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	<id>https://wiki.tf2classified.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ratboy+Slim</id>
	<title>TF2 Classified Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.tf2classified.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ratboy+Slim"/>
	<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/wiki/Special:Contributions/Ratboy_Slim"/>
	<updated>2026-05-31T22:35:29Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.0-beta</generator>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=User_talk:Ratboy_Slim&amp;diff=7821</id>
		<title>User talk:Ratboy Slim</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=User_talk:Ratboy_Slim&amp;diff=7821"/>
		<updated>2025-04-30T21:24:16Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: Blanked page due to containing my unnecessary hostility towards another editor, which I would like to move on from at this point&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=User_talk:Technochips&amp;diff=5339</id>
		<title>User talk:Technochips</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=User_talk:Technochips&amp;diff=5339"/>
		<updated>2024-11-18T16:47:24Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: /* Re: &amp;quot;Reverted lead paragraph due to mediocrity&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Re: &amp;quot;Reverted lead paragraph due to mediocrity&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Hello.&lt;br /&gt;
&lt;br /&gt;
Thank you for your constructive criticism. As I have over 1,500 edits, have contributed the vast majority of information and prose to the Wiki, constructed every single TF2C map page, created the templates which are used on every single weapon page, and have received a credit on the official TF2 Classic website detailing my contributions, I feel that discussing my edits on the permanently-dead talk pages or the official Discord is a waste of my time and of your effort. Please at least discuss with the person who has single-handedly launched your Wiki to the to top page of every Google result whether or not they deserve a sarcastic sneering from a socially anxious Frenchman over the objectively dogshit edits that teenagers make to the Wiki I have graciously volunteered hundreds of hours to maintaining, and who I have given pity to on the last day of my vacation fixing the hilariously inconsistent and half a year out of date prose regarding.&lt;br /&gt;
&lt;br /&gt;
Thank you kindly.&lt;br /&gt;
&lt;br /&gt;
[[User:Ratboy Slim|Ratboy Slim]] ([[User talk:Ratboy Slim|talk]]) 16:47, 18 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=User_talk:Technochips&amp;diff=5338</id>
		<title>User talk:Technochips</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=User_talk:Technochips&amp;diff=5338"/>
		<updated>2024-11-18T16:47:12Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: Created page with &amp;quot;== Re: &amp;quot;Reverted lead paragraph due to mediocrity&amp;quot; ==  Hello.  Thank you for your constructive criticism. As I have over 1,500 edits, have contributed the vast majority of information and prose to the Wiki, constructed every single TF2C map page, created the templates which are used on every single weapon page, and have received a credit on the official TF2 Classic website detailing my contributions, I feel that discussing my edits on the permanently-dead talk pages or t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Re: &amp;quot;Reverted lead paragraph due to mediocrity&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Hello.&lt;br /&gt;
&lt;br /&gt;
Thank you for your constructive criticism. As I have over 1,500 edits, have contributed the vast majority of information and prose to the Wiki, constructed every single TF2C map page, created the templates which are used on every single weapon page, and have received a credit on the official TF2 Classic website detailing my contributions, I feel that discussing my edits on the permanently-dead talk pages or the official Discord is a waste of my time and of your effort. Please at least discuss with the person who has single-handedly launched your Wiki to the to top page of every Google result whether or not they deserve a sarcastic sneering from a socially anxious Frenchman over the objectively dogshit edits that teenagers make to the Wiki I have graciously volunteered hundreds of hours to maintaining, and who I have given pity to on the last day of my vacation fixing the hilariously inconsistent and half a year out of date prose regarding.&lt;br /&gt;
&lt;br /&gt;
Thank you kindly.&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=2.1.4&amp;diff=5333</id>
		<title>2.1.4</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=2.1.4&amp;diff=5333"/>
		<updated>2024-11-18T15:15:04Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: Fixed nav&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;2.1.4&#039;&#039;&#039; was a minor update for Team Fortress 2 Classic, released on April 13, 2024. It also featured some weapon rebalances, general gameplay changes, map updates, and bug fixes. The patch notes were released on the [https://tf2classic.com/?id=6767 official blog].&lt;br /&gt;
&lt;br /&gt;
This update came out after [[2.1.3]] and before [[2.1.5]]&lt;br /&gt;
&lt;br /&gt;
[[File:2.1.4 April patch photos.png|700px|right]]&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Changes ==&lt;br /&gt;
=== Important Changes ​===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;We have once again enabled the Medi Gun sound collage feature&amp;lt;/u&amp;gt; introduced with version 2.1.0, and all related crashes have been addressed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Fixed a longstanding exploit&amp;lt;/u&amp;gt; that allowed any player to change a server&#039;s map to a random one. (Sappho)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Implemented a few sanity checks during startup to ensure the game was properly installed&amp;lt;/u&amp;gt;; to disable this behavior, use the -nodircheck launch option.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Weapon Changes ===&lt;br /&gt;
&lt;br /&gt;
Updated the [[Nail Gun]]:&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;
Updated the [[Mine Layer]]:&lt;br /&gt;
*Reload animation is now slightly lowered to improve visibility (Raptor Dan)&lt;br /&gt;
Updated the [[Anti-Aircraft Cannon]]:&lt;br /&gt;
*Updated the model and textures (SamDum)&lt;br /&gt;
Updated the [[Sandvich]]:&lt;br /&gt;
*[[Heavy]] now carries a lunchbox with him when equipped (SamDum)&lt;br /&gt;
*Fixed [[crit]] particles not showing on the throwable&lt;br /&gt;
*Throwable no longer detonates friendly [[Mine Layer]] mines&lt;br /&gt;
Updated [[Chekhov&#039;s Punch]]:&lt;br /&gt;
*Sounds for gaining or losing [[crit]]s are now audible to all players&lt;br /&gt;
*[[Crit]] glows are now only visible on the [[weapon]]&#039;s own model if [[crit]]s are full&lt;br /&gt;
Updated [[Jump Pads]]:&lt;br /&gt;
*[[Jump Pads]] are now fully client predicted and consistent on any ping (Wonderland_War)&lt;br /&gt;
*Can now be built in [[Medieval Mode]]&lt;br /&gt;
Updated the [[Fishwhacker]]:&lt;br /&gt;
*Updated first person animations (Ventrici)&lt;br /&gt;
*Ragdolls now take extra knockback from [[Fishwhacker]] kills&lt;br /&gt;
Updated [[L&#039;Escampette]]:&lt;br /&gt;
*Reduced [[cloak]] penalty when damaged while [[cloak]]ed to -10% (from -15%)&lt;br /&gt;
*Reduced [[cloak]] capacity penalty to -40% (from -50%)&lt;br /&gt;
&lt;br /&gt;
=== Map Changes:​ ===&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;
Updated [[pl_jinn]] (14bit, abp):&lt;br /&gt;
*Reworked the track&#039;s path and surrounding geometry near the final point&lt;br /&gt;
*Reduced the number of crouch-jumps required to navigate final&lt;br /&gt;
*Reduced Red&#039;s spawn time at final to 9 seconds (down from 10)&lt;br /&gt;
*Added dynamic team-colored lights to the [[Payload]] checkpoints (as seen on [[Lakeside]])&lt;br /&gt;
*Added parallax-corrected cubemaps&lt;br /&gt;
*Fixed the finale kill trigger not disabling properly&lt;br /&gt;
*Miscellaneous ammo and health pack adjustments&lt;br /&gt;
*Miscellaneous lighting and visual fixes&lt;br /&gt;
*Miscellaneous clipping adjustments&lt;br /&gt;
*Reduced map file size&lt;br /&gt;
Updated [[cp_powerhouse]] (newgreenshoot):&lt;br /&gt;
*Sun angle has been rotated to match the skybox&lt;br /&gt;
*Team-colored lights have been added to the control points, reflecting the point&#039;s owner&lt;br /&gt;
*Cubemaps across the map are now parallax-corrected&lt;br /&gt;
*The river now uses a new, custom water material, using our new shader&lt;br /&gt;
*Volumetrics have been added to a few windows across the map&lt;br /&gt;
*Skylight is now emulated more accurately using light_directional&lt;br /&gt;
*Reflectivity has been increased, making many interiors slightly brighter and more colorful&lt;br /&gt;
*Many props using the wrong team skin have been adjusted&lt;br /&gt;
*The lightmap scale across the map has been adjusted, making it less detailed in distant/inaccessible areas and far more detailed in gameplay spaces&lt;br /&gt;
*Most lights have been reconfigured to add greater contrast and visual interest to area&lt;br /&gt;
*The turbines are now static props, rather than dynamic props. This makes them more realistically lit, but they&#039;re currently lacking their internal animation. We&#039;ll improve this in the future.&lt;br /&gt;
*Many stairs are now blockbulleted for better explosion handling&lt;br /&gt;
*Disabled collision on hanging lamps across the map&lt;br /&gt;
*The tonemap has been adjusted to make sunlit concrete materials no longer blinding&lt;br /&gt;
*Imprisoned cow&lt;br /&gt;
*Reduced map file size&lt;br /&gt;
Updated [[vip_badwater]] (newgreenshoot):&lt;br /&gt;
*Fixed broken-looking shadows on players and dynamic props&lt;br /&gt;
*Tweaked lighting around the map to rely more on environmental/bounce lighting instead of artificial lights&lt;br /&gt;
Updated [[dom_hydro]] (newgreenshoot):&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;
Updated [[ctf_2fort]] (newgreenshoot):&lt;br /&gt;
*Slightly adjusted lighting around the map, and fixed some previous lighting errors&lt;br /&gt;
*Updated the basement floors for each team to be properly reflective (after the cubemaps on them were previously broken)&lt;br /&gt;
*Added parallax correction for spawnroom floors across the map&lt;br /&gt;
Updated [[pl_frontier_final]] (newgreenshoot):&lt;br /&gt;
*Fixed various displacement seams&lt;br /&gt;
*Adjusted some displacements outside of BLU&#039;s first spawn to look more natural&lt;br /&gt;
*Some boulders are no longer hovering above the ground&lt;br /&gt;
*Many, many lighting fixes&lt;br /&gt;
*The runoff puddle outside of BLU&#039;s spawn now uses the same modern water material as [[tc_hydro]]&lt;br /&gt;
*Restored cubemaps, and added parallax correction for the floors in RED&#039;s final spawn&lt;br /&gt;
Updated [[pl_upward]] from f10 to f12 (refresh.tf/Hamn):&lt;br /&gt;
*Added back occluders from stock [[Upward]]&lt;br /&gt;
*Added more hints, areaportals and occluders for optimization&lt;br /&gt;
*Redone skybox brushes for optimization&lt;br /&gt;
*Changed the doors in dropdown to never be opened after closing&lt;br /&gt;
*Changed the doors in dropdown from silent to making a sound when closing&lt;br /&gt;
*Fixed detail brushes flickering on 1st point&lt;br /&gt;
*Fixed some lighting issues&lt;br /&gt;
*Fixed some props and brushes being solid&lt;br /&gt;
*Fixed water brushes in skybox with various cubemaps&lt;br /&gt;
*Fixed unoptimized visleaves next to the hill&lt;br /&gt;
*Fixed floating barrel near 2nd&lt;br /&gt;
*Improved clip alignment under balcony on 3rd&lt;br /&gt;
*Added blockbullets in front of window and dropdown-elbow&lt;br /&gt;
*Added resupply sign on last RED last spawn&lt;br /&gt;
*Reduced t-junctions and edict usage&lt;br /&gt;
Updated [[dom_oilcanyon]] (Waugh101):&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;
=== Mapping Changes:​ ===&lt;br /&gt;
tf2c_ctf_4team_no_repeats 1 is now enabled by default (Trotim)&lt;br /&gt;
*Each team can only capture each enemy team&#039;s flag only once. Neutral flags are unaffected.&lt;br /&gt;
Included additional developer textures&lt;br /&gt;
Civilian&#039;s limousine model is now usable as prop_static&lt;br /&gt;
Added several missing game_text inputs&lt;br /&gt;
*SetText, SetPosX, SetPosY, SetTextColor, SetTextColor2&lt;br /&gt;
Add class limit option to info_player_teamspawn (Trotim)&lt;br /&gt;
*Uses Spawnflags to see which classes are allowed to spawn if the restrict_classes keyvalue is set to 1&lt;br /&gt;
Implemented force_respawntime_override and force_respawntime_override_timer for health and ammo pickups&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Changes:​ ===&lt;br /&gt;
Reset stats button on the stats page now has a confirmation dialog&lt;br /&gt;
&lt;br /&gt;
Implemented support for custom keybindings for [[Engineer]]&#039;s [[PDA]]s&lt;br /&gt;
&lt;br /&gt;
Implemented LanguagePreference material proxy, for localized materials&lt;br /&gt;
&lt;br /&gt;
Implemented tf2c_force_thirdperson for server owners&lt;br /&gt;
&lt;br /&gt;
Implemented mp_bots_must_join_team, mp_humans_must_join_team&lt;br /&gt;
&lt;br /&gt;
Implemented tf2c_arena_always_start_round&lt;br /&gt;
&lt;br /&gt;
Implemented bot_mirror&lt;br /&gt;
&lt;br /&gt;
The minimum for fov_desired is now 20, if sv_cheats is enabled&lt;br /&gt;
&lt;br /&gt;
Lowered support points rewarded to [[UberCharge]]d [[Medic]]s for blocking [[Sentry]] damage (Trotim)&lt;br /&gt;
&lt;br /&gt;
Passing no arguments to bot_teleport now iterates upon the player list instead of picking a random bot every time&lt;br /&gt;
&lt;br /&gt;
Fixed a bug where normal muzzle flash appeared under beta muzzle flash (NitoAndTheFunkyBunch)&lt;br /&gt;
&lt;br /&gt;
Fixed [[VIP]] being able to avoid respawn by staying in class selection menu&lt;br /&gt;
&lt;br /&gt;
Fixed cl_load_custom_item_schema loading the wrong path on server&lt;br /&gt;
&lt;br /&gt;
Fixed a crash regarding the boioing suicide command&lt;br /&gt;
&lt;br /&gt;
Fixed a crash caused by healing someone while dead&lt;br /&gt;
&lt;br /&gt;
Fixed a crash in loadout screen if the class model&#039;s flex controller is missing&lt;br /&gt;
&lt;br /&gt;
Fixed a crash with bots being unable to find a fallback area for spawn&lt;br /&gt;
&lt;br /&gt;
Fixed hidden attributes counting towards the attribute limit in the item tooltip&lt;br /&gt;
&lt;br /&gt;
Fixed [[Flame Thrower]] [[airblast]] overriding custom visual effects&lt;br /&gt;
&lt;br /&gt;
Updated the appearance of tf_grenade_show_radius and tf_rocket_show_radius spheres (Azzy)&lt;br /&gt;
&lt;br /&gt;
Grenades using the set_detonate_mode 2 attribute now use the correct explosion particle&lt;br /&gt;
&lt;br /&gt;
Removed tf_bot_reevaluate_class_in_spawnroom&lt;br /&gt;
&lt;br /&gt;
Exposed several hidden console variables and commands&lt;br /&gt;
&lt;br /&gt;
Added a few item attributes&lt;br /&gt;
&lt;br /&gt;
Updated localization files&lt;br /&gt;
*Added Polish translation (zbik)&lt;br /&gt;
&lt;br /&gt;
Updated medals&lt;br /&gt;
&lt;br /&gt;
[[Category:Patch Notes]]&lt;br /&gt;
[[Category:Minor Updates]]&lt;br /&gt;
[[Category:Updates]]&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Soldier&amp;diff=5332</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Soldier&amp;diff=5332"/>
		<updated>2024-11-18T15:08:31Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: Reverted lead paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_soldier&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| speed=80}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Soldier&#039;&#039;&#039; &#039;&#039;on the enemies mortality&#039;&#039;|&#039;&#039;If God had wanted you to live,&#039;&#039; &#039;&#039;&#039;&#039;&#039;He would not have created me!&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Soldier&#039;&#039;&#039; is an [[Classes#Offense|offensive class]] which can fulfill a variety of roles for his team, acting as a jack-of-all-trades that can easily adapt to different situations. He has 200 health, 80% speed, and weapons which cover every distance. His ability to [[Jumping|rocket jump]] can give him unexpectedly high mobility if the user is skilled enough, and even an inexperienced user can find flank routes and means of escape that other classes cannot. This comes at the cost of health, to the point where the Soldier often arrives to battles far slower than the other classes, or arrives there with less health than the others. The ability to dive in and out of combat, given proper health management and team coordination, means the Soldier can pressure objectives in a way that few other classes can, and makes him a persistent threat that must be dealt with. His splash damage from the [[Rocket Launcher]] also gives him good crowd control and ease of use, and is devastating when [[critical]] boosted from a friendly [[Medic]]&#039;s [[Kritzkrieg]]. These attributes make him a powerful and versatile class that can be easily picked up by new players, while offering deep mechanical gameplay for players who master the intricacies of rocket jumping.&lt;br /&gt;
&lt;br /&gt;
The Soldier&#039;s biggest downsides are his low speed when not rocket jumping, reliance on health sources to be effective, and reliance on predicting enemy movement. His slow speed means he is easily outmaneuvered by more mobile classes such as [[Scout]] and [[Pyro]]. While he deals good damage, it is not exceptional, and can easily die to a surprise attack from an enemy if he does not have an escape route. His large frame means he often takes damage from enemy projectiles, and rocket jumping will always damage him. This means he requires a constant source of healing to be at peak capacity, whether from health packs, friendly Medics, or friendly [[Dispenser|Dispensers]]. A Soldier starved of health has very little capacity to move around, and therefore is stuck in the backlines with little influence. In addition, rocket jumping into battles is often an all-or-nothing endeavour - if he misjudges the situation, he will die upon arrival without a chance to fight back. And finally, although his Rocket Launcher deals splash damage, the speed of the rockets are quite slow, and so it&#039;s necessary to predict the enemy&#039;s reactions to land hits - a difficult task in the face of mobile Scouts and [[airblast|airblasting]] Pyros, or even a sufficiently slippery Medic.&lt;br /&gt;
&lt;br /&gt;
When properly executed, and when backed up by a competent team, the Soldier is one of the game&#039;s most powerful classes. His ability to deal devastating damage at point-blank while appearing anywhere on the map makes him a force to be reckoned with. However, without proper team support, or the ability to execute his technically-demanding rocket jumps, he ends up being a class that is above-average in many ways but does not excel at anything. On offense, he usually takes point in the absence of a friendly [[Heavy]], acting as the team&#039;s damage sponge while picking off anyone who gets close to him, including enemy [[Sentry Gun|Sentry Guns]]. On defense, his splash damage makes him a potent area denier that can clear out any enemy who tries to contest the objective. This makes him a good class for people just starting out with the game and want to try out a variety of roles without committing to any single one, while making him an excellent class for those committed to understanding his movement without requiring too much skill in aiming.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Location of Origin: Midwest, USA&lt;br /&gt;
&lt;br /&gt;
Job: Shock &amp;amp; Awe&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;I&#039;m a Rocket Man.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Favorite World War: 2&lt;br /&gt;
&lt;br /&gt;
Special ability: Rocket jump&lt;br /&gt;
&lt;br /&gt;
Though he wanted desperately to fight in World War 2, the Soldier was rejected from every branch of the U.S. military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Rocket Launcher}}&lt;br /&gt;
{{Weapon|R.P.G.}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Gunboats}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shovel}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Soldier Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Soldier…&lt;br /&gt;
* …hit {{Callmedic}} to call for a [[Medic]] if you get hurt. Nearby Medics will be notified of your need.&lt;br /&gt;
* …you can [[Jumping|rocket jump]] to great heights by firing a rocket at your feet while jumping.&lt;br /&gt;
* …aim rockets at enemies&#039; feet to ensure they can&#039;t avoid the explosion damage.&lt;br /&gt;
* …make sure you keep your [[Rocket Launcher|rocket launcher]] loaded. Hit {{RELOAD}} to reload it at any time.&lt;br /&gt;
* …your rockets have strong knockback. Use this to jostle enemies or knock them airborne.&lt;br /&gt;
* …use your [[shotgun]] to conserve rockets and avoid waiting for your rocket launcher to reload in the middle of combat.&lt;br /&gt;
* …use your [[shovel]] to deal consistent close-range damage without having to worry about reloading.&lt;br /&gt;
* …the [[Gunboats]] greatly reduce health loss from rocket jumps. Use them when positioning and mobility are especially important.&lt;br /&gt;
* …your [[RPG|RPG&#039;s]] rockets can shoot over cover. Be sure to aim your rockets carefully.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Войник|bg_m=Soldier&lt;br /&gt;
|de=Soldier&lt;br /&gt;
|en=Soldier&lt;br /&gt;
|es=Soldier&lt;br /&gt;
|fr=Soldier&lt;br /&gt;
|hu=Katona|hu_m=Soldier&lt;br /&gt;
|it=Soldato|it_m=Soldier&lt;br /&gt;
|pl=Żołnierz|pl_m=Soldier&lt;br /&gt;
|pt-br=Soldier&lt;br /&gt;
|ro=Soldier&lt;br /&gt;
|ru=Солдат|ru_m=Soldier&lt;br /&gt;
|tr=Soldier&lt;br /&gt;
|uk=Солдат|uk_m=Soldier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The ability of rocket-wielders being able to use their rockets to jump higher originated from Quake and was a bug in the original Team Fortress games. Valve embraced it in TF2, as evidenced by the addition of weapons such as the Rocket Jumper found in TF2 and Soldier rocket jumping in the first modern TF2 trailer.&lt;br /&gt;
*Despite the Soldier&#039;s Grenades acting more as decoration than actual weaponry, they were intended to be used as a weapon during Team Fortress 2&#039;s development.&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldier]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=5331</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=5331"/>
		<updated>2024-11-18T15:08:12Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: Reverted lead paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Pyro&#039;&#039;&#039; &#039;&#039;attempting to communicate to their team&#039;&#039;|&#039;&#039;Hudda hudda huh!&#039;&#039;}}&lt;br /&gt;
The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is an [[Classes#Offense|offensive class]] who acts both as an independent roamer and a bodyguard for their team, guarding flank routes from enemy assault and having excellent close-range crowd control that punishes enemies who group too close together. With 175 health and 100% speed, they have a good balance between speed and health, and can run straight into enemies who cannot kill them in time, such as [[Medic]] and [[Spy]]. The [[Flame Thrower]]&#039;s ability to cut off entrances is a constant consideration for enemies trying to sneak into allied defences, and a surprise attack with the Flame Thrower, which penetrates through multiple enemies, can be devastating to a frontal assault. The ability to set enemies on fire from a single flame, dealing 10 seconds of [[afterburn]] damage, gives the Pyro the ability to stay comfortably away from enemies on fire, blasting them with the [[Shotgun]] while racking up afterburn damage. They are an extremely hard counter to the Spy, whose trickery is useless when flames are being blasted into every corner. Their [[airblast]] ability also gives them potent crowd control with the ability to push enemies (and their projectiles) where they want them, including [[ÜberCharge|ÜberCharged]] enemies, as well as extinguishing allies. With this wide variety of abilities, the Pyro can change their role as the situation calls for, making for a class that rewards reading the situation with exceptional abilities.&lt;br /&gt;
&lt;br /&gt;
The Pyro&#039;s biggest downsides are their reliance on ammo, lack of mobility options, ineffectiveness beyond close range, and a predictable playstyle. A good Pyro will constantly spray fire on everything they look at, and this uses up a lot of ammo. Since the airblast also uses up 20 ammo per blast, and is an essential option for any engagement, failing to manage ammo can lead to the Flame Thrower running out of gas before the fight even begins. The Pyro is not exceptional in a fair fight, can often get caught off guard by [[Scout|Scouts]] and [[Heavy|Heavies]] who are just outside of their range, and can fail to catch up to enemies who will simply shoot them from afar. While the [[Twin Barrel]] shores up this weakness, it trades off the midrange damage of the Shotgun, which Pyro needs to be viable beyond close quarters. In addition, their main option for killing enemies is to run up to them and hold the attack button, which is a linear pattern that smart enemies will simply walk backwards from. As a result, effectiveness with the Pyro depends on hiding in spaces that enemies are likely to funnel through, avoiding exposure until the right time to strike, and trapping them in tiny spaces they cannot run away from. In wide open spaces, the Pyro is simply a bad class.&lt;br /&gt;
&lt;br /&gt;
While the Pyro is not the best class for every scenario, when there&#039;s an opportunity for their strengths to be used, they are the roadblock that prevents enemies from getting what they want. While they are considered an offensive class, they are effectively a jack of all trades. On offense, pushing the [[Payload]] or capturing [[Control Points|control points]] is made easy when you can simply push enemies away, and taking flank routes will prevent enemies from trying to sneak in through the back entrance. On defense, defending an allied [[Sentry Gun|Sentry]] nest significantly shores up its weakness against Spies and explosive spam, and sending fire down any route the enemy wants to push through can stop an offensive before it even starts. While the Pyro&#039;s weaknesses are obvious, they are mitigated through deliberate play, and they remain a potent situational class for players with an independent nature - whether for low-skill players who just want to watch the world burn, or for high-skill players that want to explore the full spectrum of Pyro&#039;s endless nuance.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Pyrotechnics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Pyro Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …you cannot be ignited by fire-based weapons. Use your [[shotgun]] or melee weapons against enemy Pyros in order to counter this.&lt;br /&gt;
* …you can often set enemies [[afterburn|on fire]] and retreat, leaving them to die from the burning.&lt;br /&gt;
* …your [[Flame Thrower|flamethrower]]{{sic}} does more damage the closer you are to the enemy.&lt;br /&gt;
* …your flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your flamethrower. Use corners to your advantage.&lt;br /&gt;
* …the flamethrower&#039;s [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your flamethrower can extinguish burning teammates with {{Attack2}}.&lt;br /&gt;
* …switch to your shotgun if enemies retreat beyond the short range of your flamethrower.&lt;br /&gt;
* …your [[Fire Axe]] is a great choice for dealing with enemy Pyros.&lt;br /&gt;
* …your [[Flare Gun|flare gun]] can catch enemies on fire at long range. This works well against enemy [[Sniper|Snipers]].&lt;br /&gt;
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!&lt;br /&gt;
* …the Twin Barrel does not deal damage as reliably as your shotgun. If you&#039;re losing in an encounter, use it to propel yourself away in retreat!&lt;br /&gt;
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.&lt;br /&gt;
* …dying with the Harvester equipped will extinguish any enemies you&#039;ve set on fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&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;
{{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;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
|uk=Піро|uk_m=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The Pyro has been given a new line for their ‘Activate the Charge!’ voice command where they now yell &amp;quot;COME ON!&amp;quot;. This voice line was lifted from prerelease versions of Team Fortress 2.&lt;br /&gt;
*In Team Fortress 2 Classic, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon.&lt;br /&gt;
**This retcon also makes the ‘Pyroland’ fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Pyro has the same voice for the English, German, Spanish, French, and Russian versions of Team Fortress 2.&lt;br /&gt;
*The Napalm grenades on the Pyro&#039;s belt were intended to be used as weaponry but were cut during development.&lt;br /&gt;
*Throughout Team Fortress 2&#039;s development, Pyro was predominantly referred to and depicted as male. From Dennis Batemans stating the voice director referred to them as &amp;quot;He&amp;quot;, to concept art depicting them as a middle aged man.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pyro]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=5330</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=5330"/>
		<updated>2024-11-18T15:06:35Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: Reverted lead paragraph due to mediocrity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_scout&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=133}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Scout&#039;&#039;&#039; &#039;&#039;while escaping with the enemy teams flag&#039;&#039;|&#039;&#039;Wave goodbye to your secret crap, dumbass!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is an [[Classes#Offense|offensive class]] whose purpose is to deal massive damage at close range with minimal downtime, supplemented with the highest speed in the game and the unique ability to double jump. He has 125 health, 133% speed, and has double capture rate, meaning he is able to capture [[Control point (objective)|control points]] and push [[payload]] carts at twice the speed of all other classes. Despite having the lowest health in the game, his innate mobility means he can dodge and weave around space better than the enemy can control it. His speed allows him to pick and choose his battles, looking for openings in the enemy&#039;s defense to kill important classes (especially the [[Medic]] and [[Civilian]]), or finding the perfect opportunity to steal an objective. This makes him an ideal class for taking risks and sacrificing himself for the good of the team, hoping to find payoffs that will allow his team to win, even when they don&#039;t always pay out.&lt;br /&gt;
&lt;br /&gt;
The Scout&#039;s biggest downsides are his susceptibility to splash damage, lack of crowd control, uselessness against enemy [[buildings]], and his predictability when his double jump is used up. He also doesn&#039;t have any exceptional tricks that can turn the tide of battle, such as the [[Pyro|Pyro&#039;s]] [[airblast]] or the [[Demoman|Demoman&#039;s]] [[Stickybomb Launcher|stickybomb traps]]. He is by and large an &amp;quot;honest&amp;quot; class that wins by killing the enemy or running away, and success with the Scout relies on having exceptional aim while managing his mobility. Failing to manage this mobility means he will immediately die to a wayward enemy, especially when running down tight corridors and cramped rooms. His specialization in 1v1 combat also means he has little to no influence against large groups of enemies, and cannot act as an omnipresent threat in the same way the [[Heavy]] or [[Engineer]] is. And the low accuracy of his weapons at range means he is effectively useless against enemy [[Sentry Gun|Sentry Guns]], which have a habit of immediately killing him.&lt;br /&gt;
&lt;br /&gt;
Regardless, when his strengths are abused, and his weaknesses are managed, the Scout is one of the most powerful classes in the game, able to act as a deadly counter to enemies caught out of position and able to finish off injured enemies who are trying to run away. On offense, he is essential for pressuring the enemy to defend their objectives, and though he is less useful on defense, he is still able to punish players who push too far into allied quarters. He is an excellent class for those looking to play independently while still contributing to the team when the opportunity arises, and acts as a high-skill class for those who want to stack the odds in their favour while still winning in fair combat.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of Origin:&#039;&#039;&#039; Boston, Massachusetts, USA&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Rapid Recovery&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Too. Much. Caffeine.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Special Ability:&#039;&#039;&#039; Double Jump&lt;br /&gt;
The youngest of eight boys from the south side of Boston, the Scout learned early how to problem solve with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Scattergun}}&lt;br /&gt;
{{Weapon|Nail Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bat}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
{{Main|Basic Scout Strategy}}&lt;br /&gt;
&lt;br /&gt;
As a Scout…&lt;br /&gt;
* …you can double jump in mid-air to quickly change direction and avoid enemy fire.&lt;br /&gt;
* …you capture [[Control point (objective)|control points]] twice as fast as other classes.&lt;br /&gt;
* …you&#039;re most effective when you stay moving and use your speed to your advantage.&lt;br /&gt;
* …you&#039;re an excellent distraction. Catch the attention of dangerous classes like [[Heavy|Heavies]] and [[Sniper|Snipers]] to allow your team to move forward.&lt;br /&gt;
* …your [[Scattergun|scattergun]] is lethal at point blank range.&lt;br /&gt;
* …your [[Pistol|pistol]] is great for picking off enemies at a distance.&lt;br /&gt;
* …your [[Bat|bat]] does less damage than normal melee weapons, but swings much faster.&lt;br /&gt;
* …your [[Nail Gun|nail gun]] is great for holding off enemies that are chasing after you.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Разузнавач|bg_m=Scout&lt;br /&gt;
|de=Scout&lt;br /&gt;
|en=Scout&lt;br /&gt;
|es=Scout&lt;br /&gt;
|fr=Scout&lt;br /&gt;
|hu=Felderítő|hu_m=Scout&lt;br /&gt;
|it=Esploratore|it_m=Scout&lt;br /&gt;
|pl=Skaut|pl_m=Scout&lt;br /&gt;
|pt-br=Scout&lt;br /&gt;
|ro=Scout&lt;br /&gt;
|ru=Разведчик|ru_m=Scout&lt;br /&gt;
|tr=Scout&lt;br /&gt;
|uk=Розвідник|uk_m=Scout&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added &amp;quot;Clip Out&amp;quot; sounds on the [[Engineer]]&#039;s and Scout&#039;s reloads. &lt;br /&gt;
* Fixed the Scout’s loser animations from playing faster when running slower than max speed.&lt;br /&gt;
* Fixed the Scout’s Flinch animation to keep the weapon locked to his right hand. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The BLU Scout&#039;s pants in &#039;&#039;TF2 Classic&#039;&#039; are now in a navy-blue color, as seen in the &amp;lt;i&amp;gt;Team Fortress 2&amp;lt;/i&amp;gt;&#039;s prerelease builds and the Playstation 3 version. On TF2&#039;s PC and Xbox 360 versions, the color simply remains the same as the RED Scout&#039;s pants [https://www.youtube.com/watch?v=4ZxnOG8-Hos seemingly by mistake.]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Early on in Team Fortress 2&#039;s life, many players noticed a resemblance between Scout and Vince Offer, a famous TV pitchman. After numerous requests, Valve released new voice lines for Scout based on Vince Offer in the February 24, 2009 Scout Update.&lt;br /&gt;
** These lines include &#039;&#039;&amp;quot;If you order now, I&#039;ll throw in a second beatin&#039;, absolutely free.&amp;quot;&#039;&#039;, &#039;&#039;&amp;quot;No otha&#039; class gonna do dat!&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;Pop quiz: How long&#039;s it take to beat a moron to death? (buzzer imitation) Sorry, time&#039;s up, you&#039;re dead.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Offensive classes]]&lt;br /&gt;
[[Category:Scout]]&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=4540</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=4540"/>
		<updated>2024-01-14T06:55:15Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: Reverted paragraph to a few months ago due to excessive length and subpar prose. Remove unnecessary negative paragraph. Toned down negative language overall.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_spy&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=107}}&lt;br /&gt;
The &#039;&#039;&#039;Spy&#039;&#039;&#039; is a [[Classes#Support|support class]] whose purpose is to immediately kill unsuspecting enemies at great personal risk. He has 125 health and 107% speed, making him slightly faster than usual. His [[Disguise Kit]] allows him to camouflage himself as an enemy teammate, while still taking damage from them as usual. His [[Invis Watch]] allows him to cloak and turn invisible, only being revealed when he bumps into an enemy, or is shot by them. These allow him to sneak into enemy lines without being detected, giving him freedom to roam around the map. With his [[Knife|Knife&#039;s]] backstab feature, he can instantly kill any enemy looking away from him, which is especially valuable against [[Medic|Medics]] and [[Heavy|Heavies]]. His [[Revolver]] acts as a reliable backup weapon for when he is inevitably caught, able to blast pursuers close-up and finish off enemies from afar. Finally, his [[Sapper]] allows destruction of enemy [[buildings]], disabling them and dealing constant damage to them. This skillset is designed to allow the Spy to kill enemies undetected and be able to sneak away, with limited combat abilities outside of espionage.&lt;br /&gt;
&lt;br /&gt;
The Spy faces unique issues compared to other classes. These issues include the triviality of spy-checking, the commitment of cloaking, his lack of combat ability, a reliance on luck despite his high skill requirements, and disproportionately hard counters from [[Pyro]], multiple [[Engineer|Engineers]], and any player who simply turns around. Players have learned to blast any &amp;quot;ally&amp;quot; that approaches them, and this will kill the Spy before he gets a chance to return fire. As his cloak is revealed when taking damage (such as unwittingly getting caught in crossfire), and he is helpless for a long period of time after uncloaking, he has no good response when he is revealed. Even if he could respond right away, his weapons are below par. The Revolver is merely decent, not exceptional, and the Knife is a terrible melee weapon outside of backstabs. This makes it difficult for Spy to win in a 1v1 fight, even with perfect aim.&lt;br /&gt;
&lt;br /&gt;
As a result of these numerous downsides, the Spy is considered the weakest class in the game. Despite this distinction, he is by no means unusable, and is still able to find success if the circumstances are right. On offense, his main goal is to destroy the enemy Sentry Gun, which is accomplished by killing the Engineer and sapping all his buildings. He can also go deep into enemy territory to sneakily capture an objective, something which other classes have a hard time achieving. On defense, his main role is to constantly kill the enemy Medic and his patient, preventing them from building up enough momentum to mount a successful assault. A Spy standing around an obscure corner can get more kills than even a Heavy standing there, and is especially useful in killing the [[VIP]]. While the Spy is not a good class for anyone desiring consistency, his playstyle and mechanics are unlike any other, with a technical skillset that takes full advantage of the player&#039;s game knowledge. He is terrible for new players, but acts as an amusing option for experienced players to try out, pushing their luck to see just how far they can take the so-called &amp;quot;worst class in the game&amp;quot;, and finding joy in the unexpected depths of his mediocre brilliance.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: France&lt;br /&gt;
&lt;br /&gt;
Job: Uncloak &amp;amp; Dagger&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Contraptions: Disguise Kit / Cloaking Watch&lt;br /&gt;
&lt;br /&gt;
A master of disguise, misdirection, and the byzantine details of who really runs things, the Spy is a double reverse quadruple agent whose reflexive suspicion is entirely justified.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Revolver}}&lt;br /&gt;
{{Weapon|Tranquilizer Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sapper}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Knife}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Disguise Kit}}&lt;br /&gt;
}}&lt;br /&gt;
=== Watch ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Invis Watch}}&lt;br /&gt;
{{Weapon|L&#039;escampette}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Spy Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Spy…&lt;br /&gt;
* …disguise yourself as an enemy with your [[Disguise Kit|disguise kit]]. Beware, attacking will remove your disguise.&lt;br /&gt;
* …call for enemy [[Medic|Medics]] by hitting {{Callmedic}} while disguised.&lt;br /&gt;
* …try to act like an enemy while disguised. Observe where enemy team members are, and disguise as one of them.&lt;br /&gt;
* …press {{speed}} to run at normal speed while disguised as slower classes.&lt;br /&gt;
* …your [[revolver]] is a very useful tool for when a stealth operation doesn&#039;t go your way.&lt;br /&gt;
* …place your [[Sapper|electro sappers]] on enemy buildings to disable and destroy them. Disguises aren&#039;t lost when placing sappers.&lt;br /&gt;
* …your electro sappers disable [[Sentry Gun|sentry guns]] before destroying them. Sap a sentrygun before attacking the engineer.&lt;br /&gt;
* …use your [[knife]] to backstab enemies from behind, killing them instantly.&lt;br /&gt;
* …hit {{attack2}} to [[Invis Watch|cloak]] and become fully invisible for a short period of time.&lt;br /&gt;
* …use your cloak to get behind enemy lines, and your disguise to move around amongst them.&lt;br /&gt;
* …your [[Tranquilizer Gun|tranquilizer gun]] slows down your target and decreases their ranged gun damage. This helps create an opening for an escape.&lt;br /&gt;
* …the darts from your tranquilizer gun cause your target to take guaranteed [[Critical hit|critical hits]] from melee damage. Let your teammates gang up on them.&lt;br /&gt;
* …the [[L&#039;escampette]] allows you to move quickly to or from the enemy base. Make quick escapes, or quick infiltrations!&lt;br /&gt;
* …you lose cloak taking damage with the L&#039;escampette equipped. Stay out of the line of fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Шпионин|bg_m=Spy&lt;br /&gt;
|de=Spy&lt;br /&gt;
|en=Spy&lt;br /&gt;
|es=Spy&lt;br /&gt;
|fr=Spy&lt;br /&gt;
|hu=Kém|hu_m=Spy&lt;br /&gt;
|it=Spia|it_m=Spy&lt;br /&gt;
|pl=Szpieg|pl_m=Spy&lt;br /&gt;
|pt-br=Spy&lt;br /&gt;
|ro=Spy&lt;br /&gt;
|ru=Шпион|ru_m=Spy&lt;br /&gt;
|tr=Spy&lt;br /&gt;
|uk=Шпигун|uk_m=Spy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Spy&#039;s Cigarette “shell” to be slightly higher poly.&lt;br /&gt;
* Added Spywalk for Spies. (Bound to Shift by default)&lt;br /&gt;
* Added a glow to the Spy&#039;s cigarette.&lt;br /&gt;
* Updated the Spy’s mask textures to be consistent with the 10 classes.&lt;br /&gt;
* Being touched as a Spy now also affects the viewmodel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Updated tf2c_spy_gun_mettle to include updated [[Sapper]] damage modifier &lt;br /&gt;
* Fixed Spywalk not being applied clientside&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.4]]&#039;&#039;&#039;&lt;br /&gt;
* The move speed increase from tf2c_gun_mettle_spy now only affects Spy, rather than all classes &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Increased the Spy&#039;s movement speed to 107% (from 100%)&lt;br /&gt;
** Set by tf2c_spy_gun_mettle 2, the new default setting for tf2c_spy_gun_mettle; can be changed by server operators&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a Spy, and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
* Added the tf2c_spywalk_inverted convar, which sets Spywalk (moving at Spy&#039;s regular speed while [[Disguise Kit|disguised]] as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise&#039;s speed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.2]]&#039;&#039;&#039;&lt;br /&gt;
* The Spy now has a +20% damage resistance and reduced debuff duration while [[Invis Watch|cloaked]]&lt;br /&gt;
* Added a Spywalk indicator on the [[Disguise Kit|Disguis]]e HUD (enabled via tf2c_spywalk_hud, enabled by default)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Spies now gain double the amount of [[Invis Watch|cloak]] from [[Buildings|building]] gibs&lt;br /&gt;
* [[Invis Watch|Cloaked]] Spies now correctly take 20% less damage even from [[Critical hit|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy used to have 100% movement speed in both Team Fortress 2 and Team Fortress 2 Classic, but both iterations were eventually changed to 107%.&lt;br /&gt;
* In Team Fortress 2 Classic, Spy gets another line for his &amp;quot;Thanks!&amp;quot; voice command where he says &amp;quot;Prego&amp;quot; (&amp;quot;Translation: &amp;quot;You&#039;re welcome&amp;quot;). This was lifted from the prerelease versions of Team Fortress 2.&lt;br /&gt;
* The RED and YLW Spy smoke white cigarettes, while the BLU and GRN Spy smoke brown cigarettes. Despite this, the class selection portraits in-game have the BLU and GRN Spy smoking white cigarettes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spy]]&lt;br /&gt;
[[Category:Regular classes]]&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Frigid&amp;diff=4538</id>
		<title>Frigid</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Frigid&amp;diff=4538"/>
		<updated>2024-01-12T22:06:54Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: /* Trivia */ I am assuming this is true&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 = koth_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;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added koth_frigid (Wheat, savva)&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>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=4536</id>
		<title>Dynamite Pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=4536"/>
		<updated>2024-01-09T22:55:48Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: Added &amp;quot;reflect kill&amp;quot; icon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=mirv_projectile&lt;br /&gt;
| kill-icon-2=mirv_bomb&lt;br /&gt;
| kill-icon-3=mirv_direct&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Grenade&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|+50% max primary ammo on wearer}}&lt;br /&gt;
{{Loadout neutral|Splits into 4 smaller bomblets upon exploding}}&lt;br /&gt;
{{Loadout neutral|Can be defused by the Wrench}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Ye&#039;ll be in bits tomorrow.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Dynamite Pack&#039;&#039;&#039; is a throwable secondary weapon that consists of a team-colored bundle of five dynamite sticks, held together with a thick strap. It has an electronic keypad with nine buttons on it, attached to the pack with a thick yellow wire. The wire appears yellow regardless of which team the user is on. When thrown, the Dynamite Pack will beep three times and light up with three team-colored lights, indicating its impending detonation.&lt;br /&gt;
&lt;br /&gt;
The Dynamite pack is a thrown projectile that explodes on a timer, creating an initial high-damage explosion which spreads four smaller sticks of dynamite (known as &amp;quot;bomblets&amp;quot;), which then finally explode themselves. It can be charged up to two seconds, increasing the speed of the thrown pack. Hitting an enemy with the pack will deal 30 damage regardless of range, and slow the enemy&#039;s movement for 0.5 seconds. If the main pack hits a surface after it is thrown, it will bounce in a random direction before coming to rest. Once it is thrown, the main pack will detonate after 2.5 seconds, dealing massive splash damage. During the main explosion, it randomly spreads out its four remaining dynamite sticks, which then randomly detonate between 1 and 2 seconds after.&lt;br /&gt;
&lt;br /&gt;
The Demoman carries one Dynamite Pack at a time. After it is thrown, it recharges after 10 seconds, after visiting a resupply locker, or after respawning. If thrown [[water|underwater]], it will have significantly reduced velocity, but will still explode as normal. In addition, equipping the Dynamite Pack gives the Demoman a 50% increase in max primary ammo. This means that the [[Grenade Launcher]] has 24 carried ammo instead of the default 16. This increase has no effect when using the [[Gunboats]]. As a hidden attribute, the Dynamite Pack allows switching to it in 0.3 seconds instead of the default of 0.5 seconds.&lt;br /&gt;
&lt;br /&gt;
A thrown Dynamite Pack can be defused by an enemy [[Engineer]] hitting it with the [[Wrench]], but the bomblets are immune to this. The bomblets can be defused by [[Pyro]]&#039;s [[airblast]], but not the main dynamite pack, which can only be moved away. Although the pack can be airblasted out of the air, it will pass through players on the Demoman&#039;s team (including the thrower), dealing no impact damage. It will still deal impact damage to players on the Pyro&#039;s team.&lt;br /&gt;
&lt;br /&gt;
Taunting with the Dynamite Pack will cause the Demoman to blow himself up after 3.8 seconds, dealing between 900 and 450 damage to any enemy in the explosion radius, and 750 damage to himself. This will also damage enemy buildings, dealing up to 1000 damage, and deal a huge amount of knockback to invulnerable enemies. The Gunboats do not reduce self-damage from this taunt. If the user somehow survives the explosion, such as through an [[ÜberCharge]], the Dynamite Pack will be consumed, and the user will be launched upwards a significant amount.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&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 = Kablooey&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = {{tooltip|170|Pack explosion}}&amp;lt;br&amp;gt;{{tooltip|85|Stick explosion}}&amp;lt;br&amp;gt;{{tooltip|30|Pack impact}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = {{tooltip|510|Pack explosion}}&amp;lt;br&amp;gt;{{tooltip|255|Stick explosion}}&amp;lt;br&amp;gt;{{tooltip|90|Pack impact}}&lt;br /&gt;
 | mini-crit = {{tooltip|230|Pack explosion}}&amp;lt;br&amp;gt;{{tooltip|115|Stick explosion}}&amp;lt;br&amp;gt;{{tooltip|41|Pack impact}}&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 = {{tooltip|135-68|Pack explosion}}&amp;lt;br&amp;gt;{{tooltip|63-32|Stick explosion}}&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 = 0.7 s&lt;br /&gt;
 | activation-time = {{tooltip|2.5 s|Pack explosion}}&amp;lt;br&amp;gt;{{tooltip|3.5 s|First stick explosion}}&amp;lt;br&amp;gt;{{tooltip|4.5 s|Final stick explosion}}&lt;br /&gt;
 | charge-fill-speed = 50% / s&lt;br /&gt;
 | charge-fill-time = 2 s&lt;br /&gt;
 | recharge-time = 10 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_buildings_with_mirv}}&lt;br /&gt;
{{Achievement|defuse_mirv}}&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_taunt_kill_mirv}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Динамит|bg_m=Dynamite&lt;br /&gt;
|de=Dynamitbündel|de_m=Dynamite Bundle&lt;br /&gt;
|en=Dynamite Pack&lt;br /&gt;
|es=Pack de Dinamita|es_m=Dynamite Pack&lt;br /&gt;
|fr=Pack de dynamite|fr_m=Dynamite Pack&lt;br /&gt;
|hu=Dinamitcsomó|hu_m=Dynamite Bundle&lt;br /&gt;
|it=Pacco di dinamiti|it_m=Dynamite Pack&lt;br /&gt;
|pl=Ładunek Dynamitu|pl_m=Dynamite Charge&lt;br /&gt;
|pt-br=Pacote de Dinamite|pt-br_m=Dynamite Pack&lt;br /&gt;
|ro=Pachet de dinamită|ro_m=Dynamite Pack&lt;br /&gt;
|ru=Связка динамита|ru_m=Dynamite Bundle&lt;br /&gt;
|tr=Dinamit Paketi|tr_m=Dynamite Pack&lt;br /&gt;
|uk=Зв’язка динаміту|uk_m=Dynamite Bundle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added The Dynamite Pack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.1]]&#039;&#039;&#039;&lt;br /&gt;
* Recharge time slowed to 10s (from 7s)&lt;br /&gt;
* Decreased throw charging time to 2s (from 4s)&lt;br /&gt;
* [[Airblast]], bullets, and melees push the main Dynamite Pack slightly further&lt;br /&gt;
* Airblasting Dynamite Bomblets now extinguishes their fuse&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.2]]&#039;&#039;&#039;&lt;br /&gt;
* Added the ability to taunt kill your enemies while holding the weapon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated the Dynamite Pack:&lt;br /&gt;
** Now deals 30 damage when directly hitting a player&lt;br /&gt;
** Damage is not affected by range&lt;br /&gt;
** Now briefly slows enemies on direct hit&lt;br /&gt;
** Increased primary ammo on wearer by 50%&lt;br /&gt;
** Doubled taunt kill damage and radius&lt;br /&gt;
* Support score is now awarded for destroying [[Stickybomb Launcher|stickies]], disarming Dynamite Packs, and [[Airblast|airblasting]] Dynamite bomblets&lt;br /&gt;
* Bonus score is now awarded for deflecting [[Critical hit|crit]] projectiles, defusing crit Dynamite Packs, destroying crit [[Stickybomb Launcher|stickies]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The [[tf:Dynamite Pack|Dynamite Pack]] was originally planned for Team Fortress 2 during its pre-release stages, as a re-imaging of Team Fortress Classic&#039;s [[tf:MIRV Grenade (Classic)|MIRV Grenade]]. It is unknown if it was ever intended to act as its own weapon.&lt;br /&gt;
* The achievement for taunt killing an enemy with the Dynamite Pack is named &amp;quot;1, 1, 1, Uhh...&amp;quot;, which is a reference to a joke from the Meet The Spy video. Despite this, the Demoman only presses the button three times on the Dynamite Pack, instead of four times.&lt;br /&gt;
* The Dynamite Pack taunt explosion slightly shifts the Demoman&#039;s position downwards, assuming he is not instantly exploded. This allows an invulnerable Demoman to get stuck in certain slopes, unable to escape until death.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=4535</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=4535"/>
		<updated>2024-01-09T22:54:17Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: Added &amp;quot;building kill&amp;quot; icon&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 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 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&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added the Brick&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.1]]&#039;&#039;&#039;&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;
&#039;&#039;&#039;[[2.1.2]]&#039;&#039;&#039;&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;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Implemented unique killfeed icon for [[Engineer]] [[building]] destruction&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&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;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fight or flight brick.png|thumb|left|Meet the Brick]]&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Arena_watchtower.webp&amp;diff=4534</id>
		<title>File:Arena watchtower.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Arena_watchtower.webp&amp;diff=4534"/>
		<updated>2024-01-09T22:45:19Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: Ratboy Slim uploaded a new version of File:Arena watchtower.webp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Watchtower&amp;diff=4533</id>
		<title>Watchtower</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Watchtower&amp;diff=4533"/>
		<updated>2024-01-09T22:44:39Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: Created page with &amp;quot;{{Infobox map |map-image = arena_watchtower.webp |game-type = Arena |file-name = arena_watchtower |release-date = July 4, 2020 (Death &amp;amp; Taxes) |developer = JoshuaC |map-environment = Alpine |map-setting = Day }} &amp;#039;&amp;#039;&amp;#039;Watchtower&amp;#039;&amp;#039;&amp;#039; is an official Arena map, set inside a crater where a radio watchtower watches and towers over the radial arena. The point becomes available after 60 seconds.  Watchtower was added to Team Fortress 2 Classic on July 4, 2020, in the Deat...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = arena_watchtower.webp&lt;br /&gt;
|game-type = Arena&lt;br /&gt;
|file-name = arena_watchtower&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = JoshuaC&lt;br /&gt;
|map-environment = Alpine&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Watchtower&#039;&#039;&#039; is an official [[Arena]] map, set inside a crater where a radio watchtower watches and towers over the radial arena. The point becomes available after 60 seconds.&lt;br /&gt;
&lt;br /&gt;
Watchtower was added to Team Fortress 2 Classic on July 4, 2020, in the [[Death &amp;amp; Taxes]] update. It was created by a user named &amp;quot;JoshuaC&amp;quot;, and was prior added to Team Fortress 2 on February 24, 2009.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Watchtower_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns in a small mineshaft whose gates open at round start. Outside they are led to the arena, which is a circle with four pipes leading into the watchtower. There is a tunnel leading to the below area, with each corner filled with a small pool of [[water|deep water]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Watchtower_RED_Spawn.webp|RED spawn&lt;br /&gt;
Watchtower_RED_Spawn_Back.webp|RED spawn back&lt;br /&gt;
Watchtower_RED_Spawn_Front.webp|RED spawn front&lt;br /&gt;
Watchtower_RED_Pipes.webp|RED pipes&lt;br /&gt;
Watchtower_RED_Tunnel.webp|RED tunnel&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Watchtower ===&lt;br /&gt;
The watchtower holds the Control Point, which can be accessed through the pipes, stairs, or holes in the roof. Unlike every other map in this game, the windows in the watchtower can be broken, leading to a delightful display of fluttering glass and novel opportunities for bullets to come through.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Watchtower_Watchtower_Below.webp|Watchtower from below&lt;br /&gt;
Watchtower_Watchtower_Middle.webp|Watchtower stairs&lt;br /&gt;
Watchtower_Watchtower_Above.webp|Watchtower from above&lt;br /&gt;
Watchtower_Control_Point.webp|Control Point&lt;br /&gt;
Watchtower_Glass.webp|Impotent rage against inanimate objects&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added arena_watchtower&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_Watchtower_Middle.webp&amp;diff=4532</id>
		<title>File:Watchtower Watchtower Middle.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_Watchtower_Middle.webp&amp;diff=4532"/>
		<updated>2024-01-09T22:34:21Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_RED_Pipes.webp&amp;diff=4531</id>
		<title>File:Watchtower RED Pipes.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_RED_Pipes.webp&amp;diff=4531"/>
		<updated>2024-01-09T22:34:21Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Arena_watchtower.webp&amp;diff=4530</id>
		<title>File:Arena watchtower.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Arena_watchtower.webp&amp;diff=4530"/>
		<updated>2024-01-09T22:34:20Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_RED_Spawn_Back.webp&amp;diff=4529</id>
		<title>File:Watchtower RED Spawn Back.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_RED_Spawn_Back.webp&amp;diff=4529"/>
		<updated>2024-01-09T22:34:20Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_RED_Spawn.webp&amp;diff=4528</id>
		<title>File:Watchtower RED Spawn.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_RED_Spawn.webp&amp;diff=4528"/>
		<updated>2024-01-09T22:34:03Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_RED_Spawn_Front.webp&amp;diff=4527</id>
		<title>File:Watchtower RED Spawn Front.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_RED_Spawn_Front.webp&amp;diff=4527"/>
		<updated>2024-01-09T22:34:02Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_Watchtower_Below.webp&amp;diff=4526</id>
		<title>File:Watchtower Watchtower Below.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_Watchtower_Below.webp&amp;diff=4526"/>
		<updated>2024-01-09T22:34:02Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_Control_Point.webp&amp;diff=4525</id>
		<title>File:Watchtower Control Point.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_Control_Point.webp&amp;diff=4525"/>
		<updated>2024-01-09T22:34:01Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_RED_Tunnel.webp&amp;diff=4524</id>
		<title>File:Watchtower RED Tunnel.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_RED_Tunnel.webp&amp;diff=4524"/>
		<updated>2024-01-09T22:34:00Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_Watchtower_Above.webp&amp;diff=4523</id>
		<title>File:Watchtower Watchtower Above.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_Watchtower_Above.webp&amp;diff=4523"/>
		<updated>2024-01-09T22:34:00Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_Glass.webp&amp;diff=4522</id>
		<title>File:Watchtower Glass.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_Glass.webp&amp;diff=4522"/>
		<updated>2024-01-09T22:33:58Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_Overview.webp&amp;diff=4521</id>
		<title>File:Watchtower Overview.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Watchtower_Overview.webp&amp;diff=4521"/>
		<updated>2024-01-09T22:33:57Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Lumberyard&amp;diff=4502</id>
		<title>Lumberyard</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Lumberyard&amp;diff=4502"/>
		<updated>2024-01-09T00:53:11Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: Created page with &amp;quot;{{Infobox map |map-image = arena_lumberyard.webp |game-type = Arena |file-name = arena_lumberyard |release-date = July 4, 2020 (Death &amp;amp; Taxes) |developer = Valve |map-environment = Alpine |map-setting = Day }} &amp;#039;&amp;#039;&amp;#039;Lumberyard&amp;#039;&amp;#039;&amp;#039; is an official Arena map, set in an alpine lumberyard, where battles take place around a lumber facility and its outside yard, all within mountains lumbering over yards away. The map is slightly asymmetrical, with different props around the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = arena_lumberyard.webp&lt;br /&gt;
|game-type = Arena&lt;br /&gt;
|file-name = arena_lumberyard&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = Valve&lt;br /&gt;
|map-environment = Alpine&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Lumberyard&#039;&#039;&#039; is an official [[Arena]] map, set in an alpine lumberyard, where battles take place around a lumber facility and its outside yard, all within mountains lumbering over yards away. The map is slightly asymmetrical, with different props around the sides for each team. The point in the middle becomes available after 60 seconds.&lt;br /&gt;
&lt;br /&gt;
Lumberyard was added to Team Fortress 2 Classic on July 4, 2020, in the [[Death &amp;amp; Taxes]] update. It was created by Valve, and was prior added to Team Fortress 2 on August 19, 2008.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Lumberyard_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns in a large interior, where the shutters are closed until the round starts. They have a wide exterior outside their spawn, which goes into the thinner middle areas. There are also stairs leading to a bridge that leads to a room that leads to above the Control Point. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Lumberyard_RED_Spawn.webp|RED spawn&lt;br /&gt;
Lumberyard_RED_Stairs.webp|RED spawn stairs&lt;br /&gt;
Lumberyard_RED_Spawn_Front.webp|RED spawn exterior&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
The exterior has different sides. One side has a log above a death pit and two small shacks. The other has an asymmetrical shack that is closer to BLU. The Control Point is in the middle shack, with two windows above it. The two shutters leading to the point don&#039;t open until 60 seconds have passed, although the windows remain open.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Lumberyard_Pit.webp|Middle pit side&lt;br /&gt;
Lumberyard_Shack.webp|Middle shack side&lt;br /&gt;
Lumberyard_Point_Above.webp|Above point&lt;br /&gt;
Lumberyard_Point_Stairs.webp|Stairs to above point&lt;br /&gt;
Lumberyard_Control_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;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added arena_lumberyard&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_Control_Point.webp&amp;diff=4500</id>
		<title>File:Lumberyard Control Point.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_Control_Point.webp&amp;diff=4500"/>
		<updated>2024-01-09T00:47:21Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_RED_Spawn_Front.webp&amp;diff=4499</id>
		<title>File:Lumberyard RED Spawn Front.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_RED_Spawn_Front.webp&amp;diff=4499"/>
		<updated>2024-01-09T00:47:20Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Arena_lumberyard.webp&amp;diff=4501</id>
		<title>File:Arena lumberyard.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Arena_lumberyard.webp&amp;diff=4501"/>
		<updated>2024-01-09T00:47:19Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_Point_Above.webp&amp;diff=4498</id>
		<title>File:Lumberyard Point Above.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_Point_Above.webp&amp;diff=4498"/>
		<updated>2024-01-09T00:47:19Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_Pit.webp&amp;diff=4497</id>
		<title>File:Lumberyard Pit.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_Pit.webp&amp;diff=4497"/>
		<updated>2024-01-09T00:47:19Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_RED_Stairs.webp&amp;diff=4496</id>
		<title>File:Lumberyard RED Stairs.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_RED_Stairs.webp&amp;diff=4496"/>
		<updated>2024-01-09T00:47:12Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_Shack.webp&amp;diff=4495</id>
		<title>File:Lumberyard Shack.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_Shack.webp&amp;diff=4495"/>
		<updated>2024-01-09T00:47:06Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_RED_Spawn.webp&amp;diff=4494</id>
		<title>File:Lumberyard RED Spawn.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_RED_Spawn.webp&amp;diff=4494"/>
		<updated>2024-01-09T00:47:05Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_Point_Stairs.webp&amp;diff=4493</id>
		<title>File:Lumberyard Point Stairs.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_Point_Stairs.webp&amp;diff=4493"/>
		<updated>2024-01-09T00:47:04Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_Overview.webp&amp;diff=4492</id>
		<title>File:Lumberyard Overview.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Lumberyard_Overview.webp&amp;diff=4492"/>
		<updated>2024-01-09T00:47:03Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Ravine&amp;diff=4491</id>
		<title>Ravine</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Ravine&amp;diff=4491"/>
		<updated>2024-01-08T18:59:08Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: Created page with &amp;quot;{{Infobox map |map-image = arena_ravine.webp |game-type = Arena |file-name = arena_ravine |release-date = July 4, 2020 (Death &amp;amp; Taxes) |developer = Valve |map-environment = Desert |map-setting = Day }} &amp;#039;&amp;#039;&amp;#039;Ravine&amp;#039;&amp;#039;&amp;#039; is an official Arena map, set around a tall, rickety tower, with various tin shacks populating the rocky plains, and small alcoves underneath. Despite its name, it is more of a gorge than a ravine. The point in the middle becomes available after 60 sec...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = arena_ravine.webp&lt;br /&gt;
|game-type = Arena&lt;br /&gt;
|file-name = arena_ravine&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = Valve&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Ravine&#039;&#039;&#039; is an official [[Arena]] map, set around a tall, rickety tower, with various tin shacks populating the rocky plains, and small alcoves underneath. Despite its name, it is more of a gorge than a ravine. The point in the middle becomes available after 60 seconds. &lt;br /&gt;
&lt;br /&gt;
Ravine was added to Team Fortress 2 Classic on July 4, 2020, in the [[Death &amp;amp; Taxes]] update. It was created by Valve, and was prior added to Team Fortress 2 on August 19, 2008.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Ravine_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns in a waiting room which leads immediately to the desert exterior. Each spawn has a large front yard in front of it, which takes up the majority of the map&#039;s surface. The point in the middle splits each spawn&#039;s exterior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Ravine_RED_Spawn.webp|RED spawn&lt;br /&gt;
Ravine_RED_Front.webp|RED spawn front&lt;br /&gt;
Ravine_RED_Left.webp|RED spawn left&lt;br /&gt;
Ravine_RED_Right.webp|RED spawn right&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
The Control Point is situated in a middle tower that hovers over the battlefield, although in practice it only has two floors. The center is above a structure resembling a hole in the ground, which is the ravine of Ravine. There are alcoves to its left and right, and tunnels that lead from each spawn exterior. There is also a hole that drops down onto the point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Ravine_Point_Left.webp|Left side of point&lt;br /&gt;
Ravine_Point_Right.webp|Right side of point&lt;br /&gt;
Ravine_Left_Under.webp|Under left side&lt;br /&gt;
Ravine_Right_Under.webp|Under right side&lt;br /&gt;
Ravine_Point_Under.webp|Tunnel under center&lt;br /&gt;
Ravine_Point_Above.webp|Hole above point&lt;br /&gt;
Ravine_Control_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;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added arena_ravine&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Ravine_RED_Left.webp&amp;diff=4490</id>
		<title>File:Ravine RED Left.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Ravine_RED_Left.webp&amp;diff=4490"/>
		<updated>2024-01-08T18:46:29Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Ravine_Point_Under.webp&amp;diff=4489</id>
		<title>File:Ravine Point Under.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Ravine_Point_Under.webp&amp;diff=4489"/>
		<updated>2024-01-08T18:46:08Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Ravine_Control_Point.webp&amp;diff=4488</id>
		<title>File:Ravine Control Point.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Ravine_Control_Point.webp&amp;diff=4488"/>
		<updated>2024-01-08T18:46:08Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Ravine_Point_Left.webp&amp;diff=4487</id>
		<title>File:Ravine Point Left.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Ravine_Point_Left.webp&amp;diff=4487"/>
		<updated>2024-01-08T18:46:07Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Ravine_Point_Above.webp&amp;diff=4486</id>
		<title>File:Ravine Point Above.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Ravine_Point_Above.webp&amp;diff=4486"/>
		<updated>2024-01-08T18:45:53Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Ravine_RED_Spawn.webp&amp;diff=4485</id>
		<title>File:Ravine RED Spawn.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Ravine_RED_Spawn.webp&amp;diff=4485"/>
		<updated>2024-01-08T18:45:52Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Ravine_RED_Right.webp&amp;diff=4484</id>
		<title>File:Ravine RED Right.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Ravine_RED_Right.webp&amp;diff=4484"/>
		<updated>2024-01-08T18:45:51Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Ravine_RED_Front.webp&amp;diff=4483</id>
		<title>File:Ravine RED Front.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Ravine_RED_Front.webp&amp;diff=4483"/>
		<updated>2024-01-08T18:45:51Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Ravine_Left_Under.webp&amp;diff=4482</id>
		<title>File:Ravine Left Under.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Ravine_Left_Under.webp&amp;diff=4482"/>
		<updated>2024-01-08T18:45:50Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Ravine_Point_Right.webp&amp;diff=4481</id>
		<title>File:Ravine Point Right.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Ravine_Point_Right.webp&amp;diff=4481"/>
		<updated>2024-01-08T18:45:49Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Ravine_Right_Under.webp&amp;diff=4480</id>
		<title>File:Ravine Right Under.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Ravine_Right_Under.webp&amp;diff=4480"/>
		<updated>2024-01-08T18:45:48Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Arena_ravine.webp&amp;diff=4479</id>
		<title>File:Arena ravine.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Arena_ravine.webp&amp;diff=4479"/>
		<updated>2024-01-08T18:45:48Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Ravine_Overview.webp&amp;diff=4478</id>
		<title>File:Ravine Overview.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Ravine_Overview.webp&amp;diff=4478"/>
		<updated>2024-01-08T18:45:47Z</updated>

		<summary type="html">&lt;p&gt;Ratboy Slim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
</feed>