<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.tf2classified.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TR4SHQU33N</id>
	<title>TF2 Classified Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.tf2classified.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TR4SHQU33N"/>
	<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/wiki/Special:Contributions/TR4SHQU33N"/>
	<updated>2026-05-31T21:32:43Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.0-beta</generator>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Ctf_turbine.png&amp;diff=8840</id>
		<title>File:Ctf turbine.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Ctf_turbine.png&amp;diff=8840"/>
		<updated>2025-08-21T16:04:39Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: TR4SHQU33N uploaded a new version of File:Ctf turbine.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Main photo of ctf_turbine.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;br /&gt;
[[Category:Map images]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Capture_the_Flag&amp;diff=8839</id>
		<title>Capture the Flag</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Capture_the_Flag&amp;diff=8839"/>
		<updated>2025-08-21T15:52:28Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds the map list re-do to the Capture the Flag page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
:&#039;&#039;This article was adapted and revised from the [[tf:Capture the Flag|&amp;quot;Capture the Flag&amp;quot; article of the Official Team Fortress Wiki]].&#039;&#039;&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Scout&#039;&#039;&#039; &#039;&#039;after making off with the enemy intelligence&#039;&#039;|&#039;&#039;Wave goodbye to your secret crap, dumbass!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[File:gamemode ctf.png|550px|right]]&lt;br /&gt;
&#039;&#039;&#039;Capture the Flag&#039;&#039;&#039;, abbreviated &#039;&#039;&#039;&amp;quot;CTF&amp;quot;&#039;&#039;&#039;, is a game mode where each team has an [[Intelligence|intelligence]] briefcase (or other item) that they must defend while trying to steal each other&#039;s intelligences. The team to reach a set number of stolen intelligences first wins.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
At the start of a Capture the Flag round, each team has their own [[Intelligence]] in a specific zone of the map. A team must retrieve the flag from inside the enemy base and carry it back to their own, usually a team&#039;s capture zone is the same as where their flag spawns. Teams must simultaneously defend their own flag and capture that of their opponent.&lt;br /&gt;
&lt;br /&gt;
Reaching and walking over the enemy intelligence will cause a player to pick it up. While carrying the flag, players will leave a paper trail behind them, show an outline to their teammates indicative of their current health, and have the compass needle on the HUD point towards them. This means the flag carrier is highly visible to both teams, who must work to defend or stop them while they return to safety.&lt;br /&gt;
&lt;br /&gt;
When the intelligence is dropped, a 60 second timer will display over it. If it has not been picked up again in this time, it will return to its starting position.&lt;br /&gt;
&lt;br /&gt;
The [[Announcer]] will inform teams when flags are taken, dropped or captured. The HUD also displays the status of any team&#039;s flag and the total number of flag captures for each team. Once this number reaches the limit (default 3), that team wins the round.&lt;br /&gt;
&lt;br /&gt;
Usually, a Capture The Flag round has a maximum time limit equal to the current map timer. If neither team has captured within the allotted time, the game will go to [[Sudden Death]], or stalemate.&lt;br /&gt;
&lt;br /&gt;
===Four-Team===&lt;br /&gt;
&lt;br /&gt;
In [[Four-Team]], a team may only capture a given opponent&#039;s flag once. After this, that flag will become locked for the capturing team until they have taken the flags of the remaining two. Once all three have been each captured once, they will all unlock again, provided the capture limit has not been reached and the game continues.&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;[[2Fort]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Ctf_2fort_bridge_ss.png|200px]]&lt;br /&gt;
| {{code|ctf_2fort}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Well (Capture the Flag)|Well (CTF)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Ctf_well.png|200px]]&lt;br /&gt;
| {{code|ctf_well}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Turbine]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Ctf_turbine.png|200px]]&lt;br /&gt;
| {{code|ctf_turbine}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sawmill (Capture the Flag)|Sawmill (CTF)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Ctf_sawmill.png|200px]]&lt;br /&gt;
| {{code|ctf_sawmill}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Double Cross]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Ctf_doublecross.webp|200px]]&lt;br /&gt;
| {{code|ctf_doublecross}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Landfall]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Ctf_landfall.jpg|200px]]&lt;br /&gt;
| {{code|ctf_landfall}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Casbah]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Ctf_casbah.webp|200px]]&lt;br /&gt;
| {{code|ctf_casbah}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Pelican Peak]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Ctf_pelican_peak.webp|200px]]&lt;br /&gt;
| {{code|ctf_pelican_peak}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Penguin Peak]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Ctf_Penguin_Peak.webp|200px]]&lt;br /&gt;
| {{code|ctf_penguin_peak}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Capture the Flag is the only gamemode to be present in every single Team Fortress game so far. Quake Fortress, Team Fortress Classic, and Team Fortress 2 all have Capture the Flag as gamemode.&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Ctf_well.png&amp;diff=8838</id>
		<title>File:Ctf well.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Ctf_well.png&amp;diff=8838"/>
		<updated>2025-08-21T15:52:03Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Middle area of Well (CTF)&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;br /&gt;
[[Category:Map images]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Ctf_sawmill.png&amp;diff=8837</id>
		<title>File:Ctf sawmill.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Ctf_sawmill.png&amp;diff=8837"/>
		<updated>2025-08-21T15:51:44Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds license and category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Middle area of Sawmill (CTF)&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;br /&gt;
[[Category:Map images]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Ctf_sawmill.png&amp;diff=8836</id>
		<title>File:Ctf sawmill.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Ctf_sawmill.png&amp;diff=8836"/>
		<updated>2025-08-21T15:50:46Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Middle area of Sawmill (CTF)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Middle area of Sawmill (CTF)&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Ctf_well.png&amp;diff=8835</id>
		<title>File:Ctf well.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Ctf_well.png&amp;diff=8835"/>
		<updated>2025-08-21T15:50:18Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Middle area of Well (CTF)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Middle area of Well (CTF)&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Territorial_Control&amp;diff=8834</id>
		<title>Territorial Control</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Territorial_Control&amp;diff=8834"/>
		<updated>2025-08-20T11:55:33Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds the map list re-do to the Territorial Control page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Territorial Control&#039;&#039;&#039;, abbreviated as &#039;&#039;&#039;&amp;quot;TC&amp;quot;&#039;&#039;&#039;, is a symmetrical gamemode where the goal of each team is to take control of the entire map. The middle of the map is divided into four areas, each with their own [[Control point (objective)|control point]]. Each round is fought between two adjacent areas that are owned by opposite teams, with the other two areas closed off. To win each round, the teams must capture the others&#039; point, and thus, the area. When all four middle areas are owned by a single team, the final round begins. The team in control of the map takes an offensive role against the other team&#039;s base, while the other team has to defend until time runs out. If the defending team is successful, they regain control of the attacking team&#039;s area. If the attacking team captures the defending team&#039;s base, they win the game. As of the [[2.2.2]] update, only one TC map exists; Hydro, likely due to the complexity of designing such a map.&lt;br /&gt;
&lt;br /&gt;
== Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Hydro (Territorial Control)|Hydro (TC)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Tc_hydro.webp|200px]]&lt;br /&gt;
| {{code|tc_hydro}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Territorial_Domination&amp;diff=8833</id>
		<title>Territorial Domination</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Territorial_Domination&amp;diff=8833"/>
		<updated>2025-08-20T11:50:19Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds the map list re-do to the Territorial Domination page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:fight_or_flight_td.png|thumb|right|Image used to tease TD from the Day 3 page of Fight or Flight]]&lt;br /&gt;
{{Quotation|[https://tf2classic.com/fight_or_flight/day3 Fight or Flight update page]|&lt;br /&gt;
Territorial Domination (TD) is a brand new game mode for TF2 Classic that offers the unpredictable, ever-shifting objectives of [[Territorial Control]], and marries it with unique tightly-packed action. Enjoy the affluence of more point-holding monarchy, with only half the stalemates!}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Territorial Domination&#039;&#039;&#039; is a game-mode in which the end goal for both teams is to control all three [[Control point (objective)|control points]] on the map. At the start of the round, both teams are randomly assigned a starting control point, with the remaining point being fought over. Once the third point is captured, all points will become unlocked. As the points exchange hands, so do the spawn-points of the teams; teams will always spawn from the areas they control. Teams can either win by owning all control points or owning the most points when time runs out. If neither team can cap the initial third point before time runs out, the round stalemates.&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;[[Caper]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Td_caper.webp|200px]]&lt;br /&gt;
| {{code|td_caper}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sunnyside]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Sunnyside-Point-B.jpg|200px]]&lt;br /&gt;
| {{code|td_sunnyside}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Six_Shooter&amp;diff=8180</id>
		<title>Six Shooter</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Six_Shooter&amp;diff=8180"/>
		<updated>2025-05-11T02:54:37Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Was missing nav allweapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| image=Revolver&lt;br /&gt;
| kill-icon=skull&lt;br /&gt;
| used-by=Mercenary&lt;br /&gt;
| slot=Secondary&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;
{{scrapped}}&lt;br /&gt;
The &#039;&#039;&#039;Six Shooter&#039;&#039;&#039; is one of the many secondary weapons that could be found in the [[Deathmatch]] mode, able to be used by the [[Mercenary]].&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;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 67&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 47&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 23&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 130&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&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;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Despite using the [[Revolver]] as a placeholder bucket icon, the in-game model uses the Workshop model [https://steamcommunity.com/sharedfiles/filedetails/?id=508688617&amp;amp;searchtext=whiplash Whiplash], a revolver for the [[Scout]] created by CoBalt for the [https://steamcommunity.com/groups/TF2ArmsRace TF2Maps Arms Race] weapon design contest.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Whiplash_thumbnail.jpg|Workshop thumbnail&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Cyclops&amp;diff=8179</id>
		<title>Cyclops</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Cyclops&amp;diff=8179"/>
		<updated>2025-05-10T21:33:04Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout-kind=EMP Grenade Launcher&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout neutral|Hold down fire key to prevent detonation}}&lt;br /&gt;
{{Loadout positive|Explosion detonates your own projectiles and destroys enemy stickybombs}}&lt;br /&gt;
{{Loadout negative|-10% explosion radius}}&lt;br /&gt;
{{Loadout negative|-75% clip size}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;In the land of the blind, you are king.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Cyclops&#039;&#039;&#039; is a primary [[weapon]] for the [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Kaboom&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 100&amp;lt;br&amp;gt;{{tooltip|95|After bouncing}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 300&amp;lt;br&amp;gt;{{tooltip|285|After bouncing}}&lt;br /&gt;
 | mini-crit = 135&amp;lt;br&amp;gt;{{tooltip|129|After bouncing}}&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = {{tooltip|132 HU|Untested}}&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = {{tooltip|1% / 2.88 HU|Untested}}&lt;br /&gt;
 | self-damage = 28-56&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.49 s&lt;br /&gt;
 | reload = 1.24 s&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_cyclops_hugecombo}}&lt;br /&gt;
{{Achievement|achievement_cyclops_airborne}}&lt;br /&gt;
{{Achievement|achievement_cyclops_blind}}&lt;br /&gt;
{{Achievement|achievement_cyclops_jump}}&lt;br /&gt;
{{Achievement|achievement_destroy_proj_cyclops}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.7.3}}&lt;br /&gt;
* Added the Cyclops&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.3.1}}&lt;br /&gt;
* Fixed materials for Cyclops/Grenade Launcher when on GRN/YLW&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added new Cyclops and Beta [[RPG]] sounds by Omniary&lt;br /&gt;
* The Cyclops is now named The Heavy Ordance{{sic}}&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.1}}&lt;br /&gt;
* Changed The Heavy Ordnance back to Cyclops&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Removed the Cyclops &amp;lt;!-- todo: confirm, it just kinda disappears around this patch, with no note of its removal in any patch notes --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Cyclops&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Cyclops&amp;diff=8178</id>
		<title>Cyclops</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Cyclops&amp;diff=8178"/>
		<updated>2025-05-10T21:32:41Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Stubbing this article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout-kind=EMP Grenade Launcher&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout neutral|Hold down fire key to prevent detonation}}&lt;br /&gt;
{{Loadout positive|Explosion detonates your own projectiles and destroys enemy stickybombs}}&lt;br /&gt;
{{Loadout negative|-10% explosion radius}}&lt;br /&gt;
{{Loadout negative|-75% clip size}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;In the land of the blind, you are king.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Cyclops&#039;&#039;&#039; is a primary [[weapon]] for the [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Kaboom&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 100&amp;lt;br&amp;gt;{{tooltip|95|After bouncing}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 300&amp;lt;br&amp;gt;{{tooltip|285|After bouncing}}&lt;br /&gt;
 | mini-crit = 135&amp;lt;br&amp;gt;{{tooltip|129|After bouncing}}&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = {{tooltip|132 HU|Untested}}&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = {{tooltip|1% / 2.88 HU|Untested}}&lt;br /&gt;
 | self-damage = 28-56&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.49 s&lt;br /&gt;
 | reload = 1.24 s&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_cyclops_hugecombo}}&lt;br /&gt;
{{Achievement|achievement_cyclops_airborne}}&lt;br /&gt;
{{Achievement|achievement_cyclops_blind}}&lt;br /&gt;
{{Achievement|achievement_cyclops_jump}}&lt;br /&gt;
{{Achievement|achievement_destroy_proj_cyclops}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.7.3}}&lt;br /&gt;
* Added the Cyclops&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.3.1}}&lt;br /&gt;
* Fixed materials for Cyclops/Grenade Launcher when on GRN/YLW&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added new Cyclops and Beta [[RPG]] sounds by Omniary&lt;br /&gt;
* The Cyclops is now named The Heavy Ordance{{sic}}&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.1}}&lt;br /&gt;
* Changed The Heavy Ordnance back to Cyclops&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Removed the Cyclops &amp;lt;!-- todo: confirm, it just kinda disappears around this patch, with no note of its removal in any patch notes --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Cyclops&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Tommy_Gun&amp;diff=8172</id>
		<title>Tommy Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Tommy_Gun&amp;diff=8172"/>
		<updated>2025-05-09T21:42:26Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Creates page for the Tommy Gun.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=skull&lt;br /&gt;
| used-by=Mercenary&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=50&lt;br /&gt;
| ammo-carried=100&lt;br /&gt;
| reload-type = Magazine&lt;br /&gt;
| loadout=yes}}&lt;br /&gt;
{{scrapped}}&lt;br /&gt;
The &#039;&#039;&#039;Tommy Gun&#039;&#039;&#039; was one of the many primary weapons that could be found in the [[Deathmatch]] mode, able to be used by the [[Mercenary]]. It is one of few weapons that has since reappeared in &#039;&#039;Open Fortress&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It was one of the more riskier weapons of the mode, with its accuracy decreasing and recoil intensifying the more it was fired. This made it an overall inaccurate weapon during the period in which it was fired, but very high reward when the person wielding it can use it correctly.&lt;br /&gt;
== Properties ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;These stats are not perfect, so take everything below with a grain of salt.&#039;&#039;&amp;lt;/small&amp;gt;&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 = None&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 21&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 14&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 42&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.025|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 50&lt;br /&gt;
 | carried = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* It used the [[Minigun]] as a placeholder bucket icon, however, it was fully modelled and animated in-game.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tommygun_example.png|An example of its in-game appearance on the map [[Wiseau]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Tommygun_example.png&amp;diff=8171</id>
		<title>File:Tommygun example.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Tommygun_example.png&amp;diff=8171"/>
		<updated>2025-05-09T21:38:55Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Example of the in-game model for use on the Tommy Gun weapon page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of the in-game model for use on the Tommy Gun weapon page&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sten_Gun&amp;diff=7999</id>
		<title>Sten Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sten_Gun&amp;diff=7999"/>
		<updated>2025-05-09T01:38:25Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=skull&lt;br /&gt;
| used-by=Mercenary&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=30&lt;br /&gt;
| ammo-carried=90&lt;br /&gt;
| reload-type = Magazine&lt;br /&gt;
| loadout=yes}}&lt;br /&gt;
{{scrapped}}&lt;br /&gt;
The &#039;&#039;&#039;Sten Gun&#039;&#039;&#039; was one of the many primary weapons that could be found in the [[Deathmatch]] mode, able to be used by the [[Mercenary]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;These stats are not perfect, so take everything below with a grain of salt.&#039;&#039;&amp;lt;/small&amp;gt;&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 = None&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 = 8&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 36&lt;br /&gt;
 | mini-crit = 23&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 30&lt;br /&gt;
 | carried = 90&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Deathmatch&amp;diff=7998</id>
		<title>Deathmatch</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Deathmatch&amp;diff=7998"/>
		<updated>2025-05-09T01:24:05Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: As it turns out, I forgot the Sten Gun is a primary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:banner_image_beta3.png|thumb|right|Banner used for Deathmatch.]]&lt;br /&gt;
{{scrapped}}&lt;br /&gt;
{{todo|&lt;br /&gt;
Add unaccounted for images for specific weapons (Tommy Gun, the map-hidden weapons, Hydraulic Hammer)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathmatch&#039;&#039;&#039; was a fast-paced free-for-all gamemode in which all players must fight to win via reaching 50 points or getting the most amount of points after the time limit is reached. It had a special class unique to the mode, much like [[VIP]], named the [[Mercenary]] who would be the only playable class in this mode.&lt;br /&gt;
&lt;br /&gt;
Players would start with two starting weapons ([[Pistol]] and [[Crowbar]]), and would pick up weapons to replace them as they go, deathmatch-specific weapons would be scattered around the map alongside weapons seen in the base game (see below). Power-ups could also be found on these maps, providing varying buffs to the player that would last set periods of time, listed below.&lt;br /&gt;
&lt;br /&gt;
Deathmatch would eventually be removed from the game for a number of reasons, splitting off into &#039;&#039;Team Deathmatch Classic&#039;&#039; and &#039;&#039;Open Fortress&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* It was too large; it felt like its own separate game.&lt;br /&gt;
* Any gamemode that removes classes/weapons to function goes against some of the core principles of &#039;&#039;Team Fortress&#039;&#039;.&lt;br /&gt;
* The code was getting to the point where if one thing was done in X, it&#039;d screw something up in Y.&lt;br /&gt;
&lt;br /&gt;
==Deathmatch weapons==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
{{Weapon|Grenade Launcher}}&lt;br /&gt;
{{Weapon|Minigun}}&lt;br /&gt;
{{Weapon|Rocket Launcher}}&lt;br /&gt;
{{Weapon|Sniper Rifle}}&lt;br /&gt;
{{Weapon|Super Shotgun}}&lt;br /&gt;
{{Weapon|Sten Gun}}&lt;br /&gt;
{{Weapon|Tommy Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Six Shooter}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Crowbar}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hidden melee weapons ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Coffee Pot}}&lt;br /&gt;
{{Weapon|Lead Pipe}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Power-up specific weapons ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Hydraulic Hammers}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Power-ups ==&lt;br /&gt;
This is a list of power-ups that were able to be found in this mode:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_crits.png|Critical Hits|100px]]&lt;br /&gt;
| Applies [[Critical hits]] to the player for a period of fifteen seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_uber.png|Ubercharge|100px]]&lt;br /&gt;
| Applies [[Ubercharge]] to the player for a period of fifteen seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_megahealth.png|Megahealth|100px]]&lt;br /&gt;
| Applies max overheal to the player which drains overtime till it returns to base health.&lt;br /&gt;
|}&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;[[2Fort (Deathmatch)|2Fort (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_2fort.png|200px]]&lt;br /&gt;
| {{code|dm_2fort}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Axiomax]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_axiomax.png|200px]]&lt;br /&gt;
| {{code|dm_axiomax}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Compound]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_compound.png|200px]]&lt;br /&gt;
| {{code|dm_compound}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Grain]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_grain.png|200px]]&lt;br /&gt;
| {{code|dm_grain}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Lineage]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_lineage.png|200px]]&lt;br /&gt;
| {{code|dm_lineage}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Lumberyard (Deathmatch)|Lumberyard (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_lumberyard.png|200px]]&lt;br /&gt;
| {{code|dm_lumberyard}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Offblast (Deathmatch)|Offblast (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_offblast.png|200px]]&lt;br /&gt;
| {{code|dm_offblast}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Parley]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_parley.png|200px]]&lt;br /&gt;
| {{code|dm_parley}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ravine (Deathmatch)|Ravine (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_ravine.png|200px]]&lt;br /&gt;
| {{code|dm_ravine}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Wiseau]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_wiseau.png|200px]]&lt;br /&gt;
| {{code|dm_wiseau}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added a very VERY early version of [[Deathmatch]] mode.&lt;br /&gt;
* W.I.P [[Mercenary]] model by Maxxy&lt;br /&gt;
* Players can set their own model color using {{code|tf2c_setmerccolor R G B}}&lt;br /&gt;
** Note: The merc. model with proper coloring support wasn’t ready yet.&lt;br /&gt;
* Added a {{code|tf_logic_deathmatch}} entity. Place one in your map to mark your map as a [[Deathmatch|DM]] map&lt;br /&gt;
* Added [[Compound|dm_compound]] (OneFourth)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3.1}}&lt;br /&gt;
* Fixed the tf_logic_deathmatch fgd entry&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Additions&#039;&#039;&#039;&lt;br /&gt;
* Added the crowbar{{sic}}&lt;br /&gt;
* Added the deathmatch weapon spawner entity into the game&lt;br /&gt;
* Added support for Mercenary and Civilian HUD images&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Additions&#039;&#039;&#039;&lt;br /&gt;
* Added a new game mode, [[Deathmatch]] (Danielmm8888, Nicknine, PistonMiner, Iamgoofball)&lt;br /&gt;
** Free-for-all competition to get the most kills&lt;br /&gt;
** Round ends after 50 kills have been reached&lt;br /&gt;
* DM-specific Weapons (Iamgoofball)&lt;br /&gt;
** Added the [[Sten Gun]] (Sedimentarysocks, Maxxy), [[Super Shotgun]] (Rage, Game Zombie, OverPovered), [[Six Shooter]] (model is placeholder), [[Crowbar]]&lt;br /&gt;
* Added the Overheal Pill (Game Zombie, Nitronik)&lt;br /&gt;
** New kind of medkit that heals 8%, can overheal and doesn&#039;t extinguish.&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Added dm_ravine (Valve, Snowshoe), dm_offblast (Valve, MacD11, iiboharz), dm_2fort (Valve, iiboharz), dm_lumberyard (MacD11, Valve), dm_wiseau (MacD11)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Added maps:&lt;br /&gt;
** dm_grain&lt;br /&gt;
* Removed maps:&lt;br /&gt;
** dm_offblast&lt;br /&gt;
* Updated maps:&lt;br /&gt;
** dm_wiseau&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathmatch&#039;&#039;&#039;&lt;br /&gt;
* Kills and assists no longer grant double points&lt;br /&gt;
* Suicides and environmental deaths subtract 1 point&lt;br /&gt;
* Mercenary colors now only change after the player has respawned&lt;br /&gt;
** RIP Rainbow Merc&lt;br /&gt;
* Added a colored sniper dot{{sic}}&lt;br /&gt;
* Added the Uber powerup&lt;br /&gt;
* Enabled player collision&lt;br /&gt;
* Added the Berserk powerup (currently not present in any maps)&lt;br /&gt;
* Added blue outlines to weapon spawners&lt;br /&gt;
* Players drop their active weapon when killed (outline color indicates how much ammo the dropped weapon includes - green is full, red is almost empty)&lt;br /&gt;
* Set player overheal decay 25% slower&lt;br /&gt;
* Buffed player overheal cap to 200%&lt;br /&gt;
* Scoreboard now displays killstreaks&lt;br /&gt;
* Respawn particles now preview properly&lt;br /&gt;
* Heavy Artillery added to weapon pool&lt;br /&gt;
* Flare Gun added to weapon pool&lt;br /&gt;
* Reworked the Sten Gun Animations&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 3)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* Raised Deathmatch overheal drain time to 30 seconds (from 20)&lt;br /&gt;
&#039;&#039;&#039;Bugs/Exploits&#039;&#039;&#039;&lt;br /&gt;
* Fixed a client crash related to chat in Deathmatch&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* {{code|tf_weaponspawner}} now allows options to disable glow and rotation&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
* Removed the Heavy Artillery&lt;br /&gt;
* Added the Tommy Gun&lt;br /&gt;
* Added several map specific Deathmatch melee weapons&lt;br /&gt;
* RPG stats changed to replace Deathmatch Rocket Launcher&lt;br /&gt;
** (maps have not been recompiled with this change yet)&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Updated Wiseau soundscapes&lt;br /&gt;
* Updated DM_Grain&lt;br /&gt;
* Added a new test map, [[dm_lineage_a1]]. Due to potential crashes this map has not been added to the default Deathmatch rotation.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Removed the following maps:&lt;br /&gt;
** dm_2fort&lt;br /&gt;
** dm_axiomax&lt;br /&gt;
** dm_devtest&lt;br /&gt;
** dm_grain&lt;br /&gt;
** dm_liniage{{sic}}&lt;br /&gt;
** dm_lumberyard&lt;br /&gt;
** dm_parley&lt;br /&gt;
** dm_ravine&lt;br /&gt;
** dm_wiseau&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:Weapon&amp;diff=7997</id>
		<title>Template:Weapon</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:Weapon&amp;diff=7997"/>
		<updated>2025-05-09T01:21:18Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
NOTE TO ANY EDITORS:&lt;br /&gt;
Apart from adding links, please refrain from editing any texts here.&lt;br /&gt;
These are supposed to be the same text as ingame, and if you edit&lt;br /&gt;
any of these, that&#039;ll ruin the point. If you see any typos here,&lt;br /&gt;
please tell the game&#039;s developer.&lt;br /&gt;
--&amp;gt;{{Weapon cell|icon={{{1}}}|link={{{1}}}{{#ifeq: {{{force|{{PAGELANGUAGE}}}}}|en||/{{{force|{{PAGELANGUAGE}}}}}}}|name={{#switch:{{{1}}}&lt;br /&gt;
|Scattergun={{#dict:TF_Weapon_Scattergun|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Nail Gun={{#dict:TF_Weapon_Nailgun|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Pistol={{#dict:TF_Weapon_Pistol|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Brick={{#dict:TF_Weapon_Brick|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Bat={{#dict:TF_Weapon_Bat|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Rocket Launcher={{#dict:TF_Weapon_RocketLauncher|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|R.P.G.={{#dict:TF_Weapon_RocketLauncherBeta|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Shotgun={{#dict:TF_Weapon_Shotgun|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Gunboats={{#dict:TF_Unique_Blast_Boots|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Shovel={{#dict:TF_Weapon_Shovel|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Admiralty Anchor={{#dict:TF_Weapon_Anchor|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Flame Thrower={{#dict:TF_Weapon_FlameThrower|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Flare Gun={{#dict:TF_Unique_Achievement_FlareGun|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Twin Barrel={{#dict:TF_Weapon_TwinBarrel|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Fire Axe={{#dict:TF_Weapon_FireAxe|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Harvester={{#dict:TF_Weapon_Harvester|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Grenade Launcher={{#dict:TF_Weapon_GrenadeLauncher|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Cyclops={{#dict:TF_Weapon_Cyclops|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Stickybomb Launcher={{#dict:TF_Weapon_PipebombLauncher|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Dynamite Pack={{#dict:TF_Weapon_MIRV|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Mine Layer={{#dict:TF_Weapon_MineLayer|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Bottle={{#dict:TF_Weapon_Bottle|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Minigun={{#dict:TF_Weapon_Minigun|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Anti-Aircraft Cannon={{#dict:TF_Weapon_AAGun|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Sandvich={{#dict:TF_Unique_Achievement_LunchBox|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Fists={{#dict:TF_Weapon_Fists|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Chekhov&#039;s Punch={{#dict:TF_Weapon_Chekhov|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Coilgun={{#dict:TF_Weapon_Coilgun|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Wrench={{#dict:TF_Weapon_Wrench|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Construction PDA={{#dict:TF_Weapon_PDA_Engineer_Builder|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|PDA: Teleporter={{#dict:TF_Weapon_PDA_Engineer_Teleporter|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|PDA: Jump Pad={{#dict:TF_Weapon_PDA_Engineer_Jump|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Syringe Gun={{#dict:TF_Weapon_SyringeGun|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Medi Gun={{#dict:TF_Weapon_Medigun|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Kritzkrieg={{#dict:TF_Unique_Achievement_Medigun1|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Rejuvenator={{#dict:TF_Weapon_HealLauncher|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Bonesaw={{#dict:TF_Weapon_Bonesaw|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Überspritze={{#dict:TF_Unique_Achievement_Bonesaw1|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Shock Therapy={{#dict:TF_Weapon_ShockTherapy|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Sniper Rifle={{#dict:TF_Weapon_SniperRifle|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Huntsman={{#dict:TF_Unique_Achievement_CompoundBow|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Hunting Revolver={{#dict:TF_Weapon_HunterRifle|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|SMG={{#dict:TF_Weapon_SMG|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Kukri={{#dict:TF_Weapon_Club|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Fishwhacker={{#dict:TF_Weapon_Fishwhacker|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Revolver={{#dict:TF_Weapon_Revolver|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Tranquilizer Gun={{#dict:TF_Weapon_Tranq|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Sapper={{#dict:TF_Weapon_Spy_Sapper|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Knife={{#dict:TF_Weapon_Knife|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Invis Watch={{#dict:TF_Weapon_Watch|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|L&#039;escampette={{#dict:TF_Weapon_SpeedWatch|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Umbrella={{#dict:TF_Weapon_Umbrella|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|Derby Cane={{#dict:TF_Weapon_Cane|{{{force|{{PAGELANGUAGE}}}}}}}&lt;br /&gt;
|{{{1}}}}}&lt;br /&gt;
|killicon={{#switch:{{{1}}}&lt;br /&gt;
|Scattergun=scattergun&lt;br /&gt;
|Nail Gun=nailgun&lt;br /&gt;
|Pistol=pistol&lt;br /&gt;
|Brick=brick&lt;br /&gt;
|Bat=bat&lt;br /&gt;
|Rocket Launcher=tf projectile rocket&lt;br /&gt;
|R.P.G.=rpg&lt;br /&gt;
|Shotgun=shotgun&lt;br /&gt;
|Gunboats=N/A&lt;br /&gt;
|Shovel=shovel&lt;br /&gt;
|Admiralty Anchor=anchor&lt;br /&gt;
|Flame Thrower=flamethrower&lt;br /&gt;
|Flare Gun=flaregun&lt;br /&gt;
|Twin Barrel=doubleshotgun&lt;br /&gt;
|Fire Axe=fireaxe&lt;br /&gt;
|Harvester=harvester&lt;br /&gt;
|Grenade Launcher=tf projectile pipe&lt;br /&gt;
|Cyclops=cyclops&lt;br /&gt;
|Stickybomb Launcher=tf projectile pipe remote&lt;br /&gt;
|Dynamite Pack=mirv projectile&lt;br /&gt;
|Mine Layer=proxymine&lt;br /&gt;
|Bottle=bottle&lt;br /&gt;
|Minigun=minigun&lt;br /&gt;
|Sandvich=N/A&lt;br /&gt;
|Anti-Aircraft Cannon=aa cannon&lt;br /&gt;
|Fists=fists&lt;br /&gt;
|Chekhov&#039;s Punch=chekhov&lt;br /&gt;
|Coilgun=coilgun&lt;br /&gt;
|Wrench=wrench&lt;br /&gt;
|Syringe Gun=syringegun medic&lt;br /&gt;
|Bonesaw=bonesaw&lt;br /&gt;
|Überspritze=ubersaw&lt;br /&gt;
|Shock Therapy=taser&lt;br /&gt;
|Sniper Rifle=sniperrifle&lt;br /&gt;
|Huntsman=huntsman&lt;br /&gt;
|Hunting Revolver=hunterrifle&lt;br /&gt;
|SMG=smg&lt;br /&gt;
|Kukri=club&lt;br /&gt;
|Fishwhacker=fishwhacker&lt;br /&gt;
|Revolver=revolver&lt;br /&gt;
|Tranquilizer Gun=tranq&lt;br /&gt;
|Sapper=obj attachment sapper&lt;br /&gt;
|Knife=knife&lt;br /&gt;
|Umbrella=umbrella&lt;br /&gt;
|Derby Cane=speedcane&lt;br /&gt;
|Crowbar=crowbar&lt;br /&gt;
|Sten Gun=skull&lt;br /&gt;
|Super Shotgun=super shotgun&lt;br /&gt;
|Six Shooter=skull&lt;br /&gt;
|Tommy Gun=skull&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Backpack_Tommy_Gun.png&amp;diff=7996</id>
		<title>File:Backpack Tommy Gun.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Backpack_Tommy_Gun.png&amp;diff=7996"/>
		<updated>2025-05-09T01:19:49Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Checked, uses the Minigun as a bucket icon in-game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Backpack Minigun.png]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Deathmatch&amp;diff=7979</id>
		<title>Deathmatch</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Deathmatch&amp;diff=7979"/>
		<updated>2025-05-08T21:34:47Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: minor to-do list change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:banner_image_beta3.png|thumb|right|Banner used for Deathmatch.]]&lt;br /&gt;
{{scrapped}}&lt;br /&gt;
{{todo|&lt;br /&gt;
Add unaccounted for images for specific weapons (Tommy Gun, the map-hidden weapons, Hydraulic Hammer)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathmatch&#039;&#039;&#039; was a fast-paced free-for-all gamemode in which all players must fight to win via reaching 50 points or getting the most amount of points after the time limit is reached. It had a special class unique to the mode, much like [[VIP]], named the [[Mercenary]] who would be the only playable class in this mode.&lt;br /&gt;
&lt;br /&gt;
Players would start with two starting weapons ([[Pistol]] and [[Crowbar]]), and would pick up weapons to replace them as they go, deathmatch-specific weapons would be scattered around the map alongside weapons seen in the base game (see below). Power-ups could also be found on these maps, providing varying buffs to the player that would last set periods of time, listed below.&lt;br /&gt;
&lt;br /&gt;
Deathmatch would eventually be removed from the game for a number of reasons, splitting off into &#039;&#039;Team Deathmatch Classic&#039;&#039; and &#039;&#039;Open Fortress&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* It was too large; it felt like its own separate game.&lt;br /&gt;
* Any gamemode that removes classes/weapons to function goes against some of the core principles of &#039;&#039;Team Fortress&#039;&#039;.&lt;br /&gt;
* The code was getting to the point where if one thing was done in X, it&#039;d screw something up in Y.&lt;br /&gt;
&lt;br /&gt;
==Deathmatch weapons==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
{{Weapon|Grenade Launcher}}&lt;br /&gt;
{{Weapon|Minigun}}&lt;br /&gt;
{{Weapon|Rocket Launcher}}&lt;br /&gt;
{{Weapon|Sniper Rifle}}&lt;br /&gt;
{{Weapon|Super Shotgun}}&lt;br /&gt;
{{Weapon|Tommy Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sten Gun}}&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Six Shooter}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Crowbar}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hidden melee weapons ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Coffee Pot}}&lt;br /&gt;
{{Weapon|Lead Pipe}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Power-up specific weapons ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Hydraulic Hammers}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Power-ups ==&lt;br /&gt;
This is a list of power-ups that were able to be found in this mode:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_crits.png|Critical Hits|100px]]&lt;br /&gt;
| Applies [[Critical hits]] to the player for a period of fifteen seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_uber.png|Ubercharge|100px]]&lt;br /&gt;
| Applies [[Ubercharge]] to the player for a period of fifteen seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_megahealth.png|Megahealth|100px]]&lt;br /&gt;
| Applies max overheal to the player which drains overtime till it returns to base health.&lt;br /&gt;
|}&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;[[2Fort (Deathmatch)|2Fort (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_2fort.png|200px]]&lt;br /&gt;
| {{code|dm_2fort}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Axiomax]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_axiomax.png|200px]]&lt;br /&gt;
| {{code|dm_axiomax}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Compound]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_compound.png|200px]]&lt;br /&gt;
| {{code|dm_compound}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Grain]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_grain.png|200px]]&lt;br /&gt;
| {{code|dm_grain}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Lineage]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_lineage.png|200px]]&lt;br /&gt;
| {{code|dm_lineage}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Lumberyard (Deathmatch)|Lumberyard (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_lumberyard.png|200px]]&lt;br /&gt;
| {{code|dm_lumberyard}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Offblast (Deathmatch)|Offblast (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_offblast.png|200px]]&lt;br /&gt;
| {{code|dm_offblast}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Parley]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_parley.png|200px]]&lt;br /&gt;
| {{code|dm_parley}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ravine (Deathmatch)|Ravine (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_ravine.png|200px]]&lt;br /&gt;
| {{code|dm_ravine}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Wiseau]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_wiseau.png|200px]]&lt;br /&gt;
| {{code|dm_wiseau}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added a very VERY early version of [[Deathmatch]] mode.&lt;br /&gt;
* W.I.P [[Mercenary]] model by Maxxy&lt;br /&gt;
* Players can set their own model color using {{code|tf2c_setmerccolor R G B}}&lt;br /&gt;
** Note: The merc. model with proper coloring support wasn’t ready yet.&lt;br /&gt;
* Added a {{code|tf_logic_deathmatch}} entity. Place one in your map to mark your map as a [[Deathmatch|DM]] map&lt;br /&gt;
* Added [[Compound|dm_compound]] (OneFourth)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3.1}}&lt;br /&gt;
* Fixed the tf_logic_deathmatch fgd entry&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Additions&#039;&#039;&#039;&lt;br /&gt;
* Added the crowbar{{sic}}&lt;br /&gt;
* Added the deathmatch weapon spawner entity into the game&lt;br /&gt;
* Added support for Mercenary and Civilian HUD images&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Additions&#039;&#039;&#039;&lt;br /&gt;
* Added a new game mode, [[Deathmatch]] (Danielmm8888, Nicknine, PistonMiner, Iamgoofball)&lt;br /&gt;
** Free-for-all competition to get the most kills&lt;br /&gt;
** Round ends after 50 kills have been reached&lt;br /&gt;
* DM-specific Weapons (Iamgoofball)&lt;br /&gt;
** Added the [[Sten Gun]] (Sedimentarysocks, Maxxy), [[Super Shotgun]] (Rage, Game Zombie, OverPovered), [[Six Shooter]] (model is placeholder), [[Crowbar]]&lt;br /&gt;
* Added the Overheal Pill (Game Zombie, Nitronik)&lt;br /&gt;
** New kind of medkit that heals 8%, can overheal and doesn&#039;t extinguish.&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Added dm_ravine (Valve, Snowshoe), dm_offblast (Valve, MacD11, iiboharz), dm_2fort (Valve, iiboharz), dm_lumberyard (MacD11, Valve), dm_wiseau (MacD11)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Added maps:&lt;br /&gt;
** dm_grain&lt;br /&gt;
* Removed maps:&lt;br /&gt;
** dm_offblast&lt;br /&gt;
* Updated maps:&lt;br /&gt;
** dm_wiseau&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathmatch&#039;&#039;&#039;&lt;br /&gt;
* Kills and assists no longer grant double points&lt;br /&gt;
* Suicides and environmental deaths subtract 1 point&lt;br /&gt;
* Mercenary colors now only change after the player has respawned&lt;br /&gt;
** RIP Rainbow Merc&lt;br /&gt;
* Added a colored sniper dot{{sic}}&lt;br /&gt;
* Added the Uber powerup&lt;br /&gt;
* Enabled player collision&lt;br /&gt;
* Added the Berserk powerup (currently not present in any maps)&lt;br /&gt;
* Added blue outlines to weapon spawners&lt;br /&gt;
* Players drop their active weapon when killed (outline color indicates how much ammo the dropped weapon includes - green is full, red is almost empty)&lt;br /&gt;
* Set player overheal decay 25% slower&lt;br /&gt;
* Buffed player overheal cap to 200%&lt;br /&gt;
* Scoreboard now displays killstreaks&lt;br /&gt;
* Respawn particles now preview properly&lt;br /&gt;
* Heavy Artillery added to weapon pool&lt;br /&gt;
* Flare Gun added to weapon pool&lt;br /&gt;
* Reworked the Sten Gun Animations&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 3)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* Raised Deathmatch overheal drain time to 30 seconds (from 20)&lt;br /&gt;
&#039;&#039;&#039;Bugs/Exploits&#039;&#039;&#039;&lt;br /&gt;
* Fixed a client crash related to chat in Deathmatch&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* {{code|tf_weaponspawner}} now allows options to disable glow and rotation&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
* Removed the Heavy Artillery&lt;br /&gt;
* Added the Tommy Gun&lt;br /&gt;
* Added several map specific Deathmatch melee weapons&lt;br /&gt;
* RPG stats changed to replace Deathmatch Rocket Launcher&lt;br /&gt;
** (maps have not been recompiled with this change yet)&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Updated Wiseau soundscapes&lt;br /&gt;
* Updated DM_Grain&lt;br /&gt;
* Added a new test map, [[dm_lineage_a1]]. Due to potential crashes this map has not been added to the default Deathmatch rotation.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Removed the following maps:&lt;br /&gt;
** dm_2fort&lt;br /&gt;
** dm_axiomax&lt;br /&gt;
** dm_devtest&lt;br /&gt;
** dm_grain&lt;br /&gt;
** dm_liniage{{sic}}&lt;br /&gt;
** dm_lumberyard&lt;br /&gt;
** dm_parley&lt;br /&gt;
** dm_ravine&lt;br /&gt;
** dm_wiseau&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Deathmatch&amp;diff=7978</id>
		<title>Deathmatch</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Deathmatch&amp;diff=7978"/>
		<updated>2025-05-08T21:33:57Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:banner_image_beta3.png|thumb|right|Banner used for Deathmatch.]]&lt;br /&gt;
{{scrapped}}&lt;br /&gt;
{{todo|&lt;br /&gt;
&amp;lt;s&amp;gt;Maybe set the weapons section up to look like [[Heavy#Weapons|this]]?&amp;lt;/s&amp;gt;&lt;br /&gt;
Add unaccounted for images for specific weapons (Tommy Gun, the map-hidden weapons, Hydraulic Hammer)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathmatch&#039;&#039;&#039; was a fast-paced free-for-all gamemode in which all players must fight to win via reaching 50 points or getting the most amount of points after the time limit is reached. It had a special class unique to the mode, much like [[VIP]], named the [[Mercenary]] who would be the only playable class in this mode.&lt;br /&gt;
&lt;br /&gt;
Players would start with two starting weapons ([[Pistol]] and [[Crowbar]]), and would pick up weapons to replace them as they go, deathmatch-specific weapons would be scattered around the map alongside weapons seen in the base game (see below). Power-ups could also be found on these maps, providing varying buffs to the player that would last set periods of time, listed below.&lt;br /&gt;
&lt;br /&gt;
Deathmatch would eventually be removed from the game for a number of reasons, splitting off into &#039;&#039;Team Deathmatch Classic&#039;&#039; and &#039;&#039;Open Fortress&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* It was too large; it felt like its own separate game.&lt;br /&gt;
* Any gamemode that removes classes/weapons to function goes against some of the core principles of &#039;&#039;Team Fortress&#039;&#039;.&lt;br /&gt;
* The code was getting to the point where if one thing was done in X, it&#039;d screw something up in Y.&lt;br /&gt;
&lt;br /&gt;
==Deathmatch weapons==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
{{Weapon|Grenade Launcher}}&lt;br /&gt;
{{Weapon|Minigun}}&lt;br /&gt;
{{Weapon|Rocket Launcher}}&lt;br /&gt;
{{Weapon|Sniper Rifle}}&lt;br /&gt;
{{Weapon|Super Shotgun}}&lt;br /&gt;
{{Weapon|Tommy Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sten Gun}}&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Six Shooter}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Crowbar}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hidden melee weapons ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Coffee Pot}}&lt;br /&gt;
{{Weapon|Lead Pipe}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Power-up specific weapons ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Hydraulic Hammers}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Power-ups ==&lt;br /&gt;
This is a list of power-ups that were able to be found in this mode:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_crits.png|Critical Hits|100px]]&lt;br /&gt;
| Applies [[Critical hits]] to the player for a period of fifteen seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_uber.png|Ubercharge|100px]]&lt;br /&gt;
| Applies [[Ubercharge]] to the player for a period of fifteen seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_megahealth.png|Megahealth|100px]]&lt;br /&gt;
| Applies max overheal to the player which drains overtime till it returns to base health.&lt;br /&gt;
|}&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;[[2Fort (Deathmatch)|2Fort (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_2fort.png|200px]]&lt;br /&gt;
| {{code|dm_2fort}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Axiomax]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_axiomax.png|200px]]&lt;br /&gt;
| {{code|dm_axiomax}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Compound]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_compound.png|200px]]&lt;br /&gt;
| {{code|dm_compound}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Grain]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_grain.png|200px]]&lt;br /&gt;
| {{code|dm_grain}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Lineage]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_lineage.png|200px]]&lt;br /&gt;
| {{code|dm_lineage}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Lumberyard (Deathmatch)|Lumberyard (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_lumberyard.png|200px]]&lt;br /&gt;
| {{code|dm_lumberyard}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Offblast (Deathmatch)|Offblast (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_offblast.png|200px]]&lt;br /&gt;
| {{code|dm_offblast}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Parley]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_parley.png|200px]]&lt;br /&gt;
| {{code|dm_parley}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ravine (Deathmatch)|Ravine (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_ravine.png|200px]]&lt;br /&gt;
| {{code|dm_ravine}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Wiseau]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_wiseau.png|200px]]&lt;br /&gt;
| {{code|dm_wiseau}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added a very VERY early version of [[Deathmatch]] mode.&lt;br /&gt;
* W.I.P [[Mercenary]] model by Maxxy&lt;br /&gt;
* Players can set their own model color using {{code|tf2c_setmerccolor R G B}}&lt;br /&gt;
** Note: The merc. model with proper coloring support wasn’t ready yet.&lt;br /&gt;
* Added a {{code|tf_logic_deathmatch}} entity. Place one in your map to mark your map as a [[Deathmatch|DM]] map&lt;br /&gt;
* Added [[Compound|dm_compound]] (OneFourth)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3.1}}&lt;br /&gt;
* Fixed the tf_logic_deathmatch fgd entry&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Additions&#039;&#039;&#039;&lt;br /&gt;
* Added the crowbar{{sic}}&lt;br /&gt;
* Added the deathmatch weapon spawner entity into the game&lt;br /&gt;
* Added support for Mercenary and Civilian HUD images&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Additions&#039;&#039;&#039;&lt;br /&gt;
* Added a new game mode, [[Deathmatch]] (Danielmm8888, Nicknine, PistonMiner, Iamgoofball)&lt;br /&gt;
** Free-for-all competition to get the most kills&lt;br /&gt;
** Round ends after 50 kills have been reached&lt;br /&gt;
* DM-specific Weapons (Iamgoofball)&lt;br /&gt;
** Added the [[Sten Gun]] (Sedimentarysocks, Maxxy), [[Super Shotgun]] (Rage, Game Zombie, OverPovered), [[Six Shooter]] (model is placeholder), [[Crowbar]]&lt;br /&gt;
* Added the Overheal Pill (Game Zombie, Nitronik)&lt;br /&gt;
** New kind of medkit that heals 8%, can overheal and doesn&#039;t extinguish.&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Added dm_ravine (Valve, Snowshoe), dm_offblast (Valve, MacD11, iiboharz), dm_2fort (Valve, iiboharz), dm_lumberyard (MacD11, Valve), dm_wiseau (MacD11)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Added maps:&lt;br /&gt;
** dm_grain&lt;br /&gt;
* Removed maps:&lt;br /&gt;
** dm_offblast&lt;br /&gt;
* Updated maps:&lt;br /&gt;
** dm_wiseau&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathmatch&#039;&#039;&#039;&lt;br /&gt;
* Kills and assists no longer grant double points&lt;br /&gt;
* Suicides and environmental deaths subtract 1 point&lt;br /&gt;
* Mercenary colors now only change after the player has respawned&lt;br /&gt;
** RIP Rainbow Merc&lt;br /&gt;
* Added a colored sniper dot{{sic}}&lt;br /&gt;
* Added the Uber powerup&lt;br /&gt;
* Enabled player collision&lt;br /&gt;
* Added the Berserk powerup (currently not present in any maps)&lt;br /&gt;
* Added blue outlines to weapon spawners&lt;br /&gt;
* Players drop their active weapon when killed (outline color indicates how much ammo the dropped weapon includes - green is full, red is almost empty)&lt;br /&gt;
* Set player overheal decay 25% slower&lt;br /&gt;
* Buffed player overheal cap to 200%&lt;br /&gt;
* Scoreboard now displays killstreaks&lt;br /&gt;
* Respawn particles now preview properly&lt;br /&gt;
* Heavy Artillery added to weapon pool&lt;br /&gt;
* Flare Gun added to weapon pool&lt;br /&gt;
* Reworked the Sten Gun Animations&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 3)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* Raised Deathmatch overheal drain time to 30 seconds (from 20)&lt;br /&gt;
&#039;&#039;&#039;Bugs/Exploits&#039;&#039;&#039;&lt;br /&gt;
* Fixed a client crash related to chat in Deathmatch&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* {{code|tf_weaponspawner}} now allows options to disable glow and rotation&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
* Removed the Heavy Artillery&lt;br /&gt;
* Added the Tommy Gun&lt;br /&gt;
* Added several map specific Deathmatch melee weapons&lt;br /&gt;
* RPG stats changed to replace Deathmatch Rocket Launcher&lt;br /&gt;
** (maps have not been recompiled with this change yet)&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Updated Wiseau soundscapes&lt;br /&gt;
* Updated DM_Grain&lt;br /&gt;
* Added a new test map, [[dm_lineage_a1]]. Due to potential crashes this map has not been added to the default Deathmatch rotation.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Removed the following maps:&lt;br /&gt;
** dm_2fort&lt;br /&gt;
** dm_axiomax&lt;br /&gt;
** dm_devtest&lt;br /&gt;
** dm_grain&lt;br /&gt;
** dm_liniage{{sic}}&lt;br /&gt;
** dm_lumberyard&lt;br /&gt;
** dm_parley&lt;br /&gt;
** dm_ravine&lt;br /&gt;
** dm_wiseau&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Talk:Deathmatch&amp;diff=7977</id>
		<title>Talk:Deathmatch</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Talk:Deathmatch&amp;diff=7977"/>
		<updated>2025-05-08T21:25:34Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Deathmatch and other cut gamemodes ==&lt;br /&gt;
Hi VivaRomania and TR4SHQU33N! I wanted to state something about this page and the other cut gamemode, Espionage. I have the Espionage page in production, but I had an idea on how we can optimize space on topics related to Deathmatch. Instead of creating multiple pages around all the weapons, maps, and classes, instead we could house as much information on one page. Everything related to Deathmatch would remain and be on this one page. The only exceptions would be weapons on other classes and maps that were merely reskins, like the Sten Gun or 2fort. Thoughts?&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;small&amp;gt;H0rr0rH0g - 010:44, 28 February 2025 (PST)&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:RE: Deathmatch and other cut gamemodes&lt;br /&gt;
:I feel like doing this would put too much clutter on the main page, which focuses on the &#039;&#039;gamemode&#039;&#039; in particular; you don&#039;t see the class information on say, the Civilian on the VIP page for this reasoning. So, in my opinion, I think doing this would be a bad idea and I wouldn&#039;t recommend doing it for Espionage or any other cut gamemodes either.&lt;br /&gt;
:[[User:TR4SHQU33N|TR4SHQU33N]] ([[User talk:TR4SHQU33N|talk]]) 07:49, 1 March 2025 (UTC)&lt;br /&gt;
::there wouldn&#039;t be clutter on the main page because none of this stuff appears on the main page. So just document stuff as normal. [[User:VivaRomania|🇷🇴]] 18:39, 1 March 2025 (UTC)&lt;br /&gt;
:::my bad i misread. Thought you meant main page as in the main page of the wiki. Yeah we don&#039;t need to cluster up Deathmatch and Espionage articles with everything there is to know about them. Spread stuff out, document it like you would on any other wiki. [[User:VivaRomania|🇷🇴]] 18:42, 1 March 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
== To-do list section ==&lt;br /&gt;
i could take the time 2 set up the weapons section and poooossibly make the list of weapons shorter? i can look thru beta 4 (have it installed 4 when i get around 2 dm maps + weapon bucket icons) and shorten down the list 2 what it was in official maps by the time of its last public appearance, we cool w this? &amp;lt;span style=&amp;quot;font-family:cursive&amp;quot;&amp;gt;[[User:TR4SHQU33N|TR4SHQU33N ✨]]&amp;lt;/span&amp;gt; ([[User talk:TR4SHQU33N|talk]]) 12:58, 8 May 2025 (UTC)&lt;br /&gt;
:Sounds good to me. As for the list of weapons, yeah I suppose we can shorten it to what was left, but I&#039;d also like to still separately document stuff like the hidden office map weapons like the coffee pot. I still want to document all the stuff regardless, so I&#039;ll have to try to relocate that tf archive google spreadsheet with all the old tf2c builds on it to get pictures of stuff like the coffee pot. So yeah, pare down the list of weapons on this article to what it was before dm was cut, but I&#039;d say leave the other weapons that were in dm before, or in testing, on the navbox. [[User:VivaRomania|🇷🇴]] 15:17, 8 May 2025 (UTC)&lt;br /&gt;
::Done! condensed in2 a proper list and added the addition that the hydraulic hammers were used as a power-up specific weapon, i&#039;ll update the power-up list in feature 2 include the berserk powerup that used it if i can find what it looks like in-game as i.. haven&#039;t found it yet, funnily enough! &amp;lt;span style=&amp;quot;font-family:cursive&amp;quot;&amp;gt;[[User:TR4SHQU33N|TR4SHQU33N ✨]]&amp;lt;/span&amp;gt; ([[User talk:TR4SHQU33N|talk]])&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Deathmatch&amp;diff=7976</id>
		<title>Deathmatch</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Deathmatch&amp;diff=7976"/>
		<updated>2025-05-08T21:23:15Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Updates to-do list to account for changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:banner_image_beta3.png|thumb|right|Banner used for Deathmatch.]]&lt;br /&gt;
{{scrapped}}&lt;br /&gt;
{{todo|&lt;br /&gt;
&amp;lt;s&amp;gt;Add Update history section&amp;lt;/s&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;Maybe set the weapons section up to look like [[Heavy#Weapons|this]]?&amp;lt;/s&amp;gt;&lt;br /&gt;
Add unaccounted for images for specific weapons (Tommy Gun, the map-hidden weapons, Hydraulic Hammer)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathmatch&#039;&#039;&#039; was a fast-paced free-for-all gamemode in which all players must fight to win via reaching 50 points or getting the most amount of points after the time limit is reached. It had a special class unique to the mode, much like [[VIP]], named the [[Mercenary]] who would be the only playable class in this mode.&lt;br /&gt;
&lt;br /&gt;
Players would start with two starting weapons ([[Pistol]] and [[Crowbar]]), and would pick up weapons to replace them as they go, deathmatch-specific weapons would be scattered around the map alongside weapons seen in the base game (see below). Power-ups could also be found on these maps, providing varying buffs to the player that would last set periods of time, listed below.&lt;br /&gt;
&lt;br /&gt;
Deathmatch would eventually be removed from the game for a number of reasons, splitting off into &#039;&#039;Team Deathmatch Classic&#039;&#039; and &#039;&#039;Open Fortress&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* It was too large; it felt like its own separate game.&lt;br /&gt;
* Any gamemode that removes classes/weapons to function goes against some of the core principles of &#039;&#039;Team Fortress&#039;&#039;.&lt;br /&gt;
* The code was getting to the point where if one thing was done in X, it&#039;d screw something up in Y.&lt;br /&gt;
&lt;br /&gt;
==Deathmatch weapons==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
{{Weapon|Grenade Launcher}}&lt;br /&gt;
{{Weapon|Minigun}}&lt;br /&gt;
{{Weapon|Rocket Launcher}}&lt;br /&gt;
{{Weapon|Sniper Rifle}}&lt;br /&gt;
{{Weapon|Super Shotgun}}&lt;br /&gt;
{{Weapon|Tommy Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sten Gun}}&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Six Shooter}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Crowbar}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hidden melee weapons ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Coffee Pot}}&lt;br /&gt;
{{Weapon|Lead Pipe}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Power-up specific weapons ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Hydraulic Hammers}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Power-ups ==&lt;br /&gt;
This is a list of power-ups that were able to be found in this mode:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_crits.png|Critical Hits|100px]]&lt;br /&gt;
| Applies [[Critical hits]] to the player for a period of fifteen seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_uber.png|Ubercharge|100px]]&lt;br /&gt;
| Applies [[Ubercharge]] to the player for a period of fifteen seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_megahealth.png|Megahealth|100px]]&lt;br /&gt;
| Applies max overheal to the player which drains overtime till it returns to base health.&lt;br /&gt;
|}&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;[[2Fort (Deathmatch)|2Fort (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_2fort.png|200px]]&lt;br /&gt;
| {{code|dm_2fort}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Axiomax]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_axiomax.png|200px]]&lt;br /&gt;
| {{code|dm_axiomax}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Compound]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_compound.png|200px]]&lt;br /&gt;
| {{code|dm_compound}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Grain]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_grain.png|200px]]&lt;br /&gt;
| {{code|dm_grain}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Lineage]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_lineage.png|200px]]&lt;br /&gt;
| {{code|dm_lineage}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Lumberyard (Deathmatch)|Lumberyard (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_lumberyard.png|200px]]&lt;br /&gt;
| {{code|dm_lumberyard}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Offblast (Deathmatch)|Offblast (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_offblast.png|200px]]&lt;br /&gt;
| {{code|dm_offblast}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Parley]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_parley.png|200px]]&lt;br /&gt;
| {{code|dm_parley}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ravine (Deathmatch)|Ravine (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_ravine.png|200px]]&lt;br /&gt;
| {{code|dm_ravine}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Wiseau]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_wiseau.png|200px]]&lt;br /&gt;
| {{code|dm_wiseau}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added a very VERY early version of [[Deathmatch]] mode.&lt;br /&gt;
* W.I.P [[Mercenary]] model by Maxxy&lt;br /&gt;
* Players can set their own model color using {{code|tf2c_setmerccolor R G B}}&lt;br /&gt;
** Note: The merc. model with proper coloring support wasn’t ready yet.&lt;br /&gt;
* Added a {{code|tf_logic_deathmatch}} entity. Place one in your map to mark your map as a [[Deathmatch|DM]] map&lt;br /&gt;
* Added [[Compound|dm_compound]] (OneFourth)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3.1}}&lt;br /&gt;
* Fixed the tf_logic_deathmatch fgd entry&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Additions&#039;&#039;&#039;&lt;br /&gt;
* Added the crowbar{{sic}}&lt;br /&gt;
* Added the deathmatch weapon spawner entity into the game&lt;br /&gt;
* Added support for Mercenary and Civilian HUD images&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Additions&#039;&#039;&#039;&lt;br /&gt;
* Added a new game mode, [[Deathmatch]] (Danielmm8888, Nicknine, PistonMiner, Iamgoofball)&lt;br /&gt;
** Free-for-all competition to get the most kills&lt;br /&gt;
** Round ends after 50 kills have been reached&lt;br /&gt;
* DM-specific Weapons (Iamgoofball)&lt;br /&gt;
** Added the [[Sten Gun]] (Sedimentarysocks, Maxxy), [[Super Shotgun]] (Rage, Game Zombie, OverPovered), [[Six Shooter]] (model is placeholder), [[Crowbar]]&lt;br /&gt;
* Added the Overheal Pill (Game Zombie, Nitronik)&lt;br /&gt;
** New kind of medkit that heals 8%, can overheal and doesn&#039;t extinguish.&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Added dm_ravine (Valve, Snowshoe), dm_offblast (Valve, MacD11, iiboharz), dm_2fort (Valve, iiboharz), dm_lumberyard (MacD11, Valve), dm_wiseau (MacD11)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Added maps:&lt;br /&gt;
** dm_grain&lt;br /&gt;
* Removed maps:&lt;br /&gt;
** dm_offblast&lt;br /&gt;
* Updated maps:&lt;br /&gt;
** dm_wiseau&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathmatch&#039;&#039;&#039;&lt;br /&gt;
* Kills and assists no longer grant double points&lt;br /&gt;
* Suicides and environmental deaths subtract 1 point&lt;br /&gt;
* Mercenary colors now only change after the player has respawned&lt;br /&gt;
** RIP Rainbow Merc&lt;br /&gt;
* Added a colored sniper dot{{sic}}&lt;br /&gt;
* Added the Uber powerup&lt;br /&gt;
* Enabled player collision&lt;br /&gt;
* Added the Berserk powerup (currently not present in any maps)&lt;br /&gt;
* Added blue outlines to weapon spawners&lt;br /&gt;
* Players drop their active weapon when killed (outline color indicates how much ammo the dropped weapon includes - green is full, red is almost empty)&lt;br /&gt;
* Set player overheal decay 25% slower&lt;br /&gt;
* Buffed player overheal cap to 200%&lt;br /&gt;
* Scoreboard now displays killstreaks&lt;br /&gt;
* Respawn particles now preview properly&lt;br /&gt;
* Heavy Artillery added to weapon pool&lt;br /&gt;
* Flare Gun added to weapon pool&lt;br /&gt;
* Reworked the Sten Gun Animations&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 3)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* Raised Deathmatch overheal drain time to 30 seconds (from 20)&lt;br /&gt;
&#039;&#039;&#039;Bugs/Exploits&#039;&#039;&#039;&lt;br /&gt;
* Fixed a client crash related to chat in Deathmatch&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* {{code|tf_weaponspawner}} now allows options to disable glow and rotation&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
* Removed the Heavy Artillery&lt;br /&gt;
* Added the Tommy Gun&lt;br /&gt;
* Added several map specific Deathmatch melee weapons&lt;br /&gt;
* RPG stats changed to replace Deathmatch Rocket Launcher&lt;br /&gt;
** (maps have not been recompiled with this change yet)&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Updated Wiseau soundscapes&lt;br /&gt;
* Updated DM_Grain&lt;br /&gt;
* Added a new test map, [[dm_lineage_a1]]. Due to potential crashes this map has not been added to the default Deathmatch rotation.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Removed the following maps:&lt;br /&gt;
** dm_2fort&lt;br /&gt;
** dm_axiomax&lt;br /&gt;
** dm_devtest&lt;br /&gt;
** dm_grain&lt;br /&gt;
** dm_liniage{{sic}}&lt;br /&gt;
** dm_lumberyard&lt;br /&gt;
** dm_parley&lt;br /&gt;
** dm_ravine&lt;br /&gt;
** dm_wiseau&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Deathmatch&amp;diff=7975</id>
		<title>Deathmatch</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Deathmatch&amp;diff=7975"/>
		<updated>2025-05-08T21:21:35Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: /* Deathmatch weapons update to include the new updated section, only missing a few images really */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:banner_image_beta3.png|thumb|right|Banner used for Deathmatch.]]&lt;br /&gt;
{{scrapped}}&lt;br /&gt;
{{todo|&lt;br /&gt;
&amp;lt;s&amp;gt;Add Update history section&amp;lt;/s&amp;gt;&lt;br /&gt;
Maybe set the weapons section up to look like [[Heavy#Weapons|this]] once we get more images of these weapons uploaded?}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathmatch&#039;&#039;&#039; was a fast-paced free-for-all gamemode in which all players must fight to win via reaching 50 points or getting the most amount of points after the time limit is reached. It had a special class unique to the mode, much like [[VIP]], named the [[Mercenary]] who would be the only playable class in this mode.&lt;br /&gt;
&lt;br /&gt;
Players would start with two starting weapons ([[Pistol]] and [[Crowbar]]), and would pick up weapons to replace them as they go, deathmatch-specific weapons would be scattered around the map alongside weapons seen in the base game (see below). Power-ups could also be found on these maps, providing varying buffs to the player that would last set periods of time, listed below.&lt;br /&gt;
&lt;br /&gt;
Deathmatch would eventually be removed from the game for a number of reasons, splitting off into &#039;&#039;Team Deathmatch Classic&#039;&#039; and &#039;&#039;Open Fortress&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* It was too large; it felt like its own separate game.&lt;br /&gt;
* Any gamemode that removes classes/weapons to function goes against some of the core principles of &#039;&#039;Team Fortress&#039;&#039;.&lt;br /&gt;
* The code was getting to the point where if one thing was done in X, it&#039;d screw something up in Y.&lt;br /&gt;
&lt;br /&gt;
==Deathmatch weapons==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
{{Weapon|Grenade Launcher}}&lt;br /&gt;
{{Weapon|Minigun}}&lt;br /&gt;
{{Weapon|Rocket Launcher}}&lt;br /&gt;
{{Weapon|Sniper Rifle}}&lt;br /&gt;
{{Weapon|Super Shotgun}}&lt;br /&gt;
{{Weapon|Tommy Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sten Gun}}&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Six Shooter}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Crowbar}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hidden melee weapons ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Coffee Pot}}&lt;br /&gt;
{{Weapon|Lead Pipe}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Power-up specific weapons ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Hydraulic Hammers}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Power-ups ==&lt;br /&gt;
This is a list of power-ups that were able to be found in this mode:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_crits.png|Critical Hits|100px]]&lt;br /&gt;
| Applies [[Critical hits]] to the player for a period of fifteen seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_uber.png|Ubercharge|100px]]&lt;br /&gt;
| Applies [[Ubercharge]] to the player for a period of fifteen seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_megahealth.png|Megahealth|100px]]&lt;br /&gt;
| Applies max overheal to the player which drains overtime till it returns to base health.&lt;br /&gt;
|}&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;[[2Fort (Deathmatch)|2Fort (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_2fort.png|200px]]&lt;br /&gt;
| {{code|dm_2fort}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Axiomax]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_axiomax.png|200px]]&lt;br /&gt;
| {{code|dm_axiomax}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Compound]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_compound.png|200px]]&lt;br /&gt;
| {{code|dm_compound}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Grain]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_grain.png|200px]]&lt;br /&gt;
| {{code|dm_grain}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Lineage]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_lineage.png|200px]]&lt;br /&gt;
| {{code|dm_lineage}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Lumberyard (Deathmatch)|Lumberyard (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_lumberyard.png|200px]]&lt;br /&gt;
| {{code|dm_lumberyard}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Offblast (Deathmatch)|Offblast (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_offblast.png|200px]]&lt;br /&gt;
| {{code|dm_offblast}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Parley]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_parley.png|200px]]&lt;br /&gt;
| {{code|dm_parley}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ravine (Deathmatch)|Ravine (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_ravine.png|200px]]&lt;br /&gt;
| {{code|dm_ravine}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Wiseau]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_wiseau.png|200px]]&lt;br /&gt;
| {{code|dm_wiseau}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added a very VERY early version of [[Deathmatch]] mode.&lt;br /&gt;
* W.I.P [[Mercenary]] model by Maxxy&lt;br /&gt;
* Players can set their own model color using {{code|tf2c_setmerccolor R G B}}&lt;br /&gt;
** Note: The merc. model with proper coloring support wasn’t ready yet.&lt;br /&gt;
* Added a {{code|tf_logic_deathmatch}} entity. Place one in your map to mark your map as a [[Deathmatch|DM]] map&lt;br /&gt;
* Added [[Compound|dm_compound]] (OneFourth)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3.1}}&lt;br /&gt;
* Fixed the tf_logic_deathmatch fgd entry&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Additions&#039;&#039;&#039;&lt;br /&gt;
* Added the crowbar{{sic}}&lt;br /&gt;
* Added the deathmatch weapon spawner entity into the game&lt;br /&gt;
* Added support for Mercenary and Civilian HUD images&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Additions&#039;&#039;&#039;&lt;br /&gt;
* Added a new game mode, [[Deathmatch]] (Danielmm8888, Nicknine, PistonMiner, Iamgoofball)&lt;br /&gt;
** Free-for-all competition to get the most kills&lt;br /&gt;
** Round ends after 50 kills have been reached&lt;br /&gt;
* DM-specific Weapons (Iamgoofball)&lt;br /&gt;
** Added the [[Sten Gun]] (Sedimentarysocks, Maxxy), [[Super Shotgun]] (Rage, Game Zombie, OverPovered), [[Six Shooter]] (model is placeholder), [[Crowbar]]&lt;br /&gt;
* Added the Overheal Pill (Game Zombie, Nitronik)&lt;br /&gt;
** New kind of medkit that heals 8%, can overheal and doesn&#039;t extinguish.&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Added dm_ravine (Valve, Snowshoe), dm_offblast (Valve, MacD11, iiboharz), dm_2fort (Valve, iiboharz), dm_lumberyard (MacD11, Valve), dm_wiseau (MacD11)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Added maps:&lt;br /&gt;
** dm_grain&lt;br /&gt;
* Removed maps:&lt;br /&gt;
** dm_offblast&lt;br /&gt;
* Updated maps:&lt;br /&gt;
** dm_wiseau&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathmatch&#039;&#039;&#039;&lt;br /&gt;
* Kills and assists no longer grant double points&lt;br /&gt;
* Suicides and environmental deaths subtract 1 point&lt;br /&gt;
* Mercenary colors now only change after the player has respawned&lt;br /&gt;
** RIP Rainbow Merc&lt;br /&gt;
* Added a colored sniper dot{{sic}}&lt;br /&gt;
* Added the Uber powerup&lt;br /&gt;
* Enabled player collision&lt;br /&gt;
* Added the Berserk powerup (currently not present in any maps)&lt;br /&gt;
* Added blue outlines to weapon spawners&lt;br /&gt;
* Players drop their active weapon when killed (outline color indicates how much ammo the dropped weapon includes - green is full, red is almost empty)&lt;br /&gt;
* Set player overheal decay 25% slower&lt;br /&gt;
* Buffed player overheal cap to 200%&lt;br /&gt;
* Scoreboard now displays killstreaks&lt;br /&gt;
* Respawn particles now preview properly&lt;br /&gt;
* Heavy Artillery added to weapon pool&lt;br /&gt;
* Flare Gun added to weapon pool&lt;br /&gt;
* Reworked the Sten Gun Animations&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 3)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* Raised Deathmatch overheal drain time to 30 seconds (from 20)&lt;br /&gt;
&#039;&#039;&#039;Bugs/Exploits&#039;&#039;&#039;&lt;br /&gt;
* Fixed a client crash related to chat in Deathmatch&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* {{code|tf_weaponspawner}} now allows options to disable glow and rotation&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
* Removed the Heavy Artillery&lt;br /&gt;
* Added the Tommy Gun&lt;br /&gt;
* Added several map specific Deathmatch melee weapons&lt;br /&gt;
* RPG stats changed to replace Deathmatch Rocket Launcher&lt;br /&gt;
** (maps have not been recompiled with this change yet)&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Updated Wiseau soundscapes&lt;br /&gt;
* Updated DM_Grain&lt;br /&gt;
* Added a new test map, [[dm_lineage_a1]]. Due to potential crashes this map has not been added to the default Deathmatch rotation.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Removed the following maps:&lt;br /&gt;
** dm_2fort&lt;br /&gt;
** dm_axiomax&lt;br /&gt;
** dm_devtest&lt;br /&gt;
** dm_grain&lt;br /&gt;
** dm_liniage{{sic}}&lt;br /&gt;
** dm_lumberyard&lt;br /&gt;
** dm_parley&lt;br /&gt;
** dm_ravine&lt;br /&gt;
** dm_wiseau&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Deathmatch&amp;diff=7940</id>
		<title>Deathmatch</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Deathmatch&amp;diff=7940"/>
		<updated>2025-05-08T13:30:59Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds the entire update history from 1.8.3 up until removal in 2.0.0, possibly the longest update history i&amp;#039;ve ever had 2 put on a page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:banner_image_beta3.png|thumb|right|Banner used for Deathmatch.]]&lt;br /&gt;
{{scrapped}}&lt;br /&gt;
{{todo|&lt;br /&gt;
&amp;lt;s&amp;gt;Add Update history section&amp;lt;/s&amp;gt;&lt;br /&gt;
Maybe set the weapons section up to look like [[Heavy#Weapons|this]] once we get more images of these weapons uploaded?}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathmatch&#039;&#039;&#039; was a fast-paced free-for-all gamemode in which all players must fight to win via reaching 50 points or getting the most amount of points after the time limit is reached. It had a special class unique to the mode, much like [[VIP]], named the [[Mercenary]] who would be the only playable class in this mode.&lt;br /&gt;
&lt;br /&gt;
Players would start with two starting weapons ([[Pistol]] and [[Crowbar]]), and would pick up weapons to replace them as they go, deathmatch-specific weapons would be scattered around the map alongside weapons seen in the base game (see below). Power-ups could also be found on these maps, providing varying buffs to the player that would last set periods of time, listed below.&lt;br /&gt;
&lt;br /&gt;
Deathmatch would eventually be removed from the game for a number of reasons, splitting off into &#039;&#039;Team Deathmatch Classic&#039;&#039; and &#039;&#039;Open Fortress&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* It was too large; it felt like its own separate game.&lt;br /&gt;
* Any gamemode that removes classes/weapons to function goes against some of the core principles of &#039;&#039;Team Fortress&#039;&#039;.&lt;br /&gt;
* The code was getting to the point where if one thing was done in X, it&#039;d screw something up in Y.&lt;br /&gt;
&lt;br /&gt;
==Deathmatch weapons==&lt;br /&gt;
The following is a list of [[Weapons|weapons]] that could be used in Deathmatch:&lt;br /&gt;
&lt;br /&gt;
* [[Coffee Pot]]&lt;br /&gt;
* [[Crowbar]]&lt;br /&gt;
* [[Flare Gun]]&lt;br /&gt;
* [[Grenade Launcher]]&lt;br /&gt;
* [[Heavy Artillery]]&lt;br /&gt;
* [[Hydraulic Hammers]]&lt;br /&gt;
* [[Lead Pipe]]&lt;br /&gt;
* [[Minigun]]&lt;br /&gt;
* [[Pistol]]&lt;br /&gt;
* [[Rocket Launcher]]&lt;br /&gt;
* [[Shotgun]]&lt;br /&gt;
* [[Six Shooter]]&lt;br /&gt;
* [[Sniper Rifle]]&lt;br /&gt;
* [[Super Shotgun]]&lt;br /&gt;
* [[Sten Gun]]&lt;br /&gt;
&lt;br /&gt;
== Power-ups ==&lt;br /&gt;
This is a list of power-ups that were able to be found in this mode:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Effects&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_crits.png|Critical Hits|100px]]&lt;br /&gt;
| Applies [[Critical hits]] to the player for a period of fifteen seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_uber.png|Ubercharge|100px]]&lt;br /&gt;
| Applies [[Ubercharge]] to the player for a period of fifteen seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup_megahealth.png|Megahealth|100px]]&lt;br /&gt;
| Applies max overheal to the player which drains overtime till it returns to base health.&lt;br /&gt;
|}&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;[[2Fort (Deathmatch)|2Fort (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_2fort.png|200px]]&lt;br /&gt;
| {{code|dm_2fort}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Axiomax]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_axiomax.png|200px]]&lt;br /&gt;
| {{code|dm_axiomax}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Compound]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_compound.png|200px]]&lt;br /&gt;
| {{code|dm_compound}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Grain]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_grain.png|200px]]&lt;br /&gt;
| {{code|dm_grain}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Lineage]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_lineage.png|200px]]&lt;br /&gt;
| {{code|dm_lineage}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Lumberyard (Deathmatch)|Lumberyard (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_lumberyard.png|200px]]&lt;br /&gt;
| {{code|dm_lumberyard}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Offblast (Deathmatch)|Offblast (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_offblast.png|200px]]&lt;br /&gt;
| {{code|dm_offblast}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Parley]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_parley.png|200px]]&lt;br /&gt;
| {{code|dm_parley}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ravine (Deathmatch)|Ravine (DM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_ravine.png|200px]]&lt;br /&gt;
| {{code|dm_ravine}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Wiseau]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dm_wiseau.png|200px]]&lt;br /&gt;
| {{code|dm_wiseau}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added a very VERY early version of [[Deathmatch]] mode.&lt;br /&gt;
* W.I.P [[Mercenary]] model by Maxxy&lt;br /&gt;
* Players can set their own model color using {{code|tf2c_setmerccolor R G B}}&lt;br /&gt;
** Note: The merc. model with proper coloring support wasn’t ready yet.&lt;br /&gt;
* Added a {{code|tf_logic_deathmatch}} entity. Place one in your map to mark your map as a [[Deathmatch|DM]] map&lt;br /&gt;
* Added [[Compound|dm_compound]] (OneFourth)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3.1}}&lt;br /&gt;
* Fixed the tf_logic_deathmatch fgd entry&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Additions&#039;&#039;&#039;&lt;br /&gt;
* Added the crowbar{{sic}}&lt;br /&gt;
* Added the deathmatch weapon spawner entity into the game&lt;br /&gt;
* Added support for Mercenary and Civilian HUD images&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Additions&#039;&#039;&#039;&lt;br /&gt;
* Added a new game mode, [[Deathmatch]] (Danielmm8888, Nicknine, PistonMiner, Iamgoofball)&lt;br /&gt;
** Free-for-all competition to get the most kills&lt;br /&gt;
** Round ends after 50 kills have been reached&lt;br /&gt;
* DM-specific Weapons (Iamgoofball)&lt;br /&gt;
** Added the [[Sten Gun]] (Sedimentarysocks, Maxxy), [[Super Shotgun]] (Rage, Game Zombie, OverPovered), [[Six Shooter]] (model is placeholder), [[Crowbar]]&lt;br /&gt;
* Added the Overheal Pill (Game Zombie, Nitronik)&lt;br /&gt;
** New kind of medkit that heals 8%, can overheal and doesn&#039;t extinguish.&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Added dm_ravine (Valve, Snowshoe), dm_offblast (Valve, MacD11, iiboharz), dm_2fort (Valve, iiboharz), dm_lumberyard (MacD11, Valve), dm_wiseau (MacD11)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Added maps:&lt;br /&gt;
** dm_grain&lt;br /&gt;
* Removed maps:&lt;br /&gt;
** dm_offblast&lt;br /&gt;
* Updated maps:&lt;br /&gt;
** dm_wiseau&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathmatch&#039;&#039;&#039;&lt;br /&gt;
* Kills and assists no longer grant double points&lt;br /&gt;
* Suicides and environmental deaths subtract 1 point&lt;br /&gt;
* Mercenary colors now only change after the player has respawned&lt;br /&gt;
** RIP Rainbow Merc&lt;br /&gt;
* Added a colored sniper dot{{sic}}&lt;br /&gt;
* Added the Uber powerup&lt;br /&gt;
* Enabled player collision&lt;br /&gt;
* Added the Berserk powerup (currently not present in any maps)&lt;br /&gt;
* Added blue outlines to weapon spawners&lt;br /&gt;
* Players drop their active weapon when killed (outline color indicates how much ammo the dropped weapon includes - green is full, red is almost empty)&lt;br /&gt;
* Set player overheal decay 25% slower&lt;br /&gt;
* Buffed player overheal cap to 200%&lt;br /&gt;
* Scoreboard now displays killstreaks&lt;br /&gt;
* Respawn particles now preview properly&lt;br /&gt;
* Heavy Artillery added to weapon pool&lt;br /&gt;
* Flare Gun added to weapon pool&lt;br /&gt;
* Reworked the Sten Gun Animations&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 3)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* Raised Deathmatch overheal drain time to 30 seconds (from 20)&lt;br /&gt;
&#039;&#039;&#039;Bugs/Exploits&#039;&#039;&#039;&lt;br /&gt;
* Fixed a client crash related to chat in Deathmatch&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* {{code|tf_weaponspawner}} now allows options to disable glow and rotation&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
* Removed the Heavy Artillery&lt;br /&gt;
* Added the Tommy Gun&lt;br /&gt;
* Added several map specific Deathmatch melee weapons&lt;br /&gt;
* RPG stats changed to replace Deathmatch Rocket Launcher&lt;br /&gt;
** (maps have not been recompiled with this change yet)&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Updated Wiseau soundscapes&lt;br /&gt;
* Updated DM_Grain&lt;br /&gt;
* Added a new test map, [[dm_lineage_a1]]. Due to potential crashes this map has not been added to the default Deathmatch rotation.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
* Removed the following maps:&lt;br /&gt;
** dm_2fort&lt;br /&gt;
** dm_axiomax&lt;br /&gt;
** dm_devtest&lt;br /&gt;
** dm_grain&lt;br /&gt;
** dm_liniage{{sic}}&lt;br /&gt;
** dm_lumberyard&lt;br /&gt;
** dm_parley&lt;br /&gt;
** dm_ravine&lt;br /&gt;
** dm_wiseau&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Talk:Deathmatch&amp;diff=7939</id>
		<title>Talk:Deathmatch</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Talk:Deathmatch&amp;diff=7939"/>
		<updated>2025-05-08T12:58:48Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: inviting a wee bit of discussion about the newly added to-do&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Deathmatch and other cut gamemodes ==&lt;br /&gt;
Hi VivaRomania and TR4SHQU33N! I wanted to state something about this page and the other cut gamemode, Espionage. I have the Espionage page in production, but I had an idea on how we can optimize space on topics related to Deathmatch. Instead of creating multiple pages around all the weapons, maps, and classes, instead we could house as much information on one page. Everything related to Deathmatch would remain and be on this one page. The only exceptions would be weapons on other classes and maps that were merely reskins, like the Sten Gun or 2fort. Thoughts?&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;small&amp;gt;H0rr0rH0g - 010:44, 28 February 2025 (PST)&amp;lt;/small&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:RE: Deathmatch and other cut gamemodes&lt;br /&gt;
:I feel like doing this would put too much clutter on the main page, which focuses on the &#039;&#039;gamemode&#039;&#039; in particular; you don&#039;t see the class information on say, the Civilian on the VIP page for this reasoning. So, in my opinion, I think doing this would be a bad idea and I wouldn&#039;t recommend doing it for Espionage or any other cut gamemodes either.&lt;br /&gt;
:[[User:TR4SHQU33N|TR4SHQU33N]] ([[User talk:TR4SHQU33N|talk]]) 07:49, 1 March 2025 (UTC)&lt;br /&gt;
::there wouldn&#039;t be clutter on the main page because none of this stuff appears on the main page. So just document stuff as normal. [[User:VivaRomania|🇷🇴]] 18:39, 1 March 2025 (UTC)&lt;br /&gt;
:::my bad i misread. Thought you meant main page as in the main page of the wiki. Yeah we don&#039;t need to cluster up Deathmatch and Espionage articles with everything there is to know about them. Spread stuff out, document it like you would on any other wiki. [[User:VivaRomania|🇷🇴]] 18:42, 1 March 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
== To-do list section ==&lt;br /&gt;
i could take the time 2 set up the weapons section and poooossibly make the list of weapons shorter? i can look thru beta 4 (have it installed 4 when i get around 2 dm maps + weapon bucket icons) and shorten down the list 2 what it was in official maps by the time of its last public appearance, we cool w this? &amp;lt;span style=&amp;quot;font-family:cursive&amp;quot;&amp;gt;[[User:TR4SHQU33N|TR4SHQU33N ✨]]&amp;lt;/span&amp;gt; ([[User talk:TR4SHQU33N|talk]]) 12:58, 8 May 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Domination&amp;diff=7849</id>
		<title>Domination</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Domination&amp;diff=7849"/>
		<updated>2025-05-07T16:59:22Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Minor consistency edit to line-up with the Payload map re-do&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Domination.png|thumb|right|Typical round of Domination on Hydro.]]&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day3 Death &amp;amp; Taxes update page]|&lt;br /&gt;
Domination is a metaphor for all the territory disputes and land grabs that have underscored every armed conflict in the history of the world. Instead of Alexander conquering the Levant for Macedon, though, you&#039;re a thug conquering a 20-foot-wide metal circle for no one in particular.}}&lt;br /&gt;
&#039;&#039;&#039;Domination&#039;&#039;&#039;, abbreviated &#039;&#039;&#039;Dom&#039;&#039;&#039;, is a game mode created for Team Fortress 2 Classic.&lt;br /&gt;
&lt;br /&gt;
This mode is designed around reaching a point limit that increases based on the number of control points you own. Control points may start neutral, or may start out owned by a particular team that will start gaining points from it as soon as the round begins. Depending on the map, some control points may increase your team&#039;s points at different rates. Contesting an enemy control point pauses their point gain for as long as you&#039;re on it. Teams that are trailing behind in point value will receive both shorter respawn times and, if they can capture all control points at once, will gain a point bonus large enough to catch up with the other team(s).&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;[[Oil Canyon]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_oilcanyon.webp|200px]]&lt;br /&gt;
| {{code|dom_oilcanyon}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Railway]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_railway.jpg|200px]]&lt;br /&gt;
| {{code|dom_railway}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sawtooth]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Sawtooth-Point-B.jpg|200px]]&lt;br /&gt;
| {{code|dom_sawtooth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[[Four-Team]]&#039;&#039;&#039; Domination ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Hydro (Domination)|Hydro (DOM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_hydro.webp|200px]]&lt;br /&gt;
| {{code|dom_hydro}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[[Four-Team]]&#039;&#039;&#039; &#039;&#039;&#039;[[Medieval]]&#039;&#039;&#039; Domination ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Krepost]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_krepost.webp|200px]]&lt;br /&gt;
| {{code|dom_krepost}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|hold_allpoints_domination}}&lt;br /&gt;
{{Achievement|play_game_dommaps_1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Frontier&amp;diff=7843</id>
		<title>Frontier</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Frontier&amp;diff=7843"/>
		<updated>2025-05-06T14:42:17Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Fixes this map lacking a proper infobox image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|needs pictures}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = Pl_frontier_final.png&lt;br /&gt;
|game-type = Payload&lt;br /&gt;
|file-name = pl_frontier_final&lt;br /&gt;
|developer = [https://steamcommunity.com/id/mangycarface/ Patrick &amp;quot;MangyCarface&amp;quot; Mulholland]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/arhurt/ Arthur &amp;quot;Arhurt&amp;quot; Bobany de Queiroz]&lt;br /&gt;
|release-date = [https://wiki.teamfortress.com/wiki/February_24,_2011_Patch February 24 2011 Patch]&lt;br /&gt;
|map-environment = Alpine Mountain&lt;br /&gt;
|map-setting = Daylight, Sunny&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;[https://www.teamfortress.com/communitymappack/ Community Map Pack Update]&#039;&#039;&#039;|Meet &amp;quot;Li&#039;l Chew Chew&amp;quot;—a razor-toothed BLU payload designed to messily devour any merc dumb enough to blunder in front of its path through this single-stage payload map. Eat your way past RED&#039;s defenses astride a gleaming metal death machine, powered by the blood of your enemies, and also gasoline (mostly gasoline, to be honest).}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frontier&#039;&#039;&#039; is an official [[Payload]] map. It is a single-stage payload map with four capture points contested by RED and BLU on train tracks that slowly climb up a mountain. Each capture point captured by BLU moves the BLU spawn upward up the mountain. Once the BLU team captures all the points, they win. If RED holds back the BLU team until time runs out, they win. This map is oriented toward pushes that use the cart&#039;s large size as protection, as the favor favors the defending team. This map takes place at an industrial site of unclear purpose, set in a mountainous alpine region that culminates in a massive pit where the bomb cart is dropped. This map&#039;s signature feature is L&#039;il Chew Chew.&lt;br /&gt;
&lt;br /&gt;
Frontier was originally released for Team Fortress 2 in the February 24, 2011 Patch, and was developed by mangyacarface and arhurt.&lt;br /&gt;
&lt;br /&gt;
== Li&#039;l Chew Chew ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Li&#039;l Chew Chew&#039;&#039;&#039; is a unique Payload cart that replaces the normal bomb cart here on Frontier. Li&#039;l Chew Chew is a massive mechanized train engine painted blue with a massive maw filled with jagged teeth, searchlights for eyes and a chimney on top. &lt;br /&gt;
&lt;br /&gt;
Li&#039;l Chew Chew, being larger compared to other Payload carts, can be used as cover from incoming fire. A platform trails behind the train engine, which BLU can stand on to push the cart. It is impossible to erect [[buildings]] on this platform. Li&#039;l Chew Chew is also capable of killing anybody unfortunate enough to be standing in front of its maw while it is moving. The chomp&#039;s range increases with BLU players on it. The platform behind the train engine contains a built-in BLU dispenser. Players on the cart have to be careful, however, as the train engine makes it difficult to see the front.&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added pl_frontier_final&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated select stock maps to improve clipping, fix exploits, and improve visuals (Sniffy194):&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Fixed various displacement seams&lt;br /&gt;
* Adjusted some displacements outside of BLU&#039;s first spawn to look more natural&lt;br /&gt;
* Some boulders are no longer hovering above the ground&lt;br /&gt;
* Many, many lighting fixes&lt;br /&gt;
* The runoff puddle outside of BLU&#039;s spawn now uses the same modern water material as [[tc_hydro]]&lt;br /&gt;
* Restored cubemaps, and added parallax correction for the floors in RED&#039;s final spawn&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Payload&amp;diff=7842</id>
		<title>Payload</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Payload&amp;diff=7842"/>
		<updated>2025-05-06T14:40:56Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds map list re-do to the Payload page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:gamemode payload.png|right|550px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Payload&#039;&#039;&#039; is an asymmetrical gamemode where BLU must push a bomb cart, the titular Payload, to the end of its tracks. RED must stop BLU from reaching the end and blowing up their base until the round-timer runs out. Along the tracks are checkpoints that, if BLU pushes the cart over, will give them extra time to complete the objective. If RED can keep BLU off the cart for a period of time, the cart will automatically begin to move backwards until BLU can push it again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Payload Race&#039;&#039;&#039; is a similar gamemode where instead of just BLU pushing a cart, RED team pushes a cart as well. Both teams must stop the other team from pushing the enemy Payload while at the same time moving their own.&lt;br /&gt;
&lt;br /&gt;
Payload maps are comprised of either one or multiple stages. For maps with multiple stages, BLU must win all stages to win the overall map.&lt;br /&gt;
&lt;br /&gt;
== Cart mechanics ==&lt;br /&gt;
=== General ===&lt;br /&gt;
[[File:BLU Bombcart.png|right|170px]]&lt;br /&gt;
The cart is pushed by people standing next to it, and the more people there are, the further it gets pushed. &lt;br /&gt;
* [[Scout|Scouts]] count as 2 people pushing the cart.&lt;br /&gt;
* If a member of the opposing team stands next to the cart, it is blocked until either the opposing player moves away or is killed.&lt;br /&gt;
* [[Disguise]]d Spies count normally as whichever team they are disguised as: If disguised as an enemy, they block the cart, if disgused as a friendly, they push the cart.&lt;br /&gt;
* However [[Spy|Spies]] disguised as Scout do not get any bonuses Scout would normally have pushing the cart.&lt;br /&gt;
* Players under the effect of an [[ÜberCharge]] from the [[Medi Gun]] do not count for nor block the Payload.&lt;br /&gt;
* Once the cart passes over a point on the railroad tracks, it is captured and locked, moving the BLU spawn with it.&lt;br /&gt;
* If the cart is left unattended it stops moving forwards, and after some time starts moving backwards until the previous checkpoint. The cart-pushing team must stand next to it again to get it to move.&lt;br /&gt;
* Currently all Payload carts move at the same speed.&lt;br /&gt;
&lt;br /&gt;
=== Payload ===&lt;br /&gt;
In Payload BLU team must push a cart through a series of checkpoints until they reach the final point. RED must stop them from doing so. Reaching a checkpoint and capturing it increases the round timer by a set amount. If a [[building]] is on the tracks, then it is destroyed. Speaking of buildings, the cart acts like a level one [[Dispenser]], providing [[health]] and [[ammo]] to BLU team.&lt;br /&gt;
&lt;br /&gt;
If BLU team does not push the cart after some time, the cart will begin to roll back to the last checkpoint. A BLU team member standing next to it stops the cart rolling back.&lt;br /&gt;
&lt;br /&gt;
=== Payload Race ===&lt;br /&gt;
&lt;br /&gt;
Payload Race is a gamemode similar to Payload, except both teams have a Payload to push. The objective for each team is to push their respective bomb cart while stopping the opposing team from doing so. Unlike in normal Payload, the carts in Payload race don&#039;t roll back after some time, and there is no round timer. The map only ends when one team&#039;s Payload is captured. This can result in Payload race maps theoretically going on indefinitely. Maps like [[Hightower]] are infamous for this.&lt;br /&gt;
&lt;br /&gt;
=== Li&#039;l Chew Chew ===&lt;br /&gt;
&lt;br /&gt;
Li&#039;l Chew Chew is a special bomb cart so far only present on [[Frontier]], and replaces the standard Payload. It is a train engine painted blue with two headlights for eyes and a pair of jaws on the front. &lt;br /&gt;
&lt;br /&gt;
Li&#039;l Chew Chew is a lot bigger than all the other Payloads, and has a rideable platform towing behind it. BLU team can ride the platform towing behind Li&#039;l Chew Chew to move alongside the train. The jaws in front cause damage to those in front, no matter which team they are on. The platform has a built in BLU Dispenser. Those on the Payload cart have a harder time seeing the front, considering how big Li&#039;l Chew Chew is. The Front of Li&#039;l Chew Chew also provides cover. It cannot be blocked by opposing players from RED team standing in front of it, only when opposing players stand near or on top of the train&#039;s platform.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&#039;&#039;Main article: [[Community Payload Strategy]]&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Main article: [[Community Payload Race Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
===Payload===&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;[[Gold Rush]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:pl_goldrush.png|200px]]&lt;br /&gt;
| {{code|pl_goldrush}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Badwater Basin (Payload)|Badwater Basin (PL)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:pl_badwater.png|200px]]&lt;br /&gt;
| {{code|pl_badwater}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Hoodoo]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:pl_hoodoo.png|200px]]&lt;br /&gt;
| {{code|pl_hoodoo_final}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Thunder Mountain]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:pl_thundermountain.png|200px]]&lt;br /&gt;
| {{code|pl_thundermountain}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Upward]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Pl_upward.webp|200px]]&lt;br /&gt;
| {{code|pl_upward}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Frontier]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:pl_frontier_final.png|200px]]&lt;br /&gt;
| {{code|pl_frontier_final}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Barnblitz]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:pl_barnblitz.png|200px]]&lt;br /&gt;
| {{code|pl_barnblitz}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Jinn]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Jinn 1.jpg|200px]]&lt;br /&gt;
| {{code|pl_jinn}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Payload Race===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Pipeline]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Pipelinetf2.jpg|200px]]&lt;br /&gt;
| {{code|plr_pipeline}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Hightower]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Plr_hightower.jpg|200px]]&lt;br /&gt;
| {{code|plr_hightower}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Nightfall]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Plr_nightfall.jpg|200px]]&lt;br /&gt;
| {{code|plr_nightfall_final}}&lt;br /&gt;
|}&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Pl_barnblitz.png&amp;diff=7841</id>
		<title>File:Pl barnblitz.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Pl_barnblitz.png&amp;diff=7841"/>
		<updated>2025-05-06T14:39:58Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Pl_frontier_final.png&amp;diff=7840</id>
		<title>File:Pl frontier final.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Pl_frontier_final.png&amp;diff=7840"/>
		<updated>2025-05-06T14:39:46Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Pl_thundermountain.png&amp;diff=7839</id>
		<title>File:Pl thundermountain.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Pl_thundermountain.png&amp;diff=7839"/>
		<updated>2025-05-06T14:39:29Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Pl_hoodoo.png&amp;diff=7838</id>
		<title>File:Pl hoodoo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Pl_hoodoo.png&amp;diff=7838"/>
		<updated>2025-05-06T14:39:16Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Pl_badwater.png&amp;diff=7837</id>
		<title>File:Pl badwater.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Pl_badwater.png&amp;diff=7837"/>
		<updated>2025-05-06T14:38:33Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Pl_goldrush.png&amp;diff=7836</id>
		<title>File:Pl goldrush.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Pl_goldrush.png&amp;diff=7836"/>
		<updated>2025-05-06T14:38:19Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Special_Delivery&amp;diff=7785</id>
		<title>Special Delivery</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Special_Delivery&amp;diff=7785"/>
		<updated>2025-04-18T12:23:36Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds both a thumbnail and the map list re-do to the Special Delivery page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Doomsday_Launch_1.webp|thumb|right|The rocket launching on [[Doomsday]].]]&lt;br /&gt;
&#039;&#039;&#039;Special Delivery&#039;&#039;&#039;, abbreviated &#039;&#039;&#039;&amp;quot;SD&amp;quot;&#039;&#039;&#039;, is a game mode originally from Team Fortress 2, combining aspects of [[Capture the Flag]] and [[Payload]].&lt;br /&gt;
&lt;br /&gt;
The goal in Special Delivery is to capture the neutral [[Intelligence]], represented by an Australium briefcase. Once it&#039;s made available after some time, a team must try to escort the briefcase to the capture zone in the middle of the map, represented by a rocket. Standing on the lift of the rocket with the briefcase will make it rise, while also giving friendly players health and ammo. After it reaches the top, the rocket will open, allowing capture of the Australium - instantly winning the round.&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;[[Doomsday]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Sd_doomsday.webp|200px]]&lt;br /&gt;
| {{code|sd_doomsday}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Payload_Race&amp;diff=7784</id>
		<title>Payload Race</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Payload_Race&amp;diff=7784"/>
		<updated>2025-04-18T12:12:16Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds the map list re-do to the Payload Race page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Payload Race&#039;&#039;&#039;, abbreviated as &#039;&#039;&#039;&amp;quot;PLR&amp;quot;&#039;&#039;&#039;, is a symmetrical variant of [[Payload]], wherein all teams have their own [[Payload (objective)|payload]] bomb cart to push. The first team to push their cart to the end of the tracks wins the round. Unlike normal Payload, the carts will not start moving backward if they have not been pushed after some time. In addition, Payload Race maps usually do not have a round-timer, which can result in much longer rounds.&lt;br /&gt;
&lt;br /&gt;
Payload maps are comprised of either one or multiple stages. For maps with multiple stages, when one team wins a stage, their cart will automatically start a bit further up the track in the next stage. Whichever team wins the final stage wins the overall map.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Pipeline]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Pipelinetf2.jpg|200px]]&lt;br /&gt;
| {{code|plr_pipeline}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Hightower]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Plr_hightower.jpg|200px]]&lt;br /&gt;
| {{code|plr_hightower}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Nightfall]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Plr_nightfall.jpg|200px]]&lt;br /&gt;
| {{code|plr_nightfall_final}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Nightfall&amp;diff=7783</id>
		<title>Nightfall</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Nightfall&amp;diff=7783"/>
		<updated>2025-04-18T12:11:45Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Fixes this map ALSO lacking a proper image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Plr_nightfall.jpg&lt;br /&gt;
|file-name = plr_nightfall_final&lt;br /&gt;
|game-type = Payload Race&lt;br /&gt;
|map-environment = Alpine / Industrial&lt;br /&gt;
|map-setting = Nighttime, Rainy&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Nightfall&#039;&#039;&#039; is a [[Payload Race]] map. &lt;br /&gt;
&lt;br /&gt;
The map takes place in an alpine industrial zone, at nighttime in a lumber company, it was added to the map rotation in the [[2.0.0]] update&lt;br /&gt;
&lt;br /&gt;
The map switches to 3 different stages as the rounds go on&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Plr_nightfall.jpg&amp;diff=7782</id>
		<title>File:Plr nightfall.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Plr_nightfall.jpg&amp;diff=7782"/>
		<updated>2025-04-18T12:11:16Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Nightfall thumbnail, page lacked one.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Nightfall thumbnail, page lacked one.&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hightower&amp;diff=7781</id>
		<title>Hightower</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hightower&amp;diff=7781"/>
		<updated>2025-04-18T12:08:42Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Fixes this map lacking a proper image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Plr_hightower.jpg&lt;br /&gt;
|file-name = plr_hightower&lt;br /&gt;
|game-type = Payload Race&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Dusky, Cloudy&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Hightower&#039;&#039;&#039; is a [[Payload Race]] map. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The map takes place in an industrial desert zone with 3 important locations, the larger 2 bases are owned by RED and BLU, while the third location being the center tower is at the center of the map. the 2 Teams each have a small room with a health kit and an ammo pickup box under their base near the starting point of the bomb cart and a small balcony designed for support&lt;br /&gt;
&lt;br /&gt;
Each team&#039;s cart is located next to the stairs connected to the center tower near their respective bases&lt;br /&gt;
Both teams must push their respective bomb cart to the elevator so the bomb cart can reach the top of the center tower while also pushing it.&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=File:Plr_hightower.jpg&amp;diff=7780</id>
		<title>File:Plr hightower.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=File:Plr_hightower.jpg&amp;diff=7780"/>
		<updated>2025-04-18T12:08:29Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Hightower thumbnail, page lacked one.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Hightower thumbnail, page lacked one.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{ExtractTF2C}}&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Four-Team&amp;diff=7779</id>
		<title>Four-Team</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Four-Team&amp;diff=7779"/>
		<updated>2025-04-18T12:01:59Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds the map list re-do to the Four-Team page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:4teamteaser.png|frameless|right]]&lt;br /&gt;
{{Quotation|[https://tf2classic.com/death_and_taxes/day3 Death &amp;amp; Taxes update page]|&lt;br /&gt;
&amp;quot;Shoot at people whose army-navy-store cargo pants are a different color than yours&amp;quot; is a &#039;&#039;learned behavior&#039;&#039; by now, so we didn&#039;t think it would inconvenience you too much if we tracked down eighteen more color-coordinated psychopaths and put them on the payroll. Global Radio Network (GRN) and Yard Logistics Workers, Inc. (YLW) play a part in all the broadcast towers and freight yards you&#039;ve been fighting over, respectively, but they&#039;ve also got shady corporate interests that they&#039;re willing to hire mercenaries to protect. You&#039;re not so different after all!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Four-Team&#039;&#039;&#039;, also known as &amp;quot;&#039;&#039;&#039;4team&#039;&#039;&#039;&amp;quot;, is a game mode introduced in the Death and Taxes update; as the name suggests the game mode features typical symmetrical gameplay, but players are now split between four [[Teams|teams]] instead of the usual two. These two new teams added are the &#039;&#039;&#039;GRN&#039;&#039;&#039; &#039;&#039;(Global Radio Network)&#039;&#039; team and the &#039;&#039;&#039;YLW&#039;&#039;&#039; &#039;&#039;(Yard Logistics Workers, Inc)&#039;&#039;. Since teams will naturally be smaller in size, teamwork is encouraged and sticking together is advised.&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Arena]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Flask]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Arena_flask.webp|200px]]&lt;br /&gt;
| {{code|arena_flask}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Floodgate]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Arena_floodgate.webp|200px]]&lt;br /&gt;
| {{code|arena_floodgate}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Domination]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Hydro (Domination)|Hydro (DOM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_hydro.webp|200px]]&lt;br /&gt;
| {{code|dom_hydro}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Medieval]] Domination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Krepost]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_krepost.webp|200px]]&lt;br /&gt;
| {{code|dom_krepost}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[King of the Hill]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Frigid]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Koth_frigid.webp|200px]]&lt;br /&gt;
| {{code|koth_frigid}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The mechanics of a map having three or more teams first appeared in TFC, though in the base game only the Hunted map (which eventually evolved into [[VIP]]) utilized this mechanic. The [[Civilian]] was on Blue, Red was comprised of his bodyguards, and Yellow was the assassins.&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=VIP_Race&amp;diff=7778</id>
		<title>VIP Race</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=VIP_Race&amp;diff=7778"/>
		<updated>2025-04-18T11:58:41Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds the map list re-do to the VIP Race page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:VIP-Race.png|435px|right|Caption]]&lt;br /&gt;
&#039;&#039;&#039;VIP Race&#039;&#039;&#039; is a symmetrical variant of the [[VIP]] game mode, in which more than one team have their own VIPs. On each team, one player will get randomly selected to be the VIP (who will then play as the [[Civilian]]), unless another player gets voted to be their team&#039;s VIP.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In current VIP Race maps, the map contains four control points. Each team&#039;s VIP must capture the two control points belonging to the enemy team, on the opposite half of the map. Each control point unlocks the next, with the final point containing the Civilian&#039;s car near the enemy base. Capturing this point will result in victory.&lt;br /&gt;
&lt;br /&gt;
When a team&#039;s VIP dies, all capture progress is reset, and they will have to start from the first control point again. Unlike in regular VIP mode, no time will be taken from the round clock on VIP death.&lt;br /&gt;
&lt;br /&gt;
If the round timer runs out before either VIP reaches their car, the round will go to [[Sudden Death]]. In this mode, only the VIP is counted for victory in Sudden Death, killing the enemy VIP will win a team the round.&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;[[2Bridge]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:2bridge-Point-A.jpg|200px]]&lt;br /&gt;
| {{code|vipr_2bridge}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Drizzle]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Drizzle-Point-A.jpg|200px]]&lt;br /&gt;
| {{code|vipr_drizzle}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Map intro ==&lt;br /&gt;
A video tutorial, showcased on day two of the [[Double Down]] update, overviewing how the [[VIP Race]] game mode works. This will play in-game upon joining a [[VIP Race]] map.&lt;br /&gt;
&amp;lt;youtube&amp;gt;b6e-Oh9l8v4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_play_game_viprmaps}}&lt;br /&gt;
{{Achievement|achievement_vipr_reset}}&lt;br /&gt;
{{Achievement|achievement_vipr_time}}&lt;br /&gt;
{{Achievement|achievement_play_game_vipr_overtime}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Due to &amp;quot;VIP&amp;quot; being an initialism for &amp;quot;Very Important Person&amp;quot;, the technical full-name of this game mode is &amp;quot;Very Important Person Race&amp;quot;.&lt;br /&gt;
* Despite the game mode being officially revealed with the release of {{Tooltip|two maps|vipr_2bridge, vipr_drizzle}} in the [[Double Down Update]], it has remained functional before this, with maps prefixed &amp;lt;code&amp;gt;vipr_&amp;lt;/code&amp;gt; being properly recognized as [[VIP Race]].&lt;br /&gt;
* While currently unused in any officially released maps, there exists functionality for [[Four-Team]] [[VIP Race]], including assets for the [[GRN]] and [[YLW]] teams.&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=VIP&amp;diff=7777</id>
		<title>VIP</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=VIP&amp;diff=7777"/>
		<updated>2025-04-18T11:55:59Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds map list re-do to the VIP page.&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;
 &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>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Medieval_Mode&amp;diff=7776</id>
		<title>Medieval Mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Medieval_Mode&amp;diff=7776"/>
		<updated>2025-04-18T11:52:02Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds map list re-do to the Medieval page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:medieval_icon.png|200px|right]]&lt;br /&gt;
&#039;&#039;&#039;Medieval Mode&#039;&#039;&#039;, also known as just &#039;&#039;&#039;Medieval&#039;&#039;&#039;, is a sub-gamemode where all players are limited to using only melee weapons and small set of &amp;quot;Medieval-appropriate&amp;quot; weapons, resulting in close-quarter combat. Players will also drop a small health kit on death to increase survivability after melee fights.&lt;br /&gt;
&lt;br /&gt;
Other aesthetic changes include a word filter in the game chat that will replace certain phrases with Ye Olde English (i.e. &amp;quot;you&amp;quot; is replaced with &amp;quot;thou&amp;quot;, etc.), and health kits will take the appearance of pieces of meat.&lt;br /&gt;
&lt;br /&gt;
Because Medieval Mode is mostly just a limited weapon selection, it can be applied to any main gamemode, making it a sub-gamemode.&lt;br /&gt;
&lt;br /&gt;
==Medieval Weapons==&lt;br /&gt;
The following is a list of [[Weapons|weapons]] that can be used in Medieval Mode:&lt;br /&gt;
&lt;br /&gt;
* All [[:Category:Melee weapons|melee weapons]]&lt;br /&gt;
* [[Brick]]&lt;br /&gt;
* [[Gunboats]]&lt;br /&gt;
* [[Flare Gun]]&lt;br /&gt;
* [[Sandvich]]&lt;br /&gt;
* [[Huntsman]]&lt;br /&gt;
* [[Invis Watch]]&lt;br /&gt;
* [[L&#039;escampette]]&lt;br /&gt;
* [[Disguise Kit]]&lt;br /&gt;
* [[Jump pad]]s &lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
{{main|List of maps}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Attack / Defense]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Degroot Keep]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Cp_degrootkeep.webp|200px]]&lt;br /&gt;
| {{code|cp_degrootkeep}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Four-Team]] [[Domination]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Krepost]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_krepost.webp|200px]]&lt;br /&gt;
| {{code|dom_krepost}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
medieval_meats.png|Small, medium and large health kits as they appear in Medieval Mode.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Domination&amp;diff=7775</id>
		<title>Domination</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Domination&amp;diff=7775"/>
		<updated>2025-04-18T11:51:39Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Slight fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Domination.png|thumb|right|Typical round of Domination on Hydro.]]&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day3 Death &amp;amp; Taxes update page]|&lt;br /&gt;
Domination is a metaphor for all the territory disputes and land grabs that have underscored every armed conflict in the history of the world. Instead of Alexander conquering the Levant for Macedon, though, you&#039;re a thug conquering a 20-foot-wide metal circle for no one in particular.}}&lt;br /&gt;
&#039;&#039;&#039;Domination&#039;&#039;&#039;, abbreviated &#039;&#039;&#039;Dom&#039;&#039;&#039;, is a game mode created for Team Fortress 2 Classic.&lt;br /&gt;
&lt;br /&gt;
This mode is designed around reaching a point limit that increases based on the number of control points you own. Control points may start neutral, or may start out owned by a particular team that will start gaining points from it as soon as the round begins. Depending on the map, some control points may increase your team&#039;s points at different rates. Contesting an enemy control point pauses their point gain for as long as you&#039;re on it. Teams that are trailing behind in point value will receive both shorter respawn times and, if they can capture all control points at once, will gain a point bonus large enough to catch up with the other team(s).&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;[[Oil Canyon]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_oilcanyon.webp|200px]]&lt;br /&gt;
| {{code|dom_oilcanyon}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Railway]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_railway.jpg|200px]]&lt;br /&gt;
| {{code|dom_railway}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sawtooth]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Sawtooth-Point-B.jpg|200px]]&lt;br /&gt;
| {{code|dom_sawtooth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Four-Team]]&#039;&#039;&#039; Domination&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Hydro (Domination)|Hydro (DOM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_hydro.webp|200px]]&lt;br /&gt;
| {{code|dom_hydro}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Four-Team]]&#039;&#039;&#039; &#039;&#039;&#039;[[Medieval]]&#039;&#039;&#039; Domination&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Krepost]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_krepost.webp|200px]]&lt;br /&gt;
| {{code|dom_krepost}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|hold_allpoints_domination}}&lt;br /&gt;
{{Achievement|play_game_dommaps_1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Domination&amp;diff=7774</id>
		<title>Domination</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Domination&amp;diff=7774"/>
		<updated>2025-04-18T11:49:56Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds map list re-do to the Domination page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Domination.png|thumb|right|Typical round of Domination on Hydro.]]&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day3 Death &amp;amp; Taxes update page]|&lt;br /&gt;
Domination is a metaphor for all the territory disputes and land grabs that have underscored every armed conflict in the history of the world. Instead of Alexander conquering the Levant for Macedon, though, you&#039;re a thug conquering a 20-foot-wide metal circle for no one in particular.}}&lt;br /&gt;
&#039;&#039;&#039;Domination&#039;&#039;&#039;, abbreviated &#039;&#039;&#039;Dom&#039;&#039;&#039;, is a game mode created for Team Fortress 2 Classic.&lt;br /&gt;
&lt;br /&gt;
This mode is designed around reaching a point limit that increases based on the number of control points you own. Control points may start neutral, or may start out owned by a particular team that will start gaining points from it as soon as the round begins. Depending on the map, some control points may increase your team&#039;s points at different rates. Contesting an enemy control point pauses their point gain for as long as you&#039;re on it. Teams that are trailing behind in point value will receive both shorter respawn times and, if they can capture all control points at once, will gain a point bonus large enough to catch up with the other team(s).&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;[[Oil Canyon]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_oilcanyon.webp|200px]]&lt;br /&gt;
| {{code|dom_oilcanyon}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Railway]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_railway.jpg|200px]]&lt;br /&gt;
| {{code|dom_railway}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sawtooth]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Sawtooth-Point-B.jpg|200px]]&lt;br /&gt;
| {{code|dom_sawtooth}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Four-Team]]&#039;&#039;&#039; Domination&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Hydro (Domination)|Hydro (DOM)]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_hydro.webp|200px]]&lt;br /&gt;
| {{code|dom_hydro}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Four-Team]]&#039;&#039;&#039; &#039;&#039;&#039;[[Medieval]]&#039;&#039;&#039; Domination&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | File name&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[Krepost]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Dom_krepost.webp|200px]]&lt;br /&gt;
| {{code|dom_hydro}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|hold_allpoints_domination}}&lt;br /&gt;
{{Achievement|play_game_dommaps_1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mercenary&amp;diff=7773</id>
		<title>Mercenary</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mercenary&amp;diff=7773"/>
		<updated>2025-04-18T02:39:14Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds the nav class template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=&lt;br /&gt;
| type=Special&lt;br /&gt;
| health=150&lt;br /&gt;
| overhealed=450&lt;br /&gt;
| speed=107}}&lt;br /&gt;
{{scrapped}}&lt;br /&gt;
The &#039;&#039;&#039;Mercenary&#039;&#039;&#039; was a [[Classes#Special|special class]], unique to Team Fortress 2 Classic, that was designed around the [[Deathmatch]] gamemode. Which was the only mode he can be played in. During a round of Deathmatch, Mercenary only starts with his default weapons, the [[Pistol]] and [[Crowbar]], and must pick up other weapons around the map to replace them and get more points. Mercenary was as tall as the [[Soldier]], with a health of 150 and a speed of 107% which makes him equal to the [[Medic]].&lt;br /&gt;
&lt;br /&gt;
If he were to be played outside of Deathmatch, using the server command &amp;lt;code&amp;gt;tf2c_allow_special_classes&amp;lt;/code&amp;gt;, he&#039;d be a versatile offensive and defensive class; able to pick up the weapons of other classes around him to replace his default weapons.&lt;br /&gt;
&lt;br /&gt;
The Mercenary was voiced by Jonathon &amp;quot;{{dev|Stachekip}}&amp;quot; Biondi.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Crowbar}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* W.I.P Mercenary model by Maxxy&lt;br /&gt;
* Players can set their own model color using {{code|tf2c_setmerccolor R G B}}&lt;br /&gt;
** Note: The merc. model with proper coloring support wasn’t ready yet.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Added support for Mercenary and [[Civilian]] HUD images&lt;br /&gt;
* Fixed the stat panel including the Civilian and the Mercenary&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Disabled Civilian and Mercenary from normal play&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Mercenary colors now only change after the player has respawned&lt;br /&gt;
** RIP Rainbow Merc&lt;br /&gt;
* Buffed player overheal cap to 200%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* Remade every class icon (hud, selection screen, etc)&lt;br /&gt;
* Updated Mercenary model + texture}}&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=7772</id>
		<title>Civilian</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=7772"/>
		<updated>2025-04-18T02:38:53Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds the nav class template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_civilian&lt;br /&gt;
| type=Special&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039; &#039;&#039;&amp;quot;encouraging&amp;quot; his body guards&#039;&#039;|&#039;&#039;If I survive you all get a five cent raise! Sound good? Good...&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civilian&#039;&#039;&#039; is a [[Classes#Special|special class]], unique to Team Fortress 2 Classic, that is designed around the [[VIP]] and [[VIP Race]] game modes, which are the only modes he can be played in. During a VIP match, he must be escorted by his bodyguards, the [[Teams|BLU]] team, while avoiding being killed by the assassins, the [[Teams|RED]] team. He is extremely short and fat, and has 200 health and 93% speed, yet is equipped only with the [[Umbrella]], a low-damage melee weapon. As a result, he is completely useless in direct combat, but benefits his team with a variety of special effects. During a VIP Race match, it&#039;s two competing Civilians who need to each be escorted to safety by theirs respective teams in order to decide wich of the two truly deserves the title of &#039;&#039;Oil Baron&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
His passive effect is in providing an aura around him, benefiting his teammates with 20% damage resistance, which doesn&#039;t affect the Civilian himself, while healing them between 5 and 15 health per second, which the Civilian does benefit from. Like the [[Medi Gun]], he gives less health to players damaged within 10 seconds. The aura checks for players within it every second, has a slightly larger activation range than deactivation range, makes a wooshing sound on an active player, shows a badge on their health, is active through walls, and will benefit disguised [[Spy|Spies]]. If there are somehow two Civilians, they can provide auras to each other, enabling the damage reduction for eachother. The damage reduction does not affect taunt kills, and only gives 6.66% damage reduction against [[Critical hit|critical hits]].&lt;br /&gt;
&lt;br /&gt;
His Umbrella is an excellent weapon for dealing damage, but not because the Civilian attacks with it. It will instead grant an 8-second [[mini-crit]] boost to any one of his teammates, which deals 35% extra damage and ignores damage falloff for all their weapons. It can also mini-crit boost the Medi Gun or [[Kritzkrieg]], increasing their heal rate and [[ÜberCharge]] rate by 35%. The boost recharges every 15 seconds, and has no boost when spawning. Besides this feature, the Umbrella is identical to the [[Bat]], and so only deals 35 damage a swing despite swinging faster than normal. This means the Civilian should not attempt direct combat with an enemy under any circumstances, especially in VIP mode, as this could risk a team&#039;s disadvantage. The Civilian can be somewhat reliable in combat outside of VIP, as he can attack fast and can be helpful in life-or-death situations.&lt;br /&gt;
&lt;br /&gt;
He also has the fastest capture rate out of all classes in the game, capturing five times faster than normal. However, this is a moot point, because he is the only class able to capture points in VIP mode. If he is enabled outside of VIP mode, using the server command &amp;lt;code&amp;gt;tf2c_allow_special_classes&amp;lt;/code&amp;gt;, he is able to be selected as normal, and will play much the same way as he does in VIP - which is to say, a terrible fighter with exceptional passive effects.&lt;br /&gt;
&lt;br /&gt;
The Civilian is voiced by Benjamin &amp;quot;Benjamoose&amp;quot; Rudman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Orson W. Jenkins&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Dorset, England&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Escape (Oil Baron)&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; No Motto&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Boost&lt;br /&gt;
Known as &amp;quot;Dollar Bill&amp;quot; to his friends (a self-given nickname, as he has none), the rich, haughty, and rather portly Civilian is a man with a target on his back. Paranoid, he hires mercenaries to protect him from the various men and organizations that are after him. His two loves are his life and his money, and he wants to maintain those for as long as he possibly can. But so long as there are people who want him dead out there, he&#039;s going to have to use that money he loves dearly to keep himself alive.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
{{Weapon|Derby Cane}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
As a Civilian…&lt;br /&gt;
* …keep up with your teammates to have a better chance of survival.&lt;br /&gt;
* …you&#039;re rather slow. Try your best to keep up with your teammates!&lt;br /&gt;
* …you are the shortest class in the game. This can be useful when hiding behind teammates.&lt;br /&gt;
* …you are the only class capable of capturing [[Control point (objective)|control points]] in [[VIP]] mode.&lt;br /&gt;
* …be sure to watch out for enemy [[Spy|Spies]], as they&#039;re capable of killing you instantly.&lt;br /&gt;
* …nearby teammates will be protected from damage within your morale boost&#039;s radius. You yourself however, remain excluded.&lt;br /&gt;
* …your morale boost passes through walls and heals teammates too. Try to keep out of enemy sight lines.&lt;br /&gt;
* …hit {{Attack2}} on a teammate to boost them, giving them a great advantage in battle.&lt;br /&gt;
* …your [[umbrella]] isn&#039;t very effective as a weapon. Let your teammates fight for you.&lt;br /&gt;
* …your umbrella grants [[Critical hit#Mini crits|mini-crits]] to a teammate of your choosing. Boost classes that are capable of dealing high amounts of damage.&lt;br /&gt;
* …your mini-crit boost also gives [[Medic|Medics]] 35% faster healing and [[ÜberCharge|Über]] gain.&lt;br /&gt;
* …As a Civilian, your [[Derby Cane]] can be used to give a teammate a haste boost. This allows them to move and shoot much quicker.&lt;br /&gt;
* …your Derby Cane boosts the healing rate of Medics and building rate of Engineers.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP 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|kill_civilian_disguiseboost}}&lt;br /&gt;
{{Achievement|achievement_vip_protect_unseen}}&lt;br /&gt;
{{Achievement|achievement_killstreak_while_vip_boosted}}&lt;br /&gt;
{{Achievement|achievement_vip_teammate_killstreak_damage_boost}}&lt;br /&gt;
{{Achievement|achievement_vip_kill_crit_killstreak}}&lt;br /&gt;
{{Achievement|achievement_kill_vip_damagers}}&lt;br /&gt;
{{Achievement|achievement_protect_vip_as_medic}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Цивилен|bg_m=Civilian&lt;br /&gt;
|de=Civilian&lt;br /&gt;
|en=Civilian&lt;br /&gt;
|es=Civilian&lt;br /&gt;
|fr=Civilian&lt;br /&gt;
|hu=Civil|hu_m=Civilian&lt;br /&gt;
|it=Civile|it_m=Civilian&lt;br /&gt;
|pl=Cywil|pl_m=Civilian&lt;br /&gt;
|pt-br=Civilian&lt;br /&gt;
|ro=Civilian&lt;br /&gt;
|ru=Гражданский|ru_m=Civilian&lt;br /&gt;
|tr=Civilian&lt;br /&gt;
|uk=Цивільний|uk_m=Civilian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.5.1}}&lt;br /&gt;
* Fixed the Civilian name not being displayed on the scoreboard&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Fixed the Civilian crash&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Added support for [[Mercenary]] and Civilian HUD images&lt;br /&gt;
* Fixed the stat panel including the Civilian and the Mercenary&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Disabled Civilian and Mercenary from normal play&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* New cvars:&lt;br /&gt;
** {{code|tf2c_allow_special_classes}}&lt;br /&gt;
*** Allows game mode exclusive classes (Civilian, Mercenary) in normal gameplay&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* Updated Civilian animation&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Civilian’s Speed to be as fast as the [[Demoman]].&lt;br /&gt;
* Added Voice-lines for the Civilian. (Currently the Civilian cannot move his mouth; This will be fixed in a future update.)&lt;br /&gt;
* Added a [[Sniper Rifle|Headshot]] death animation to the Civilian.&lt;br /&gt;
* Updated the Civilian model with proper animations.&lt;br /&gt;
* Updated the Civilian model to properly hold [[CTF|Briefcases]] and Party Hats.&lt;br /&gt;
* Updated the Civilian’s viewmodels to be more consistent with the rest of the classes.&lt;br /&gt;
* Updated the Civilian’s view-height to be more accurate to his height.&lt;br /&gt;
* Fixed the Civilians{{sic}} Gibs to be ordered correctly.&lt;br /&gt;
* Added a Civilian icon to the scoreboard.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Added [[Fire|burning]] and [[Knife|backstab]] animations for the Civilian&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Civilian:&lt;br /&gt;
** Now slowly heals nearby teammates and himself&lt;br /&gt;
** Healing starts at 5HP/s and increases up to 15HP/s if players have taken no damage for 10s&lt;br /&gt;
** Added voice lines for taking damage from enemies&lt;br /&gt;
* Added the Civilian to the loadout menu&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* The VIP no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added 28 new Civilian voice lines&lt;br /&gt;
* Implemented facial expressions and lipsync information to all Civilian voice lines and animations&lt;br /&gt;
* Updated the Civilian model&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RED Civilian Portrait.png|Civilian Portrait&lt;br /&gt;
Civilian concept art.png|Civilian Concept Art&lt;br /&gt;
Civilian outfits concept art.png|Civilian Outfits Concept Art&lt;br /&gt;
Civilian cutout concept art.png|Civilian Cutout Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Civilian originated in Team Fortress Classic, and was considered for Team Fortress 2 during it&#039;s development, but never went anywhere past very early gameplay test phases.&lt;br /&gt;
* The model for the Civilian was originally made for a custom game-mode in standard Team Fortress 2 called &amp;quot;Hunted&amp;quot;, before being adopted by the developers.&lt;br /&gt;
* In [[VIP]], the Civilian cannot kill himself through a kill-bind.&lt;br /&gt;
* If you call for [[Medic]], there&#039;s a chance the Civilian will say &amp;quot;Excuse me, I&#039;m in need of medical attention!&amp;quot;, which is a reference to one of the Medic lines in &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* Despite not being one of the 9 mercenaries, the Civilian can still be Übercharged. This implies he underwent surgery from the [[Medic]] to gain an Übercharge implant.&lt;br /&gt;
* If a Spy backstabs the Civilian while under the effects of his aura (which are gained while disguised), the Civilian will get credit for his own death.&lt;br /&gt;
* When the Civilian dies from an explosion and is gibbed, his former body leaves behind a green cloud of fluttering money.&lt;br /&gt;
* The Civilian&#039;s real name (Orson W. Jenkins) was inspired by the Jenkin Coal Co., a company present within both Team Fortress 2 and Team Fortress 2 Classic. The Civilian being the company&#039;s proprietor is heavily implied with this decision.&lt;br /&gt;
&lt;br /&gt;
== Comparisons from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*The aura&#039;s 35% damage reduction may be modeled after the live version Soldier&#039;s [[tf:Battalion&#039;s Backup|Battalion&#039;s Backup]].&lt;br /&gt;
*The aura&#039;s passive healing may have been inspired by the live version Medic&#039;s [[tf:Amputator|Amputator]] taunt.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Civilian responses]]&lt;br /&gt;
* [[Civilian voice commands]]&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=7771</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=7771"/>
		<updated>2025-04-18T02:38:36Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds the nav class template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_spy&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=107}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;after taking out his local mercenary&#039;&#039;|&#039;&#039;Thank you for being such a dear friend.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Spy&#039;&#039;&#039; is a [[Classes#Support|support class]] whose purpose is to immediately kill unsuspecting enemies at great personal risk. He has 125 health and 107% speed, making him slightly faster than usual. His [[Disguise Kit]] allows him to camouflage himself as an enemy teammate, while still taking damage from them as usual. His [[Invis Watch]] allows him to cloak and turn invisible, only being revealed when he bumps into an enemy, or is shot by them. These allow him to sneak into enemy lines without being detected, giving him freedom to roam around the map. With his [[Knife|Knife&#039;s]] backstab feature, he can instantly kill any enemy looking away from him, which is especially valuable against [[Medic|Medics]] and [[Heavy|Heavies]]. His [[Revolver]] acts as a reliable backup weapon for when he is inevitably caught, able to blast pursuers close-up and finish off enemies from afar. Finally, his [[Sapper]] allows destruction of enemy [[buildings]], disabling them and dealing constant damage to them. This skillset is designed to allow the Spy to kill enemies undetected and be able to sneak away, with limited combat abilities outside of espionage.&lt;br /&gt;
&lt;br /&gt;
The Spy faces unique issues compared to other classes. These issues include the triviality of spy-checking, the commitment of cloaking, his lack of combat ability, a reliance on luck despite his high skill requirements, and disproportionately hard counters from [[Pyro]], multiple [[Engineer|Engineers]], and any player who simply turns around. Players have learned to blast any &amp;quot;ally&amp;quot; that approaches them, and this will kill the Spy before he gets a chance to return fire. As his cloak is revealed when taking damage (such as unwittingly getting caught in crossfire), and he is helpless for a long period of time after uncloaking, he has no good response when he is revealed. Even if he could respond right away, his weapons are below par. The Revolver is merely decent, not exceptional, and the Knife is a terrible melee weapon outside of backstabs. This makes it difficult for Spy to win in a 1v1 fight, even with perfect aim.&lt;br /&gt;
&lt;br /&gt;
As a result of these numerous downsides, the Spy is considered the weakest class in the game. Despite this distinction, he is by no means unusable, and is still able to find success if the circumstances are right. On offense, his main goal is to destroy the enemy Sentry Gun, which is accomplished by killing the Engineer and sapping all his buildings. He can also go deep into enemy territory to sneakily capture an objective, something which other classes have a hard time achieving. On defense, his main role is to constantly kill the enemy Medic and his patient, preventing them from building up enough momentum to mount a successful assault. A Spy standing around an obscure corner can get more kills than even a Heavy standing there, and is especially useful in killing the [[VIP]]. While the Spy is not a good class for anyone desiring consistency, his playstyle and mechanics are unlike any other, with a technical skillset that takes full advantage of the player&#039;s game knowledge. He is terrible for new players, but acts as an amusing option for experienced players to try out, pushing their luck to see just how far they can take the so-called &amp;quot;worst class in the game&amp;quot;, and finding joy in the unexpected depths of his mediocre brilliance.&lt;br /&gt;
&lt;br /&gt;
The Spy is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: France&lt;br /&gt;
&lt;br /&gt;
Job: Uncloak &amp;amp; Dagger&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Contraptions: Disguise Kit / Cloaking Watch&lt;br /&gt;
&lt;br /&gt;
A master of disguise, misdirection, and the byzantine details of who really runs things, the Spy is a double reverse quadruple agent whose reflexive suspicion is entirely justified.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Revolver}}&lt;br /&gt;
{{Weapon|Tranquilizer Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sapper}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Knife}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Disguise Kit}}&lt;br /&gt;
}}&lt;br /&gt;
=== Watch ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Invis Watch}}&lt;br /&gt;
{{Weapon|L&#039;escampette}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Spy Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Spy…&lt;br /&gt;
* …disguise yourself as an enemy with your [[Disguise Kit|disguise kit]]. Beware, attacking will remove your disguise.&lt;br /&gt;
* …call for enemy [[Medic|Medics]] by hitting {{Callmedic}} while disguised.&lt;br /&gt;
* …try to act like an enemy while disguised. Observe where enemy team members are, and disguise as one of them.&lt;br /&gt;
* …press {{speed}} to run at normal speed while disguised as slower classes.&lt;br /&gt;
* …your [[revolver]] is a very useful tool for when a stealth operation doesn&#039;t go your way.&lt;br /&gt;
* …place your [[Sapper|electro sappers]] on enemy buildings to disable and destroy them. Disguises aren&#039;t lost when placing sappers.&lt;br /&gt;
* …your electro sappers disable [[Sentry Gun|sentry guns]] before destroying them. Sap a sentrygun before attacking the engineer.&lt;br /&gt;
* …use your [[knife]] to backstab enemies from behind, killing them instantly.&lt;br /&gt;
* …hit {{attack2}} to [[Invis Watch|cloak]] and become fully invisible for a short period of time.&lt;br /&gt;
* …use your cloak to get behind enemy lines, and your disguise to move around amongst them.&lt;br /&gt;
* …your [[Tranquilizer Gun|tranquilizer gun]] slows down your target and decreases their ranged gun damage. This helps create an opening for an escape.&lt;br /&gt;
* …the darts from your tranquilizer gun cause your target to take guaranteed [[Critical hit|critical hits]] from melee damage. Let your teammates gang up on them.&lt;br /&gt;
* …the [[L&#039;escampette]] allows you to move quickly to or from the enemy base. Make quick escapes, or quick infiltrations!&lt;br /&gt;
* …you lose cloak taking damage with the L&#039;escampette equipped. Stay out of the line of fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Шпионин|bg_m=Spy&lt;br /&gt;
|de=Spy&lt;br /&gt;
|en=Spy&lt;br /&gt;
|es=Spy&lt;br /&gt;
|fr=Spy&lt;br /&gt;
|hu=Kém|hu_m=Spy&lt;br /&gt;
|it=Spia|it_m=Spy&lt;br /&gt;
|pl=Szpieg|pl_m=Spy&lt;br /&gt;
|pt-br=Spy&lt;br /&gt;
|ro=Spy&lt;br /&gt;
|ru=Шпион|ru_m=Spy&lt;br /&gt;
|tr=Spy&lt;br /&gt;
|uk=Шпигун|uk_m=Spy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Spy&#039;s Cigarette “shell” to be slightly higher poly.&lt;br /&gt;
* Added Spywalk for Spies. (Bound to Shift by default)&lt;br /&gt;
* Added a glow to the Spy&#039;s cigarette.&lt;br /&gt;
* Updated the Spy’s mask textures to be consistent with the 10 classes.&lt;br /&gt;
* Being touched as a Spy now also affects the viewmodel.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated {{code|tf2c_spy_gun_mettle}} to include updated [[Sapper]] damage modifier &lt;br /&gt;
* Fixed Spywalk not being applied clientside&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* The move speed increase from {{code|tf2c_gun_mettle_spy}} now only affects Spy, rather than all classes &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Increased the Spy&#039;s movement speed to 107% (from 100%)&lt;br /&gt;
** Set by {{code|tf2c_spy_gun_mettle 2}}, the new default setting for {{code|tf2c_spy_gun_mettle}}; can be changed by server operators&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a Spy, and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
* Added the {{code|tf2c_spywalk_inverted}} convar, which sets Spywalk (moving at Spy&#039;s regular speed while [[Disguise Kit|disguised]] as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise&#039;s speed&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* The Spy now has a +20% damage resistance and reduced debuff duration while [[Invis Watch|cloaked]]&lt;br /&gt;
* Added a Spywalk indicator on the [[Disguise Kit|Disguis]]e HUD (enabled via tf2c_spywalk_hud, enabled by default)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Spies now gain double the amount of [[Invis Watch|cloak]] from [[Buildings|building]] gibs&lt;br /&gt;
* [[Invis Watch|Cloaked]] Spies now correctly take 20% less damage even from [[Critical hit|crits]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy used to have 100% movement speed in both Team Fortress 2 and Team Fortress 2 Classic, but both iterations were eventually changed to 107%.&lt;br /&gt;
* In Team Fortress 2 Classic, Spy gets another line for his &amp;quot;Thanks!&amp;quot; voice command where he says &amp;quot;Prego&amp;quot; (&amp;quot;Translation: &amp;quot;You&#039;re welcome&amp;quot;). This was lifted from the prerelease versions of Team Fortress 2.&lt;br /&gt;
* The RED and YLW Spy smoke white cigarettes, while the BLU and GRN Spy smoke brown cigarettes. Despite this, the class selection portraits in-game have the BLU and GRN Spy smoking white cigarettes.&lt;br /&gt;
* In the French version of the game, the Spy has a British accent, several of his responses have been rewritten, suggesting that the Spy&#039;s nationality was changed to better fit local sensibilities.&lt;br /&gt;
* The French dub also brings in the possibility of Spy having a little sister in a response line related to Dominations perpetrated on a Soldier by a Spy. A strange oddity unique to this dub that was never given further context, much like most of Spy&#039;s personnal life.&lt;br /&gt;
** &amp;quot;Oh, Soldat, qui pourra jamais te remplacer ? Ma petite sœur ! (rire)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=7770</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=7770"/>
		<updated>2025-04-18T02:38:12Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds the nav class template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_sniper&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Sniper&#039;&#039;&#039; &#039;&#039;after assassinating his most recent target&#039;&#039;|&#039;&#039;Everything above your neck&#039;s gonna be a fine red mist!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sniper&#039;&#039;&#039; is a [[Classes#Support|support class]] that specializes in long-range combat, and can assassinate any enemy that crosses his sightline. He has 125 health and 100% speed, making him fragile with average speed. His [[Sniper Rifle]] is one of the game&#039;s most powerful weapons, able to kill any class with a headshot while fully charged, and is uncontestable at range. His ability to hold a single position and punish enemies who cross it with instant death is unmatched, and the inability for enemies to mount a response means he has free reign over wherever he looks. Far from a sitting duck, his ability to move around and get sightlines from obscure map angles can lead to surprising deaths outside the standard Sniper spots, and the first sign of a skilled Sniper is usually in the post-death screenshot. He can also deal unexpectedly high damage from close up, simply by quickscoping and clicking on the enemy&#039;s head, which is enough to kill or severely wound all classes. This makes him the game&#039;s premier pick class, and a skilled shot can end an engagement before it even begins.&lt;br /&gt;
&lt;br /&gt;
The Sniper&#039;s downsides are his mediocrity in direct combat, reliance on his teammate&#039;s front line, inability to contribute to objectives, constant threat from enemy Snipers, and high skill requirements. The Sniper Rifle deals very poor sustained damage, and while the [[SMG]] is his best method of self-defense, it is not as powerful as the sidearms of other classes. Combined with the Sniper&#039;s fragility, this means he will have a hard time defending himself unless he gets a lucky scoped shot, and prefers to stay in the back lines, far behind his teammates. If his team&#039;s united front suddenly collapses, the Sniper is usually the first to die, and because he lacks movement options and is only average speed, running can just fail you. This issue is compounded by the Sniper&#039;s difficulties in capturing objectives, since his fragility and long-range specialization means he is severely disadvantaged when taking point. This is compounded by attacks from enemy Snipers, who are locked in constant duels for sightline supremacy, and failing to keep track of their positions will lead to your unexpected death. Finally, the Sniper is no class for players who cannot aim. Since the single-shot nature of the Sniper Rifle is less forgiving than that of other primary weapons, having an &amp;quot;off day&amp;quot; has significantly more impact on Sniper than on other classes. On Sniper, if you miss, you miss.&lt;br /&gt;
&lt;br /&gt;
Despite these downsides, they are mitigated by running really far away and shooting people. As he is the only class in the game that can deal meaningful damage at long range, the only appropriate counter to him is to not get seen at all - and failing that, move wildly and hope he misses. On offense, he can peek around corners and get risky kills off enemies who leave the comfort of their base, including destroying exposed [[Sentry Gun|Sentry Guns]], as well as the necessary counter-sniping. On defense, he can snuff out [[Medic|Medics]] and their patients before they have a chance to run in, neutralizing the imbalance of power and creating a more favourable defensive line. While the Sniper is dominant on wide-open maps, he is still usable with sufficient skill even on cramped maps, and his skill ceiling is practically infinite. He rewards independent play, smart positioning, quick thinking, and technical practice with unmatched power, and is the perfect class for aim-monster loner types who just want to rack up kills.&lt;br /&gt;
&lt;br /&gt;
The Sniper is voiced by John Patrick Lowrie.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: Australia&lt;br /&gt;
&lt;br /&gt;
Job: Precision Elimination&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Pink Cloud of Death&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Half rugged outdoorsman, half alien observer, this taciturn strip of beef jerky has spent the better part of his life alone in the bush, slow baking under the Australian sun.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sniper Rifle}}&lt;br /&gt;
{{Weapon|Huntsman}}&lt;br /&gt;
{{Weapon|Hunting Revolver}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|SMG}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Kukri}}&lt;br /&gt;
{{Weapon|Fishwhacker}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Sniper Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Sniper…&lt;br /&gt;
* …the longer you spend zoomed in the scope, the more damage the shot will do.&lt;br /&gt;
* …aim for the head to do [[Critical hit|critical]] damage.&lt;br /&gt;
* …a fully charged [[Sniper Rifle|sniper rifle]] head shot can kill most classes instantly.&lt;br /&gt;
* …zoom with the sniper rifle by hitting {{Attack2}}.&lt;br /&gt;
* …use your [[SMG|submachine gun]]{{sic}} to deal with nearby enemies.&lt;br /&gt;
* …the [[Huntsman]] can be used for more reliable close-range combat, at the cost of accuracy.&lt;br /&gt;
* …your shot will usually miss if the Huntsman is pulled back longer than five seconds. Reset it by hitting {{Attack2}}.&lt;br /&gt;
* …movement speed while scoped in with the [[Hunting Revolver|hunting revolver]] is higher than with the sniper rifle. Move around while aiming to be a harder target to hit.&lt;br /&gt;
* …the hunting revolver is a great mid-range option. Use it to deal damage while quickly moving in and out of the frontline.&lt;br /&gt;
* …the [[Fishwhacker]] will cause [[Bleed|bleeding]] damage to the enemy being hit. Use it to fight cloaked [[Spy|Spies]]!&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Снайпер|bg_m=Sniper&lt;br /&gt;
|de=Sniper&lt;br /&gt;
|en=Sniper&lt;br /&gt;
|es=Sniper&lt;br /&gt;
|fr=Sniper&lt;br /&gt;
|hu=Mesterlövész|hu_m=Sniper&lt;br /&gt;
|it=Cecchino|it_m=Sniper&lt;br /&gt;
|pl=Snajper|pl_m=Sniper&lt;br /&gt;
|pt-br=Sniper&lt;br /&gt;
|ro=Sniper&lt;br /&gt;
|ru=Снайпер|ru_m=Sniper&lt;br /&gt;
|tr=Sniper&lt;br /&gt;
|uk=Снайпер|uk_m=Sniper&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In &#039;&#039;Team Fortress 2 Classic&#039;&#039;, Sniper&#039;s first person hand models now correctly show only one glove on his left hand, compared to &#039;&#039;Team Fortress 2&#039;&#039; where both of his hands had gloves.&lt;br /&gt;
* The Sniper is the only class in the game besides the [[Engineer]] who specifically refers to the Pyro as female.&lt;br /&gt;
** &amp;quot;Thanks for the warm-up, sister.&amp;quot;&lt;br /&gt;
** &amp;quot;You know what you and Jane Austen have in common? You&#039;re both dead women.&amp;quot;&lt;br /&gt;
** &amp;quot;Oooh, got ya right in the ovary.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=7769</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=7769"/>
		<updated>2025-04-18T02:37:53Z</updated>

		<summary type="html">&lt;p&gt;TR4SHQU33N: Adds the nav class template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_medic&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=150&lt;br /&gt;
| overhealed=225&lt;br /&gt;
| speed=107}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;on his profession&#039;&#039;|&#039;&#039;Ze healing is not as revarding as ze hurting.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a [[Classes#Support|support class]], whose purpose is to provide continuous health and intermittent invulnerability to his team. He has 150 health and 107% speed, and heals himself by 6 health per second, reduced to 3 health per second when damaged within 10 seconds, and with double regeneration when healing an injured teammate. His [[Medi Gun]] provides a continual beam of health to his patient, giving them significantly more effective health and an unfair advantage against enemies without a Medic. This also allows overhealing them to 150% of their max health, which tapers off over time. By constantly keeping his team healthy, he can fortify positions and reduce the effectiveness of enemy attacks, making chip damage a non-factor and allowing his patients to run into enemy positions. In addition, when the Medi Gun is fully charged, he can [[ÜberCharge]] his patient, turning them invulnerable for 9 seconds and allowing free reign over the enemy. These abilities make him the most useful class in the game to a team of any competence, sustaining an overwhelming assault complemented by overwhelming effects.&lt;br /&gt;
&lt;br /&gt;
The Medic&#039;s downsides are his terrible combat weapons, high kill priority, reliance on teammates to be of any effectiveness at all, and punishing deaths. The Medic&#039;s only ranged weapon is the [[Syringe Gun]], which is a contender for the worst in the game, and is not able to deal meaningful damage to any enemy in a fair fight. This is especially bad for Medic considering that he is the most important target for any enemy to kill, which means he will be constantly targeted by suicidal enemies, especially [[Scout|Scouts]] and [[Spy|Spies]], just for an attempt to get a kill on him. As a result, he is heavily reliant on his teammates to defend him, and choosing a bad patient will lead to both their deaths. This also means that a bad team composition, such as one without power classes such as a [[Heavy]] or [[Demoman]], is unable to make meaningful progress despite the presence of a Medic. And finally, since his ÜberCharge meter disappears on death and takes a significant time to charge, dying is a significant handicap to the Medic&#039;s team. When fully charged, he will often have to use it prematurely to avoid dying, as stated by the mantra [https://www.youtube.com/watch?v=yz5BU44_h74 &amp;quot;pop it, don&#039;t drop it&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
The Medic&#039;s significant downsides represent a class that excels within a skilled team, and is terrible when on a bad team. While borderline useless in combat, his healing abilities make him an exceptionally strong class, and a team with a Medic has a significant advantage compared to a team without. On offense, he can overheal patients to storm over an objective, using the increase in health to kill enemies that try to contest them, and then ÜberCharge them at the perfect moment to destroy enemy defenses. On defense, his ability to keep his entire team healthy will wall out enemy attempts to thin the ranks, and the alternative [[Kritzkrieg]] ÜberCharge can deal [[Critical hit|critical]] damage to wipe out anyone who tries to push through. These qualities make Medic a highly team-focused class that excels when hiding out of sight of enemies, rewarding careful positioning with overpowering abilities, and encouraging players to make smart decisions about how to maximize their healing potential. While this makes his skill potential lesser than other classes, he is a good class for those who are just starting out with the game, and experienced players can abuse his qualities to become the best Medic a team can get.&lt;br /&gt;
&lt;br /&gt;
The Medic is voiced by Robin Atkin Downes.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Stuttgart, Germany&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Doctor Assisted Homicide&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Prepare for your examination&amp;quot;&lt;br /&gt;
What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Syringe Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Medi Gun}}&lt;br /&gt;
{{Weapon|Kritzkrieg}}&lt;br /&gt;
{{Weapon|Rejuvenator }}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bonesaw}}&lt;br /&gt;
{{Weapon|Überspritze}}&lt;br /&gt;
{{Weapon|Shock Therapy}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Medic Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Medic…&lt;br /&gt;
* …you fill your [[ÜberCharge]] faster by healing teammates who are more hurt.&lt;br /&gt;
* …your ÜberCharge will build much faster during setup time.&lt;br /&gt;
* …fill your ÜberCharge meter by healing teammates, then hit {{Attack2}} to ÜberCharge.&lt;br /&gt;
* …keep alert for teammates calling for your help. Use the cross speech bubbles onscreen to find them.&lt;br /&gt;
* …remember that [[Syringe Gun|syringes]] travel in arcs and have a travel time. Lead your targets and aim higher in order to land successful hits.&lt;br /&gt;
* …your [[Medi Gun|Medi Gun&#039;s]] ÜberCharge makes both you and your target invulnerable for a short time.&lt;br /&gt;
* …use your Medi Gun to heal teammates, and buff them up to 150%%{{sic}} of their normal health.&lt;br /&gt;
* …you cannot capture a [[Control point (objective)|Control Point]] or pick up the [[Intelligence|Intelligence briefcase]] while invulnerable.&lt;br /&gt;
* …your [[bonesaw]] can be used in defensive situations when you are separated from your target.&lt;br /&gt;
* …your [[Kritzkrieg]] gives your target guaranteed [[Critical hit|crits]]. Use it in areas where there are a lot of enemies.&lt;br /&gt;
* …when using the [[Überspritze]], be sure to watch your health. You have 10 less maximum health when equipped with it.&lt;br /&gt;
* …the [[Shock Therapy]] will deal more damage the more it&#039;s charged. Its charge will be fully depleted on any hit you land on enemies.&lt;br /&gt;
* …the Shock Therapy can be used to fully heal a teammate at full charge, but lowers your main heal rate.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Медик|bg_m=Medic&lt;br /&gt;
|de=Medic&lt;br /&gt;
|es=Medic&lt;br /&gt;
|en=Medic&lt;br /&gt;
|fr=Medic&lt;br /&gt;
|hu=Szanitéc|hu_m=Medic?&lt;br /&gt;
|it=Medico|it_m=Medic&lt;br /&gt;
|pl=Medyk|pl_m=Medic&lt;br /&gt;
|pt-br=Medic&lt;br /&gt;
|ro=Medic&lt;br /&gt;
|ru=Медик|ru_m=Medic&lt;br /&gt;
|tr=Medic&lt;br /&gt;
|uk=Медик|uk_m=Medic&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;
* Ported Medic heal target marker from live TF2.&lt;br /&gt;
* Ported Medic auto callers.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, Medic passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In Team Fortress 2 Classic, Medic gains another line for his &amp;quot;Go Go Go!&amp;quot; voice command where he says &amp;quot;Los los!&amp;quot;, this voice line was lifted from Prerelease versions of Team Fortress 2.&lt;br /&gt;
* One of [[Demoman]]&#039;s Domination responses suggests that the Medic might actually be married, and that his wife is having an affair with him. &lt;br /&gt;
** &amp;quot;Dominated! ...And I&#039;ve been shaggin&#039; yer wife! Hahah!&amp;quot;&lt;br /&gt;
*One of Sniper&#039;s Revenge responses suggests he might have actually been paid by the Medic&#039;s own teamates to kill him, hinting that perhaps his own team might not be as receptive towards his practices than previously thought. &lt;br /&gt;
** &amp;quot;Hate to break it to ya, but your own team paid me to do that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>TR4SHQU33N</name></author>
	</entry>
</feed>