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	<title>TF2 Classified Wiki - User contributions [en]</title>
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	<updated>2026-05-31T19:20:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=9841</id>
		<title>Coilgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=9841"/>
		<updated>2026-02-02T22:35:55Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=deflect coilgun&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=16 &lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Charge up for more damage}}&lt;br /&gt;
{{Loadout neutral|Fully charged shots ricochet off walls, and explode in your hand when overcharged}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;No steak, but a whole heap o&#039; sizzle.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Coilgun&#039;&#039;&#039; is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It&#039;s a futuristic laser pistol, made out of a slightly rusty blue-tinted metal, with a glass window revealing a yellow, glowing energy coil inside. The coil is yellow, and the metal is tinted blue, regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
Unlike the pistol, the Coilgun fires laser projectiles that do 25 damage instead of bullets. The tip of the laser will always be orange, while the trail will always be team-colored. Holding the primary fire button charges up the Coilgun&#039;s next shot, up to 1.5 seconds, increasing its damage up to 75, its accuracy up to 100%, and its projectile speed by 1.6 times. A charged shot can be released early for increased damage, accuracy, and projectile speed, scaling linearly between 0% charge and 100% charge. Any charged shot, regardless of percentage, will delay the user&#039;s next Coilgun shot. All Coilgun projectiles can be [[Flame Thrower|airblasted]], and will ricochet if reflected while charged.&lt;br /&gt;
&lt;br /&gt;
A fully charged shot will also ricochet the beam off walls. The beam will ricochet three times until it disappears, reducing its base damage by 15 for each ricochet. The user will not take damage from their own ricochet. In addition, the gun can be charged past its maximum amount, up to 3 seconds. Charging the gun for too long will result in the weapon overcharging, causing an explosion at the user&#039;s position. When the Coilgun explodes, the user takes 60 damage and deals up to 50 damage to any enemies nearby. The user is also knocked into the air, which can be used as an [[Jumping|explosive jump]] if timed correctly. This allows the Engineer to get to positions that would otherwise be impossible. The user gains more height by crouching, and the most height by jumping while crouched before the explosion.&lt;br /&gt;
&lt;br /&gt;
As a consequence of the Coilgun&#039;s alternate fire, the user cannot pick up their buildings while it is equipped. However, if timed precisely, the user can pick up their buildings during an overcharge jump by switching to another weapon and pressing the alternate fire key.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Gunspinning&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 25&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 75&amp;lt;br&amp;gt;{{tooltip|50|Overcharged}}&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | critical = 75&lt;br /&gt;
 | critical-charged = 225&amp;lt;br&amp;gt;{{tooltip|150|Overcharged}}&lt;br /&gt;
 | mini-crit = 34&lt;br /&gt;
 | mini-crit-charged = 101&amp;lt;br&amp;gt;{{tooltip|68|Overcharged}}&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 60%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 60&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Alt fire}}&amp;lt;/br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.5 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
 | charge-fill-speed = 66.66% / s&amp;lt;br&amp;gt;{{tooltip|33.33% / s|Overcharge}}&lt;br /&gt;
 | charge-fill-time = 1.5 s&amp;lt;br&amp;gt;{{tooltip|3 s|Overcharge}}&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&amp;lt;/br&amp;gt;{{tooltip|1 s|Overcharge - Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Admiralty Anchor v. Shovel&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Charging up shots deals more damage and allows ricochets&lt;br /&gt;
➕ Overcharge allows for an explosive jump&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Lower firing speed&lt;br /&gt;
➖ Much less ammo&lt;br /&gt;
➖ Shoots slow-moving projectiles when uncharged&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_blindcoilricochet}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Pistola Espiral|pt-br_m=Coilgun&lt;br /&gt;
|bg=Бобинен пистолет|bg_m=Coilgun&lt;br /&gt;
|en=Coilgun&lt;br /&gt;
|fr=Pistolet à induction|fr_m=Induction Gun&lt;br /&gt;
|de=Spulenpistole|de_m=Coilgun&lt;br /&gt;
|it=Pistola a bombina|it_m=Coilgun&lt;br /&gt;
|ro=Pistol de lazere|ro_m=Laser Gun&lt;br /&gt;
|ru=Пушка Гаусса|ru_m=Gauss Gun&lt;br /&gt;
|es=Bobiductor|es_m=Coilductor&lt;br /&gt;
|uk=Пістолет Гаусса|uk_m=Gauss pistol&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 the Coilgun&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fixed the Coilgun&#039;s alt-fire preventing reloading when empty&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fully charged shots are now 100% accurate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now beeps on full charge, and has a meter that displays time before overcharge&lt;br /&gt;
* Lowered Coilgun, [[SMG]], and [[Revolver]] spread by 20%&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Removed secondary fire, primary fire now charges when held&lt;br /&gt;
* New firing and charging animations&lt;br /&gt;
* Charged shots now have a unique sound&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Coilgun is loosely based off of the [[tf:Railgun (Classic)|Railgun]] from &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* The Coilgun overcharge can actually deal up to 60 damage, but since this requires being physically inside an enemy player, this is unlikely to be achieved in normal gameplay.&lt;br /&gt;
* The Coilgun can randomly crit on an overcharge.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* While there are [[Tf:Jumping#Engineer_jumps|various explosive jumps]] the Engineer can utilize in live &#039;&#039;TF2&#039;&#039;, the Coilgun&#039;s explosive jump may be far superior as he takes the least damage when jumping on great heights and doesn&#039;t need at most a level 3 [[Sentry Gun]] and a [[Tf:Wrangler|Wrangler]] to &amp;quot;Sentry jump&amp;quot; or to be close with an enemy to &amp;quot;Energy Orb jump&amp;quot; with the [[tf:Short Circuit|Short Circuit]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode&amp;gt;&lt;br /&gt;
CoilgunConcept.png|Coilgun concept art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Chekhov%27s_Punch&amp;diff=9716</id>
		<title>Chekhov&#039;s Punch</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Chekhov%27s_Punch&amp;diff=9716"/>
		<updated>2026-02-01T18:58:25Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=chekhov&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Chains&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|On hit: Store up to 3 critical hits}}&lt;br /&gt;
{{Loadout positive|Stored crits are consumed by all weapons}}&lt;br /&gt;
{{Loadout negative|Melee damage taken will crit on wearer}}&lt;br /&gt;
{{Loadout negative|Melee will crit only at full capacity}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;If one is to equip these chains, then they should be punched with.&amp;quot;}}&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Chekhov&#039;s Punch&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 publicity blurb]|Hitting enemies with Chekhov&#039;s Punch stores critical hits, which you&#039;ll consume and activate whenever you attack with your other weapons. And you&#039;re going to need them—you take guaranteed crit damage from all melee sources if you&#039;re carrying Chekhov&#039;s Punch, even if you have another weapon in your hands.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chekhov&#039;s Punch&#039;&#039;&#039; is an alternate melee weapon for the [[Heavy]] added in the [[Fight or Flight]] update. They are the Heavy&#039;s own [[Fists]], wrapped in chains. Chains appear on the Heavy&#039;s arms when the weapon is equipped, regardless of whether it is active. The user can left or right click to throw a left or right punch, but this has no effect on usage. When dealing critical damage, instead of the typical uppercut, the Heavy&#039;s fists will both come down at once and cause the enemy to violently explode. In addition, Chekhov&#039;s Punch lacks the taunt kill of the Fists. As a hidden attribute, Chekhov&#039;s Punch has a 65% increase in attack range compared to all other melee weapons.&lt;br /&gt;
&lt;br /&gt;
They are identical to the Fists in terms of damage. However, each hit on an enemy (except for invulnerable enemies and disguised [[Spy|Spies]]) stores up to 3 [[critical hits]], which are shared between all of Heavy&#039;s weapons. When the Heavy has a critical charge, his hands and weapons will glow with a crit-boost effect. In exchange, the Heavy takes critical damage from all melee hits, whether or not Chekhov&#039;s Punch is active or has any charges. In addition, it will only deal critical damage during melee attacks if the user has exactly 3 crits stored. If the Heavy has less than 3 charges, his hands will glow, but will lack the typical electric particle effect.&lt;br /&gt;
&lt;br /&gt;
Using a charge will give 1.5 seconds of crits to automatic weapons and a single crit on single-shot weapons. Missing a charged hit will not use up the charge. If the user is crit-boosted through other means, no charges will be consumed. &lt;br /&gt;
&lt;br /&gt;
Using a critical [[Sandvich]] will also consume a charge, giving 360 health with overheal when eaten, or giving 100% health to an ally when thrown. A charge will be consumed even if the player is at 450 health when eaten, and picking up a thrown critical Sandvich will not refund a charge.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Knockout&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Chekhov&#039;s Punch v. Fists&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Each attack stores a guaranteed crit for all weapons to a maximum of three&lt;br /&gt;
➕ Has a much higher range&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ No random crits&lt;br /&gt;
➖ Melee damage taken deals critical damage on the wearer&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_chekhov_crit_kill}}&lt;br /&gt;
{{Achievement|achievement_heavy_shotgun_crits}}&lt;br /&gt;
{{Achievement|achievement_chekhov_shock}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added Chekhov&#039;s Punch&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Overhauled sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Updated the [[Minigun]]:&lt;br /&gt;
** Each stored Chekhov&#039;s Punch [[Critical hit|crit]] now takes 1.5s of firing to deplete (from 0.75s)&lt;br /&gt;
* Updated the [[Sandvich]]:&lt;br /&gt;
** Consumes one Chekhov&#039;s Punch stored [[Critical hit|crit]] when thrown or eaten&lt;br /&gt;
* The chain wearable now [[Critical hit|critglows]] in both first person and third person&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Sounds for gaining or losing [[crit]]s are now audible to all players&lt;br /&gt;
* [[Critical hits|Critglows]] are now only visible on the [[weapon]]&#039;s own model if [[crit]]s are full&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* No longer loses crits on missed melee swings&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The name Chekhov&#039;s Punch comes from the term &amp;quot;[https://en.wikipedia.org/wiki/Chekhov%27s_gun Chekhov&#039;s Gun]&amp;quot;, a trope where something is shown at the beginning of a story and is used at the end. This matches the theme of this weapon, as it stores crits for later.&lt;br /&gt;
* The backpack icon for Chekhov&#039;s Punch has Heavy&#039;s arms colored significantly darker than usual.&lt;br /&gt;
* Switching to the Fists from Chekhov&#039;s Punch allows you to keep and use the critical charges gained. This also allows the Fists to use critical hits on any number of charges. The crits are not used on the Fists&#039; &amp;quot;High Noon&amp;quot; taunt kill.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fight or flight heavy.png|left|thumb|Promotional image of the Heavy with Chekhov&#039;s Punch in his back pocket, and also the [[Anti-Aircraft Cannon]].]]&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_maps&amp;diff=9715</id>
		<title>List of maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_maps&amp;diff=9715"/>
		<updated>2026-02-01T18:53:23Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: missed credit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article contains the &#039;&#039;&#039;list of maps&#039;&#039;&#039; in &#039;&#039;Team Fortress 2 Classified&#039;&#039;. Only maps that officially ship with &#039;&#039;Team Fortress 2 Classified&#039;&#039; are listed here.&lt;br /&gt;
&lt;br /&gt;
== Map types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Prefix&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Number of maps&lt;br /&gt;
|-&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[King of the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;kotf_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Special Delivery]]&lt;br /&gt;
| &amp;lt;code&amp;gt;sd_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Territorial Control]]&lt;br /&gt;
| &amp;lt;code&amp;gt;tc_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Territorial Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;td_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sub types ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Number of maps&lt;br /&gt;
|-&lt;br /&gt;
| [[Four-Team]]&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Medieval]]&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Map&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Map Type&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;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Version Added&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Developers&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (Arena)|Badlands]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Flask]]&lt;br /&gt;
| [[Arena]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4arena_flask&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Drudlyclean the Skeledude&amp;lt;br&amp;gt;Trotim&lt;br /&gt;
|-&lt;br /&gt;
| [[Floodgate]]&lt;br /&gt;
| [[Arena]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4arena_floodgate&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| [https://gamebanana.com/members/1384110 savva]&amp;lt;br&amp;gt;HypnOS 1999&amp;lt;br&amp;gt;Lev1679&lt;br /&gt;
|-&lt;br /&gt;
| [[Granary (Arena)|Granary]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_granary&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Lumberyard]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_lumberyard&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Nucleus (Arena)|Nucleus]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_nucleus&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Offblast]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_offblast_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Magnar &amp;quot;insta&amp;quot; Jenssen&lt;br /&gt;
|-&lt;br /&gt;
| [[Ravine]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_ravine&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (Arena)|Sawmill]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Watchtower]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_watchtower&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197966249675 Joshua &amp;quot;JoshuaC&amp;quot; Shiflet]&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Arena)|Well]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Amaranth]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_amaranth&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
| [https://steamcommunity.com/id/awsswefasefsfsd Berry]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561198003981752 Theo &amp;quot;TheoF114&amp;quot; Fletcher]&lt;br /&gt;
|-&lt;br /&gt;
| [[DeGroot Keep]]&lt;br /&gt;
| [[Attack / Defense]] ([[Medieval]])&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_degrootkeep&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Dustbowl]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_dustbowl&amp;lt;/code&amp;gt;&lt;br /&gt;
| Initial release&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Egypt]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_egypt_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197970803850 Sean &amp;quot;Heyo&amp;quot; Cutino]&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace Creek]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_furnace_rc1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
| [https://steamcommunity.com/id/Y_M Tim &amp;quot;YM&amp;quot; Johnson]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197997491987 Fay L. &amp;quot;nineaxis&amp;quot; Fabry]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/snipergen Jeroen &amp;quot;Snipergen&amp;quot; Dessaux]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197994150794 Aeon &amp;quot;Void&amp;quot; Bollig]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorge (Attack / Defense)|Gorge]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gorge&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Gravel Pit]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gravelpit&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Junction]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_junction_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197970803850 Sean &amp;quot;Heyo&amp;quot; Cutino]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mountain Lab]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_mountainlab&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197987845309 Valentin &amp;quot;3DNJ&amp;quot; Levillain]&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_steel&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197961877926 Jamie &amp;quot;Fishbus&amp;quot; Manson]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197960545005 Dan &amp;quot;Irish Taxi Driver&amp;quot; Merboth]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197971128200 FLOOR_MASTER]&lt;br /&gt;
|-&lt;br /&gt;
| [[2Fort]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_2fort&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Double Cross]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_doublecross&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Landfall]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_landfall&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
|[https://steamcommunity.com/profiles/76561197973859098 Andrew &amp;quot;Dr. Spud&amp;quot; Thompson]&amp;lt;br&amp;gt;Fay L. &amp;quot;nineaxis&amp;quot; Fabry&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197971792497 Mark &amp;quot;Shmitz&amp;quot; Major]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pelican Peak]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_pelican_peak&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2.0.4]]&lt;br /&gt;
|[https://steamcommunity.com/id/AnotherBadPun abp]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/void001 void]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/barnwellewell Stuffy360]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/EwoV2Po chin]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/phi666 phi]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/divadan Diva Dan]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/erkerk erk]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/KrazyZark KrazyZark]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/Emil_Rusboi Emil]&lt;br /&gt;
|-&lt;br /&gt;
| [[Penguin Peak]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_penguin_peak&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2.1.3]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;void&amp;lt;br&amp;gt;Stuffy360&amp;lt;br&amp;gt;chin&amp;lt;br&amp;gt;phi&amp;lt;br&amp;gt;Diva Dan&amp;lt;br&amp;gt;erk&amp;lt;br&amp;gt;KrazyZark&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (Capture the Flag)|Sawmill]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Turbine]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_turbine&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| [https://gamebanana.com/members/260401 Flobster]&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Capture the Flag)|Well]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (Control Points)|Badlands]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Coldfront]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_coldfront&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|[https://steamcommunity.com/profiles/76561198000167056 Eric &amp;quot;Icarus&amp;quot; Wong]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197987812857 David &amp;quot;Selentic&amp;quot; Simon]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197994150794 Aeon &amp;quot;Void&amp;quot; Bollig]&amp;lt;br&amp;gt;Tim &amp;quot;YM&amp;quot; Johnson&lt;br /&gt;
|-&lt;br /&gt;
| [[Fastlane]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_fastlane&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197960357189 Arttu &amp;quot;SK&amp;quot; Mäki]&lt;br /&gt;
|-&lt;br /&gt;
| [[Foundry]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_foundry&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Freight]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_freight_final1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Jamie &amp;quot;Fishbus&amp;quot; Manson&amp;lt;br&amp;gt;Mitch &amp;quot;ol&amp;quot; Robb&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorge (Control Points)|Gorge]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_5gorge&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Granary (Control Points)|Granary]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_granary&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Gullywash]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gullywash_final1&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Jan &amp;quot;Arnold&amp;quot; Laroy&lt;br /&gt;
|-&lt;br /&gt;
| [[Powerhouse]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_powerhouse&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Tidal]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_tidal_v4&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
| Sean &amp;quot;Heyo&amp;quot; Cutino&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Control Points)|Well]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Yukon]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_yukon_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197973935677 Patrick &amp;quot;MangyCarface&amp;quot; Mulholland]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197978391207 Freya &amp;quot;Acegikmo&amp;quot; Holmér]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydro (Domination)|Hydro]]&lt;br /&gt;
| [[Domination]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4dom_hydro&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Snowshoe&amp;lt;br&amp;gt;Drudlyclean the Skeledude&amp;lt;br&amp;gt;savva&lt;br /&gt;
|-&lt;br /&gt;
| [[Krepost]]&lt;br /&gt;
| [[Domination]] ([[Four-Team]] [[Medieval]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4dom_krepost&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| Suo&lt;br /&gt;
|-&lt;br /&gt;
| [[Oil Canyon]]&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_oilcanyon&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| MaartenS11&amp;lt;br&amp;gt;Suo&amp;lt;br&amp;gt;Trotim&amp;lt;br&amp;gt;Waugh101&lt;br /&gt;
|-&lt;br /&gt;
| [[Railway]]&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_railway&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| ultr4nima&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawtooth|Sawtooth Mountain]]&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_sawtooth&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| Suo&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;Mazern&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (King of the Hill)|Badlands]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Frigid]]&lt;br /&gt;
| [[King of the Hill]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4koth_frigid&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| wheatttttt&amp;lt;br&amp;gt;savva&lt;br /&gt;
|-&lt;br /&gt;
| [[Harvest]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_harvest_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Sean &amp;quot;Heyo&amp;quot; Cutino&lt;br /&gt;
|-&lt;br /&gt;
| [[Harvest (Event)]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_harvest_event&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Sean &amp;quot;Heyo&amp;quot; Cutino&amp;lt;br&amp;gt;Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Lakeside]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_lakeside_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valentin &amp;quot;3DNJ&amp;quot; Levillain&lt;br /&gt;
|-&lt;br /&gt;
| [[Nucleus (King of the Hill)|Nucleus]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_nucleus&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (King of the Hill)|Sawmill]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Viaduct]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_viaduct&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Badwater Basin (Payload)|Badwater Basin]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_badwater&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Barnblitz]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_barnblitz&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Frontier]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_frontier_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Patrick &amp;quot;MangyCarface&amp;quot; Mulholland&amp;lt;br&amp;gt;Arhurt&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold Rush]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_goldrush&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Hoodoo]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_hoodoo_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Tim &amp;quot;YM&amp;quot; Johnson&amp;lt;br&amp;gt;Jeroen &amp;quot;Snipergen&amp;quot; Dessaux&amp;lt;br&amp;gt;Fay L. &amp;quot;nineaxis&amp;quot; Fabry&amp;lt;br&amp;gt;Drew &amp;quot;Oxy&amp;quot; Fletcher&lt;br /&gt;
|-&lt;br /&gt;
| [[Jinn]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_jinn&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;[https://steamcommunity.com/id/14bit 14bit]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/heavywepon Boomsta]&amp;lt;br&amp;gt;Freyja&lt;br /&gt;
|-&lt;br /&gt;
| [[Thunder Mountain]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_thundermountain&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Upward]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_upward&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Hightower]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_hightower&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Nightfall]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_nightfall_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197972876953 Aaron &amp;quot;Psy&amp;quot; Garcha]&amp;lt;br&amp;gt;Paul Good&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipeline]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_pipeline&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Sisyphus]]&lt;br /&gt;
| [[Payload Race]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4plr_sisyphus&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Steam Release|3.0.0]]&lt;br /&gt;
| FizzyPhysics&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;Mazern&amp;lt;br&amp;gt;Sniffy&amp;lt;br&amp;gt;Erk&amp;lt;br&amp;gt;Moonley Rami&amp;lt;br&amp;gt;Pyrew Nassimo&amp;lt;br&amp;gt;Wheat&lt;br /&gt;
|-&lt;br /&gt;
| [[Doomsday]]&lt;br /&gt;
| [[Special Delivery]]&lt;br /&gt;
| &amp;lt;code&amp;gt;sd_doomsday&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydro (Territorial Control)|Hydro]]&lt;br /&gt;
| [[Territorial Control]]&lt;br /&gt;
| &amp;lt;code&amp;gt;tc_hydro&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Caper]]&lt;br /&gt;
| [[Territorial Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;td_caper&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;Emil&lt;br /&gt;
|-&lt;br /&gt;
| [[Sunnyside]]&lt;br /&gt;
| [[Territorial Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;td_sunnyside&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| fizzyphysics&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;erk&amp;lt;br&amp;gt;Suo&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|-&lt;br /&gt;
| [[Avanti]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_avanti&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Steam Release|3.0.0]]&lt;br /&gt;
| 14bit&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;Sam D. Wich&amp;lt;br&amp;gt;Lurondor&amp;lt;br&amp;gt;Ventrici&amp;lt;br&amp;gt;Wheat&amp;lt;br&amp;gt;rami&amp;lt;br&amp;gt;moonley&amp;lt;br&amp;gt;Old Hermit&amp;lt;br&amp;gt;Mazern&amp;lt;br&amp;gt;Omniary&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Badwater Basin (VIP)|Badwater Basin]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_badwater&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Drudlyclean the Skeledude&amp;lt;br&amp;gt;Benjamin &amp;quot;Benjamoose&amp;quot; Rudman&amp;lt;br&amp;gt;savva&lt;br /&gt;
|-&lt;br /&gt;
| [[Harbor|Blackstone Harbor]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_harbor&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Suo&amp;lt;br&amp;gt;Gadget&amp;lt;br&amp;gt;Hutty&amp;lt;br&amp;gt;Drudlyclean the Skeledude&lt;br /&gt;
|-&lt;br /&gt;
| [[Mineside]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_mineside&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Suo&lt;br /&gt;
|-&lt;br /&gt;
| [[Trainyard]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_trainyard&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| TheatreTechie&amp;lt;br&amp;gt;Drudlyclean the Skeledude&lt;br /&gt;
|-&lt;br /&gt;
| [[2Bridge]]&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_2bridge&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;14bit&amp;lt;br&amp;gt;Waugh101&lt;br /&gt;
|-&lt;br /&gt;
| [[Chopper]]&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_chopper&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Steam Release|3.0.0]]&lt;br /&gt;
| Damon&amp;lt;br&amp;gt;Waugh101&lt;br /&gt;
|-&lt;br /&gt;
| [[Drizzle]]&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_drizzle&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| 14bit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Achievement_guide&amp;diff=9714</id>
		<title>Achievement guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Achievement_guide&amp;diff=9714"/>
		<updated>2026-02-01T18:51:00Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: Don&amp;#039;t give away the Brick&amp;#039;s Secrets (request by devs)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all &#039;&#039;&#039;achievements&#039;&#039;&#039; available in &#039;&#039;Team Fortress 2 Classic&#039;&#039;, alongside a short guide on how to complete them, and an explanation of the name. There are currently 99 achievements, available in six &amp;quot;packs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some achievements&#039; descriptions are not helpful, are unintuitive or merely jokes, so this page aims to clear up any confusion that could arise from this. &lt;br /&gt;
&lt;br /&gt;
Achievements cannot be earned while &amp;lt;code&amp;gt;sv_cheats 1&amp;lt;/code&amp;gt; is enabled on the server the player is on.&lt;br /&gt;
&lt;br /&gt;
== Team Fortress 2 Classic Pack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Achievement&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Guide&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | A Calculated Accident || This achievement requires you to be playing as a [[Soldier]] with the [[R.P.G.]] equipped. Playing in open maps like [[2Bridge]] and [[Dustbowl]] is recommended for this achievement, as well as any gamemodes where many enemies would need to cluster in a small area, like Payload or CP. If you aren&#039;t in a map with large sightlines, when you are approaching the frontlines, try firing off a few shots at an upward angle towards where any enemies may be on the off-chance that you hit someone. This is made easier by the fact that the R.P.G. has no damage falloff, so there&#039;s no need to worry about not being able to finish off enemies at long range.&lt;br /&gt;
The achievement&#039;s name is likely a reference to the way the weapon must be used to unlock the achievement, by making calculated guesses where enemies might be, but given the long distance, it&#039;s likely that the only kills done would be by accident.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | KA-BLOOIE! || This achievement requires you to be playing as a [[Demoman]] with the [[Dynamite Pack]] equipped. The Dynamite Pack does enough damage to take out both a level 3 [[Dispenser]] and [[Sentry]], alongside the [[Engineer]] if he is absent-minded enough. The Engineer poses a problem, as he can disable your Dynamite Pack with a single hit from his [[Wrench]], so throw it at an Engineer&#039;s nest while he is absent or dead, and have it destroy his [[Buildings]]. You can also use it on [[Teleporters]] or [[Jump Pads]], which are often left unattended. Repeat this until you&#039;ve destroyed 5 of any buildings with the Dynamite Pack.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Fuse Refusal || As discussed above, this achievement requires you to be playing as an [[Engineer]]. Either wait for a [[Demoman]] to toss some [[Dynamite Pack|Dynamite]] your way, or leap into the fray and defuse any packs thrown at your teammates. To defuse it, simply hit it once with your [[Wrench]] within 2.5 seconds of it being thrown. This achievement is relatively simple, as the Dynamite Pack is a popular pick for Demoman players, and you only need to do this once to get the achievement. However, its short fuse time and the ability of the [[Cyclops]] to immediately detonate the pack will pose an issue to you if you are attempting to get this achievement.&lt;br /&gt;
The achievement is likely named &amp;quot;Fuse Refusal&amp;quot; because of the repeated &amp;quot;fuse&amp;quot; sound shared between the two words, creating a sense of consonance.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | An Experienced World Traveler || To get this achievement, you must play one full round on [[Dustbowl]], [[2Fort]], [[Badlands]] (Control Points), [[Casbah]] and [[Well]] (Capture the Flag). You can search for servers by map in the &amp;quot;Find Servers&amp;quot; tab, or simply play on official servers until the map rotation puts you on the ones you need.&lt;br /&gt;
The achievement is taken from TF2, which is just called &amp;quot;World Traveler&amp;quot;, and includes the maps [[2Fort]], [[Dustbowl]], [[Granary]], [[Gravel Pit]], [[Hydro]], and [[Well]] (CP).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Destructive Criticism || This achievement requires you to get lucky enough to play in a server with a Developer, Community Contributor or Beta Tester, and skilled enough to &amp;quot;dominate&amp;quot; them, by killing them 4 times without being killed by them once. If you do end up in a game with them, play as the class you are best at, or [[Spy]], so you can target them without too much resistance. &lt;br /&gt;
The achievement&#039;s name is likely a play on the phrase &amp;quot;constructive criticism,&amp;quot; which refers to helpful feedback meant to improve something. In contrast, the use of &amp;quot;destructive&amp;quot; here humorously reflects the way this &amp;quot;criticism&amp;quot; is delivered by repeatedly killing the developer(s).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Texan Predictability || This achievement requires you to be playing as an [[Engineer]] with the [[Coilgun]] equipped. Charge up the gun by holding down alt-fire, and once the bar turns red, it gains the ability to ricochet, or bounce off of surfaces. Enclosed, indoor spaces or chokepoints work best for this, like the tunnel in [[Dustbowl]], and aiming horizontally will give you the highest chance of hitting someone. Ricochet shots off the walls around a corner or bend, and hope you hit a weakened enemy. Each bounce will lower the damage of the shot, and it can only bounce 3 times before dissipating, so aim carefully.&lt;br /&gt;
The achievement&#039;s name is likely a reference to the Engineer&#039;s home state of Texas, and the fact that you need to predict both the ricochet of the Coilgun and your enemy&#039;s position.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Deep Sleep || This achievement requires you to be playing as a [[Spy]] with the [[Tranquilizer Gun]] equipped. Shoot an enemy, then go in for the kill. Beware, as shooting an enemy will alert them of your position and existence but will also colorblind them, lower their speed and ranged damage and make them take guaranteed [[Critical hits|Crits]] from melee weapons, making it easier for you to finish them off with your [[Knife]]. Mind that a critical hit with the Knife only does 120 damage, and the Tranquilizer Gun only does 20 damage, so try to target a light class. Do this ten times to get the achievement.&lt;br /&gt;
The achievement&#039;s name is likely a reference to what tranquilization actually does, knocking creatures unconscious, or &amp;quot;a deep sleep&amp;quot;, and the rhyming of the words &amp;quot;deep&amp;quot; and &amp;quot;sleep&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Birthday Blowout || This achievement requires you to be playing as a [[Pyro]]. Similarly to the Fuse Refusal achievement, this includes the defusal of a [[Dynamite Pack]], but by way of [[Airblast]] instead of the [[Wrench]]. The Dynamite Pack explodes after 2.5 seconds into four individual dynamite sticks, using the [[Flamethrower]], alt-fire to extinguish their fuses. Either wait for a [[Demoman]] to throw a Dynamite Pack at you, or seek them out to airblast them yourself. Extinguishing 20 of these sticks will get you the achievement.&lt;br /&gt;
A &amp;quot;birthday blowout&amp;quot; is an extravagant or over-the-top birthday celebration. It can also refer to the tradition of having lit candles on a birthday cake, and blowing on them to extinguish them. This could be seen as similar to the [[Pyro]] &amp;quot;blowing out&amp;quot; (airblasting) the &amp;quot;candles&amp;quot; (sticks of dynamite).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Badge of Shame || This achievement requires you to be playing in the [[VIP]] or [[VIP Race]] gamemodes. Approach the [[Civilian]] while he is alone or undefended, and just stand still. If he believes you are friendly, draw your melee weapon and hit him to provoke him. The Civilian&#039;s melee only does 35 damage, 105 on a crit, and he is unlikely to engage in combat, so try to corner him or put him in a situation where he believes he has no other choice but to engage you himself. Play as a non-threatening or &amp;quot;weak&amp;quot; class like [[Engineer]], [[Sniper]], [[Medic]], or [[Spy]] to encourage him to attack you, and try to take some damage beforehand to make it easier for him to finish you off with his melee.&lt;br /&gt;
This achievement&#039;s name comes from the term &amp;quot;Badge of Honor&amp;quot;; an expression of pride. Since the concept of being killed by a civilian is described as being &amp;quot;shameful&amp;quot;, you are not given a Badge of Honor, but of Shame.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gamemodes and Maps Pack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Achievement&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Guide&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | The Entrepreneur || This achievement requires you to be playing as the [[Civilian]] in the [[VIP]] gamemode, and win a round without dying. To do this, stick close to your teammates and watch out for [[Sniper]]s and [[Spies]]. Absolutely do not go ahead of your teammates or engage in direct combat. Be as cautious as possible. It would be beneficial to have a [[Medic]] healing you at all times.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Loyal Servant || This achievement requires you to be playing as a [[Medic]] in the [[VIP]] or [[VIP Race]] gamemodes. The Civilian has 200 health, can go up to 300 with overheal and is the main target of the enemy team, so he needs quite a bit of healing. With enough time, you will be able to reach 5000 points of healing done to a Civilian. Some progress towards this achievement can also be made with [[Heavy]]&#039;s [[Sandvich]]es, granting 100 health each to the Civilian, and with [[Engineer]]&#039;s [[Dispenser]]s.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Restraining Order Violation || This achievement requires you to be playing in the [[VIP]] or [[VIP Race]] gamemodes. To get the achievement, you must kill the enemy [[Civilian]] four times in a single round. This is done easiest with the pick classes like [[Sniper]] and [[Spy]], or through assists as a [[Medic]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | On The Run! || To get this achievement, you must play one full round on [[Badwater Basin (VIP)]], [[Blackstone Harbor]], [[Mineside]], and [[Trainyard]]. You can search for servers by map in the &amp;quot;Find Servers&amp;quot; tab, or simply play on official servers until the map rotation puts you on the ones you need.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Fraudulent Transaction || This achievement requires you to be playing as a [[Spy]] in the [[VIP]] or [[VIP Race]] gamemodes. Disguise yourself as a favorable Boost recipient, like [[Heavy]], [[Soldier]] or [[Medic]], and if the [[Civilian]] does boost you with his [[Umbrella]] ([[Mini-crit]]s) or [[Derby Cane]] ([[Haste]]), [[Knife|backstab]] him, or [[Revolver|shoot]] him if he&#039;s on low enough health.&lt;br /&gt;
A Fraudulent Transaction is the unauthorized use of an individual&#039;s accounts or payment information. However, in this achievement, the fraudulent transaction revolves around the Spy&#039;s unauthorized use of the Civilian&#039;s buff.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Total Domination || This achievement requires you to be playing in the [[Domination]] gamemode, preferably on [[Oil Canyon]], [[Railway]] or [[Sawtooth]]. to get the achievement, your team must have all of the [[Control point (objective)|Control Point]]s under their control. Play as a [[Scout]] for faster travel from point to point as well as a higher capture rate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Oil and Water || To get this achievement, you must play one full round on [[Oil Canyon]] and [[Hydro]]. You can search for servers by map in the &amp;quot;Find Servers&amp;quot; tab, or simply play on official servers until the map rotation puts you on the ones you need. You do not need to win to get the achievement.&lt;br /&gt;
Oil and Water as liquids are well-known for their inability to be mixed, and are both considered to be fairly precious. &amp;quot;Hydro-&amp;quot; or &amp;quot;Hydr-&amp;quot; as a prefix refers to water, as in &amp;quot;hydroelectric&amp;quot; and &amp;quot;hydration&amp;quot;, hence the achievement&#039;s name.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Undercover Boss || This achievement requires you to be playing as a [[Civilian]]. Stay near your teammates, and if they engage in combat, hide behind props, walls or corners. Your aura will still be accessible through walls. The aura grants 20% damage resistance, so if teammates take a total of 10000 damage while under its effects, you&#039;ll get the achievement for helping them resist a total of 2000 damage.&lt;br /&gt;
&amp;quot;Undercover Boss&amp;quot; was a reality TV show that saw high-ranking executives in multiple companies go undercover as &amp;quot;low-level&amp;quot; employees. Here, &amp;quot;undercover&amp;quot; takes on a much more literal meaning.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Employee of the Month || This achievement requires you to be playing on the same team as a [[Civilian]]. It is recommended you play as a [[Heavy]] or a [[Soldier]], but any class you are skilled at will work. If he buffs you, try to kill three enemies before the buff wears off. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | World&#039;s Best Boss || This achievement requires you to be playing as a [[Civilian]]. Grant a teammate a buff at an opportune time, and if they kill three enemies within the next 8 seconds, you will get this achievement. Do not, in most cases, rely on buffing [[Engineer]]s, [[Medic]]s or [[Spies]] while attempting this achievement.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Hostile Takeover || This achievement requires you to be playing in the [[VIP]] or [[VIP Race]] gamemodes. To get the achievement, you must kill the enemy [[Civilian]], then two enemies using the crit boost you receive. This is a relatively simple achievement, as Civilians are likely to be near multiple teammates at all times. This achievement is probably done easiest by a skilled sniper, as he can one-shot the Civilian with no warning, then land critical bodyshots on any two classes with [[Medic]] health or lower.&lt;br /&gt;
A Hostile Takeover is when a company acquires another against the wishes of that company&#039;s management. &lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Look Out for the Little Guy || This achievement requires you to be playing on the same team as a [[Civilian]]. Stay close to him, and if any enemies attack him, target them. Killing 20 enemies who&#039;ve recently damaged your VIP will grant you the achievement.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Urgent Care || This achievement requires you to be playing as a [[Medic]] in the [[VIP]] or [[VIP Race]] gamemodes. If a weaker enemy tries to engage the [[Civilian]] in close combat, after they hit him, target them and try to kill them with the [[Syringe Gun]], [[Bonesaw]] or a fully charged [[Shock Therapy]] hit. Killing the enemy that attacked your Civilian will grant you the achievement.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Triple Agent || This achievement requires you to be playing as a [[Spy]] in any [[Four-Team]] maps. Target one team at a time, and keep track of which team each enemies you&#039;ve backstabbed are on. If you manage to backstab at least one player from each of the three enemy teams in one round, you&#039;ll get this achievement.&lt;br /&gt;
A Double Agent is an agent who pretends to be working for for one organization, while actually being allied with the enemy, much like a disguised Spy in TF2C. A triple agent would be an agent working for one organization, while simultaneously pretending to be working for &#039;&#039;two&#039;&#039; enemy organizations. The achievement&#039;s name seems to be incorrect, as the Spy would effectively be acting as a &#039;&#039;quadruple&#039;&#039; agent, as he would be allied with, for example [[YLW]], and pretending to be working for &#039;&#039;three&#039;&#039; enemy organizations, RED, GRN, and BLU.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Archaeology || Follow the guide on the [[Jinn]] page on how to complete this achievement.&lt;br /&gt;
Archaeology is the study of the human past through the excavation and analysis of material remains.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Bridge over Doubled Water || This achievement requires you to be playing as a [[Civilian]] in the [[VIP Race]] gamemode. You need to win a full round on both [[2Bridge]] and [[Drizzle]].&lt;br /&gt;
The achievement&#039;s name is a reference to the phrase &amp;quot;Bridge over troubled water&amp;quot;, but since there are 2 Bridges, the water is &amp;quot;doubled&amp;quot;. &lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Back to the Drawing Board || This achievement requires you to be playing in the [[VIP Race]] gamemode. Wait until the enemy [[Civilian]] captures the first point, then kill him. This will reset the point, and award you the achievement.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Fast-track Status || This achievement requires you to be playing as a [[Civilian]] in the [[VIP Race]] gamemode. You&#039;ll need to have some luck to get this achievement, as this achievement relies on having highly skilled  teammates and/or low-skilled enemies. If your team can manage to win a round in under 3 minutes, you&#039;ll unlock the achievement.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Escape Artist || This achievement requires you to be playing in the [[VIP Race]] gamemode. If the timer runs out, you&#039;ll enter Sudden Death mode. You&#039;ll be unable to respawn, so if your [[Civilian]] dies, you lose. If your Civilian escapes during Sudden Death mode, you&#039;ll get the achievement.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | The Big Short || This achievement requires you to be playing as a [[Civilian]] with a Civilian on the enemy team. Stay near your teammates who are engaging with the enemy team and targeting the enemy VIP. If you assist in four kills against that VIP, you&#039;ll gain this achievement.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Playmaker || This achievement requires you to be playing on [[2Bridge]]. Inside spawn, there is a functional air hockey table. Shoot the puck to knock it into the slot opposite from you three times to unlock the achievement.&lt;br /&gt;
In hockey, a playmaker is a player who excels at setting up scoring opportunities for their teammates through skillful passing.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Fowl Play || This achievement requires you to be playing on [[Sunnyside]]. From point A, there is a structure with a large &amp;quot;C&amp;quot; over a doorway. Enter this building, and under the planks with the large health pack on it, is a pair of spinning crushers. Chase a chicken into that hole to unlock the achievement.&lt;br /&gt;
This achievement&#039;s name is a play on the phrase &amp;quot;foul play&amp;quot;, which refers to unfair or dishonest behavior. &amp;quot;Fowl&amp;quot; is a catch-all term for domesticated birds, especially and in this case, poultry.&lt;br /&gt;
|}&lt;br /&gt;
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== Stock Pack ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Achievement&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Guide&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Je Suis James || This achievement requires you to be playing as a [[Spy]] with the [[Revolver]] equipped. The Revolver does up to 60 damage at point-blank range, and as a Spy, you can see enemy&#039;s health, so use this knowledge to your advantage to finish off weakened or isolated enemies with your Revolver. Cloak and retreat every time you do this to avoid dying, and getting three Revolver kills in a single life will grant you this achievement.&lt;br /&gt;
The achievement&#039;s name is French for &amp;quot;I am James&amp;quot;, which is likely a reference to another spy, James Bond&#039;s catchphrase; &amp;quot;The name&#039;s Bond, James Bond.&amp;quot; A more accurate translation for this, however, would be &amp;quot;Je m&#039;appelle James&amp;quot; (My name is James/I call myself James) or &amp;quot;Le nom est James&amp;quot; (The name is James)&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Aged Like Wine || This achievement requires you to be playing as a [[Demoman]] with the [[Stickybomb Launcher]] equipped. Place stickybombs in a place where enemies are likely to be (usually the objective), and detonate them when an enemy gets close to them after 5 seconds. The Stickybomb Launcher has a damage falloff mechanic where it doesn&#039;t do the maximum damage until after 5 seconds of being placed.&lt;br /&gt;
The phrase &amp;quot;Aged Like Wine&amp;quot; refers to something or someone that has improved with time, here referring to the stickybombs themselves&#039; damage increasing over time.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | If He Dies... || This achievement requires you to be playing as a [[Heavy]] with the [[Fists]] equipped. To get this achievement, you need to kill an enemy that is brandishing their melee weapon. Good targets include [[Engineer]]s and [[Spies]] who will be holding their melee weapons often, [[Medic]]s whose melee weapons are usually more reliable for damage than the syringe gun, &#039;&#039;especially&#039;&#039; if they&#039;re using the [[Überspritze]], unattended [[Civilian]]s, and [[Heavies]] using the [[Chekhov&#039;s Punch]].&lt;br /&gt;
The achievement&#039;s name is part of a quote from Rocky IV by Ivan Drago, &amp;quot;If he dies, he dies.&amp;quot; The character is also from the soviet union, and is a boxer, connecting him to Heavy through nationality and punching propensity.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | A Burning Memory || This achievement requires you to be playing as a [[Pyro]] with the [[Fire Axe]] equipped. Try to set as many enemies on fire as possible with your [[Flamethrower]] and [[Flare Gun]], and then die. if possible, kill any enemy [[Medics]], [[Pyro]]s, [[Civilian]]s or [[Dispenser]]s, as these can all cut their afterburn short. A full afterburn duration lasts 10 seconds, and deals a total of 60 damage. Setting 17 enemies on fire would suffice to complete the achievement, but since you aren&#039;t likely to be able to die immediately after setting someone on fire, it will likely take more.&lt;br /&gt;
A &amp;quot;Burning Memory&amp;quot; is a very vivid memory, one you aren&#039;t likely to forget. This is a play on words, as when you die, you are literally leaving a &#039;&#039;burning&#039;&#039; memory. It is also likely a reference to the popular song &amp;quot;It&#039;s Just a Burning Memory&amp;quot; by The Caretaker. - https://www.youtube.com/watch?v=xADSDapqn9o&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Full Transparency || This achievement requires you to be playing as a [[Spy]] with the [[Invis Watch]] equipped. While disguised and cloaked, stand near an enemy dispenser until your cloak meter refills, earning you the achievement. Try not to use a frequently used dispenser, and if an unattended one can be found, cloak near it. Level one dispensers will not be enough to sustain your cloak meter while invisible, so it needs to be at least level 2.&lt;br /&gt;
The phrase &amp;quot;Full Transparency&amp;quot; means to be completely open and honest. This is ironic because in order for the Spy to receive &amp;quot;full transparency&amp;quot; (i.e. full cloak meter), from the dispenser, he needs to deceive it by disguising.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Tele-Tourism || This achievement requires you to be playing as an [[Engineer]] with the [[PDA: Teleporter]] equipped. Place the entrance outside of spawn, and the exit as far as possible. To get the achievement, you need to teleport your teammates over a total distance of 10 kilometres, or 525,000 Hammer Units.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Phony Express || This achievement requires you to be playing as a [[Spy]]. Disguise as an enemy, and go to their spawn. Outside of it should be a teleporter. Use it, then backstab the nearest enemy Engineer. If done quickly enough, this will earn you the achievement.&lt;br /&gt;
This achievement&#039;s name is likely a reference to the Pony Express, an American mail delivery service that relied on a relay system of horseback riders to deliver mail across the country from 1860-1861.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Shotgun Messenger || This achievement requires you to be playing as a [[Pyro]] with the [[Shotgun]] equipped. In order to get this achievement, you need to land 3 shots where every pellet hits the enemy within 5 seconds. To do this, you need to be very close to an enemy. Getting a [[Haste]] boost from the [[Civilian]] would make this much easier. Target slower and less mobile classes for better results.&lt;br /&gt;
A &amp;quot;Shotgun Messenger&amp;quot; was a private guard for messengers who usually wielded a sawed-off shotgun to stave off bandits or raiders.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Molten Steal || This achievement requires you to be playing as a [[Pyro]] with the [[Flare Gun]] equipped. Stay near any other Pyros on your team, and if they set anyone on fire, shoot them with a flare. Killing an enemy in this way will grant you the achievement.&lt;br /&gt;
The achievement&#039;s name is a reference to molten steel, the liquid state of the iron-carbon alloy at around 1400 °C (~2500 °F). The &amp;quot;steal&amp;quot; part comes from &amp;quot;killstealing&amp;quot;, or finishing off an enemy that another player did the majority of the damage to, in order to take credit for the kill.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Mine&#039;s Bigger Than Yours || This achievement requires you to be playing as a [[Heavy]] with the [[Minigun]] equipped. Engage in combat with enemy heavies, try to ambush them and/or have a [[Medic]] healing you, but don&#039;t kill them too quickly, as they need to be revved-up to count as progress towards the achievement.&lt;br /&gt;
The achievement&#039;s name, as well as it&#039;s icon is likely a reference to a comparison of the sizes of the manhood of the Heavies, or even the players.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Traditional Medicine || This achievement requires you to be playing as a [[Medic]] with the [[Medi Gun]] or the [[Kritzkrieg]] equipped. Realistically, that is all you need to do, use those two mediguns effectively, and if done for long enough, you will accumulate 200,000 heal points. Consult the [[Basic Medic Strategy]] article for how to do this.&lt;br /&gt;
&amp;quot;Traditional Medicine&amp;quot; is a form of healthcare practices and knowledge passed down and developed over generations, often emphasizing holistic approaches and herbs. The mediguns are both traditional and very untraditional, as compared to the [[Rejuvenator]] from TF2C (2025), the mediguns from TF2 (2007 &amp;amp; 2008) could be considered &amp;quot;traditional healing&amp;quot; or medicine. They are also very untraditional, as the mediguns are devices entirely concocted by the Medic himself, and do not share any similarities with any real-life forms of medicine, traditional or modern.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Shrimp on the Barbie || This achievement requires you to be playing as a [[Sniper]] with the [[Huntsman]] equipped. Use the torches on [[DeGroot Keep]] or [[Krepost]] to light your arrows, or the [[Flamethrower|flames]] of a friendly [[Pyro]]. Getting a kill with this flaming arrow on an enemy standing near a wall can cause that enemy to be pinned to said wall, granting you this achievement.&lt;br /&gt;
Shrimp on the Barbie, or shrimp on the barbeque, is a stereotypically Australian dish of multiple shrimp skewered on a kebab and then barbequed. In this achievement, the shrimp is your enemy, the kebab is the arrow, and the barbequing is the flames from the arrow.&lt;br /&gt;
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== Death and Taxes Pack ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Achievement&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Guide&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | I&#039;m Just Needling You || This achievement requires you to be playing as a [[Spy]] with the [[Tranquilizer Gun]] equipped. Use Spy&#039;s ability to see enemies&#039; health to find an enemy that is on 20 health or less, and kill him with your tranquilizer gun from a long range. The projectile does not fall much, but you will need to compensate horizontally for any movement as the projectile is quite slow at long ranges.&lt;br /&gt;
the phrase &amp;quot;I&#039;m just needling you&amp;quot; is in the same camp as phrases like &amp;quot;I&#039;m just pulling your leg&amp;quot;, meaning teasing or messing with someone.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Enter Sandman || This achievement requires you to be playing as a [[Spy]] with the [[Tranquilizer Gun]] equipped. Tranquilize enemies that are about to be or are in a confrontation, from close range if possible to maximize the duration of the effect. All damage teammates deal to tranquilized enemies will grant you [[Scoreboard|support points]]. Getting 2000 support points in this way will grant you the achievement.&lt;br /&gt;
&amp;quot;Enter Sandman&amp;quot; is likely a reference to Metallica&#039;s 1991 song of the same name; https://www.youtube.com/watch?v=CD-E-LDc384 &lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Rude Awakening || To get this achievement, use your melee weapon to kill a tranquilized enemy. Because [[tranquilization]] causes enemies to take guaranteed crits, the only difficult part of getting this achievement is to find a tranquilized player.&lt;br /&gt;
The term &amp;quot;rude awakening&amp;quot; here is a double entendre; referring to both being waken up in a rude manner (with tranquilization being &amp;quot;sleep&amp;quot; and getting melee&#039;d being the &amp;quot;awakening&amp;quot;), and the common meaning of coming to an unpleasant realization regarding something previously thought to be easy.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Air Sickness || This achievement requires you to be playing as a [[Spy]] with the [[Tranquilizer Gun]] equipped and hit an airborne enemy.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Sleepwalker || To obtain this achievement, you need to kill 5 enemy [[Spy|Spies]] who have hit you with their [[Tranquilizer Gun]].&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Turn a Blind Eye || This achievement requires you to deal 5000 damage to enemies with mines from the [[Mine Layer]] where the mines are out of view. &lt;br /&gt;
The term &amp;quot;Turn a Blind Eye&amp;quot; means to pretend not to notice an action.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Prime of Your Life || To get this achievement, you need to damage enemies with 16 mines that have been active for at least 5 seconds in a single life. &lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Like A Little Bunny || To get this achievement, you need to trigger 8 enemy mines through the means of walking near them without taking damage to yourself. The mines need to be at least 5 seconds old.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Disarmament || To get this achievement, as a [[Heavy]], trigger an enemy mine without walking near it. The mine has to be at least 5 seconds old.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Bourbon Flight || To get this achievement, you need to find an enemy mine and blast jump off it and travel a &amp;quot;long distance&amp;quot;. To do this, crouch-jump over a mine and let it detonate and propel you forward. Try get a 45 degree angle to get the furthest distance.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | 1, 1, 1, Uhh... || To obtain this achievement, get a taunt kill with the [[Dynamite]]. This is hard to do so standing around corners or walls near densely populated areas would be a best bet. &lt;br /&gt;
The achievement name is most likely a reference to Meet The Spy where the [[Soldier]] says this line whilst trying to input a code to a keypad to gain access to the Intelligence Room.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Nail Biter || This achievement requires you to destroy 5 enemy [[Sentry Gun]]s as a [[Scout]] with the [[Nail Gun]]&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Gauge the Distance || This achievement requires you to shoot enemies with 300 nails from 15 metres away.&lt;br /&gt;
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== Fight or Flight Pack ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Achievement&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Guide&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Fight or Flight || This achievement requires you to be airborne and kill another airborne class. Most easy class to do this with would be [[Soldier]] with rocket jumping with the stock [[Rocket-Launcher]] due to the clip size.&lt;br /&gt;
The name is a reference to the Update.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Dead Air || This achievement requires you to be playing as a [[Sniper]]. Using either the [[Sniper Rifle]], [[Hunting Revolver]] or [[Huntsman]], you need to get a headshot kill while the enemy is in midair. It is recommended not to use the Huntsman for this achievement, as its projectile-based nature does not allow for accurate and fast headshots required to hit an enemy in midair.&lt;br /&gt;
Dead air is time during a stream or broadcast, such as television or radio, where there is an unintended period with a lack of video and audio.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Summary Execution	|| This achievement requires you to be playing as a [[Pyro]] with the [[Harvester]] equipped. To get this achievement, you need to get a critical kill on all nine [[Classes]] (excluding the [[Civilian]]) with a full HEAT meter. To charge up a crit with the Harvester, you need to ignite an enemy with your [[Flamethrower]] or [[Flare Gun]], and then hold the weapon while your enemies are still taking afterburn damage. Once the meter is full, you will be granted a guaranteed crit with the weapon. Kill one of each class with a crit from the weapon to get this achievement.&lt;br /&gt;
Summary execution is the executing of a person accused of a crime without the benefit of a fair trial.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Head Rush	|| This achievement requires you to be playing as a [[Pyro]] with the [[Harvester]] equipped. Similarly to Summary Execution, you need to get critical kills with the Harvester. Getting three kills in this way in the same life will grant you the achievement. Act like a spy and shoot [[Flaregun|flares]] at enemies to increase your HEAT meter and flank enemies to get your kills.&lt;br /&gt;
A &amp;quot;head rush&amp;quot; refers to the brief, lightheaded or dizzy feeling that can occur when standing up too quickly, often due to a sudden drop in blood pressure.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Don&#039;t Fear the Reaper	|| Engage in combat with [[Pyro]]s with the [[Harvester]] in combat, and if they&#039;ve ignited a teammate, kill them. This should extinguish them, and doing this 5 times should grant you this achievement.&lt;br /&gt;
Don&#039;t Fear the Reaper is a reference to the 1976 song by Blue Öyster Cult - https://www.youtube.com/watch?v=Dy4HA3vUv2c&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | No, Time to Die || This achievement requires you to be playing as a [[Spy]]. Engage in combat with [[Pyro]]s with the [[Harvester]] in combat, and if they ignite you, kill them. This should extinguish you, granting you the achievement. Don&#039;t cloak, as this will reduce the duration of the afterburn.&lt;br /&gt;
No, Time to Die is a reference to the James Bond film No Time to Die, but made more threatening by adding a comma.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Setup and Payoff || This achievement requires you to be playing as a [[Heavy]] with the [[Chekhov&#039;s Punch]] equipped. Punch enemies three times to fully charge the Chekhov&#039;s Punch, then kill an enemy with the critical melee punch provided. Be careful and make use of the Chekhov&#039;s Punch&#039;s longer range to gain some crits.&lt;br /&gt;
Setup and Payoff is a reference to Chekhov&#039;s Gun, a film trick where if you show or set something up in a previous act, it must be used or &amp;quot;pay off&amp;quot; later.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Chekhov&#039;s What? || This achievement requires you to be playing as a [[Heavy]] with the [[Shotgun]] equipped. It&#039;s recommended you also have the [[Chekhov&#039;s Punch]] equipped, or at least a pocket [[Medic]] using the [[Kritzkrieg]]. To get this achievement, you need to get 10 kills with a critical shotgun blast. This will work best at close range, as more pellets are likely to hit. Use the Chekhov&#039;s Punch to build up crits and use them to kill enemies.&lt;br /&gt;
The question of &amp;quot;Chekhov&#039;s What?&amp;quot; could be answered in two different ways here; &amp;quot;Chekhov&#039;s Gun!&amp;quot; or &amp;quot;Chekhov&#039;s Punch!&amp;quot;. Chekhov&#039;s Gun is a reference to the setup and payoff film technique, and Chekhov&#039;s Punch is a reference to the TF2C weapon.&lt;br /&gt;
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| style=&amp;quot;background-color: #f1e9cb&amp;quot; | It&#039;s Dead! || This achievement requires you to be playing as a [[Medic]] with the [[Shock Therapy]] equipped. When the Shock Therapy is at 100% charge, it&#039;ll deal 100 damage, 300 damage on a crit, which is enough to kill a Heavy on full health. Attack a Heavy with the Chekhov&#039;s Punch equipped with the Shock Therapy at 100% charge to kill him in one hit, granting you the achievement.&lt;br /&gt;
It&#039;s Dead! Is likely a reference to a Frankenstein quote, another German mad scientist who brought his creation to life with a powerful surge of electricity. However, Frankenstein&#039;s quote was &amp;quot;It&#039;s Alive!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Terminal Velocity	|| To get this achievement, you need to use a [[Jump Pad]], and land on an enemy. If you kill them in this way, you&#039;ll get the achievement.&lt;br /&gt;
Terminal Velocity is the maximum falling speed that can be reached with earth&#039;s gravity and atmosphere.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Skyfall || This achievement requires you to be playing as a [[Spy]]. Use a [[Jump Pad]], then backstab an enemy when you land.&lt;br /&gt;
Skyfall is another James Bond film.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Fan the Flames || To get this achievement, you need to walk over a [[Jump Pad]] while on fire. Doing so will extinguish your afterburn and grant you the achievement.&lt;br /&gt;
The achievement&#039;s name is ironic, because fanning flames notoriously tends to make them stronger.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Fan Service || To get this achievement, you need to be playing as an [[Engineer]] using the [[PDA: Jump Pad]]. Just like the Tele-Tourism achievement, place Jump Pads outside of spawn. If they are used 1000 times, you&#039;ll get the achievement.&lt;br /&gt;
Fan Service refers to elements added to a work of fiction to appeal to the audience, often with a focus on sexual or risqué content.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Jumpstarter || To get this achievement, you need to be playing as an [[Engineer]] using the [[PDA: Jump Pad]]. Have teammates use your Jump Pads, and if they get a kill shortly after, you&#039;ll make progress towards the achievement. Have this happen 20 times, and you&#039;ll get the achievement. This will require you to place the Jump Pads close to the frontlines or the objective.&lt;br /&gt;
A jump starter is a portable battery device used to provide a temporary boost of power to a vehicle&#039;s dead or weak battery, allowing it to start the engine.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Out of Circulation || To get this achievement, you need to destroy 40 [[Jump Pad]]s.&lt;br /&gt;
Something that is Out of Circulation is something that is unavailable to the public or not in general use.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Back in a Flash || This achievement requires you to be playing as a [[Spy]] with [[L&#039;escampette]] equipped. Cloak and take advantage of the speed boost to quickly get behind enemy lines, collecting ammo packs to extend the cloak time, then backstab an enemy within 15 seconds of spawning.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Speedy Recovery || This achievement requires you to be playing as a [[Spy]] with [[L&#039;escampette]] equipped. While cloaked, if you take damage, collect an ammo pack without uncloaking. Doing so should refill your cloak meter and grant you the achievement.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Hunt Down the Frenchman || This achievement requires you to be fighting a [[Spy]] with [[L&#039;escampette]] equipped. If he cloaks, try to guess where he will go, and attack him. Using explosives or [[Flamethrower|fire]] will make this much easier.&lt;br /&gt;
The achievement&#039;s name is likely a reference to the Half-Life fan game; Hunt Down the Freeman, but since the Spy is a Frenchman, this replaces the word &amp;quot;Freeman&amp;quot; in the title.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Duck Season || This achievement requires you to be playing as a [[Heavy]] with the [[Anti-Aircraft Cannon]] equipped. Attack airborne enemies like rocket-jumping [[Soldier]]s, double-jumping [[Scout]]s, [[Twin Barrel]]-jumping [[Pyro]]s, [[Coilgun]]-jumping [[Engineer]]s, or players using the [[Jump Pad]]. Killing 9 airborne enemies will grant you this achievement. You&#039;ll know if it counts towards the achievement if the final hit was a non-boosted mini-crit.&lt;br /&gt;
The achievement is likely a reference to the practice of hunting ducks by shooting them out of the air for sport.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Collective Punishment	|| This achievement requires you to be playing as a [[Heavy]] with the [[Anti-Aircraft Cannon]] equipped. Attack enemies that are grouped together and land direct hits, dealing splash damage to nearby enemies. Dealing 2000 splash damage in this way will grant you this achievement.&lt;br /&gt;
Collective punishment is the act of punishing an entire group for the actions of one or some of its members.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Policy of Containment	|| This achievement requires you to be playing as a [[Heavy]] with the [[Anti-Aircraft Cannon]] equipped. Don&#039;t attack enemies in close range, and don&#039;t don&#039;t stay in indoor or enclosed spaces to avoid damaging yourself with the splash. Don&#039;t equip the [[Chekhov&#039;s Punch]] to discourage enemies from engaging you in close-range melee combat.&lt;br /&gt;
The &amp;quot;policy of containment&amp;quot; was a geopolitical strategy pursued by the United States during the Cold War to prevent the spread of communism. [[Heavy]] is from the USSR.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Red Scare	|| This achievement requires you to be fighting a [[Heavy]] with the [[Anti-Aircraft Cannon]] equipped. Get close to him as a [[Scout]], attack him and dodge his shots to make him get hit by his own splash damage. If he dies to the splash damage, you&#039;ll get the achievement.&lt;br /&gt;
The term &amp;quot;Red Scare&amp;quot; refers to periods of intense anti-communist paranoia and suspicion in the United States, particularly during the early 20th century and after World War II.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Rabbit Season	|| This achievement requires you to be playing as a [[Pyro]] with the [[Twin Barrel]] equipped. Getting one close-range shot where all the pellets hit an enemy [[Scout]] will grant you this achievement.&lt;br /&gt;
The achievement is likely a reference to the practice of hunting rabbits for sport.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Rip and Tear!	|| This achievement requires you to be playing as a [[Pyro]] with the [[Twin Barrel]] equipped. Getting ten close-range kills where all the pellets hit the enemy will grant you the achievement.&lt;br /&gt;
&amp;quot;Rip and Tear!&amp;quot; is a reference to the DOOM song of the same name - https://www.youtube.com/watch?v=U-3kJcBfQ9w&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Bringing the Heat	|| This achievement requires you to be playing as a [[Pyro]] with the [[Twin Barrel]] equipped. Jump and shoot behind you to boost yourself towards an enemy then kill them, best done with a [[Harvester]] crit.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Brick || ... &amp;lt;!--Don&#039;t add anything else here! Devs requested to keep this a secret--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Double Down Pack ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Achievement&lt;br /&gt;
! style=&amp;quot;text-align:center; font-size:16px; background-color:#583a31;color: white;&amp;quot; | Guide&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Unsinkable || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Don&#039;t Try This At Home || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Down with the Ship || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Breaking the Scale || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Combo Splatter || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Eagle Eye	|| Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Precise Demolition || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | And I Would Blast 500 Miles	|| Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Use More Bomb	|| Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Burst Your Bubble	|| Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | The Medical Record || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Marathon Surgery || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Herd Immunity	|| Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Prescription Fraud || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Doctors About Mortars	|| Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Crunch Culture || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Move Fast and Break Things || Example&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #f1e9cb&amp;quot; | Pecking Order	|| Example&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=3.0.1&amp;diff=9713</id>
		<title>3.0.1</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=3.0.1&amp;diff=9713"/>
		<updated>2026-02-01T14:37:50Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch&lt;br /&gt;
|prev = 3.0.0&lt;br /&gt;
|next = &lt;br /&gt;
|date = January 31, 2026&lt;br /&gt;
|major = &lt;br /&gt;
|update =&lt;br /&gt;
|blogpost = [https://steamcommunity.com/games/3545060/announcements/detail/493841450487776562 steam page]&lt;br /&gt;
|archives = &lt;br /&gt;
|new-weps = &lt;br /&gt;
|new-maps = &lt;br /&gt;
|mapfix = &lt;br /&gt;
|wepfix = &lt;br /&gt;
|genfix = yes&lt;br /&gt;
|bugfix = yes &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
=== Localization ===&lt;br /&gt;
&lt;br /&gt;
* Implemented Russian localization (Извините, мы забыли!)&lt;br /&gt;
**  Restart your Steam client for the option to appear&lt;br /&gt;
* Implemented Simplified Chinese closed captions&lt;br /&gt;
* Updated the localization files&lt;br /&gt;
=== Server browser ===&lt;br /&gt;
&lt;br /&gt;
* Temporarily disabled &amp;quot;friends playing&amp;quot; indicators while we are investigating bugs with the Steam API&lt;br /&gt;
* Attempted a fix for refresh button sometimes not working properly&lt;br /&gt;
* Sorting by player count no longer includes bot count&lt;br /&gt;
* Implemented thumbnail precaching&lt;br /&gt;
=== Crash Fixes ===&lt;br /&gt;
&lt;br /&gt;
* Fixed a crash when rendering healing combat text&lt;br /&gt;
* Fixed a crash with tracking on-kill [[achievements]]&lt;br /&gt;
* Fixed a crash with translucent renderable sprites&lt;br /&gt;
* Fixed a potential crash with missing scoreboard medals&lt;br /&gt;
* Fixed a potential crash upon cleaning up the control point icon HUD&lt;br /&gt;
* Fixed a potential crash when smooth scrolling through the menus&lt;br /&gt;
* Fixed crashes regarding [[Medic]] callers, grenade trails and the [[flamethrower]] particle&lt;br /&gt;
* Fixed crashes with disguised spy Target IDs with an invalid disguise target/weapon&lt;br /&gt;
* Fixed crashes when initializing stock weapons in the inventory manager&lt;br /&gt;
=== Performance improvements ===&lt;br /&gt;
&lt;br /&gt;
* Lowered player position precision back to default as we&#039;re investigating networking issues&lt;br /&gt;
* Removed shadows from grenade projectiles&lt;br /&gt;
* Limited max shadows to 32 by default &lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
* Fixed [[Sisyphus|4PLR Sisyphus]]&#039;s server browser thumbnail and mission briefing photos being VIP Trainyard&lt;br /&gt;
* Fixed Antialiasing option &amp;quot;None&amp;quot; always being detected as valid, thus not being selectable&lt;br /&gt;
* Fixed [[Spy|Spies]] being able to disguise as inactive teams&lt;br /&gt;
* Fixed user sprays being unable to be set via the options menu on Linux&lt;br /&gt;
* Fixed Control Points opening too early on some [[Arena]] maps&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_maps&amp;diff=9712</id>
		<title>List of maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_maps&amp;diff=9712"/>
		<updated>2026-02-01T14:27:31Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: Finished up the contributions for Sisyphus and Chopper (Thank you FizzyPhysics and Waugh101)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article contains the &#039;&#039;&#039;list of maps&#039;&#039;&#039; in &#039;&#039;Team Fortress 2 Classified&#039;&#039;. Only maps that officially ship with &#039;&#039;Team Fortress 2 Classified&#039;&#039; are listed here.&lt;br /&gt;
&lt;br /&gt;
== Map types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Prefix&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Number of maps&lt;br /&gt;
|-&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[King of the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;kotf_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Special Delivery]]&lt;br /&gt;
| &amp;lt;code&amp;gt;sd_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Territorial Control]]&lt;br /&gt;
| &amp;lt;code&amp;gt;tc_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Territorial Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;td_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sub types ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Number of maps&lt;br /&gt;
|-&lt;br /&gt;
| [[Four-Team]]&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Medieval]]&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Map&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Map Type&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;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Version Added&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Developers&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (Arena)|Badlands]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Flask]]&lt;br /&gt;
| [[Arena]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4arena_flask&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Drudlyclean the Skeledude&amp;lt;br&amp;gt;Trotim&lt;br /&gt;
|-&lt;br /&gt;
| [[Floodgate]]&lt;br /&gt;
| [[Arena]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4arena_floodgate&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| [https://gamebanana.com/members/1384110 savva]&amp;lt;br&amp;gt;HypnOS 1999&amp;lt;br&amp;gt;Lev1679&lt;br /&gt;
|-&lt;br /&gt;
| [[Granary (Arena)|Granary]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_granary&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Lumberyard]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_lumberyard&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Nucleus (Arena)|Nucleus]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_nucleus&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Offblast]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_offblast_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Magnar &amp;quot;insta&amp;quot; Jenssen&lt;br /&gt;
|-&lt;br /&gt;
| [[Ravine]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_ravine&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (Arena)|Sawmill]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Watchtower]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_watchtower&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197966249675 Joshua &amp;quot;JoshuaC&amp;quot; Shiflet]&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Arena)|Well]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Amaranth]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_amaranth&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
| [https://steamcommunity.com/id/awsswefasefsfsd Berry]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561198003981752 Theo &amp;quot;TheoF114&amp;quot; Fletcher]&lt;br /&gt;
|-&lt;br /&gt;
| [[DeGroot Keep]]&lt;br /&gt;
| [[Attack / Defense]] ([[Medieval]])&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_degrootkeep&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Dustbowl]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_dustbowl&amp;lt;/code&amp;gt;&lt;br /&gt;
| Initial release&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Egypt]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_egypt_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197970803850 Sean &amp;quot;Heyo&amp;quot; Cutino]&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace Creek]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_furnace_rc1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
| [https://steamcommunity.com/id/Y_M Tim &amp;quot;YM&amp;quot; Johnson]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197997491987 Fay L. &amp;quot;nineaxis&amp;quot; Fabry]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/snipergen Jeroen &amp;quot;Snipergen&amp;quot; Dessaux]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197994150794 Aeon &amp;quot;Void&amp;quot; Bollig]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorge (Attack / Defense)|Gorge]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gorge&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Gravel Pit]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gravelpit&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Junction]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_junction_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197970803850 Sean &amp;quot;Heyo&amp;quot; Cutino]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mountain Lab]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_mountainlab&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197987845309 Valentin &amp;quot;3DNJ&amp;quot; Levillain]&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_steel&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197961877926 Jamie &amp;quot;Fishbus&amp;quot; Manson]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197960545005 Dan &amp;quot;Irish Taxi Driver&amp;quot; Merboth]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197971128200 FLOOR_MASTER]&lt;br /&gt;
|-&lt;br /&gt;
| [[2Fort]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_2fort&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Double Cross]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_doublecross&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Landfall]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_landfall&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
|[https://steamcommunity.com/profiles/76561197973859098 Andrew &amp;quot;Dr. Spud&amp;quot; Thompson]&amp;lt;br&amp;gt;Fay L. &amp;quot;nineaxis&amp;quot; Fabry&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197971792497 Mark &amp;quot;Shmitz&amp;quot; Major]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pelican Peak]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_pelican_peak&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2.0.4]]&lt;br /&gt;
|[https://steamcommunity.com/id/AnotherBadPun abp]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/void001 void]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/barnwellewell Stuffy360]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/EwoV2Po chin]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/phi666 phi]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/divadan Diva Dan]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/erkerk erk]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/KrazyZark KrazyZark]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/Emil_Rusboi Emil]&lt;br /&gt;
|-&lt;br /&gt;
| [[Penguin Peak]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_penguin_peak&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2.1.3]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;void&amp;lt;br&amp;gt;Stuffy360&amp;lt;br&amp;gt;chin&amp;lt;br&amp;gt;phi&amp;lt;br&amp;gt;Diva Dan&amp;lt;br&amp;gt;erk&amp;lt;br&amp;gt;KrazyZark&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (Capture the Flag)|Sawmill]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Turbine]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_turbine&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| [https://gamebanana.com/members/260401 Flobster]&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Capture the Flag)|Well]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (Control Points)|Badlands]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Coldfront]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_coldfront&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|[https://steamcommunity.com/profiles/76561198000167056 Eric &amp;quot;Icarus&amp;quot; Wong]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197987812857 David &amp;quot;Selentic&amp;quot; Simon]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197994150794 Aeon &amp;quot;Void&amp;quot; Bollig]&amp;lt;br&amp;gt;Tim &amp;quot;YM&amp;quot; Johnson&lt;br /&gt;
|-&lt;br /&gt;
| [[Fastlane]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_fastlane&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197960357189 Arttu &amp;quot;SK&amp;quot; Mäki]&lt;br /&gt;
|-&lt;br /&gt;
| [[Foundry]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_foundry&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Freight]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_freight_final1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Jamie &amp;quot;Fishbus&amp;quot; Manson&amp;lt;br&amp;gt;Mitch &amp;quot;ol&amp;quot; Robb&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorge (Control Points)|Gorge]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_5gorge&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Granary (Control Points)|Granary]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_granary&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Gullywash]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gullywash_final1&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Jan &amp;quot;Arnold&amp;quot; Laroy&lt;br /&gt;
|-&lt;br /&gt;
| [[Powerhouse]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_powerhouse&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Tidal]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_tidal_v4&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
| Sean &amp;quot;Heyo&amp;quot; Cutino&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Control Points)|Well]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Yukon]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_yukon_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197973935677 Patrick &amp;quot;MangyCarface&amp;quot; Mulholland]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197978391207 Freya &amp;quot;Acegikmo&amp;quot; Holmér]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydro (Domination)|Hydro]]&lt;br /&gt;
| [[Domination]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4dom_hydro&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Snowshoe&amp;lt;br&amp;gt;Drudlyclean the Skeledude&amp;lt;br&amp;gt;savva&lt;br /&gt;
|-&lt;br /&gt;
| [[Krepost]]&lt;br /&gt;
| [[Domination]] ([[Four-Team]] [[Medieval]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4dom_krepost&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| Suo&lt;br /&gt;
|-&lt;br /&gt;
| [[Oil Canyon]]&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_oilcanyon&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| MaartenS11&amp;lt;br&amp;gt;Suo&amp;lt;br&amp;gt;Trotim&amp;lt;br&amp;gt;Waugh101&lt;br /&gt;
|-&lt;br /&gt;
| [[Railway]]&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_railway&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| ultr4nima&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawtooth|Sawtooth Mountain]]&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_sawtooth&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| Suo&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;Mazern&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (King of the Hill)|Badlands]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Frigid]]&lt;br /&gt;
| [[King of the Hill]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4koth_frigid&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| wheatttttt&amp;lt;br&amp;gt;savva&lt;br /&gt;
|-&lt;br /&gt;
| [[Harvest]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_harvest_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Sean &amp;quot;Heyo&amp;quot; Cutino&lt;br /&gt;
|-&lt;br /&gt;
| [[Harvest (Event)]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_harvest_event&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Sean &amp;quot;Heyo&amp;quot; Cutino&amp;lt;br&amp;gt;Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Lakeside]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_lakeside_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valentin &amp;quot;3DNJ&amp;quot; Levillain&lt;br /&gt;
|-&lt;br /&gt;
| [[Nucleus (King of the Hill)|Nucleus]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_nucleus&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (King of the Hill)|Sawmill]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Viaduct]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_viaduct&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Badwater Basin (Payload)|Badwater Basin]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_badwater&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Barnblitz]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_barnblitz&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Frontier]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_frontier_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Patrick &amp;quot;MangyCarface&amp;quot; Mulholland&amp;lt;br&amp;gt;Arhurt&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold Rush]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_goldrush&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Hoodoo]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_hoodoo_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Tim &amp;quot;YM&amp;quot; Johnson&amp;lt;br&amp;gt;Jeroen &amp;quot;Snipergen&amp;quot; Dessaux&amp;lt;br&amp;gt;Fay L. &amp;quot;nineaxis&amp;quot; Fabry&amp;lt;br&amp;gt;Drew &amp;quot;Oxy&amp;quot; Fletcher&lt;br /&gt;
|-&lt;br /&gt;
| [[Jinn]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_jinn&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;[https://steamcommunity.com/id/14bit 14bit]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/heavywepon Boomsta]&amp;lt;br&amp;gt;Freyja&lt;br /&gt;
|-&lt;br /&gt;
| [[Thunder Mountain]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_thundermountain&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Upward]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_upward&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Hightower]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_hightower&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Nightfall]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_nightfall_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197972876953 Aaron &amp;quot;Psy&amp;quot; Garcha]&amp;lt;br&amp;gt;Paul Good&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipeline]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_pipeline&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Sisyphus]]&lt;br /&gt;
| [[Payload Race]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4plr_sisyphus&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Steam Release|3.0.0]]&lt;br /&gt;
| FizzyPhysics&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;Mazern&amp;lt;br&amp;gt;Sniffy&amp;lt;br&amp;gt;Moonley Rami&amp;lt;br&amp;gt;Pyrew Nassimo&amp;lt;br&amp;gt;Wheat&lt;br /&gt;
|-&lt;br /&gt;
| [[Doomsday]]&lt;br /&gt;
| [[Special Delivery]]&lt;br /&gt;
| &amp;lt;code&amp;gt;sd_doomsday&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydro (Territorial Control)|Hydro]]&lt;br /&gt;
| [[Territorial Control]]&lt;br /&gt;
| &amp;lt;code&amp;gt;tc_hydro&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Caper]]&lt;br /&gt;
| [[Territorial Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;td_caper&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;Emil&lt;br /&gt;
|-&lt;br /&gt;
| [[Sunnyside]]&lt;br /&gt;
| [[Territorial Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;td_sunnyside&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| fizzyphysics&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;erk&amp;lt;br&amp;gt;Suo&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|-&lt;br /&gt;
| [[Avanti]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_avanti&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Steam Release|3.0.0]]&lt;br /&gt;
| 14bit&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;Sam D. Wich&amp;lt;br&amp;gt;Lurondor&amp;lt;br&amp;gt;Ventrici&amp;lt;br&amp;gt;Wheat&amp;lt;br&amp;gt;rami&amp;lt;br&amp;gt;moonley&amp;lt;br&amp;gt;Old Hermit&amp;lt;br&amp;gt;Mazern&amp;lt;br&amp;gt;Omniary&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Badwater Basin (VIP)|Badwater Basin]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_badwater&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Drudlyclean the Skeledude&amp;lt;br&amp;gt;Benjamin &amp;quot;Benjamoose&amp;quot; Rudman&amp;lt;br&amp;gt;savva&lt;br /&gt;
|-&lt;br /&gt;
| [[Harbor|Blackstone Harbor]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_harbor&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Suo&amp;lt;br&amp;gt;Gadget&amp;lt;br&amp;gt;Hutty&amp;lt;br&amp;gt;Drudlyclean the Skeledude&lt;br /&gt;
|-&lt;br /&gt;
| [[Mineside]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_mineside&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Suo&lt;br /&gt;
|-&lt;br /&gt;
| [[Trainyard]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_trainyard&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| TheatreTechie&amp;lt;br&amp;gt;Drudlyclean the Skeledude&lt;br /&gt;
|-&lt;br /&gt;
| [[2Bridge]]&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_2bridge&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;14bit&amp;lt;br&amp;gt;Waugh101&lt;br /&gt;
|-&lt;br /&gt;
| [[Chopper]]&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_chopper&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Steam Release|3.0.0]]&lt;br /&gt;
| Damon&amp;lt;br&amp;gt;Waugh101&lt;br /&gt;
|-&lt;br /&gt;
| [[Drizzle]]&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_drizzle&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| 14bit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=3.0.0&amp;diff=9711</id>
		<title>3.0.0</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=3.0.0&amp;diff=9711"/>
		<updated>2026-02-01T06:24:58Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: Steam release patch notes created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch&lt;br /&gt;
|prev = 2.2.3&lt;br /&gt;
|next = 3.0.1&lt;br /&gt;
|date = January 30, 2026&lt;br /&gt;
|major = yes&lt;br /&gt;
|update = [[Steam Release]]&lt;br /&gt;
|blogpost = [https://tf2classified.com/steampowered Steampowered] page&lt;br /&gt;
|archives = &lt;br /&gt;
|new-maps = 3&lt;br /&gt;
|mapfix = yes&lt;br /&gt;
|wepfix = yes&lt;br /&gt;
|genfix = yes&lt;br /&gt;
|bugfix = yes &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
=== General Changes ===&lt;br /&gt;
* Renamed the game to Team Fortress 2 Classified (from Team Fortress 2 Classic)&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* Added [[vip_avanti]]&lt;br /&gt;
* Added [[4plr_sisyphus]]&lt;br /&gt;
* Added [[vipr_chopper]]&lt;br /&gt;
* Added a &amp;quot;4&amp;quot; prefix to all Four-Team map names&lt;br /&gt;
** For example, &amp;quot;arena_flask&amp;quot; is now &amp;quot;4arena_flask&amp;quot;&lt;br /&gt;
* Updated [[4arena_flask]]&lt;br /&gt;
** Refreshed artpass&lt;br /&gt;
** Overhauled soundscapes&lt;br /&gt;
* Updated [[4koth_frigid]]&lt;br /&gt;
** Raised cap timer to 2:30, from 2:00&lt;br /&gt;
** Refreshed artpass&lt;br /&gt;
** Now uses unique soundscapes&lt;br /&gt;
* Updated [[vip_trainyard]]&lt;br /&gt;
** The VIP now has 3 lives (up from 1)&lt;br /&gt;
** Refreshed artpass&lt;br /&gt;
* Refreshed visuals and fixed bugs for many Live TF2 maps&lt;br /&gt;
* Removed [[ctf_casbah]]&lt;br /&gt;
* Removed [[ctf_penguin_peak]]&lt;br /&gt;
** Penguin Peak will return&lt;br /&gt;
* Removed [[koth_highpass]]&lt;br /&gt;
* Removed [[koth_king]]&lt;br /&gt;
* Removed [[sd_doomsday]]&lt;br /&gt;
** Doomsday will return&lt;br /&gt;
&lt;br /&gt;
=== Weapon Changes ===&lt;br /&gt;
&lt;br /&gt;
* Updated the [[Nail Gun]]:&lt;br /&gt;
** Removed -25% spread bonus&lt;br /&gt;
** Removed damage penalty against buildings&lt;br /&gt;
* Updated the [[Brick]]:&lt;br /&gt;
** The &amp;quot;Brick&amp;quot; achievement has a newrequirement{{sic}}&lt;br /&gt;
*** No, we will not tell you what it is&lt;br /&gt;
* Updated the [[RPG]]:&lt;br /&gt;
** New model&lt;br /&gt;
** Now has unique explosion sounds&lt;br /&gt;
* Updated the [[Admiralty Anchor]]:&lt;br /&gt;
** Downside now requires a minimum height check when blast jumping&lt;br /&gt;
** Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)&lt;br /&gt;
* Updated the [[Flame Thrower]]:&lt;br /&gt;
** [[Airblast]] hitbox is now a sphere&lt;br /&gt;
** Single puffs of flame can hit an enemy multiple times&lt;br /&gt;
* Updated the [[Twin Barrel]]:&lt;br /&gt;
** Decreased reserve ammo from 12 to 8&lt;br /&gt;
** Updated reload sounds&lt;br /&gt;
* Updated the [[Harvester]]:&lt;br /&gt;
** Crits no longer have extra range&lt;br /&gt;
* Updated the [[Cyclops]]:&lt;br /&gt;
** Reduced combo explosion radius to 131 (from 192)&lt;br /&gt;
** Adjusted defuse mechanic to affect armed Dynamite Packs that have touched the ground, bringing it in line with how it interacts with Sticky Bombs and Mines&lt;br /&gt;
** Successfully performing a combo now plays a unique audio cue&lt;br /&gt;
** Updated explosion sounds&lt;br /&gt;
* Updated the [[Mine Layer]]:&lt;br /&gt;
** Mines no longer stick to walls&lt;br /&gt;
** Increased Mine size by 25%&lt;br /&gt;
** Mine detection radius and detonation timer increased&lt;br /&gt;
** Demomen can no longer see their mines through walls&lt;br /&gt;
** Increased max mines and ammo capacity to 4 (from 3)&lt;br /&gt;
** Note: We are still experimenting with this item, but these changes were positive in most iterations. They made mines more predictable and gave players more tools to remove them, which made falling for a trap feel much more fair.&lt;br /&gt;
* Updated the [[Anti-Aircraft Cannon]]:&lt;br /&gt;
** Now uses player hitboxes instead of player hulls&lt;br /&gt;
* Updated the [[Chekhov&#039;s Punch]]:&lt;br /&gt;
** No longer loses crits on missed melee swings&lt;br /&gt;
* Updated the [[Coilgun]]:&lt;br /&gt;
** Removed secondary fire, primary fire now charges when held&lt;br /&gt;
** New firing and charging animations&lt;br /&gt;
** Charged shots now have a unique sound&lt;br /&gt;
* Updated the [[Rejuvenator]]:&lt;br /&gt;
** Base heal on hit reduced to 30 (from 40)&lt;br /&gt;
** Increased residual heals to 10 hp/s (from 4 hp/s)&lt;br /&gt;
** Residual heals now only apply on direct hits&lt;br /&gt;
** Residual heals are now affected by the same modifiers as the Medi Gun&lt;br /&gt;
** Removed several hidden stats that affected heal rate&lt;br /&gt;
** Reworked sounds&lt;br /&gt;
* Updated the [[Huntsman]]:&lt;br /&gt;
** Reworked hit detection&lt;br /&gt;
*** Instead of pinning to the nearest hitbox, the arrow will check in a radius around its path to determine a headshot&lt;br /&gt;
*** This hit detection uses a new projectile: tf2c_projectile_arrow&lt;br /&gt;
*** Updated the drawing animation to sync with the charge meter&lt;br /&gt;
* Updated the [[Hunting Revolver]]:&lt;br /&gt;
** Increased movement speed while scoped to 160 (from 120)&lt;br /&gt;
* Updated the [[SMG]]:&lt;br /&gt;
** Removed the hidden &amp;quot;no damage falloff&amp;quot; stat&lt;br /&gt;
* Updated the [[Tranquilizer Gun]]:&lt;br /&gt;
** Damage reduction debuff has been replaced with a slower firerate debuff&lt;br /&gt;
** Tranquilizer darts now stick to players&lt;br /&gt;
* Updated Nail projectiles ([[Nail Gun]] and [[Syringe Gun]]):&lt;br /&gt;
** Nails now calculate spread more accurately&lt;br /&gt;
&lt;br /&gt;
=== Gameplay Changes ===&lt;br /&gt;
&lt;br /&gt;
* Updated the [[Spy]]:&lt;br /&gt;
** Spy can now fake reload at any time by pressing the Reload key&lt;br /&gt;
*** Added animations for fake reloading on the [[Revolver]]&lt;br /&gt;
** Disguising as a Medic now defaults to you holding the Medi Gun&lt;br /&gt;
* Reenabled random melee crits in [[VIP]] and [[VIPR]]&lt;br /&gt;
* Added a new VIP lives system, used on [[vip_trainyard]]&lt;br /&gt;
*  Added a new damage feedback system, which plays different sounds based on the type of damage you deal or receive&lt;br /&gt;
** This can be customized and modded, entirely separately from hitsounds&lt;br /&gt;
* Reworked Chickens to be NPCs&lt;br /&gt;
* Health kits dropped by players in [[Arena]] no longer expire&lt;br /&gt;
* Whittled list of [[achievements]] down to 30, with more on the way&lt;br /&gt;
&lt;br /&gt;
=== UI Changes ===&lt;br /&gt;
&lt;br /&gt;
* Completely redesigned the main menu, server browser, options panel, and achievements panel, stats panel&lt;br /&gt;
* Verified servers can now use type_customrules and type_customweapons to display tags in the server browser&lt;br /&gt;
* Added a search bar to the options menu&lt;br /&gt;
* Added new keybinds&lt;br /&gt;
* Added a suite of new default sprays to choose from&lt;br /&gt;
* Redesigned the loading screen&lt;br /&gt;
* Redesigned the scoreboard&lt;br /&gt;
* Redesigned many HUD elements to improve readability, prevent overlap, and add some novelty&lt;br /&gt;
* Target ID now shows weapons and ammo for Medics and Spies&lt;br /&gt;
* Fixed filters not working in the chat menu&lt;br /&gt;
* Redesigned medals&lt;br /&gt;
* Switched crosshairs, kill icons, and other misc icons to use SVGs, increasing their fidelity&lt;br /&gt;
* Added new icons for any weapons with a meter&lt;br /&gt;
* Tweaked the colors of pop-up text to be more subtle&lt;br /&gt;
* Players can now create Steam Networking servers from the create server dialog&lt;br /&gt;
* Added new weapon selection sounds in the loadout&lt;br /&gt;
* Simplified many weapons stat pages&lt;br /&gt;
* Weapon bucket icons are now on by default in the ammo counter&lt;br /&gt;
* Medic ammo counters now sit on top of the ubercharge meter&lt;br /&gt;
* VIP now uses the VIPR HUD where possible&lt;br /&gt;
* Overhauled class portraits&lt;br /&gt;
&lt;br /&gt;
=== Visuals ===&lt;br /&gt;
&lt;br /&gt;
* Improved textures and models on all classes&lt;br /&gt;
* Faces have updated wrinkle maps to make them more expressive&lt;br /&gt;
* Added new neck stump models for decapitated players&lt;br /&gt;
* Revamped player gibs&lt;br /&gt;
* Updated the achievement icon color palette to match TF2C&#039;s palette and to appear distinct from Live&#039;s&lt;br /&gt;
* All impact effects now use particles&lt;br /&gt;
* Many new surface properties were added, with their own footsteps and impacts&lt;br /&gt;
* &amp;quot;r_radiosity&amp;quot; is set to 2 by default, for nicer indirect lighting on players and other dynamic models&lt;br /&gt;
* Burning death animations are now disabled by default&lt;br /&gt;
&lt;br /&gt;
=== Particles ===&lt;br /&gt;
&lt;br /&gt;
* Reworked explosion particles to reduce visual noise and support several different radiuses&lt;br /&gt;
* Added an addon system for explosions in item schemas, allowing for extra effects to be added (e.g. shrapnel) without creating many new systems&lt;br /&gt;
* Reworked flamethrower particles to reduce visual noise&lt;br /&gt;
* Model muzzle flashes will now apply to sentries&lt;br /&gt;
&lt;br /&gt;
=== Mapping Changes ===&lt;br /&gt;
&lt;br /&gt;
* Maps are no longer limited to 2 or 4 teams, and can use any combination of the existing teams&lt;br /&gt;
* Added the ability to add or remove teams in the middle of a match&lt;br /&gt;
* Soundscapes now have all of their improvements from newer Source games, such as the &amp;quot;radius&amp;quot;, &amp;quot;origin&amp;quot;, and &amp;quot;fadetime&amp;quot; keyvalues, multiple instances of the same looping sound in a single soundscape, and debugging spew being moved to the &amp;quot;soundscape_message&amp;quot; command.&lt;br /&gt;
* All entities can be selectively lag compensated using a new keyvalue&lt;br /&gt;
* Removed model entries from lights.rad, our compiler should now always force texture shadows for models unless you use the -radtextureshadows parameter&lt;br /&gt;
&lt;br /&gt;
=== Custom Weapon Changes ===&lt;br /&gt;
&lt;br /&gt;
* Custom item schemas now need to go into /scripts/items, instead of the maps folder&lt;br /&gt;
* Custom weapons now have access to the Live TF2 item schema&#039;s attributes&lt;br /&gt;
*  &amp;quot;addcond&amp;quot; attributes can now directly use condition names instead of ID numbers (recommended, in case IDs ever shift)&lt;br /&gt;
* mod_burstfire is now one attribute with 2 arguments: the burst size, and fire delay&lt;br /&gt;
* Refactored the default item schema&lt;br /&gt;
** Removed many unused parameters&lt;br /&gt;
** Removed prefabs that were unused or were not for shared weapons (e.g. Shotgun)&lt;br /&gt;
&lt;br /&gt;
=== Inherited From Live TF2 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Added Offline Practice mode&lt;br /&gt;
** Inherited from Live TF2, this mode includes support for many of our exclusive gamemodes and maps&lt;br /&gt;
* Servers may now choose to run MvM, Mannpower, PASS Time, Robot Destruction, Player Destruction, VScript gamemodes (e.g. VSH), and the whole suite of wackier custom maps&lt;br /&gt;
** These modes and maps are currently provided as-is, and do not yet have proper support; expect bugs, crashes, and incompatibilities&lt;br /&gt;
* Removed the dominance mechanic from Mannpower&lt;br /&gt;
* All Live assets are now mounted&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Updated medals&lt;br /&gt;
** Medals list now pulls from an online API&lt;br /&gt;
* Updated localization files&lt;br /&gt;
* Exposed the &amp;quot;sv_soundemitter_flush&amp;quot;, &amp;quot;sv_findsoundname&amp;quot;, and &amp;quot;sv_soundemitter_filecheck&amp;quot; console commands&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=2.2.3&amp;diff=9710</id>
		<title>2.2.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=2.2.3&amp;diff=9710"/>
		<updated>2026-02-01T05:56:24Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: next update will exist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch&lt;br /&gt;
|prev = 2.2.2&lt;br /&gt;
|next = 3.0.0&lt;br /&gt;
|date = June 2, 2025&lt;br /&gt;
|major = &lt;br /&gt;
|update =&lt;br /&gt;
|blogpost = [https://tf2classic.com/?id=8172 official blog]&lt;br /&gt;
|archives = &lt;br /&gt;
|new-weps = &lt;br /&gt;
|new-maps = &lt;br /&gt;
|mapfix = yes&lt;br /&gt;
|wepfix = yes&lt;br /&gt;
|genfix = yes&lt;br /&gt;
|bugfix = yes &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
=== Weapon changes ===&lt;br /&gt;
* Updated the [[Admiralty Anchor]]:&lt;br /&gt;
** First person animation state no longer waits to go idle in order to update when airborne or landing&lt;br /&gt;
** Players now properly sink and are slowed down in water while active&lt;br /&gt;
** Updated sound effects for drawing, swinging and crit swinging&lt;br /&gt;
* Updated the [[Cyclops]]:&lt;br /&gt;
** Now gives 1 Bonus Point if 3 or more enemy stickies are destroyed at once&lt;br /&gt;
* Updated the [[Mine Layer]]:&lt;br /&gt;
** Reduced maximum active mine count to 3 (from 6)&lt;br /&gt;
* Updated the [[Anti-Aircraft Cannon]]:&lt;br /&gt;
** Updated firing and rev sounds&lt;br /&gt;
** Added unique explosion sounds&lt;br /&gt;
* Updated the [[Rejuvenator]]:&lt;br /&gt;
** Updated first person animations&lt;br /&gt;
** Fixed Uber Generator gibs not using the correct team skin&lt;br /&gt;
* Updated the [[Shock Therapy]]:&lt;br /&gt;
** Heal sounds and particles are no longer predicted by the client. This should fix cases where they would emit without a successful heal&lt;br /&gt;
&lt;br /&gt;
=== Map changes​ ===&lt;br /&gt;
* Updated [[Drizzle|VIPR Drizzle]]:&lt;br /&gt;
** Time gained on capping mid increased to 60 seconds (up from 45)&lt;br /&gt;
** Fixed an out-of-bounds teleporter exploit&lt;br /&gt;
** Fixed an in-bounds teleporter exploit&lt;br /&gt;
** Fixed the one-way door grates being visible through geometry when open&lt;br /&gt;
* Updated [[2Bridge|VIPR 2Bridge]]:&lt;br /&gt;
** Time gained on capping mid increased to 60 seconds (up from 45)&lt;br /&gt;
** Fixed out-of-bounds teleported exploit&lt;br /&gt;
** Fixed some windows floating at mid&lt;br /&gt;
** Tons of clipping fixes&lt;br /&gt;
* Updated [[Harbor|VIP Harbor]]:&lt;br /&gt;
** Updated detailing in the Harbor and 3D Sky areas&lt;br /&gt;
** Fixed some misaligned spotlights&lt;br /&gt;
** Fixed visible nodraw brushes&lt;br /&gt;
** Overhauled soundscapes throughout the map&lt;br /&gt;
* Updated [[Jinn|PL Jinn]] :&lt;br /&gt;
** Fixed rollback issues at final&lt;br /&gt;
** Fixed a visible nodraw above B&lt;br /&gt;
* Updated [[cp_dustbowl|CP Dustbowl]] and [[pl_goldrush|PL Goldrush]]:&lt;br /&gt;
** Synchronized with their latest changes from Korkade&lt;br /&gt;
* Updated CP Gorge and [[Yukon|CP Yukon]]:&lt;br /&gt;
** Fixed some visual regressions&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous changes ===&lt;br /&gt;
* Servers with the lowest ping are now prioritized in the main menu server list, provided they have active players&lt;br /&gt;
* Raised main menu server list update rate to 40 seconds (from 10)&lt;br /&gt;
* Fixed a crash related to the [[VIP Race]] HUD when a player disconnects&lt;br /&gt;
* Fixed a crash caused by changing levels while a {{code|color_correction_volume}} entity is active&lt;br /&gt;
* Fixed a bug that caused a looping crit sound when killed while crit boosted&lt;br /&gt;
* Fixed a bug where the VIP Race HUD would sometimes incorrectly display a VIP&#039;s dead/alive state&lt;br /&gt;
* Fixed a potential exploit that would allow any player to pause the map timer&lt;br /&gt;
* Prevented players from somehow muting themselves&lt;br /&gt;
* Fixed {{code|cl_autorecord}} being entirely non-functional&lt;br /&gt;
* Marked {{code|tf2c_convert_nav_file}} as a cheat command&lt;br /&gt;
* Added an extra check to prevent non-server hosts from using TF-specific navmesh edit commands&lt;br /&gt;
* Implemented {{code|mod_allow_self_dmg_dot_weapon}}, {{code|hit_self_on_miss}} attributes&lt;br /&gt;
* Implemented {{code|tf2c_attack_during_freeze}}&lt;br /&gt;
* TFBot: Removed some leftover commands that would crash dedicated servers&lt;br /&gt;
* TFBot: Fixed a crash when retreating and no valid cover area is found&lt;br /&gt;
* Updated localization files&lt;br /&gt;
** Added Thai translation (Kas)&lt;br /&gt;
* Updated Medals&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Anti-Aircraft_Cannon&amp;diff=9709</id>
		<title>Anti-Aircraft Cannon</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Anti-Aircraft_Cannon&amp;diff=9709"/>
		<updated>2026-02-01T05:50:08Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=aa cannon&lt;br /&gt;
| used-by=Heavy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=40&lt;br /&gt;
| reload-type=No Reload&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Fires explosive shells}}&lt;br /&gt;
{{Loadout positive|Mini-crits airborne enemies on direct hit}}&lt;br /&gt;
{{Loadout negative|-33% explosion splash damage}}&lt;br /&gt;
{{Loadout negative|Weapon has limited range}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Which piece of you should Heavy send home to momma?&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Anti-Aircraft Cannon&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 publicity blurb]|Instead of bullets, this thumping old beast shoots short-range explosive rounds, so fast you can&#039;t see them—or airblast them—in flight. They&#039;ll detonate when they hit a surface, but they&#039;ll also detonate at a fixed range, dealing midair splash damage that&#039;s tough to avoid. (We&#039;ve reassured Heavy that flak cannon explosive rounds are a lot like bullets.)}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Anti-Aircraft Cannon,&#039;&#039;&#039; commonly referred to as the &#039;&#039;&#039;A.A. Cannon&#039;&#039;&#039;, is a primary weapon for [[Heavy]], added in the [[Fight or Flight]] update. It resembles an anti-aircraft cannon, scaled down so as to be carried by a person.&lt;br /&gt;
&lt;br /&gt;
Compared to the stock [[Minigun]], the Anti-Aircraft Cannon has a much slower firing rate, less ammo, and a limited effective range. However, it fires high-damage hitscan bullets that explode when colliding with a surface or a player, or after 900 Hammer Units, dealing splash damage to all enemies in its wake. Despite being hitscan, the bullets still have a 6.5x6.5x6.5 Hammer Unit collision hull, meaning they cannot fit through very small gaps or shoot around tight corners, and can hit enemies even if the user&#039;s crosshair is slightly off of them. This also means that the bullets cannot be [[Flame Thrower|airblasted]] by an enemy Pyro, and will not destroy enemy [[Stickybomb Launcher|stickybombs]]. The user can take damage (but not knockback) from their own explosions, so it is necessary to keep a short distance from whatever they are shooting at. This is assisted by the weapon&#039;s high knockback, preventing enemies from closing the distance between them and the Heavy. The Minigun&#039;s damage penalty against [[Sentry Gun|Sentry Guns]] does not apply to the Anti-Aircraft Cannon.&lt;br /&gt;
&lt;br /&gt;
In addition, the Anti-Aircraft Cannon will mini-crit enemies who are 128 Hammer Units above the ground, and will mini-crit enemies who are explosive jumping or using a [[Jump Pad]] from any distance. The weapon&#039;s high knockback means that enemies can be juggled in the air, allowing for multiple mini-crits on an airborne enemy.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Cradle&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 90&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 60 / {{tooltip|70|Damage vs buildings}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 46&lt;br /&gt;
 | maximum-fall-off-percentage = 76.4%&lt;br /&gt;
 | critical = 180&lt;br /&gt;
 | mini-crit = 81&lt;br /&gt;
 | mini-crit-ramp-up = 122&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 90 HU&lt;br /&gt;
 | minimum-splash-percentage = 33%&lt;br /&gt;
 | damage-reduction = 1% / 0.9 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 40&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.55 s&amp;lt;br&amp;gt;{{tooltip|0.45 s|Haste boosted}}&lt;br /&gt;
 | windup-time = 1 s&amp;lt;br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | winddown-time = 0.5 s&amp;lt;br&amp;gt;{{tooltip|0.4 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Anti-Aircraft Cannon v. Minigun&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Shoots explosive rounds that can deal splash damage&lt;br /&gt;
➕ Deals mini-crit damage to airborne enemies&lt;br /&gt;
➕ Has perfect accuracy&lt;br /&gt;
➕ Higher damage per shot&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has limited range&lt;br /&gt;
➖ Can deal self-damage &lt;br /&gt;
➖ Much lower DPS&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_aa_vs_airborne}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_splash}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_challenge}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_blast_suicide}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Anti-Aircraft Cannon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Reduced blast radius from 110HU to 90HU wide&lt;br /&gt;
* Reduced damage from 60 to 55&lt;br /&gt;
* Overhauled sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Reduced bullet hull size to 6.5HU (from 10HU)&lt;br /&gt;
* Increased base damage to 58 (from 55)&lt;br /&gt;
* Fixed the Heavy&#039;s voicelines and expressions not playing while revved and firing&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Overhauled weapon model&lt;br /&gt;
* Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping&lt;br /&gt;
* Implemented lag compensation to the delayed explosion&lt;br /&gt;
* Overhauled killfeed icon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Updated the model and textures (SamDum)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Increased base damage back to 60 (from 58)&lt;br /&gt;
* Increased damage against buildings to 70 (from 58)&lt;br /&gt;
* Fixed bullets colliding with certain projectiles&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Updated firing and rev sounds&lt;br /&gt;
* Added unique explosion sounds&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Now uses player hitboxes instead of player hulls&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Part of the publicity blurb for the Anti-Aircraft Cannon says &amp;quot;Shoot for the moon!&amp;quot;. This is part of the quote &amp;quot;Shoot for the moon. Even if you miss, you&#039;ll land among the stars&amp;quot;. It is commonly attributed to Norman Vincent Peale, who was inspired by the Space Race.&lt;br /&gt;
* Although the Anti-Aircraft Cannon&#039;s model was overhauled in 2.1.3, the original model released with the Fight or Flight update can still be seen in the promotional art produced for the update pages, and on the achievement icons for Duck Season, Policy of Containment, and Red Scare. In the game files, a vtf file remains of an ao bake texture from an older version of the model.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The weapon&#039;s 40 ammo capacity and its slow, single-shot firing rate may be inspired by Pyro&#039;s [[tf:Dragon&#039;s Fury|Dragon&#039;s Fury]]. Both weapons offer different playstyles from their stock counterparts which have high damage per second.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fight or flight heavy.png|Promotional image by {{dev|boba}} and {{dev|Hunter R. Thompson}} of the Heavy with the Anti-Aircraft Cannon, shooting an [[Engineer]] using the [[Jump Pad]] out of the sky. [[Chekhov&#039;s Punch]] is in his back pocket.&lt;br /&gt;
File:concept_aa_cannon.png|Concept art by {{Dev|Mazern}}&lt;br /&gt;
File:Backpack_Anti-Aircraft_Cannon_v1.png|Pre-2.1.3 model and backpack icon by {{Dev|Wendy}}&lt;br /&gt;
File:Killicon aa cannon v1.png|Pre-2.1.3 kill icon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=9708</id>
		<title>Mine Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=9708"/>
		<updated>2026-02-01T05:48:25Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New update (this one had a lot of changes, I probably missed something)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=proxymine&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=4&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Proximity Mine Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Proximity mines explode near enemies}}&lt;br /&gt;
{{Loadout positive|+33% faster firing speed}}&lt;br /&gt;
{{Loadout negative|Stickies fizzle on a detonation attempt}}&lt;br /&gt;
{{Loadout negative|No Stickybomb charge time}}&lt;br /&gt;
{{Loadout negative|-4 max pipebombs out}}&lt;br /&gt;
{{Loadout negative|-50% clip size}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Aye, keep an eye out! Heh...&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Mine Layer&#039;&#039;&#039; is an alternative secondary weapon for the Demoman. It appears similar to the [[Stickybomb Launcher]], except with a cylindrical magazine, a circular ejection port, and a large metal chassis with yellow warning paint on its side. The paint appears yellow regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
Instead of the Stickybomb Launcher&#039;s manually detonated stickybombs, the Mine Layer fires proximity mines that take 0.7 seconds to become armed, and will explode after an additional 0.4 seconds when an enemy player, or its own wielder, exists within their detonation radius. This includes shooting mines at an enemy, whether or not the mines are in mid-air. Mines cannot stick to walls, and a mine will bounce off the wall onto the floor once shot. Disguised enemy [[Spy|Spies]] do not detonate the mines. If shot [[water|underwater]], the mines will have significantly reduced velocity, but will explode as normal. The mines have the same damage and splash radius as regular stickybombs. As a penalty, the weapon only holds 4 mines in its clip, and can only have 4 mines out at a time.&lt;br /&gt;
&lt;br /&gt;
The weapon&#039;s alternate fire does not detonate the mines, instead causing them to fizzle out without an explosion. If the user attempts to deploy another mine when four are already out, the oldest one placed will fizzle. If the user dies, all mines placed will fizzle. The mines have a flashing light and make a quiet beeping sound, warning enemies of their presence, and make a louder beeping sound when they are about to explode. An enemy can avoid a mine explosion by walking into its detonation radius, then walking away before it explodes. The explosion radius is 20% larger than the detonation radius. Mines shot at enemies will not stick to them, instead bouncing off and landing on the ground.&lt;br /&gt;
&lt;br /&gt;
Because the mines are triggered when the user walks into their radius, they can be used to explosive jump like regular stickybombs. Mine jumping deals significantly less damage than Sticky Jumping, with the Demoman being able to tank more than 3 mines, compared to him dying instantly when attempting a triple Stickybomb jump.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Rump shake&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 144&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 120&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 64&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 360&lt;br /&gt;
 | mini-crit = 144&lt;br /&gt;
 | mini-crit-ramp-up = 190&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 4&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&amp;lt;br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | first-reload = 1.09 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Haste boosted}}&lt;br /&gt;
 | further-reloads = 0.67 s&amp;lt;br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|1.3 s|To explode}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Mine Layer v. Stock Stickybomb Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Mines detonate automatically when an enemy is near&lt;br /&gt;
➕ Higher fire rate&lt;br /&gt;
➕ Higher damage per second&lt;br /&gt;
➕ Less self-damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Unable to detonate mines manually&lt;br /&gt;
➖ Can only have 4 mines active at a time instead of 8&lt;br /&gt;
➖ Disguised Spies can walk near mines without detonating them&lt;br /&gt;
➖ Unable to launch mines further due to lack of charge&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_mines_unseen_damage}}&lt;br /&gt;
{{Achievement|achievement_mines_streak_single_life}}&lt;br /&gt;
{{Achievement|achievement_mines_trigger_without_hurt}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_surf_enemy_mine}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lançador de Minas|pt-br_m=Mine Launcher&lt;br /&gt;
|bg=Гранатомет с безконтактни мини|bg_m=Non-contact Mine Grenade Launcher&lt;br /&gt;
|en=Mine Layer&lt;br /&gt;
|fr=Lanceur de mines|fr_m=Mine Launcher&lt;br /&gt;
|de=Minenleger|de_m=Mine Layer&lt;br /&gt;
|it=Mortaio a mine|it_m=Mine Launcher&lt;br /&gt;
|ro=Lansator de mine|ro_m=Mine Launcher&lt;br /&gt;
|ru=Миномёт|ru_m=Mortar&lt;br /&gt;
|es=Lanzaminas|es_m=Mine Launcher&lt;br /&gt;
|uk=Міномет|uk_m=Mine Thrower&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 The Mine Layer&lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], Proximity Mines, the [[Kritzkrieg]], and the [[Medi Gun|Medigun]]{{sic}}. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Mines of losing team no longer detonate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Increased clip size &amp;amp; max stickies to 4 (from 3)&lt;br /&gt;
* Max charge time decreased by 50%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.3}}&lt;br /&gt;
* Mines now beep for spectators&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* The player&#039;s mines are now highlighted through walls&lt;br /&gt;
* Mines will now fizzle out instead of exploding when placing more than four mines&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Increased clip size and max active mines to 6 (from 4)&lt;br /&gt;
* Reduced player detection radius of proximity mines by 20% of their explosion radius&lt;br /&gt;
* Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)&lt;br /&gt;
* Now uses the Rump Shake taunt&lt;br /&gt;
* Fixed [[Stickybomb Launcher|Stickybombs]] and proximity mines becoming invincible against bullets if they get moved without becoming airborne&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Reload animation is now slightly lowered to improve visibility (Raptor Dan)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Reduced clip size and max active mines to 4 (from 6)&lt;br /&gt;
* Updated proximity mine break sound&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Increased max mines to 6 (from 4)&lt;br /&gt;
* Reduced clip size to 3 (from 4)&lt;br /&gt;
* Increased fire rate by 33%&lt;br /&gt;
* Removed ability to charge mines&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Reduced maximum active mine count to 3 (from 6)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Mines no longer stick to walls&lt;br /&gt;
* Increased Mine size by 25%&lt;br /&gt;
* Mine detection radius and detonation timer increased&lt;br /&gt;
* Demomen can no longer see their mines through walls&lt;br /&gt;
* Increased max mines and ammo capacity to 4 (from 3)&lt;br /&gt;
* Note: We are still experimenting with this item, but these changes were positive in most iterations. They made mines more predictable and gave players more tools to remove them, which made falling for a trap feel much more fair.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Mine Layer&#039;s model was [https://steamcommunity.com/sharedfiles/filedetails/?id=1270 originally submitted] to &#039;&#039;Team Fortress 2&#039;&#039;s &amp;quot;Steam Workshop&amp;quot; in 2011.&lt;br /&gt;
* The beeping of deployed mines have a different pitch for each team, following the easily replicable formula &amp;lt;code&amp;gt;Pitch = 86 + GetTeamNumber() * 4&amp;lt;/code&amp;gt;, where RED = 2, BLU = 3, GRN = 4, and YLW = 5. They have the lowest pitch on RED and the highest on YLW.&lt;br /&gt;
* The [[Sandvich]] is able to detonate enemy mines.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Cyclops&amp;diff=9707</id>
		<title>Cyclops</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Cyclops&amp;diff=9707"/>
		<updated>2026-02-01T05:41:14Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=16 / {{tooltip|24|If Dynamite Pack is equipped}}&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout-kind=EMP Grenade Launcher&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout neutral|Hold down fire key to prevent detonation}}&lt;br /&gt;
{{Loadout positive|Explosion detonates your own projectiles and destroys enemy stickybombs}}&lt;br /&gt;
{{Loadout negative|-10% explosion radius}}&lt;br /&gt;
{{Loadout negative|-75% clip size}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;In the land of the blind, you are king.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Demoman&#039;&#039;&#039;|&lt;br /&gt;
&#039;&#039;I had me good eye on you the whole time!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Cyclops&#039;&#039;&#039; is a [[weapon#demomanprimary|primary weapon]] for the [[Demoman]] which was added in the [[1.7.3]] update, later removed in the [[Death &amp;amp; Taxes|Death &amp;amp; Taxes Update]], then finally re-added in the [[Double Down|Double Down Update]]. It is a modified grenade launcher that fires EMP grenades that detonate your own explosives in its explosion radius, such as [[Stickybomb Launcher|sticky bombs]], [[Mine Layer|mines]] and the [[Dynamite Pack]], and causes enemy projectiles to fizzle out, rendering them ineffective. You can make use of this mechanic by, for example, throwing a dynamite pack, and detonating an EMP grenade on it with an enemy nearby to not only have them take damage from the grenade, but also the instant detonation of the dynamite. Killing an enemy in this way will result in a &amp;quot;COMBO!&amp;quot; indicator in the killfeed. The Cyclops holds only one grenade in the clip at a time, which explode only when you release the fire button after firing, or on direct contact with an enemy without bouncing. Due to this, unlike the [[Grenade Launcher]], you can only have one grenade active at once. This allows for more precise detonations and grenade jumps, but will require you to be more engaged with each grenade you fire, and to have a good sense of timing.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Kaboom&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 100&amp;lt;br&amp;gt;{{tooltip|95|After bouncing}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 300&amp;lt;br&amp;gt;{{tooltip|285|After bouncing}}&lt;br /&gt;
 | mini-crit = 135&amp;lt;br&amp;gt;{{tooltip|129|After bouncing}}&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = {{tooltip|132 HU|Untested}}&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = {{tooltip|1% / 2.88 HU|Untested}}&lt;br /&gt;
 | self-damage = 28-56&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 16&amp;lt;br&amp;gt;{{tooltip|24|If Dynamite Pack is equipped}}&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.49 s&lt;br /&gt;
 | reload = 1.24 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Cyclops is best used in tandem with your secondaries to best take advantage of the combo mechanic.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Cyclops v. Stock Grenade Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Full control over detonation&lt;br /&gt;
➕ Allows for projectile denial&lt;br /&gt;
➕ Allows for huge damage combos when used in tandem with your secondaries&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Not effective against multiple enemies&lt;br /&gt;
➖ Smaller blast radius&lt;br /&gt;
➖ Smaller clip size&lt;br /&gt;
➖ Requires more engagement with each shot&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_cyclops_hugecombo}}&lt;br /&gt;
{{Achievement|achievement_cyclops_airborne}}&lt;br /&gt;
{{Achievement|achievement_cyclops_blind}}&lt;br /&gt;
{{Achievement|achievement_cyclops_jump}}&lt;br /&gt;
{{Achievement|achievement_destroy_proj_cyclops}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.7.3}}&lt;br /&gt;
* Added the Cyclops&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.3.1}}&lt;br /&gt;
* Fixed materials for Cyclops/Grenade Launcher when on GRN/YLW&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added new Cyclops and Beta [[RPG]] sounds by Omniary&lt;br /&gt;
* The Cyclops is now named The Heavy Ordance{{sic}}&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.1}}&lt;br /&gt;
* Changed The Heavy Ordnance back to Cyclops&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Removed the Cyclops &amp;lt;!-- todo: confirm, it just kinda disappears around this patch, with no note of its removal in any patch notes --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Cyclops&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Now gives 1 Bonus Point if 3 or more enemy stickies are destroyed at once&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Reduced combo explosion radius to 131 (from 192)&lt;br /&gt;
* Adjusted defuse mechanic to affect armed Dynamite Packs that have touched the ground, bringing it in line with how it interacts with Sticky Bombs and Mines&lt;br /&gt;
* Successfully performing a combo now plays a unique audio cue&lt;br /&gt;
* Updated explosion sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Harvester&amp;diff=9706</id>
		<title>Harvester</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Harvester&amp;diff=9706"/>
		<updated>2026-02-01T05:39:16Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=harvester decapitation&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout-kind=Scythe&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Burning targets charge up crit while active}}&lt;br /&gt;
{{Loadout positive|Heal +5 health each tick while charging}}&lt;br /&gt;
{{Loadout positive|On Crit: Absorbs the health from your victim}}&lt;br /&gt;
{{Loadout negative|On Death: Enemies are extinguished}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Ask not for whom the bell tolls.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Harvester&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 promotional blurb]|A grisly utility melee that&#039;s as fearsome and traumatizing as the Halloween store animatronic it probably belongs to. With the Harvester held out, some of the afterburn damage you dish out (even on your victims&#039; charred remains!) will be returned to you as health and charge for a decapitating crit-slash! Everyone you set on fire is instantly extinguished when you die, though, so don&#039;t be surprised if your marks fight back harder than you&#039;re used to.}}&lt;br /&gt;
The &#039;&#039;&#039;Harvester&#039;&#039;&#039; is a melee weapon for the [[Pyro]]. It is a scythe with a crooked wood handle and a damaged, curved blade bolted on. While equipped, it will appear on the Pyro&#039;s back regardless of which weapon the user is wielding. It will decapitate enemy players if the Harvester kills them from a [[critical hit]], and will gain a symmetrical blood splatter on its blade, which will persist until the user respawns or goes [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
The Harvester deals the same damage and has the same attack speed as the [[Fire Axe]]. While it is the active weapon, [[afterburn]] damage dealt to an enemy by the [[Flame Thrower]] or the [[Flare Gun]] will heal the user by five health per tick (ten health per second) while increasing the Harvester&#039;s charge meter. If the user&#039;s health is full, the health gained does not turn into [[overheal]], and if the charge meter is full, afterburn no longer heals the user. Separate instances of afterburn stack per enemy, linearly increasing the health and charge gained. The weapon also tracks the remaining afterburn on dead enemies (including extinguished corpses, such as those in [[water]]), gaining the same health and charge as when they were alive. As a penalty, all enemies who are suffering afterburn get extinguished upon the Pyro&#039;s death.&lt;br /&gt;
&lt;br /&gt;
The charge meter fills up after 30 ticks of afterburn (15 seconds), allowing for 150 points of healing per charge. When fully charged, the Harvester will allow a guaranteed critical hit, marked by a critical glow (including when not active) and a bell sound audible to all players. This critical hit will also heal the user by 195 health, whether or not the enemy dies, and will overheal if their health is full. If the Harvester is crit boosted by other means, such as the [[Kritzkrieg]], the healing will not occur, and the charge will not be used. The critical hit will also not be used if attacking buildings, [[ÜberCharge|ÜberCharged]] enemies, or surfaces. The amount of damage dealt by either afterburn or the critical hit has no effect on the charge and health gained. As a penalty, the Harvester is unable to randomly crit.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Reaper&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-self = {{tooltip|10 / s|5 per tick, while charging}}&amp;lt;br&amp;gt;{{tooltip|195|When charged, on hit}}&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = {{tooltip|6.66% / s|3.33% per tick, per afterburn}}&lt;br /&gt;
 | charge-fill-time = {{tooltip|30 ticks|15 s, can be faster}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Harvester&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* [[Afterburn]] tick heals while active no longer apply while [[Critical hit|crit]] is ready&lt;br /&gt;
* Crit now instantly heals for 195HP upon hit&lt;br /&gt;
* A sound cue audible to all players now plays when crit is ready&lt;br /&gt;
* Wearable now has critglows when crit is ready and weapon is holstered&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Now has a unique taunt kill animation (Hotpockette, Ventrici, GoogleyGareth)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Crits no longer have extra range&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Harvester&#039;s description, &amp;quot;Ask not for whom the bell tolls&amp;quot;, is a misquotation from the John Donne work &amp;quot;Devotions upon Emergent Occasions&amp;quot;, Meditation XVII. The average enthusiast of 17th century England would know that the &amp;quot;bell&amp;quot; in this analogy refers to church bells that declare important events.&lt;br /&gt;
* Pulling out the Harvester will appear to delete all the flame particles created by your [[Flame Thrower]]. This is only visual, and does not prevent enemies from being set on fire.&lt;br /&gt;
* Switching to another class while an enemy has afterburn, then switching back to the Pyro, will still enable the Harvester to gain charge. The same thing will occur when switching between the Fire Axe and the Harvester.&lt;br /&gt;
* The chopped piece of wood bolted onto the Harvester&#039;s model suggests it&#039;s a repurposed farming scythe, which usually has an additional handle. As a result, to use it as a weapon in real life, you would need to pull the internal, sharp end of the blade towards yourself.&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortresss 2&#039;&#039; ==&lt;br /&gt;
* According to the &#039;&#039;TF2 Classified&#039;&#039; developer {{Dev|Nito}} the Harvester was originally designed with the 3D model of the cut live &#039;&#039;Team Fortress 2&#039;&#039; weapon, the [[Tf:Baleful Beacon|Baleful Beacon]], but was later changed to the current scythe model due to &amp;quot;&#039;&#039;physics and particle issues&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Flight Or Flight Pyro.png|left|thumb|300px|Promotional artwork for the Harvester and [[Twin Barrel]].]]&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=9705</id>
		<title>Twin Barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=9705"/>
		<updated>2026-02-01T05:37:56Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=doubleshotgun&lt;br /&gt;
| kill-icon-2=taunt_pyro&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=8&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout-kind=Double Barrel Shotgun&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout positive|Knockback on target and shooter}}&lt;br /&gt;
{{Loadout negative|Bullets have a wide, horizontal spread}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;(After-market modification voids the warranty.)&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 publicity blurb]|You didn&#039;t listen (made a scene) when the craftsman (sales associate) at the gunsmith (Wal-Mart hunting supplies desk) told you &amp;quot;listen, mack, shotguns don&#039;t come any shorter than that! It&#039;s not safe!&amp;quot; So you torched six more inches off in your garage, and now it kicks like a mule and spreads like smallpox. Fire at your feet or right behind you for a much-needed boost, and never be caught in a long range firefight again! Just... watch your fingers, okay?}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; is an alternative secondary weapon for [[Pyro]]. It is a sawed-off double-barreled shotgun with a seared muzzle, red wooden stock, and foregrip held together with a belt. The stock appears red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
It fires a large burst of 20 bullets per shot, which have a horizontal rectangular spread instead of the [[Shotgun]]&#039;s square spread of 10 bullets. Compared to the Shotgun, the Twin Barrel&#039;s ammo capacity and clip size is significantly smaller, only holding 8 reserve ammo, and only being able to hold one shot at a time. Like the [[Flare Gun]], it can reload while the weapon is inactive. The Twin Barrel can also cause knockback against an enemy. If ten or more bullets hit an enemy, that enemy suffers knockback regardless of damage or range. The angle of attack and the enemy&#039;s current velocity are the only things that affect knockback power; damage and range have no effect.&lt;br /&gt;
&lt;br /&gt;
When the user fires the Twin Barrel, the recoil propels them opposite of the direction they aim. This can be used to perform a pseudo-jump in midair, opening up alternate routes for the Pyro to take and allowing them to go into areas they normally cannot reach. The user&#039;s current velocity, such as when running, and friction, such as when on the ground, affects the distance gained. The highest vertical velocity is gained by aiming straight downwards, standing still, and shooting immediately after a jump. The highest horizontal velocity is gained by aiming slightly downwards, running backwards, and shooting immediately after a jump. With this technique, the Pyro can effectively travel as fast as a [[Scout]]. Crouching has no effect on the velocity gained.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Twin Barrel will cause the Pyro to perform the Hadouken kill taunt, releasing a hitscan bullet (disguised as a cone of fire) from their hands and dealing 500 damage to any enemies directly in front of them, including those underwater. It will always face forwards regardless of where the user aims, and can kill multiple enemies at once, and deal knockback to invulnerable enemies. It will not deal [[critical]] hits, but can deal mini-crits, and will damage buildings. If the victim somehow survives the taunt, they will not suffer [[afterburn]]. The fire is red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = {{tooltip|105|5.25 per bullet}}&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = {{tooltip|70|3.5 per bullet}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = {{tooltip|37|1.848 per bullet}}&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = {{tooltip|240|12 per bullet}}&lt;br /&gt;
 | mini-crit = {{tooltip|108|5.4 per bullet}}&lt;br /&gt;
 | mini-crit-ramp-up = {{tooltip|162|8.1 per bullet}}&lt;br /&gt;
 | bullet-count = 20&lt;br /&gt;
 | spread = {{tooltip|0.0875|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.6 s&amp;lt;br&amp;gt;{{tooltip|1.35 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Twin Barrel &lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Reduced max damage output to 105 (from 120)&lt;br /&gt;
* Overhauled weapon model (Pyrew, Everik, SamDum)&lt;br /&gt;
* Updated reload and deploy sounds (Raptor Dan)&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Changed attribute from &amp;quot;Has horizontal spread&amp;quot; to &amp;quot;Bullets have a wide, horizontal spread&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Decreased reserve ammo from 12 to 8&lt;br /&gt;
* Updated reload sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Part of the Twin Barrel&#039;s publicity blurb, &amp;quot;Jumping the Gun&amp;quot;, refers both to using this weapon as a mobility tool and the phrase &amp;quot;Jumping the Gun&amp;quot;, meaning to do something without thinking.&lt;br /&gt;
* The Twin Barrel does not have any knockback against ÜberCharged enemies.&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* With its ability to knockback the target and the shooter, the Twin Barrel is dubbed by the community as Pyro&#039;s own [[tf:Force-A-Nature|Force-A-Nature]]. This may also be compared to Pyro&#039;s secondary weapons, the [[tf:Detonator|Detonator]] and the [[Tf:Thermal Thruster|Thermal Thruster]].&lt;br /&gt;
** In Live &#039;&#039;TF2&#039;&#039;, the Force-A-Nature does not knock back the shooter if they are on the ground, while the Twin Barrel in &#039;&#039;TF2 Classified&#039;&#039; does.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:concept_twin_barrel.png|Concept art by {{Dev|Mazern}}.&lt;br /&gt;
File:Flight Or Flight Pyro.png|Promotional artwork for the Twin Barrel and [[Harvester]].&lt;br /&gt;
File:Twin_Barrel_poster.jpg|Poster for the Twin Barrel, which players can download to use as a spray.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=9704</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=9704"/>
		<updated>2026-02-01T05:35:59Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: sic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=brick&lt;br /&gt;
| kill-icon-2=brick building&lt;br /&gt;
| kill-icon-3=deflect brick&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Throwable&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Long distance hit deal mini-crits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Hit the bricks pal, you&#039;re done.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Brick&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/supplycrate promotional blurb]|When guns and swords were out of reach, throwing heavy objects was part and parcel for history&#039;s little guys. A brick lying in the debris of a broken store window is a noble stand against faceless corporate evil. Carry the Brick with pride, Scout, because even though you&#039;re a hired thug fighting on the side of faceless corporate evil, you&#039;re still just a little guy.}}&lt;br /&gt;
The &#039;&#039;&#039;Brick&#039;&#039;&#039; is a [[:Category:Secondary weapons|secondary]] weapon for the [[Scout]]. It is a red-colored, three-holed masonry brick. The Brick appears red regardless of which team the user is on, leaving a team-colored trail when thrown.&lt;br /&gt;
&lt;br /&gt;
The Scout only holds one Brick at a time, recharging six seconds after it is thrown. While in the air, it travels in an arc as a projectile. When thrown [[water|underwater]], it will have reduced velocity. Hitting a target with the Brick will deal 65 damage regardless of range, knocking back the target based on the angle of impact. The Brick will also deal mini-crits on long distance throws when it has been airborne for 0.6 seconds. The amount of damage done has no effect on the knockback, and will knock back [[Medi Gun|ÜberCharged]] enemies. It can only deal damage once per throw, cannot deal any damage once it impacts an object, and cannot be picked back up once thrown. The Brick can damage [[buildings]] as well as players. Like most projectiles, the Brick can be [[Compression blast|deflected]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Untyped&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Jogging&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | reload-type = Recharge&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.75 s&lt;br /&gt;
 | activation-time = 0.15 s&lt;br /&gt;
 | recharge-time = 6 s&amp;lt;/br&amp;gt;{{tooltip|2 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Brick v. Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Has very high knockback&lt;br /&gt;
➕ Deals Mini-crits at long range&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has a six second recharge time&lt;br /&gt;
➖ Uses a slower, airblastable projectile&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Brick&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Reduced delay between clicking and throwing by 40%&lt;br /&gt;
* Projectile model now spawns immediately after being thrown&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Increased base damage to 65 (from 50)&lt;br /&gt;
* Overhauled first person animations&lt;br /&gt;
* Overhauled trail particle&lt;br /&gt;
* Overhauled impact sounds&lt;br /&gt;
* Projectile trail now gets removed upon collision&lt;br /&gt;
* Fixed projectile colliding with teammates and map brush entities, sometimes causing it to not deal damage to enemies&lt;br /&gt;
* Fixed projectile being deflectable by airblast after impact&lt;br /&gt;
* Fixed missing min-viewmodel offset&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Implemented unique killfeed icon for [[Engineer]] [[building]] destruction&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Now deals Mini-Crits to enemies after 0.6 seconds of being airborne &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated the Brick&lt;br /&gt;
** The &amp;quot;Brick&amp;quot; achievement has a newrequirement{{sic}}&lt;br /&gt;
*** No, we will not tell you what it is&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Brick is based on an unused projectile entity/throwable in &#039;&#039;&#039;Team Fortress 2&#039;&#039;&#039;, {{code|tf_projectile_brick}}.&lt;br /&gt;
* According to &#039;&#039;&#039;TF2 Classified&#039;&#039;&#039; developer {{Dev|ultr4nima}}, the Brick was originally added as a base, test weapon for a generic throwable, but was officially added for the &#039;&#039;Fight or Flight update&#039;&#039; &amp;quot;after gaining positive feedback.&amp;quot;&lt;br /&gt;
* Using a resupply cabinet soon after throwing the Brick causes the viewmodel to disappear until the Brick is thrown, or the user switches weapons.&lt;br /&gt;
* The Brick was revealed several days early in promotional art for [[L&#039;escampette]], where the Brick&#039;s kill icon can be seen on a barrel.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fight or flight brick (cropped).png|&amp;quot;Meet the Brick&amp;quot;&lt;br /&gt;
File:Fight or flight spy.png|Promotional art for [[L&#039;escampette]]. Notice the Brick kill icon on the barrels.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flame_Thrower&amp;diff=9703</id>
		<title>Flame Thrower</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flame_Thrower&amp;diff=9703"/>
		<updated>2026-02-01T05:35:24Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=flamethrower&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-carried=200&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Release a blast of compressed air}}&lt;br /&gt;
{{Loadout neutral|Airblast pushes enemies, deflects projectiles, and extinguishes burning allies}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Things are heating up...&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; is the default primary weapon of the [[Pyro]]. It is an improvised conflagration device constructed out of metal poles and a team-colored gas nozzle connected to a propane tank. The flames produced are always red regardless of which team the user is on. Enemies on fire will have their flames tinted their team&#039;s color.&lt;br /&gt;
&lt;br /&gt;
The Flame Thrower is a highly unusual weapon. Instead of firing projectiles or bullets, it releases a short-range stream of large flame particles that linger in the air and quickly expire, basing their damage on how long the oldest touching particle was alive. It will release around 25 particles a second, with brand-new particles dealing 7.2 damage each, and old particles dealing 3.6 each, scaling linearly between the two. This roughly corresponds to the user&#039;s distance from their target. These particles will continue on their trajectory even as the player moves, and adjust their speed based on the player&#039;s movement, allowing for wide coverage around them. The flames penetrate through enemies and buildings, meaning opposing players cannot shield each other from the fire. Damage scaling is also different from other weapons, as there is no ramp-up or falloff, and [[critical hit]] damage is affected by particle lifetime scaling. The Flame Thrower will not fire flames [[water|underwater]], and will not damage underwater enemies if the user is above the surface. It will also light friendly [[Huntsman]] arrows on fire, allowing them to deal afterburn.&lt;br /&gt;
&lt;br /&gt;
When an enemy is set on fire (except for Pyros), they will suffer a status effect called [[afterburn]], in which they will continually take damage and scream for their life. This has the crucial effect of revealing cloaked or disguised enemy [[Spy|Spies]]. Afterburn deals 3 damage and triggers twice per second for ten seconds, for a total of 60 damage. This will also persist after the Pyro&#039;s death, unless they have the [[Harvester]] equipped. Critical afterburn does not exist, but it will deal mini-crit damage if the user has a mini-crit boost, or the victim is Marked for Death. Afterburn is extinguished after one second if they are being healed by a beam, like a [[Dispenser]], the [[Payload]], or the [[Medi Gun]]. Afterburn is extinguished immediately if the victim takes a health pack, meets a resupply cabinet, submerses themself in deep water, has a Medi Gun [[ÜberCharge]], or is airblasted by an ally.&lt;br /&gt;
&lt;br /&gt;
If the user presses the alternative fire key, the Flame Thrower will use 20 ammo to release a massive cone of compressed air, known as &amp;quot;[[Compression blast|compression blast]]&amp;quot; or more commonly &amp;quot;[[Compression blast|airblast]]&amp;quot;. This cone deals no damage, but forcibly pushes back enemies (but not buildings), launching them in the air if angled upwards. The airblast can be fired once every 0.75 seconds, including underwater, trapping any enemy that simply cannot kill the Pyro. The airblast isn&#039;t powerful enough to offset the effects of gravity, so an enemy cannot be kept in the air indefinitely. However, airblasts from multiple Pyros will increase the velocity against an enemy. In addition, the airblast will reflect (most) enemy projectiles towards where the user is aiming, the most important of such being [[Rocket Launcher|rockets]] and [[Grenade Launcher|grenades]]. If reflected, the projectile will (usually) deal mini-crit damage against enemy targets, and if the projectile (or the Pyro) was crit boosted, then that projectile will also be crit-boosted. When a Pyro kills an enemy with a projectile belonging to their team, a unique kill icon will appear, and the Pyro will receive kill credit. As a final bonus, the airblast will extinguish teammates who are on fire - hopefully before they burn to death while staring right at you.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Particle&lt;br /&gt;
 | damage-type = Fire&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Triumph&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | critical = {{tooltip|21.6 / particle|Close}}&amp;lt;br&amp;gt;{{tooltip|10.8 / particle|Far}}&lt;br /&gt;
 | mini-crit = 4.86 / particle&lt;br /&gt;
 | mini-crit-ramp-up = 9.72 / particle&lt;br /&gt;
 | flame-damage-close = 7.2 / particle&lt;br /&gt;
 | flame-damage-close-percentage = 100%&lt;br /&gt;
 | flame-damage-far = 3.6 / particle&lt;br /&gt;
 | flame-damage-far-percentage = 50%&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Afterburn&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 200&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.04 s&lt;br /&gt;
 | airblast-interval = 0.75 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-chamas|pt-br_m=Flame Thrower&lt;br /&gt;
|bg=Огнехвъргачката|bg_m=Flame Thrower&lt;br /&gt;
|en=Flame Thrower&lt;br /&gt;
|fr=Lance-flammes|fr_m=Flame Thrower&lt;br /&gt;
|de=Flammenwerfer|de_m=Flame Thrower&lt;br /&gt;
|it=Lanciafiamme|it_m=Flame Thrower&lt;br /&gt;
|ro=Aruncător de flăcări|ro_m=Flame Thrower&lt;br /&gt;
|ru=Огнемёт|ru_m=Flame Thrower&lt;br /&gt;
|es=Lanzallamas|es_m=Flame Thrower&lt;br /&gt;
|uk=Вогнемет|uk_m=Flame Thrower&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;
* Flamethrower{{sic}} is now lag compensated. This should dramatically improve flame hit detection at higher latency values.&lt;br /&gt;
* Improved the Pyro’s Flamethrower{{sic}} aimmatrices to match up with the Flame’s hitboxes better.&lt;br /&gt;
* Improved [[Huntsman|Arrows]] to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Made flames and [[airblast]] register more reliably&lt;br /&gt;
* Fixed the GRN flamethrower{{sic}} particles&lt;br /&gt;
* Updated players to say &amp;quot;Thanks&amp;quot; when extinguished from [[Fire|afterburn]]&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* [[Fire|Afterburn]] length is now 25% shorter, though total damage output is unchanged&lt;br /&gt;
* Fixed flame impact sounds on friendly [[buildings]] &lt;br /&gt;
* Fixed a bug where flames would linger between round changes or restarts&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* The hitbox for [[Pyro]]&#039;s [[airblast]] is slightly shorter in its duration, and is now 4 ticks (from 6.6)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Lowered damage by 12% (150 DPS, from 170)&lt;br /&gt;
* Support score for extinguishing is now based on remaining [[Fire|afterburn]]&lt;br /&gt;
* Support score for [[Airblast|airblasting]] is now based on amount of damage deflected&lt;br /&gt;
* Support score is now awarded for destroying [[Stickybomb Launcher|stickies]], disarming [[Dynamite Pack|Dynamite Packs]], and [[Airblast|airblasting]] Dynamite bomblets&lt;br /&gt;
* The [[airblast]] sound effect is now only played once on the attacker instead of being multiplied by targets (e.g. [[Stickybomb Launcher|Stickybombs]])&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed cases of Flame Thrower flames going through thin walls or floors&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Raised afterburn condition duration for [[Pyro|Pyros]] to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
* Damage over time conditions ([[bleed]], [[afterburn]]) no longer apply on the very same tick as damage&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Fixed Flame Thrower [[airblast]] overriding custom visual effects&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
*Fixed [[airblast]] sound sometimes not emitting properly&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Flames now only inherit velocity based on the direction you are aiming. This prevents them from veering away from your target while strafing&lt;br /&gt;
* Flames at close range now have a gradual damage ramp-up to be in line with other weapons&lt;br /&gt;
* Fixed an issue where flames were occasionally invisible &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Airblast hitbox is now a sphere&lt;br /&gt;
* Single puffs of flame can hit an enemy multiple times&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Players can toggle the burning-to-death animations for all classes in the settings. The animations are unused content for live &#039;&#039;Team Fortress 2&#039;&#039; (Exept for the Pyro who&#039;s who&#039;s animations were made in-house).&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* To preserve &#039;&#039;Team Fortress 2 Classified&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s 2007&amp;amp;ndash;&#039;08 vision of &#039;&#039;TF2&#039;&#039;, the Flame Thrower has some of its features and properties restored prior to the [[tf:Jungle_Inferno_Update|Jungle Inferno]] update in 2017 from Live &#039;&#039;Team Fortress 2&#039;&#039;. The &#039;&#039;Classified&#039;&#039; version has the following changes:&lt;br /&gt;
** Restoring Flamethrower&#039;s maximum-duration afterburn on contact. Live version&#039;s afterburn duration is based on how long the target is in contact with direct flames.&lt;br /&gt;
** Restoring compression blast&#039;s hit detection box for projectiles and hit detection cone for players. This comparison was visualized [https://www.youtube.com/watch?v=sZ0axNXvNik through this video.]&lt;br /&gt;
** New flame particles created for &#039;&#039;Classified&#039;&#039;.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=9702</id>
		<title>Admiralty Anchor</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=9702"/>
		<updated>2026-02-01T05:34:06Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New update (I am not doing math)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Add the damage from the earthquake ability to the &amp;quot;Properties&amp;quot; table.}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=anchor&lt;br /&gt;
| kill-icon-2=earthquake&lt;br /&gt;
| kill-icon-3=taunt soldier&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Anchor&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Creates an earthquake upon taking fall damage while active}}&lt;br /&gt;
{{Loadout negative|Takes crits from projectiles while airborne}}&lt;br /&gt;
{{Loadout negative|+30% gravity while active}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Prepare to be swabbed off the deck!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Soldier, in the &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; [https://tf2classic.com/double_down/day3 promotional blurb]|This is the president&#039;s anchor, damn it. But until he returns my letters, it will serve its country proud as a weapon of war. We will relish the fear on our enemies&#039; faces as we climb a building and throw this anchor from the roof at them.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; is a melee weapon for the [[Soldier]]. It is a dark and slightly rusted steel admiralty anchor tied around the soldier&#039;s waist with a rope. While equipped, it will appear on the rope regardless of which weapon the user is wielding. While held, the anchor is disconnected from the rope, and replaced with a ring. Falling while holding the anchor causes the soldier to scream and wind up the anchor, holding it behind his head, gaining team-colored blur lines behind him.&lt;br /&gt;
&lt;br /&gt;
The Admiralty Anchor deals the same damage and has the same attack speed as the [[Shovel]]. While it is the active weapon, gravity is increased by 30%, making your downward velocity increase 30% faster. Falling while this weapon is active fills up the &amp;quot;AIRTIME&amp;quot; meter, which fills up and turns red once you&#039;ve fallen for enough time that you would take fall damage if you were to land. If you do land while holding the anchor with a full &amp;quot;AIRTIME&amp;quot; meter will cause a small earthquake, shaking the screen, kicking up dust particles and dealing damage in a radius around the impact, with the range of the impact being larger the higher your velocity was before impact. Landing directly on an enemy will result in no fall damage being taken. Be wary of when you switch to this weapon, as any projectiles will deal critical damage to you while airborne. This weapon will not get random critical hits.&lt;br /&gt;
&lt;br /&gt;
Due to the Admiralty Anchor&#039;s ability requiring rocket jumping, it is recommended that you use it in tandem with the [[Gunboats]] for the damage resistance, and the [[R.P.G.]] for the bonus jump force.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_anchor_airshotcrit}}&lt;br /&gt;
{{Achievement|achievement_anchor_no_rocket}}&lt;br /&gt;
{{Achievement|achievement_anchor_deathkill}}&lt;br /&gt;
{{Achievement|achievement_anchor_multikill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Kamikaze&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Earthquake Damage (No Airtime Modifier)&lt;br /&gt;
|-&lt;br /&gt;
! Velocity (HU/s)!! Direct Landing !! Mid-range !! Farthest distance&lt;br /&gt;
|-&lt;br /&gt;
| 650 || 33 || 22 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1050 || 53 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 1400 || 70 || 47 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 1750 || 88 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
| 2100 || 105 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 2450 || 123 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 2900 || 145 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
| 3250 || 163 || 108 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3500 || 175 || 117 || 58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
All values are approximate and community-tested.&lt;br /&gt;
&lt;br /&gt;
The formula for the damage is approximately {{code|(((Velocity/30)*Airtime)*Distance from target)}}, where Velocity ranges from 650 to 3500, Airtime grants a proportional multiplier ranging from x0.5 to x3, and Distance from target grants an inversely proportional multiplier ranging from x0.5 to x1.5.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Admiralty Anchor v. Shovel&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Causes a powerful damaging earthquake when landing after a rocket jump&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ No random crits&lt;br /&gt;
➖ Projectile vulnerability while in midair&lt;br /&gt;
➖ Use of the earthquake ability results in a lot of self-damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Admiralty Anchor&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.1}}&lt;br /&gt;
* Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Raised minimum earthquake radius to 96 (from 64)&lt;br /&gt;
* Raised minimum earthquake damage multiplier to x0.5 (from x0)&lt;br /&gt;
* Trail particles no longer render in first person&lt;br /&gt;
* Adjusted tauntkill timings&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* First person animation state no longer waits to go idle in order to update when airborne or landing&lt;br /&gt;
* Players now properly sink and are slowed down in water while active&lt;br /&gt;
* Updated sound effects for drawing, swinging and crit swinging &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Downside now requires a minimum height check when blast jumping&lt;br /&gt;
* Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=9701</id>
		<title>R.P.G.</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=9701"/>
		<updated>2026-02-01T05:31:49Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=rpg&lt;br /&gt;
| kill-icon-2=deflect rocket&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=20&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Rocket Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Rockets travel in an arc}}&lt;br /&gt;
{{Loadout positive|+30% damage bonus}}&lt;br /&gt;
{{Loadout positive|+15% self damage force}}&lt;br /&gt;
{{Loadout negative|+30% damage to self}}&lt;br /&gt;
{{Loadout negative|-25% projectile speed}}&lt;br /&gt;
{{Loadout negative|-75% clip size}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;It&#039;s a wonderful sight to behold when they&#039;re all soaring through the skies... and not towards your general direction.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;R.P.G.&#039;&#039;&#039; is an alternative primary weapon for the [[Soldier]]. Visually, it is a greener version of the [[Rocket Launcher]], with a checkerboard pattern on its side and an oversized rocket sticking out of it.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Rocket Launcher]], it can only shoot one rocket per reload, traveling 25% slower yet dealing 30% more damage. The damage rampup is capped at 125%, down from 150%, although still dealing more damage than the Rocket Launcher. The rockets are also affected by gravity, and slowly fall to the ground in an arc while emitting a whistling sound. In addition, its rockets increase both explosive push force and self-damage against the user, with both attributes allowing for faster and higher rocket jumps than usual. Unlike the Rocket Launcher, the R.P.G. does not have any damage falloff, and will deal full damage on a direct hit at any range.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Chest thump&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 146&lt;br /&gt;
 | maximum-ramp-up-percentage = 125%&lt;br /&gt;
 | base-damage = 117&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 351&lt;br /&gt;
 | mini-crit = 158&lt;br /&gt;
 | mini-crit-ramp-up = 197&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 58-111&lt;br /&gt;
 | self-damage-rocket-jump = 35-64&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 20&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | reload = 0.8 s&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The arcing properties of the R.P.G.&#039;s rockets allows the Soldier to bombard enemy positions that are otherwise unreachable, including encampments behind walls and fortifications. This allows for arcing rockets from extremely far away, above and beyond the tall buildings of most maps. In addition, the increased damage and lack of damage falloff makes it viable to safely bombard a single position that enemies are grouped up in, such as [[Engineer]] nests, capture points, narrow hallways, and wherever the [[VIP]] happens to be.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| R.P.G v. Stock Rocket Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage&lt;br /&gt;
➕ Arc-trajectory rocket is effective in long distances and blind spots&lt;br /&gt;
➕ Can rocket jump higher and farther&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Only loads one rocket&lt;br /&gt;
➖ Deals more damage to self when rocket jumping&lt;br /&gt;
➖ Has slow projectile speed&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_distantrpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=G.L.F.|pt-br_m=R.P.G.&lt;br /&gt;
|bg=Р.П.Г.|bg_m=R.P.G.&lt;br /&gt;
|en=R.P.G.&lt;br /&gt;
|fr=R.P.G.&lt;br /&gt;
|de=R.P.G.&lt;br /&gt;
|it=R.P.G.&lt;br /&gt;
|ro=R.P.G.&lt;br /&gt;
|ru=РПГ|ru_m=RPG&lt;br /&gt;
|es=R.P.G.&lt;br /&gt;
|uk=Р.П.Г.|uk_m=R.P.G.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.7.0}}&lt;br /&gt;
* Added the beta rocket launcher for the soldier (Blaseth). It has a clip size of 1 rocket, but it does 120 damage.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.1}}&lt;br /&gt;
* Changed the projectile model for the Beta rocket launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.3}}&lt;br /&gt;
* Fixed the beta RPG reload anim&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added new [[Cyclops]] and Beta RPG sounds by Omniary&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0.1}}&lt;br /&gt;
* Renamed &amp;quot;beta rocket launcher&amp;quot; to &amp;quot;RPG&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added a new RPG model (Old Hermit &amp;amp; Game Zombie)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3.1}}&lt;br /&gt;
* Fixed RPG bucket icon&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Fixed the RPG HUD icon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* RPG stats changed to replace Deathmatch Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Rockets do more damage, and have less damage fall-off.&lt;br /&gt;
* Rockets fire in an arc, and whistle upon decent.&lt;br /&gt;
* Rockets fly slower than normal rockets.&lt;br /&gt;
* Added a different taunt when equipped with the RPG.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable) &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Increased self push force by 15%&lt;br /&gt;
* Increased self damage by 30%&lt;br /&gt;
* Now only plays a whistle sound while falling&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* New model&lt;br /&gt;
* Now has unique explosion sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The appearance of the R.P.G. is based on &#039;&#039;Team Fortress 2&#039;&#039;&#039;s beta Rocket Launcher appearance. The rendition in &#039;&#039;Team Fortress 2 Classified&#039;&#039; has a greener color.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The &amp;quot;chest thump&amp;quot; taunt was taken from live &#039;&#039;TF2&#039;&#039;&#039;s taunt for the Direct Hit and Beggar&#039;s Bazooka.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=9700</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=9700"/>
		<updated>2026-02-01T05:30:44Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=brick&lt;br /&gt;
| kill-icon-2=brick building&lt;br /&gt;
| kill-icon-3=deflect brick&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Throwable&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Long distance hit deal mini-crits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Hit the bricks pal, you&#039;re done.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Brick&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/supplycrate promotional blurb]|When guns and swords were out of reach, throwing heavy objects was part and parcel for history&#039;s little guys. A brick lying in the debris of a broken store window is a noble stand against faceless corporate evil. Carry the Brick with pride, Scout, because even though you&#039;re a hired thug fighting on the side of faceless corporate evil, you&#039;re still just a little guy.}}&lt;br /&gt;
The &#039;&#039;&#039;Brick&#039;&#039;&#039; is a [[:Category:Secondary weapons|secondary]] weapon for the [[Scout]]. It is a red-colored, three-holed masonry brick. The Brick appears red regardless of which team the user is on, leaving a team-colored trail when thrown.&lt;br /&gt;
&lt;br /&gt;
The Scout only holds one Brick at a time, recharging six seconds after it is thrown. While in the air, it travels in an arc as a projectile. When thrown [[water|underwater]], it will have reduced velocity. Hitting a target with the Brick will deal 65 damage regardless of range, knocking back the target based on the angle of impact. The Brick will also deal mini-crits on long distance throws when it has been airborne for 0.6 seconds. The amount of damage done has no effect on the knockback, and will knock back [[Medi Gun|ÜberCharged]] enemies. It can only deal damage once per throw, cannot deal any damage once it impacts an object, and cannot be picked back up once thrown. The Brick can damage [[buildings]] as well as players. Like most projectiles, the Brick can be [[Compression blast|deflected]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Untyped&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Jogging&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | reload-type = Recharge&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.75 s&lt;br /&gt;
 | activation-time = 0.15 s&lt;br /&gt;
 | recharge-time = 6 s&amp;lt;/br&amp;gt;{{tooltip|2 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Brick v. Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Has very high knockback&lt;br /&gt;
➕ Deals Mini-crits at long range&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has a six second recharge time&lt;br /&gt;
➖ Uses a slower, airblastable projectile&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Brick&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Reduced delay between clicking and throwing by 40%&lt;br /&gt;
* Projectile model now spawns immediately after being thrown&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Increased base damage to 65 (from 50)&lt;br /&gt;
* Overhauled first person animations&lt;br /&gt;
* Overhauled trail particle&lt;br /&gt;
* Overhauled impact sounds&lt;br /&gt;
* Projectile trail now gets removed upon collision&lt;br /&gt;
* Fixed projectile colliding with teammates and map brush entities, sometimes causing it to not deal damage to enemies&lt;br /&gt;
* Fixed projectile being deflectable by airblast after impact&lt;br /&gt;
* Fixed missing min-viewmodel offset&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Implemented unique killfeed icon for [[Engineer]] [[building]] destruction&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Now deals Mini-Crits to enemies after 0.6 seconds of being airborne &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated the Brick&lt;br /&gt;
** The &amp;quot;Brick&amp;quot; achievement has a newrequirement&lt;br /&gt;
*** No, we will not tell you what it is&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Brick is based on an unused projectile entity/throwable in &#039;&#039;&#039;Team Fortress 2&#039;&#039;&#039;, {{code|tf_projectile_brick}}.&lt;br /&gt;
* According to &#039;&#039;&#039;TF2 Classified&#039;&#039;&#039; developer {{Dev|ultr4nima}}, the Brick was originally added as a base, test weapon for a generic throwable, but was officially added for the &#039;&#039;Fight or Flight update&#039;&#039; &amp;quot;after gaining positive feedback.&amp;quot;&lt;br /&gt;
* Using a resupply cabinet soon after throwing the Brick causes the viewmodel to disappear until the Brick is thrown, or the user switches weapons.&lt;br /&gt;
* The Brick was revealed several days early in promotional art for [[L&#039;escampette]], where the Brick&#039;s kill icon can be seen on a barrel.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fight or flight brick (cropped).png|&amp;quot;Meet the Brick&amp;quot;&lt;br /&gt;
File:Fight or flight spy.png|Promotional art for [[L&#039;escampette]]. Notice the Brick kill icon on the barrels.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Nail_Gun&amp;diff=9699</id>
		<title>Nail Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Nail_Gun&amp;diff=9699"/>
		<updated>2026-02-01T05:27:46Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=nailgun&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| ammo-carried=125&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Construction isn&#039;t on this man&#039;s agenda!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Nail Gun&#039;&#039;&#039; is an alternative primary weapon for the [[Scout]]. It is a white and gray pneumatic nail gun, with an oversized drum magazine attached to the barrel, holding a belt of nails. The nails leave faint team-colored trails behind them.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Scattergun]], the Nail Gun is an automatic magazine-fed weapon that shoots a fast stream of small nail projectiles that embed themselves into enemies. The nails have a base damage of 12 each, are shot at a rate of 10 per second, are slightly affected by gravity, and are inaccurate at long range.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Show off&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 18&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 12  / {{tooltip|10|Damage vs buildings}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 6&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 36&lt;br /&gt;
 | mini-crit = 16&lt;br /&gt;
 | mini-crit-ramp-up = 24&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.03|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 25&lt;br /&gt;
 | carried = 125&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.1s&amp;lt;/br&amp;gt;{{tooltip|0.08s|Haste boosted}}&lt;br /&gt;
 | reload = 1.15 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Nail Gun deals slightly less damage per second than the Scattergun, but has sustained fire which enables a constant barrage of chip damage against an enemy. This is especially true at midrange, where the Scout can harass enemies while staying out of range from their attacks, including cutting off their pursuit by shooting nails down their path of travel. It acts as a potent [[Sentry Gun]] destroyer, able to destroy buildings outside the Scout&#039;s typical range within seconds. As a consequence, the Nail Gun is more comparable to the [[Pistol]] in terms of use, featuring a similar midrange playstyle, albeit trading off the reliability of bullets for the entertainment value of nails.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Nail Gun v. Stock Scattergun&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals continuous damage&lt;br /&gt;
➕ Effective in mid and long range&lt;br /&gt;
➕ Nails&#039; arc trajectory is effective in long distances and blind spots&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_kill_sentry_with_nailgun}}&lt;br /&gt;
{{Achievement|achievement_nailgun_range}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Arma de Pregos|pt-br_m=Nail Gun&lt;br /&gt;
|bg=Пистолет за пирони|bg_m=Nail Gun&lt;br /&gt;
|en=Nail Gun&lt;br /&gt;
|fr=Pistolet à clous|fr_m=Nail Gun&lt;br /&gt;
|de=Nagelpistole|de_m=Nail Gun&lt;br /&gt;
|it=Sparachiodi|it_m=Nail Gun&lt;br /&gt;
|ro=Armă de cui|ro_m=Nail Weapon&lt;br /&gt;
|ru=Гвоздемёт|ru_m=Nail Gun&lt;br /&gt;
|es=Pistola de Clavos|es_m=Nail Gun&lt;br /&gt;
|uk=Цвяхомет|uk_m=Nail Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.0.0}}&lt;br /&gt;
* Added the Nail Gun to the game.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.4.0}}&lt;br /&gt;
* Changed Nailgun{{sic}} spread.&lt;br /&gt;
* Changed the nail projectile gravity back to what it used to be, as per request.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.5.0}}&lt;br /&gt;
* Nailgun{{sic}} now uses metal for ammo.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.6.4}}&lt;br /&gt;
* Nerfed Nailgun{{sic}} (set dmg to 12)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Fires slower than before.&lt;br /&gt;
* Nerfed the clipsize down to 25.&lt;br /&gt;
* Nails now do more damage than before.&lt;br /&gt;
* Added a new taunt when equipped with the Nailgun.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed syringes &amp;amp; nails colliding with players. &lt;br /&gt;
* Added special Class Select animations for the Nailgun{{sic}}, [[Huntsman]] and [[Hunting Revolver]].&lt;br /&gt;
* Improved the Nailgun’s{{sic}} projectile trails. &lt;br /&gt;
* Improved the Scout’s Nailgun{{sic}} animations. &lt;br /&gt;
* Disabled muzzle light on [[Syringe Gun]] and Nailgun.{{sic}} &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Damage rampup increased to 175% (from 150%) to match [[Scattergun]] (Max damage now 20 up from 17)&lt;br /&gt;
* Increased fire rate to 0.1s (from 0.115s)&lt;br /&gt;
* Clip size &amp;amp; max ammo reduced by 20%&lt;br /&gt;
* Updated nail/syringe projectiles:&lt;br /&gt;
** Are now consistent with the server&#039;s projectile position&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Reverted back to its 2.0.0 stats&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Lowered Nailgun,{{sic}} [[Pistol]] and [[Syringe Gun]] spread by 25%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed nail and [[Syringe Gun|syringe]] projectiles playing impact sounds when touching friendly buildings &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Increased fire rate by ~12.5% (to 0.1s, from 0.115s)&lt;br /&gt;
* Updated first person model to animate the ammo belt (Raptor Dan)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Reduced building damage to 10 (from 12)&lt;br /&gt;
{{Update|3.0.0||}}&lt;br /&gt;
* Removed -25% spread bonus&lt;br /&gt;
* Removed damage penalty against buildings&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Nail Gun in &#039;&#039;Team Fortress 2 Classic&#039;&#039; originated from &#039;&#039;Team Fortress Classic&#039;&#039;. It was planned to make a reappearance in &#039;&#039;TF2&#039;&#039;, but was cut during development. It can be seen in the [https://www.youtube.com/watch?v=MwwcWTTw4PU Orange Box 2006 PlayStation 3 trailer].&lt;br /&gt;
* The Nail Gun&#039;s model is directly taken from &#039;&#039;TF2&#039;&#039;&#039;s files and the textures were taken from pre-release &#039;&#039;TF2&#039;&#039; files.&lt;br /&gt;
* The Nail Gun&#039;s playermodel shows Scout holding its magazine with his left hand, while holding the top of the gun in worldmodel.&lt;br /&gt;
* When holding down the attack button, the Nail Gun&#039;s ammo count does not update smoothly enough to reflect the precise amount of nails fired, often stuttering its ammo count inaccurately until the clip is empty.&lt;br /&gt;
* The &amp;quot;show off&amp;quot; taunt was taken from live &#039;&#039;TF2&#039;&#039; game files that went unused.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Casbah&amp;diff=9698</id>
		<title>Casbah</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Casbah&amp;diff=9698"/>
		<updated>2026-02-01T05:23:14Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: The corpse of casbah, now updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Ctf_casbah.webp&lt;br /&gt;
|game-type = Capture the Flag&lt;br /&gt;
|file-name = ctf_casbah&lt;br /&gt;
|developer = {{Dev|Tamari}}&lt;br /&gt;
|release-date = May 3, 2015 ([[1.9.0]])&lt;br /&gt;
|link = [https://gamebanana.com/mods/70600 Gamebanana]&amp;lt;br&amp;gt;[https://www.moddb.com/games/team-fortress-2/addons/ctf-casbah Mod DB]&lt;br /&gt;
|map-environment = Industrial, ocean&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Casbah&#039;&#039;&#039; was an official [[Capture the Flag]] map, featuring an industrial layout surrounded by [[water|ocean]], with wide open areas and fighting concentrated on defined chokepoints.&lt;br /&gt;
&lt;br /&gt;
Casbah was initially added on May 3, 2015 on [[1.9.0]] patch as a testing map by Macd11 &amp;amp; Zorbos, until it was replaced by {{Dev|Tamari}}&#039;s version at an unknown date. It is the only Capture the Flag map with an asymmetrical design and a fixed 20-minute round timer. It was initially designed to use a unique CTF variant utilizing setup times, setup gates, a round timer of 15 minutes, and have the amount of time on the clock increase by 8 minutes whenever the intelligence was captured. Whichever team had more points at the end of the match would win, rather than the match stalemating. However, this idea was scrapped when the map was added to TF2C for unknown reasons, resulting in the maps removal from the game during the Steam release of TF2C due to its low ratings. &lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Casbah_Overview.webp|center|768px]]&lt;br /&gt;
&lt;br /&gt;
=== BLU Base ===&lt;br /&gt;
BLU spawns inside a concrete building with a shutter leading outside and a vent leading to a back alley. The back alley leads to the intelligence, which has two entrances far away from the flag. The exterior of the base is open with an elevated catwalk, leading to two small rooms that connect to a larger catwalk in the center of the map. There is also a large corridor with partially retracted bay doors, which is the main route to center.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Casbah_BLU_Spawn.webp|BLU spawn&lt;br /&gt;
Casbah_BLU_Exterior_1.webp|BLU exterior&lt;br /&gt;
Casbah_BLU_Exterior_2.webp|BLU exterior (again)&lt;br /&gt;
Casbah_BLU_Intelligence.webp|BLU intelligence&lt;br /&gt;
Casbah_BLU_Room_1.webp|BLU small room&lt;br /&gt;
Casbah_BLU_Room_2.webp|BLU small room at center&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Center ===&lt;br /&gt;
The center of the map is a single, wide open chokepoint where the two teams collide. On BLU side, there is a large catwalk above the two points that connects to an elevated platform and the BLU small rooms. The catwalk goes down into another small room that leads down onto RED side. The RED side is slightly more elevated than BLU, with two staircases that RED can defend. They also have a back alley with a side room that drops down into their base. The entire center has an exposed ocean that instantly kills whoever falls into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Casbah_BLU_Center_1.webp|BLU center&lt;br /&gt;
Casbah_BLU_Center_2.webp|BLU center center&lt;br /&gt;
Casbah_BLU_Catwalk.webp|BLU catwalk&lt;br /&gt;
Casbah_Water_2.webp|BLU water&lt;br /&gt;
Casbah_RED_Center.webp|RED center&lt;br /&gt;
Casbah_Water.webp|RED water (colored blue)&lt;br /&gt;
Casbah_RED_Backroom.webp|RED center backroom&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== RED Base ===&lt;br /&gt;
RED spawns in an outdoors area connected to the rest of their base by a single shutter. The shutter leads to a concrete alcove that connects to their base exterior and to their intelligence back alley. Their exterior base has makeshift ramps made of wood planks that connects to their elevated room. The intelligence is closer to the room entrances than on BLU, but with the entrances farther apart.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Casbah_RED_Spawn.webp|RED spawn&lt;br /&gt;
Casbah_RED_Alcove.webp|RED alcove&lt;br /&gt;
Casbah_RED_Exterior.webp|RED exterior&lt;br /&gt;
Casbah_RED_Alley.webp|RED back alley&lt;br /&gt;
Casbah_RED_Room.webp|RED small room&lt;br /&gt;
Casbah_RED_Intelligence.webp|RED intelligence&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;
* Fixed BLU&#039;s respawn door from locking on certain occasions.&lt;br /&gt;
* Fixed all soundscapes across the map. (Originally, they would never play properly)&lt;br /&gt;
* Updated the team colouring of both areas around each teams base.&lt;br /&gt;
* Updated RED&#039;s spawn to direct the player where to go to leave their spawn.&lt;br /&gt;
* Updated BLU&#039;s intel building to tell players that there are two entrances.&lt;br /&gt;
* Updated the clipping of the map.&lt;br /&gt;
* Removed some pipes around RED&#039;s base to remove extreme height variation. All other previous pipes have been clipped off for the same reason.&lt;br /&gt;
* Removed the overhang over BLU&#039;s spawn exit. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fog has settled into the seas, to match the world fog&lt;br /&gt;
* Improved visuals and details across the map&lt;br /&gt;
* Added an extra spawn door for each team&#039;s spawn&lt;br /&gt;
* Added detail doors to BLU&#039;s intel room entrances, to be consistent with RED base&lt;br /&gt;
* Added cover for BLU side&#039;s balcony route&lt;br /&gt;
* Added an extra Resupply Cabinet to each team&#039;s spawn&lt;br /&gt;
* Adjusted each spawn point to directly face the exit from spawn&lt;br /&gt;
* Adjusted the windows in front of RED&#039;s intel room to close off a window, while also adding a new route to RED intel&lt;br /&gt;
* Adjusted the Windows leading into BLU side to be larger&lt;br /&gt;
* Adjusted clipping to prevent mobility classes from camping up above the battleground&lt;br /&gt;
* Adjusted the Full Ammo and Small Medkit at Mid to be easier to see&lt;br /&gt;
* Adjusted pickups around RED and BLU side to be somewhat consistent&lt;br /&gt;
* Adjusted a few wooden planks to be easier to walk on&lt;br /&gt;
* Replaced a few models at Mid with crates&lt;br /&gt;
* Updated the stairs near BLU side of Mid to be easier to move around&lt;br /&gt;
* Fixed a visual bug when falling beneath the water&lt;br /&gt;
* Fixed up the concrete doorways to prevent players from getting stuck when walking against them&lt;br /&gt;
* Removed the Setup timer&lt;br /&gt;
* Removed a few pickups from each team&#039;s Intel room&lt;br /&gt;
* Removed the Fence in RED spawn to allow for better movement&lt;br /&gt;
* Removed a pipe near RED side&#039;s entrance, for the same reason&lt;br /&gt;
* Removed a pillar near RED spawn, for the same reason&lt;br /&gt;
* Removed a pillar in BLU spawn, for the same reason&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Removed ctf_casbah&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Casbah is a recreation of a &#039;&#039;Team Fortress Classic&#039;&#039; map [[tf:Casbah (Classic)|by the same name]].&lt;br /&gt;
* A [[w:kasbah|casbah]] (also spelled &amp;quot;kasbah&amp;quot;) is a type of fortress usually found in Northern Africa, commonly used as the citadel or fortified quarter of a city.&lt;br /&gt;
* The original version of the map with the original CTF logic can be found [https://gamebanana.com/mods/70600 on Gamebanana.]&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_maps&amp;diff=9697</id>
		<title>List of maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_maps&amp;diff=9697"/>
		<updated>2026-02-01T05:21:53Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: Maps removed in steam release removed here too (other than the temporary ones)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article contains the &#039;&#039;&#039;list of maps&#039;&#039;&#039; in &#039;&#039;Team Fortress 2 Classified&#039;&#039;. Only maps that officially ship with &#039;&#039;Team Fortress 2 Classified&#039;&#039; are listed here.&lt;br /&gt;
&lt;br /&gt;
== Map types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Prefix&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Number of maps&lt;br /&gt;
|-&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[King of the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;kotf_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Special Delivery]]&lt;br /&gt;
| &amp;lt;code&amp;gt;sd_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Territorial Control]]&lt;br /&gt;
| &amp;lt;code&amp;gt;tc_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Territorial Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;td_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sub types ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Number of maps&lt;br /&gt;
|-&lt;br /&gt;
| [[Four-Team]]&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Medieval]]&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Map&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Map Type&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;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Version Added&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Developers&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (Arena)|Badlands]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Flask]]&lt;br /&gt;
| [[Arena]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4arena_flask&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Drudlyclean the Skeledude&amp;lt;br&amp;gt;Trotim&lt;br /&gt;
|-&lt;br /&gt;
| [[Floodgate]]&lt;br /&gt;
| [[Arena]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4arena_floodgate&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| [https://gamebanana.com/members/1384110 savva]&amp;lt;br&amp;gt;HypnOS 1999&amp;lt;br&amp;gt;Lev1679&lt;br /&gt;
|-&lt;br /&gt;
| [[Granary (Arena)|Granary]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_granary&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Lumberyard]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_lumberyard&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Nucleus (Arena)|Nucleus]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_nucleus&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Offblast]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_offblast_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Magnar &amp;quot;insta&amp;quot; Jenssen&lt;br /&gt;
|-&lt;br /&gt;
| [[Ravine]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_ravine&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (Arena)|Sawmill]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Watchtower]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_watchtower&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197966249675 Joshua &amp;quot;JoshuaC&amp;quot; Shiflet]&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Arena)|Well]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Amaranth]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_amaranth&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
| [https://steamcommunity.com/id/awsswefasefsfsd Berry]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561198003981752 Theo &amp;quot;TheoF114&amp;quot; Fletcher]&lt;br /&gt;
|-&lt;br /&gt;
| [[DeGroot Keep]]&lt;br /&gt;
| [[Attack / Defense]] ([[Medieval]])&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_degrootkeep&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Dustbowl]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_dustbowl&amp;lt;/code&amp;gt;&lt;br /&gt;
| Initial release&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Egypt]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_egypt_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197970803850 Sean &amp;quot;Heyo&amp;quot; Cutino]&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace Creek]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_furnace_rc1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
| [https://steamcommunity.com/id/Y_M Tim &amp;quot;YM&amp;quot; Johnson]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197997491987 Fay L. &amp;quot;nineaxis&amp;quot; Fabry]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/snipergen Jeroen &amp;quot;Snipergen&amp;quot; Dessaux]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197994150794 Aeon &amp;quot;Void&amp;quot; Bollig]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorge (Attack / Defense)|Gorge]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gorge&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Gravel Pit]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gravelpit&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Junction]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_junction_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197970803850 Sean &amp;quot;Heyo&amp;quot; Cutino]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mountain Lab]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_mountainlab&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197987845309 Valentin &amp;quot;3DNJ&amp;quot; Levillain]&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_steel&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197961877926 Jamie &amp;quot;Fishbus&amp;quot; Manson]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197960545005 Dan &amp;quot;Irish Taxi Driver&amp;quot; Merboth]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197971128200 FLOOR_MASTER]&lt;br /&gt;
|-&lt;br /&gt;
| [[2Fort]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_2fort&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Double Cross]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_doublecross&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Landfall]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_landfall&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
|[https://steamcommunity.com/profiles/76561197973859098 Andrew &amp;quot;Dr. Spud&amp;quot; Thompson]&amp;lt;br&amp;gt;Fay L. &amp;quot;nineaxis&amp;quot; Fabry&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197971792497 Mark &amp;quot;Shmitz&amp;quot; Major]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pelican Peak]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_pelican_peak&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2.0.4]]&lt;br /&gt;
|[https://steamcommunity.com/id/AnotherBadPun abp]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/void001 void]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/barnwellewell Stuffy360]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/EwoV2Po chin]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/phi666 phi]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/divadan Diva Dan]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/erkerk erk]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/KrazyZark KrazyZark]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/Emil_Rusboi Emil]&lt;br /&gt;
|-&lt;br /&gt;
| [[Penguin Peak]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_penguin_peak&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2.1.3]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;void&amp;lt;br&amp;gt;Stuffy360&amp;lt;br&amp;gt;chin&amp;lt;br&amp;gt;phi&amp;lt;br&amp;gt;Diva Dan&amp;lt;br&amp;gt;erk&amp;lt;br&amp;gt;KrazyZark&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (Capture the Flag)|Sawmill]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Turbine]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_turbine&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| [https://gamebanana.com/members/260401 Flobster]&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Capture the Flag)|Well]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (Control Points)|Badlands]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Coldfront]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_coldfront&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|[https://steamcommunity.com/profiles/76561198000167056 Eric &amp;quot;Icarus&amp;quot; Wong]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197987812857 David &amp;quot;Selentic&amp;quot; Simon]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197994150794 Aeon &amp;quot;Void&amp;quot; Bollig]&amp;lt;br&amp;gt;Tim &amp;quot;YM&amp;quot; Johnson&lt;br /&gt;
|-&lt;br /&gt;
| [[Fastlane]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_fastlane&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197960357189 Arttu &amp;quot;SK&amp;quot; Mäki]&lt;br /&gt;
|-&lt;br /&gt;
| [[Foundry]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_foundry&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Freight]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_freight_final1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Jamie &amp;quot;Fishbus&amp;quot; Manson&amp;lt;br&amp;gt;Mitch &amp;quot;ol&amp;quot; Robb&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorge (Control Points)|Gorge]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_5gorge&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Granary (Control Points)|Granary]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_granary&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Gullywash]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gullywash_final1&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Jan &amp;quot;Arnold&amp;quot; Laroy&lt;br /&gt;
|-&lt;br /&gt;
| [[Powerhouse]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_powerhouse&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Tidal]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_tidal_v4&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
| Sean &amp;quot;Heyo&amp;quot; Cutino&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Control Points)|Well]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Yukon]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_yukon_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197973935677 Patrick &amp;quot;MangyCarface&amp;quot; Mulholland]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197978391207 Freya &amp;quot;Acegikmo&amp;quot; Holmér]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydro (Domination)|Hydro]]&lt;br /&gt;
| [[Domination]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4dom_hydro&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Snowshoe&amp;lt;br&amp;gt;Drudlyclean the Skeledude&amp;lt;br&amp;gt;savva&lt;br /&gt;
|-&lt;br /&gt;
| [[Krepost]]&lt;br /&gt;
| [[Domination]] ([[Four-Team]] [[Medieval]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4dom_krepost&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| Suo&lt;br /&gt;
|-&lt;br /&gt;
| [[Oil Canyon]]&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_oilcanyon&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| MaartenS11&amp;lt;br&amp;gt;Suo&amp;lt;br&amp;gt;Trotim&amp;lt;br&amp;gt;Waugh101&lt;br /&gt;
|-&lt;br /&gt;
| [[Railway]]&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_railway&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| ultr4nima&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawtooth|Sawtooth Mountain]]&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_sawtooth&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| Suo&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;Mazern&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (King of the Hill)|Badlands]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Frigid]]&lt;br /&gt;
| [[King of the Hill]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4koth_frigid&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| wheatttttt&amp;lt;br&amp;gt;savva&lt;br /&gt;
|-&lt;br /&gt;
| [[Harvest]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_harvest_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Sean &amp;quot;Heyo&amp;quot; Cutino&lt;br /&gt;
|-&lt;br /&gt;
| [[Harvest (Event)]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_harvest_event&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Sean &amp;quot;Heyo&amp;quot; Cutino&amp;lt;br&amp;gt;Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Lakeside]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_lakeside_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valentin &amp;quot;3DNJ&amp;quot; Levillain&lt;br /&gt;
|-&lt;br /&gt;
| [[Nucleus (King of the Hill)|Nucleus]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_nucleus&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (King of the Hill)|Sawmill]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Viaduct]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_viaduct&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Badwater Basin (Payload)|Badwater Basin]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_badwater&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Barnblitz]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_barnblitz&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Frontier]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_frontier_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Patrick &amp;quot;MangyCarface&amp;quot; Mulholland&amp;lt;br&amp;gt;Arhurt&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold Rush]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_goldrush&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Hoodoo]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_hoodoo_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Tim &amp;quot;YM&amp;quot; Johnson&amp;lt;br&amp;gt;Jeroen &amp;quot;Snipergen&amp;quot; Dessaux&amp;lt;br&amp;gt;Fay L. &amp;quot;nineaxis&amp;quot; Fabry&amp;lt;br&amp;gt;Drew &amp;quot;Oxy&amp;quot; Fletcher&lt;br /&gt;
|-&lt;br /&gt;
| [[Jinn]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_jinn&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;[https://steamcommunity.com/id/14bit 14bit]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/heavywepon Boomsta]&amp;lt;br&amp;gt;Freyja&lt;br /&gt;
|-&lt;br /&gt;
| [[Thunder Mountain]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_thundermountain&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Upward]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_upward&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Hightower]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_hightower&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Nightfall]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_nightfall_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197972876953 Aaron &amp;quot;Psy&amp;quot; Garcha]&amp;lt;br&amp;gt;Paul Good&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipeline]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_pipeline&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Sisyphus]]&lt;br /&gt;
| [[Payload Race]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4plr_sisyphus&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Steam Release|3.0.0]]&lt;br /&gt;
| fizzyphysics&lt;br /&gt;
|-&lt;br /&gt;
| [[Doomsday]]&lt;br /&gt;
| [[Special Delivery]]&lt;br /&gt;
| &amp;lt;code&amp;gt;sd_doomsday&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydro (Territorial Control)|Hydro]]&lt;br /&gt;
| [[Territorial Control]]&lt;br /&gt;
| &amp;lt;code&amp;gt;tc_hydro&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Caper]]&lt;br /&gt;
| [[Territorial Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;td_caper&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;Emil&lt;br /&gt;
|-&lt;br /&gt;
| [[Sunnyside]]&lt;br /&gt;
| [[Territorial Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;td_sunnyside&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| fizzyphysics&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;erk&amp;lt;br&amp;gt;Suo&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|-&lt;br /&gt;
| [[Avanti]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_avanti&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Steam Release|3.0.0]]&lt;br /&gt;
| 14bit&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;Sam D. Wich&amp;lt;br&amp;gt;Lurondor&amp;lt;br&amp;gt;Ventrici&amp;lt;br&amp;gt;Wheat&amp;lt;br&amp;gt;rami&amp;lt;br&amp;gt;moonley&amp;lt;br&amp;gt;Old Hermit&amp;lt;br&amp;gt;Mazern&amp;lt;br&amp;gt;Omniary&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Badwater Basin (VIP)|Badwater Basin]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_badwater&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Drudlyclean the Skeledude&amp;lt;br&amp;gt;Benjamin &amp;quot;Benjamoose&amp;quot; Rudman&amp;lt;br&amp;gt;savva&lt;br /&gt;
|-&lt;br /&gt;
| [[Harbor|Blackstone Harbor]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_harbor&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Suo&amp;lt;br&amp;gt;Gadget&amp;lt;br&amp;gt;Hutty&amp;lt;br&amp;gt;Drudlyclean the Skeledude&lt;br /&gt;
|-&lt;br /&gt;
| [[Mineside]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_mineside&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Suo&lt;br /&gt;
|-&lt;br /&gt;
| [[Trainyard]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_trainyard&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| TheatreTechie&amp;lt;br&amp;gt;Drudlyclean the Skeledude&lt;br /&gt;
|-&lt;br /&gt;
| [[2Bridge]]&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_2bridge&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;14bit&amp;lt;br&amp;gt;Waugh101&lt;br /&gt;
|-&lt;br /&gt;
| [[Chopper]]&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_chopper&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Steam Release|3.0.0]]&lt;br /&gt;
| Damon&lt;br /&gt;
|-&lt;br /&gt;
| [[Drizzle]]&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_drizzle&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| 14bit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Trainyard&amp;diff=9696</id>
		<title>Trainyard</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Trainyard&amp;diff=9696"/>
		<updated>2026-02-01T05:15:51Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Vip_trainyard.webp&lt;br /&gt;
|game-type = VIP&lt;br /&gt;
|file-name = vip_trainyard&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = {{Dev|theatreTECHIE}}&amp;lt;br&amp;gt;{{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
|map-environment = Industrial&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day1 Death &amp;amp; Taxes update page]|&lt;br /&gt;
Mining outposts and dockyards are one thing, but at dusty cargo stations like this, mercs play for &#039;&#039;keeps.&#039;&#039; If the Civilian dies, that&#039;s it. Game over. Trainyard plays host to frenetic, fast-paced rounds, where sloppy play gets punished and one crafty Headshot or Backstab can close a match.}}&lt;br /&gt;
&#039;&#039;&#039;Trainyard&#039;&#039;&#039; is an official [[VIP]] map, where BLU team must escort the VIP to the Control Point without him dying. The VIP has three lives, and if he loses them, RED team wins. It is set in a rustic train station running through multiple warehouses. &lt;br /&gt;
&lt;br /&gt;
Trainyard was added to &#039;&#039;[[Team Fortress 2 Classic]]&#039;&#039; on July 4, 2020, in the [[Death &amp;amp; Taxes]] update.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Trainyard_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Trainyard ===&lt;br /&gt;
The map is divided into four small sections going from BLU side to RED side. Outside BLU spawn is a horizontal slice of rail track, leading into another slice of rail inside a warehouse. Once the VIP travels through here, he goes into more cramped quarters, into one of two alcoves that are one choke away from the exposed Control Point. If the VIP captures this point, BLU team wins the game. If the VIP loses all three lives, RED team wins the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Trainyard_BLU_Spawn.webp|BLU spawn&lt;br /&gt;
Trainyard_BLU_Exterior.webp|BLU exterior&lt;br /&gt;
Trainyard_BLU_Connector.webp|BLU connector&lt;br /&gt;
Trainyard_RED_Connector_1.webp|RED connector&lt;br /&gt;
Trainyard_RED_Connector_2.webp|RED connector 2&lt;br /&gt;
Trainyard_RED_Lobby.webp|RED lobby&lt;br /&gt;
Trainyard_Point.webp|Control Point&lt;br /&gt;
Trainyard_RED_Exterior.webp|RED exterior&lt;br /&gt;
Trainyard_RED_Spawn.webp|RED spawn&lt;br /&gt;
Trainyard_VIP_Car.webp|The VIP&#039;s unfortunately exposed automobile&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 vip_trainyard&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated vip_trainyard&lt;br /&gt;
** The VIP now has 3 lives (up from 1)&lt;br /&gt;
** Refreshed artpass&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Frigid&amp;diff=9695</id>
		<title>Frigid</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Frigid&amp;diff=9695"/>
		<updated>2026-02-01T05:13:16Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Koth_frigid.webp&lt;br /&gt;
|game-type = King of the Hill&lt;br /&gt;
|four-team = yes&lt;br /&gt;
|file-name = 4koth_frigid&lt;br /&gt;
|developer = wheatttttt&amp;lt;br&amp;gt;savva&lt;br /&gt;
|release-date = April 28, 2023 ([[Fight or Flight]])&lt;br /&gt;
|map-environment = Frigid&lt;br /&gt;
|map-setting = Night&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Frigid&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day1 promotional blurb]|Find refuge from the cold in the sheet metal hallways and eight-foot-wide air ducts of Frigid, our first four-way [[King of the Hill|King of the Hill]] map. If you can fend off three whole teams of maniacs pouring in from all directions, maybe you can use this arctic base for the betterment of mankind. Like digging aliens out of the permafrost. Or melting icebergs, for fun.}}&lt;br /&gt;
&#039;&#039;&#039;Frigid&#039;&#039;&#039; is an official [[Four-Team]] [[King of the Hill]] map characterized by cramped interior flank routes leading to a spacious middle, with a small amount of action in the open outdoors. It is set within an arctic research base, the centerpiece of which is a mysterious glowing pillar.&lt;br /&gt;
&lt;br /&gt;
Frigid was added to Team Fortress 2 Classic on April 28, 2023, in the [[Fight or Flight]] update. It was created by TF2 Classic developer wheatttttt and TF2 Classic contributor savva.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Frigid_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns within a single-room interior base, which leads to a small outdoors area with two short indoor corridors, a staircase leading to a balcony, and some side scaffolding that can be jumped off. All of them lead to the outdoors connector. There is little of value here, although the trio of exits makes it easy for an enemy to sneak in front of the spawn doors, yet difficult for them to keep a team trapped inside.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Frigid_RED_Spawn.webp|RED spawn (from base)&lt;br /&gt;
Frigid_BLU_Spawn.webp|BLU spawn (from base)&lt;br /&gt;
Frigid_GRN_Spawn.webp|GRN spawn (from balcony)&lt;br /&gt;
Frigid_YLW_Spawn.webp|YLW spawn (from balcony)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Outdoors Connector ===&lt;br /&gt;
After spawn is an even smaller outdoor area, with all entrances leading to the interior. The closer entrance leads to the elevated perch and the side hallway. The farther entrance leads to the main hallway and the lower control point. The ramp entrance goes into the vents, which lead into the control point vent exit or the outdoors ceiling.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Frigid_RED_Connector.webp|RED connector (side view)&lt;br /&gt;
Frigid_BLU_Connector.webp|BLU connector (side view)&lt;br /&gt;
Frigid_GRN_Connector.webp|GRN connector (front view)&lt;br /&gt;
Frigid_YLW_Connector.webp|YLW connector (front view)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Interior ===&lt;br /&gt;
Right before the point are some hallways, connected through shutter doors. The main hallway is a simple straight path with a slight elevation change, with two wide doorways leading to the point. The side hallway leads to an elevated perch above the control point, and to an alcove that connects the hallways of each team.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Frigid_BLU_Hallway.webp|BLU hallway&lt;br /&gt;
Frigid_YLW_Hallway.webp|YLW hallway&lt;br /&gt;
Frigid_YLW_Side_Hall.webp|YLW side hall&lt;br /&gt;
Frigid_GRN_Side_Hall.webp|GRN side hall&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point ===&lt;br /&gt;
The point is centered on an elevated platform with four stairs, above a thick pillar with revolving neon lights being studied by scientists. Players have to stand within the hazard zone, lit up by four lights, to capture it. The point can also be reached through one-way vents, with two teams funnelling into two vents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Frigid_Point.webp|Point from vents&lt;br /&gt;
Frigid_YLW_Perch.webp|Point from YLW perch&lt;br /&gt;
Frigid_GRN_Perch.webp|Point from GRN perch&lt;br /&gt;
Frigid_Pillar.webp|The mysterious glowing pillar&lt;br /&gt;
Frigid_Scientists.webp|Scientists putting those degrees to good use&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ceiling ===&lt;br /&gt;
Above the interior is a barren ceiling area, reached through separate vents, where the point can be seen through frosted glass. Given the distance from the main action, and how the most convenient path to the point is through a tiny vent managed by two teams, this area is generally empty aside from the occasional [[Engineer]] nest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Frigid_Ceiling_Overview.webp|Ceiling overview&lt;br /&gt;
Frigid_Ceiling_Ground.webp|Ceiling from ground&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|2.1.0}}&lt;br /&gt;
* Added koth_frigid (Wheat, savva)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
*Updated koth_frigid (Wheat):&lt;br /&gt;
**Added a new dropdown route that leads from the rooftop to the side flank&lt;br /&gt;
**Added reflections to various surfaces that didn&#039;t have them before&lt;br /&gt;
**Added parallax corrected cubemaps to most of the map&lt;br /&gt;
**Increased detail on several brush-based decorations&lt;br /&gt;
**Vents now drop down into the hallway below instead of leading to mid&lt;br /&gt;
&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 4koth_frigid&lt;br /&gt;
** Raised cap timer from 2:30, from 2:00&lt;br /&gt;
** Refreshed artpass&lt;br /&gt;
** Now uses unique soundscape&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Frigid was originally designed as a [[Domination]] map with three Control Points, and was later changed to a [[King of the Hill]] map.&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flask&amp;diff=9694</id>
		<title>Flask</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flask&amp;diff=9694"/>
		<updated>2026-02-01T05:11:55Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: Little change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Krepost&amp;diff=9693</id>
		<title>Krepost</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Krepost&amp;diff=9693"/>
		<updated>2026-02-01T05:09:11Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Dom_krepost.webp&lt;br /&gt;
|game-type = Domination&lt;br /&gt;
|four-team = Yes&lt;br /&gt;
|medieval = Yes&lt;br /&gt;
|file-name = 4dom_krepost&lt;br /&gt;
|developer = Suo&lt;br /&gt;
|release-date = April 28, 2023 ([[Fight or Flight]])&lt;br /&gt;
|map-environment = Castle Courtyard&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Krepost&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 promotional blurb]|&lt;br /&gt;
The rumors are true: we got so sick of you nominating [[DeGroot Keep]] &amp;quot;as a joke&amp;quot; that we all pitched in and made a brand-new Medieval Mode map, just so you&#039;d give it a rest. Four teams, a moving objective, and overclocked siege weaponry for you to ride on! Take part in a Dark Age massacre, and see your heroic deeds immortalized in a three-sentence Wikipedia article 900 years from now.}}&lt;br /&gt;
&#039;&#039;&#039;Krepost&#039;&#039;&#039; is an official [[Four-Team]] [[Medieval Mode]] [[Domination]] map. It is structured like a cross, with each team&#039;s control point in their respective bases. As the map is Medieval, players can only equip melee weapons and a limited selection of non-melee weapons. At the beginning of the round, all points are locked and access to each team&#039;s courtyard is blocked by a gate. After a certain amount of time, a random team&#039;s point is selected, unlocking it and opening their gates. Around each team&#039;s point is a catapult that will launch a player onto their battlements, with a five second cooldown. There are also torches that will light [[Huntsman]] arrows. When a team gains forty points, they win the round.&lt;br /&gt;
&lt;br /&gt;
Krepost was added to Team Fortress 2 Classic on April 28, 2023, in the [[Fight or Flight]] update. It was created by TF2 Classic developer Suo.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Krepost_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns inside an indoor room with two exits. This spawn is active for all teams at the start of the game. If a team has an open gate, every team except for that one has a forward spawn in their courtyard. The left exit leads to the lower ramp to the point. The right exit leads to an elevated ramp above the point.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Krepost_RED_Spawn.webp|RED spawn&lt;br /&gt;
Krepost_YLW_Spawn.webp|YLW spawn&lt;br /&gt;
Krepost_BLU_Spawn.webp|BLU spawn&lt;br /&gt;
Krepost_GRN_Spawn.webp|GRN spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point ===&lt;br /&gt;
The point is in a recessed area next to a medium health pack. The leftmost exit leads to the courtyard forward spawn. The right has two exits: a lower one that leads to the courtyard catapult, and an upper one that leads to its battlements. The middle exit is the largest, and has a clear view of the center.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Krepost_RED_Point.webp|RED point&lt;br /&gt;
Krepost_YLW_Point.webp|YLW point&lt;br /&gt;
Krepost_BLU_Point.webp|BLU point&lt;br /&gt;
Krepost_GRN_Point.webp|GRN point&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Courtyard ===&lt;br /&gt;
The courtyard features a small health pack, a medium ammo pack, and a large catapult that sends anyone on it to the battlements above. The team&#039;s forward spawn is active for most of the round, and has a one-way drop, with no resupply cabinet. The exit next to the forward spawn leads to a small house above the center.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Krepost_RED_Courtyard.webp|RED courtyard&lt;br /&gt;
Krepost_YLW_Courtyard.webp|YLW courtyard&lt;br /&gt;
Krepost_BLU_Courtyard.webp|BLU courtyard&lt;br /&gt;
Krepost_GRN_Courtyard.webp|GRN courtyard&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Center ===&lt;br /&gt;
The center connects all the team bases in a cross. In the center of the center is a large health pack. One team&#039;s gate will periodically open, and their point will become active. All classes are able to gain early access to a base by jumping off a rock and onto a convenient ledge leading to a side route, and all sides have torches which light Huntsman arrows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Krepost_RED_Center.webp|RED center&lt;br /&gt;
Krepost_YLW_Center.webp|YLW center&lt;br /&gt;
Krepost_BLU_Center.webp|BLU center&lt;br /&gt;
Krepost_GRN_Center.webp|GRN center&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|2.1.0}}&lt;br /&gt;
* Added dom_krepost (Suo)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Added new arrow signs to help players exiting after leaving forward spawns&lt;br /&gt;
* Adjusted cap point model locations to be consistent&lt;br /&gt;
* Fixed missing rock prop around YLW mid and braziers from YLW and RED&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;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The word &amp;quot;Krepost&amp;quot; (Крепость) is Russian for &amp;quot;fortress.&amp;quot;&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hydro_(Domination)&amp;diff=9692</id>
		<title>Hydro (Domination)</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hydro_(Domination)&amp;diff=9692"/>
		<updated>2026-02-01T05:07:26Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Dom_hydro.webp&lt;br /&gt;
|game-type = Domination&lt;br /&gt;
|four-team = yes&lt;br /&gt;
|file-name = 4dom_hydro&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = Snowshoe&amp;lt;br&amp;gt;Drudlyclean the Skeledude&amp;lt;br&amp;gt;Savva&lt;br /&gt;
|map-environment = Industrial&lt;br /&gt;
|map-setting = Dusk&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day3 Death &amp;amp; Taxes update page]|&lt;br /&gt;
The four key worksites at Alpha Electric&#039;s hydro power plant have been divvied up between the four teams, each with an easy-access control point to call its own. Each team should have an easy time holding its own point, but with the score always so close, losing your home point for even a few seconds can be devastating.}}&lt;br /&gt;
&#039;&#039;&#039;Hydro (Domination)&#039;&#039;&#039; is an official [[Four-Team]] [[Domination]] map, based on the prior [[Hydro|Hydro (Territorial Control)]] map. It uses the four middle setpieces from Hydro, connected together at all times through sprawling routes. A team gains points by capturing any of the four Control Points. Each uncontested control point generates one point each within 5 second intervals, spaced evenly apart. A contested control point that becomes uncontested will generate a point if five seconds have passed while contested. One team must reach 100 points to win the round. &lt;br /&gt;
&lt;br /&gt;
Hydro (Domination) was added to Team Fortress 2 Classic on July 4, 2020, in the [[Death &amp;amp; Taxes]] update. It was developed by Snowshoe, Drudlyclean the Skeledude, and Savva.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Dom_Hydro_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Point A ===&lt;br /&gt;
GRN team spawns in a spacious multi-tiered interior that leads to their point through various angles of attack. The point itself is exposed to the elements and placed above a small ravine of shallow [[water]]. Point A connects to Point B through a narrow route with a small alcove.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Dom_Hydro_GRN_Spawn_1.webp|GRN Spawn 1&lt;br /&gt;
Dom_Hydro_GRN_Spawn_2.webp|GRN Spawn 2&lt;br /&gt;
Dom_Hydro_Point_A.webp|Point A&lt;br /&gt;
Dom_Hydro_A-B_Connector.webp|A-B Connector&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B ===&lt;br /&gt;
RED team spawns in a sprawling underground environment, leading to a short path facing their point or to an underground tunnel placed below the point. The point is well-covered and easily defensible, placed inside a radar dish far away from any angle of attack. Point B leads to Point C through an underground cave system. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Dom_Hydro_RED_Spawn_1.webp|RED Spawn 1&lt;br /&gt;
Dom_Hydro_RED_Spawn_2.webp|RED Spawn 2&lt;br /&gt;
Dom_Hydro_Point_B.webp|Point B&lt;br /&gt;
Dom_Hydro_B-C_Connector.webp|B-C Connector&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point C ===&lt;br /&gt;
BLU team has the smallest of all the spawns, with a linear spawn leading below or above their point. The point itself is above two turbines in an indoor area, featuring sharp angles and lots of platforms to fall onto. Point C leads to Point D through a platform scaling the side of a cliff, well above the action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Dom_Hydro_BLU_Spawn_1.webp|BLU Spawn 1&lt;br /&gt;
Dom_Hydro_BLU_Spawn_2.webp|BLU Spawn 2&lt;br /&gt;
Dom_Hydro_Point_C.webp|Point C&lt;br /&gt;
Dom_Hydro_C-D_Connector.webp|C-D Connector&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point D ===&lt;br /&gt;
YLW spawns in an unconventional dam area where the spawn room itself is tiny, but the outside world is able to be viewed with ease. The point is exposed in a gigantic area with plenty of shallow water, with a small fence blocking off attack from one side. Point D connects to Point A through the ravine below the B-C connector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Dom_Hydro_YLW_Spawn_1.webp|YLW Spawn 1&lt;br /&gt;
Dom_Hydro_YLW_Spawn_2.webp|YLW Spawn 2&lt;br /&gt;
Dom_Hydro_Point_D.webp|Point D&lt;br /&gt;
Dom_Hydro_D-A_Connector.webp|D-A Connector&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 dom_hydro&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Added localization strings&lt;br /&gt;
* Added a small room to BLU side to give Engineers and Spies more utility&lt;br /&gt;
* Added a new route from the caves between RED and BLU to connect to YLW&lt;br /&gt;
* Combined the two caves between RED and YLW into one larger cave&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Overhauled lighting across the map, now featuring a new sunset setting, achieved with light_directional&lt;br /&gt;
* Overhauled the appearance of water across the map, now featuring the new WaterFlow shader&lt;br /&gt;
* Added Parallax Correction to cubemaps in some indoor areas&lt;br /&gt;
* Many smaller clipping changes and visual fixes across the map&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Updated [[water]] material to be more similar to [[tc_hydro]]&lt;br /&gt;
* Brightened up many areas around the map to aid in player visibility&lt;br /&gt;
* Synchronized the parallax_obb brushes with [[tc_hydro]], for nicer vent reflections&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;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Before the [[Death &amp;amp; Taxes]] update, Hydro was a [[Four-Team]] [[Control Points]] map, where the objective was to capture every single point at once. This proved to be a bad idea, as matches would last for hours.&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Floodgate&amp;diff=9691</id>
		<title>Floodgate</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Floodgate&amp;diff=9691"/>
		<updated>2026-02-01T05:04:57Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Arena_floodgate.webp&lt;br /&gt;
|game-type = Arena&lt;br /&gt;
|four-team = yes&lt;br /&gt;
|file-name = 4arena_floodgate&lt;br /&gt;
|developer = savva&lt;br /&gt;
|link = [https://gamebanana.com/mods/56265 Gamebanana]&lt;br /&gt;
|release-date = April 28, 2023 ([[Fight or Flight]])&lt;br /&gt;
|map-environment = Alpine&lt;br /&gt;
|map-setting = Afternoon, Foggy&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Floodgate&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day1 promotional blurb]|&lt;br /&gt;
With an expansive multi-tier mid and serpentine back alleys, Floodgate&#039;s home to the kind of involved long-form teamplay that makes Arena worth playing in a sea of [[Payload|Payloads]] and [[Domination|Dominations]]. Make like a bottling plant, and contaminate your enemies with fatal amounts of lead.}}&lt;br /&gt;
&#039;&#039;&#039;Floodgate&#039;&#039;&#039; is an official [[Four-Team]] [[Arena]] map with a symmetrical design, featuring exaggerated verticality, tight corners, cramped interiors, and tons of ambush routes. It is set in a fake bottling plant on an anonymous mountain ridge that conceals a mysterious intelligence apparatus. &lt;br /&gt;
&lt;br /&gt;
Floodgate was added to Team Fortress 2 Classic on April 28, 2023, in the [[Fight or Flight]] update. It was created by TF2 Classic contributor savva. It was [https://gamebanana.com/mods/56265 uploaded] to Gamebanana on February 28, 2021.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Floodgate_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns in a single room with a single exit, leading to an elevated platform with a one-way drop to the ground. The ground has a singular, wide route to center. The platform connects to a building that connects to an opposing team&#039;s equivalent building. Both buildings lead to the center through a short staircase.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Floodgate_RED_Spawn.webp|RED spawn room&lt;br /&gt;
Floodgate_BLU_Spawn.webp|BLU spawn platform&lt;br /&gt;
Floodgate_GRN_Spawn.webp|GRN spawn building&lt;br /&gt;
Floodgate_YLW_Spawn.webp|YLW spawn ground route&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Center ===&lt;br /&gt;
All the teams meet in a wide center arena surrounding a tiny, enclosed point inside a tower. The tower has pipes around it allowing for a height advantage. There are supply shacks in front of the point with medium ammo packs, and a side route behind them with shallow water and a medium ammo pack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Floodgate_Center.webp|Center overview&lt;br /&gt;
Floodgate_Side_Route.webp|Side route&lt;br /&gt;
Floodgate_Supplies.webp|Supply shack&lt;br /&gt;
Floodgate_Point_Below.webp|Point from below&lt;br /&gt;
Floodgate_Point_Above.webp|Point from above&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|2.1.0}}&lt;br /&gt;
* Added arena_floodgate (savva)&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Minor artpass improvements&lt;br /&gt;
* Fixed certain lighting issues&lt;br /&gt;
* Slight clipping adjustments&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;
}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flask&amp;diff=9690</id>
		<title>Flask</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flask&amp;diff=9690"/>
		<updated>2026-02-01T05:03:44Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: New update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
* Refreshed artpass&lt;br /&gt;
* Overhauled soundscapes&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_maps&amp;diff=9689</id>
		<title>List of maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_maps&amp;diff=9689"/>
		<updated>2026-02-01T04:57:16Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: Added new maps, as well as 4team prefixes (Chopper and Sisyphus have unfinished credits, they&amp;#039;ll be added later)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article contains the &#039;&#039;&#039;list of maps&#039;&#039;&#039; in &#039;&#039;Team Fortress 2 Classified&#039;&#039;. Only maps that officially ship with &#039;&#039;Team Fortress 2 Classified&#039;&#039; are listed here.&lt;br /&gt;
&lt;br /&gt;
== Map types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Prefix&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Number of maps&lt;br /&gt;
|-&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[King of the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;kotf_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Special Delivery]]&lt;br /&gt;
| &amp;lt;code&amp;gt;sd_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Territorial Control]]&lt;br /&gt;
| &amp;lt;code&amp;gt;tc_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Territorial Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;td_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sub types ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Number of maps&lt;br /&gt;
|-&lt;br /&gt;
| [[Four-Team]]&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Medieval]]&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Map&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Map Type&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;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Version Added&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Developers&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (Arena)|Badlands]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Flask]]&lt;br /&gt;
| [[Arena]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4arena_flask&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Drudlyclean the Skeledude&amp;lt;br&amp;gt;Trotim&lt;br /&gt;
|-&lt;br /&gt;
| [[Floodgate]]&lt;br /&gt;
| [[Arena]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4arena_floodgate&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| [https://gamebanana.com/members/1384110 savva]&amp;lt;br&amp;gt;HypnOS 1999&amp;lt;br&amp;gt;Lev1679&lt;br /&gt;
|-&lt;br /&gt;
| [[Granary (Arena)|Granary]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_granary&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Lumberyard]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_lumberyard&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Nucleus (Arena)|Nucleus]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_nucleus&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Offblast]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_offblast_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Magnar &amp;quot;insta&amp;quot; Jenssen&lt;br /&gt;
|-&lt;br /&gt;
| [[Ravine]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_ravine&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (Arena)|Sawmill]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Watchtower]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_watchtower&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197966249675 Joshua &amp;quot;JoshuaC&amp;quot; Shiflet]&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Arena)|Well]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Amaranth]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_amaranth&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
| [https://steamcommunity.com/id/awsswefasefsfsd Berry]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561198003981752 Theo &amp;quot;TheoF114&amp;quot; Fletcher]&lt;br /&gt;
|-&lt;br /&gt;
| [[DeGroot Keep]]&lt;br /&gt;
| [[Attack / Defense]] ([[Medieval]])&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_degrootkeep&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Dustbowl]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_dustbowl&amp;lt;/code&amp;gt;&lt;br /&gt;
| Initial release&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Egypt]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_egypt_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197970803850 Sean &amp;quot;Heyo&amp;quot; Cutino]&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace Creek]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_furnace_rc1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
| [https://steamcommunity.com/id/Y_M Tim &amp;quot;YM&amp;quot; Johnson]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197997491987 Fay L. &amp;quot;nineaxis&amp;quot; Fabry]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/snipergen Jeroen &amp;quot;Snipergen&amp;quot; Dessaux]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197994150794 Aeon &amp;quot;Void&amp;quot; Bollig]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorge (Attack / Defense)|Gorge]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gorge&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Gravel Pit]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gravelpit&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Junction]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_junction_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197970803850 Sean &amp;quot;Heyo&amp;quot; Cutino]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mountain Lab]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_mountainlab&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197987845309 Valentin &amp;quot;3DNJ&amp;quot; Levillain]&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_steel&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197961877926 Jamie &amp;quot;Fishbus&amp;quot; Manson]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197960545005 Dan &amp;quot;Irish Taxi Driver&amp;quot; Merboth]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197971128200 FLOOR_MASTER]&lt;br /&gt;
|-&lt;br /&gt;
| [[2Fort]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_2fort&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Casbah]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_casbah&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
| [https://gamebanana.com/members/142303 Tamari/Volcom82]&lt;br /&gt;
|-&lt;br /&gt;
| [[Double Cross]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_doublecross&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Landfall]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_landfall&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
|[https://steamcommunity.com/profiles/76561197973859098 Andrew &amp;quot;Dr. Spud&amp;quot; Thompson]&amp;lt;br&amp;gt;Fay L. &amp;quot;nineaxis&amp;quot; Fabry&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197971792497 Mark &amp;quot;Shmitz&amp;quot; Major]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pelican Peak]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_pelican_peak&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2.0.4]]&lt;br /&gt;
|[https://steamcommunity.com/id/AnotherBadPun abp]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/void001 void]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/barnwellewell Stuffy360]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/EwoV2Po chin]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/phi666 phi]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/divadan Diva Dan]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/erkerk erk]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/KrazyZark KrazyZark]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/Emil_Rusboi Emil]&lt;br /&gt;
|-&lt;br /&gt;
| [[Penguin Peak]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_penguin_peak&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2.1.3]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;void&amp;lt;br&amp;gt;Stuffy360&amp;lt;br&amp;gt;chin&amp;lt;br&amp;gt;phi&amp;lt;br&amp;gt;Diva Dan&amp;lt;br&amp;gt;erk&amp;lt;br&amp;gt;KrazyZark&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (Capture the Flag)|Sawmill]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Turbine]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_turbine&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| [https://gamebanana.com/members/260401 Flobster]&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Capture the Flag)|Well]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (Control Points)|Badlands]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Coldfront]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_coldfront&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|[https://steamcommunity.com/profiles/76561198000167056 Eric &amp;quot;Icarus&amp;quot; Wong]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197987812857 David &amp;quot;Selentic&amp;quot; Simon]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197994150794 Aeon &amp;quot;Void&amp;quot; Bollig]&amp;lt;br&amp;gt;Tim &amp;quot;YM&amp;quot; Johnson&lt;br /&gt;
|-&lt;br /&gt;
| [[Fastlane]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_fastlane&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197960357189 Arttu &amp;quot;SK&amp;quot; Mäki]&lt;br /&gt;
|-&lt;br /&gt;
| [[Foundry]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_foundry&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Freight]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_freight_final1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Jamie &amp;quot;Fishbus&amp;quot; Manson&amp;lt;br&amp;gt;Mitch &amp;quot;ol&amp;quot; Robb&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorge (Control Points)|Gorge]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_5gorge&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Granary (Control Points)|Granary]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_granary&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Gullywash]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gullywash_final1&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Jan &amp;quot;Arnold&amp;quot; Laroy&lt;br /&gt;
|-&lt;br /&gt;
| [[Powerhouse]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_powerhouse&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Tidal]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_tidal_v4&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
| Sean &amp;quot;Heyo&amp;quot; Cutino&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Control Points)|Well]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Yukon]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_yukon_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197973935677 Patrick &amp;quot;MangyCarface&amp;quot; Mulholland]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197978391207 Freya &amp;quot;Acegikmo&amp;quot; Holmér]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydro (Domination)|Hydro]]&lt;br /&gt;
| [[Domination]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4dom_hydro&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Snowshoe&amp;lt;br&amp;gt;Drudlyclean the Skeledude&amp;lt;br&amp;gt;savva&lt;br /&gt;
|-&lt;br /&gt;
| [[Krepost]]&lt;br /&gt;
| [[Domination]] ([[Four-Team]] [[Medieval]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4dom_krepost&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| Suo&lt;br /&gt;
|-&lt;br /&gt;
| [[Oil Canyon]]&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_oilcanyon&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| MaartenS11&amp;lt;br&amp;gt;Suo&amp;lt;br&amp;gt;Trotim&amp;lt;br&amp;gt;Waugh101&lt;br /&gt;
|-&lt;br /&gt;
| [[Railway]]&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_railway&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| ultr4nima&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawtooth|Sawtooth Mountain]]&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_sawtooth&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| Suo&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;Mazern&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (King of the Hill)|Badlands]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Frigid]]&lt;br /&gt;
| [[King of the Hill]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4koth_frigid&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| wheatttttt&amp;lt;br&amp;gt;savva&lt;br /&gt;
|-&lt;br /&gt;
| [[Harvest]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_harvest_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Sean &amp;quot;Heyo&amp;quot; Cutino&lt;br /&gt;
|-&lt;br /&gt;
| [[Harvest (Event)]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_harvest_event&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Sean &amp;quot;Heyo&amp;quot; Cutino&amp;lt;br&amp;gt;Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Highpass]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_highpass&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Yannick &amp;quot;Bloodhound&amp;quot; Milhahn&amp;lt;br&amp;gt;Psy&amp;lt;br&amp;gt;Jesús &amp;quot;Drawer&amp;quot; Vera&lt;br /&gt;
|-&lt;br /&gt;
| [[Kong King]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_king&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valentin &amp;quot;3DNJ&amp;quot; Levillain&lt;br /&gt;
|-&lt;br /&gt;
| [[Lakeside]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_lakeside_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valentin &amp;quot;3DNJ&amp;quot; Levillain&lt;br /&gt;
|-&lt;br /&gt;
| [[Nucleus (King of the Hill)|Nucleus]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_nucleus&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (King of the Hill)|Sawmill]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Viaduct]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_viaduct&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Badwater Basin (Payload)|Badwater Basin]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_badwater&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Barnblitz]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_barnblitz&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Frontier]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_frontier_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Patrick &amp;quot;MangyCarface&amp;quot; Mulholland&amp;lt;br&amp;gt;Arhurt&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold Rush]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_goldrush&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Hoodoo]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_hoodoo_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Tim &amp;quot;YM&amp;quot; Johnson&amp;lt;br&amp;gt;Jeroen &amp;quot;Snipergen&amp;quot; Dessaux&amp;lt;br&amp;gt;Fay L. &amp;quot;nineaxis&amp;quot; Fabry&amp;lt;br&amp;gt;Drew &amp;quot;Oxy&amp;quot; Fletcher&lt;br /&gt;
|-&lt;br /&gt;
| [[Jinn]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_jinn&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;[https://steamcommunity.com/id/14bit 14bit]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/heavywepon Boomsta]&amp;lt;br&amp;gt;Freyja&lt;br /&gt;
|-&lt;br /&gt;
| [[Thunder Mountain]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_thundermountain&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Upward]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_upward&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Hightower]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_hightower&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Nightfall]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_nightfall_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197972876953 Aaron &amp;quot;Psy&amp;quot; Garcha]&amp;lt;br&amp;gt;Paul Good&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipeline]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_pipeline&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Sisyphus]]&lt;br /&gt;
| [[Payload Race]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;4plr_sisyphus&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Steam Release|3.0.0]]&lt;br /&gt;
| fizzyphysics&lt;br /&gt;
|-&lt;br /&gt;
| [[Doomsday]]&lt;br /&gt;
| [[Special Delivery]]&lt;br /&gt;
| &amp;lt;code&amp;gt;sd_doomsday&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydro (Territorial Control)|Hydro]]&lt;br /&gt;
| [[Territorial Control]]&lt;br /&gt;
| &amp;lt;code&amp;gt;tc_hydro&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Caper]]&lt;br /&gt;
| [[Territorial Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;td_caper&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;Emil&lt;br /&gt;
|-&lt;br /&gt;
| [[Sunnyside]]&lt;br /&gt;
| [[Territorial Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;td_sunnyside&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| fizzyphysics&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;erk&amp;lt;br&amp;gt;Suo&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|-&lt;br /&gt;
| [[Avanti]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_avanti&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Steam Release|3.0.0]]&lt;br /&gt;
| 14bit&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;Sam D. Wich&amp;lt;br&amp;gt;Lurondor&amp;lt;br&amp;gt;Ventrici&amp;lt;br&amp;gt;Wheat&amp;lt;br&amp;gt;rami&amp;lt;br&amp;gt;moonley&amp;lt;br&amp;gt;Old Hermit&amp;lt;br&amp;gt;Mazern&amp;lt;br&amp;gt;Omniary&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Badwater Basin (VIP)|Badwater Basin]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_badwater&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Drudlyclean the Skeledude&amp;lt;br&amp;gt;Benjamin &amp;quot;Benjamoose&amp;quot; Rudman&amp;lt;br&amp;gt;savva&lt;br /&gt;
|-&lt;br /&gt;
| [[Harbor|Blackstone Harbor]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_harbor&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Suo&amp;lt;br&amp;gt;Gadget&amp;lt;br&amp;gt;Hutty&amp;lt;br&amp;gt;Drudlyclean the Skeledude&lt;br /&gt;
|-&lt;br /&gt;
| [[Mineside]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_mineside&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Suo&lt;br /&gt;
|-&lt;br /&gt;
| [[Trainyard]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_trainyard&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| TheatreTechie&amp;lt;br&amp;gt;Drudlyclean the Skeledude&lt;br /&gt;
|-&lt;br /&gt;
| [[2Bridge]]&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_2bridge&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;14bit&amp;lt;br&amp;gt;Waugh101&lt;br /&gt;
|-&lt;br /&gt;
| [[Chopper]]&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_chopper&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Steam Release|3.0.0]]&lt;br /&gt;
| Damon&lt;br /&gt;
|-&lt;br /&gt;
| [[Drizzle]]&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_drizzle&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| 14bit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Engineer&amp;diff=9207</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Engineer&amp;diff=9207"/>
		<updated>2025-12-03T23:16:22Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: added credit for Gianni Matragrano&amp;#039;s additional voice lines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_engineer&lt;br /&gt;
| type=Defensive&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Engineer&#039;&#039;&#039; &#039;&#039;talking to a recently deceased corpse&#039;&#039;|&#039;&#039;How&#039;d that plan turn out for ya, dummy?&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a soft-spoken, amiable man from Texas that has a love for all things mechanical, especially guns. He specializes in constructing and maintaining [[Buildings|buildings]] to help support his team, of which can be upgraded to a total of three stages, making him a suitable defense class.&lt;br /&gt;
&lt;br /&gt;
Such buildings include the [[Sentry Gun]], a turret that when placed serves as effective area denial. The [[Dispenser]], a building that acts as a constant source of ammo and health to teammates surrounding it, shoring them and helping them maintain a forward position, though, it can also be taken advantage of by [[Spy|Spies]]. The [[Teleporter]], which is constructed to bring you from one place to the next instanteously. Optionally, he can also build a [[Jump Pad]], a building which provides more mobile movement option via going great distances in the air that can constructed twice rather than just once.&lt;br /&gt;
&lt;br /&gt;
The Engineer is voiced by Grant Goodeve, with additional voice lines provided by Gianni Matragrano.&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of Origin:&#039;&#039;&#039; Bee Cave, Texas, USA&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Area Denial&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039;	&amp;quot;I like to make things&amp;quot;.&lt;br /&gt;
This amiable, soft-spoken good ol&#039; boy from tiny Bee Cave, Texas loves barbeque, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Coilgun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Wrench}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Construction PDA}}&lt;br /&gt;
{{Weapon|Destruction PDA}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Engineer Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As an Engineer…&lt;br /&gt;
* …you need metal to build, repair, and upgrade your [[buildings]]. Collect fallen weapons to get more metal.&lt;br /&gt;
* …you can do more than just maintain your buildings. Use your [[shotgun]] and your [[pistol]] to assist in fights and to defend your buildings.&lt;br /&gt;
* …your pistol has a lot of reserve ammo. Use it to lead enemies towards you and your [[Sentry Gun|sentry gun]], or go for a more offensive approach.&lt;br /&gt;
* …keep an eye out for enemy [[Spy|Spies]] attaching [[Sapper|sappers]] to your buildings. Use your [[wrench]] to remove sappers.&lt;br /&gt;
* …you are able to defuse the [[Dynamite Pack]] by hitting it with a wrench.&lt;br /&gt;
* …use the [[construction PDA]] to place sentry guns and other supportive buildings.&lt;br /&gt;
* …hit your sentrygun{{sic}} with your wrench to upgrade it with metal. Each level adds more health and firepower.&lt;br /&gt;
* …sentryguns aren&#039;t restricted to just defensive measures. Deploy them quickly in hidden locations in order to aid in an offensive push.&lt;br /&gt;
* …build [[Dispenser|dispensers]] to provide your teammates with health and ammo. They also generate metal for you to use.&lt;br /&gt;
* …build [[teleporters]] to help your team reach the front line faster.&lt;br /&gt;
* …remember to upgrade your buildings. Level 3 teleporters recharge much faster, allowing your team to keep the pressure on.&lt;br /&gt;
* …hit either the entrance or the exit of your teleporter with your wrench in order to repair and upgrade both sides.&lt;br /&gt;
* …hit {{Attack2}} to rotate building blueprints before you hit {{Attack}} to build. Use this in order to orient teleporters away from walls.&lt;br /&gt;
* …fully charged shots from your [[Coilgun]] can ricochet off walls and deal more damage.&lt;br /&gt;
* …the Coilgun will cause an explosion if you overcharge it. Use it to reach previously inaccessible areas.&lt;br /&gt;
* …you can swap out your teleporter in favor of [[Jump Pads|jump pads]]. Jump pads allow you and your team to reach high places.&lt;br /&gt;
* …your jump pads allow your teammates to jump forward with a lot of momentum. Deploy them in places that allow for quick rollouts.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Инженер|bg_m=Engineer&lt;br /&gt;
|de=Engineer&lt;br /&gt;
|en=Engineer&lt;br /&gt;
|es=Engineer&lt;br /&gt;
|fr=Engineer&lt;br /&gt;
|hu=Mérnök|hu_m=Engineer&lt;br /&gt;
|it=Ingegnere|it_m=Engineer&lt;br /&gt;
|pl=Inżynier|pl_m=Engineer&lt;br /&gt;
|pt-br=Engineer&lt;br /&gt;
|ro=Engineer&lt;br /&gt;
|ru=Инженер|ru_m=Engineer&lt;br /&gt;
|tr=Engineer&lt;br /&gt;
|uk=Інженер|uk_m=Engineer&lt;br /&gt;
|zh-hans=工程师|zh-hans_m=Engineer&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 the [[Coilgun]]&lt;br /&gt;
* Added the Engineers{{sic}} pelvis hitbox. &lt;br /&gt;
* Fixed Engineers being able to haul [[Sapper|sapped]] [[buildings]]. &lt;br /&gt;
* Fixed Engineers being to build out of bounds and building inside nobuilds &lt;br /&gt;
* Added &amp;quot;Clip Out&amp;quot; sounds on the Engineer&#039;s and [[Scout]]&#039;s reloads.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the PDA: [[Jump Pad]]&lt;br /&gt;
* New Engineer voicelines by [https://twitter.com/GetGianni Gianni Matragrano]&lt;br /&gt;
* Engineers with active [[buildings]] and [[Spy|Spies]] currently [[Sapper|sapping]] are now less likely to get autobalanced&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Increased Jump Pad build cost to 100 metal (from 70)&lt;br /&gt;
* Increased Jump Pad build time to 8 seconds (from 5)&lt;br /&gt;
* Players using Jump Pad are now properly marked as airborne&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Engineer was added to the original [https://wiki.teamfortress.com/wiki/Team_Fortress &#039;&#039;Team Fortress&#039;&#039;] mod to appeal to players who lacked skills required to perform well in first-person shooters.&lt;br /&gt;
**He was also added due to the developers of &#039;&#039;Team Fortress&#039;&#039; being inspired by the construction mechanics of the real-time strategy game [[Wikipedia:Command_%26_Conquer_(1995_video_game)|&#039;&#039;Command &amp;amp; Conquer&#039;&#039;]].&lt;br /&gt;
*He wears his hard hat backwards; however, this is not an uncommon practice among construction personnel.&lt;br /&gt;
*His favorite equation is, in fact, part of the equation that governs character lighting in-game, known as “Phong” on the Valve Developer Community.&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*&#039;&#039;Team Fortress 2 Classic&#039;&#039; gave quality-of-life improvements to the Engineer that is absent and/or has not been fixed on live &#039;&#039;TF2&#039;&#039;:&lt;br /&gt;
**Fixed the face textures of an [[Ubercharge|Übercharged]] Engineer, where previously his glowing goggles are either absent on BLU Engineer or misplaced to RED Engineer&#039;s cheeks.&lt;br /&gt;
**Restored the world model animations of Engineer making gestures with his right arm when playing &amp;quot;Thanks!&amp;quot; or any positive voice command.&lt;br /&gt;
**Restored a “Battle Cry” voice command where he says “Remember the Alamo!”. This voice line was lifted from prerelease versions of Team Fortress 2 and is a reference to a real-life battle cry used during the [[Wikipedia:Texas Revolution|Texas Revolution]].&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Casbah&amp;diff=9205</id>
		<title>Casbah</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Casbah&amp;diff=9205"/>
		<updated>2025-12-02T23:56:05Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Ctf_casbah.webp&lt;br /&gt;
|game-type = Capture the Flag&lt;br /&gt;
|file-name = ctf_casbah&lt;br /&gt;
|developer = {{Dev|Tamari}}&lt;br /&gt;
|release-date = May 3, 2015 ([[1.9.0]])&lt;br /&gt;
|link = [https://gamebanana.com/mods/70600 Gamebanana]&amp;lt;br&amp;gt;[https://www.moddb.com/games/team-fortress-2/addons/ctf-casbah Mod DB]&lt;br /&gt;
|map-environment = Industrial, ocean&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Casbah&#039;&#039;&#039; is an official [[Capture the Flag]] map, featuring an industrial layout surrounded by [[water|ocean]], with wide open areas and fighting concentrated on defined chokepoints.&lt;br /&gt;
&lt;br /&gt;
Casbah was initially added on May 3, 2015 on [[1.9.0]] patch as a testing map by Macd11 &amp;amp; Zorbos, until it was replaced by {{Dev|Tamari}}&#039;s version at an unknown date. It is the only Capture the Flag map with an asymmetrical design and a fixed 20-minute round timer. It was initially designed to use a unique CTF variant utilizing setup times, setup gates, a round timer of 15 minutes, and have the amount of time on the clock increase by 8 minutes whenever the intelligence was captured. Whichever team had more points at the end of the match would win, rather than the match stalemating. However, this idea was scrapped when the map was added to TF2C for unknown reasons, resulting in the maps removal from the game during the Steam release of TF2C due to its low ratings. &lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Casbah_Overview.webp|center|768px]]&lt;br /&gt;
&lt;br /&gt;
=== BLU Base ===&lt;br /&gt;
BLU spawns inside a concrete building with a shutter leading outside and a vent leading to a back alley. The back alley leads to the intelligence, which has two entrances far away from the flag. The exterior of the base is open with an elevated catwalk, leading to two small rooms that connect to a larger catwalk in the center of the map. There is also a large corridor with partially retracted bay doors, which is the main route to center.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Casbah_BLU_Spawn.webp|BLU spawn&lt;br /&gt;
Casbah_BLU_Exterior_1.webp|BLU exterior&lt;br /&gt;
Casbah_BLU_Exterior_2.webp|BLU exterior (again)&lt;br /&gt;
Casbah_BLU_Intelligence.webp|BLU intelligence&lt;br /&gt;
Casbah_BLU_Room_1.webp|BLU small room&lt;br /&gt;
Casbah_BLU_Room_2.webp|BLU small room at center&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Center ===&lt;br /&gt;
The center of the map is a single, wide open chokepoint where the two teams collide. On BLU side, there is a large catwalk above the two points that connects to an elevated platform and the BLU small rooms. The catwalk goes down into another small room that leads down onto RED side. The RED side is slightly more elevated than BLU, with two staircases that RED can defend. They also have a back alley with a side room that drops down into their base. The entire center has an exposed ocean that instantly kills whoever falls into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Casbah_BLU_Center_1.webp|BLU center&lt;br /&gt;
Casbah_BLU_Center_2.webp|BLU center center&lt;br /&gt;
Casbah_BLU_Catwalk.webp|BLU catwalk&lt;br /&gt;
Casbah_Water_2.webp|BLU water&lt;br /&gt;
Casbah_RED_Center.webp|RED center&lt;br /&gt;
Casbah_Water.webp|RED water (colored blue)&lt;br /&gt;
Casbah_RED_Backroom.webp|RED center backroom&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== RED Base ===&lt;br /&gt;
RED spawns in an outdoors area connected to the rest of their base by a single shutter. The shutter leads to a concrete alcove that connects to their base exterior and to their intelligence back alley. Their exterior base has makeshift ramps made of wood planks that connects to their elevated room. The intelligence is closer to the room entrances than on BLU, but with the entrances farther apart.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Casbah_RED_Spawn.webp|RED spawn&lt;br /&gt;
Casbah_RED_Alcove.webp|RED alcove&lt;br /&gt;
Casbah_RED_Exterior.webp|RED exterior&lt;br /&gt;
Casbah_RED_Alley.webp|RED back alley&lt;br /&gt;
Casbah_RED_Room.webp|RED small room&lt;br /&gt;
Casbah_RED_Intelligence.webp|RED intelligence&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;
* Fixed BLU&#039;s respawn door from locking on certain occasions.&lt;br /&gt;
* Fixed all soundscapes across the map. (Originally, they would never play properly)&lt;br /&gt;
* Updated the team colouring of both areas around each teams base.&lt;br /&gt;
* Updated RED&#039;s spawn to direct the player where to go to leave their spawn.&lt;br /&gt;
* Updated BLU&#039;s intel building to tell players that there are two entrances.&lt;br /&gt;
* Updated the clipping of the map.&lt;br /&gt;
* Removed some pipes around RED&#039;s base to remove extreme height variation. All other previous pipes have been clipped off for the same reason.&lt;br /&gt;
* Removed the overhang over BLU&#039;s spawn exit. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fog has settled into the seas, to match the world fog&lt;br /&gt;
* Improved visuals and details across the map&lt;br /&gt;
* Added an extra spawn door for each team&#039;s spawn&lt;br /&gt;
* Added detail doors to BLU&#039;s intel room entrances, to be consistent with RED base&lt;br /&gt;
* Added cover for BLU side&#039;s balcony route&lt;br /&gt;
* Added an extra Resupply Cabinet to each team&#039;s spawn&lt;br /&gt;
* Adjusted each spawn point to directly face the exit from spawn&lt;br /&gt;
* Adjusted the windows in front of RED&#039;s intel room to close off a window, while also adding a new route to RED intel&lt;br /&gt;
* Adjusted the Windows leading into BLU side to be larger&lt;br /&gt;
* Adjusted clipping to prevent mobility classes from camping up above the battleground&lt;br /&gt;
* Adjusted the Full Ammo and Small Medkit at Mid to be easier to see&lt;br /&gt;
* Adjusted pickups around RED and BLU side to be somewhat consistent&lt;br /&gt;
* Adjusted a few wooden planks to be easier to walk on&lt;br /&gt;
* Replaced a few models at Mid with crates&lt;br /&gt;
* Updated the stairs near BLU side of Mid to be easier to move around&lt;br /&gt;
* Fixed a visual bug when falling beneath the water&lt;br /&gt;
* Fixed up the concrete doorways to prevent players from getting stuck when walking against them&lt;br /&gt;
* Removed the Setup timer&lt;br /&gt;
* Removed a few pickups from each team&#039;s Intel room&lt;br /&gt;
* Removed the Fence in RED spawn to allow for better movement&lt;br /&gt;
* Removed a pipe near RED side&#039;s entrance, for the same reason&lt;br /&gt;
* Removed a pillar near RED spawn, for the same reason&lt;br /&gt;
* Removed a pillar in BLU spawn, for the same reason&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Casbah is a recreation of a &#039;&#039;Team Fortress Classic&#039;&#039; map [[tf:Casbah (Classic)|by the same name]].&lt;br /&gt;
* A [[w:kasbah|casbah]] (also spelled &amp;quot;kasbah&amp;quot;) is a type of fortress usually found in Northern Africa, commonly used as the citadel or fortified quarter of a city.&lt;br /&gt;
* The original version of the map with the original CTF logic can be found [https://gamebanana.com/mods/70600 on Gamebanana.]&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sunnyside&amp;diff=9000</id>
		<title>Sunnyside</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sunnyside&amp;diff=9000"/>
		<updated>2025-09-14T18:03:02Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: /* Locations */ Added the map overview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Sunnyside-Point-B.jpg&lt;br /&gt;
|game-type = Territorial Domination&lt;br /&gt;
|file-name = td_sunnyside&lt;br /&gt;
|release-date = January 24, 2025 ([[Double Down]])&lt;br /&gt;
|developer = fizzyphysics&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;erk&amp;lt;br&amp;gt;Suo&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|link = [https://steamcommunity.com/sharedfiles/filedetails/?id=3474755790 Steam Workshop]&amp;lt;br&amp;gt;[https://tf2maps.net/downloads/sunnyside.15270/ TF2Maps]&lt;br /&gt;
|map-environment = Rural&lt;br /&gt;
|map-setting = Early evening&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Sunnyside&#039;&#039;&#039; [https://tf2classic.com/double_down/day4 Double Down Update Page]|Somebody should tell these people it&#039;s not against the law to own a data center. Like, you don&#039;t have to build an entire poultry farm around it.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sunnyside&#039;&#039;&#039; is a [[Territorial Domination]] map added in the [[Double Down]] update. It is set on a poultry farm with chickens roaming about, occasionally laying eggs that function as small health pickups.&lt;br /&gt;
&lt;br /&gt;
Sunnyside has three points, and [[RED]] and [[BLU]] must fight to capture all of them within the time limit. At the beginning of the round, both teams are randomly assigned one of the points along with its corresponding spawn room, meanwhile the third point is uncaptured.&lt;br /&gt;
&lt;br /&gt;
Sunnyside was created by TF2 Classic developers fizzyphysics, Waugh101, erk, Suo, abp, and 14bit.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
==== Overview ====&lt;br /&gt;
[[File:Sunnyside_Overview.png|center|640px]]&lt;br /&gt;
==== Control Point A ====&lt;br /&gt;
==== Control Point B ====&lt;br /&gt;
==== Control Point C ====&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_chicken_envkill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added td_sunnyside&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Sunnyside_Overview.png&amp;diff=8901</id>
		<title>File:Sunnyside Overview.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Sunnyside_Overview.png&amp;diff=8901"/>
		<updated>2025-09-12T02:03:15Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: Sunnyside Overview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Sunnyside Overview&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:20250911203707_1.png&amp;diff=8900</id>
		<title>File:20250911203707 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:20250911203707_1.png&amp;diff=8900"/>
		<updated>2025-09-12T01:56:51Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: Sunnyside Overview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Sunnyside Overview&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Medieval_Mode&amp;diff=8889</id>
		<title>Medieval Mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Medieval_Mode&amp;diff=8889"/>
		<updated>2025-09-08T14:15:52Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:medieval_icon.png|200px|right]]&lt;br /&gt;
&#039;&#039;&#039;Medieval Mode&#039;&#039;&#039;, also known as just &#039;&#039;&#039;Medieval&#039;&#039;&#039;, is a sub-gamemode where all players are limited to using only melee weapons and small set of &amp;quot;Medieval-appropriate&amp;quot; weapons, resulting in close-quarter combat. Players will also drop a small health kit on death to increase survivability after melee fights.&lt;br /&gt;
&lt;br /&gt;
Other aesthetic changes include a word filter in the game chat that will replace certain phrases with Ye Olde English (i.e. &amp;quot;you&amp;quot; is replaced with &amp;quot;thou&amp;quot;, etc.), and health kits will take the appearance of pieces of meat.&lt;br /&gt;
&lt;br /&gt;
Because Medieval Mode is mostly just a limited weapon selection, it can be applied to any main gamemode, making it a sub-gamemode.&lt;br /&gt;
&lt;br /&gt;
==Medieval Weapons==&lt;br /&gt;
The following is a list of [[Weapons|weapons]] that can be used in Medieval Mode:&lt;br /&gt;
&lt;br /&gt;
* All [[:Category:Melee weapons|melee weapons]]&lt;br /&gt;
* [[Brick]]&lt;br /&gt;
* [[Gunboats]]&lt;br /&gt;
* [[Flare Gun]]&lt;br /&gt;
* [[Sandvich]]&lt;br /&gt;
* [[Huntsman]]&lt;br /&gt;
* [[Invis Watch]]&lt;br /&gt;
* [[L&#039;escampette]]&lt;br /&gt;
* [[Disguise Kit]]&lt;br /&gt;
* [[Jump pad]]s &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
As medieval mode restricts you to your melee weapons with very few exceptions, it is heavily centered around melee duels and confrontations. Random [[Crits]] are very predominant in this gamemode, as melee weapons have such a high crit rate, and deal so much damage.&lt;br /&gt;
===Scout===&lt;br /&gt;
As the [[Scout]], you have the highest speed, both in movement and attack rate. You also have the ability to double jump, so make use of this to overwhelm foes. You also have a double capture rate, which is helpful on the two medieval mode maps, which are Control Points maps. You have 125 [[Health]], taking two regular melee hits, or four light melee hits to kill.&lt;br /&gt;
You have access to two weapons, the [[Bat]] and the [[Brick]]. The Bat is a light melee weapon, dealing 35 damage per hit, 105 on a crit, and swings every 0.5 seconds. The Brick is a throwable weapon, dealing 65 damage on hit, or 88 at long range.&lt;br /&gt;
===Soldier===&lt;br /&gt;
As the [[Soldier]], you&#039;re slightly faster than the [[Heavy]] and at a respectable 200 health, you take four regular melee hits or six light melee hits to kill. This means he can survive a melee crit with 5 health remaining.&lt;br /&gt;
Other than the [[Gunboats]], you only have access to the [[Shovel]] and the [[Admiralty Anchor]]. Use the Shovel, as the Anchor&#039;s ability to cause earthquakes by jumping off the castle in [[DeGroot Keep]] is minimal compared to the ability to randomly crit.&lt;br /&gt;
===Pyro===&lt;br /&gt;
As the [[Pyro]], you&#039;re as fast as the [[Sniper]] and the [[Engineer]], and have 175 health, taking three regular melee hits to kill, or five light melee hits to kill. You are also immune to afterburn, inflicted by the [[Flare Gun]] and flaming [[Huntsman]] arrows.&lt;br /&gt;
You have access to both your melee weapons, the [[Fire Axe]] and the [[Harvester]], as well as the [[Flare Gun]]. The Flare Gun is very powerful in Medieval mode, as it is a long-range weapon that deals 30 damage on hit, inflicts ten seconds of afterburn, and deals guaranteed 90-damage crits to burning targets. This afterburn can also be used with the Harvester to heal yourself and charge up a crit. Therefore, the decision is between the healing and sparser crits of the Harvester and the more common random crits of the Fire Axe. Please note that the afterburn from the Flare Gun will be extinguished if killed while using the Harvester.&lt;br /&gt;
===Demoman===&lt;br /&gt;
As the [[Demoman]], you&#039;re faster than the Soldier and have 175 health, taking three regular melee hits to kill, or five light melee hits to kill. &lt;br /&gt;
You have access to the [[Bottle]]. That&#039;s it. (Don&#039;t play Demoman)&lt;br /&gt;
===Heavy===&lt;br /&gt;
As the [[Heavy]], you&#039;re the slowest class, but you have 300 health, taking five regular melee hits or nine light melee hits to kill. &lt;br /&gt;
You have access to both your melee weapons, your [[Fists]] and the [[Chekhov&#039;s Punch]], as well as the [[Sandvich]]. The Sandvich is very useful in Medieval mode, as it is a healing implement, healing you for 120 health and can be thrown to others to heal for 50% of their maximum health.&lt;br /&gt;
===Engineer===&lt;br /&gt;
As the [[Engineer]], you&#039;re as fast as the [[Sniper]] and the [[Pyro]], and have 125 health, taking two regular melee hits or four light melee hits to kill. You are also able to construct [[Jump Pads]].&lt;br /&gt;
You have access to both your [[Wrench]] as well as Jump Pads.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Attack / Defense]]&#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;[[Degroot Keep]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Cp_degrootkeep.webp|200px]]&lt;br /&gt;
| {{code|cp_degrootkeep}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Four-Team]] [[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|dom_krepost}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
medieval_meats.png|Small, medium and large health kits as they appear in Medieval Mode.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_maps&amp;diff=7848</id>
		<title>List of maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_maps&amp;diff=7848"/>
		<updated>2025-05-06T23:04:34Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: egypt was credited wrong&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article contains the &#039;&#039;&#039;list of maps&#039;&#039;&#039; in &#039;&#039;Team Fortress 2 Classic&#039;&#039;. Only maps that officially ship with &#039;&#039;Team Fortress 2 Classic&#039;&#039; are listed here.&lt;br /&gt;
&lt;br /&gt;
== Map types ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Prefix&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Number of maps&lt;br /&gt;
|-&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[King of the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;kotf_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Special Delivery]]&lt;br /&gt;
| &amp;lt;code&amp;gt;sd_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Territorial Control]]&lt;br /&gt;
| &amp;lt;code&amp;gt;tc_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Territorial Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;td_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sub types ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Number of maps&lt;br /&gt;
|-&lt;br /&gt;
| [[Four-Team]]&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Medieval]]&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Map&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Map Type&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;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Version Added&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Developers&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (Arena)|Badlands]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Flask]]&lt;br /&gt;
| [[Arena]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_flask&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Drudlyclean the Skeledude&amp;lt;br&amp;gt;Trotim&lt;br /&gt;
|-&lt;br /&gt;
| [[Floodgate]]&lt;br /&gt;
| [[Arena]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_floodgate&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| [https://gamebanana.com/members/1384110 savva]&amp;lt;br&amp;gt;HypnOS 1999&amp;lt;br&amp;gt;Lev1679&lt;br /&gt;
|-&lt;br /&gt;
| [[Granary (Arena)|Granary]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_granary&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Lumberyard]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_lumberyard&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Nucleus (Arena)|Nucleus]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_nucleus&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Offblast]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_offblast_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Magnar &amp;quot;insta&amp;quot; Jenssen&lt;br /&gt;
|-&lt;br /&gt;
| [[Ravine]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_ravine&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (Arena)|Sawmill]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Watchtower]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_watchtower&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197966249675 Joshua &amp;quot;JoshuaC&amp;quot; Shiflet]&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Arena)|Well]]&lt;br /&gt;
| [[Arena]]&lt;br /&gt;
| &amp;lt;code&amp;gt;arena_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Amaranth]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_amaranth&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
| [https://steamcommunity.com/id/awsswefasefsfsd Berry]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561198003981752 Theo &amp;quot;TheoF114&amp;quot; Fletcher]&lt;br /&gt;
|-&lt;br /&gt;
| [[DeGroot Keep]]&lt;br /&gt;
| [[Attack / Defense]] ([[Medieval]])&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_degrootkeep&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Dustbowl]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_dustbowl&amp;lt;/code&amp;gt;&lt;br /&gt;
| Initial release&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Egypt]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_egypt_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197970803850 Sean &amp;quot;Heyo&amp;quot; Cutino]&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace Creek]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_furnace_rc1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
| [https://steamcommunity.com/id/Y_M Tim &amp;quot;YM&amp;quot; Johnson]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197997491987 Fay L. &amp;quot;nineaxis&amp;quot; Fabry]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/snipergen Jeroen &amp;quot;Snipergen&amp;quot; Dessaux]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197994150794 Aeon &amp;quot;Void&amp;quot; Bollig]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorge (Attack / Defense)|Gorge]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gorge&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Gravel Pit]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gravelpit&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Junction]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_junction_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197970803850 Sean &amp;quot;Heyo&amp;quot; Cutino]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mountain Lab]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_mountainlab&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197987845309 Valentin &amp;quot;3DNJ&amp;quot; Levillain]&lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]&lt;br /&gt;
| [[Attack / Defense]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_steel&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197961877926 Jamie &amp;quot;Fishbus&amp;quot; Manson]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197960545005 Dan &amp;quot;Irish Taxi Driver&amp;quot; Merboth]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197971128200 FLOOR_MASTER]&lt;br /&gt;
|-&lt;br /&gt;
| [[2Fort]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_2fort&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Casbah]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_casbah&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
| [https://gamebanana.com/members/142303 Tamari/Volcom82]&lt;br /&gt;
|-&lt;br /&gt;
| [[Double Cross]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_doublecross&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Landfall]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_landfall&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
|[https://steamcommunity.com/profiles/76561197973859098 Andrew &amp;quot;Dr. Spud&amp;quot; Thompson]&amp;lt;br&amp;gt;Fay L. &amp;quot;nineaxis&amp;quot; Fabry&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197971792497 Mark &amp;quot;Shmitz&amp;quot; Major]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pelican Peak]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_pelican_peak&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2.0.4]]&lt;br /&gt;
|[https://steamcommunity.com/id/AnotherBadPun abp]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/void001 void]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/barnwellewell Stuffy360]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/EwoV2Po chin]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/phi666 phi]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/divadan Diva Dan]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/erkerk erk]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/KrazyZark KrazyZark]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/Emil_Rusboi Emil]&lt;br /&gt;
|-&lt;br /&gt;
| [[Penguin Peak]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_penguin_peak&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[2.1.3]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;void&amp;lt;br&amp;gt;Stuffy360&amp;lt;br&amp;gt;chin&amp;lt;br&amp;gt;phi&amp;lt;br&amp;gt;Diva Dan&amp;lt;br&amp;gt;erk&amp;lt;br&amp;gt;KrazyZark&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (Capture the Flag)|Sawmill]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Turbine]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_turbine&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| [https://gamebanana.com/members/260401 Flobster]&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Capture the Flag)|Well]]&lt;br /&gt;
| [[Capture the Flag]]&lt;br /&gt;
| &amp;lt;code&amp;gt;ctf_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (Control Points)|Badlands]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Coldfront]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_coldfront&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|[https://steamcommunity.com/profiles/76561198000167056 Eric &amp;quot;Icarus&amp;quot; Wong]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197987812857 David &amp;quot;Selentic&amp;quot; Simon]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197994150794 Aeon &amp;quot;Void&amp;quot; Bollig]&amp;lt;br&amp;gt;Tim &amp;quot;YM&amp;quot; Johnson&lt;br /&gt;
|-&lt;br /&gt;
| [[Fastlane]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_fastlane&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197960357189 Arttu &amp;quot;SK&amp;quot; Mäki]&lt;br /&gt;
|-&lt;br /&gt;
| [[Foundry]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_foundry&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Freight]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_freight_final1&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Jamie &amp;quot;Fishbus&amp;quot; Manson&amp;lt;br&amp;gt;Mitch &amp;quot;ol&amp;quot; Robb&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorge (Control Points)|Gorge]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_5gorge&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Granary (Control Points)|Granary]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_granary&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Gullywash]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_gullywash_final1&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Jan &amp;quot;Arnold&amp;quot; Laroy&lt;br /&gt;
|-&lt;br /&gt;
| [[Powerhouse]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_powerhouse&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Tidal]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_tidal_v4&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[1.9.0]]&lt;br /&gt;
| Sean &amp;quot;Heyo&amp;quot; Cutino&lt;br /&gt;
|-&lt;br /&gt;
| [[Well (Control Points)|Well]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_well&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Yukon]]&lt;br /&gt;
| [[Control Points]]&lt;br /&gt;
| &amp;lt;code&amp;gt;cp_yukon_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197973935677 Patrick &amp;quot;MangyCarface&amp;quot; Mulholland]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197978391207 Freya &amp;quot;Acegikmo&amp;quot; Holmér]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydro (Domination)|Hydro]]&lt;br /&gt;
| [[Domination]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_hydro&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Snowshoe&amp;lt;br&amp;gt;Drudlyclean the Skeledude&amp;lt;br&amp;gt;savva&lt;br /&gt;
|-&lt;br /&gt;
| [[Krepost]]&lt;br /&gt;
| [[Domination]] ([[Four-Team]] [[Medieval]])&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_krepost&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| Suo&lt;br /&gt;
|-&lt;br /&gt;
| [[Oil Canyon]]&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_oilcanyon&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| MaartenS11&amp;lt;br&amp;gt;Suo&amp;lt;br&amp;gt;Trotim&amp;lt;br&amp;gt;Waugh101&lt;br /&gt;
|-&lt;br /&gt;
| [[Railway]]&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_railway&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| ultr4nima&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawtooth|Sawtooth Mountain]]&lt;br /&gt;
| [[Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;dom_sawtooth&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| Suo&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;Mazern&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|-&lt;br /&gt;
| [[Badlands (King of the Hill)|Badlands]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_badlands&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Frigid]]&lt;br /&gt;
| [[King of the Hill]] ([[Four-Team]])&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_frigid&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| wheatttttt&amp;lt;br&amp;gt;savva&lt;br /&gt;
|-&lt;br /&gt;
| [[Harvest]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_harvest_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Sean &amp;quot;Heyo&amp;quot; Cutino&lt;br /&gt;
|-&lt;br /&gt;
| [[Harvest (Event)]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_harvest_event&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Sean &amp;quot;Heyo&amp;quot; Cutino&amp;lt;br&amp;gt;Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Highpass]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_highpass&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Yannick &amp;quot;Bloodhound&amp;quot; Milhahn&amp;lt;br&amp;gt;Psy&amp;lt;br&amp;gt;Jesús &amp;quot;Drawer&amp;quot; Vera&lt;br /&gt;
|-&lt;br /&gt;
| [[Kong King]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_king&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valentin &amp;quot;3DNJ&amp;quot; Levillain&lt;br /&gt;
|-&lt;br /&gt;
| [[Lakeside]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_lakeside_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valentin &amp;quot;3DNJ&amp;quot; Levillain&lt;br /&gt;
|-&lt;br /&gt;
| [[Nucleus (King of the Hill)|Nucleus]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_nucleus&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Sawmill (King of the Hill)|Sawmill]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_sawmill&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Viaduct]]&lt;br /&gt;
| [[King of the Hill]]&lt;br /&gt;
| &amp;lt;code&amp;gt;koth_viaduct&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Badwater Basin (Payload)|Badwater Basin]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_badwater&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Barnblitz]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_barnblitz&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Frontier]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_frontier_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Patrick &amp;quot;MangyCarface&amp;quot; Mulholland&amp;lt;br&amp;gt;Arhurt&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold Rush]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_goldrush&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Hoodoo]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_hoodoo_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Tim &amp;quot;YM&amp;quot; Johnson&amp;lt;br&amp;gt;Jeroen &amp;quot;Snipergen&amp;quot; Dessaux&amp;lt;br&amp;gt;Fay L. &amp;quot;nineaxis&amp;quot; Fabry&amp;lt;br&amp;gt;Drew &amp;quot;Oxy&amp;quot; Fletcher&lt;br /&gt;
|-&lt;br /&gt;
| [[Jinn]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_jinn&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;[https://steamcommunity.com/id/14bit 14bit]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/heavywepon Boomsta]&amp;lt;br&amp;gt;Freyja&lt;br /&gt;
|-&lt;br /&gt;
| [[Thunder Mountain]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_thundermountain&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Upward]]&lt;br /&gt;
| [[Payload]]&lt;br /&gt;
| &amp;lt;code&amp;gt;pl_upward&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Hightower]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_hightower&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Nightfall]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_nightfall_final&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| [https://steamcommunity.com/profiles/76561197972876953 Aaron &amp;quot;Psy&amp;quot; Garcha]&amp;lt;br&amp;gt;Paul Good&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipeline]]&lt;br /&gt;
| [[Payload Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;plr_pipeline&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Doomsday]]&lt;br /&gt;
| [[Special Delivery]]&lt;br /&gt;
| &amp;lt;code&amp;gt;sd_doomsday&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydro (Territorial Control)|Hydro]]&lt;br /&gt;
| [[Territorial Control]]&lt;br /&gt;
| &amp;lt;code&amp;gt;tc_hydro&amp;lt;/code&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| Valve&lt;br /&gt;
|-&lt;br /&gt;
| [[Caper]]&lt;br /&gt;
| [[Territorial Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;td_caper&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Fight or Flight|2.1.0]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;Emil&lt;br /&gt;
|-&lt;br /&gt;
| [[Sunnyside]]&lt;br /&gt;
| [[Territorial Domination]]&lt;br /&gt;
| &amp;lt;code&amp;gt;td_sunnyside&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| fizzyphysics&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;erk&amp;lt;br&amp;gt;Suo&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|-&lt;br /&gt;
| [[Badwater Basin (VIP)|Badwater Basin]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_badwater&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Drudlyclean the Skeledude&amp;lt;br&amp;gt;Benjamin &amp;quot;Benjamoose&amp;quot; Rudman&amp;lt;br&amp;gt;savva&lt;br /&gt;
|-&lt;br /&gt;
| [[Harbor|Blackstone Harbor]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_harbor&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Suo&amp;lt;br&amp;gt;Gadget&amp;lt;br&amp;gt;Hutty&amp;lt;br&amp;gt;Drudlyclean the Skeledude&lt;br /&gt;
|-&lt;br /&gt;
| [[Mineside]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_mineside&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| Suo&lt;br /&gt;
|-&lt;br /&gt;
| [[Trainyard]]&lt;br /&gt;
| [[VIP]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vip_trainyard&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Death &amp;amp; Taxes|2.0.0]]&lt;br /&gt;
| TheatreTechie&amp;lt;br&amp;gt;Drudlyclean the Skeledude&lt;br /&gt;
|-&lt;br /&gt;
| [[2Bridge]]&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_2bridge&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| abp&amp;lt;br&amp;gt;14bit&amp;lt;br&amp;gt;Waugh101&lt;br /&gt;
|-&lt;br /&gt;
| [[Drizzle]]&lt;br /&gt;
| [[VIP Race]]&lt;br /&gt;
| &amp;lt;code&amp;gt;vipr_drizzle&amp;lt;/code&amp;gt;&lt;br /&gt;
| [[Double Down|2.2.0]]&lt;br /&gt;
| 14bit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Oil_Canyon&amp;diff=7713</id>
		<title>Oil Canyon</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Oil_Canyon&amp;diff=7713"/>
		<updated>2025-04-14T21:54:27Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: Fixed the update history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Dom_oilcanyon.webp&lt;br /&gt;
|game-type = Domination&lt;br /&gt;
|file-name = dom_oilcanyon&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = MaartenS11&amp;lt;br&amp;gt;Suo&amp;lt;br&amp;gt;Trotim&amp;lt;br&amp;gt;Waugh101&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;
By some divine providence, your teams built perfectly symmetrical outposts within as little as 20 feet of each other, so both sides have an equal shot at all three(!) of the points on Oil Canyon. Whether you can divvy up your resources to hold more than 1 or 2 at a time? That&#039;s another problem entirely.}}&lt;br /&gt;
&#039;&#039;&#039;Oil Canyon&#039;&#039;&#039; is an official [[Domination]] map, embedded within a mountainous oil refinery. A team gains points by capturing any of the three Control Points. Each uncontested control point generates one point each within 5 second intervals, spaced evenly apart. A contested control point that becomes uncontested will generate a point if five seconds have passed while contested. One team must reach 125 points to win the round.&lt;br /&gt;
&lt;br /&gt;
Oil Canyon was added to Team Fortress 2 Classic on July 4, 2020, in the [[Death &amp;amp; Taxes]] update. It was created by Team Fortress 2 Classic developers MaartenS11, Suo, and Trotim.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Oil_Canyon_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns in a room with three exits, leading into an exterior that leads into three pathways that connects to each of the three points. The close proximity of each team&#039;s spawn means that it&#039;s easy to reach the opposing spawn in a short amount of time. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Oil_Canyon_RED_Spawn.webp|RED spawn&lt;br /&gt;
Oil_Canyon_RED_Exterior.webp|RED spawn exterior&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point A ===&lt;br /&gt;
Point A connects from spawn through a long indoor tunnel, spiting out into either a room or side path that is attached to the point. This point is outdoors and exposed, with a ramp above it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Oil_Canyon_Point_A_Connector.webp|Point A connector&lt;br /&gt;
Oil_Canyon_Point_A.webp|Point A&lt;br /&gt;
Oil_Canyon_Point_A_Front.webp|Point A front&lt;br /&gt;
Oil_Canyon_Point_A_Back.webp|Point A back&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B ===&lt;br /&gt;
Point B is inbetween each team&#039;s spawn with a short, direct route leading to it. It is set in a cramped indoors area with two ramps above it. There is a tunnel underneath this point that connects Point A and Point C to each other, but is inaccessible from Point B itself. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Oil_Canyon_Point_B_Connector.webp|Point B connector&lt;br /&gt;
Oil_Canyon_Point_B.webp|Point B&lt;br /&gt;
Oil_Canyon_Tunnel.webp|Tunnel under Point B&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point C ===&lt;br /&gt;
Point C connects through a spacious underground tunnel that leads players above or outside the point. The point is indoors directly between two walls, with platforms above and a short staircase below.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Oil_Canyon_Point_C_Connector.webp|Point C connector&lt;br /&gt;
Oil_Canyon_Point_C.webp|Point C&lt;br /&gt;
Oil_Canyon_Point_C_Front.webp|Point C front&lt;br /&gt;
Oil_Canyon_Point_C_Back.webp|Point C back&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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 dom_oilcanyon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Detail has been increased on and around cliff faces across the map&lt;br /&gt;
* Detail has been increased in the skybox terrain and foliage&lt;br /&gt;
* Various skybox details have been tweaked to appear slightly more true-to-life&lt;br /&gt;
* Capture Point C&#039;s building has been modified to appear more visually interesting&lt;br /&gt;
* Multiple BLU buildings have been changed to better fit BLU&#039;s design language&lt;br /&gt;
* Various structures have been subtly tweaked to increase consistency between them&lt;br /&gt;
* Minor optimization improvements&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Updated logic to Domination 2.0&lt;br /&gt;
* Updated mission briefing photos&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sunnyside&amp;diff=7709</id>
		<title>Sunnyside</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sunnyside&amp;diff=7709"/>
		<updated>2025-04-13T17:53:15Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|game-type = Territorial Domination&lt;br /&gt;
|file-name = td_sunnyside&lt;br /&gt;
|release-date = January 24, 2025 ([[Double Down]])&lt;br /&gt;
|developer = fizzyphysics&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;erk&amp;lt;br&amp;gt;Suo&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|map-environment = Rural&lt;br /&gt;
|map-setting = Early evening&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Sunnyside&#039;&#039;&#039; [https://tf2classic.com/double_down/day4 Double Down Update Page]|Somebody should tell these people it&#039;s not against the law to own a data center. Like, you don&#039;t have to build an entire poultry farm around it.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sunnyside&#039;&#039;&#039; is a [[Territorial Domination]] map. It takes place on a free range farm with chickens roaming about. It has three points, and the two teams must fight to capture all of them within the time limit. At the beginning of the round, both teams are randomly assigned one of the points as well as that point&#039;s corresponding spawn room, with the third point uncaptured. This map is unique in that the chickens roaming about will occasionally lay eggs, which function as small health pickups.&lt;br /&gt;
&lt;br /&gt;
Sunnyside was added to Team Fortress 2 Classic on January 24, 2025, in the [[Double Down]] update. It was created by TF2 Classic developers fizzyphysics, Waugh101, erk, Suo, abp, and 14bit.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_chicken_envkill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added td_sunnyside&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sunnyside&amp;diff=7708</id>
		<title>Sunnyside</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sunnyside&amp;diff=7708"/>
		<updated>2025-04-13T00:58:19Z</updated>

		<summary type="html">&lt;p&gt;KingoftheFishies: Added blurb, extended opening paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|game-type = Territorial Domination&lt;br /&gt;
|file-name = td_sunnyside&lt;br /&gt;
|release-date = January 24, 2025 ([[Double Down]])&lt;br /&gt;
|developer = fizzyphysics&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;erk&amp;lt;br&amp;gt;Suo&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|map-environment = Rural&lt;br /&gt;
|map-setting = Early evening&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Sunnyside&#039;&#039;&#039; [https://tf2classic.com/double_down/day4 Double Down Update Page]|Somebody should tell these people it&#039;s not against the law to own a data center. Like, you don&#039;t have to build an entire poultry farm around it.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sunnyside&#039;&#039;&#039; is a [[Territorial Domination]] map. It takes place on a free range farm with chickens roaming about. It has three points, and the two teams must fight to capture all of them within the time limit. At the beginning of the round, both teams are randomly assigned one of the points as well as that point&#039;s corresponding spawn room, with the third point uncaptured. This map is unique in that the chickens roaming about with occasionally lay eggs, which function as small health pickups.&lt;br /&gt;
&lt;br /&gt;
Sunnyside was added to Team Fortress 2 Classic on January 24, 2025, in the [[Double Down]] update. It was created by TF2 Classic developers fizzyphysics, Waugh101, erk, Suo, abp, and 14bit.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_chicken_envkill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added td_sunnyside&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>KingoftheFishies</name></author>
	</entry>
</feed>