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	<updated>2026-06-01T00:49:54Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Upward&amp;diff=4572</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Upward&amp;diff=4572"/>
		<updated>2024-03-26T18:26:26Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = pl_upward.webp&lt;br /&gt;
|game-type = Payload&lt;br /&gt;
|file-name = pl_upward&lt;br /&gt;
|release-date = December 26, 2015&amp;lt;br&amp;gt;([[2.0.0 (BETA 2)]])&lt;br /&gt;
|developer = Valve&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Upward&#039;&#039;&#039; is an official [[Payload]] map, set on a desert mountaintop with a winding track around a mining settlement in the middle of the ocean. The last point and the first point are physically close to each other, separated by spiralling walls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upward&#039;&#039;&#039; was added to Team Fortress 2 Classic in December 26, 2015, in [[2.0.0 (BETA 2)]]. It was created by Valve, and was prior added to Team Fortress 2 on July 8, 2010.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Upward_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Point A ===&lt;br /&gt;
BLU spawns in a horizontally large interior with one exit directly behind the Payload, and two other exits in front of and to the side of it. Point A is set in a low point between a shack and a cliffside, with the track passing through a narrow channel carved out of the rock.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Upward_BLU_Spawn_1.webp|BLU spawn&lt;br /&gt;
Upward_Point_A_Back.webp|Point A back&lt;br /&gt;
Upward_Point_A_Front.webp|Point A front&lt;br /&gt;
Upward_Point_A_Side.webp|Point A side&lt;br /&gt;
Upward_Point_A.webp|Point A overview&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B ===&lt;br /&gt;
RED team initially spawns in a shack behind Point B. The track goes a narrow tunnel underground, with both teams having the opportunity to battle above it. The RED forward spawn changes to a BLU forward spawn when Point C is captured.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Upward_Point_B_Upper.webp|Point B upper&lt;br /&gt;
Upward_Point_B_Lower.webp|Point B lower&lt;br /&gt;
Upward_Point_B.webp|Point B overview&lt;br /&gt;
Upward_RED_Forward_Spawn.webp|RED forward spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point C ===&lt;br /&gt;
A forward spawn for BLU appears available when Point B is captured, which pushes RED to their final spawn. The point is at the end of a spiral track built precariously above a cliff, with two ramps that must be pushed up entirely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Upward_BLU_Forward_Spawn.webp|BLU forward spawn&lt;br /&gt;
Upward_Point_C_Side.webp|Point C connector&lt;br /&gt;
Upward_Point_C.webp|Point C overview&lt;br /&gt;
Upward_Point_C_Shack.webp|Point C shack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point D ===&lt;br /&gt;
The former RED forward spawn turns into BLU&#039;s final spawn when Point C is captured. The point is inside RED&#039;s large interior base, with the track going through a chokepoint surrounded on all sides above and below. There are numerous paths leading into and around the base, but few next to the cart. Pushing the bomb into the big pit below creates a large and satisfying explosion for BLU (not pictured). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Upward_Point_D_Exterior.webp|Point D connector&lt;br /&gt;
Upward_Point_D.webp|Point D overview&lt;br /&gt;
Upward_Point_D_Alcove.webp|Point D alcove&lt;br /&gt;
Upward_Point_D_Battlements.webp|Point D battlements&lt;br /&gt;
Upward_RED_Spawn.webp|RED spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0 (BETA 2)]]&#039;&#039;&#039;&lt;br /&gt;
* Added pl_upward&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.0.0]]&#039;&#039;&#039;&lt;br /&gt;
* Added pl_upward (again)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Updated select stock maps to improve clipping, fix exploits, and improve visuals&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.1]]&#039;&#039;&#039;&lt;br /&gt;
* Disabled collision on some scaffolding that&#039;s above the intended playspace, and could be used as a vantage point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.3]]&#039;&#039;&#039;&lt;br /&gt;
* Fix exploit where you could build teleporters in RED&#039;s final spawn&lt;br /&gt;
* Fix some pixelwalks and minor clipping issues across the map&lt;br /&gt;
* Reduce map size from 36MiB to 11MiB&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Revolver&amp;diff=3997</id>
		<title>Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Revolver&amp;diff=3997"/>
		<updated>2023-10-30T10:20:27Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: Added trivia regarding the low chance of utilizing an alternative reload animation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Spy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;For when stealth is no longer an option.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Revolver&#039;&#039;&#039; is the default primary weapon of the Spy. It is a shiny double-action revolver with an extended barrel, featuring a black metal frame and ivory grips.&lt;br /&gt;
&lt;br /&gt;
The Revolver is the Spy&#039;s best ranged weapon, featuring moderate damage, good accuracy, and a decent fire rate. When shooting a [[Sapper|sapped]] [[Sentry Gun]], the revolver will only deal 67% of its base damage (26 or 27, down from 40). It fulfills a variety of roles, mostly killing-related. Its primary use is to act as the Spy&#039;s main weapon while roaming in enemy territory, firing upon suspicious enemies before they kill the Spy. It is also useful for finishing off low-health enemies that his teammates cannot get to, walking up to them while [[Disguise Kit|disguised]] and then shooting them before they can escape. Like the [[Knife]], it will remove the Spy&#039;s current disguise. The Revolver&#039;s accuracy at range means that enemies can be shot from quite a distance without relying too much on luck. In a teamfight where stealth is not an option, it can also be used to lay on damage from aside while the enemy is focused on higher-priority teammates. And when failing a backstab, it is far better to bring out the Revolver than to foolishly swing at your target with the Knife.&lt;br /&gt;
&lt;br /&gt;
While the Revolver is not the most powerful weapon, it still functions as a reliable ranged option that can deal unexpectedly high damage at point-blank, unexpected damage at any range, and lead to kills that would not occur had the Spy tried to walk up to their target for several seconds and then die trying to stab them, rather than simply shooting them and moving on.&lt;br /&gt;
&lt;br /&gt;
As with the [[Pistol]] and [[SMG]], the first bullet shot after 1.25 seconds is completely accurate. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Brush off&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | 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;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.5 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | spread-recovery = 1.25 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver|pt-br_m=Revolver&lt;br /&gt;
|bg=Револвер|bg_m=Revolver&lt;br /&gt;
|en=Revolver&lt;br /&gt;
|fr=Revolver&lt;br /&gt;
|de=Revolver&lt;br /&gt;
|it=Revolver&lt;br /&gt;
|ro=Revolver&lt;br /&gt;
|ru=Револьвер|ru_m=Revolver&lt;br /&gt;
|es=Revólver|es_m=Revolver&lt;br /&gt;
|uk=Револьвер|uk_m=Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;[[2.1.0]]&#039;&#039;&#039;&lt;br /&gt;
* Lowered [[Coilgun]], [[SMG]], and Revolver spread by 20%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[2.1.2]]&#039;&#039;&#039;&lt;br /&gt;
* Reduced damage penalty against sapped Sentry Guns to -33% (from -66%)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When reloading, the Revolver has a 0.1% chance of using the old Revolver reload instead of the current one.&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Jinn&amp;diff=3247</id>
		<title>Jinn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Jinn&amp;diff=3247"/>
		<updated>2023-07-28T21:12:40Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: missing period&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Pl_jinn.webp&lt;br /&gt;
|game-type = Payload&lt;br /&gt;
|file-name = pl_jinn&lt;br /&gt;
|developer = [https://steamcommunity.com/id/AnotherBadPun abp]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/14bit 14bit]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/heavywepon Boomsta]&amp;lt;br&amp;gt;Freyja&lt;br /&gt;
|link = [https://steamcommunity.com/sharedfiles/filedetails/?id=2964570577 Steam Workshop]&amp;lt;br&amp;gt;[https://tf2maps.net/downloads/jinn.7457/ TF2Maps]&lt;br /&gt;
|release-date = April 28, 2023 ([[Fight or Flight]])&lt;br /&gt;
|map-environment = Desert Ruins&lt;br /&gt;
|map-setting = Daylight&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Jinn&#039;&#039;&#039; publicity blurb|Oh, no! RED team is siphoning floodwater out of an ancient Egyptian burial site and using it as rocket fuel! Push a bomb-cart off a cliff onto their water pump so the honored dead and priceless artifacts are swept away into the river and lost forever, like nature intended.}}&lt;br /&gt;
&#039;&#039;&#039;Jinn&#039;&#039;&#039; is an official [[Payload]] map with spacious surrounding areas flanking a cramped track. It is set in a desert oasis area surrounding an excavated tomb, with large indoor areas combined with tunnels and scaffolding, leading to the destruction of a missile looming over the horizon.&lt;br /&gt;
&lt;br /&gt;
Jinn was added to Team Fortress 2 Classic on April 28, 2023, in the [[Fight or Flight]] update. It was created by TF2 Classic developer abp and 14bit, alongside Boomsta, Freyja, and others as contributors. It was [https://steamcommunity.com/sharedfiles/filedetails/?id=2964570577 uploaded] to the Steam Workshop on April 19, 2023.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Jinn_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
BLU&#039;s spacious spawn has three exit leading out of it. On the left is a cramped side route guarded by a rock, away from the track. In the middle is a direct exit to the payload&#039;s starting position and the rest of the tracks. On the right is a wide-open beach area with some deep water to the side, with an additional elevated flank for an assault on the door. There are resupply cabinet next to the exits, which make it faster to touch them rather than respawning in the room.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_BLU_Spawn.webp|BLU initial spawn&lt;br /&gt;
Jinn_BLU_Spawn_Left.webp|BLU left spawn exit&lt;br /&gt;
Jinn_BLU_Spawn_Right.webp|BLU right spawn exit&lt;br /&gt;
Jinn_BLU_Spawn_Middle.webp|BLU middle spawn exit&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spawn Exterior === &lt;br /&gt;
The exterior features a bit of elevation, with enough space to make it difficult to set up a defensible Sentry nest. The elevated areas are easy to get onto, and easy to get shot off from. The track goes into a door that slowly crawls down once the payload reaches it. To the left are entrances to two tunnel side flanks, which all spit out into the tomb&#039;s interior. &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_A_Exterior.webp|Point A exterior&lt;br /&gt;
Jinn_Point_A_Flank.webp|Point A flank&lt;br /&gt;
Jinn_RED_Forward_Spawn.webp|RED initial spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point A ===&lt;br /&gt;
The first point is in a wide interior area with an increased emphasis on elevation. Scaffolding provides ample opportunity for mobile defense, but it is again difficult to maintain a Sentry position. Once Point A is captured, RED&#039;s spawn is pushed back. The open torches in here can be used to light [[Huntsman]] arrows.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_A_Interior.webp|Point A interior&lt;br /&gt;
Jinn_Point_A_Interior_Flank.webp|Point A interior flank&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B connector ===&lt;br /&gt;
The connector to Point B is a twisty track that goes through a tight doorway that is difficult to push through. There are two other routes through - an underground route that is usually a death trap, and a spacious side route that takes longer to navigate, but is easier to attack. Sniper spots abound in this area, abusing the tight corners and difficult elevation to get shots from unexpected angles. The lack of escape routes or health packs means that RED finds this area highly committal, and difficult to maintain control of for long.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_B_Interior.webp|Point B connector&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B ===&lt;br /&gt;
Once the payload reaches the second door, it will need to be pushed onto the point itself, which is an area with wide open flanks that terminate in a cramped, linear tunnel. Multiple flank routes open at the same time as the track door, although none of them are as amenable to pushing the cart as following the track. This giant sightline means that Sniper can guard the cart without issue, and classes can defend the tight chokepoint with ease. The left flank has shallow water and a rock with health and ammo, leading to the walls in front of Point B. The right flank leads to the finale at Point C. Once Point B is captured, BLU&#039;s spawn is pushed forward.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_B_Flank.webp|Point B flank to finale&lt;br /&gt;
Jinn_Point_B_Tunnel.webp|Point B middle&lt;br /&gt;
Jinn_Point_B_Tunnel_Flank.webp|Point B flank to track&lt;br /&gt;
Jinn_BLU_Forward_Spawn.webp|BLU forward spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B Battlements ===&lt;br /&gt;
At Point B, there is also an elevated battlements area, which BLU finds easy to set up a Sentry base at. This also leads to the finale at Point C and to the RED spawn generally. There is also a drop-down to the watery rock, where the shallow water prevents fall damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_B_Battlements.webp|Point B battlements&lt;br /&gt;
Jinn_Point_C_Flank.webp|Point B battlements flank&lt;br /&gt;
Jinn_Point_C_Dropdown.webp|Point B dropdown&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point C ===&lt;br /&gt;
Point C is in front of, below, and behind RED spawn. It features the most exaggerated verticality, and is the most defensible position for RED by far. The ease of RED attacking BLU from above, and the ability to set up multiple quality Sentry spots right in front of their base, makes it a difficult task for an uncoordinated team to assault. The long track also contributes to this, requiring multiple separate pushes to get the cart all the way to the end.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_C_Middle.webp|Point C middle&lt;br /&gt;
Jinn_Point_C_Finale.webp|Point C finale&lt;br /&gt;
Jinn_RED_Spawn.webp|RED back spawn&lt;br /&gt;
Jinn_RED_Spawn_Battlements.webp|RED back spawn battlements&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Finale ===&lt;br /&gt;
Once the payload is finally pushed all the way to the edge of the track, it will fall down onto a conveniently-placed siphoning pipe, which will find itself inconveniently exploded into dozens of pieces. As a logical consequence of this action, the RED missile will topple over, and will itself explode into a massive fireball over the horizon. As you can guess, this means BLU wins the round.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Finale_Tip.webp|The cart reaches the tipping point&lt;br /&gt;
Jinn_Finale_Explosion.webp|The cart explodes&lt;br /&gt;
Jinn_Finale_Missile.webp|The cart causes untold amounts of property damage&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Secret ===&lt;br /&gt;
True to its theming, Jinn features a secret buried treasure, activated through mystical means. The secret requires the cooperation of both teams to activate, involving five players, and the assistance of at least one [[Soldier]], [[Demoman]], or [[Jump Pad]].&lt;br /&gt;
&lt;br /&gt;
There are five ankhs on the map carved into the map geometry. When a player is close enough to one, it will glow yellow. Once all five are activated at the same time, the entrance to the buried treasure is revealed. The stone heads on the shelves will have their eyes glow to mark the server&#039;s progress.&lt;br /&gt;
&lt;br /&gt;
The first ankh is found in BLU&#039;s first spawn, carved into a brick. The second ankh is outside BLU&#039;s spawn, on a pillar before the interior portion of Point A. The third is in the left flank in the tunnels leading into the interior of Point A, next to the health and ammo. The fourth is next to the entrance itself, on the elevated area before the Point B doors, next to the crate shelving. And the fifth is in RED&#039;s back spawn, the one at Point C, next to the glass doors.&lt;br /&gt;
&lt;br /&gt;
Once the entrance is revealed, next to the fourth ankh, players do not have to stand next to any ankhs anymore. There will also be a second entrance inside BLU&#039;s forward spawn - however, only BLU team can enter into their own spawn. Inside will be an elaborate tunnel system, featuring multiple loops, one-way drops, death pits, and a red herring alcove. However, getting to the buried treasure is actually quite easy. Starting from the main entrance, go right on the first fork, drop down the ladder area, then go left into the pit. You will drop into darkness and appear at the entrance to the treasure room.&lt;br /&gt;
&lt;br /&gt;
Standing in front of the treasure room door, it will slowly creep downwards, before finally coming to a halt. Inside is a horrible revelation: the buried treasure has been stolen, leaving behind a pedestal surrounded by worthless mountains of gold. All that&#039;s left of the buried treasure is a single, solitary, &amp;quot;ankhor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Exiting the treasure room will cause the player to be ejected into their team&#039;s spawn room - the forward spawn for BLU team, and the back spawn for RED team. There is also a minor easter egg in the RED spawn: the push cart contains a chess board with extremely poorly-modeled pieces. This is a reference to prior versions of Jinn, which contained a similar chessboard floor texture in RED spawn. Even though it still does, and is even larger now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Ankh_1.webp|The first ankh in BLU initial spawn&lt;br /&gt;
Jinn_Ankh_2.webp|The second ankh on the Point A exterior pillar&lt;br /&gt;
Jinn_Ankh_3.webp|The third ankh in the Point A tunnels&lt;br /&gt;
Jinn_Ankh_4.webp|The fourth ankh before Point B battlements, next to the entrance&lt;br /&gt;
Jinn_Ankh_5.webp|The fifth ankh in RED back spawn&lt;br /&gt;
Jinn_Secret_Heads.webp|The heads next to the entrance, which glow to mark progress&lt;br /&gt;
Jinn_Secret_Entrance.webp|The entrance revealed. The crates must be destroyed&lt;br /&gt;
Jinn_Secret_BLU_Entrance.webp|The entrance from BLU forward spawn&lt;br /&gt;
Jinn_Secret_Tunnel.webp|One of many enjoyable tunnels&lt;br /&gt;
Jinn_Secret_Alcove.webp|A dead-end alcove&lt;br /&gt;
Jinn_Secret_Ladder.webp|The dropdown next to the pit which leads to the treasure&lt;br /&gt;
Jinn_Secret_Door.webp|The door to the buried treasure&lt;br /&gt;
Jinn_Secret_Treasure.webp|The treasure room in all its glory&lt;br /&gt;
Jinn_Secret_Anchor.webp|The treasure is revealed to be... an anchor&lt;br /&gt;
Jinn_Chessboard.webp|How about a nice game of 14-bit chess?&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_archaeology}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;2.1.0&#039;&#039;&#039;&lt;br /&gt;
* Added pl_jinn (abp, 14bit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Despite the promotional blurb for Jinn having the tagline &amp;quot;a pyramid scheme,&amp;quot; the playable area has nothing to do with pyramids. There are only five on the map, barely visible in the background. This extends to the achievement icon for &amp;quot;Archaeology&amp;quot;, in which the treasure is depicted as being buried deep within a pyramid, which does not represent the map layout whatsoever.&lt;br /&gt;
* The hieroglyphs scattered around the map do not represent any natural language, and contain such anachronisms as bowler hats, speeding trains, and a disproportionate amount of birds.&lt;br /&gt;
* According to Jinn&#039;s TF2Maps page, it was [https://tf2maps.net/downloads/jinn.7457/updates?page=4 originally named] &amp;quot;Josh&amp;quot;. This was thankfully changed after a mere five months. As a reference to this mishap,a Joshua tree outside of BLU spawn was added, despite them not growing in Egypt.&lt;br /&gt;
* Despite the map having multiple signs saying &amp;quot;no swimming&amp;quot;, as well as a &amp;quot;gatorglades&amp;quot; airboat, the water is perfectly safe and is free of deadly alligators. Despite this despisement, previous versions of the map (when it was still named &amp;quot;Josh&amp;quot;) did have crocodiles ready to chomp unwitting swimmers. Also, deserts don&#039;t have alligators. They have crocodiles.&lt;br /&gt;
* The &amp;quot;poorly-modeled&amp;quot; chess board and pieces are a Half Life 2 prop.&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Jinn&amp;diff=3246</id>
		<title>Jinn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Jinn&amp;diff=3246"/>
		<updated>2023-07-28T21:11:56Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Pl_jinn.webp&lt;br /&gt;
|game-type = Payload&lt;br /&gt;
|file-name = pl_jinn&lt;br /&gt;
|developer = [https://steamcommunity.com/id/AnotherBadPun abp]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/14bit 14bit]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/heavywepon Boomsta]&amp;lt;br&amp;gt;Freyja&lt;br /&gt;
|link = [https://steamcommunity.com/sharedfiles/filedetails/?id=2964570577 Steam Workshop]&amp;lt;br&amp;gt;[https://tf2maps.net/downloads/jinn.7457/ TF2Maps]&lt;br /&gt;
|release-date = April 28, 2023 ([[Fight or Flight]])&lt;br /&gt;
|map-environment = Desert Ruins&lt;br /&gt;
|map-setting = Daylight&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Jinn&#039;&#039;&#039; publicity blurb|Oh, no! RED team is siphoning floodwater out of an ancient Egyptian burial site and using it as rocket fuel! Push a bomb-cart off a cliff onto their water pump so the honored dead and priceless artifacts are swept away into the river and lost forever, like nature intended.}}&lt;br /&gt;
&#039;&#039;&#039;Jinn&#039;&#039;&#039; is an official [[Payload]] map with spacious surrounding areas flanking a cramped track. It is set in a desert oasis area surrounding an excavated tomb, with large indoor areas combined with tunnels and scaffolding, leading to the destruction of a missile looming over the horizon.&lt;br /&gt;
&lt;br /&gt;
Jinn was added to Team Fortress 2 Classic on April 28, 2023, in the [[Fight or Flight]] update. It was created by TF2 Classic developer abp and 14bit, alongside Boomsta, Freyja, and others as contributors. It was [https://steamcommunity.com/sharedfiles/filedetails/?id=2964570577 uploaded] to the Steam Workshop on April 19, 2023.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Jinn_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
BLU&#039;s spacious spawn has three exit leading out of it. On the left is a cramped side route guarded by a rock, away from the track. In the middle is a direct exit to the payload&#039;s starting position and the rest of the tracks. On the right is a wide-open beach area with some deep water to the side, with an additional elevated flank for an assault on the door. There are resupply cabinet next to the exits, which make it faster to touch them rather than respawning in the room.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_BLU_Spawn.webp|BLU initial spawn&lt;br /&gt;
Jinn_BLU_Spawn_Left.webp|BLU left spawn exit&lt;br /&gt;
Jinn_BLU_Spawn_Right.webp|BLU right spawn exit&lt;br /&gt;
Jinn_BLU_Spawn_Middle.webp|BLU middle spawn exit&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spawn Exterior === &lt;br /&gt;
The exterior features a bit of elevation, with enough space to make it difficult to set up a defensible Sentry nest. The elevated areas are easy to get onto, and easy to get shot off from. The track goes into a door that slowly crawls down once the payload reaches it. To the left are entrances to two tunnel side flanks, which all spit out into the tomb&#039;s interior. &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_A_Exterior.webp|Point A exterior&lt;br /&gt;
Jinn_Point_A_Flank.webp|Point A flank&lt;br /&gt;
Jinn_RED_Forward_Spawn.webp|RED initial spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point A ===&lt;br /&gt;
The first point is in a wide interior area with an increased emphasis on elevation. Scaffolding provides ample opportunity for mobile defense, but it is again difficult to maintain a Sentry position. Once Point A is captured, RED&#039;s spawn is pushed back. The open torches in here can be used to light [[Huntsman]] arrows.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_A_Interior.webp|Point A interior&lt;br /&gt;
Jinn_Point_A_Interior_Flank.webp|Point A interior flank&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B connector ===&lt;br /&gt;
The connector to Point B is a twisty track that goes through a tight doorway that is difficult to push through. There are two other routes through - an underground route that is usually a death trap, and a spacious side route that takes longer to navigate, but is easier to attack. Sniper spots abound in this area, abusing the tight corners and difficult elevation to get shots from unexpected angles. The lack of escape routes or health packs means that RED finds this area highly committal, and difficult to maintain control of for long.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_B_Interior.webp|Point B connector&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B ===&lt;br /&gt;
Once the payload reaches the second door, it will need to be pushed onto the point itself, which is an area with wide open flanks that terminate in a cramped, linear tunnel. Multiple flank routes open at the same time as the track door, although none of them are as amenable to pushing the cart as following the track. This giant sightline means that Sniper can guard the cart without issue, and classes can defend the tight chokepoint with ease. The left flank has shallow water and a rock with health and ammo, leading to the walls in front of Point B. The right flank leads to the finale at Point C. Once Point B is captured, BLU&#039;s spawn is pushed forward.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_B_Flank.webp|Point B flank to finale&lt;br /&gt;
Jinn_Point_B_Tunnel.webp|Point B middle&lt;br /&gt;
Jinn_Point_B_Tunnel_Flank.webp|Point B flank to track&lt;br /&gt;
Jinn_BLU_Forward_Spawn.webp|BLU forward spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B Battlements ===&lt;br /&gt;
At Point B, there is also an elevated battlements area, which BLU finds easy to set up a Sentry base at. This also leads to the finale at Point C and to the RED spawn generally. There is also a drop-down to the watery rock, where the shallow water prevents fall damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_B_Battlements.webp|Point B battlements&lt;br /&gt;
Jinn_Point_C_Flank.webp|Point B battlements flank&lt;br /&gt;
Jinn_Point_C_Dropdown.webp|Point B dropdown&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point C ===&lt;br /&gt;
Point C is in front of, below, and behind RED spawn. It features the most exaggerated verticality, and is the most defensible position for RED by far. The ease of RED attacking BLU from above, and the ability to set up multiple quality Sentry spots right in front of their base, makes it a difficult task for an uncoordinated team to assault. The long track also contributes to this, requiring multiple separate pushes to get the cart all the way to the end.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_C_Middle.webp|Point C middle&lt;br /&gt;
Jinn_Point_C_Finale.webp|Point C finale&lt;br /&gt;
Jinn_RED_Spawn.webp|RED back spawn&lt;br /&gt;
Jinn_RED_Spawn_Battlements.webp|RED back spawn battlements&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Finale ===&lt;br /&gt;
Once the payload is finally pushed all the way to the edge of the track, it will fall down onto a conveniently-placed siphoning pipe, which will find itself inconveniently exploded into dozens of pieces. As a logical consequence of this action, the RED missile will topple over, and will itself explode into a massive fireball over the horizon. As you can guess, this means BLU wins the round.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Finale_Tip.webp|The cart reaches the tipping point&lt;br /&gt;
Jinn_Finale_Explosion.webp|The cart explodes&lt;br /&gt;
Jinn_Finale_Missile.webp|The cart causes untold amounts of property damage&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Secret ===&lt;br /&gt;
True to its theming, Jinn features a secret buried treasure, activated through mystical means. The secret requires the cooperation of both teams to activate, involving five players, and the assistance of at least one [[Soldier]], [[Demoman]], or [[Jump Pad]].&lt;br /&gt;
&lt;br /&gt;
There are five ankhs on the map carved into the map geometry. When a player is close enough to one, it will glow yellow. Once all five are activated at the same time, the entrance to the buried treasure is revealed. The stone heads on the shelves will have their eyes glow to mark the server&#039;s progress.&lt;br /&gt;
&lt;br /&gt;
The first ankh is found in BLU&#039;s first spawn, carved into a brick. The second ankh is outside BLU&#039;s spawn, on a pillar before the interior portion of Point A. The third is in the left flank in the tunnels leading into the interior of Point A, next to the health and ammo. The fourth is next to the entrance itself, on the elevated area before the Point B doors, next to the crate shelving. And the fifth is in RED&#039;s back spawn, the one at Point C, next to the glass doors.&lt;br /&gt;
&lt;br /&gt;
Once the entrance is revealed, next to the fourth ankh, players do not have to stand next to any ankhs anymore. There will also be a second entrance inside BLU&#039;s forward spawn - however, only BLU team can enter into their own spawn. Inside will be an elaborate tunnel system, featuring multiple loops, one-way drops, death pits, and a red herring alcove. However, getting to the buried treasure is actually quite easy. Starting from the main entrance, go right on the first fork, drop down the ladder area, then go left into the pit. You will drop into darkness and appear at the entrance to the treasure room.&lt;br /&gt;
&lt;br /&gt;
Standing in front of the treasure room door, it will slowly creep downwards, before finally coming to a halt. Inside is a horrible revelation: the buried treasure has been stolen, leaving behind a pedestal surrounded by worthless mountains of gold. All that&#039;s left of the buried treasure is a single, solitary, &amp;quot;ankhor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Exiting the treasure room will cause the player to be ejected into their team&#039;s spawn room - the forward spawn for BLU team, and the back spawn for RED team. There is also a minor easter egg in the RED spawn: the push cart contains a chess board with extremely poorly-modeled pieces. This is a reference to prior versions of Jinn, which contained a similar chessboard floor texture in RED spawn. Even though it still does, and is even larger now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Ankh_1.webp|The first ankh in BLU initial spawn&lt;br /&gt;
Jinn_Ankh_2.webp|The second ankh on the Point A exterior pillar&lt;br /&gt;
Jinn_Ankh_3.webp|The third ankh in the Point A tunnels&lt;br /&gt;
Jinn_Ankh_4.webp|The fourth ankh before Point B battlements, next to the entrance&lt;br /&gt;
Jinn_Ankh_5.webp|The fifth ankh in RED back spawn&lt;br /&gt;
Jinn_Secret_Heads.webp|The heads next to the entrance, which glow to mark progress&lt;br /&gt;
Jinn_Secret_Entrance.webp|The entrance revealed. The crates must be destroyed&lt;br /&gt;
Jinn_Secret_BLU_Entrance.webp|The entrance from BLU forward spawn&lt;br /&gt;
Jinn_Secret_Tunnel.webp|One of many enjoyable tunnels&lt;br /&gt;
Jinn_Secret_Alcove.webp|A dead-end alcove&lt;br /&gt;
Jinn_Secret_Ladder.webp|The dropdown next to the pit which leads to the treasure&lt;br /&gt;
Jinn_Secret_Door.webp|The door to the buried treasure&lt;br /&gt;
Jinn_Secret_Treasure.webp|The treasure room in all its glory&lt;br /&gt;
Jinn_Secret_Anchor.webp|The treasure is revealed to be... an anchor&lt;br /&gt;
Jinn_Chessboard.webp|How about a nice game of 14-bit chess?&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_archaeology}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;2.1.0&#039;&#039;&#039;&lt;br /&gt;
* Added pl_jinn (abp, 14bit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Despite the promotional blurb for Jinn having the tagline &amp;quot;a pyramid scheme,&amp;quot; the playable area has nothing to do with pyramids. There are only five on the map, barely visible in the background. This extends to the achievement icon for &amp;quot;Archaeology&amp;quot;, in which the treasure is depicted as being buried deep within a pyramid, which does not represent the map layout whatsoever.&lt;br /&gt;
* The hieroglyphs scattered around the map do not represent any natural language, and contain such anachronisms as bowler hats, speeding trains, and a disproportionate amount of birds.&lt;br /&gt;
* According to Jinn&#039;s TF2Maps page, it was [https://tf2maps.net/downloads/jinn.7457/updates?page=4 originally named] &amp;quot;Josh&amp;quot;. This was thankfully changed after a mere five months. As a reference to this mishap,a Joshua tree outside of BLU spawn was added, despite them not growing in Egypt.&lt;br /&gt;
* Despite the map having multiple signs saying &amp;quot;no swimming&amp;quot;, as well as a &amp;quot;gatorglades&amp;quot; airboat, the water is perfectly safe and is free of deadly alligators. Despite this despisement, previous versions of the map (when it was still named &amp;quot;Josh&amp;quot;) did have crocodiles ready to chomp unwitting swimmers. Also, deserts don&#039;t have alligators. They have crocodiles.&lt;br /&gt;
* The &amp;quot;poorly-modeled&amp;quot; chess board and pieces are a Half Life 2 prop&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Jinn&amp;diff=3245</id>
		<title>Jinn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Jinn&amp;diff=3245"/>
		<updated>2023-07-28T21:11:12Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: Added info regarding the Joshua tree, the &amp;quot;poorly modeled&amp;quot; chess board and pieces; fixed 14bit being listed as a contributor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Pl_jinn.webp&lt;br /&gt;
|game-type = Payload&lt;br /&gt;
|file-name = pl_jinn&lt;br /&gt;
|developer = [https://steamcommunity.com/id/AnotherBadPun abp]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/14bit 14bit]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/heavywepon Boomsta]&amp;lt;br&amp;gt;Freyja&lt;br /&gt;
|link = [https://steamcommunity.com/sharedfiles/filedetails/?id=2964570577 Steam Workshop]&amp;lt;br&amp;gt;[https://tf2maps.net/downloads/jinn.7457/ TF2Maps]&lt;br /&gt;
|release-date = April 28, 2023 ([[Fight or Flight]])&lt;br /&gt;
|map-environment = Desert Ruins&lt;br /&gt;
|map-setting = Daylight&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Jinn&#039;&#039;&#039; publicity blurb|Oh, no! RED team is siphoning floodwater out of an ancient Egyptian burial site and using it as rocket fuel! Push a bomb-cart off a cliff onto their water pump so the honored dead and priceless artifacts are swept away into the river and lost forever, like nature intended.}}&lt;br /&gt;
&#039;&#039;&#039;Jinn&#039;&#039;&#039; is an official [[Payload]] map with spacious surrounding areas flanking a cramped track. It is set in a desert oasis area surrounding an excavated tomb, with large indoor areas combined with tunnels and scaffolding, leading to the destruction of a missile looming over the horizon.&lt;br /&gt;
&lt;br /&gt;
Jinn was added to Team Fortress 2 Classic on April 28, 2023, in the [[Fight or Flight]] update. It was created by TF2 Classic developer abp and 14bit, alongside Boomsta, Freyja, and others as contributors. It was [https://steamcommunity.com/sharedfiles/filedetails/?id=2964570577 uploaded] to the Steam Workshop on April 19, 2023.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Jinn_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
BLU&#039;s spacious spawn has three exit leading out of it. On the left is a cramped side route guarded by a rock, away from the track. In the middle is a direct exit to the payload&#039;s starting position and the rest of the tracks. On the right is a wide-open beach area with some deep water to the side, with an additional elevated flank for an assault on the door. There are resupply cabinet next to the exits, which make it faster to touch them rather than respawning in the room.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_BLU_Spawn.webp|BLU initial spawn&lt;br /&gt;
Jinn_BLU_Spawn_Left.webp|BLU left spawn exit&lt;br /&gt;
Jinn_BLU_Spawn_Right.webp|BLU right spawn exit&lt;br /&gt;
Jinn_BLU_Spawn_Middle.webp|BLU middle spawn exit&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spawn Exterior === &lt;br /&gt;
The exterior features a bit of elevation, with enough space to make it difficult to set up a defensible Sentry nest. The elevated areas are easy to get onto, and easy to get shot off from. The track goes into a door that slowly crawls down once the payload reaches it. To the left are entrances to two tunnel side flanks, which all spit out into the tomb&#039;s interior. &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_A_Exterior.webp|Point A exterior&lt;br /&gt;
Jinn_Point_A_Flank.webp|Point A flank&lt;br /&gt;
Jinn_RED_Forward_Spawn.webp|RED initial spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point A ===&lt;br /&gt;
The first point is in a wide interior area with an increased emphasis on elevation. Scaffolding provides ample opportunity for mobile defense, but it is again difficult to maintain a Sentry position. Once Point A is captured, RED&#039;s spawn is pushed back. The open torches in here can be used to light [[Huntsman]] arrows.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_A_Interior.webp|Point A interior&lt;br /&gt;
Jinn_Point_A_Interior_Flank.webp|Point A interior flank&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B connector ===&lt;br /&gt;
The connector to Point B is a twisty track that goes through a tight doorway that is difficult to push through. There are two other routes through - an underground route that is usually a death trap, and a spacious side route that takes longer to navigate, but is easier to attack. Sniper spots abound in this area, abusing the tight corners and difficult elevation to get shots from unexpected angles. The lack of escape routes or health packs means that RED finds this area highly committal, and difficult to maintain control of for long.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_B_Interior.webp|Point B connector&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B ===&lt;br /&gt;
Once the payload reaches the second door, it will need to be pushed onto the point itself, which is an area with wide open flanks that terminate in a cramped, linear tunnel. Multiple flank routes open at the same time as the track door, although none of them are as amenable to pushing the cart as following the track. This giant sightline means that Sniper can guard the cart without issue, and classes can defend the tight chokepoint with ease. The left flank has shallow water and a rock with health and ammo, leading to the walls in front of Point B. The right flank leads to the finale at Point C. Once Point B is captured, BLU&#039;s spawn is pushed forward.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_B_Flank.webp|Point B flank to finale&lt;br /&gt;
Jinn_Point_B_Tunnel.webp|Point B middle&lt;br /&gt;
Jinn_Point_B_Tunnel_Flank.webp|Point B flank to track&lt;br /&gt;
Jinn_BLU_Forward_Spawn.webp|BLU forward spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B Battlements ===&lt;br /&gt;
At Point B, there is also an elevated battlements area, which BLU finds easy to set up a Sentry base at. This also leads to the finale at Point C and to the RED spawn generally. There is also a drop-down to the watery rock, where the shallow water prevents fall damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_B_Battlements.webp|Point B battlements&lt;br /&gt;
Jinn_Point_C_Flank.webp|Point B battlements flank&lt;br /&gt;
Jinn_Point_C_Dropdown.webp|Point B dropdown&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point C ===&lt;br /&gt;
Point C is in front of, below, and behind RED spawn. It features the most exaggerated verticality, and is the most defensible position for RED by far. The ease of RED attacking BLU from above, and the ability to set up multiple quality Sentry spots right in front of their base, makes it a difficult task for an uncoordinated team to assault. The long track also contributes to this, requiring multiple separate pushes to get the cart all the way to the end.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Point_C_Middle.webp|Point C middle&lt;br /&gt;
Jinn_Point_C_Finale.webp|Point C finale&lt;br /&gt;
Jinn_RED_Spawn.webp|RED back spawn&lt;br /&gt;
Jinn_RED_Spawn_Battlements.webp|RED back spawn battlements&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Finale ===&lt;br /&gt;
Once the payload is finally pushed all the way to the edge of the track, it will fall down onto a conveniently-placed siphoning pipe, which will find itself inconveniently exploded into dozens of pieces. As a logical consequence of this action, the RED missile will topple over, and will itself explode into a massive fireball over the horizon. As you can guess, this means BLU wins the round.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Finale_Tip.webp|The cart reaches the tipping point&lt;br /&gt;
Jinn_Finale_Explosion.webp|The cart explodes&lt;br /&gt;
Jinn_Finale_Missile.webp|The cart causes untold amounts of property damage&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Secret ===&lt;br /&gt;
True to its theming, Jinn features a secret buried treasure, activated through mystical means. The secret requires the cooperation of both teams to activate, involving five players, and the assistance of at least one [[Soldier]], [[Demoman]], or [[Jump Pad]].&lt;br /&gt;
&lt;br /&gt;
There are five ankhs on the map carved into the map geometry. When a player is close enough to one, it will glow yellow. Once all five are activated at the same time, the entrance to the buried treasure is revealed. The stone heads on the shelves will have their eyes glow to mark the server&#039;s progress.&lt;br /&gt;
&lt;br /&gt;
The first ankh is found in BLU&#039;s first spawn, carved into a brick. The second ankh is outside BLU&#039;s spawn, on a pillar before the interior portion of Point A. The third is in the left flank in the tunnels leading into the interior of Point A, next to the health and ammo. The fourth is next to the entrance itself, on the elevated area before the Point B doors, next to the crate shelving. And the fifth is in RED&#039;s back spawn, the one at Point C, next to the glass doors.&lt;br /&gt;
&lt;br /&gt;
Once the entrance is revealed, next to the fourth ankh, players do not have to stand next to any ankhs anymore. There will also be a second entrance inside BLU&#039;s forward spawn - however, only BLU team can enter into their own spawn. Inside will be an elaborate tunnel system, featuring multiple loops, one-way drops, death pits, and a red herring alcove. However, getting to the buried treasure is actually quite easy. Starting from the main entrance, go right on the first fork, drop down the ladder area, then go left into the pit. You will drop into darkness and appear at the entrance to the treasure room.&lt;br /&gt;
&lt;br /&gt;
Standing in front of the treasure room door, it will slowly creep downwards, before finally coming to a halt. Inside is a horrible revelation: the buried treasure has been stolen, leaving behind a pedestal surrounded by worthless mountains of gold. All that&#039;s left of the buried treasure is a single, solitary, &amp;quot;ankhor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Exiting the treasure room will cause the player to be ejected into their team&#039;s spawn room - the forward spawn for BLU team, and the back spawn for RED team. There is also a minor easter egg in the RED spawn: the push cart contains a chess board with extremely poorly-modeled pieces. This is a reference to prior versions of Jinn, which contained a similar chessboard floor texture in RED spawn. Even though it still does, and is even larger now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Jinn_Ankh_1.webp|The first ankh in BLU initial spawn&lt;br /&gt;
Jinn_Ankh_2.webp|The second ankh on the Point A exterior pillar&lt;br /&gt;
Jinn_Ankh_3.webp|The third ankh in the Point A tunnels&lt;br /&gt;
Jinn_Ankh_4.webp|The fourth ankh before Point B battlements, next to the entrance&lt;br /&gt;
Jinn_Ankh_5.webp|The fifth ankh in RED back spawn&lt;br /&gt;
Jinn_Secret_Heads.webp|The heads next to the entrance, which glow to mark progress&lt;br /&gt;
Jinn_Secret_Entrance.webp|The entrance revealed. The crates must be destroyed&lt;br /&gt;
Jinn_Secret_BLU_Entrance.webp|The entrance from BLU forward spawn&lt;br /&gt;
Jinn_Secret_Tunnel.webp|One of many enjoyable tunnels&lt;br /&gt;
Jinn_Secret_Alcove.webp|A dead-end alcove&lt;br /&gt;
Jinn_Secret_Ladder.webp|The dropdown next to the pit which leads to the treasure&lt;br /&gt;
Jinn_Secret_Door.webp|The door to the buried treasure&lt;br /&gt;
Jinn_Secret_Treasure.webp|The treasure room in all its glory&lt;br /&gt;
Jinn_Secret_Anchor.webp|The treasure is revealed to be... an anchor&lt;br /&gt;
Jinn_Chessboard.webp|How about a nice game of 14-bit chess?&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_archaeology}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;2.1.0&#039;&#039;&#039;&lt;br /&gt;
* Added pl_jinn (abp, 14bit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Despite the promotional blurb for Jinn having the tagline &amp;quot;a pyramid scheme,&amp;quot; the playable area has nothing to do with pyramids. There are only five on the map, barely visible in the background. This extends to the achievement icon for &amp;quot;Archaeology&amp;quot;, in which the treasure is depicted as being buried deep within a pyramid, which does not represent the map layout whatsoever.&lt;br /&gt;
* The hieroglyphs scattered around the map do not represent any natural language, and contain such anachronisms as bowler hats, speeding trains, and a disproportionate amount of birds.&lt;br /&gt;
* According to Jinn&#039;s TF2Maps page, it was [https://tf2maps.net/downloads/jinn.7457/updates?page=4 originally named] &amp;quot;Josh&amp;quot;. This was thankfully changed after a mere five months. As a reference to this mishap,a Joshua tree outside of BLU spawn was added, despite them not growing in Egypt.&lt;br /&gt;
* Despite the map having multiple signs saying &amp;quot;no swimming&amp;quot;, as well as a &amp;quot;gatorglades&amp;quot; airboat, the water is perfectly safe and is free of deadly alligators. Despite this despisement, previous versions of the map (when it was still named &amp;quot;Josh&amp;quot;) did have crocodiles ready to chomp unwitting swimmers. Also, deserts don&#039;t have alligators. They have crocodiles.&lt;br /&gt;
* The &amp;quot;poorly-modeled&amp;quot; chess board and pieces are a Half Life 2 prop&lt;br /&gt;
* The &amp;quot;poorly-modeled&amp;quot; chess board and pieces are a&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pickups&amp;diff=3078</id>
		<title>Pickups</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pickups&amp;diff=3078"/>
		<updated>2023-07-17T13:52:42Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pickups are objects that are spawned or dropped in various locations across most maps and can be &amp;quot;picked up&amp;quot; by players coming into contact with them. Pickups usually give bonuses to players who picked them up; but in cases like [[Capture the Flag]] the pickup is a central part of the game mode and awards points for &amp;quot;Captures&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Pickups can be divided in these categories:&lt;br /&gt;
&lt;br /&gt;
*Health kits&lt;br /&gt;
*Ammo boxes&lt;br /&gt;
*Fallen weapons&lt;br /&gt;
*Building scraps/gibs&lt;br /&gt;
*Flags&lt;br /&gt;
*Special pickups&lt;br /&gt;
&lt;br /&gt;
== Health kits ==&lt;br /&gt;
&lt;br /&gt;
Health kits are pickups resembling medical aid items, they heal a player based on their max health but cannot [[Medigun|overheal]]; they can be of 3 types:&lt;br /&gt;
&lt;br /&gt;
*Small: Bearing the resemblance of a bottle with a red cross on it, it heals a player by 20.5% of their maximum health.&lt;br /&gt;
*Medium: Bearing the resemblance of a first aid kit with a red cross on it, it heals a player by 50% of their maximum health.&lt;br /&gt;
*Large: Bearing the resemblance large blue box with a red cross on it, it heals a player by 100% of their maximum health.&lt;br /&gt;
&lt;br /&gt;
=== Special health pickups ===&lt;br /&gt;
&lt;br /&gt;
*During [[Medieval]] maps, enemies will drop medium health kits, bearing the resemblence of a slab of meat with a bone peeking out.&lt;br /&gt;
*[[Heavy]]&#039;s [[Sandvich]] when thrown or when dropped by a dead [[Heavy]] (therefore becoming a [[#Special ammo pickups|fallen weapon]]) becomes a pickup that acts exactly like a medium health medkit.&lt;br /&gt;
&lt;br /&gt;
Upon pickup, the user will hear a sound indicating that they have been healed and the amount healed will be shown on their hud; all health kits remove [[Afterburn]] and the effects of being tranquilized by the [[Tranquilizer Gun]]&lt;br /&gt;
&lt;br /&gt;
== Ammo boxes ==&lt;br /&gt;
&lt;br /&gt;
Ammo boxes are boxes with bullet symbols stamped on top of them, they replenish ammo of all currently equipped weapons, the Cloak meter of a [[Spy]] and the metal of an [[Engineer]] based on their maximum quantity; they can be of 3 types:&lt;br /&gt;
&lt;br /&gt;
*Small: Bearing the resemblance of a small gray box with a black bullets on it, it refills ammo by 20%.&lt;br /&gt;
*Medium: Bearing the resemblance of a first aid kit with a red cross on it, it refills ammo by 50%.&lt;br /&gt;
*Large: Bearing the resemblance of a large wooden crate with rockets and a bandolier peeking it, it refills ammo by 100%.&lt;br /&gt;
&lt;br /&gt;
=== Special ammo pickups ===&lt;br /&gt;
&lt;br /&gt;
* When a [[Building]] is destroyed little parts of it fall to the ground, these scraps can be picked up by anyone and replenish 8% of all ammo and cloak whilst only 4% of metal.&lt;br /&gt;
* When a player dies, their currently equipped weapon will drop to the ground, this pickup refills 50% of all ammo, cloak and metal&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
Used in modes like [[Capture the Flag]] and [[Special Delivery]], these pickups resemble a briefcase with paper peeking out, players holding Flags leave paper particles and are highlighted for all teams.&lt;br /&gt;
Flags need 2 things:&lt;br /&gt;
&lt;br /&gt;
*A point to spawn Flags&lt;br /&gt;
*A point to bring said Flags (usually where your own Flag gets spawned in)&lt;br /&gt;
&lt;br /&gt;
Upon capturing a flag, your team may gain guaranteed crits (depending on if the server has `tf_ctf_bonus_time` set to `&amp;quot;x&amp;quot;` where X is a number that isnt zero or not)&lt;br /&gt;
While there are attributes that affect players holding flags, there is no innate alteration of stats from it.&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=L%27escampette&amp;diff=3074</id>
		<title>L&#039;escampette</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=L%27escampette&amp;diff=3074"/>
		<updated>2023-07-17T13:44:31Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: fixed the ammo box redlink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by=Spy&lt;br /&gt;
| slot=Watch&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Invis Watch&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Cloak Type: Speedy}}&lt;br /&gt;
{{Loadout positive|+30% faster move speed while cloaked}}&lt;br /&gt;
{{Loadout negative|+100% faster cloak consumption}}&lt;br /&gt;
{{Loadout negative|-15% cloak when damaged under cloak}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Make it quick.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;L&#039;escampette&#039;&#039;&#039; is a [[:Category:Watch weapons|watch]] for the [[Spy]]. It is a stopwatch without a chain, with a glowing blue circular cloak indicator divided into eight segments. The indicator appears blue regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Invis Watch]], the L&#039;escampette gives a 30% speed bonus while cloaked at the cost of a faster cloak drain rate, draining in 5 seconds instead of 10. Like the Invis Watch, picking up ammo crates while cloaked will refill the meter, and the recharge rate is the same at 30 seconds. This speed boost means that the user can jump immediately after cloaking, and then decloak, to preserve the momentum while draining less meter. As a downside, the watch drains its meter twice as fast, and any damage received while active will drain 15% of its cloak while emitting a loud electrical sound and particle effects. This means that rapidly receiving damage will drain the cloak instantly. &lt;br /&gt;
&lt;br /&gt;
The L&#039;escampette isn&#039;t suited to being invisible for long amounts of time. The speed boost and increased drain speed make it difficult to stay invisible for long periods of time, or de-cloaking behind people because of it&#039;s louder sound. The Invis Watch is better suited for that. The L&#039;escampette as the name suggests can be best used to escape out of harm with the speed boost, or to run into battle. The speed boost can be used to quickly run through the frontlines and into the backlines, especially if [[Pickup#Ammo_boxes|ammo boxes]] are picked up along the way. However one must plan their route carefully, because the increased drain rate doesn&#039;t leave you invisible for long, and the decloak sound is louder than the Invis Watch. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | consumption-time = 5 s&lt;br /&gt;
 | cloak-fade = 1.0 s&lt;br /&gt;
 | uncloak-fade = 1.8 s&lt;br /&gt;
 | charge-fill-speed = 3.33% / s&lt;br /&gt;
 | charge-fill-time = 30 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The word &amp;quot;&amp;lt;span lang=&amp;quot;fr&amp;quot;&amp;gt;escampette&amp;lt;/span&amp;gt;&amp;quot; comes from the old fashioned French idiom &amp;quot;&amp;lt;span lang=&amp;quot;fr&amp;quot;&amp;gt;prendre la poudre d&#039;escampette&amp;lt;/span&amp;gt;&amp;quot; (&amp;quot;to take the powder of &#039;escampette&#039;&amp;quot;), which means &amp;quot;to escape&amp;quot;. The word itself isn&#039;t really used in any other context in the language, and can be roughly translated to &amp;quot;little escape&amp;quot; or &amp;quot;little getaway&amp;quot;.&lt;br /&gt;
* The arm the Spy uses to hold the L&#039;escampette will still appear even when the &amp;quot;invisible arms&amp;quot; [[setting]], &amp;lt;code&amp;gt;tf2c_invisible_arms = 1&amp;lt;/code&amp;gt;, is enabled.&lt;br /&gt;
* Reloading while cloaking will make the Spy appear to have three arms - one holding the gun, the second holding the L&#039;escampette, and the third reloading the chamber.&lt;br /&gt;
* In the promotional art for the L&#039;escampette, there is a texturing error on the metal square next to the pipes on the left side. A default Source engine texture is visible where a metal texture should be. This error is not visible on the Flight or Fight update page, as the image has been cropped. In addition, there is a [[Brick]] kill icon on the hazardous barrels on the right side, teasing the weapon three days before its official reveal. This is, in fact, visible on the update page.&lt;br /&gt;
* The L&#039;escampette is similar in design and gameplay to the [[tf:Dead Ringer|Dead Ringer]] from &#039;&#039;Team Fortress 2&#039;&#039;. They are both watches that are held rather than worn, and when used provide a speed boost. However the L&#039;escampette can be activated at any time, and instead of a damage resistance on cloak there is none and instead getting hit reduces the cloak meter. &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
[[File:Fight or flight spy.png|left|thumb|Promotional art for the L&#039;escampette. Notice the [[Brick]] kill icon on the barrels and the texturing error next to the pipes.]]&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pickups&amp;diff=3073</id>
		<title>Pickups</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pickups&amp;diff=3073"/>
		<updated>2023-07-17T13:39:54Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: Created page with &amp;quot;== Overview ==  Pickups are objects that are spawned or dropped in various locations across most maps and can be &amp;quot;picked up&amp;quot; by players coming into contact with them. Pickups usually give bonuses to players who picked them up; but in cases like Capture the Flag the pickup is a central part of the game mode and awards points for &amp;quot;Captures&amp;quot;.  Pickups can be divided in these categories:  *Health kits *Ammo boxes *Fallen weapons *Building scraps/gibs *Flags *Special pick...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Pickups are objects that are spawned or dropped in various locations across most maps and can be &amp;quot;picked up&amp;quot; by players coming into contact with them. Pickups usually give bonuses to players who picked them up; but in cases like [[Capture the Flag]] the pickup is a central part of the game mode and awards points for &amp;quot;Captures&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Pickups can be divided in these categories:&lt;br /&gt;
&lt;br /&gt;
*Health kits&lt;br /&gt;
*Ammo boxes&lt;br /&gt;
*Fallen weapons&lt;br /&gt;
*Building scraps/gibs&lt;br /&gt;
*Flags&lt;br /&gt;
*Special pickups&lt;br /&gt;
&lt;br /&gt;
== Health kits ==&lt;br /&gt;
&lt;br /&gt;
Health kits are pickups resembling medical aid items, they heal a player based on their max health but cannot [[Medigun|overheal]]; they can be of 3 types:&lt;br /&gt;
&lt;br /&gt;
*Small: Bearing the resemblance of a bottle with a red cross on it, it heals a player by 20.5% of their maximum health.&lt;br /&gt;
*Medium: Bearing the resemblance of a first aid kit with a red cross on it, it heals a player by 50% of their maximum health.&lt;br /&gt;
*Large: Bearing the resemblance large blue box with a red cross on it, it heals a player by 100% of their maximum health.&lt;br /&gt;
===== Special health pickups =====&lt;br /&gt;
*During [[Medieval]] maps, enemies will drop medium health kits, bearing the resemblence of a slab of meat with a bone peeking out&lt;br /&gt;
*[[Heavy]]&#039;s [[Sandvich]] when thrown or when dropped by a dead [[Heavy]] (therefore becoming a [[#Fallen weapon]]) becomes a pickup that acts exactly like a medium health medkit&lt;br /&gt;
&lt;br /&gt;
Upon pickup, the user will hear a sound indicating that they have been healed and the amount healed will be shown on their hud; all health kits remove [[Afterburn]] and the effects of being tranquilized by the [[Tranquilizer Gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ammo boxes ==&lt;br /&gt;
&lt;br /&gt;
Ammo boxes are boxes with bullet symbols stamped on top of them, they replenish ammo of all currently equipped weapons, the Cloak meter of a [[Spy]] and the metal of an [[Engineer]] based on their maximum quantity; they can be of 3 types:&lt;br /&gt;
&lt;br /&gt;
*Small: Bearing the resemblance of a small gray box with a black bullets on it, it refills ammo by 20%.&lt;br /&gt;
*Medium: Bearing the resemblance of a first aid kit with a red cross on it, it refills ammo by 50%.&lt;br /&gt;
*Large: Bearing the resemblance of a large wooden crate with rockets and a bandolier peeking it, it refills ammo by 100%.&lt;br /&gt;
&lt;br /&gt;
===== Special ammo pickups ===== &lt;br /&gt;
&lt;br /&gt;
* When a [[Building]] is destroyed little parts of it fall to the ground, these scraps can be picked up by anyone and replenish 8% of all ammo and cloak whilst only 4% of metal.&lt;br /&gt;
* When a player dies, their currently equipped weapon will drop to the ground, this pickup refills 50% of all ammo, cloak and metal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
Used in modes like [[Capture the Flag]] and [[Special Delivery]], these pickups resemble a briefcase with paper peeking out, players holding Flags leave paper particles and are highlighted for all teams.&lt;br /&gt;
Flags need 2 things:&lt;br /&gt;
&lt;br /&gt;
*A point to spawn Flags&lt;br /&gt;
*A point to bring said flags (usually your own Flag gets spawned in)&lt;br /&gt;
&lt;br /&gt;
Upon capturing a flag, your team may gain guaranteed crits (depending on if the server has `tf_ctf_bonus_time` set to `&amp;quot;x&amp;quot;` where X is a number that isnt zero or not)&lt;br /&gt;
While there are attributes that affect players holding flags, there is no innate alteration of stats from it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Buildings&amp;diff=3072</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Buildings&amp;diff=3072"/>
		<updated>2023-07-16T22:56:40Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: Fixed most redlinks except for link to ammo box (i plan on creating said page soon but want to collect enough info to make it correct and useful)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Buildings&#039;&#039;&#039; are machines that can be constructed by the [[Engineer]] using his [[Construction PDA]]. These buildings include the [[Sentry Gun]], [[Dispenser|Dispensers]], [[Jump Pads]] and [[Teleporters|Teleporter]].&lt;br /&gt;
&lt;br /&gt;
[[File:Engineer and Sentry.png|thumb|A RED Engineer and his Sentry Gun|400px|right]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The [[Engineer]] uses his [[Construction PDA]] in order to construct his buildings. Once a building is selected, blueprints of the respective building appears in front of the Engineer, which can be rotated 90 degrees before deploying them using the alternate-fire key. If the building can be constructed on the given location, a 3D sketch of the completed building will appear. If the building is above an invalid location (uneven surface, another colliding entity on location, not enough space), then a red cross will appear on the blueprints instead. The construction of these buildings requires metal, a resource that is exclusive to the Engineer. Each building has an associated amount of Metal required to construct the building. An Engineer can carry a maximum of 200 reserve Metal, which is consumed upon placing a building and can be regained through ammo boxes, resupply cabinets, destroyed building parts, fallen weapons and [[Dispenser]]s. Once a building is placed, the building will automatically construct, but the Engineer can hit it with his [[wrench]] in order to speed up construction. This method of accelerated construction is not exclusive to the Engineer&#039;s own buildings but can also be applied to those constructed by team members.&lt;br /&gt;
&lt;br /&gt;
In Team Fortress 2 Classic, the Engineer class can construct five types of buildings as of version 2.1.0. These include the Sentry Gun, which provides area defense, the Dispenser for healing and ammunition replenishment, and [[Teleporter]]s for rapid teammate transport. When equipped with the Jump Pad PDA, Engineers can also construct Jump Pads, which replace [[Teleporter]]s and provide access to routes typically reserved for explosive jumpers. The Metal costs for each building are as follows: Sentries require 130, Dispensers 100, [[Teleporter]] Entrances and Exits 50 each, and Jump Pads 70 each. &lt;br /&gt;
&lt;br /&gt;
At the start of construction, buildings appear with 0 [[health]], but gain health to its maximum value as construction continues. However, they are still susceptible to damage as they construct, so they are more easily destroyed while building compared to fully constructed. Visual indicators, such as smoke, sparks, and flames, appear as a building is damaged. However, buildings cannot be set on [[fire]], and any fire particles are purely visual indicators for a damaged building. Similarly, Buildings are also immune to [[bleed]] and [[critical hit]]s. Once a building is destroyed, they leave various pieces of scrap and gibs around their location, which can be collected by the Engineer in the form of metal, by Players as Ammo or by the [[Spy]] to recharge his cloak. Metal is also consumed to repair, upgrade and for Sentries specifically, reload. This can be achieved by hitting an Engineer&#039;s Buildings with a Wrench. &lt;br /&gt;
&lt;br /&gt;
If a building is at full health, the Engineer is able to upgrade his buildings in order to improve their functionality and maximum health. Each Wrench swing uses 25 metal, and each building requires 200 metal to upgrade. [[Teleporter]]s, Sentry Guns, and Dispensers can all be upgraded twice to a maximum level of 3, while the Jump Pads cannot be upgraded. &lt;br /&gt;
&lt;br /&gt;
An enemy Spy is able to place a [[Sapper]] on a building, which disables it and draining its health. Once a Building is sapped, the Engineer who built it will receive an indication that their Building is sapped and make an associated voice call. Sappers can be removed by the Engineer himself or any other Engineer on the Engineer&#039;s Team.&lt;br /&gt;
&lt;br /&gt;
== Hauling ==&lt;br /&gt;
&lt;br /&gt;
A Building can be hauled by the Engineer who built it by pressing alternate fire key while standing close to it. While carrying a building, the Engineer&#039;s speed is decreased and he cannot switch weapons or fire until he puts down the Building he is hauling. While hauling a building the Engineer appears to everyone else to be carrying a toolbox over his shoulder, while from the player&#039;s view it is the same as constructing a Building. Buildings that are sapped cannot be hauled.&lt;br /&gt;
&lt;br /&gt;
While hauling a Building it retains all of its health as well as its stats such as the kill count for Sentries, and its number of uses for [[Teleporter]]s. If the Engineer is killed while hauling, both he and the Building will be destroyed with a special toolbox icon for the destroyed Building. Once a Building is redeployed it will go through all of its upgrade phases before being operative, albeit slightly faster than if it were upgraded manually. A Building cannot be re-hauled if it is being redeployed and will not work until it is fully re-constructed, so be careful where you put them down.&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
&lt;br /&gt;
Once a Building&#039;s health reaches 0, it explodes into Buildings gibs that can be picked up for Metal and Ammo. Using the destruction tool, an Engineer can manually destroy their buildings from any distance. However, sapped buildings cannot be destroyed using this method, and the Engineer must wait for the building to be destroyed or destroy the sapper. Buildings can be destroyed by any weapon or by a Sapper. A Building destruction is worth one point and is recorded on the scoreboard. A destruction can only be assisted by a Spy who has sapped it or by [[Medic]] healing the Building destroyer. &lt;br /&gt;
&lt;br /&gt;
[[File:Dispenser Destruction 1.jpg|200px]]&lt;br /&gt;
[[File:Dispenser Destruction 2.jpg|200px]]&lt;br /&gt;
[[File:Dispenser Destruction 3.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_buildings_with_mirv}}&lt;br /&gt;
{{Achievement|defuse_mirv}}&lt;br /&gt;
{{Achievement|achievement_invis_recharge_cloaked}}&lt;br /&gt;
{{Achievement|achievement_teleporter_progression}}&lt;br /&gt;
{{Achievement|achievement_teleporter_enemy_spy_kill}}&lt;br /&gt;
{{Achievement|achievement_jumppad_stomp}}&lt;br /&gt;
{{Achievement|achievement_jumppad_enemy_spy_backstab}}&lt;br /&gt;
{{Achievement|achievement_jumppad_extinguish}}&lt;br /&gt;
{{Achievement|achievement_jumppad_progression}}&lt;br /&gt;
{{Achievement|achievement_jumppad_progression_assist}}&lt;br /&gt;
{{Achievement|achievement_jumppad_progression_destroyed}}&lt;br /&gt;
}}&lt;br /&gt;
== Update history ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
- Buildings can continue to show visual indicators of damage even after being repaired. This is a known bug. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Engineer]]&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=3071</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=3071"/>
		<updated>2023-07-15T11:54:23Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=brick&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Throwable&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Hit the bricks pal, you&#039;re done.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Brick&#039;&#039;&#039; is a [[:Category:Secondary weapons|secondary]] weapon for the [[Scout]]. It is a red-colored, three-holed masonry brick. The Brick appears red regardless of which team the user is on, leaving a team-colored trail when thrown.&lt;br /&gt;
&lt;br /&gt;
The Scout only holds one Brick at a time, recharging six seconds after it is thrown. While in the air, it travels in an arc as a projectile. When thrown [[water|underwater]], it will have reduced velocity. Hitting a target with the Brick will deal 50 damage regardless of range, knocking back the target based on the angle of impact. The amount of damage done has no effect on the knockback. Unlike most weapons that deal knockback, it will force an enemy [[Heavy]] to unrev their [[Minigun]], and an enemy [[Sniper]] to unscope their [[Sniper Rifle]]. It can only deal damage once per throw, cannot deal any damage once it impacts an object, and cannot be picked back up once thrown. The Brick can damage [[buildings]] as well as players. Like most projectiles, the Brick can be [[Compression blast|deflected]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Untyped&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Jogging&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | reload-type = Recharge&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.75 s&lt;br /&gt;
 | activation-time = 0.15 s&lt;br /&gt;
 | recharge-time = 6 s&lt;br /&gt;
|}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Brick does not have a minimized viewmodel, so it will appear the same in the user&#039;s hand whether or not the &amp;quot;use minimized viewmodels&amp;quot; setting (&amp;lt;code&amp;gt;tf_use_min_viewmodels&amp;lt;/code&amp;gt;) is enabled.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fight or flight brick.png|thumb|left|Meet the Brick]]&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=3070</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=3070"/>
		<updated>2023-07-15T11:52:23Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=brick&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Throwable&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Hit the bricks pal, you&#039;re done.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Brick&#039;&#039;&#039; is a [[:Category:Secondary weapons|secondary]] weapon for the [[Scout]]. It is a red-colored, three-holed masonry brick. The Brick appears red regardless of which team the user is on, leaving a team-colored trail when thrown.&lt;br /&gt;
&lt;br /&gt;
The Scout only holds one Brick at a time, recharging six seconds after it is thrown. While in the air, it travels in an arc as a projectile. When thrown [[water|underwater]], it will have reduced velocity. Hitting a target with the Brick will deal 50 damage regardless of range, knocking back the target based on the angle of impact. The amount of damage done has no effect on the knockback. Unlike most weapons that deal knockback, it will force an enemy [[Heavy]] to unrev their [[Minigun]], and an enemy [[Sniper]] to unscope their [[Sniper Rifle]]. It can only deal damage once per throw, cannot deal any damage once it impacts an object, and cannot be picked back up once thrown. The Brick can damage [[buildings]] as well as players. Like most projectiles, the Brick can be [[Compression blast|deflected]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Untyped&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Jogging&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 50&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 150&lt;br /&gt;
 | mini-crit = 68&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | reload-type = Recharge&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.75 s&lt;br /&gt;
 | activation-time = 0.15 s&lt;br /&gt;
 | recharge-time = 6 s&lt;br /&gt;
|}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Brick does not have a minimized viewmodel, so it will appear the same in the user&#039;s hand whether or not the &amp;quot;use minimized viewmodels&amp;quot; [[setting]] (&amp;lt;code&amp;gt;tf_use_min_viewmodels&amp;lt;/code&amp;gt;) is enabled.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Fight or flight brick.png|thumb|left|Meet the Brick]]&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Tranquilizer_Gun&amp;diff=3069</id>
		<title>Tranquilizer Gun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Tranquilizer_Gun&amp;diff=3069"/>
		<updated>2023-07-15T11:51:24Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: Corrected the usage of &amp;quot;Airblasted&amp;quot; into &amp;quot;Deflected&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=tranq&lt;br /&gt;
| kill-icon-2=tranqed sleepy&lt;br /&gt;
| used-by=Spy&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=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|On Hit: Color blind victim, slow their movement, and decrease ranged gun damage for 5s}}&lt;br /&gt;
{{Loadout positive|Tranquilized enemies take guaranteed crits from melee attacks}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;In your dreams, chéri.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Tranquilizer Gun&#039;&#039;&#039; is an alternative primary weapon for the [[Spy]]. It is a metal, pistol-shaped pneumatic dart gun that shoots a single large syringe dart, loaded by placing one in its barrel via a metal hinge. Even though the darts have a team-colored tracer, they will always appear black when embedded in the world.&lt;br /&gt;
&lt;br /&gt;
The Tranquilizer Gun fires one dart at a time, dealing 20 damage regardless of range, that will tranquilize an enemy player for five seconds. The length of time tranquilized decreases with distance, down to 1.5 seconds at long range. While tranquilized, that player will have their movement speed reduced by 20% and ranged damage (excluding [[afterburn]] and [[bleed]]) reduced by 30%, with a black-and-white colorblind effect that fades over time. The damage reduction includes projectiles that were fired before the enemy was tranquilized. [[Critical]] damage is only reduced by 10%. In addition, all melee weapons, including the Spy&#039;s own [[Knife]], will deal guaranteed critical damage against that player. The Tranquilizer Gun can also damage enemy [[buildings]], but it will not apply the tranquilize effect. When shooting a [[Sapper|sapped]] [[Sentry Gun]], it will only deal 33% of its base damage (6 or 7, down from 20).&lt;br /&gt;
&lt;br /&gt;
The dart travels extremely fast, is 100% accurate, and is only affected by gravity by a small amount, making it viable to shoot enemies from a long distance away with minimal compensation. It will not deal any knockback. Like most projectiles, the dart can be [[Compression blast|deflected]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Brush off&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 20&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 60&lt;br /&gt;
 | mini-crit = 27&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Tranquilize&lt;br /&gt;
 | tranquilize-duration = 5 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&lt;br /&gt;
 | reload = 1.9 s&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_tranq_kill}}&lt;br /&gt;
{{Achievement|achievement_tranq_support_progression}}&lt;br /&gt;
{{Achievement|achievement_tranq_hit_blastjump}}&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill}}&lt;br /&gt;
{{Achievement|achievement_tranq_counter_kill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Arma Tranquilizante|pt-br_m=Tranquilizer Gun&lt;br /&gt;
|bg=Успокоителният пистолет|bg_m=Tranquilizer Gun&lt;br /&gt;
|en=Tranquilizer Gun&lt;br /&gt;
|fr=Pistolet tranquillisant|fr_m=Tranquilizer Gun&lt;br /&gt;
|de=Betäubungspistole|de_m=Tranquilizer Gun&lt;br /&gt;
|it=Pistola tranquillante|it_m=Tranquilizer Gun&lt;br /&gt;
|ro=Pistol tranchilizant|ro_m=Tranquilizer Gun&lt;br /&gt;
|ru=Транквилизатор|ru_m=Tranquilizer&lt;br /&gt;
|es=Pistola Sedante|es_m=Sedative Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Tranquilizer originates from Team Fortress Classic, and was originally intended to return in Team Fortress 2, making it as far as the game&#039;s first trailer. It is unknown what the Team Fortress 2 version&#039;s stats were.&lt;br /&gt;
* Even though the [[Flight or Fight]] Day 3 update page states that &amp;quot;Tranquilized enemies now deal 20% less damage&amp;quot;, the actual reduction in-game is 30%.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Compression_blast&amp;diff=3068</id>
		<title>Compression blast</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Compression_blast&amp;diff=3068"/>
		<updated>2023-07-13T19:01:36Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
When using the [[Flame Thrower]], pressing the alternate fire button will use 20 ammo to release a massive cone of compressed air, which is also referred to as an &amp;quot;airblast&amp;quot;. This cone deals no damage, but forcibly pushes back enemies (but not buildings), launching them in the air, the angle at which the airblast is used does not affect velocity in any way. The airblast can be fired once every 0.75 seconds, including underwater, trapping any enemy that simply cannot kill the [[Pyro]]. The airblast isn&#039;t powerful enough to offset the effects of gravity, so an enemy cannot be kept in the air indefinitely. However, airblasts from multiple [[Pyro]]s will increase the velocity against an enemy. In addition, the airblast will reflect (most) enemy projectiles towards where the user is aiming, the most important of such being [[Rocket Launcher|rockets]] and [[Grenade Launcher|grenades]]. If reflected, the projectile will (usually) deal mini-crit damage against enemy targets, and if the projectile (or the [[Pyro]]) was crit boosted, then that projectile will also be crit-boosted. When a [[Pyro]] kills an enemy with a projectile belonging to their team, a unique kill icon will appear, and the [[Pyro]] will receive kill credit. As a final bonus, the airblast will extinguish teammates who are on fire - hopefully before they burn to death while staring right at you.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Even though Compression blast is the official name, the source code still refers to it as airblast.&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=3059</id>
		<title>Stickybomb Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=3059"/>
		<updated>2023-07-13T17:51:44Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: Reverted changes regarding priming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=tf projectile pipe remote&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Detonate all Stickybombs}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;KA-BOOOM!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Stickybomb Launcher&#039;&#039;&#039; is the default secondary weapon of the Demoman. It is a pneumatic bomb-launching device which fires glowing, team-colored, spherical bombs with spikes on them, featuring a large underbarrel drum magazine, a bolt-action loading mechanism, and wooden handles.&lt;br /&gt;
&lt;br /&gt;
The Stickybomb Launcher fires stickybombs, also known as &amp;quot;stickies&amp;quot;, which attach to map geometry, bouncing off other entities like enemies and the [[Payload]]. They can be remotely detonated after 0.7 seconds with the alternative fire key, dealing splash damage that scales off with distance. The stickybombs do not explode on contact with enemies, nor do they deal damage when stepped on. Up to 8 stickybombs can be placed at a time, and all armed stickies will explode at once when detonated, stacking their damage on any enemy within range.&lt;br /&gt;
&lt;br /&gt;
Unlike every other weapon, stickybomb damage is affected by both distance and time, suffering damage fall-off based off the user&#039;s distance if detonated within 5 seconds of launching, and no damage fall-off if detonated after 5 seconds. Stickybombs are destroyed by enemy bullets (and melee attacks, for the brave), and are pushed back by enemy explosions and [[Flame Thrower|airblasts]]. The user can charge the Stickybomb Launcher up to 4 seconds to increase the velocity, and therefore distance, the stickies are launched at. Stickybombs have significantly reduced velocity when fired [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
Because the user takes damage and knockback from their own stickybombs, they can be used for a highly potent [[jumping|explosive jump]] that outpaces any other form of movement in the game. Each sticky detonated under the Demoman will lead to an increase in velocity. However, the Demoman does not have the damage reduction from explosive jumps that the [[Soldier]] has, and so ambitious jumping will lead to the user&#039;s immediate death.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Twirl&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 144&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 120&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 64&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 360&lt;br /&gt;
 | mini-crit = 144&lt;br /&gt;
 | mini-crit-ramp-up = 190&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 2.7 m&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|0.7135 s|To explode}}&lt;br /&gt;
 | charge-fill-speed = 25% / s&lt;br /&gt;
 | charge-fill-time = 4 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sticky_primed_kills}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-stickybombs|pt-br_m=Stickybomb Launcher&lt;br /&gt;
|bg=Гранатомет за лепкави бомби|bg_m=Stickybomb Grenade Launcher&lt;br /&gt;
|en=Stickybomb Launcher&lt;br /&gt;
|fr=Lanceur de bombes collantes|fr_m=Stickybomb Launcher&lt;br /&gt;
|de=Haftbombenwerfer|de_m=Stickybomb Launcher&lt;br /&gt;
|it=Mortaio a bombe adesive|it_m=Stickybomb Launcher&lt;br /&gt;
|ro=Lansator de bombe|ro_m=Bomb Launcher&lt;br /&gt;
|ru=Липучкомёт|ru_m=Stickybomb Launcher&lt;br /&gt;
|es=Lanzabombas Lapa|es_m=Stickybomb Launcher&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Unlike in Team Fortress 2, stickybombs can be detonated while taunting.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flame_Thrower&amp;diff=3058</id>
		<title>Flame Thrower</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flame_Thrower&amp;diff=3058"/>
		<updated>2023-07-13T17:42:14Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: Added links to the compression blast page, corrected info regarding airblast&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=flamethrower&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-carried=200&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Release a blast of compressed air}}&lt;br /&gt;
{{Loadout neutral|Airblast pushes enemies, deflects projectiles, and extinguishes burning allies}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Things are heating up...&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; is the default primary weapon of the [[Pyro]]. It is an improvised conflagration device constructed out of metal poles and a team-colored gas nozzle connected to a propane tank. The flames produced are always red regardless of which team the user is on. Enemies on fire will have their flames tinted their team&#039;s color.&lt;br /&gt;
&lt;br /&gt;
The Flame Thrower is a highly unusual weapon. Instead of firing projectiles or bullets, it releases a short-range stream of large flame particles that linger in the air and quickly expire, basing their damage on how long the oldest touching particle was alive. It will release around 25 particles a second, with brand-new particles dealing 7.2 damage each, and old particles dealing 3.6 each, scaling linearly between the two. This roughly corresponds to the user&#039;s distance from their target. These particles will continue on their trajectory even as the player moves, allowing for wide coverage around them. The flames penetrate through enemies and buildings, meaning opposing players cannot shield each other from the fire. Damage scaling is also different from other weapons, as there is no ramp-up or falloff, and [[critical hit]] damage is affected by particle lifetime scaling. The Flame Thrower will not fire flames [[water|underwater]], and will not damage underwater enemies if the user is above the surface. It will also light friendly [[Huntsman]] arrows on fire, allowing them to deal afterburn.&lt;br /&gt;
&lt;br /&gt;
When an enemy is set on fire (except for Pyros), they will suffer a status effect called [[afterburn]], in which they will continually take damage and scream for their life. This has the crucial effect of revealing cloaked or disguised enemy [[Spy|Spies]]. Afterburn deals 3 damage and triggers twice per second for ten seconds, for a total of 60 damage. This will also persist after the Pyro&#039;s death, unless they have the [[Harvester]] equipped. Critical afterburn does not exist, but it will deal mini-crit damage if the user has a mini-crit boost, or the victim is Marked for Death. Afterburn is extinguished after one second if they are being healed by a beam, like a [[Dispenser]], the [[Payload]], or the [[Medi Gun]]. Afterburn is extinguished immediately if the victim takes a health pack, meets a [[resupply cabinet]], submerses themself in deep water, has a Medi Gun [[ÜberCharge]], or is airblasted by an ally.&lt;br /&gt;
&lt;br /&gt;
If the user presses the alternative fire key, the Flame Thrower will use 20 ammo to release a massive cone of compressed air, known as &amp;quot;[[Compression blast|compression blast]]&amp;quot; or more commonly &amp;quot;[[Compression blast|airblast]]&amp;quot;. This cone deals no damage, but forcibly pushes back enemies (but not buildings), launching them in the air if angled upwards. The airblast can be fired once every 0.75 seconds, including underwater, trapping any enemy that simply cannot kill the Pyro. The airblast isn&#039;t powerful enough to offset the effects of gravity, so an enemy cannot be kept in the air indefinitely. However, airblasts from multiple Pyros will increase the velocity against an enemy. In addition, the airblast will reflect (most) enemy projectiles towards where the user is aiming, the most important of such being [[Rocket Launcher|rockets]] and [[Grenade Launcher|grenades]]. If reflected, the projectile will (usually) deal mini-crit damage against enemy targets, and if the projectile (or the Pyro) was crit boosted, then that projectile will also be crit-boosted. When a Pyro kills an enemy with a projectile belonging to their team, a unique kill icon will appear, and the Pyro will receive kill credit. As a final bonus, the airblast will extinguish teammates who are on fire - hopefully before they burn to death while staring right at you.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Particle&lt;br /&gt;
 | damage-type = Fire&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Triumph&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | critical = {{tooltip|21.6 / particle|Close}}&amp;lt;br&amp;gt;{{tooltip|10.8 / particle|Far}}&lt;br /&gt;
 | mini-crit = 4.86 / particle&lt;br /&gt;
 | mini-crit-ramp-up = 9.72 / particle&lt;br /&gt;
 | flame-damage-close = 7.2 / particle&lt;br /&gt;
 | flame-damage-close-percentage = 100%&lt;br /&gt;
 | flame-damage-far = 3.6 / particle&lt;br /&gt;
 | flame-damage-far-percentage = 50%&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Afterburn&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 200&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.04 s&lt;br /&gt;
 | airblast-interval = 0.75 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-chamas|pt-br_m=Flame Thrower&lt;br /&gt;
|bg=Огнехвъргачката|bg_m=Flame Thrower&lt;br /&gt;
|en=Flame Thrower&lt;br /&gt;
|fr=Lance-flammes|fr_m=Flame Thrower&lt;br /&gt;
|de=Flammenwerfer|de_m=Flame Thrower&lt;br /&gt;
|it=Lanciafiamme|it_m=Flame Thrower&lt;br /&gt;
|ro=Aruncător de flăcări|ro_m=Flame Thrower&lt;br /&gt;
|ru=Огнемёт|ru_m=Flame Thrower&lt;br /&gt;
|es=Lanzallamas|es_m=Flame Thrower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* It is possible to kill a player behind the setup time gates by aiming downwards and shooting flames at their feet.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Compression_blast&amp;diff=3057</id>
		<title>Compression blast</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Compression_blast&amp;diff=3057"/>
		<updated>2023-07-13T17:29:01Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: Created page with &amp;quot; When using the Flame Thrower will use 20 ammo to release a massive cone of compressed air, which is also referred to as an &amp;quot;airblast&amp;quot;. This cone deals no damage, but forcibly pushes back enemies (but not buildings), launching them in the air, the angle at which the airblast is used does not affect velocity in any way. The airblast can be fired once every 0.75 seconds, including underwater, trapping any enemy that simply cannot kill the Pyro. The airblast isn&amp;#039;t p...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
When using the [[Flame Thrower]] will use 20 ammo to release a massive cone of compressed air, which is also referred to as an &amp;quot;airblast&amp;quot;. This cone deals no damage, but forcibly pushes back enemies (but not buildings), launching them in the air, the angle at which the airblast is used does not affect velocity in any way. The airblast can be fired once every 0.75 seconds, including underwater, trapping any enemy that simply cannot kill the [[Pyro]]. The airblast isn&#039;t powerful enough to offset the effects of gravity, so an enemy cannot be kept in the air indefinitely. However, airblasts from multiple Pyros will increase the velocity against an enemy. In addition, the airblast will reflect (most) enemy projectiles towards where the user is aiming, the most important of such being [[Rocket Launcher|rockets]] and [[Grenade Launcher|grenades]]. If reflected, the projectile will (usually) deal mini-crit damage against enemy targets, and if the projectile (or the [[Pyro]]) was crit boosted, then that projectile will also be crit-boosted. When a [[Pyro]] kills an enemy with a projectile belonging to their team, a unique kill icon will appear, and the [[Pyro]] will receive kill credit. As a final bonus, the airblast will extinguish teammates who are on fire - hopefully before they burn to death while staring right at you.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Even though Compression blast is the official name, the source code still refers to it as airblast.&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=3056</id>
		<title>Stickybomb Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=3056"/>
		<updated>2023-07-13T17:25:42Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: /* Achievements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=tf projectile pipe remote&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Detonate all Stickybombs}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;KA-BOOOM!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Stickybomb Launcher&#039;&#039;&#039; is the default secondary weapon of the Demoman. It is a pneumatic bomb-launching device which fires glowing, team-colored, spherical bombs with spikes on them, featuring a large underbarrel drum magazine, a bolt-action loading mechanism, and wooden handles.&lt;br /&gt;
&lt;br /&gt;
The Stickybomb Launcher fires stickybombs, also known as &amp;quot;stickies&amp;quot;, which attach to map geometry, bouncing off other entities like enemies and the [[Payload]]. They can be remotely detonated after 0.7 seconds with the alternative fire key, dealing splash damage that scales off with distance. The stickybombs do not explode on contact with enemies, nor do they deal damage when stepped on. Up to 8 stickybombs can be placed at a time, and all armed stickies will explode at once when detonated, stacking their damage on any enemy within range.&lt;br /&gt;
&lt;br /&gt;
Unlike every other weapon, stickybomb damage is affected by both distance and time, suffering damage fall-off based off the user&#039;s distance. Stickybombs are destroyed by enemy bullets (and melee attacks, for the brave), and are pushed back by enemy explosions and [[Flame Thrower|airblasts]]. The user can charge the Stickybomb Launcher up to 4 seconds to increase the velocity, and therefore distance, the stickies are launched at. Stickybombs have significantly reduced velocity when fired [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
Because the user takes damage and knockback from their own stickybombs, they can be used for a highly potent [[jumping|explosive jump]] that outpaces any other form of movement in the game. Each sticky detonated under the Demoman will lead to an increase in velocity. However, the Demoman does not have the damage reduction from explosive jumps that the [[Soldier]] has, and so ambitious jumping will lead to the user&#039;s immediate death.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Twirl&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 144&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 120&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 64&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 360&lt;br /&gt;
 | mini-crit = 144&lt;br /&gt;
 | mini-crit-ramp-up = 190&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 2.7 m&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|0.7135 s|To explode}}&lt;br /&gt;
 | charge-fill-speed = 25% / s&lt;br /&gt;
 | charge-fill-time = 4 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sticky_primed_kills}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-stickybombs|pt-br_m=Stickybomb Launcher&lt;br /&gt;
|bg=Гранатомет за лепкави бомби|bg_m=Stickybomb Grenade Launcher&lt;br /&gt;
|en=Stickybomb Launcher&lt;br /&gt;
|fr=Lanceur de bombes collantes|fr_m=Stickybomb Launcher&lt;br /&gt;
|de=Haftbombenwerfer|de_m=Stickybomb Launcher&lt;br /&gt;
|it=Mortaio a bombe adesive|it_m=Stickybomb Launcher&lt;br /&gt;
|ro=Lansator de bombe|ro_m=Bomb Launcher&lt;br /&gt;
|ru=Липучкомёт|ru_m=Stickybomb Launcher&lt;br /&gt;
|es=Lanzabombas Lapa|es_m=Stickybomb Launcher&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Unlike in Team Fortress 2, stickybombs can be detonated while taunting.&lt;br /&gt;
* After the 2.0.2 patch the Stickybomb Launcher no longer has priming, meaning that stickybombs have the same behaviour as they do in Live TF2, suffering from fall-off even after being deployed for 5s or more; the [[Mine Layer]] still has this mechanic.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=3054</id>
		<title>Stickybomb Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=3054"/>
		<updated>2023-07-13T16:15:24Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: Fixed the mention of priming being capitalized and removed subjective trivia.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=tf projectile pipe remote&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Detonate all Stickybombs}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;KA-BOOOM!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Stickybomb Launcher&#039;&#039;&#039; is the default secondary weapon of the Demoman. It is a pneumatic bomb-launching device which fires glowing, team-colored, spherical bombs with spikes on them, featuring a large underbarrel drum magazine, a bolt-action loading mechanism, and wooden handles.&lt;br /&gt;
&lt;br /&gt;
The Stickybomb Launcher fires stickybombs, also known as &amp;quot;stickies&amp;quot;, which attach to map geometry, bouncing off other entities like enemies and the [[Payload]]. They can be remotely detonated after 0.7 seconds with the alternative fire key, dealing splash damage that scales off with distance. The stickybombs do not explode on contact with enemies, nor do they deal damage when stepped on. Up to 8 stickybombs can be placed at a time, and all armed stickies will explode at once when detonated, stacking their damage on any enemy within range.&lt;br /&gt;
&lt;br /&gt;
Unlike every other weapon, stickybomb damage is affected by both distance and time, suffering damage fall-off based off the user&#039;s distance. Stickybombs are destroyed by enemy bullets (and melee attacks, for the brave), and are pushed back by enemy explosions and [[Flame Thrower|airblasts]]. The user can charge the Stickybomb Launcher up to 4 seconds to increase the velocity, and therefore distance, the stickies are launched at. Stickybombs have significantly reduced velocity when fired [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
Because the user takes damage and knockback from their own stickybombs, they can be used for a highly potent [[jumping|explosive jump]] that outpaces any other form of movement in the game. Each sticky detonated under the Demoman will lead to an increase in velocity. However, the Demoman does not have the damage reduction from explosive jumps that the [[Soldier]] has, and so ambitious jumping will lead to the user&#039;s immediate death.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Twirl&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 144&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 120&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 64&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 360&lt;br /&gt;
 | mini-crit = 144&lt;br /&gt;
 | mini-crit-ramp-up = 190&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 2.7 m&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|0.7135 s|To explode}}&lt;br /&gt;
 | charge-fill-speed = 25% / s&lt;br /&gt;
 | charge-fill-time = 4 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sticky_primed_kills}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-stickybombs|pt-br_m=Stickybomb Launcher&lt;br /&gt;
|bg=Гранатомет за лепкави бомби|bg_m=Stickybomb Grenade Launcher&lt;br /&gt;
|en=Stickybomb Launcher&lt;br /&gt;
|fr=Lanceur de bombes collantes|fr_m=Stickybomb Launcher&lt;br /&gt;
|de=Haftbombenwerfer|de_m=Stickybomb Launcher&lt;br /&gt;
|it=Mortaio a bombe adesive|it_m=Stickybomb Launcher&lt;br /&gt;
|ro=Lansator de bombe|ro_m=Bomb Launcher&lt;br /&gt;
|ru=Липучкомёт|ru_m=Stickybomb Launcher&lt;br /&gt;
|es=Lanzabombas Lapa|es_m=Stickybomb Launcher&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Unlike in Team Fortress 2, stickybombs can be detonated while taunting.&lt;br /&gt;
* After the 2.0.2 patch the Stickybomb Launcher no longer has priming, meaning that stickybombs have the same behaviour as they do in Live TF2, suffering from fall-off even after being deployed for 5s or more; the [[Mine Layer]] still has this mechanic.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=%C3%9CberCharge&amp;diff=3050</id>
		<title>ÜberCharge</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=%C3%9CberCharge&amp;diff=3050"/>
		<updated>2023-07-13T16:00:34Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: Added trivia regarding Uber when applied to transparent textures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;ÜberCharge&#039;&#039;&#039;, commonly referred to as an &#039;&#039;&#039;Über&#039;&#039;&#039;, is a game-mechanic specific to the [[Medic]] in regular gameplay. By healing other players with his [[Medi Gun]], the Medic is able to fill up an ÜberCharge meter. When full, the charge can be activated and the player being healed will be granted a buff, the type of which depends on the selected Medi Gun:&lt;br /&gt;
&lt;br /&gt;
* The [[Medi Gun]] yields invulnerability to damage (except certain hazards, such as pits).&lt;br /&gt;
* The [[Kritzkrieg]] yields guaranteed critical hits, even for weapons that can&#039;t normally deal (random) critical hits.&lt;br /&gt;
&lt;br /&gt;
Although only the Medic can charge and use ÜberCharges in regular gameplay, this mechanic is specifically tied to the weapon; if a class other than the Medic is given a Medi Gun, they too can utilize ÜberCharges.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Typically, when the U-umlaut (Ü ü) is not readily-available to use, one is supposed to substitute it with an ‘ue’, meaning the commonly-used spelling of ‘Uber’ is incorrect, and should actually be ‘Ueber’.&lt;br /&gt;
* Since uber unanimously applies its texture to the playermodel and all its wearables, transparent textures like the syringe gun chamber are fully opaque. &lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=3049</id>
		<title>Stickybomb Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=3049"/>
		<updated>2023-07-13T15:50:29Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: Added the &amp;quot;Aged like wine&amp;quot; achievement, i would say achievement table for sticky bomb launcher but that is the only one.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=tf projectile pipe remote&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Detonate all Stickybombs}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;KA-BOOOM!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Stickybomb Launcher&#039;&#039;&#039; is the default secondary weapon of the Demoman. It is a pneumatic bomb-launching device which fires glowing, team-colored, spherical bombs with spikes on them, featuring a large underbarrel drum magazine, a bolt-action loading mechanism, and wooden handles.&lt;br /&gt;
&lt;br /&gt;
The Stickybomb Launcher fires stickybombs, also known as &amp;quot;stickies&amp;quot;, which attach to map geometry, bouncing off other entities like enemies and the [[Payload]]. They can be remotely detonated after 0.7 seconds with the alternative fire key, dealing splash damage that scales off with distance. The stickybombs do not explode on contact with enemies, nor do they deal damage when stepped on. Up to 8 stickybombs can be placed at a time, and all armed stickies will explode at once when detonated, stacking their damage on any enemy within range.&lt;br /&gt;
&lt;br /&gt;
Unlike every other weapon, stickybomb damage is affected by both distance and time, suffering damage fall-off based off the user&#039;s distance. Stickybombs are destroyed by enemy bullets (and melee attacks, for the brave), and are pushed back by enemy explosions and [[Flame Thrower|airblasts]]. The user can charge the Stickybomb Launcher up to 4 seconds to increase the velocity, and therefore distance, the stickies are launched at. Stickybombs have significantly reduced velocity when fired [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
Because the user takes damage and knockback from their own stickybombs, they can be used for a highly potent [[jumping|explosive jump]] that outpaces any other form of movement in the game. Each sticky detonated under the Demoman will lead to an increase in velocity. However, the Demoman does not have the damage reduction from explosive jumps that the [[Soldier]] has, and so ambitious jumping will lead to the user&#039;s immediate death.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Twirl&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 144&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 120&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 64&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 360&lt;br /&gt;
 | mini-crit = 144&lt;br /&gt;
 | mini-crit-ramp-up = 190&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 2.7 m&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|0.7135 s|To explode}}&lt;br /&gt;
 | charge-fill-speed = 25% / s&lt;br /&gt;
 | charge-fill-time = 4 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_sticky_primed_kills}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-stickybombs|pt-br_m=Stickybomb Launcher&lt;br /&gt;
|bg=Гранатомет за лепкави бомби|bg_m=Stickybomb Grenade Launcher&lt;br /&gt;
|en=Stickybomb Launcher&lt;br /&gt;
|fr=Lanceur de bombes collantes|fr_m=Stickybomb Launcher&lt;br /&gt;
|de=Haftbombenwerfer|de_m=Stickybomb Launcher&lt;br /&gt;
|it=Mortaio a bombe adesive|it_m=Stickybomb Launcher&lt;br /&gt;
|ro=Lansator de bombe|ro_m=Bomb Launcher&lt;br /&gt;
|ru=Липучкомёт|ru_m=Stickybomb Launcher&lt;br /&gt;
|es=Lanzabombas Lapa|es_m=Stickybomb Launcher&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Unlike in Team Fortress 2, stickybombs can be detonated while taunting.&lt;br /&gt;
* After the 2.0.2 patch, stickybombs have the same behaviour as they do in Live TF2, suffering from fall-off even after being deployed for 5s or more; the [[Mine Layer]] still has this mechanic.&lt;br /&gt;
* Due to this change, the achievement &amp;quot;[[Achievements|Aged like wine]]&amp;quot; that was made to showcase the priming mechanic is now nonsensical.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=3048</id>
		<title>Stickybomb Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Stickybomb_Launcher&amp;diff=3048"/>
		<updated>2023-07-13T15:36:02Z</updated>

		<summary type="html">&lt;p&gt;TheSnaz: Removed the mention of the Priming mechanic in the page, added it to the Trivia section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=tf projectile pipe remote&lt;br /&gt;
| used-by=Demoman&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Detonate all Stickybombs}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;KA-BOOOM!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Stickybomb Launcher&#039;&#039;&#039; is the default secondary weapon of the Demoman. It is a pneumatic bomb-launching device which fires glowing, team-colored, spherical bombs with spikes on them, featuring a large underbarrel drum magazine, a bolt-action loading mechanism, and wooden handles.&lt;br /&gt;
&lt;br /&gt;
The Stickybomb Launcher fires stickybombs, also known as &amp;quot;stickies&amp;quot;, which attach to map geometry, bouncing off other entities like enemies and the [[Payload]]. They can be remotely detonated after 0.7 seconds with the alternative fire key, dealing splash damage that scales off with distance. The stickybombs do not explode on contact with enemies, nor do they deal damage when stepped on. Up to 8 stickybombs can be placed at a time, and all armed stickies will explode at once when detonated, stacking their damage on any enemy within range.&lt;br /&gt;
&lt;br /&gt;
Unlike every other weapon, stickybomb damage is affected by both distance and time, suffering damage fall-off based off the user&#039;s distance . Stickybombs are destroyed by enemy bullets (and melee attacks, for the brave), and are pushed back by enemy explosions and [[Flame Thrower|airblasts]]. The user can charge the Stickybomb Launcher up to 4 seconds to increase the velocity, and therefore distance, the stickies are launched at. Stickybombs have significantly reduced velocity when fired [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
Because the user takes damage and knockback from their own stickybombs, they can be used for a highly potent [[jumping|explosive jump]] that outpaces any other form of movement in the game. Each sticky detonated under the Demoman will lead to an increase in velocity. However, the Demoman does not have the damage reduction from explosive jumps that the [[Soldier]] has, and so ambitious jumping will lead to the user&#039;s immediate death.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Twirl&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 144&lt;br /&gt;
 | maximum-ramp-up-percentage = 120%&lt;br /&gt;
 | base-damage = 120&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 64&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 360&lt;br /&gt;
 | mini-crit = 144&lt;br /&gt;
 | mini-crit-ramp-up = 190&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 2.7 m&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.92 HU&lt;br /&gt;
 | self-damage = 45-90&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.6 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = {{tooltip|0.7 s|To become armed}}&amp;lt;br&amp;gt;{{tooltip|0.7135 s|To explode}}&lt;br /&gt;
 | charge-fill-speed = 25% / s&lt;br /&gt;
 | charge-fill-time = 4 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-stickybombs|pt-br_m=Stickybomb Launcher&lt;br /&gt;
|bg=Гранатомет за лепкави бомби|bg_m=Stickybomb Grenade Launcher&lt;br /&gt;
|en=Stickybomb Launcher&lt;br /&gt;
|fr=Lanceur de bombes collantes|fr_m=Stickybomb Launcher&lt;br /&gt;
|de=Haftbombenwerfer|de_m=Stickybomb Launcher&lt;br /&gt;
|it=Mortaio a bombe adesive|it_m=Stickybomb Launcher&lt;br /&gt;
|ro=Lansator de bombe|ro_m=Bomb Launcher&lt;br /&gt;
|ru=Липучкомёт|ru_m=Stickybomb Launcher&lt;br /&gt;
|es=Lanzabombas Lapa|es_m=Stickybomb Launcher&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Unlike in Team Fortress 2, stickybombs can be detonated while taunting.&lt;br /&gt;
* After the 2.0.2 patch, stickybombs have the same behaviour as they do in Live TF2, suffering from fall-off even after being deployed for 5s or more; the [[Mine Layer]] still has this mechanic.&lt;br /&gt;
* Due to this change, the achievement &amp;quot;[[Achievements|Aged like wine]]&amp;quot; that was made to showcase the priming mechanic is now nonsensical.&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>TheSnaz</name></author>
	</entry>
</feed>