Avanti&amp;diff=11587</id>
		<title>Avanti</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Avanti&amp;diff=11587"/>
		<updated>2026-09-25T01:57:01Z</updated>

		<summary type="html">&lt;p&gt;Jill4tres: Updated page with more information about the map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = Vip_avanti.webp&lt;br /&gt;
|game-type = VIP&lt;br /&gt;
|file-name = vip_avanti&lt;br /&gt;
|developer = {{Dev|14bit}}&amp;lt;br&amp;gt;{{Dev|abp}}&amp;lt;br&amp;gt;{{Dev|rami}}&amp;lt;br&amp;gt;{{Dev|Waugh101}}&amp;lt;br&amp;gt;{{Dev|Lurondor}}&amp;lt;br&amp;gt;{{Dev|moonley}}&amp;lt;br&amp;gt;{{Dev|NassimO}}&amp;lt;br&amp;gt;{{Dev|Damon}}&lt;br /&gt;
|release-date = January 30, 2026 ([[3.0.0]])&lt;br /&gt;
|map-environment = Rural&lt;br /&gt;
|map-setting = Evening&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[https://tf2classified.com/steampowered/ Steam release announcement page]|&lt;br /&gt;
To reach the safety of his illegally parked car, the Civilian will need to pass through the winery&#039;s tasting parlor, its fermentation plant, and a stuck-in-the-past visitor center—all connected by narrow European-style alleys with ample opportunity for RED to box him in.}}&lt;br /&gt;
Avanti is an official [[VIP]] map, set in the Napa Valley wine region of California. Its layout is based on the &#039;&#039;Team Fortress Classic&#039;&#039; Command Points map [https://wiki.teamfortress.com/wiki/Avanti_(Classic) Avanti]. BLU must escort the VIP to the Four control points, ending at his limousine at the winery&#039;s front gate.&lt;br /&gt;
&lt;br /&gt;
Avanti was released January 30th, 2026 as part of the game&#039;s official Steam release, patch [[3.0.0]].&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Avanti_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Point A ===&lt;br /&gt;
Red team starts at a forward spawn between Point B and Point C, while BLU team starts in an initial spawn area with two different exits. This spawn area is alike dustbowl, where the spawn room and setup gates are separate. BLU has two spawn rooms in this spawn area. There is a small covered picnic region next to a death pit, and an indoor route that gives BLU high ground above the courtyard, and a quick route to Point B&#039;s courtyard. Point A is housed inside a building with an open side, and routes up to it form below. When Point A is captured, BLU gains a forward spawnroom, and RED&#039;s spawn is pushed back to Point D.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Added vip_avanti&lt;br /&gt;
{{Update|3.0.2}}&lt;br /&gt;
* Fixed the final control point not triggering final control point warnings from the Announcer while being captured&lt;br /&gt;
* Even more improvements to collisions on the staircases around the fountain at Final&lt;br /&gt;
* Adjustments to clipping and detailing to make it easier to jump into the bell tower window from below&lt;br /&gt;
{{Update|3.0.8}}&lt;br /&gt;
* Clipping improvements&lt;br /&gt;
* Fixed several texture alignment issues&lt;br /&gt;
* Fixed several visible nodraws and dev textures&lt;br /&gt;
* Reworked the windows on Red&#039;s highground at Final&lt;br /&gt;
* Reworked health and ammo around Final&lt;br /&gt;
* Fixed misaligned spawn trigger at Red&#039;s final spawn&lt;br /&gt;
* Fixed several small gaps in geometry around the fences at Final&lt;br /&gt;
* Detailing adjustments around Final to improve player readability&lt;br /&gt;
* Lighting adjustments around Final to improve player readability&lt;br /&gt;
* Updated navigation mesh&lt;br /&gt;
{{Update|3.1.0}}&lt;br /&gt;
* Added light fixtures to the wine cellar underneath point A&lt;br /&gt;
* Fixed a case where sometimes the one-way door in BLU&#039;s forward spawn would get stuck closed if a player exited and entered the trigger with extremely precise timing&lt;br /&gt;
* Removed full ammo pack on RED&#039;s battlements at Final&lt;br /&gt;
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		<author><name>Jill4tres</name></author>
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