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	<title>TF2 Classified Wiki - User contributions [en]</title>
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	<updated>2026-10-20T23:59:12Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.0-rc.0</generator>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Dustbowl&amp;diff=11670</id>
		<title>Dustbowl</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Dustbowl&amp;diff=11670"/>
		<updated>2026-10-20T20:41:01Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Edited the wrong page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|game-type = Attack / Defense&lt;br /&gt;
|file-name = cp_dustbowl&lt;br /&gt;
|map-image = CP_Dustbowl_Main.jpg&lt;br /&gt;
|developer = Valve&lt;br /&gt;
|release-date = 2007&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Daylight, sunny&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Dustbowl&#039;&#039;&#039; is a linear-style [[Attack / Defense]] map and is a remake of the &#039;&#039;Team Fortress Classic&#039;&#039; map of the same name. Dustbowl resembles a coal mining facility in a desert, with minecart tracks winding out of stage 1 BLU spawn. RED must defend a number of [[Control Points]] from BLU.&lt;br /&gt;
&lt;br /&gt;
This map is divided into 3 stages, each consisting of two control labelled A and B, making a total of 6 control points. in each stage BLU must capture the control points in the given time while RED must defend in the given time. A must be captured first and then B. If BLU manages to capture all control points in the given time, they win. If not RED wins. Once a control point is taken, it is locked and cannot be re-captured by RED.&lt;br /&gt;
== Goal ==&lt;br /&gt;
BLU is attacking and must capture both points, A and B in all three stages to win the match. RED must prevent BLU from achieving their goal. Do note that A and B must be captured in that order. &lt;br /&gt;
This here is text dialog&lt;br /&gt;
==Locations==&lt;br /&gt;
===Stage 1, Control Point A===&lt;br /&gt;
*&#039;&#039;&#039;BLU Spawn:&#039;&#039;&#039; This mineshaft has three exits, left, right and center. The right exit is the longest, the left and center exit are the shortest. While the left exit does have a resupply cabinet, it also has a ramp nearby leading  straight to the exit doors, making it very vulnerable to enemy fire, especially projectiles when the door is open.&lt;br /&gt;
*&#039;&#039;&#039;The Canyon:&#039;&#039;&#039; A long, narrow and straight trench that cuts through the battleground and leads right to the backdoor of Control Point A and Tunnel Entrances. It tends to attract Snipers of both teams.&lt;br /&gt;
*&#039;&#039;&#039;Left Exit Shed:&#039;&#039;&#039; Beside the exit sits a shed with a ladder to the roof. Inside contains a large health and ammo kit. The path leads straight to Control Point A&#039;s front door, making it a highly contested area.&lt;br /&gt;
*&#039;&#039;&#039;Right Exit Shed:&#039;&#039;&#039; Beside the exit sits a shed that contains a large health and ammo kit, this one however has two doors. The path leads into the Canyons exit point.&lt;br /&gt;
*&#039;&#039;&#039;Control Point A:&#039;&#039;&#039; Control Point A is set up inside a small building with a large health and ammo kit. It contains stairs leading towards one of the tunnel entrances. This building has two exits as along with a balcony up the stairs.&lt;br /&gt;
*&#039;&#039;&#039;Tunnel Entrances:&#039;&#039;&#039; All three Tunnel Entrances lead towards Control Point B, there are two on ground level and an Upper Entrance that&#039;s accessible through Control Point A&#039;s stairs. The Upper Entrance also contains a large health kit.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
CP Dustbowl Blu Spawn.jpg| BLU Spawn&#039;s Exterior&lt;br /&gt;
CP Dustbowl Canyon.jpg| The Canyon&lt;br /&gt;
CP Dustbowl Left Exit Shed.jpg| Left Exit Shed&lt;br /&gt;
CP Dustbowl Right Exit Shed.jpg| Right Exit Shed&lt;br /&gt;
CP Dustbowl Point A Exterior.jpg| Control Point A Exterior&lt;br /&gt;
CP Dustbowl Control Point A.jpg| Control Point A Interior&lt;br /&gt;
CP Dustbowl Tunnel Entrances.jpg| Tunnel Entrances&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Stage 1, Control Point B===&lt;br /&gt;
*&#039;&#039;&#039;Upper Tunnel:&#039;&#039;&#039; Primarily accessed through Control Point A, this mineshaft contains a medium health and ammo kit as well as two exits. One is an open rock face to fight from, and the other has a one way gate which leads into Control Point B and Bridge.&lt;br /&gt;
*&#039;&#039;&#039;Left Tunnel:&#039;&#039;&#039; Left Tunnel leads straight into both a path to Control Point B as well as a short walk towards Right Tunnels bottom exit.&lt;br /&gt;
*&#039;&#039;&#039;Right Tunnel:&#039;&#039;&#039; Right Tunnel contains a large health and ammo kit as well as two paths which lead to a bottom exit as well as a set of stairs that exits onto Platform.&lt;br /&gt;
*&#039;&#039;&#039;Platform:&#039;&#039;&#039; An open platform situated on top of the Right Tunnels bottom exit. A bridge connects it to the Upper Tunnels one way exit doors.&lt;br /&gt;
*&#039;&#039;&#039;Control Point B:&#039;&#039;&#039; Control Point B is housed inside of a larger building with a small health and ammo kit as well as three different exits. Two from ground level and one near Upper Tunnels one way exit doors.&lt;br /&gt;
*&#039;&#039;&#039;RED Spawn:&#039;&#039;&#039; RED Spawn is situated just right of Control Point B. RED Team exits from the far right side forcing them to exit from a sheltered zone. There is also a stair case near by leading a raised area and a bridge to RED Spawns Roof.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
CP Dustbowl Upper Tunnel.jpg| Upper Tunnel Interior&lt;br /&gt;
CP Dustbowl Platform and Bridge.jpg| Right Tunnel Exits, Platform and Bridge&lt;br /&gt;
CP Dustbowl Upper Tunnel Exit and Bridge.jpg| Upper Tunnel Exits and Bridge&lt;br /&gt;
CP Dustbowl Stage 2 Control Point B.jpg| Control Point B Exterior&lt;br /&gt;
CP Dustbowl Stage 1 Control Point B Interior.jpg| Control Point B Interior&lt;br /&gt;
CP Dustbowl Stage 1 Red Spawn.jpg| RED Spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Dustbowl and Gravel Pit were the first Attack/Defense maps for &#039;&#039;Team Fortress 2&#039;&#039; and one of the six initial maps included on the game&#039;s initial release.&lt;br /&gt;
* Dustbowl is featured in both &amp;lt;em&amp;gt;Meet the Heavy&amp;lt;/em&amp;gt; and &amp;lt;em&amp;gt;Meet the Sandvich&amp;lt;/em&amp;gt;, specifically stage 1 close to BLU spawn.&lt;br /&gt;
* The &#039;&#039;&#039;Dust Bowl&#039;&#039;&#039; was an economic crisis in the 1930s in the Midwestern United States and Canada consisting of a period of severe dust storms.&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_item_attributes&amp;diff=11668</id>
		<title>List of item attributes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_item_attributes&amp;diff=11668"/>
		<updated>2026-10-18T11:21:11Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Changed redirect target from List of TF2 Classified Item Attributes to List of TF2C item attributes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[List of TF2C item attributes]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_TF2_Classified_Item_Attributes&amp;diff=11667</id>
		<title>List of TF2 Classified Item Attributes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_TF2_Classified_Item_Attributes&amp;diff=11667"/>
		<updated>2026-10-18T10:50:58Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Changed redirect target from List of Item Attributes to List of TF2C item attributes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[List of TF2C item attributes]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=11666</id>
		<title>R.P.G.</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=11666"/>
		<updated>2026-10-16T19:20:21Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Fully update info to reflect 3.2.0 changes.}}&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=rpg&lt;br /&gt;
| kill-icon-2=deflect rocket&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=20&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Rocket Launcher&lt;br /&gt;
| loadout-propername=&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Rockets travel in an arc}}&lt;br /&gt;
{{Loadout positive|No damage reduction with range}}&lt;br /&gt;
{{Loadout positive|+30% damage bonus}}&lt;br /&gt;
{{Loadout positive|25% faster reload time while rocket jumping}}&lt;br /&gt;
{{Loadout negative|-25% projectile speed}}&lt;br /&gt;
{{Loadout negative|-75% clip size}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;See how the rocket pokes out the front, son? It yearns for freedom. And by God, it will have it.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;R.P.G.&#039;&#039;&#039; (&#039;&#039;&#039;R&#039;&#039;&#039;ocket-&#039;&#039;&#039;p&#039;&#039;&#039;ropelled &#039;&#039;&#039;G&#039;&#039;&#039;renade) is an alternative primary weapon for the [[Soldier]]. It&#039;s a bulkier, green-tinted [[Rocket Launcher]] with a checkerboard pattern on its side and an oversized rocket sticking out of the front.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Rocket Launcher]], it can only shoot one rocket per reload, traveling 25% slower yet dealing 30% more damage. The rockets are also affected by gravity, and slowly fall to the ground in an arc while emitting a whistling sound. In addition, its rockets increase explosive push force against the user, allowing for faster and higher rocket jumps than usual. &lt;br /&gt;
&lt;br /&gt;
Unlike the Rocket Launcher, the R.P.G. does not have any damage falloff, and will deal full damage on a direct hit at any range.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Chest thump&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 146&lt;br /&gt;
 | maximum-ramp-up-percentage = 125%&lt;br /&gt;
 | base-damage = 117&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 351&lt;br /&gt;
 | mini-crit = 158&lt;br /&gt;
 | mini-crit-ramp-up = 197&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 58-111&lt;br /&gt;
 | self-damage-rocket-jump = 35-64&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 20&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | reload = 0.8 s&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The arcing properties of the R.P.G.&#039;s rockets allows the Soldier to bombard enemy positions that are otherwise unreachable, including encampments behind walls and fortifications. This allows for arcing rockets from extremely far away, above and beyond the tall buildings of most maps. In addition, the increased damage and lack of damage falloff makes it viable to safely bombard a single position that enemies are grouped up in, such as [[Engineer]] nests, capture points, narrow hallways, and wherever the [[VIP]] happens to be.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| R.P.G. v. Stock Rocket Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per rocket&lt;br /&gt;
➕ Arcing rockets are effective on uphill terrain and blind spots&lt;br /&gt;
➕ Can rocket jump higher and farther&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has a lower clip size&lt;br /&gt;
➖ Arcing rockets are not as effective in long corridors&lt;br /&gt;
➖ Deals more self-damage&lt;br /&gt;
➖ Has a slower projectile speed&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_distantrpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=G.L.F.|pt-br_m=R.P.G.&lt;br /&gt;
|bg=Р.П.Г.|bg_m=R.P.G.&lt;br /&gt;
|en=R.P.G.&lt;br /&gt;
|fr=R.P.G.&lt;br /&gt;
|de=R.P.G.&lt;br /&gt;
|it=R.P.G.&lt;br /&gt;
|ro=R.P.G.&lt;br /&gt;
|ru=РПГ|ru_m=RPG&lt;br /&gt;
|es=R.P.G.&lt;br /&gt;
|tr=R.P.G.&lt;br /&gt;
|uk=Р.П.Г.|uk_m=R.P.G.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.7.0}}&lt;br /&gt;
* Added the beta rocket launcher for the soldier (Blaseth). It has a clip size of 1 rocket, but it does 120 damage.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.1}}&lt;br /&gt;
* Changed the projectile model for the Beta rocket launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.3}}&lt;br /&gt;
* Fixed the beta RPG reload anim&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added new [[Cyclops]] and Beta RPG sounds by Omniary&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0.1}}&lt;br /&gt;
* Renamed &amp;quot;beta rocket launcher&amp;quot; to &amp;quot;RPG&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added a new RPG model (Old Hermit &amp;amp; Game Zombie)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3.1}}&lt;br /&gt;
* Fixed RPG bucket icon&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Fixed the RPG HUD icon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* RPG stats changed to replace Deathmatch Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Rockets do more damage, and have less damage fall-off.&lt;br /&gt;
* Rockets fire in an arc, and whistle upon decent.&lt;br /&gt;
* Rockets fly slower than normal rockets.&lt;br /&gt;
* Added a different taunt when equipped with the RPG.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable) &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Increased self push force by 15%&lt;br /&gt;
* Increased self damage by 30%&lt;br /&gt;
* Now only plays a whistle sound while falling&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* New model&lt;br /&gt;
* Now has unique explosion sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The appearance of the R.P.G. is based on concept art for &#039;&#039;Team Fortress 2&#039;&#039;&#039;s Rocket Launcher. The pre-[[3.0.0]] model in &#039;&#039;Team Fortress 2 Classified&#039;&#039; is near-identical with a green hue, whilst the current model is bulkier with a hand guard and darker green hue.&lt;br /&gt;
* The &amp;quot;chest thump&amp;quot; taunt was taken from live &#039;&#039;TF2&#039;&#039;&#039;s taunt for the Direct Hit and Beggar&#039;s Bazooka.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;It&#039;s a wonderful sight to behold when they&#039;re all soaring through the skies... and not towards your general direction.&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_rpg.png|First-person view.&lt;br /&gt;
File:Weapon_rpg_og.png|First-person view of the pre-[[3.0.0]] model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=11663</id>
		<title>Mine Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=11663"/>
		<updated>2026-10-16T11:38:35Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=proxymine&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=4&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Tripmine Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Fizzle all tripmines}}&lt;br /&gt;
{{Loadout neutral|Tripmines explode when laser is crossed}}&lt;br /&gt;
{{Loadout positive|Tripmines are able to chain-react}}&lt;br /&gt;
{{Loadout positive|Tripmines have increased radius and damage}}&lt;br /&gt;
{{Loadout negative|4 max tripmines active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Aye, keep an eye out! Heh...&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Mine Layer&#039;&#039;&#039; is an alternative secondary weapon for the Demoman. It appears similar to the [[Stickybomb Launcher]], but features a cylindrical magazine, a circular ejection port, and a large metal chassis with yellow warning paint on its side. The paint appears yellow regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
As opposed to the [[Stickybomb Launcher]]&#039;s manually detonated stickybombs, the Mine Layer fires tripmines that detonate when enemies or the user cross their laser (unless they are a disguised or cloaked [[Spy]]). They also detonate any nearby tripmines placed by the user in the process. Compared to stickybombs, tripmines deal 35% more damage and have a 35% larger blast radius.&lt;br /&gt;
&lt;br /&gt;
Tripmines take 2 seconds to arm upon attaching to a surface, and 0.15 seconds to detonate after being triggered by an enemy. When triggered by the user, tripmines will instead detonate after 0.5 seconds to make blast jumping easier. After arming, tripmines emit a glowing laser that fades out over long distances. They also have a flashing light and make a quiet beeping sound, warning enemies of their presence. When triggered, they make a loud beeping sound.&lt;br /&gt;
&lt;br /&gt;
The Mine Layer&#039;s alternate fire fizzles out tripmines without an explosion, regardless of if they&#039;re armed or not. If the user attempts to deploy another tripmine when four are already out, the oldest one placed will fizzle. Mines also persist after the user&#039;s death.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Rump shake&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 194&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 162&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 86&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 486&lt;br /&gt;
 | mini-crit = 218&lt;br /&gt;
 | mini-crit-ramp-up = 261&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 197 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 4&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | first-reload = 1.09 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Haste boosted}}&lt;br /&gt;
 | further-reloads = 0.67 s&amp;lt;br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | activation-time = {{tooltip|2 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|0.15s|To explode when triggered by enemy or chain reaction}}&amp;lt;br&amp;gt;{{tooltip|0.5s|To explode when triggered by user}}&lt;br /&gt;
 | charge-fill-speed = 25% / s&lt;br /&gt;
 | charge-fill-time = 4 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Mine Layer v. Stickybomb Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Tripmines detonate automatically when their laser is crossed&lt;br /&gt;
➕ Tripmines have a larger blast radius&lt;br /&gt;
➕ Tripmines deal more damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Unable to detonate tripmines manually&lt;br /&gt;
➖ Can only have 4 tripmines active at a time&lt;br /&gt;
➖ Disguised and cloaked Spies can walk through tripmines laser without detonating them&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_mines_unseen_damage}}&lt;br /&gt;
{{Achievement|achievement_mines_streak_single_life}}&lt;br /&gt;
{{Achievement|achievement_mines_trigger_without_hurt}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_surf_enemy_mine}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lançador de Minas|pt-br_m=Mine Launcher&lt;br /&gt;
|bg=Гранатомет с безконтактни мини|bg_m=Non-contact Mine Grenade Launcher&lt;br /&gt;
|en=Mine Layer&lt;br /&gt;
|fr=Lanceur de mines|fr_m=Mine Launcher&lt;br /&gt;
|de=Minenleger|de_m=Mine Layer&lt;br /&gt;
|it=Mortaio a mine|it_m=Mine Launcher&lt;br /&gt;
|ro=Lansator de mine|ro_m=Mine Launcher&lt;br /&gt;
|ru=Миномёт|ru_m=Mortar&lt;br /&gt;
|es=Lanzaminas|es_m=Mine Launcher&lt;br /&gt;
|tr=Mayın Döşeyici|tr_m=Mine Layer&lt;br /&gt;
|uk=Міномет|uk_m=Mine Thrower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added The Mine Layer&lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], Proximity Mines, the [[Kritzkrieg]], and the [[Medi Gun|Medigun]]{{sic}}. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Mines of losing team no longer detonate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Increased clip size &amp;amp; max stickies to 4 (from 3)&lt;br /&gt;
* Max charge time decreased by 50%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.3}}&lt;br /&gt;
* Mines now beep for spectators&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* The player&#039;s mines are now highlighted through walls&lt;br /&gt;
* Mines will now fizzle out instead of exploding when placing more than four mines&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Increased clip size and max active mines to 6 (from 4)&lt;br /&gt;
* Reduced player detection radius of proximity mines by 20% of their explosion radius&lt;br /&gt;
* Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)&lt;br /&gt;
* Now uses the Rump Shake taunt&lt;br /&gt;
* Fixed [[Stickybomb Launcher|Stickybombs]] and proximity mines becoming invincible against bullets if they get moved without becoming airborne&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Reload animation is now slightly lowered to improve visibility (Raptor Dan)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Reduced clip size and max active mines to 4 (from 6)&lt;br /&gt;
* Updated proximity mine break sound&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Increased max mines to 6 (from 4)&lt;br /&gt;
* Reduced clip size to 3 (from 4)&lt;br /&gt;
* Increased fire rate by 33%&lt;br /&gt;
* Removed ability to charge mines&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Reduced maximum active mine count to 3 (from 6)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Mines no longer stick to walls&lt;br /&gt;
* Increased Mine size by 25%&lt;br /&gt;
* Mine detection radius and detonation timer increased&lt;br /&gt;
* Demomen can no longer see their mines through walls&lt;br /&gt;
* Increased max mines and ammo capacity to 4 (from 3)&lt;br /&gt;
* Note: We are still experimenting with this item, but these changes were positive in most iterations. They made mines more predictable and gave players more tools to remove them, which made falling for a trap feel much more fair.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Mine Layer&#039;s model was [https://steamcommunity.com/sharedfiles/filedetails/?id=1270 originally submitted] to &amp;lt;i&amp;gt;Team Fortress 2&amp;lt;/i&amp;gt;&#039;s Steam Workshop in 2011.&lt;br /&gt;
* Its magazine can visually house up to 6 mines but only holds 4 in-game for balancing purposes.&lt;br /&gt;
* The [[Sandvich]] is able to detonate enemy mines.&lt;br /&gt;
* The beeping of deployed mines have a different pitch for each team, following the easily replicable formula &amp;lt;code&amp;gt;Pitch = 86 + GetTeamNumber() * 4&amp;lt;/code&amp;gt;, where RED = 2, BLU = 3, GRN = 4, and YLW = 5. They have the lowest pitch on RED and the highest on YLW.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_minelayer.png|First-person view.&lt;br /&gt;
File:Weapon_minelayer_og.png|First-person view of the pre-[[3.0.0]] model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=11662</id>
		<title>Mine Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=11662"/>
		<updated>2026-10-16T11:38:18Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=proxymine&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=4&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Tripmine Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Fizzle all tripmines}}&lt;br /&gt;
{{Loadout neutral|Tripmines explode when laser is crossed}}&lt;br /&gt;
{{Loadout positive|Tripmines are able to chain-react}}&lt;br /&gt;
{{Loadout positive|Tripmines have increased radius and damage}}&lt;br /&gt;
{{Loadout negative|4 max tripmines active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Aye, keep an eye out! Heh...&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Mine Layer&#039;&#039;&#039; is an alternative secondary weapon for the Demoman. It appears similar to the [[Stickybomb Launcher]], but features a cylindrical magazine, a circular ejection port, and a large metal chassis with yellow warning paint on its side. The paint appears yellow regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
As opposed to the [[Stickybomb Launcher]]&#039;s manually detonated stickybombs, the Mine Layer fires tripmines that detonate when enemies or the user cross their laser (unless they are a disguised or cloaked [[Spy]]). They also detonate any nearby tripmines placed by the user in the process. Compared to stickybombs, tripmines deal 35% more damage and have a 35% larger blast radius.&lt;br /&gt;
&lt;br /&gt;
Tripmines take 2 seconds to arm upon attaching to a surface, and 0.15 seconds to detonate after being triggered by an enemy. When triggered by the user, tripmines will instead detonate after 0.5 seconds to make blast jumping easier. After arming, tripmines emit a glowing laser that fades out over long distances. They also have a flashing light and make a quiet beeping sound, warning enemies of their presence. When triggered, they make a loud beeping sound.&lt;br /&gt;
&lt;br /&gt;
The Mine Layer&#039;s alternate fire fizzles out tripmines without an explosion, regardless of if they&#039;re armed or not. If the user attempts to deploy another tripmine when four are already out, the oldest one placed will fizzle. Mines also persist after the user&#039;s death.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Rump shake&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 194&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 162&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 86&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 486&lt;br /&gt;
 | mini-crit = 218&lt;br /&gt;
 | mini-crit-ramp-up = 261&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 197 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 4&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | first-reload = 1.09 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Haste boosted}}&lt;br /&gt;
 | further-reloads = 0.67 s&amp;lt;br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | activation-time = {{tooltip|2 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|0.15s|To explode when triggered by enemy or chain reaction}}&amp;lt;br&amp;gt;{{tooltip|0.5s|To explode when triggered by user}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Mine Layer v. Stickybomb Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Tripmines detonate automatically when their laser is crossed&lt;br /&gt;
➕ Tripmines have a larger blast radius&lt;br /&gt;
➕ Tripmines deal more damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Unable to detonate tripmines manually&lt;br /&gt;
➖ Can only have 4 tripmines active at a time&lt;br /&gt;
➖ Disguised and cloaked Spies can walk through tripmines laser without detonating them&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_mines_unseen_damage}}&lt;br /&gt;
{{Achievement|achievement_mines_streak_single_life}}&lt;br /&gt;
{{Achievement|achievement_mines_trigger_without_hurt}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_surf_enemy_mine}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lançador de Minas|pt-br_m=Mine Launcher&lt;br /&gt;
|bg=Гранатомет с безконтактни мини|bg_m=Non-contact Mine Grenade Launcher&lt;br /&gt;
|en=Mine Layer&lt;br /&gt;
|fr=Lanceur de mines|fr_m=Mine Launcher&lt;br /&gt;
|de=Minenleger|de_m=Mine Layer&lt;br /&gt;
|it=Mortaio a mine|it_m=Mine Launcher&lt;br /&gt;
|ro=Lansator de mine|ro_m=Mine Launcher&lt;br /&gt;
|ru=Миномёт|ru_m=Mortar&lt;br /&gt;
|es=Lanzaminas|es_m=Mine Launcher&lt;br /&gt;
|tr=Mayın Döşeyici|tr_m=Mine Layer&lt;br /&gt;
|uk=Міномет|uk_m=Mine Thrower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added The Mine Layer&lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], Proximity Mines, the [[Kritzkrieg]], and the [[Medi Gun|Medigun]]{{sic}}. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Mines of losing team no longer detonate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Increased clip size &amp;amp; max stickies to 4 (from 3)&lt;br /&gt;
* Max charge time decreased by 50%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.3}}&lt;br /&gt;
* Mines now beep for spectators&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* The player&#039;s mines are now highlighted through walls&lt;br /&gt;
* Mines will now fizzle out instead of exploding when placing more than four mines&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Increased clip size and max active mines to 6 (from 4)&lt;br /&gt;
* Reduced player detection radius of proximity mines by 20% of their explosion radius&lt;br /&gt;
* Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)&lt;br /&gt;
* Now uses the Rump Shake taunt&lt;br /&gt;
* Fixed [[Stickybomb Launcher|Stickybombs]] and proximity mines becoming invincible against bullets if they get moved without becoming airborne&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Reload animation is now slightly lowered to improve visibility (Raptor Dan)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Reduced clip size and max active mines to 4 (from 6)&lt;br /&gt;
* Updated proximity mine break sound&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Increased max mines to 6 (from 4)&lt;br /&gt;
* Reduced clip size to 3 (from 4)&lt;br /&gt;
* Increased fire rate by 33%&lt;br /&gt;
* Removed ability to charge mines&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Reduced maximum active mine count to 3 (from 6)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Mines no longer stick to walls&lt;br /&gt;
* Increased Mine size by 25%&lt;br /&gt;
* Mine detection radius and detonation timer increased&lt;br /&gt;
* Demomen can no longer see their mines through walls&lt;br /&gt;
* Increased max mines and ammo capacity to 4 (from 3)&lt;br /&gt;
* Note: We are still experimenting with this item, but these changes were positive in most iterations. They made mines more predictable and gave players more tools to remove them, which made falling for a trap feel much more fair.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Mine Layer&#039;s model was [https://steamcommunity.com/sharedfiles/filedetails/?id=1270 originally submitted] to &amp;lt;i&amp;gt;Team Fortress 2&amp;lt;/i&amp;gt;&#039;s Steam Workshop in 2011.&lt;br /&gt;
* Its magazine can visually house up to 6 mines but only holds 4 in-game for balancing purposes.&lt;br /&gt;
* The [[Sandvich]] is able to detonate enemy mines.&lt;br /&gt;
* The beeping of deployed mines have a different pitch for each team, following the easily replicable formula &amp;lt;code&amp;gt;Pitch = 86 + GetTeamNumber() * 4&amp;lt;/code&amp;gt;, where RED = 2, BLU = 3, GRN = 4, and YLW = 5. They have the lowest pitch on RED and the highest on YLW.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_minelayer.png|First-person view.&lt;br /&gt;
File:Weapon_minelayer_og.png|First-person view of the pre-[[3.0.0]] model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=11661</id>
		<title>Mine Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=11661"/>
		<updated>2026-10-16T11:36:02Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=proxymine&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=4&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Tripmine Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Fizzle all tripmines}}&lt;br /&gt;
{{Loadout neutral|Tripmines explode when laser is crossed}}&lt;br /&gt;
{{Loadout positive|Tripmines are able to chain-react}}&lt;br /&gt;
{{Loadout positive|Tripmines have increased radius and damage}}&lt;br /&gt;
{{Loadout negative|4 max tripmines active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Aye, keep an eye out! Heh...&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Mine Layer&#039;&#039;&#039; is an alternative secondary weapon for the Demoman. It appears similar to the [[Stickybomb Launcher]], but features a cylindrical magazine, a circular ejection port, and a large metal chassis with yellow warning paint on its side. The paint appears yellow regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
As opposed to the [[Stickybomb Launcher]]&#039;s manually detonated stickybombs, the Mine Layer fires tripmines that detonate when enemies or the user cross their laser (unless they are a disguised or cloaked [[Spy]]). They also detonate any nearby tripmines placed by the user in the process. Compared to stickybombs, tripmines deal 35% more damage and have a 35% larger blast radius.&lt;br /&gt;
&lt;br /&gt;
Tripmines take 2 seconds to arm upon attaching to a surface, and 0.15 seconds to detonate after being triggered by an enemy. When triggered by the user, tripmines will instead detonate after 0.5 seconds to make blast jumping easier. After arming, tripmines emit a glowing laser that fades out over long distances. They also have a flashing light and make a quiet beeping sound, warning enemies of their presence. When triggered, they make a loud beeping sound.&lt;br /&gt;
&lt;br /&gt;
The Mine Layer&#039;s alternate fire fizzles out tripmines without an explosion, regardless of if they&#039;re armed or not. If the user attempts to deploy another tripmine when four are already out, the oldest one placed will fizzle. Mines also persist after the user&#039;s death.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Rump shake&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 194&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 162&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 86&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 486&lt;br /&gt;
 | mini-crit = 218&lt;br /&gt;
 | mini-crit-ramp-up = 261&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 197 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 4&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | first-reload = 1.09 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Haste boosted}}&lt;br /&gt;
 | further-reloads = 0.67 s&amp;lt;br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|1.3 s|To explode}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Mine Layer v. Stickybomb Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Tripmines detonate automatically when their laser is crossed&lt;br /&gt;
➕ Tripmines have a larger blast radius&lt;br /&gt;
➕ Tripmines deal more damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Unable to detonate tripmines manually&lt;br /&gt;
➖ Can only have 4 tripmines active at a time&lt;br /&gt;
➖ Disguised and cloaked Spies can walk through tripmines laser without detonating them&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_mines_unseen_damage}}&lt;br /&gt;
{{Achievement|achievement_mines_streak_single_life}}&lt;br /&gt;
{{Achievement|achievement_mines_trigger_without_hurt}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_surf_enemy_mine}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lançador de Minas|pt-br_m=Mine Launcher&lt;br /&gt;
|bg=Гранатомет с безконтактни мини|bg_m=Non-contact Mine Grenade Launcher&lt;br /&gt;
|en=Mine Layer&lt;br /&gt;
|fr=Lanceur de mines|fr_m=Mine Launcher&lt;br /&gt;
|de=Minenleger|de_m=Mine Layer&lt;br /&gt;
|it=Mortaio a mine|it_m=Mine Launcher&lt;br /&gt;
|ro=Lansator de mine|ro_m=Mine Launcher&lt;br /&gt;
|ru=Миномёт|ru_m=Mortar&lt;br /&gt;
|es=Lanzaminas|es_m=Mine Launcher&lt;br /&gt;
|tr=Mayın Döşeyici|tr_m=Mine Layer&lt;br /&gt;
|uk=Міномет|uk_m=Mine Thrower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added The Mine Layer&lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], Proximity Mines, the [[Kritzkrieg]], and the [[Medi Gun|Medigun]]{{sic}}. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Mines of losing team no longer detonate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Increased clip size &amp;amp; max stickies to 4 (from 3)&lt;br /&gt;
* Max charge time decreased by 50%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.3}}&lt;br /&gt;
* Mines now beep for spectators&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* The player&#039;s mines are now highlighted through walls&lt;br /&gt;
* Mines will now fizzle out instead of exploding when placing more than four mines&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Increased clip size and max active mines to 6 (from 4)&lt;br /&gt;
* Reduced player detection radius of proximity mines by 20% of their explosion radius&lt;br /&gt;
* Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)&lt;br /&gt;
* Now uses the Rump Shake taunt&lt;br /&gt;
* Fixed [[Stickybomb Launcher|Stickybombs]] and proximity mines becoming invincible against bullets if they get moved without becoming airborne&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Reload animation is now slightly lowered to improve visibility (Raptor Dan)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Reduced clip size and max active mines to 4 (from 6)&lt;br /&gt;
* Updated proximity mine break sound&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Increased max mines to 6 (from 4)&lt;br /&gt;
* Reduced clip size to 3 (from 4)&lt;br /&gt;
* Increased fire rate by 33%&lt;br /&gt;
* Removed ability to charge mines&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Reduced maximum active mine count to 3 (from 6)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Mines no longer stick to walls&lt;br /&gt;
* Increased Mine size by 25%&lt;br /&gt;
* Mine detection radius and detonation timer increased&lt;br /&gt;
* Demomen can no longer see their mines through walls&lt;br /&gt;
* Increased max mines and ammo capacity to 4 (from 3)&lt;br /&gt;
* Note: We are still experimenting with this item, but these changes were positive in most iterations. They made mines more predictable and gave players more tools to remove them, which made falling for a trap feel much more fair.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Mine Layer&#039;s model was [https://steamcommunity.com/sharedfiles/filedetails/?id=1270 originally submitted] to &amp;lt;i&amp;gt;Team Fortress 2&amp;lt;/i&amp;gt;&#039;s Steam Workshop in 2011.&lt;br /&gt;
* Its magazine can visually house up to 6 mines but only holds 4 in-game for balancing purposes.&lt;br /&gt;
* The [[Sandvich]] is able to detonate enemy mines.&lt;br /&gt;
* The beeping of deployed mines have a different pitch for each team, following the easily replicable formula &amp;lt;code&amp;gt;Pitch = 86 + GetTeamNumber() * 4&amp;lt;/code&amp;gt;, where RED = 2, BLU = 3, GRN = 4, and YLW = 5. They have the lowest pitch on RED and the highest on YLW.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_minelayer.png|First-person view.&lt;br /&gt;
File:Weapon_minelayer_og.png|First-person view of the pre-[[3.0.0]] model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=11660</id>
		<title>Mine Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=11660"/>
		<updated>2026-10-16T11:35:54Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Updated info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Fully update info to reflect 3.2.0 changes.}}&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=proxymine&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=4&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Tripmine Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Fizzle all tripmines}}&lt;br /&gt;
{{Loadout neutral|Tripmines explode when laser is crossed}}&lt;br /&gt;
{{Loadout positive|Tripmines are able to chain-react}}&lt;br /&gt;
{{Loadout positive|Tripmines have increased radius and damage}}&lt;br /&gt;
{{Loadout negative|4 max tripmines active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Aye, keep an eye out! Heh...&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Mine Layer&#039;&#039;&#039; is an alternative secondary weapon for the Demoman. It appears similar to the [[Stickybomb Launcher]], but features a cylindrical magazine, a circular ejection port, and a large metal chassis with yellow warning paint on its side. The paint appears yellow regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
As opposed to the [[Stickybomb Launcher]]&#039;s manually detonated stickybombs, the Mine Layer fires tripmines that detonate when enemies or the user cross their laser (unless they are a disguised or cloaked [[Spy]]). They also detonate any nearby tripmines placed by the user in the process. Compared to stickybombs, tripmines deal 35% more damage and have a 35% larger blast radius.&lt;br /&gt;
&lt;br /&gt;
Tripmines take 2 seconds to arm upon attaching to a surface, and 0.15 seconds to detonate after being triggered by an enemy. When triggered by the user, tripmines will instead detonate after 0.5 seconds to make blast jumping easier. After arming, tripmines emit a glowing laser that fades out over long distances. They also have a flashing light and make a quiet beeping sound, warning enemies of their presence. When triggered, they make a loud beeping sound.&lt;br /&gt;
&lt;br /&gt;
The Mine Layer&#039;s alternate fire fizzles out tripmines without an explosion, regardless of if they&#039;re armed or not. If the user attempts to deploy another tripmine when four are already out, the oldest one placed will fizzle. Mines also persist after the user&#039;s death.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Rump shake&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 194&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 162&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 86&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 486&lt;br /&gt;
 | mini-crit = 218&lt;br /&gt;
 | mini-crit-ramp-up = 261&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 197 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 4&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | first-reload = 1.09 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Haste boosted}}&lt;br /&gt;
 | further-reloads = 0.67 s&amp;lt;br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|1.3 s|To explode}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Mine Layer v. Stickybomb Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Tripmines detonate automatically when their laser is crossed&lt;br /&gt;
➕ Tripmines have a larger blast radius&lt;br /&gt;
➕ Tripmines deal more damage&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Unable to detonate tripmines manually&lt;br /&gt;
➖ Can only have 4 tripmines active at a time&lt;br /&gt;
➖ Disguised and cloaked Spies can walk through tripmines laser without detonating them&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_mines_unseen_damage}}&lt;br /&gt;
{{Achievement|achievement_mines_streak_single_life}}&lt;br /&gt;
{{Achievement|achievement_mines_trigger_without_hurt}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_surf_enemy_mine}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lançador de Minas|pt-br_m=Mine Launcher&lt;br /&gt;
|bg=Гранатомет с безконтактни мини|bg_m=Non-contact Mine Grenade Launcher&lt;br /&gt;
|en=Mine Layer&lt;br /&gt;
|fr=Lanceur de mines|fr_m=Mine Launcher&lt;br /&gt;
|de=Minenleger|de_m=Mine Layer&lt;br /&gt;
|it=Mortaio a mine|it_m=Mine Launcher&lt;br /&gt;
|ro=Lansator de mine|ro_m=Mine Launcher&lt;br /&gt;
|ru=Миномёт|ru_m=Mortar&lt;br /&gt;
|es=Lanzaminas|es_m=Mine Launcher&lt;br /&gt;
|tr=Mayın Döşeyici|tr_m=Mine Layer&lt;br /&gt;
|uk=Міномет|uk_m=Mine Thrower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added The Mine Layer&lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], Proximity Mines, the [[Kritzkrieg]], and the [[Medi Gun|Medigun]]{{sic}}. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Mines of losing team no longer detonate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Increased clip size &amp;amp; max stickies to 4 (from 3)&lt;br /&gt;
* Max charge time decreased by 50%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.3}}&lt;br /&gt;
* Mines now beep for spectators&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* The player&#039;s mines are now highlighted through walls&lt;br /&gt;
* Mines will now fizzle out instead of exploding when placing more than four mines&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Increased clip size and max active mines to 6 (from 4)&lt;br /&gt;
* Reduced player detection radius of proximity mines by 20% of their explosion radius&lt;br /&gt;
* Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)&lt;br /&gt;
* Now uses the Rump Shake taunt&lt;br /&gt;
* Fixed [[Stickybomb Launcher|Stickybombs]] and proximity mines becoming invincible against bullets if they get moved without becoming airborne&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Reload animation is now slightly lowered to improve visibility (Raptor Dan)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Reduced clip size and max active mines to 4 (from 6)&lt;br /&gt;
* Updated proximity mine break sound&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Increased max mines to 6 (from 4)&lt;br /&gt;
* Reduced clip size to 3 (from 4)&lt;br /&gt;
* Increased fire rate by 33%&lt;br /&gt;
* Removed ability to charge mines&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Reduced maximum active mine count to 3 (from 6)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Mines no longer stick to walls&lt;br /&gt;
* Increased Mine size by 25%&lt;br /&gt;
* Mine detection radius and detonation timer increased&lt;br /&gt;
* Demomen can no longer see their mines through walls&lt;br /&gt;
* Increased max mines and ammo capacity to 4 (from 3)&lt;br /&gt;
* Note: We are still experimenting with this item, but these changes were positive in most iterations. They made mines more predictable and gave players more tools to remove them, which made falling for a trap feel much more fair.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Mine Layer&#039;s model was [https://steamcommunity.com/sharedfiles/filedetails/?id=1270 originally submitted] to &amp;lt;i&amp;gt;Team Fortress 2&amp;lt;/i&amp;gt;&#039;s Steam Workshop in 2011.&lt;br /&gt;
* Its magazine can visually house up to 6 mines but only holds 4 in-game for balancing purposes.&lt;br /&gt;
* The [[Sandvich]] is able to detonate enemy mines.&lt;br /&gt;
* The beeping of deployed mines have a different pitch for each team, following the easily replicable formula &amp;lt;code&amp;gt;Pitch = 86 + GetTeamNumber() * 4&amp;lt;/code&amp;gt;, where RED = 2, BLU = 3, GRN = 4, and YLW = 5. They have the lowest pitch on RED and the highest on YLW.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_minelayer.png|First-person view.&lt;br /&gt;
File:Weapon_minelayer_og.png|First-person view of the pre-[[3.0.0]] model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=11659</id>
		<title>Dynamite Pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Dynamite_Pack&amp;diff=11659"/>
		<updated>2026-10-16T10:45:08Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &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=&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Splits into 4 small bomblets upon exploding}}&lt;br /&gt;
{{Loadout positive|+50% primary ammo on wearer}}&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. 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 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&amp;lt;br&amp;gt;{{tooltip|5 s|Haste boosted}}&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;
{{Update|2.0.0}}&lt;br /&gt;
* Added The Dynamite Pack&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&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;
{{Update|2.0.2}}&lt;br /&gt;
* Added the ability to taunt kill your enemies while holding the weapon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&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;
{{Update|2.2.2}}&lt;br /&gt;
* Defused Dynamite Packs are no longer able to apply the stun effect from direct hits&lt;br /&gt;
* Tauntkill now spawns bomblets &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Removed +50% max primary ammo on wearer&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.11}}&lt;br /&gt;
* Increased primary ammo on wearer by 50%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The [[tf:Dynamite Pack|Dynamite Pack]] was originally planned for &#039;&#039;Team Fortress 2&#039;&#039; during its pre-release stages, as a re-imaging of &#039;&#039;Team Fortress Classic&#039;&#039;&amp;amp;apos;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 [[tf:Meet the Spy|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;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_dynamitepack_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_dynamitepack_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_dynamitepack_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_dynamitepack_ylw.png|YLW first-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=11658</id>
		<title>Mine Layer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mine_Layer&amp;diff=11658"/>
		<updated>2026-10-16T10:42:26Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Updated stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Fully update info to reflect 3.2.0 changes.}}&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=proxymine&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=4&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Tripmine Launcher&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Fizzle all tripmines}}&lt;br /&gt;
{{Loadout neutral|Tripmines explode when laser is crossed}}&lt;br /&gt;
{{Loadout positive|Tripmines are able to chain-react}}&lt;br /&gt;
{{Loadout positive|Tripmines have increased radius and damage}}&lt;br /&gt;
{{Loadout negative|4 max tripmines active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Aye, keep an eye out! Heh...&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Mine Layer&#039;&#039;&#039; is an alternative secondary weapon for the Demoman. It appears similar to the [[Stickybomb Launcher]], except with a cylindrical magazine, a circular ejection port, and a large metal chassis with yellow warning paint on its side. The paint appears yellow regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
Instead of the Stickybomb Launcher&#039;s manually detonated stickybombs, the Mine Layer fires proximity mines that take 0.7 seconds to become armed, and will explode after an additional 0.4 seconds when an enemy player, or its own wielder, exists within their detonation radius. This includes shooting mines at an enemy, whether or not the mines are in mid-air. Mines cannot stick to walls, and a mine will bounce off the wall onto the floor once shot. Disguised enemy [[Spy|Spies]] do not detonate the mines. If shot [[water|underwater]], the mines will have significantly reduced velocity, but will explode as normal. The mines have the same damage and splash radius as regular stickybombs. As a penalty, the weapon only holds 4 mines in its clip, and can only have 4 mines out at a time.&lt;br /&gt;
&lt;br /&gt;
The weapon&#039;s alternate fire does not detonate the mines, instead causing them to fizzle out without an explosion. If the user attempts to deploy another mine when four are already out, the oldest one placed will fizzle. If the user dies, all mines placed will fizzle. The mines have a flashing light and make a quiet beeping sound, warning enemies of their presence, and make a louder beeping sound when they are about to explode. An enemy can avoid a mine explosion by walking into its detonation radius, then walking away before it explodes. The explosion radius is 20% larger than the detonation radius. Mines shot at enemies will not stick to them, instead bouncing off and landing on the ground.&lt;br /&gt;
&lt;br /&gt;
Because the mines are triggered when the user walks into their radius, they can be used to explosive jump like regular stickybombs. Mine jumping deals significantly less damage than [[Jumping#Stickybomb jumping|sticky jumping]], with the Demoman being able to tank more than 3 mines, compared to him dying instantly when attempting a triple Stickybomb jump.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Rump shake&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 144&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 120&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 64&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 360&lt;br /&gt;
 | mini-crit = 144&lt;br /&gt;
 | mini-crit-ramp-up = 190&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 4&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | first-reload = 1.09 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Haste boosted}}&lt;br /&gt;
 | further-reloads = 0.67 s&amp;lt;br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|1.3 s|To explode}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Mine Layer v. Stock Stickybomb Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Mines detonate automatically when an enemy is near&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Unable to detonate mines manually&lt;br /&gt;
➖ Can only have 4 mines active at a time instead of 8&lt;br /&gt;
➖ Disguised Spies can walk near mines without detonating them&lt;br /&gt;
➖ Unable to launch mines further due to lack of charge&lt;br /&gt;
➖ Mines cannot stick to walls or ceilings&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_mines_unseen_damage}}&lt;br /&gt;
{{Achievement|achievement_mines_streak_single_life}}&lt;br /&gt;
{{Achievement|achievement_mines_trigger_without_hurt}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_surf_enemy_mine}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lançador de Minas|pt-br_m=Mine Launcher&lt;br /&gt;
|bg=Гранатомет с безконтактни мини|bg_m=Non-contact Mine Grenade Launcher&lt;br /&gt;
|en=Mine Layer&lt;br /&gt;
|fr=Lanceur de mines|fr_m=Mine Launcher&lt;br /&gt;
|de=Minenleger|de_m=Mine Layer&lt;br /&gt;
|it=Mortaio a mine|it_m=Mine Launcher&lt;br /&gt;
|ro=Lansator de mine|ro_m=Mine Launcher&lt;br /&gt;
|ru=Миномёт|ru_m=Mortar&lt;br /&gt;
|es=Lanzaminas|es_m=Mine Launcher&lt;br /&gt;
|tr=Mayın Döşeyici|tr_m=Mine Layer&lt;br /&gt;
|uk=Міномет|uk_m=Mine Thrower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added The Mine Layer&lt;br /&gt;
* Added unique HUD icons for [[Stickybomb Launcher|Stickybombs]], Proximity Mines, the [[Kritzkrieg]], and the [[Medi Gun|Medigun]]{{sic}}. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Mines of losing team no longer detonate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Increased clip size &amp;amp; max stickies to 4 (from 3)&lt;br /&gt;
* Max charge time decreased by 50%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.3}}&lt;br /&gt;
* Mines now beep for spectators&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* The player&#039;s mines are now highlighted through walls&lt;br /&gt;
* Mines will now fizzle out instead of exploding when placing more than four mines&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Increased clip size and max active mines to 6 (from 4)&lt;br /&gt;
* Reduced player detection radius of proximity mines by 20% of their explosion radius&lt;br /&gt;
* Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)&lt;br /&gt;
* Now uses the Rump Shake taunt&lt;br /&gt;
* Fixed [[Stickybomb Launcher|Stickybombs]] and proximity mines becoming invincible against bullets if they get moved without becoming airborne&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Reload animation is now slightly lowered to improve visibility (Raptor Dan)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
* Reduced clip size and max active mines to 4 (from 6)&lt;br /&gt;
* Updated proximity mine break sound&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Increased max mines to 6 (from 4)&lt;br /&gt;
* Reduced clip size to 3 (from 4)&lt;br /&gt;
* Increased fire rate by 33%&lt;br /&gt;
* Removed ability to charge mines&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* Reduced maximum active mine count to 3 (from 6)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Mines no longer stick to walls&lt;br /&gt;
* Increased Mine size by 25%&lt;br /&gt;
* Mine detection radius and detonation timer increased&lt;br /&gt;
* Demomen can no longer see their mines through walls&lt;br /&gt;
* Increased max mines and ammo capacity to 4 (from 3)&lt;br /&gt;
* Note: We are still experimenting with this item, but these changes were positive in most iterations. They made mines more predictable and gave players more tools to remove them, which made falling for a trap feel much more fair.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Mine Layer&#039;s model was [https://steamcommunity.com/sharedfiles/filedetails/?id=1270 originally submitted] to &amp;lt;i&amp;gt;Team Fortress 2&amp;lt;/i&amp;gt;&#039;s Steam Workshop in 2011.&lt;br /&gt;
* Its magazine can visually house up to 6 mines but only holds 4 in-game for balancing purposes.&lt;br /&gt;
* The [[Sandvich]] is able to detonate enemy mines.&lt;br /&gt;
* The beeping of deployed mines have a different pitch for each team, following the easily replicable formula &amp;lt;code&amp;gt;Pitch = 86 + GetTeamNumber() * 4&amp;lt;/code&amp;gt;, where RED = 2, BLU = 3, GRN = 4, and YLW = 5. They have the lowest pitch on RED and the highest on YLW.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_minelayer.png|First-person view.&lt;br /&gt;
File:Weapon_minelayer_og.png|First-person view of the pre-[[3.0.0]] model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Nail_Gun&amp;diff=11657</id>
		<title>Nail Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Nail_Gun&amp;diff=11657"/>
		<updated>2026-10-16T10:39:59Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Fully update info to reflect 3.2.0 changes.}}&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=nailgun&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| ammo-carried=125&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Yeah, lost that job pretty quick.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Nail Gun&#039;&#039;&#039; is an alternative primary weapon for the [[Scout]]. It is a white and gray pneumatic nail gun, with an oversized drum magazine attached to the barrel, holding a belt of nails. The nails leave faint team-colored trails behind them.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Scattergun]], the Nail Gun is an automatic magazine-fed weapon that shoots a fast stream of small nail projectiles that embed themselves into enemies. The nails have a base damage of 12 each, are shot at a rate of 10 per second, are slightly affected by gravity, and are inaccurate at long range.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Show off&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 18&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 12  / {{tooltip|10|Damage vs buildings}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 6&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 36&lt;br /&gt;
 | mini-crit = 16&lt;br /&gt;
 | mini-crit-ramp-up = 24&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.03|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 25&lt;br /&gt;
 | carried = 125&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.1s&amp;lt;/br&amp;gt;{{tooltip|0.08s|Haste boosted}}&lt;br /&gt;
 | reload = 1.15 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Nail Gun deals slightly less damage per second than the Scattergun, but has sustained fire which enables a constant barrage of chip damage against an enemy. This is especially true at midrange, where the Scout can harass enemies while staying out of range from their attacks, including cutting off their pursuit by shooting nails down their path of travel. It acts as a potent [[Sentry Gun]] destroyer, able to destroy buildings outside the Scout&#039;s typical range within seconds. As a consequence, the Nail Gun is more comparable to the [[Pistol]] in terms of use, featuring a similar midrange playstyle, albeit trading off the reliability of bullets for the entertainment value of nails.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Nail Gun v. Stock Scattergun&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals continuous damage&lt;br /&gt;
➕ Effective in mid and long range&lt;br /&gt;
➕ Nails&#039; arc trajectory is effective in long distances and blind spots&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_kill_sentry_with_nailgun}}&lt;br /&gt;
{{Achievement|achievement_nailgun_range}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Arma de Pregos|pt-br_m=Nail Gun&lt;br /&gt;
|bg=Пистолет за пирони|bg_m=Nail Gun&lt;br /&gt;
|en=Nail Gun&lt;br /&gt;
|fr=Pistolet à clous|fr_m=Nail Gun&lt;br /&gt;
|de=Nagelpistole|de_m=Nail Gun&lt;br /&gt;
|it=Sparachiodi|it_m=Nail Gun&lt;br /&gt;
|ro=Armă de cui|ro_m=Nail Weapon&lt;br /&gt;
|ru=Гвоздемёт|ru_m=Nail Gun&lt;br /&gt;
|es=Pistola de Clavos|es_m=Nail Gun&lt;br /&gt;
|tr=Çivi Tabancası|tr_m=Nail Gun&lt;br /&gt;
|uk=Цвяхомет|uk_m=Nail Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.0.0}}&lt;br /&gt;
* Added the Nail Gun to the game.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.4.0}}&lt;br /&gt;
* Changed Nailgun{{sic}} spread.&lt;br /&gt;
* Changed the nail projectile gravity back to what it used to be, as per request.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.5.0}}&lt;br /&gt;
* Nailgun{{sic}} now uses metal for ammo.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.6.4}}&lt;br /&gt;
* Nerfed Nailgun{{sic}} (set dmg to 12)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Fires slower than before.&lt;br /&gt;
* Nerfed the clipsize down to 25.&lt;br /&gt;
* Nails now do more damage than before.&lt;br /&gt;
* Added a new taunt when equipped with the Nailgun.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed syringes &amp;amp; nails colliding with players. &lt;br /&gt;
* Added special Class Select animations for the Nailgun{{sic}}, [[Huntsman]] and [[Hunting Revolver]].&lt;br /&gt;
* Improved the Nailgun’s{{sic}} projectile trails. &lt;br /&gt;
* Improved the Scout’s Nailgun{{sic}} animations. &lt;br /&gt;
* Disabled muzzle light on [[Syringe Gun]] and Nailgun.{{sic}} &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Damage rampup increased to 175% (from 150%) to match [[Scattergun]] (Max damage now 20 up from 17)&lt;br /&gt;
* Increased fire rate to 0.1s (from 0.115s)&lt;br /&gt;
* Clip size &amp;amp; max ammo reduced by 20%&lt;br /&gt;
* Updated nail/syringe projectiles:&lt;br /&gt;
** Are now consistent with the server&#039;s projectile position&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Reverted back to its 2.0.0 stats&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Lowered Nailgun,{{sic}} [[Pistol]] and [[Syringe Gun]] spread by 25%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed nail and [[Syringe Gun|syringe]] projectiles playing impact sounds when touching friendly buildings &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Increased fire rate by ~12.5% (to 0.1s, from 0.115s)&lt;br /&gt;
* Updated first person model to animate the ammo belt (Raptor Dan)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Reduced building damage to 10 (from 12)&lt;br /&gt;
{{Update|3.0.0||}}&lt;br /&gt;
* Removed -25% spread bonus&lt;br /&gt;
* Removed damage penalty against buildings&lt;br /&gt;
{{Update|3.0.5||}}&lt;br /&gt;
* Fixed an issue where the Nail Gun did not have damage ramp up ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/488 #488])&lt;br /&gt;
{{Update|3.1.0}}&lt;br /&gt;
* Fixed nail and syringe projectiles not destroying enemy Stickybombs&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Nail Gun originated from &#039;&#039;Team Fortress Classic&#039;&#039;. It was planned to make a reappearance in &#039;&#039;TF2&#039;&#039;, but was cut during development. It can be seen in the [https://www.youtube.com/watch?v=MwwcWTTw4PU Orange Box 2006 PlayStation 3 trailer.]&lt;br /&gt;
* The Nail Gun&#039;s model is directly taken from &amp;lt;i&amp;gt;TF2&amp;lt;/i&amp;gt;&#039;s files and the textures were taken from pre-release &#039;&#039;TF2&#039;&#039; files.&lt;br /&gt;
* The Nail Gun&#039;s playermodel shows Scout holding its magazine with his left hand, while holding the top of the gun in worldmodel.&lt;br /&gt;
* When holding down the attack button, the Nail Gun&#039;s ammo count does not update smoothly enough to reflect the precise amount of nails fired, often stuttering its ammo count inaccurately until the clip is empty.&lt;br /&gt;
* The &amp;quot;show off&amp;quot; taunt was taken from live &#039;&#039;TF2&#039;&#039; game files that went unused.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;Construction isn&#039;t on this man&#039;s agenda!&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_nailgun.png|First-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Harvester&amp;diff=11656</id>
		<title>Harvester</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Harvester&amp;diff=11656"/>
		<updated>2026-10-16T10:39:28Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Updated stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Fully update info to reflect 3.2.0 changes.}}&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon-2=harvester decapitation&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout-kind=Scythe&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Afterburn damage fills meter}}&lt;br /&gt;
{{Loadout positive|Charged attacks hit multiple enemies and provide healing}}&lt;br /&gt;
{{Loadout negative|On Death: Burning victims are extinguished}}&lt;br /&gt;
{{Loadout negative|-50% afterburn duration on all weapons}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Ask not for whom the bell tolls.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Harvester&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 promotional blurb]|A grisly utility melee that&#039;s as fearsome and traumatizing as the Halloween store animatronic it probably belongs to. With the Harvester held out, some of the afterburn damage you dish out (even on your victims&#039; charred remains!) will be returned to you as health and charge for a decapitating crit-slash! Everyone you set on fire is instantly extinguished when you die, though, so don&#039;t be surprised if your marks fight back harder than you&#039;re used to.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Harvester&#039;&#039;&#039; is an alternate melee weapon for the [[Pyro]]. It&#039;s a scythe with a crooked wood handle and a damaged, curved blade bolted on. When equipped, it will appear on the Pyro&#039;s back while inactive.&lt;br /&gt;
&lt;br /&gt;
While active, [[afterburn]] damage dealt to enemies by the [[Flame Thrower]] or the [[Flare Gun]] will heal the user by three health per tick (six health per second), along with increasing the Harvester&#039;s charge meter, which will stack if multiple enemies are on fire. The Harvester&#039;s healing cannot overheal the user, and if the charge meter is full, its healing is disabled entirely until an enemy is attacked with it. The weapon also tracks the remaining afterburn on dead enemies (including extinguished corpses, such as those in [[water]]), gaining the same health and charge as when they were alive. As a penalty, all enemies who are suffering afterburn get extinguished upon the Pyro&#039;s death.&lt;br /&gt;
&lt;br /&gt;
The charge meter fills up after 30 ticks of afterburn (15 seconds), allowing for 90 points of healing per charge. When fully charged, the Harvester will allow a guaranteed critical hit, marked by a critical glow (including when not active) and a bell sound audible to all players. This crit will heal the user by 195 health, whether or not the enemy dies, and will overheal them if they&#039;re at full health. This does not happen if the Harvester is boosted by other means, such as by the [[Kritzkrieg]]. The crit will also not be used up when attacking buildings, [[ÜberCharge|ÜberCharged]] enemies, or surfaces.&lt;br /&gt;
&lt;br /&gt;
The Harvester will decapitate enemies killed by [[critical hit|critical hits]], and will gain a blood splatter on its blade that persists until the user respawns or goes [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Reaper&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-self = {{tooltip|6 / s|3 per tick, while charging}}&amp;lt;br&amp;gt;{{tooltip|195|When charged, on hit}}&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = {{tooltip|6.66% / s|3.33% per tick, per afterburn}}&lt;br /&gt;
 | charge-fill-time = {{tooltip|30 ticks|15 s, can be faster}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Harvester&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* [[Afterburn]] tick heals while active no longer apply while [[Critical hit|crit]] is ready&lt;br /&gt;
* Crit now instantly heals for 195HP upon hit&lt;br /&gt;
* A sound cue audible to all players now plays when crit is ready&lt;br /&gt;
* Wearable now has critglows when crit is ready and weapon is holstered&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Now has a unique taunt kill animation (Hotpockette, Ventrici, GoogleyGareth)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Crits no longer have extra range&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Harvester&#039;s description, &amp;quot;Ask not for whom the bell tolls&amp;quot;, is a misquotation from the John Donne work &amp;quot;Devotions upon Emergent Occasions&amp;quot;, Meditation XVII. The average enthusiast of 17th century England would know that the &amp;quot;bell&amp;quot; in this analogy refers to church bells that declare important events.&lt;br /&gt;
* Switching to another class while an enemy has afterburn, then switching back to the Pyro, will still enable the Harvester to gain charge. The same thing will occur when switching between the Fire Axe and the Harvester.&lt;br /&gt;
* The chopped piece of wood bolted onto the Harvester&#039;s model suggests it&#039;s a repurposed farming scythe, which usually has an additional handle. As a result, to use it as a weapon in real life, you would need to pull the internal, sharp end of the blade towards yourself.&lt;br /&gt;
* According to the &#039;&#039;TF2 Classified&#039;&#039; developer {{Dev|Nito}} the Harvester was originally designed with the 3D model of the cut live &#039;&#039;Team Fortress 2&#039;&#039; weapon, the [[Tf:Baleful Beacon|Baleful Beacon]], but was later changed to the current scythe model due to &amp;quot;physics and particle issues&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_harvester.png|First-person view.&lt;br /&gt;
File:Weapon_harvester_blood.png|First-person view with blood.&lt;br /&gt;
File:Flight Or Flight Pyro.png|left|thumb|300px|Promotional artwork for the Harvester and [[Twin Barrel]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=11655</id>
		<title>R.P.G.</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=11655"/>
		<updated>2026-10-16T10:37:53Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Fully update info to reflect 3.2.0 changes.}}&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=rpg&lt;br /&gt;
| kill-icon-2=deflect rocket&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=20&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Rocket Launcher&lt;br /&gt;
| loadout-propername=&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Rockets travel in an arc}}&lt;br /&gt;
{{Loadout positive|No damage reduction with range}}&lt;br /&gt;
{{Loadout positive|+30% damage bonus}}&lt;br /&gt;
{{Loadout positive|20% faster reload time while rocket jumping}}&lt;br /&gt;
{{Loadout negative|-25% projectile speed}}&lt;br /&gt;
{{Loadout negative|-75% clip size}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;See how the rocket pokes out the front, son? It yearns for freedom. And by God, it will have it.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;R.P.G.&#039;&#039;&#039; (&#039;&#039;&#039;R&#039;&#039;&#039;ocket-&#039;&#039;&#039;p&#039;&#039;&#039;ropelled &#039;&#039;&#039;G&#039;&#039;&#039;renade) is an alternative primary weapon for the [[Soldier]]. It&#039;s a bulkier, green-tinted [[Rocket Launcher]] with a checkerboard pattern on its side and an oversized rocket sticking out of the front.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Rocket Launcher]], it can only shoot one rocket per reload, traveling 25% slower yet dealing 30% more damage. The rockets are also affected by gravity, and slowly fall to the ground in an arc while emitting a whistling sound. In addition, its rockets increase both explosive push force and self-damage against the user, with both attributes allowing for faster and higher rocket jumps than usual. &lt;br /&gt;
&lt;br /&gt;
Unlike the Rocket Launcher, the R.P.G. does not have any damage falloff, and will deal full damage on a direct hit at any range.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Chest thump&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 146&lt;br /&gt;
 | maximum-ramp-up-percentage = 125%&lt;br /&gt;
 | base-damage = 117&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 351&lt;br /&gt;
 | mini-crit = 158&lt;br /&gt;
 | mini-crit-ramp-up = 197&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 58-111&lt;br /&gt;
 | self-damage-rocket-jump = 35-64&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 20&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | reload = 0.8 s&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The arcing properties of the R.P.G.&#039;s rockets allows the Soldier to bombard enemy positions that are otherwise unreachable, including encampments behind walls and fortifications. This allows for arcing rockets from extremely far away, above and beyond the tall buildings of most maps. In addition, the increased damage and lack of damage falloff makes it viable to safely bombard a single position that enemies are grouped up in, such as [[Engineer]] nests, capture points, narrow hallways, and wherever the [[VIP]] happens to be.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| R.P.G. v. Stock Rocket Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per rocket&lt;br /&gt;
➕ Arcing rockets are effective on uphill terrain and blind spots&lt;br /&gt;
➕ Can rocket jump higher and farther&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has a lower clip size&lt;br /&gt;
➖ Arcing rockets are not as effective in long corridors&lt;br /&gt;
➖ Deals more self-damage&lt;br /&gt;
➖ Has a slower projectile speed&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_distantrpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=G.L.F.|pt-br_m=R.P.G.&lt;br /&gt;
|bg=Р.П.Г.|bg_m=R.P.G.&lt;br /&gt;
|en=R.P.G.&lt;br /&gt;
|fr=R.P.G.&lt;br /&gt;
|de=R.P.G.&lt;br /&gt;
|it=R.P.G.&lt;br /&gt;
|ro=R.P.G.&lt;br /&gt;
|ru=РПГ|ru_m=RPG&lt;br /&gt;
|es=R.P.G.&lt;br /&gt;
|tr=R.P.G.&lt;br /&gt;
|uk=Р.П.Г.|uk_m=R.P.G.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.7.0}}&lt;br /&gt;
* Added the beta rocket launcher for the soldier (Blaseth). It has a clip size of 1 rocket, but it does 120 damage.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.1}}&lt;br /&gt;
* Changed the projectile model for the Beta rocket launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.3}}&lt;br /&gt;
* Fixed the beta RPG reload anim&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added new [[Cyclops]] and Beta RPG sounds by Omniary&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0.1}}&lt;br /&gt;
* Renamed &amp;quot;beta rocket launcher&amp;quot; to &amp;quot;RPG&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added a new RPG model (Old Hermit &amp;amp; Game Zombie)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3.1}}&lt;br /&gt;
* Fixed RPG bucket icon&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Fixed the RPG HUD icon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* RPG stats changed to replace Deathmatch Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Rockets do more damage, and have less damage fall-off.&lt;br /&gt;
* Rockets fire in an arc, and whistle upon decent.&lt;br /&gt;
* Rockets fly slower than normal rockets.&lt;br /&gt;
* Added a different taunt when equipped with the RPG.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable) &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Increased self push force by 15%&lt;br /&gt;
* Increased self damage by 30%&lt;br /&gt;
* Now only plays a whistle sound while falling&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* New model&lt;br /&gt;
* Now has unique explosion sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The appearance of the R.P.G. is based on concept art for &#039;&#039;Team Fortress 2&#039;&#039;&#039;s Rocket Launcher. The pre-[[3.0.0]] model in &#039;&#039;Team Fortress 2 Classified&#039;&#039; is near-identical with a green hue, whilst the current model is bulkier with a hand guard and darker green hue.&lt;br /&gt;
* The &amp;quot;chest thump&amp;quot; taunt was taken from live &#039;&#039;TF2&#039;&#039;&#039;s taunt for the Direct Hit and Beggar&#039;s Bazooka.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;It&#039;s a wonderful sight to behold when they&#039;re all soaring through the skies... and not towards your general direction.&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_rpg.png|First-person view.&lt;br /&gt;
File:Weapon_rpg_og.png|First-person view of the pre-[[3.0.0]] model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=11654</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=11654"/>
		<updated>2026-10-16T10:35:28Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Updated stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{todo|Update page info to reflect the 3.2.0 changes.}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=hunterrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload-type=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sniper Rifle&lt;br /&gt;
| loadout-propername=&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Can headshot regardless of zoom}}&lt;br /&gt;
{{Loadout positive|Headshots mini-crit while un-zoomed}}&lt;br /&gt;
{{Loadout negative|25% slower firing speed while zoomed}}&lt;br /&gt;
{{Loadout negative|Critical damage is affected by range}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Made for a more offensive approach.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hunting Revolver&#039;&#039;&#039; is a primary weapon for the [[Sniper]]. It is a long-barreled revolving rifle fit with a wooden gun stock, grip, and carrying strap.&lt;br /&gt;
&lt;br /&gt;
The Hunting Revolver deals 40 base damage, has damage ramp-up and falloff, and can shoot 6 times before reloading. Its zoom is halved compared to the [[Sniper Rifle]], allowing for increased visibility while aiming. The Hunting Revolver also cannot charge its shots, and so always deals 120 damage on a headshot regardless of time spent zoomed. In addition, its damage falloff occurs at double the range of most weapons.&lt;br /&gt;
&lt;br /&gt;
Like the Sniper Rifle, the Hunting Revolver needs to zoom in for 0.2 seconds before being able to headshot, and each shot creates a tracer that is visible to all players. It cannot reload while zoomed, and zooming during a reload will cancel it.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.675 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.55 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Hunting Revolver v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Consistent headshots deal more damage per second&lt;br /&gt;
➕ Has a faster attack speed&lt;br /&gt;
➕ Has damage ramp-up&lt;br /&gt;
➕ Does not have tunnel vision when zooming&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Headshots deal less damage per shot due to the lack of charge&lt;br /&gt;
➖ Has damage fall-off&lt;br /&gt;
➖ Zoom is reduced&lt;br /&gt;
➖ Does not passively reload&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver de Caça|pt-br_m=Hunting Revolver&lt;br /&gt;
|bg=Револверна карабина|bg_m=Hunting Carbine&lt;br /&gt;
|en=Hunting Revolver&lt;br /&gt;
|fr=Revolver de chasse|fr_m=Hunting Revolver&lt;br /&gt;
|de=Jagdrevolver|de_m=Hunting Revolver&lt;br /&gt;
|it=Revolver da caccia|it_m=Hunting Revolver&lt;br /&gt;
|ro=Revolver de vânat|ro_m=Hunting Revolver&lt;br /&gt;
|ru=Охотничий револьвер|ru_m=Hunting Revolver&lt;br /&gt;
|es=Revólver de Caza|es_m=Hunting Revolver&lt;br /&gt;
|tr=Altıpatlar Av Tüfeği|tr_m=Hunting Revolver&lt;br /&gt;
|uk=Мисливський револьвер|uk_m=Hunting Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history == &lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Renamed from [[Poacher&#039;s Pride]] to The Hunting Revolver.&lt;br /&gt;
* Uses a new model.&lt;br /&gt;
* Fires 6 shots, rather than 2.&lt;br /&gt;
* Added damage fall-off for bodyshots.&lt;br /&gt;
* Can only headshot while zoomed in.&lt;br /&gt;
* Shortened the Zoom distance.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed an issue with The Hunting Revolver viewmodel being visible while zoomed in.&lt;br /&gt;
* Added proper Fire and Reload animations for the Hunting Revolver for the [[Sniper]].&lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} [[Huntsman]] and Hunting Revolver. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fire rate slowed to 0.75s (from 0.6s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Removed the visual recoil&lt;br /&gt;
* Lowered the fire rate to 0.675s (from 0.75s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now has damage falloff&lt;br /&gt;
* Falloff starts at 2x the distance of normal weapons (1024hu/19.5m)&lt;br /&gt;
* Does not apply to [[Critical hits|crits]]&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Secondary fire delay is now separated from primary fire&lt;br /&gt;
* Removed holster delay after firing while zoomed&lt;br /&gt;
* Fixed a bug that caused uninterruptable reloads when using Hold to Zoom&lt;br /&gt;
* Fixed a bug that allowed aborting reloads while jumping&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Increased movement speed while scoped to 160 (from 120)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.11}}&lt;br /&gt;
* Removed +25 HP health bonus&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Before the [[Death &amp;amp; Taxes]] update, the Hunting Revolver was known as the [[Poacher&#039;s Pride]].&lt;br /&gt;
* Holding the zoom key while in the air will prevent the Hunting Revolver from playing its reload animation if it hasn&#039;t started, and therefore prevent it from reloading.&lt;br /&gt;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_huntingrevolver.png|First-person view.&lt;br /&gt;
File:HuntingRevolverConcept.png|Concept art by {{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=11653</id>
		<title>R.P.G.</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=11653"/>
		<updated>2026-10-16T10:30:16Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=rpg&lt;br /&gt;
| kill-icon-2=deflect rocket&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=20&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Rocket Launcher&lt;br /&gt;
| loadout-propername=&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Rockets travel in an arc}}&lt;br /&gt;
{{Loadout positive|No damage reduction with range}}&lt;br /&gt;
{{Loadout positive|+30% damage bonus}}&lt;br /&gt;
{{Loadout positive|20% faster reload time while rocket jumping}}&lt;br /&gt;
{{Loadout negative|-25% projectile speed}}&lt;br /&gt;
{{Loadout negative|-75% clip size}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;See how the rocket pokes out the front, son? It yearns for freedom. And by God, it will have it.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;R.P.G.&#039;&#039;&#039; (&#039;&#039;&#039;R&#039;&#039;&#039;ocket-&#039;&#039;&#039;p&#039;&#039;&#039;ropelled &#039;&#039;&#039;G&#039;&#039;&#039;renade) is an alternative primary weapon for the [[Soldier]]. It&#039;s a bulkier, green-tinted [[Rocket Launcher]] with a checkerboard pattern on its side and an oversized rocket sticking out of the front.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Rocket Launcher]], it can only shoot one rocket per reload, traveling 25% slower yet dealing 30% more damage. The rockets are also affected by gravity, and slowly fall to the ground in an arc while emitting a whistling sound. In addition, its rockets increase both explosive push force and self-damage against the user, with both attributes allowing for faster and higher rocket jumps than usual. &lt;br /&gt;
&lt;br /&gt;
Unlike the Rocket Launcher, the R.P.G. does not have any damage falloff, and will deal full damage on a direct hit at any range.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Chest thump&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 146&lt;br /&gt;
 | maximum-ramp-up-percentage = 125%&lt;br /&gt;
 | base-damage = 117&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 351&lt;br /&gt;
 | mini-crit = 158&lt;br /&gt;
 | mini-crit-ramp-up = 197&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 58-111&lt;br /&gt;
 | self-damage-rocket-jump = 35-64&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 20&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | reload = 0.8 s&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The arcing properties of the R.P.G.&#039;s rockets allows the Soldier to bombard enemy positions that are otherwise unreachable, including encampments behind walls and fortifications. This allows for arcing rockets from extremely far away, above and beyond the tall buildings of most maps. In addition, the increased damage and lack of damage falloff makes it viable to safely bombard a single position that enemies are grouped up in, such as [[Engineer]] nests, capture points, narrow hallways, and wherever the [[VIP]] happens to be.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| R.P.G. v. Stock Rocket Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per rocket&lt;br /&gt;
➕ Arcing rockets are effective on uphill terrain and blind spots&lt;br /&gt;
➕ Can rocket jump higher and farther&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has a lower clip size&lt;br /&gt;
➖ Arcing rockets are not as effective in long corridors&lt;br /&gt;
➖ Deals more self-damage&lt;br /&gt;
➖ Has a slower projectile speed&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_distantrpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=G.L.F.|pt-br_m=R.P.G.&lt;br /&gt;
|bg=Р.П.Г.|bg_m=R.P.G.&lt;br /&gt;
|en=R.P.G.&lt;br /&gt;
|fr=R.P.G.&lt;br /&gt;
|de=R.P.G.&lt;br /&gt;
|it=R.P.G.&lt;br /&gt;
|ro=R.P.G.&lt;br /&gt;
|ru=РПГ|ru_m=RPG&lt;br /&gt;
|es=R.P.G.&lt;br /&gt;
|tr=R.P.G.&lt;br /&gt;
|uk=Р.П.Г.|uk_m=R.P.G.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.7.0}}&lt;br /&gt;
* Added the beta rocket launcher for the soldier (Blaseth). It has a clip size of 1 rocket, but it does 120 damage.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.1}}&lt;br /&gt;
* Changed the projectile model for the Beta rocket launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.3}}&lt;br /&gt;
* Fixed the beta RPG reload anim&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added new [[Cyclops]] and Beta RPG sounds by Omniary&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0.1}}&lt;br /&gt;
* Renamed &amp;quot;beta rocket launcher&amp;quot; to &amp;quot;RPG&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added a new RPG model (Old Hermit &amp;amp; Game Zombie)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3.1}}&lt;br /&gt;
* Fixed RPG bucket icon&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Fixed the RPG HUD icon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* RPG stats changed to replace Deathmatch Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Rockets do more damage, and have less damage fall-off.&lt;br /&gt;
* Rockets fire in an arc, and whistle upon decent.&lt;br /&gt;
* Rockets fly slower than normal rockets.&lt;br /&gt;
* Added a different taunt when equipped with the RPG.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable) &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Increased self push force by 15%&lt;br /&gt;
* Increased self damage by 30%&lt;br /&gt;
* Now only plays a whistle sound while falling&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* New model&lt;br /&gt;
* Now has unique explosion sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The appearance of the R.P.G. is based on concept art for &#039;&#039;Team Fortress 2&#039;&#039;&#039;s Rocket Launcher. The pre-[[3.0.0]] model in &#039;&#039;Team Fortress 2 Classified&#039;&#039; is near-identical with a green hue, whilst the current model is bulkier with a hand guard and darker green hue.&lt;br /&gt;
* The &amp;quot;chest thump&amp;quot; taunt was taken from live &#039;&#039;TF2&#039;&#039;&#039;s taunt for the Direct Hit and Beggar&#039;s Bazooka.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;It&#039;s a wonderful sight to behold when they&#039;re all soaring through the skies... and not towards your general direction.&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_rpg.png|First-person view.&lt;br /&gt;
File:Weapon_rpg_og.png|First-person view of the pre-[[3.0.0]] model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=11652</id>
		<title>R.P.G.</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=11652"/>
		<updated>2026-10-16T10:29:33Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=rpg&lt;br /&gt;
| kill-icon-2=deflect rocket&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=20&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Rocket Launcher&lt;br /&gt;
| loadout-propername=&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Rockets travel in an arc}}&lt;br /&gt;
{{Loadout positive|No damage reduction with range}}&lt;br /&gt;
{{Loadout positive|+30% damage bonus}}&lt;br /&gt;
{{Loadout positive|20% faster reload time while rocket jumping}}&lt;br /&gt;
{{Loadout negative|-25% projectile speed}}&lt;br /&gt;
{{Loadout negative|-75% clip size}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;See how the rocket pokes out the front, son? It yearns for freedom. And by God, it will have it.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;R.P.G.&#039;&#039;&#039; (&#039;&#039;&#039;R&#039;&#039;&#039;ocket-&#039;&#039;&#039;p&#039;&#039;&#039;ropelled &#039;&#039;&#039;G&#039;&#039;&#039;renade) is an alternative primary weapon for the [[Soldier]]. It&#039;s a bulkier, green-tinted [[Rocket Launcher]] with a checkerboard pattern on its side and an oversized rocket sticking out of it.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Rocket Launcher]], it can only shoot one rocket per reload, traveling 25% slower yet dealing 30% more damage. The rockets are also affected by gravity, and slowly fall to the ground in an arc while emitting a whistling sound. In addition, its rockets increase both explosive push force and self-damage against the user, with both attributes allowing for faster and higher rocket jumps than usual. &lt;br /&gt;
&lt;br /&gt;
Unlike the Rocket Launcher, the R.P.G. does not have any damage falloff, and will deal full damage on a direct hit at any range.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Chest thump&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 146&lt;br /&gt;
 | maximum-ramp-up-percentage = 125%&lt;br /&gt;
 | base-damage = 117&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 351&lt;br /&gt;
 | mini-crit = 158&lt;br /&gt;
 | mini-crit-ramp-up = 197&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 58-111&lt;br /&gt;
 | self-damage-rocket-jump = 35-64&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 20&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | reload = 0.8 s&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The arcing properties of the R.P.G.&#039;s rockets allows the Soldier to bombard enemy positions that are otherwise unreachable, including encampments behind walls and fortifications. This allows for arcing rockets from extremely far away, above and beyond the tall buildings of most maps. In addition, the increased damage and lack of damage falloff makes it viable to safely bombard a single position that enemies are grouped up in, such as [[Engineer]] nests, capture points, narrow hallways, and wherever the [[VIP]] happens to be.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| R.P.G. v. Stock Rocket Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per rocket&lt;br /&gt;
➕ Arcing rockets are effective on uphill terrain and blind spots&lt;br /&gt;
➕ Can rocket jump higher and farther&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has a lower clip size&lt;br /&gt;
➖ Arcing rockets are not as effective in long corridors&lt;br /&gt;
➖ Deals more self-damage&lt;br /&gt;
➖ Has a slower projectile speed&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_distantrpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=G.L.F.|pt-br_m=R.P.G.&lt;br /&gt;
|bg=Р.П.Г.|bg_m=R.P.G.&lt;br /&gt;
|en=R.P.G.&lt;br /&gt;
|fr=R.P.G.&lt;br /&gt;
|de=R.P.G.&lt;br /&gt;
|it=R.P.G.&lt;br /&gt;
|ro=R.P.G.&lt;br /&gt;
|ru=РПГ|ru_m=RPG&lt;br /&gt;
|es=R.P.G.&lt;br /&gt;
|tr=R.P.G.&lt;br /&gt;
|uk=Р.П.Г.|uk_m=R.P.G.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.7.0}}&lt;br /&gt;
* Added the beta rocket launcher for the soldier (Blaseth). It has a clip size of 1 rocket, but it does 120 damage.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.1}}&lt;br /&gt;
* Changed the projectile model for the Beta rocket launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.3}}&lt;br /&gt;
* Fixed the beta RPG reload anim&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added new [[Cyclops]] and Beta RPG sounds by Omniary&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0.1}}&lt;br /&gt;
* Renamed &amp;quot;beta rocket launcher&amp;quot; to &amp;quot;RPG&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added a new RPG model (Old Hermit &amp;amp; Game Zombie)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3.1}}&lt;br /&gt;
* Fixed RPG bucket icon&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Fixed the RPG HUD icon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* RPG stats changed to replace Deathmatch Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Rockets do more damage, and have less damage fall-off.&lt;br /&gt;
* Rockets fire in an arc, and whistle upon decent.&lt;br /&gt;
* Rockets fly slower than normal rockets.&lt;br /&gt;
* Added a different taunt when equipped with the RPG.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable) &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Increased self push force by 15%&lt;br /&gt;
* Increased self damage by 30%&lt;br /&gt;
* Now only plays a whistle sound while falling&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* New model&lt;br /&gt;
* Now has unique explosion sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The appearance of the R.P.G. is based on concept art for &#039;&#039;Team Fortress 2&#039;&#039;&#039;s Rocket Launcher. The pre-[[3.0.0]] model in &#039;&#039;Team Fortress 2 Classified&#039;&#039; is near-identical with a green hue, whilst the current model is bulkier with a hand guard and darker green hue.&lt;br /&gt;
* The &amp;quot;chest thump&amp;quot; taunt was taken from live &#039;&#039;TF2&#039;&#039;&#039;s taunt for the Direct Hit and Beggar&#039;s Bazooka.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;It&#039;s a wonderful sight to behold when they&#039;re all soaring through the skies... and not towards your general direction.&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_rpg.png|First-person view.&lt;br /&gt;
File:Weapon_rpg_og.png|First-person view of the pre-[[3.0.0]] model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=11651</id>
		<title>R.P.G.</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=11651"/>
		<updated>2026-10-16T10:28:19Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Updated stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=rpg&lt;br /&gt;
| kill-icon-2=deflect rocket&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=20&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Rocket Launcher&lt;br /&gt;
| loadout-propername=&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Rockets travel in an arc}}&lt;br /&gt;
{{Loadout positive|No damage reduction with range}}&lt;br /&gt;
{{Loadout positive|+30% damage bonus}}&lt;br /&gt;
{{Loadout positive|20% faster reload time while rocket jumping}}&lt;br /&gt;
{{Loadout negative|-25% projectile speed}}&lt;br /&gt;
{{Loadout negative|-75% clip size}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;See how the rocket pokes out the front, son? It yearns for freedom. And by God, it will have it.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;R.P.G.&#039;&#039;&#039; (&#039;&#039;&#039;R&#039;&#039;&#039;ocket-&#039;&#039;&#039;p&#039;&#039;&#039;ropelled &#039;&#039;&#039;G&#039;&#039;&#039;renade) is an alternative primary weapon for the [[Soldier]]. Visually, it is a greener version of the [[Rocket Launcher]], with a checkerboard pattern on its side and an oversized rocket sticking out of it.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Rocket Launcher]], it can only shoot one rocket per reload, traveling 25% slower yet dealing 30% more damage. The rockets are also affected by gravity, and slowly fall to the ground in an arc while emitting a whistling sound. In addition, its rockets increase both explosive push force and self-damage against the user, with both attributes allowing for faster and higher rocket jumps than usual. &lt;br /&gt;
&lt;br /&gt;
Unlike the Rocket Launcher, the R.P.G. does not have any damage falloff, and will deal full damage on a direct hit at any range.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Chest thump&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 146&lt;br /&gt;
 | maximum-ramp-up-percentage = 125%&lt;br /&gt;
 | base-damage = 117&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 351&lt;br /&gt;
 | mini-crit = 158&lt;br /&gt;
 | mini-crit-ramp-up = 197&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 58-111&lt;br /&gt;
 | self-damage-rocket-jump = 35-64&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 20&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | reload = 0.8 s&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The arcing properties of the R.P.G.&#039;s rockets allows the Soldier to bombard enemy positions that are otherwise unreachable, including encampments behind walls and fortifications. This allows for arcing rockets from extremely far away, above and beyond the tall buildings of most maps. In addition, the increased damage and lack of damage falloff makes it viable to safely bombard a single position that enemies are grouped up in, such as [[Engineer]] nests, capture points, narrow hallways, and wherever the [[VIP]] happens to be.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| R.P.G. v. Stock Rocket Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per rocket&lt;br /&gt;
➕ Arcing rockets are effective on uphill terrain and blind spots&lt;br /&gt;
➕ Can rocket jump higher and farther&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has a lower clip size&lt;br /&gt;
➖ Arcing rockets are not as effective in long corridors&lt;br /&gt;
➖ Deals more self-damage&lt;br /&gt;
➖ Has a slower projectile speed&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_distantrpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=G.L.F.|pt-br_m=R.P.G.&lt;br /&gt;
|bg=Р.П.Г.|bg_m=R.P.G.&lt;br /&gt;
|en=R.P.G.&lt;br /&gt;
|fr=R.P.G.&lt;br /&gt;
|de=R.P.G.&lt;br /&gt;
|it=R.P.G.&lt;br /&gt;
|ro=R.P.G.&lt;br /&gt;
|ru=РПГ|ru_m=RPG&lt;br /&gt;
|es=R.P.G.&lt;br /&gt;
|tr=R.P.G.&lt;br /&gt;
|uk=Р.П.Г.|uk_m=R.P.G.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.7.0}}&lt;br /&gt;
* Added the beta rocket launcher for the soldier (Blaseth). It has a clip size of 1 rocket, but it does 120 damage.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.1}}&lt;br /&gt;
* Changed the projectile model for the Beta rocket launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.3}}&lt;br /&gt;
* Fixed the beta RPG reload anim&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added new [[Cyclops]] and Beta RPG sounds by Omniary&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0.1}}&lt;br /&gt;
* Renamed &amp;quot;beta rocket launcher&amp;quot; to &amp;quot;RPG&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added a new RPG model (Old Hermit &amp;amp; Game Zombie)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3.1}}&lt;br /&gt;
* Fixed RPG bucket icon&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Fixed the RPG HUD icon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* RPG stats changed to replace Deathmatch Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Rockets do more damage, and have less damage fall-off.&lt;br /&gt;
* Rockets fire in an arc, and whistle upon decent.&lt;br /&gt;
* Rockets fly slower than normal rockets.&lt;br /&gt;
* Added a different taunt when equipped with the RPG.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable) &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Increased self push force by 15%&lt;br /&gt;
* Increased self damage by 30%&lt;br /&gt;
* Now only plays a whistle sound while falling&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* New model&lt;br /&gt;
* Now has unique explosion sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The appearance of the R.P.G. is based on concept art for &#039;&#039;Team Fortress 2&#039;&#039;&#039;s Rocket Launcher. The pre-[[3.0.0]] model in &#039;&#039;Team Fortress 2 Classified&#039;&#039; is near-identical with a green hue, whilst the current model is bulkier with a hand guard and darker green hue.&lt;br /&gt;
* The &amp;quot;chest thump&amp;quot; taunt was taken from live &#039;&#039;TF2&#039;&#039;&#039;s taunt for the Direct Hit and Beggar&#039;s Bazooka.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;It&#039;s a wonderful sight to behold when they&#039;re all soaring through the skies... and not towards your general direction.&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_rpg.png|First-person view.&lt;br /&gt;
File:Weapon_rpg_og.png|First-person view of the pre-[[3.0.0]] model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mineside&amp;diff=11620</id>
		<title>Mineside</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mineside&amp;diff=11620"/>
		<updated>2026-09-26T16:40:05Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Update old images to reflect the current version of the map.}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = Vip_mineside.webp&lt;br /&gt;
|game-type = VIP&lt;br /&gt;
|file-name = vip_mineside&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = {{Dev|Suo}}&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day1 Death &amp;amp; Taxes update page]|&lt;br /&gt;
Instead of following his goons around and waddling over control points, the Civilian has to grab an override device, jam it into a disk slot in a control room (deep in RED territory), and capture a point through the now-open door (even &#039;&#039;deeper&#039;&#039; in RED territory). The override expires after 60 seconds, though, so if the Civilian dies or fails to capture the point, you&#039;re back to square one. Tick tock!}}&lt;br /&gt;
&#039;&#039;&#039;Mineside&#039;&#039;&#039; is an official [[VIP]] map, set within and beside the Jenkins coal mine, which appears to be harvesting nothing but rocks. The VIP must grab the intelligence from BLU spawn, carry it to RED spawn, and then capture the final control point. When the intelligence is captured, the final control point will open for 60 seconds, and a forward spawn will open for BLU team during this time. If the VIP dies, the intelligence will reset to the start, but will not reset during the 60 second timer. Each time the VIP is killed, 20 seconds are removed from the available round time, and the killer gains 5 seconds of [[critical hits]].&lt;br /&gt;
&lt;br /&gt;
Mineside was added to &#039;&#039;[[Team Fortress 2 Classic]]&#039;&#039; on July 4, 2020 in the [[Death &amp;amp; Taxes]] update.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Mineside_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
BLU team starts in a spacious spawn area with three different paths, which surround the BLU flag. The VIP must pick up the intelligence and carry it until the end of the map without dying. The intelligence area has three different paths to the middle. The bottom path is a small tunnel, the middle path is a tiny connector, and the right path is an elevated alcove. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Mineside_BLU_Spawn.webp|BLU spawn&lt;br /&gt;
Mineside_BLU_Spawn_Front.webp|BLU spawn front&lt;br /&gt;
Mineside_BLU_Spawn_Back.webp|BLU spawn back&lt;br /&gt;
Mineside_BLU_Spawn_Tunnel.webp|BLU spawn tunnel&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
The middle area contains a large health and ammo pack, as well as a one-way forward spawn that opens while the intelligence is delivered. There are three paths to get to RED spawn, the final point. The left path is a tunnel that is positioned either below or above the final area, depending on the route taken. The middle path is a harsh chokepoint with some stairs leading up to a drop. The right path leads to a one-way shutter that is close to the final control point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Mineside_Middle_Spawn.webp|BLU forward spawn&lt;br /&gt;
Mineside_Middle.webp|Middle exterior&lt;br /&gt;
Mineside_Middle_Tunnel.webp|Middle tunnel&lt;br /&gt;
Mineside_Middle_Center.webp|Middle center&lt;br /&gt;
Mineside_Middle_Shaft.webp|Middle shaft&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Final ===&lt;br /&gt;
The final area is the most spacious, and is directly in front of RED spawn. The VIP must deliver the intelligence to the interior capture zone on the left, at which point the shutter doors to final Control Point opens for 60 seconds. There is one shutter door right next to the intelligence capture zone, and a much larger door exposed to the outside. If the VIP does not capture the Control Point during this time, they must capture the intelligence again. If anyone is within the Control Point building once the doors shut, they are instantly killed. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Mineside_Final_Exterior.webp|Final exterior&lt;br /&gt;
Mineside_Final_Flag.webp|Intelligence capture zone&lt;br /&gt;
Mineside_Flag_Closeup.webp|Intelligence closeup&lt;br /&gt;
Mineside_Final_Point.webp|Final Control Point&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added vip_mineside&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Added a new second route to the Escape Zone&lt;br /&gt;
* Made some areas brighter&lt;br /&gt;
* Added a small ammo kit to upper balcony at mid&lt;br /&gt;
* Added more cover for upper balcony at mid&lt;br /&gt;
* Adjusted respawn time for Red during Escape gates being open to be longer&lt;br /&gt;
* Small changes in general&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* Changed setup time from 30 seconds to 60 seconds&lt;br /&gt;
* Added new upper route for defenders (closes after setup time is over)&lt;br /&gt;
* Fixed func_dustmotes inside forward BLU spawn&lt;br /&gt;
* Changed pickup sizes in general&lt;br /&gt;
* Added ammo pickup inside upper tunnel route&lt;br /&gt;
* Animated barricade inside the mineside last cap area&lt;br /&gt;
* Small optimization changes&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* The now-obsolete game_text_tf entity has been replaced with env_instructor_hint&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=VIP&amp;diff=11619</id>
		<title>VIP</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=VIP&amp;diff=11619"/>
		<updated>2026-09-26T16:39:34Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:death_n_taxes.png|thumb|right|Banner used to tease VIP mode.]][[File:vip_lastpoint.png|thumb|right|Control Point in [[Mineside]], where the VIP escapes through his personal transport.]]&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day1 Death &amp;amp; Taxes update page]|&lt;br /&gt;
The Civilian has no combat training, is four-feet-ten on a good day, won&#039;t appear anywhere except VIP mode, and wouldn&#039;t even staff his Northampton horse ranch with filth like you, but &#039;&#039;by God&#039;&#039;, can he capture points.}}&lt;br /&gt;
&#039;&#039;&#039;VIP&#039;&#039;&#039; is a game mode involving a player designated as the VIP, who can only play as the exclusive [[Civilian]] class, a class designed to be very weak, who&#039;s role is to focus on the objectives in the maps he&#039;s available in. This includes capturing control points, using a device to open up the last control point, and racing towards the last point in one life. Typically, the BLU team will be focusing on aiding the VIP in completing these objectives, while the RED team is focused on preventing him until the timer has been reached. Usually, upon the death of the VIP, time gets removed from the timer, which allows the RED team to win faster. The VIP has special abilities himself that supports his team, including a defense boost for teammates near him, and his [[Umbrella]] that grants mini-crits on friendly targets.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Avanti]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_avanti.webp|200px]]&lt;br /&gt;
| {{code|vip_avanti}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Harbor]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_harbor.webp|200px]]&lt;br /&gt;
| {{code|vip_harbor}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mineside]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_mineside.webp|200px]]&lt;br /&gt;
| {{code|vip_mineside}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Trainyard]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_trainyard.webp|200px]]&lt;br /&gt;
| {{code|vip_trainyard}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Badwater Basin (VIP)|Badwater (VIP)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_badwater.webp|200px]]&lt;br /&gt;
| {{code|vip_badwater}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|play_game_vipmaps_1}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* VIP mode is based on the &amp;quot;[[tf:Hunted_(Classic)|Hunted]]&amp;quot; map from Team Fortress Classic. The game concept eventually evolved into [[Payload]].&lt;br /&gt;
* &amp;quot;VIP&amp;quot; is an initialism for &amp;quot;Very Important Person&amp;quot;.&lt;br /&gt;
** Unlike other game modes, where the initialism (&amp;quot;CTF&amp;quot;) and the full term (&amp;quot;Capture The Flag&amp;quot;) are both official terms, only the initialism is used for VIP.&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=VIP&amp;diff=11618</id>
		<title>VIP</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=VIP&amp;diff=11618"/>
		<updated>2026-09-26T16:39:17Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Update Mineside image to reflect the current version of the map.}}&lt;br /&gt;
&lt;br /&gt;
[[File:death_n_taxes.png|thumb|right|Banner used to tease VIP mode.]][[File:vip_lastpoint.png|thumb|right|Control Point in [[Mineside]], where the VIP escapes through his personal transport.]]&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day1 Death &amp;amp; Taxes update page]|&lt;br /&gt;
The Civilian has no combat training, is four-feet-ten on a good day, won&#039;t appear anywhere except VIP mode, and wouldn&#039;t even staff his Northampton horse ranch with filth like you, but &#039;&#039;by God&#039;&#039;, can he capture points.}}&lt;br /&gt;
&#039;&#039;&#039;VIP&#039;&#039;&#039; is a game mode involving a player designated as the VIP, who can only play as the exclusive [[Civilian]] class, a class designed to be very weak, who&#039;s role is to focus on the objectives in the maps he&#039;s available in. This includes capturing control points, using a device to open up the last control point, and racing towards the last point in one life. Typically, the BLU team will be focusing on aiding the VIP in completing these objectives, while the RED team is focused on preventing him until the timer has been reached. Usually, upon the death of the VIP, time gets removed from the timer, which allows the RED team to win faster. The VIP has special abilities himself that supports his team, including a defense boost for teammates near him, and his [[Umbrella]] that grants mini-crits on friendly targets.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Avanti]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_avanti.webp|200px]]&lt;br /&gt;
| {{code|vip_avanti}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Harbor]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_harbor.webp|200px]]&lt;br /&gt;
| {{code|vip_harbor}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mineside]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_mineside.webp|200px]]&lt;br /&gt;
| {{code|vip_mineside}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Trainyard]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_trainyard.webp|200px]]&lt;br /&gt;
| {{code|vip_trainyard}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Badwater Basin (VIP)|Badwater (VIP)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_badwater.webp|200px]]&lt;br /&gt;
| {{code|vip_badwater}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|play_game_vipmaps_1}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* VIP mode is based on the &amp;quot;[[tf:Hunted_(Classic)|Hunted]]&amp;quot; map from Team Fortress Classic. The game concept eventually evolved into [[Payload]].&lt;br /&gt;
* &amp;quot;VIP&amp;quot; is an initialism for &amp;quot;Very Important Person&amp;quot;.&lt;br /&gt;
** Unlike other game modes, where the initialism (&amp;quot;CTF&amp;quot;) and the full term (&amp;quot;Capture The Flag&amp;quot;) are both official terms, only the initialism is used for VIP.&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=VIP&amp;diff=11617</id>
		<title>VIP</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=VIP&amp;diff=11617"/>
		<updated>2026-09-26T16:36:52Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:death_n_taxes.png|thumb|right|Banner used to tease VIP mode.]][[File:vip_lastpoint.png|thumb|right|Control Point in [[Mineside]], where the VIP escapes through his personal transport.]]&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day1 Death &amp;amp; Taxes update page]|&lt;br /&gt;
The Civilian has no combat training, is four-feet-ten on a good day, won&#039;t appear anywhere except VIP mode, and wouldn&#039;t even staff his Northampton horse ranch with filth like you, but &#039;&#039;by God&#039;&#039;, can he capture points.}}&lt;br /&gt;
&#039;&#039;&#039;VIP&#039;&#039;&#039; is a game mode involving a player designated as the VIP, who can only play as the exclusive [[Civilian]] class, a class designed to be very weak, who&#039;s role is to focus on the objectives in the maps he&#039;s available in. This includes capturing control points, using a device to open up the last control point, and racing towards the last point in one life. Typically, the BLU team will be focusing on aiding the VIP in completing these objectives, while the RED team is focused on preventing him until the timer has been reached. Usually, upon the death of the VIP, time gets removed from the timer, which allows the RED team to win faster. The VIP has special abilities himself that supports his team, including a defense boost for teammates near him, and his [[Umbrella]] that grants mini-crits on friendly targets.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Avanti]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_avanti.webp|200px]]&lt;br /&gt;
| {{code|vip_avanti}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Harbor]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_harbor.webp|200px]]&lt;br /&gt;
| {{code|vip_harbor}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mineside]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_mineside.webp|200px]]&lt;br /&gt;
| {{code|vip_mineside}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Trainyard]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_trainyard.webp|200px]]&lt;br /&gt;
| {{code|vip_trainyard}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Badwater Basin (VIP)|Badwater (VIP)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_badwater.webp|200px]]&lt;br /&gt;
| {{code|vip_badwater}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|play_game_vipmaps_1}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* VIP mode is based on the &amp;quot;[[tf:Hunted_(Classic)|Hunted]]&amp;quot; map from Team Fortress Classic. The game concept eventually evolved into [[Payload]].&lt;br /&gt;
* &amp;quot;VIP&amp;quot; is an initialism for &amp;quot;Very Important Person&amp;quot;.&lt;br /&gt;
** Unlike other game modes, where the initialism (&amp;quot;CTF&amp;quot;) and the full term (&amp;quot;Capture The Flag&amp;quot;) are both official terms, only the initialism is used for VIP.&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=VIP&amp;diff=11616</id>
		<title>VIP</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=VIP&amp;diff=11616"/>
		<updated>2026-09-26T16:32:57Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: added Avanti to map list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:death_n_taxes.png|thumb|right|Banner used to tease VIP mode.]][[File:vip_lastpoint.png|thumb|right|Control Point in [[Mineside]], where the VIP escapes through his personal transport.]]&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day1 Death &amp;amp; Taxes update page]|&lt;br /&gt;
The Civilian has no combat training, is four-feet-ten on a good day, won&#039;t appear anywhere except VIP mode, and wouldn&#039;t even staff his Northampton horse ranch with filth like you, but &#039;&#039;by God&#039;&#039;, can he capture points.}}&lt;br /&gt;
&#039;&#039;&#039;VIP&#039;&#039;&#039; is a game mode involving a player designated as the VIP, who can only play as the exclusive [[Civilian]] class, a class designed to be very weak, who&#039;s role is to focus on the objectives in the maps he&#039;s available in. This includes capturing control points, using a device to open up the last control point, and racing towards the last point in one life. Typically, the BLU team will be focusing on aiding the VIP in completing these objectives, while the RED team is focused on preventing him until the timer has been reached. Usually, upon the death of the VIP, time gets removed from the timer, which allows the RED team to win faster. The VIP has special abilities himself that supports his team, including a defense boost for teammates near him, and his [[Umbrella]] that grants mini-crits on friendly targets.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Harbor]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_harbor.webp|200px]]&lt;br /&gt;
| {{code|vip_harbor}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mineside]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_mineside.webp|200px]]&lt;br /&gt;
| {{code|vip_mineside}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Trainyard]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_trainyard.webp|200px]]&lt;br /&gt;
| {{code|vip_trainyard}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Badwater Basin (VIP)|Badwater (VIP)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_badwater.webp|200px]]&lt;br /&gt;
| {{code|vip_badwater}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Avanti]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Vip_avanti.webp|200px]]&lt;br /&gt;
| {{code|vip_avanti}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|play_game_vipmaps_1}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* VIP mode is based on the &amp;quot;[[tf:Hunted_(Classic)|Hunted]]&amp;quot; map from Team Fortress Classic. The game concept eventually evolved into [[Payload]].&lt;br /&gt;
* &amp;quot;VIP&amp;quot; is an initialism for &amp;quot;Very Important Person&amp;quot;.&lt;br /&gt;
** Unlike other game modes, where the initialism (&amp;quot;CTF&amp;quot;) and the full term (&amp;quot;Capture The Flag&amp;quot;) are both official terms, only the initialism is used for VIP.&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Avanti&amp;diff=11615</id>
		<title>Avanti</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Avanti&amp;diff=11615"/>
		<updated>2026-09-26T08:16:42Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Turn notes into proper paragraphs of info.}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = Vip_avanti.webp&lt;br /&gt;
|game-type = VIP&lt;br /&gt;
|file-name = vip_avanti&lt;br /&gt;
|developer = {{Dev|14bit}}&amp;lt;br&amp;gt;{{Dev|abp}}&amp;lt;br&amp;gt;{{Dev|rami}}&amp;lt;br&amp;gt;{{Dev|Waugh101}}&amp;lt;br&amp;gt;{{Dev|Lurondor}}&amp;lt;br&amp;gt;{{Dev|moonley}}&amp;lt;br&amp;gt;{{Dev|NassimO}}&amp;lt;br&amp;gt;{{Dev|Damon}}&lt;br /&gt;
|release-date = January 30, 2026 ([[3.0.0]])&lt;br /&gt;
|map-environment = Rural&lt;br /&gt;
|map-setting = Evening&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[https://tf2classified.com/steampowered/ Steam release announcement page]|&lt;br /&gt;
To reach the safety of his illegally parked car, the Civilian will need to pass through the winery&#039;s tasting parlor, its fermentation plant, and a stuck-in-the-past visitor center—all connected by narrow European-style alleys with ample opportunity for RED to box him in.}}&lt;br /&gt;
Avanti is an official [[VIP]] map, set in the Napa Valley wine region of California. Its layout is based on the &#039;&#039;Team Fortress Classic&#039;&#039; Command Points map [https://wiki.teamfortress.com/wiki/Avanti_(Classic) Avanti]. BLU must escort the VIP to the Four control points, ending at his limousine at the winery&#039;s front gate.&lt;br /&gt;
&lt;br /&gt;
Avanti was released January 30th, 2026 as part of the game&#039;s official Steam release, patch [[3.0.0]].&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Avanti_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Point A ===&lt;br /&gt;
Red team starts at a forward spawn between Point B and Point C, while BLU team starts in an initial spawn area with two different exits. This spawn area is alike dustbowl, where the spawn room and setup gates are separate. BLU has two spawn rooms in this spawn area. There is a small covered picnic region next to a death pit, and an indoor route that gives BLU high ground above the courtyard, and a quick route to Point B&#039;s courtyard. Point A is housed inside a building with an open side, and routes up to it form below. When Point A is captured, BLU gains a forward spawnroom, and RED&#039;s spawn is pushed back to Point D.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Avanti Point A ourtyard.png|Courtyard A&lt;br /&gt;
Avanti Point A Parlor.png|Parlor A&lt;br /&gt;
Avanti Point A Picnic.png|Picnic Area&lt;br /&gt;
Avanti Point A Route.png|Point A Route&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&#039;&#039;Point B, on raised platform, drop down nearby becomes good spot for jumppad or explosive jump, highground route over A also connects to B courtyard On capture of B, Red&#039;s shortcut exit to C is blocked off&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Avanti Point B Courtyard.png|Courtyard B&lt;br /&gt;
Avanti Point B Fermentation.png|Parlor B&lt;br /&gt;
Avanti Point B Route.png|Point B Route&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point C ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&#039;&#039;Point C, Has a long indoor flank route, with full ammo and small health near the point. The bell tower can be used as a sniping position. On capture of C, Blu&#039;s forward spawn is moved to next to Point B&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Avanti Point C Early Exit.png|Early Exit&lt;br /&gt;
Avanti Point C Transition.png|Transition&lt;br /&gt;
Avanti Point C.png|Point C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point D ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&#039;&#039;Point D, centered around a fountain. Sits infront of vistor centre. A tunnel route to the right, and shortcut route to the left. Tunnel route also leads into visitor centre. Gates open after Point D is capped, letting civ reach his car&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Avanti Point D RED Spawn Outside.png|RED Spawn&lt;br /&gt;
Avanti Point D Tunnel.png|Tunnel&lt;br /&gt;
Avanti Point D Visitor Center.png|Visitor Center&lt;br /&gt;
Avanti Point D Visitor Center Basement.png|Visitor Center Basement&lt;br /&gt;
Avanti Point D.png|Point D&lt;br /&gt;
Avanti Point D Bell Tower.png|Bell Tower&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* There are around 150 wine bottles on the map that can be pushed around.&lt;br /&gt;
* The bell in the Bell Tower will ring if shot.&lt;br /&gt;
* A Team Fortress Classic flag can be found in one of the Visitor Center&#039;s displays.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Added vip_avanti&lt;br /&gt;
{{Update|3.0.2}}&lt;br /&gt;
* Fixed the final control point not triggering final control point warnings from the Announcer while being captured&lt;br /&gt;
* Even more improvements to collisions on the staircases around the fountain at Final&lt;br /&gt;
* Adjustments to clipping and detailing to make it easier to jump into the bell tower window from below&lt;br /&gt;
{{Update|3.0.8}}&lt;br /&gt;
* Clipping improvements&lt;br /&gt;
* Fixed several texture alignment issues&lt;br /&gt;
* Fixed several visible nodraws and dev textures&lt;br /&gt;
* Reworked the windows on Red&#039;s highground at Final&lt;br /&gt;
* Reworked health and ammo around Final&lt;br /&gt;
* Fixed misaligned spawn trigger at Red&#039;s final spawn&lt;br /&gt;
* Fixed several small gaps in geometry around the fences at Final&lt;br /&gt;
* Detailing adjustments around Final to improve player readability&lt;br /&gt;
* Lighting adjustments around Final to improve player readability&lt;br /&gt;
* Updated navigation mesh&lt;br /&gt;
{{Update|3.1.0}}&lt;br /&gt;
* Added light fixtures to the wine cellar underneath point A&lt;br /&gt;
* Fixed a case where sometimes the one-way door in BLU&#039;s forward spawn would get stuck closed if a player exited and entered the trigger with extremely precise timing&lt;br /&gt;
* Removed full ammo pack on RED&#039;s battlements at Final&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Avanti&amp;diff=11614</id>
		<title>Avanti</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Avanti&amp;diff=11614"/>
		<updated>2026-09-26T08:06:49Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Turn notes into proper paragraphs of info.}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = Vip_avanti.webp&lt;br /&gt;
|game-type = VIP&lt;br /&gt;
|file-name = vip_avanti&lt;br /&gt;
|developer = {{Dev|14bit}}&amp;lt;br&amp;gt;{{Dev|abp}}&amp;lt;br&amp;gt;{{Dev|rami}}&amp;lt;br&amp;gt;{{Dev|Waugh101}}&amp;lt;br&amp;gt;{{Dev|Lurondor}}&amp;lt;br&amp;gt;{{Dev|moonley}}&amp;lt;br&amp;gt;{{Dev|NassimO}}&amp;lt;br&amp;gt;{{Dev|Damon}}&lt;br /&gt;
|release-date = January 30, 2026 ([[3.0.0]])&lt;br /&gt;
|map-environment = Rural&lt;br /&gt;
|map-setting = Evening&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[https://tf2classified.com/steampowered/ Steam release announcement page]|&lt;br /&gt;
To reach the safety of his illegally parked car, the Civilian will need to pass through the winery&#039;s tasting parlor, its fermentation plant, and a stuck-in-the-past visitor center—all connected by narrow European-style alleys with ample opportunity for RED to box him in.}}&lt;br /&gt;
Avanti is an official [[VIP]] map, set in the Napa Valley wine region of California. Its layout is based on the &#039;&#039;Team Fortress Classic&#039;&#039; Command Points map [https://wiki.teamfortress.com/wiki/Avanti_(Classic) Avanti]. BLU must escort the VIP to the Four control points, ending at his limousine at the winery&#039;s front gate.&lt;br /&gt;
&lt;br /&gt;
Avanti was released January 30th, 2026 as part of the game&#039;s official Steam release, patch [[3.0.0]].&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Avanti_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Point A ===&lt;br /&gt;
Red team starts at a forward spawn between Point B and Point C, while BLU team starts in an initial spawn area with two different exits. This spawn area is alike dustbowl, where the spawn room and setup gates are separate. BLU has two spawn rooms in this spawn area. There is a small covered picnic region next to a death pit, and an indoor route that gives BLU high ground above the courtyard, and a quick route to Point B&#039;s courtyard. Point A is housed inside a building with an open side, and routes up to it form below. When Point A is captured, BLU gains a forward spawnroom, and RED&#039;s spawn is pushed back to Point D.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Avanti Point A ourtyard.png|Courtyard A&lt;br /&gt;
Avanti Point A Parlor.png|Parlor A&lt;br /&gt;
Avanti Point A Picnic.png|Picnic Area&lt;br /&gt;
Avanti Point A Route.png|Point A Route&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&#039;&#039;Point B, on raised platform, drop down nearby becomes good spot for jumppad or explosive jump, highground route over A also connects to B courtyard On capture of B, Red&#039;s shortcut exit to C is blocked off&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Avanti Point B Courtyard.png|Courtyard B&lt;br /&gt;
Avanti Point B Fermentation.png|Parlor B&lt;br /&gt;
Avanti Point B Route.png|Point B Route&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point C ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&#039;&#039;Point C, Has a long indoor flank route, with full ammo and small health near the point. The bell tower can be used as a sniping position. On capture of C, Blu&#039;s forward spawn is moved to next to Point B&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Avanti Point C Early Exit.png|Early Exit&lt;br /&gt;
Avanti Point C Transition.png|Transition&lt;br /&gt;
Avanti Point C.png|Point C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point D ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&#039;&#039;Point D, centered around a fountain. Sits infront of vistor centre. A tunnel route to the right, and shortcut route to the left. Tunnel route also leads into visitor centre. Gates open after Point D is capped, letting civ reach his car&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Avanti Point D RED Spawn Outside.png|RED Spawn&lt;br /&gt;
Avanti Point D Tunnel.png|Tunnel&lt;br /&gt;
Avanti Point D Visitor Center.png|Visitor Center&lt;br /&gt;
Avanti Point D Visitor Center Basement.png|Visitor Center Basement&lt;br /&gt;
Avanti Point D.png|Point D&lt;br /&gt;
Avanti Point D Bell Tower.png|Bell Tower&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&#039;&#039;Around 150 physics prop wine bottles are featured on the map The bell in the bell tower can be rung if shot at The visitor center features some displays. Notibly, one item is of a Team Fortress Classic flag There is a raido playing a song between A and B (what this is a refernce to? idk)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Added vip_avanti&lt;br /&gt;
{{Update|3.0.2}}&lt;br /&gt;
* Fixed the final control point not triggering final control point warnings from the Announcer while being captured&lt;br /&gt;
* Even more improvements to collisions on the staircases around the fountain at Final&lt;br /&gt;
* Adjustments to clipping and detailing to make it easier to jump into the bell tower window from below&lt;br /&gt;
{{Update|3.0.8}}&lt;br /&gt;
* Clipping improvements&lt;br /&gt;
* Fixed several texture alignment issues&lt;br /&gt;
* Fixed several visible nodraws and dev textures&lt;br /&gt;
* Reworked the windows on Red&#039;s highground at Final&lt;br /&gt;
* Reworked health and ammo around Final&lt;br /&gt;
* Fixed misaligned spawn trigger at Red&#039;s final spawn&lt;br /&gt;
* Fixed several small gaps in geometry around the fences at Final&lt;br /&gt;
* Detailing adjustments around Final to improve player readability&lt;br /&gt;
* Lighting adjustments around Final to improve player readability&lt;br /&gt;
* Updated navigation mesh&lt;br /&gt;
{{Update|3.1.0}}&lt;br /&gt;
* Added light fixtures to the wine cellar underneath point A&lt;br /&gt;
* Fixed a case where sometimes the one-way door in BLU&#039;s forward spawn would get stuck closed if a player exited and entered the trigger with extremely precise timing&lt;br /&gt;
* Removed full ammo pack on RED&#039;s battlements at Final&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Avanti&amp;diff=11613</id>
		<title>Avanti</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Avanti&amp;diff=11613"/>
		<updated>2026-09-26T08:05:19Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = Vip_avanti.webp&lt;br /&gt;
|game-type = VIP&lt;br /&gt;
|file-name = vip_avanti&lt;br /&gt;
|developer = {{Dev|14bit}}&amp;lt;br&amp;gt;{{Dev|abp}}&amp;lt;br&amp;gt;{{Dev|rami}}&amp;lt;br&amp;gt;{{Dev|Waugh101}}&amp;lt;br&amp;gt;{{Dev|Lurondor}}&amp;lt;br&amp;gt;{{Dev|moonley}}&amp;lt;br&amp;gt;{{Dev|NassimO}}&amp;lt;br&amp;gt;{{Dev|Damon}}&lt;br /&gt;
|release-date = January 30, 2026 ([[3.0.0]])&lt;br /&gt;
|map-environment = Rural&lt;br /&gt;
|map-setting = Evening&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[https://tf2classified.com/steampowered/ Steam release announcement page]|&lt;br /&gt;
To reach the safety of his illegally parked car, the Civilian will need to pass through the winery&#039;s tasting parlor, its fermentation plant, and a stuck-in-the-past visitor center—all connected by narrow European-style alleys with ample opportunity for RED to box him in.}}&lt;br /&gt;
Avanti is an official [[VIP]] map, set in the Napa Valley wine region of California. Its layout is based on the &#039;&#039;Team Fortress Classic&#039;&#039; Command Points map [https://wiki.teamfortress.com/wiki/Avanti_(Classic) Avanti]. BLU must escort the VIP to the Four control points, ending at his limousine at the winery&#039;s front gate.&lt;br /&gt;
&lt;br /&gt;
Avanti was released January 30th, 2026 as part of the game&#039;s official Steam release, patch [[3.0.0]].&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Avanti_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Point A ===&lt;br /&gt;
Red team starts at a forward spawn between Point B and Point C, while BLU team starts in an initial spawn area with two different exits. This spawn area is alike dustbowl, where the spawn room and setup gates are separate. BLU has two spawn rooms in this spawn area. There is a small covered picnic region next to a death pit, and an indoor route that gives BLU high ground above the courtyard, and a quick route to Point B&#039;s courtyard. Point A is housed inside a building with an open side, and routes up to it form below. When Point A is captured, BLU gains a forward spawnroom, and RED&#039;s spawn is pushed back to Point D.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Avanti Point A ourtyard.png|Courtyard A&lt;br /&gt;
Avanti Point A Parlor.png|Parlor A&lt;br /&gt;
Avanti Point A Picnic.png|Picnic Area&lt;br /&gt;
Avanti Point A Route.png|Point A Route&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&#039;&#039;Point B, on raised platform, drop down nearby becomes good spot for jumppad or explosive jump, highground route over A also connects to B courtyard On capture of B, Red&#039;s shortcut exit to C is blocked off&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Avanti Point B Courtyard.png|Courtyard B&lt;br /&gt;
Avanti Point B Fermentation.png|Parlor B&lt;br /&gt;
Avanti Point B Route.png|Point B Route&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point C ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&#039;&#039;Point C, Has a long indoor flank route, with full ammo and small health near the point. The bell tower can be used as a sniping position. On capture of C, Blu&#039;s forward spawn is moved to next to Point B&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Avanti Point C Early Exit.png|Early Exit&lt;br /&gt;
Avanti Point C Transition.png|Transition&lt;br /&gt;
Avanti Point C.png|Point C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point D ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&#039;&#039;Point D, centered around a fountain. Sits infront of vistor centre. A tunnel route to the right, and shortcut route to the left. Tunnel route also leads into visitor centre. Gates open after Point D is capped, letting civ reach his car&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Avanti Point D RED Spawn Outside.png|RED Spawn&lt;br /&gt;
Avanti Point D Tunnel.png|Tunnel&lt;br /&gt;
Avanti Point D Visitor Center.png|Visitor Center&lt;br /&gt;
Avanti Point D Visitor Center Basement.png|Visitor Center Basement&lt;br /&gt;
Avanti Point D.png|Point D&lt;br /&gt;
Avanti Point D Bell Tower.png|Bell Tower&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&#039;&#039;Around 150 physics prop wine bottles are featured on the map The bell in the bell tower can be rung if shot at The visitor center features some displays. Notibly, one item is of a Team Fortress Classic flag There is a raido playing a song between A and B (what this is a refernce to? idk)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Added vip_avanti&lt;br /&gt;
{{Update|3.0.2}}&lt;br /&gt;
* Fixed the final control point not triggering final control point warnings from the Announcer while being captured&lt;br /&gt;
* Even more improvements to collisions on the staircases around the fountain at Final&lt;br /&gt;
* Adjustments to clipping and detailing to make it easier to jump into the bell tower window from below&lt;br /&gt;
{{Update|3.0.8}}&lt;br /&gt;
* Clipping improvements&lt;br /&gt;
* Fixed several texture alignment issues&lt;br /&gt;
* Fixed several visible nodraws and dev textures&lt;br /&gt;
* Reworked the windows on Red&#039;s highground at Final&lt;br /&gt;
* Reworked health and ammo around Final&lt;br /&gt;
* Fixed misaligned spawn trigger at Red&#039;s final spawn&lt;br /&gt;
* Fixed several small gaps in geometry around the fences at Final&lt;br /&gt;
* Detailing adjustments around Final to improve player readability&lt;br /&gt;
* Lighting adjustments around Final to improve player readability&lt;br /&gt;
* Updated navigation mesh&lt;br /&gt;
{{Update|3.1.0}}&lt;br /&gt;
* Added light fixtures to the wine cellar underneath point A&lt;br /&gt;
* Fixed a case where sometimes the one-way door in BLU&#039;s forward spawn would get stuck closed if a player exited and entered the trigger with extremely precise timing&lt;br /&gt;
* Removed full ammo pack on RED&#039;s battlements at Final&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_D_Bell_Tower.png&amp;diff=11612</id>
		<title>File:Avanti Point D Bell Tower.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_D_Bell_Tower.png&amp;diff=11612"/>
		<updated>2026-09-26T07:53:43Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_C.png&amp;diff=11611</id>
		<title>File:Avanti Point C.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_C.png&amp;diff=11611"/>
		<updated>2026-09-26T07:53:43Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_C_Transition.png&amp;diff=11610</id>
		<title>File:Avanti Point C Transition.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_C_Transition.png&amp;diff=11610"/>
		<updated>2026-09-26T07:53:42Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_C_Early_Exit.png&amp;diff=11609</id>
		<title>File:Avanti Point C Early Exit.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_C_Early_Exit.png&amp;diff=11609"/>
		<updated>2026-09-26T07:53:42Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_RED_Forward_Spawn.png&amp;diff=11608</id>
		<title>File:Avanti RED Forward Spawn.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_RED_Forward_Spawn.png&amp;diff=11608"/>
		<updated>2026-09-26T07:53:42Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_RED_Back_Spawn.png&amp;diff=11607</id>
		<title>File:Avanti RED Back Spawn.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_RED_Back_Spawn.png&amp;diff=11607"/>
		<updated>2026-09-26T07:53:41Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_D.png&amp;diff=11606</id>
		<title>File:Avanti Point D.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_D.png&amp;diff=11606"/>
		<updated>2026-09-26T07:53:41Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_D_Visitor_Center.png&amp;diff=11605</id>
		<title>File:Avanti Point D Visitor Center.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_D_Visitor_Center.png&amp;diff=11605"/>
		<updated>2026-09-26T07:53:41Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_D_Visitor_Center_Basement.png&amp;diff=11604</id>
		<title>File:Avanti Point D Visitor Center Basement.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_D_Visitor_Center_Basement.png&amp;diff=11604"/>
		<updated>2026-09-26T07:53:40Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_D_Tunnel.png&amp;diff=11603</id>
		<title>File:Avanti Point D Tunnel.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_D_Tunnel.png&amp;diff=11603"/>
		<updated>2026-09-26T07:53:40Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_D_RED_Spawn_Outside.png&amp;diff=11602</id>
		<title>File:Avanti Point D RED Spawn Outside.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_D_RED_Spawn_Outside.png&amp;diff=11602"/>
		<updated>2026-09-26T07:53:40Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_B_Route.png&amp;diff=11601</id>
		<title>File:Avanti Point B Route.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_B_Route.png&amp;diff=11601"/>
		<updated>2026-09-26T07:53:39Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_B_Fermentation.png&amp;diff=11600</id>
		<title>File:Avanti Point B Fermentation.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_B_Fermentation.png&amp;diff=11600"/>
		<updated>2026-09-26T07:53:39Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_B_Courtyard.png&amp;diff=11599</id>
		<title>File:Avanti Point B Courtyard.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_B_Courtyard.png&amp;diff=11599"/>
		<updated>2026-09-26T07:53:38Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_A_Route.png&amp;diff=11598</id>
		<title>File:Avanti Point A Route.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_A_Route.png&amp;diff=11598"/>
		<updated>2026-09-26T07:53:38Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_A_Picnic.png&amp;diff=11597</id>
		<title>File:Avanti Point A Picnic.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_A_Picnic.png&amp;diff=11597"/>
		<updated>2026-09-26T07:53:37Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_A_Parlor.png&amp;diff=11596</id>
		<title>File:Avanti Point A Parlor.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_A_Parlor.png&amp;diff=11596"/>
		<updated>2026-09-26T07:53:37Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_A_ourtyard.png&amp;diff=11595</id>
		<title>File:Avanti Point A ourtyard.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Point_A_ourtyard.png&amp;diff=11595"/>
		<updated>2026-09-26T07:53:37Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Dropdown.png&amp;diff=11594</id>
		<title>File:Avanti Dropdown.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Dropdown.png&amp;diff=11594"/>
		<updated>2026-09-26T07:53:36Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_BLU_Wine_Cellar.png&amp;diff=11593</id>
		<title>File:Avanti BLU Wine Cellar.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_BLU_Wine_Cellar.png&amp;diff=11593"/>
		<updated>2026-09-26T07:53:36Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_BLU_Hillside.png&amp;diff=11592</id>
		<title>File:Avanti BLU Hillside.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_BLU_Hillside.png&amp;diff=11592"/>
		<updated>2026-09-26T07:53:36Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_BLU_Forwarder_Spawn.png&amp;diff=11591</id>
		<title>File:Avanti BLU Forwarder Spawn.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_BLU_Forwarder_Spawn.png&amp;diff=11591"/>
		<updated>2026-09-26T07:53:35Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Blu_Forward_Spawn_Interior.png&amp;diff=11590</id>
		<title>File:Avanti Blu Forward Spawn Interior.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Avanti_Blu_Forward_Spawn_Interior.png&amp;diff=11590"/>
		<updated>2026-09-26T07:53:35Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Avanti&amp;diff=11589</id>
		<title>Avanti</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Avanti&amp;diff=11589"/>
		<updated>2026-09-26T07:52:30Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Jill&amp;#039;s notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = Vip_avanti.webp&lt;br /&gt;
|game-type = VIP&lt;br /&gt;
|file-name = vip_avanti&lt;br /&gt;
|developer = {{Dev|14bit}}&amp;lt;br&amp;gt;{{Dev|abp}}&amp;lt;br&amp;gt;{{Dev|rami}}&amp;lt;br&amp;gt;{{Dev|Waugh101}}&amp;lt;br&amp;gt;{{Dev|Lurondor}}&amp;lt;br&amp;gt;{{Dev|moonley}}&amp;lt;br&amp;gt;{{Dev|NassimO}}&amp;lt;br&amp;gt;{{Dev|Damon}}&lt;br /&gt;
|release-date = January 30, 2026 ([[3.0.0]])&lt;br /&gt;
|map-environment = Rural&lt;br /&gt;
|map-setting = Evening&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[https://tf2classified.com/steampowered/ Steam release announcement page]|&lt;br /&gt;
To reach the safety of his illegally parked car, the Civilian will need to pass through the winery&#039;s tasting parlor, its fermentation plant, and a stuck-in-the-past visitor center—all connected by narrow European-style alleys with ample opportunity for RED to box him in.}}&lt;br /&gt;
Avanti is an official [[VIP]] map, set in the Napa Valley wine region of California. Its layout is based on the &#039;&#039;Team Fortress Classic&#039;&#039; Command Points map [https://wiki.teamfortress.com/wiki/Avanti_(Classic) Avanti]. BLU must escort the VIP to the Four control points, ending at his limousine at the winery&#039;s front gate.&lt;br /&gt;
&lt;br /&gt;
Avanti was released January 30th, 2026 as part of the game&#039;s official Steam release, patch [[3.0.0]].&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Avanti_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Point A ===&lt;br /&gt;
Red team starts at a forward spawn between Point B and Point C, while BLU team starts in an initial spawn area with two different exits. This spawn area is alike dustbowl, where the spawn room and setup gates are separate. BLU has two spawn rooms in this spawn area. There is a small covered picnic region next to a death pit, and an indoor route that gives BLU high ground above the courtyard, and a quick route to Point B&#039;s courtyard. Point A is housed inside a building with an open side, and routes up to it form below. When Point A is captured, BLU gains a forward spawnroom, and RED&#039;s spawn is pushed back to Point D.&lt;br /&gt;
&lt;br /&gt;
=== Point B ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&#039;&#039;Point B, on raised platform, drop down nearby becomes good spot for jumppad or explosive jump, highground route over A also connects to B courtyard On capture of B, Red&#039;s shortcut exit to C is blocked off&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Point C ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&#039;&#039;Point C, Has a long indoor flank route, with full ammo and small health near the point. The bell tower can be used as a sniping position. On capture of C, Blu&#039;s forward spawn is moved to next to Point B&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Point D ===&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&#039;&#039;Point D, centered around a fountain. Sits infront of vistor centre. A tunnel route to the right, and shortcut route to the left. Tunnel route also leads into visitor centre. Gates open after Point D is capped, letting civ reach his car&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
&#039;&#039;Around 150 physics prop wine bottles are featured on the map The bell in the bell tower can be rung if shot at The visitor center features some displays. Notibly, one item is of a Team Fortress Classic flag There is a raido playing a song between A and B (what this is a refernce to? idk)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Added vip_avanti&lt;br /&gt;
{{Update|3.0.2}}&lt;br /&gt;
* Fixed the final control point not triggering final control point warnings from the Announcer while being captured&lt;br /&gt;
* Even more improvements to collisions on the staircases around the fountain at Final&lt;br /&gt;
* Adjustments to clipping and detailing to make it easier to jump into the bell tower window from below&lt;br /&gt;
{{Update|3.0.8}}&lt;br /&gt;
* Clipping improvements&lt;br /&gt;
* Fixed several texture alignment issues&lt;br /&gt;
* Fixed several visible nodraws and dev textures&lt;br /&gt;
* Reworked the windows on Red&#039;s highground at Final&lt;br /&gt;
* Reworked health and ammo around Final&lt;br /&gt;
* Fixed misaligned spawn trigger at Red&#039;s final spawn&lt;br /&gt;
* Fixed several small gaps in geometry around the fences at Final&lt;br /&gt;
* Detailing adjustments around Final to improve player readability&lt;br /&gt;
* Lighting adjustments around Final to improve player readability&lt;br /&gt;
* Updated navigation mesh&lt;br /&gt;
{{Update|3.1.0}}&lt;br /&gt;
* Added light fixtures to the wine cellar underneath point A&lt;br /&gt;
* Fixed a case where sometimes the one-way door in BLU&#039;s forward spawn would get stuck closed if a player exited and entered the trigger with extremely precise timing&lt;br /&gt;
* Removed full ammo pack on RED&#039;s battlements at Final&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Avanti&amp;diff=11588</id>
		<title>Avanti</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Avanti&amp;diff=11588"/>
		<updated>2026-09-26T07:50:19Z</updated>

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