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	<updated>2026-05-31T19:45:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=3.0.7&amp;diff=10090</id>
		<title>3.0.7</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=3.0.7&amp;diff=10090"/>
		<updated>2026-03-11T23:14:32Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch&lt;br /&gt;
|prev = 3.0.6&lt;br /&gt;
|next =&lt;br /&gt;
|date = March 11, 2026&lt;br /&gt;
|major = &lt;br /&gt;
|update =&lt;br /&gt;
|blogpost = [https://store.steampowered.com/news/app/3545060/view/500600020792248844 steam page]&lt;br /&gt;
|archives = &lt;br /&gt;
|new-weps = &lt;br /&gt;
|new-maps = &lt;br /&gt;
|mapfix = &lt;br /&gt;
|wepfix = &lt;br /&gt;
|genfix =&lt;br /&gt;
|bugfix = yes &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
=== General Changes ===&lt;br /&gt;
* Fixed an issue where the previous update was not applying properly&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=3.0.5&amp;diff=10089</id>
		<title>3.0.5</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=3.0.5&amp;diff=10089"/>
		<updated>2026-03-11T23:12:43Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch&lt;br /&gt;
|prev = 3.0.4&lt;br /&gt;
|next = 3.0.6&lt;br /&gt;
|date = February 24, 2026&lt;br /&gt;
|major = &lt;br /&gt;
|update =&lt;br /&gt;
|blogpost = [https://store.steampowered.com/news/app/3545060/view/594047910609420417 steam page]&lt;br /&gt;
|archives = &lt;br /&gt;
|new-weps = &lt;br /&gt;
|new-maps = &lt;br /&gt;
|mapfix = &lt;br /&gt;
|wepfix = &lt;br /&gt;
|genfix = yes&lt;br /&gt;
|bugfix = yes &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Stability Fixes ===&lt;br /&gt;
* Fixed a number of startup and graphical issues when running the game on Intel graphics cards&lt;br /&gt;
* Fixed a crash related to kicking idle players&lt;br /&gt;
* Fixed a crash related to displaying medals in voice chat&lt;br /&gt;
* Fixed a crash related to firing the [[Anti-Aircraft Cannon]] while dead&lt;br /&gt;
* Fixed a crash on [[Payload]] maps with a lot of rollback zones&lt;br /&gt;
* Fixed a soft-lock when changing your resolution while in full-screen&lt;br /&gt;
* Fixed a memory leak related to VGUI scheme loading&lt;br /&gt;
** This fixes fonts getting corrupted after extended play ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/42 #42])&lt;br /&gt;
&lt;br /&gt;
=== General Changes ===&lt;br /&gt;
* Added {{code|tf_use_circular_weaponspreads}} (from [https://teamcomtress.com Team Comtress])&lt;br /&gt;
** Allows weapon spread to apply in a circular boundary rather than a box&lt;br /&gt;
** Disabled by default; servers can enable it to test the effect on game feel&lt;br /&gt;
**  May be adjusted in future patches&lt;br /&gt;
* Added a large number of convars (under the prefix {{code|tf2c_rollback}}) for reverting certain game mechanics and behaviors to imitate earlier versions of Team Fortress 2 (from Team Comtress)&lt;br /&gt;
* Added {{code|tf2c_allow_special_suicides}}&lt;br /&gt;
** Allowing all players on a server to use otherwise cheat-protected suicides&lt;br /&gt;
* Added {{code|hud_medicautocallersound}}&lt;br /&gt;
** Toggles the [[Medic]] autocaller&#039;s noise&lt;br /&gt;
* Added {{code|mp_scrambleteams 2}}&lt;br /&gt;
** Does not trigger a map timer reset&lt;br /&gt;
* Fixed Medic autocaller sounds playing while the player is not a Medic&lt;br /&gt;
* Fixed autobalance attempting to place players in [[teams]] which aren&#039;t active&lt;br /&gt;
* Added a sound for [[Cyclops]] projectiles detonating without triggering a combo&lt;br /&gt;
* Fixed heal target marker disappearing while using [[ÜberCharge]] (community fix from [https://github.com/ValveSoftware/source-sdk-2013/pull/1713 Squid-Eevee])&lt;br /&gt;
* Fixed an issue where Target IDs weren&#039;t displaying building haul prompts&lt;br /&gt;
* Fixed [[Engineer]] toolbox&#039;s icon showing as [[Destruction PDA]]/missing texture in HUD ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/265 #265], [https://github.com/tf2classified/tf2classified-issue-tracker/issues/546 #546])&lt;br /&gt;
* Fixed an issue where environmental deaths could be survived while having damage resistance ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/109 #109])&lt;br /&gt;
* Fixed an issue where [[Spies]] could disguise as [[Civilian]] in modes where civilian was not enabled&lt;br /&gt;
* Fixed Spy disguise and undisguise sounds not playing&lt;br /&gt;
* Fixed [[Mine Layer]] kills showing as [[Stickybomb]] kills in kill feed&lt;br /&gt;
* Fixed dropdowns not functioning in the options menu&lt;br /&gt;
* Fixed Civilian haste boost particle not properly applying&lt;br /&gt;
* Updated sound cache&lt;br /&gt;
* Updated localization files:&lt;br /&gt;
** Added [https://github.com/tf2classified/tf2classified-translations/pull/9 Turkish] language support (Hoş geldiniz!)&lt;br /&gt;
** Added [https://github.com/tf2classified/tf2classified-translations/pull/19 Brazilian] language support (Bem-vindo!)&lt;br /&gt;
&lt;br /&gt;
=== Gameplay Changes ===&lt;br /&gt;
* Updated the [[Nail Gun]]:&lt;br /&gt;
** Fixed an issue where the Nail Gun did not have damage ramp up ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/488 #488])&lt;br /&gt;
* Updated live TF2 compatibility:&lt;br /&gt;
** Dragon&#039;s Fury projectiles will now only light models rather than brushes to reduce performance impact&lt;br /&gt;
** Crusader&#039;s Crossbow projectiles will correctly hit teammates instead of passing through them&lt;br /&gt;
* Spies no longer show speech bubbles while disguised&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* Updated [[Frigid|4koth_frigid]]:&lt;br /&gt;
** Moved the latest map to the actual maps folder (we cannot imagine how this happened)&lt;br /&gt;
* Updated [[Dustbowl|cp_dustbowl]]:&lt;br /&gt;
** Implemented [https://tf2maps.net/downloads/dustbowl-fixed-improved-tf2classic-version.17800/ latest changes from Korkade]&lt;br /&gt;
&lt;br /&gt;
=== Material Changes ===&lt;br /&gt;
* Added a normal map to the [[Flame Thrower]]&lt;br /&gt;
* Fixed selfillum mask on control room consoles&lt;br /&gt;
* Fixed incorrect alpha channels on several cloud textures&lt;br /&gt;
* Fixed crosshair6 looking identical to crosshair1 ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/506 #506])&lt;br /&gt;
* Updated Offline Training thumbnail for 4ARENA Flask ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/314 #314])&lt;br /&gt;
* Removed the following materials:&lt;br /&gt;
** {{code|player/items/crown_grn}}&lt;br /&gt;
** {{code|player/items/crown_ylw}}&lt;br /&gt;
** {{code|player/items/demo/crown_grn}}&lt;br /&gt;
** {{code|player/items/demo/crown_ylw}}&lt;br /&gt;
** {{code|vgui/achievements/*}}&lt;br /&gt;
&lt;br /&gt;
=== Model Changes ===&lt;br /&gt;
* Made adjustments to the Medic&#039;s wrists ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/317 #317])&lt;br /&gt;
* Added global versions of various gameplay signs&lt;br /&gt;
* Fixed various models missing skins ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/460 #460], [https://github.com/tf2classified/tf2classified-issue-tracker/issues/470 #470])&lt;br /&gt;
* Removed the following models:&lt;br /&gt;
** {{code|player/items/civilian/crown}}&lt;br /&gt;
&lt;br /&gt;
=== Mapping Changes ===&lt;br /&gt;
* Added a black default cubemap ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/413 #413])&lt;br /&gt;
* Added {{code|light_directional}} to FGD&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=3.0.6&amp;diff=10088</id>
		<title>3.0.6</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=3.0.6&amp;diff=10088"/>
		<updated>2026-03-11T23:12:31Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch&lt;br /&gt;
|prev = 3.0.5&lt;br /&gt;
|next = 3.0.7&lt;br /&gt;
|date = March 11, 2026&lt;br /&gt;
|major = &lt;br /&gt;
|update =&lt;br /&gt;
|blogpost = [https://store.steampowered.com/news/app/3545060/view/500600020792248844 steam page]&lt;br /&gt;
|archives = &lt;br /&gt;
|new-weps = &lt;br /&gt;
|new-maps = &lt;br /&gt;
|mapfix = &lt;br /&gt;
|wepfix = &lt;br /&gt;
|genfix = yes&lt;br /&gt;
|bugfix = yes &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Custom Weapons Additions ===&lt;br /&gt;
* Added support for custom soundscripts&lt;br /&gt;
* Added support for custom particle manifests&lt;br /&gt;
* Re-implemented {{code|trail_effect}}, {{code|trail_effect_crit}}, {{code|explosion_effect}}, {{code|explosion_effect_crit}} for custom particles&lt;br /&gt;
* Re-implemented {{code|beam_effect}} and {{code|beam_effect_crit}} for custom [[Medi Gun]]s and [[Flame Thrower]]s&lt;br /&gt;
* Added {{code|extra_wearables}} keyvalue, allowing for several extra wearables per weapon&lt;br /&gt;
* Custom attribute and weapon descriptions can now be added without a localization file ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/104 #104])&lt;br /&gt;
* Added {{code|item_name_color}} and {{code|custom_color}} keyvalues&lt;br /&gt;
* Added {{code|tf2c_civilian_loadout_slots}}, allowing servers to add extra slot weapons for the [[Civilian]]&lt;br /&gt;
* Fixed issue where {{code|show_in_armory}} did not properly hide weapons&lt;br /&gt;
* Fixed issue where custom projectiles overrode kill feed icons&lt;br /&gt;
* Added {{code|weapon_exclusive_to_holiday}}&lt;br /&gt;
* Added {{code|sapper_cant_sap}}&lt;br /&gt;
* Added {{code|mod_set_fire_arrows}}&lt;br /&gt;
* Added {{code|set_sentry_rocket}}, which changes the projectile of [[sentry]] rockets&lt;br /&gt;
* Added {{code|set_sentry_bullet}}, which changes the projectile type of sentry bullets&lt;br /&gt;
* Added {{code|mod_outline_on_hit}}&lt;br /&gt;
* Added {{code|mod_set_beam_range}}, which changes Medi Gun range&lt;br /&gt;
* Added {{code|mod_set_healbomb_lifetime}}, which changes [[Rejuvenator]] projectile fuse time&lt;br /&gt;
* Added {{code|set_rocket_detonation_mode}}:&lt;br /&gt;
** 0 = Explode on contact with walls&lt;br /&gt;
** 1 = Shatters on walls&lt;br /&gt;
** 2 = Bouncy rockets; explodes after 5 bounces&lt;br /&gt;
** 3 = Homing rockets&lt;br /&gt;
* Added {{code|mod_use_custom_ammo_type}}&lt;br /&gt;
* Reworked {{code|clipsize_increase_on_kill}} to take 2 values:&lt;br /&gt;
** First value sets the amount of ammo on kill&lt;br /&gt;
** Second value sets the maximum clip size&lt;br /&gt;
* Reworked {{code|explosive_sniper_shot}} to take 2 values:&lt;br /&gt;
** First value sets explosion range&lt;br /&gt;
** Second value sets explosive damage&lt;br /&gt;
* Replaced {{code|no_tranq_melee_criticals}} with {{code|tranq_melee_boost}}:&lt;br /&gt;
** 0 = Standard damage&lt;br /&gt;
** 1 = [[Critical_hits#Mini-crits|Minicrits]]{{sic}}&lt;br /&gt;
** 2 = [[Crit]]s&lt;br /&gt;
* Added {{code|mod_ubercharge_cond}}&lt;br /&gt;
* Added {{code|mod_set_sniper_lazer_sight}}, adds the MvM sniper lazer to a [[sniper rifle]]&lt;br /&gt;
* Added {{code|mod_projectiles_per_shot}}&lt;br /&gt;
* Added {{code|mod_set_player_scale_on_wearer}} and {{code|mod_set_player_scale_on_active}}&lt;br /&gt;
* Added {{code|mod_sustained_fire_accuracy}}&lt;br /&gt;
* Added{{code| mod_sustained_fire_damage}}&lt;br /&gt;
* Setting {{code|set_detonate_mode}} 3 on [[Grenade Launcher]]s now lets them explode on walls&lt;br /&gt;
* Fixed issue where some items were not equipable when reloading the schema&lt;br /&gt;
* Fixed a crash caused by the Wrangler&lt;br /&gt;
* Fixed issue where {{code|can_headshot}} did not work on Sniper Rifles when hip firing&lt;br /&gt;
* Fixed issue where {{code|mod_pierce_resists_absorbs}} did not pierce Civilian aura damage resist&lt;br /&gt;
* Fixed issue where {{code|fuse_mult}} allowed for infinite [[Mine Layer]] mines&lt;br /&gt;
* {{code|mod_sniper_zoom_while_jumping}} now works with bows&lt;br /&gt;
* {{code|wearer_cannot_disguise}} no longer prevents [[disguise]] on kill&lt;br /&gt;
* Disguise on kill now automatically applies global disguises in games with 3 and 4 teams&lt;br /&gt;
* [[Knife|Knives]] now respect {{code|keep_disguise_on_attack}}&lt;br /&gt;
&lt;br /&gt;
=== General Changes ===&lt;br /&gt;
* Re-added custom textures for bullet shells&lt;br /&gt;
* Fixed an issue where medals would not appear on Linux servers&lt;br /&gt;
* Fixed an issue where projectiles would collide with dropped weapons and pickups ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/445 #445])&lt;br /&gt;
* Fixed an issue where [[Heavy]]&#039;s [[Sandvich]] would lose its cooldown if he took damage while eating ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/649 #649])&lt;br /&gt;
* Fixed an issue where the Civilian&#039;s minicrit boost did not buff Medi Guns&lt;br /&gt;
* Bots will now run client commands sent by the player if {{code|bot_mimic}} is on&lt;br /&gt;
* Ragdoll wearables now inherit [[cloak]] value and properly disappear after being fully cloaked&lt;br /&gt;
* Fixed an issue where healing particles did not respect the team of disguised [[Spies]] ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/650 #650])&lt;br /&gt;
* Fixed an issue where the [[Tranquilized]] overlay did not properly fade out&lt;br /&gt;
* Fixed an issue where overlays such as [[ÜberCharge]] would hide specific HUD elements&lt;br /&gt;
* Fixed an issue where the Tranquilized background glow appeared in the kill feed for non-melee kills&lt;br /&gt;
&lt;br /&gt;
=== Server Browser Changes ===&lt;br /&gt;
* Server browser bumps a max of 5 verified servers when first opening it (from 3.0.4 Update)&lt;br /&gt;
* Servers will not be recommended if there are more than 21 active players&lt;br /&gt;
** This encourages player seeding, allowing servers to fill up and make way for servers with less players&lt;br /&gt;
* Custom Weapons server tag will now automatically be applied to a server with a custom item schema&lt;br /&gt;
* {{code|type_customweapons}} and {{code|type_customrules}} sv_tags can now be applied by all servers&lt;br /&gt;
&lt;br /&gt;
=== Map Changes ===&lt;br /&gt;
* Updated [[Chopper|vipr_chopper]]:&lt;br /&gt;
** Door models are now available for community mappers&lt;br /&gt;
&lt;br /&gt;
=== Particle Changes ===&lt;br /&gt;
* Added Yellow and Green team versions of several live TF2 particles:&lt;br /&gt;
** Medi Gun beams&lt;br /&gt;
** [[Soldier]] banner buffs&lt;br /&gt;
** Throwable trails&lt;br /&gt;
** Ball trails (Sandman, Wrap Assassin)&lt;br /&gt;
* Fixed [[Scout]] extra jump (Soda Popper, Atomizer) particle not spawning&lt;br /&gt;
&lt;br /&gt;
=== UI Changes ===&lt;br /&gt;
* Added default HUD meters for all live TF2 weapons ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/666 #666])&lt;br /&gt;
* Fixed an issue where Shield HUD meter would not appear when wearing a shield ([https://github.com/tf2classified/tf2classified-issue-tracker/issues/223 #223])&lt;br /&gt;
&lt;br /&gt;
=== Shader Changes ===&lt;br /&gt;
* Fixed a false-positive warning on VertexLitGeneric&lt;br /&gt;
* Fixed {{code|$detailtint}} colorspace for {{code|$DetailBlendMode}} 5&lt;br /&gt;
* Fixed triplanar shaders using wrong constant register&lt;br /&gt;
* Fixed triplanar shaders fallback for {{code|$seamless_scale}}&lt;br /&gt;
* Fixed {{code|$lightwarptexture}} behavior on LightmappedGeneric and {{code|$lightwarpnobump}}&lt;br /&gt;
* Fixed custom-shader-shader using an incorrect alphablending mode for projected textures&lt;br /&gt;
* Fixed an Issue on AMD &amp;amp; Intel GPUs where glow outlines were not displaying properly&lt;br /&gt;
* Added emissive-pass {{code|$basetexture}} opacity support&lt;br /&gt;
* Added emissive-pass {{code|$alpha}} &amp;amp; {{code|$alpha2}} support&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Caper&amp;diff=10027</id>
		<title>Caper</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Caper&amp;diff=10027"/>
		<updated>2026-02-26T23:27:15Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Td_caper.webp&lt;br /&gt;
|game-type = Territorial Domination&lt;br /&gt;
|file-name = td_caper&lt;br /&gt;
|developer = {{dev|abp}}&amp;lt;br&amp;gt;{{dev|Emil}}&lt;br /&gt;
|link = [https://steamcommunity.com/sharedfiles/filedetails/?id=2851677751 Steam Workshop]&amp;lt;br&amp;gt;[https://tf2maps.net/downloads/caper.12517/ TF2Maps]&lt;br /&gt;
|release-date = April 28, 2023 ([[Fight or Flight]])&lt;br /&gt;
|map-environment = Red Desert&lt;br /&gt;
|map-setting = Daylight&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Caper&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day3 promotional blurb]|All good game modes need a &#039;multi-use industrial site in the desert&#039;-type first map to set the tone, and Caper follows in that tradition. A barn-mounted space laser (off-yellow), relay dish (periwinkle) and water reservoir (#M410-7 &amp;quot;Perennial Green&amp;quot;) are all ripe for the taking, as long as you don&#039;t take it too personally when they change hands ten times a round.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Caper&#039;&#039;&#039; is an official [[Territorial Domination]] map, and the first of its kind. It has three points contested by RED and BLU, and the points captured determine where they spawn. Each team starts out with one point captured. If one team controls all the points, they win. The map layout is triangular between the three points, with multiple interior and exterior routes allowing for a mix between open and cramped gameplay. It is set in an arid, red desert, within an industrial site of unclear purpose.&lt;br /&gt;
&lt;br /&gt;
Caper 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, alongside contributors Emil, void, Boomsta, and others. It was [https://steamcommunity.com/sharedfiles/filedetails/?id=2851677751 uploaded] to the Steam Workshop on August 20, 2022.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Caper_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Point A ===&lt;br /&gt;
Point A spawn starts off behind a wooden shack, where the defending team must loop around to get to the point, facing the task of preventing the attackers from maintaining the point&#039;s height advantage. It is an open area with little cover aside from the interior, which drops down into an alcove with health and ammo. It connects into Point B by going through a recessed middle area, with an interior flank, and a side shack with a small window, providing multiple opportunities for attack. If there is a [[Jump Pad]], the defending Snipers can take unexpected position on top of these buildings.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Caper_Point_A_Spawn.webp|Point A spawn&lt;br /&gt;
Caper_Point_A_Exterior.webp|Point A exterior&lt;br /&gt;
Caper_Point_A_Shack.webp|Point A shack&lt;br /&gt;
Caper_Point_A_Connector.webp|A-B connector&lt;br /&gt;
Caper_Point_A_Flank.webp|A-B flank&lt;br /&gt;
Caper_Point_A_Window.webp|A-B window&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B ===&lt;br /&gt;
Point B spawn is behind the even more spacious point, with a small fence blocking access. The routes to the point are much shorter, and the height advantage of the defenders make this point harder to capture. Although the main &amp;quot;point&amp;quot; is elevated, attackers only have to exist within the square area to capture it, marked by diagonal lines. Under the point is a small shelter with health, ammo, and a window. This point connects to Point C through use of a tunnel, with a spacious middle area that has routes to all three points, and a sewer connector that leads to a large underwater reservoir in front of Point C.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Caper_Point_B_Spawn.webp|Point B spawn&lt;br /&gt;
Caper_Point_B_Exterior.webp|Point B exterior&lt;br /&gt;
Caper_Point_B_Building.webp|Point B building&lt;br /&gt;
Caper_Point_B_Connector.webp|A-B-C connector&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point C ===&lt;br /&gt;
Point C spawn is behind the exterior, with a direct route to Point C itself through a window and loading door. There is a tunnel to the reservoir catwalk, with a large health pack in a dead end. This point is by far the most enclosed out of all of them, with few escape routes when attacking it, and few routes to defend it. The long internal sightline, and sharp angles, make it difficult to hold a sentry position, and the guard rails and water make it difficult to navigate without use of the above-ground flank. Point C also connects to Point A through an open exterior area marked by rocks, with a vent leading into it from Point C, and with a small shack with health and ammo. There is also a pool of [[water|shallow water]], with a tiny area that you can crouch to extinguish your burning body in, assuming you can find it. This area is a favorite for Sniper duels, trying to maintain control of the large sightline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Caper_Point_C_Spawn.webp|Point C spawn&lt;br /&gt;
Caper_Point_C_Exterior.webp|Point C exterior&lt;br /&gt;
Caper_Point_C_Interior.webp|Point C interior&lt;br /&gt;
Caper_Point_C_Underwater.webp|Point C underground&lt;br /&gt;
Caper_Point_C_Connector.webp|C-A connector&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added td_caper (abp, emilrusboi)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The bucket hanging from a rope outside the Point B shack can be shot, causing it to blissfully flail in the wind.&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sunnyside&amp;diff=10026</id>
		<title>Sunnyside</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sunnyside&amp;diff=10026"/>
		<updated>2026-02-26T23:25:35Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Sunnyside-Point-B.jpg&lt;br /&gt;
|game-type = Territorial Domination&lt;br /&gt;
|file-name = td_sunnyside&lt;br /&gt;
|release-date = January 24, 2025 ([[Double Down]])&lt;br /&gt;
|developer = {{dev|fizzyphysics}}&amp;lt;br&amp;gt;{{dev|Waugh101}}&amp;lt;br&amp;gt;{{dev|erk}}&amp;lt;br&amp;gt;{{dev|Suo}}&amp;lt;br&amp;gt;{{dev|abp}}&amp;lt;br&amp;gt;{{dev|14bit}}&lt;br /&gt;
|link = [https://steamcommunity.com/sharedfiles/filedetails/?id=3474755790 Steam Workshop]&amp;lt;br&amp;gt;[https://tf2maps.net/downloads/sunnyside.15270/ TF2Maps]&lt;br /&gt;
|map-environment = Rural&lt;br /&gt;
|map-setting = Early evening&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Sunnyside&#039;&#039;&#039; [https://tf2classic.com/double_down/day4 Double Down Update Page]|Somebody should tell these people it&#039;s not against the law to own a data center. Like, you don&#039;t have to build an entire poultry farm around it.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sunnyside&#039;&#039;&#039; is a [[Territorial Domination]] map added in the [[Double Down]] update. It is set on a poultry farm with chickens roaming about, occasionally laying eggs that function as small health pickups.&lt;br /&gt;
&lt;br /&gt;
Sunnyside has three points, and [[RED]] and [[BLU]] must fight to capture all of them within the time limit. At the beginning of the round, both teams are randomly assigned one of the points along with its corresponding spawn room, meanwhile the third point is uncaptured.&lt;br /&gt;
&lt;br /&gt;
Sunnyside was created by TF2 Classic developers fizzyphysics, Waugh101, erk, Suo, abp, and 14bit.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
==== Overview ====&lt;br /&gt;
[[File:Sunnyside_Overview.png|center|640px]]&lt;br /&gt;
==== Control Point A ====&lt;br /&gt;
==== Control Point B ====&lt;br /&gt;
==== Control Point C ====&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_chicken_envkill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added td_sunnyside&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Krepost&amp;diff=10025</id>
		<title>Krepost</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Krepost&amp;diff=10025"/>
		<updated>2026-02-26T14:22:16Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Dom_krepost.webp&lt;br /&gt;
|game-type = Domination&lt;br /&gt;
|four-team = Yes&lt;br /&gt;
|medieval = Yes&lt;br /&gt;
|file-name = 4dom_krepost&lt;br /&gt;
|developer = {{dev|Suo}}&lt;br /&gt;
|release-date = April 28, 2023 ([[Fight or Flight]])&lt;br /&gt;
|map-environment = Castle Courtyard&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Krepost&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 promotional blurb]|&lt;br /&gt;
The rumors are true: we got so sick of you nominating [[DeGroot Keep]] &amp;quot;as a joke&amp;quot; that we all pitched in and made a brand-new Medieval Mode map, just so you&#039;d give it a rest. Four teams, a moving objective, and overclocked siege weaponry for you to ride on! Take part in a Dark Age massacre, and see your heroic deeds immortalized in a three-sentence Wikipedia article 900 years from now.}}&lt;br /&gt;
&#039;&#039;&#039;Krepost&#039;&#039;&#039; is an official [[Four-Team]] [[Medieval Mode]] [[Domination]] map. It is structured like a cross, with each team&#039;s control point in their respective bases. As the map is Medieval, players can only equip melee weapons and a limited selection of non-melee weapons. At the beginning of the round, all points are locked and access to each team&#039;s courtyard is blocked by a gate. After a certain amount of time, a random team&#039;s point is selected, unlocking it and opening their gates. Around each team&#039;s point is a catapult that will launch a player onto their battlements, with a five second cooldown. There are also torches that will light [[Huntsman]] arrows. When a team gains forty points, they win the round.&lt;br /&gt;
&lt;br /&gt;
Krepost was added to Team Fortress 2 Classic on April 28, 2023, in the [[Fight or Flight]] update. It was created by TF2 Classic developer Suo.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Krepost_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns inside an indoor room with two exits. This spawn is active for all teams at the start of the game. If a team has an open gate, every team except for that one has a forward spawn in their courtyard. The left exit leads to the lower ramp to the point. The right exit leads to an elevated ramp above the point.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Krepost_RED_Spawn.webp|RED spawn&lt;br /&gt;
Krepost_YLW_Spawn.webp|YLW spawn&lt;br /&gt;
Krepost_BLU_Spawn.webp|BLU spawn&lt;br /&gt;
Krepost_GRN_Spawn.webp|GRN spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point ===&lt;br /&gt;
The point is in a recessed area next to a medium health pack. The leftmost exit leads to the courtyard forward spawn. The right has two exits: a lower one that leads to the courtyard catapult, and an upper one that leads to its battlements. The middle exit is the largest, and has a clear view of the center.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Krepost_RED_Point.webp|RED point&lt;br /&gt;
Krepost_YLW_Point.webp|YLW point&lt;br /&gt;
Krepost_BLU_Point.webp|BLU point&lt;br /&gt;
Krepost_GRN_Point.webp|GRN point&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Courtyard ===&lt;br /&gt;
The courtyard features a small health pack, a medium ammo pack, and a large catapult that sends anyone on it to the battlements above. The team&#039;s forward spawn is active for most of the round, and has a one-way drop, with no resupply cabinet. The exit next to the forward spawn leads to a small house above the center.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Krepost_RED_Courtyard.webp|RED courtyard&lt;br /&gt;
Krepost_YLW_Courtyard.webp|YLW courtyard&lt;br /&gt;
Krepost_BLU_Courtyard.webp|BLU courtyard&lt;br /&gt;
Krepost_GRN_Courtyard.webp|GRN courtyard&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Center ===&lt;br /&gt;
The center connects all the team bases in a cross. In the center of the center is a large health pack. One team&#039;s gate will periodically open, and their point will become active. All classes are able to gain early access to a base by jumping off a rock and onto a convenient ledge leading to a side route, and all sides have torches which light Huntsman arrows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Krepost_RED_Center.webp|RED center&lt;br /&gt;
Krepost_YLW_Center.webp|YLW center&lt;br /&gt;
Krepost_BLU_Center.webp|BLU center&lt;br /&gt;
Krepost_GRN_Center.webp|GRN center&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added dom_krepost (Suo)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Added new arrow signs to help players exiting after leaving forward spawns&lt;br /&gt;
* Adjusted cap point model locations to be consistent&lt;br /&gt;
* Fixed missing rock prop around YLW mid and braziers from YLW and RED&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Added a &amp;quot;4&amp;quot; prefix to all Four-Team map names&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The word &amp;quot;Krepost&amp;quot; (Крепость) is Russian for &amp;quot;fortress.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_TF2_Classic_exclusive_commands&amp;diff=10024</id>
		<title>List of TF2 Classic exclusive commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_TF2_Classic_exclusive_commands&amp;diff=10024"/>
		<updated>2026-02-25T10:25:30Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: missing commands have been added. I haven&amp;#039;t added all of them yet, maybe half. I&amp;#039;ll add the rest later :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article has a list of &#039;&#039;&#039;exclusive TF2 Classified&#039;&#039;&#039; console commands below. Using the Developer Console, you can turn specific gameplay and graphic settings on or off, or modify their values. The console can be enabled from the advanced menu in options. Any command put in the autoexec.cfg file will automatically be loaded on game launch.&lt;br /&gt;
&lt;br /&gt;
These settings can also be put into the class-specific .cfg files in your &#039;&#039;&#039;tf2classified&#039;&#039;&#039; folder in order to create class-specific configurations.&lt;br /&gt;
== List of commands ==&lt;br /&gt;
=== tf2c_ commands ===&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Command&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Description&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Restrictions&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_aagun_forgiveness&#039;&#039; &amp;lt;0/1&amp;gt; || Adjusts bullet explosion position to match target on direct hit. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_achievement_mode&#039;&#039; &amp;lt;0/1/2&amp;gt; ||  - 0 - default achievement gain behavior. 1 - achievements enabled even with cheats or randomizer on. 2 - achievements disabled || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_afterburn_damage&#039;&#039; &amp;lt;value&amp;gt; || Modifies afterburn damage to a specified number. Set to 3 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_afterburn_time&#039;&#039; &amp;lt;seconds&amp;gt; || Modifies afterburn duration to a specified number of seconds. Set to 10 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_airblast&#039;&#039; &amp;lt;0/1&amp;gt; || Disables or enables airblast. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_airblast_gracetime&#039;&#039; &amp;lt;value&amp;gt; || Modified grace time for airblast. Set to 0.6 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_airblast_players&#039;&#039; &amp;lt;0/1&amp;gt; || Disables or enables the ability to airblast players. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_airdash_disable&#039;&#039; &amp;lt;0/1&amp;gt; || Disables Scout&#039;s doublejump. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_allow_maptime_reset&#039;&#039; &amp;lt;0/1&amp;gt; || If disabled, map time will not reset due to mp_restartgame, scramble, or waiting for players. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_allow_special_classes&#039;&#039; &amp;lt;0/1/2&amp;gt; || If set to 0 (default) , playing Civilian outside of VIP is disabled. If set to 1, playing Civilian is enabled on any map. If set to 2, disguising as Civilian is enabled. || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_allow_thirdperson&#039;&#039; &amp;lt;0/1&amp;gt; || Set to 0 by default. If enabled, it allows the players to switch to thirdperson by typing &amp;quot;tf2c_thirdperson 1&amp;quot; in the console || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_ammobucket&#039;&#039; &amp;lt;0/1&amp;gt; || Shows weapon bucket in the ammo section. 1 = ON, 0 = OFF. || client&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_arena_drop_healthkit_on_death&#039;&#039; &amp;lt;0/1&amp;gt; || If enabled, players will drop health packs that only heal their killer&#039;s team. Set to 1 by default || Server operato only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_arena_swap_teams&#039;&#039; &amp;lt;0/1&amp;gt; || If enabled, teams will be swapped every round on arena mode. Set to 0 by default || Server operato only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_avoid_becoming_vip&#039;&#039; &amp;lt;0/1&amp;gt; || If set, player won&#039;t be picked at random as a VIP unless no other candidate is left. Can still be picked by a vote. Set to 0 by default || client&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_autojump&#039;&#039; &amp;lt;0/1&amp;gt; || If turned on, while holding spacebar, the player will jump every time they touch the floor. Set to 0 by default  || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_boioing&#039;&#039; &amp;lt;0/1&amp;gt; || Enable boioing and stomp client-side commands for ragdolls. Set to 1 by default  || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_bot_random_loadouts&#039;&#039; &amp;lt;0/1&amp;gt; || If turned on, bots are given a randomized loadout. Can be turned on and off when creating a server  || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_bot_random_loadouts_debug&#039;&#039; || Show debug info about random bot items &amp;amp; items with tag bots_cant_use  || sv_cheats 1 only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_bouncing_rockets&#039;&#039; &amp;lt;0/1&amp;gt; || If turned on, rockets get the ability to bounce off walls until they hit a target. &#039;&#039;&#039;WARNING!&#039;&#039;&#039; This command may cause crashes. Set to 0 by default  || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_building_gun_mettle&#039;&#039; &amp;lt;0/1&amp;gt; || Toggles Engineer&#039;s hauling move speed, construction, deploy speed for certain buildings, building costs, and minigun resistance. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_building_hauling&#039;&#039; &amp;lt;0/1&amp;gt; || If disabled, it disables Engineer&#039;s ability to pick up his buildings. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_building_sapper_awareness&#039;&#039; &amp;lt;0/1&amp;gt; || When turned on, general audio is greatly lowered down for a few seconds to point out that your buildings are getting sapped. Can be enabled and disabled from options. Set to 0 by default|| None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_building_sapper_awareness_cooldown&#039;&#039; &amp;lt;value&amp;gt; || Modifies cooldown for sapper awareness. Set to 45 by default|| None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_building_sapper_awareness_timeout&#039;&#039; &amp;lt;value&amp;gt; || Max time for how long sapper awareness is active. Set to 42 by default|| None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_building_sharing&#039;&#039; &amp;lt;0/1&amp;gt; || Toggles the ability for enemy teams to use Engineer&#039;s support buildings. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_building_upgrades&#039;&#039; &amp;lt;0/1&amp;gt; || If disabled, Engineer buildings cannot be upgraded at all. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_bullets_pass_teammates&#039;&#039; &amp;lt;0/1&amp;gt; || If set to 1, all ranged hitscan will pass through teammates. If set to 0 - only sniper rifle weapon type shots. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_bunnyjump_max_speed_factor&#039;&#039; &amp;lt;value&amp;gt; || Multiplies the max speed a player can achieve from bunnyhopping based on their walk speed. Set to 1.2 by default  || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_centerfire_preference&#039;&#039; &amp;lt;0/1&amp;gt; || Sets projectiles&#039; spawn position Y coordinate to 0 for player. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_burning_deathanim&#039;&#039; &amp;lt;0/1&amp;gt; || Disables or enables burning animations for players killed from Fire || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_cig_light&#039;&#039; &amp;lt;0/1&amp;gt; || Enables dynamic light for Spy&#039;s cigarette. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_classmenu_focus&#039;&#039; &amp;lt;0/1&amp;gt; || Allows others to see what your current team and class is. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_classmenu_jingle&#039;&#039; &amp;lt;0/1/2&amp;gt; || Plays a specific jingle when you&#039;re in the class selection menu. 0 = Disabled, 1 = Enabled, 2 = Enabled + Gamemode Specific. Can be changed from Options. Set to 2 by default  || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_classmenu_music&#039;&#039; &amp;lt;value&amp;gt; || Plays a looping piece of music when you&#039;re in the class selection menu. 0 = Disabled, 1 = Enabled, 2 = Enabled + Gamemode Specific. Can be changed from Options. Set to 2 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_coilgun_charge_time&#039;&#039; &amp;lt;value&amp;gt; || Time required for the coilgun to fully charge || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_colorblind_pattern_enable&#039;&#039; &amp;lt;value&amp;gt;  || Enable pattern effects for team-coloured entities to assist with colourblindness. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_convert_nav_file&#039;&#039;  || Turns a live TF2 .nav into a TF2C-compatible .nav || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_createserver_show_public_ip&#039;&#039; &amp;lt;0/1&amp;gt; || Enables or disables the server to be shown in the server browser. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_ctf_attacker_bonus&#039;&#039; &amp;lt;0/1&amp;gt; || Makes it so you respawn faster if you are &#039;&#039;tf2c_ctf_attacker_bonus_dist&#039;&#039; away from your own flag base. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_ctf_attacker_bonus_dist&#039;&#039; &amp;lt;value&amp;gt; || Set to 2048 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_ctf_carry_slow&#039;&#039; &amp;lt;0/1&amp;gt; || If turned on, the player carrying the flag gets slowed down. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_ctf_carry_slow_blastjumps&#039;&#039; &amp;lt;0/1&amp;gt; || If turned on, the ability of the player that carries the flag to blast jump gets slowed down. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_ctf_carry_mult&#039;&#039; &amp;lt;value&amp;gt; || Multiplies the max speed a player can move while carrying the flag. Set to 0.75 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_ctf_reset_time_decay&#039;&#039; &amp;lt;value&amp;gt; || Makes it so a dropped flag&#039;s reset timer is shorter the longer it&#039;s held, instead of always resetting to the full timer. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_ctf_touch_return&#039;&#039; &amp;lt;0/1&amp;gt; || If turned on, touching your team&#039;s flag will instantly return it back. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_cyclops_doubletap&#039;&#039; &amp;lt;0/1&amp;gt; || Sets alternative detonation mode for Cyclops grenades (click again to detonate). Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_damagefeedback&#039;&#039; &amp;lt;0/1&amp;gt; || If set to 1, play any contextual feedback for damage. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_damagefeedback_bleed&#039;&#039; &amp;lt;0/1&amp;gt; || Enable contextual feedback sounds for bleed damage. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_damagefeedback_building&#039;&#039; &amp;lt;0/1&amp;gt; || Enable contextual feedback sounds for building damage. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_damagefeedback_burn&#039;&#039; &amp;lt;0/1&amp;gt; || Enable contextual feedback sounds for burn damage. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_damagefeedback_direct&#039;&#039; &amp;lt;0/1&amp;gt; || Enable contextual feedback sounds for direct rocket and/or pipe damage. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_damagefeedback_generic&#039;&#039; &amp;lt;0/1&amp;gt; || Enable contextual feedback sounds for generic damage. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_damagefeedback_headshot&#039;&#039; &amp;lt;0/1&amp;gt; || Enable contextual feedback sounds for headshots. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_damagefeedback_incoming&#039;&#039; &amp;lt;0/1&amp;gt; || If set to 1, play a contextual feedback sound when receiving damage from a player or building. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_damagefeedback_incoming_volume&#039;&#039; &amp;lt;percentage&amp;gt; || Desired volume for incoming damage. Set to 0.75 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_damagefeedback_invuln&#039;&#039; &amp;lt;0/1&amp;gt; || Enable contextual feedback sounds for damage while invulnerable. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_damagefeedback_outgoing&#039;&#039; &amp;lt;0/1&amp;gt; || If set to 1, play a contextual feedback sound when damaging a player or building. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_damagefeedback_outgoing_volume&#039;&#039; &amp;lt;percentage&amp;gt; || Desired volume for outgoing damage. Set to 0.5 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_damagefeedback_repeat_delay&#039;&#039; &amp;lt;0/1&amp;gt; || Desired repeat delay of the hit sound. Set to 0 to play a sound for every instance of damage dealt. Set to 0.1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_damagefeedback_resist&#039;&#039; &amp;lt;0/1&amp;gt; || Enable contextual feedback sounds for damage while resistant. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_desaturate&#039;&#039; &amp;lt;value&amp;gt; ||  Set to 0 by default || sv_cheats 1 only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_desaturate_amount&#039;&#039; &amp;lt;value&amp;gt; ||  Set to 0 by default || sv_cheats 1 only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_dev_mark&#039;&#039; &amp;lt;value?&amp;gt; ||  Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_disable_loser_taunting&#039;&#039; &amp;lt;0/1&amp;gt; || If enabled, prevents players from the losing from taunting. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_disable_player_shadows&#039;&#039; &amp;lt;0/1&amp;gt; || Disables rendering of player shadows regardless of client&#039;s graphical settings. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_disablefreezecam&#039;&#039; &amp;lt;0/1&amp;gt; || Disables freezecam of every player from the server. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_discord_auth&#039;&#039; &amp;lt;0/1&amp;gt; || Attempt full auth flow with Discord. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_discord_error_spew&#039;&#039; &amp;lt;0/1&amp;gt; || Print Discord error messages. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_discord_show_map&#039;&#039; &amp;lt;0/1&amp;gt; || If set to 1, displays what map you&#039;re playing on in Discord Rich Presence activity. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_discord_show_server&#039;&#039; &amp;lt;0/1&amp;gt; || If set to 1, displays your current server in Discord Rich Presence activity || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_discord_show_player_class&#039;&#039; &amp;lt;0/1&amp;gt; || If set to 1, displays your class and team in Discord Rich Presence activity. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_discord_swap_info&#039;&#039; &amp;lt;0/1&amp;gt; || Swaps the icons around (gamemode icon to big, class icon to small). Can be changed from Options. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_discord_loglevel&#039;&#039; &amp;lt;value&amp;gt; || Discord log filtering level. Set to 5 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_dom_warning&#039;&#039; &amp;lt;value&amp;gt; || When playing the domination gamemode, an alarm will play if another team is about to capture all points. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_dom_warning_threshold&#039;&#039; &amp;lt;value&amp;gt; || Companion ConVar for tf2c_dom_warning. An alarm will play if the final point is contested and will award the team a percentage of points defined here. Set to 0.2 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_domination_override_pointlimit&#039;&#039; &amp;lt;value&amp;gt; || Overrides the amount of points required to win a Domination round. Set to -1 by default (the level designer specified amount) || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_domination_uncap_factor&#039;&#039; &amp;lt;value&amp;gt; || How much faster partially capped Domination CPs should lose progress. Set to 6 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_duckjump&#039;&#039; &amp;lt;0/1&amp;gt; || Toggles jumping while crouching. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_ejectmag_collide&#039;&#039; &amp;lt;0/1&amp;gt; || Determines whether ejected magazines can physically collide with other physics objects. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_ejectmag_fade_maxtime&#039;&#039; &amp;lt;seconds&amp;gt; || Determines the minimum ammount of time needed for the magazines start to fade out before disappearing. Set to 5 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_ejectmag_fade_mintime&#039;&#039; &amp;lt;seconds&amp;gt; || Determines the maximum ammount of time needed for the magazines start to fade out before disappearing. Set to 10 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_ejectmag_max_count&#039;&#039; &amp;lt;value&amp;gt; || Determines the maximum ammount of magazine models each player can have out before the oldest gets removed immediately. Set to 3 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_falldamage_disable spread&#039;&#039; &amp;lt;0/1&amp;gt; || Toggles random 20% fall damage spread. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_flamethrower_wallslide&#039;&#039; &amp;lt;0/1&amp;gt; || Determines whether flame entities slide along hit walls. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_flush_downloads_on_dc&#039;&#039; &amp;lt;0/1&amp;gt; || Flush all downloaded files on client disconnect. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_flush_sprays_on_dc&#039;&#039; &amp;lt;0/1&amp;gt; || Flush all sprays on client disconnect. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_force_stock_weapons&#039;&#039; &amp;lt;0/1&amp;gt; || Forces players to stock weapons only. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_freezecam_show_killer_weapon&#039;&#039; &amp;lt;0/1&amp;gt; || Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_freezecammodel&#039;&#039; &amp;lt;0/1&amp;gt; || Enables beta freezecam screenshot animation. Can be changed from Options. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_grenadelauncher_old_maxammo&#039;&#039; &amp;lt;0/1&amp;gt; || Increases Demoman&#039;s maximum Grenade Launcher reserve ammo from 16 to 30. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_groundspeed_cap&#039;&#039; &amp;lt;value&amp;gt; || Toggles the max speed cap imposed when a player is standing on the ground. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_highlight_ammo&#039;&#039; &amp;lt;0/1&amp;gt; || When enabled, dropped weapons (ammo packs) glow. Can be changed from Options. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_homing_deflected_rockets&#039;&#039; &amp;lt;0/1&amp;gt; || When enabled, reflected rockets target the closest target. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_homing_rockets&#039;&#039; &amp;lt;0/1&amp;gt; || Toggles homing rockets. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_hud_alternative_timer&#039;&#039; &amp;lt;0/1&amp;gt; || Switch to displaying an alternative timer. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_hud_combattext_dropshadow&#039;&#039; &amp;lt;0/1&amp;gt; || If set to 1, shows drop shadow on combat text. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_hud_deathnotice_max&#039;&#039; &amp;lt;value&amp;gt; || Sets the max amount of death notice entries at the same time. Set to 6 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_hud_deathnotice_time&#039;&#039; &amp;lt;value&amp;gt; || Sets the expiry time for death notice items. Set to 6 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_hud_max_death_notices&#039;&#039; &amp;lt;value&amp;gt; || Sets how many entries the death notice can have at one time. Set to 6 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_hud_hide_keybinds&#039;&#039; &amp;lt;0/1?&amp;gt; || Disable display of keybinds on in-game HUD. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_hud_sapper_awareness&#039;&#039; &amp;lt;0/1&amp;gt; || Sapper warning on buildings alerts in an alternative color. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_hud_show_current_weapon&#039;&#039; &amp;lt;0/1&amp;gt; || Show currently equipped weapon. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_infinite_ammo&#039;&#039; &amp;lt;0/1&amp;gt; || Toggles infinite ammo. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_invisible_arms&#039;&#039; &amp;lt;0/1&amp;gt; || Hides the arms used in the viewmodel. Can be changed from Options. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_item_testing&#039;&#039; &amp;lt;0/1&amp;gt; || Enables item testing features. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_jumppad_height&#039;&#039; &amp;lt;value&amp;gt; || Vertical force applied to jump pad users. Set to 700 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_jumppad_speed&#039;&#039; &amp;lt;value&amp;gt; || Horizontal speed applied to jump pad users. Set to 500 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_latest_notification&#039;&#039; &amp;lt;0/1&amp;gt; || Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_loadout_grid&#039;&#039; &amp;lt;0/1&amp;gt; || Toggles the item grid on the loadout menu. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_low_health_sound&#039;&#039; &amp;lt;0/1&amp;gt; || Play a warning sound when player&#039;s health drops below the percentage set by &#039;&#039;tf2c_low_health_jingle_threshold&#039;&#039;. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_low_health_sound&#039;&#039; &amp;lt;percentage&amp;gt; || Low health warning threshold percentage. Set to 0.49 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_message_alert&#039;&#039; &amp;lt;0/1&amp;gt; || Plays a sound when a chat message has been received. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_mainmenu_force_inlevel&#039;&#039; &amp;lt;0/1&amp;gt; || Loads a level to be used as the main menu background. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_mainmenu_friendslist_refreshrate&#039;&#039; &amp;lt;seconds&amp;gt; || How fast the friends list automatically refreshes when it&#039;s visible. Set to 10 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_mainmenu_music&#039;&#039; &amp;lt;0/1/2/3&amp;gt; || Controls music and sound effects on the title screen. 0 - no sound or music 1 - music only 2 - ambience only 3 - music with ambient interludes. Set to 3 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_mainmenu_reload&#039;&#039; || Reloads the Main Menu. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_mainmenu_music&#039;&#039; &amp;lt;0/1&amp;gt; || Toggles main menu music. Can be toggled from the Main Menu. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_mainmenu_showblog&#039;&#039; &amp;lt;0/1&amp;gt; || Toggles the blog. Can be toggled from the Main Menu. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_mainmenu_showfriendlist&#039;&#039; &amp;lt;0/1&amp;gt; || Toggles the friend list. Can be toggled from the Main Menu. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_mainmenu_showserverlist&#039;&#039; &amp;lt;0/1&amp;gt; || Toggles the Official Servers list. Can be toggled from the Main Menu. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_mainmenu_soundscape_max_time&#039;&#039; &amp;lt;value&amp;gt; || Controls the maximum time ambience will play on the main menu (in seconds). Set to 90 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_mainmenu_soundscape_min_time&#039;&#039; &amp;lt;value&amp;gt; || Controls the minimum time ambience will play on the main menu (in seconds). Set to 10 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_mat_crosshair&#039;&#039; || Print the material under the crosshair. || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_mat_crosshair_edit&#039;&#039; &amp;lt;0/1&amp;gt; || Extract the material under the crosshair. || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_medigun_critboostable&#039;&#039; &amp;lt;0/1&amp;gt; || Grants the medigun increased charge and heal rate under (mini)crits. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_medigun_multi_uber_drain&#039;&#039; &amp;lt;0/1&amp;gt; || Increases the medigun drain rate when charging multiple teammates. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_medigun_setup_uber&#039;&#039; &amp;lt;0/1&amp;gt; || Grants the medigun an increased charge rate during setup. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_message_allert&#039;&#039; &amp;lt;0/1&amp;gt; || Plays a sound when a chat message has been received. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_message_volume&#039;&#039; &amp;lt;0/1&amp;gt; || Alters the volume of the chat message sound. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_model_muzzleflash&#039;&#039; &amp;lt;0/1&amp;gt; || Enables the tf2 beta model based muzzleflash. Can be changed from Options. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_music_cues&#039;&#039; &amp;lt;0/1&amp;gt; || Enables musical cues triggered by certain in-game events. Can be changed from Options. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_muzzlelight&#039;&#039; &amp;lt;0/1&amp;gt; || Enable dynamic lights for muzzleflashes and the flamethrower. Can be changed from Options. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_nemesis_relationships&#039;&#039; &amp;lt;0/1&amp;gt; || Enable domination/revenge system. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_pistol_old_firerate&#039;&#039; &amp;lt;0/1&amp;gt; || Restore old semi-automatic pistol behavior. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_projectile_ally_collide&#039;&#039; &amp;lt;0/1&amp;gt; || Toggles projectile collision with teammates. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_proximity_voice&#039;&#039; &amp;lt;0/1&amp;gt; || Toggles voice chat proximity on yourself. Can be chaged from Options. Set to 0 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_pumpkin_loot_drop_rate&#039;&#039; &amp;lt;percentage&amp;gt; || Sets drop percentage for pumpkin loot on Halloween maps. Set to 0.3 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_randomizer&#039;&#039; &amp;lt;0/1/2/3/4/5/6/7&amp;gt; || Enables Randomizer Mode, players will spawn with random classes and/or loadouts and/or attributes (0 = Disabled, 1 = Classes, 2 = Items, 3 = Classes + Items, 4 = Attributes, 5 = Classes + Attributes, 6 = Items + Attributes, 7 = Classes + Items + Attributes). Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_randomizer_script&#039;&#039; &amp;lt;cfg&amp;gt; || Script file that Randomizer Mode will load its data from. Set to cfg/randomizer.cfg by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_rocketlauncher_old_maxammo&#039;&#039; &amp;lt;0/1&amp;gt; || Increases Soldier&#039;s maximum Rocket Launcher reserve ammo from 20 to 36. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_sandvich_old&#039;&#039; &amp;lt;0/1&amp;gt; || Enables the old sandvich mechanics, which allow the Heavy to eat the sanvich infinitely, but only healing him 120 hp. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_scoreboard_show_avatars&#039;&#039; &amp;lt;0/1&amp;gt; || Show avatars on the scoreboard. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_send_error_reports&#039;&#039; &amp;lt;-1/0/1&amp;gt; || Enables/disables sending error reports to Team Fortress 2 Classic developers to help improve the game. Error reports will include your SteamID, and any pertinent game info (class, loadout, current map, etc.). &#039;&#039;&#039;Any personally identifiable information won&#039;t be stored.&#039;&#039;&#039; Read more at tf2classic.com/privacy. -1 asks you again on game boot and disables reporting, 0 disables reporting and does not ask you again, 1 enables reporting. Set to -1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_show_status_effect_icons&#039;&#039; &amp;lt;0/1&amp;gt; || Shows status effect icons near the player&#039;s health. Set to 1 by default || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_spec_playerinfo&#039;&#039; || Shows some information about the spectated player. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_spy_cloak_ammo_refill&#039;&#039; &amp;lt;0/1&amp;gt; || Allows Spy to re-fill his cloak charge from ammo pickups. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_spy_gun_mettle&#039;&#039; &amp;lt;0/1&amp;gt; || Toggles Spy&#039;s higher move speed, debuff reduction while cloaked, and damage to sapped Sentries. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_spywalk_inverted&#039;&#039; &amp;lt;0/1&amp;gt; || Sets Spywalk as default behaviour. Hold +SPEED for normal movement. Set to 0 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_ssao_samples&#039;&#039; &amp;lt;value&amp;gt; || &#039;&#039;&#039;Command does nothing in the current version of TF2C&#039;&#039;&#039; || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_sticky_rampup_mindmg&#039;&#039; &amp;lt;value&amp;gt; || Initial stickybomb damage factor. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_sticky_rampup_minradius&#039;&#039; &amp;lt;value&amp;gt; || Initial stickybomb radius factor. Set to 0.85 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_sticky_rampup_time&#039;&#039; &amp;lt;value&amp;gt; || Seconds after arm time to ramp up to full damage. Set to 0.85 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_sticky_touch_fix&#039;&#039; &amp;lt;0/1/2&amp;gt; || 0 = off, 1 = stickybombs attach to static func_brush and func_breakable, 2 = also attach to static func_door. Set to 1 by default || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_stickylauncher_old_maxammo&#039;&#039; &amp;lt;0/1&amp;gt; || Increases Demoman&#039;s maximum Stickybomb Launcher reserve ammo from 24 to 40. Set to 0 by default. || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_streamer_mode&#039;&#039; &amp;lt;0/1&amp;gt; || Enabling Streamer mode will mute text chat and will anonymize every player from the server. Can be activated from Options. Set to 0 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_stunned_taunting&#039;&#039; &amp;lt;0/1&amp;gt; || Allows taunting while stunned. Set to 0 by default. || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_thirdperson&#039;&#039; &amp;lt;0/1&amp;gt; || Enables thirdperson, if &#039;&#039;tf2c_allow_thirdperson&amp;quot; is enabled. Can be changed from Options. Set to 0 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_tournament_classlimits&#039;&#039; &amp;lt;0/1&amp;gt; || Use Tournament class limits outside of Tournament mode. Set to 0 by default. || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_version&#039;&#039; &amp;lt;0/1&amp;gt; || Shows current game version. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_viewbob&#039;&#039; &amp;lt;0/1&amp;gt; || Enables HL1-like camera motions such as head bobbing, sideways roll and idle camera sway. Set to 0 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_viewbob_bob&#039;&#039; &amp;lt;value&amp;gt; || Set to 0.01 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_viewbob_bobcycle&#039;&#039; &amp;lt;value&amp;gt; || Set to 0.8 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_viewbob_bobup&#039;&#039; &amp;lt;value&amp;gt; || Set to 0.5 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_viewmodel_cloak_tint&#039;&#039; &amp;lt;value&amp;gt; || Allow viewmodels to be tinted while cloaked. Set to 0.0 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_viewbob_ipitch_cycle&#039;&#039; &amp;lt;value&amp;gt; || Seconds to complete one idle cam pitch cycle. Set to 1 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_viewbob_ipitch_level&#039;&#039; &amp;lt;value&amp;gt; || Idle cam yaw (look left/right) strength. Set to 0.3 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_viewbob_iroll_cycle&#039;&#039; &amp;lt;value&amp;gt; || Seconds to complete one idle cam roll cycle. Set to 0.5 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_viewbob_iroll_level&#039;&#039; &amp;lt;value&amp;gt; || Idle cam roll (rotate view left/right) strength. Set to 0.1 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_viewbob_iyaw_cycle&#039;&#039; &amp;lt;value&amp;gt; || Seconds to complete one idle cam yaw cycle. Set to 2 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_viewbob_iyaw_level&#039;&#039; &amp;lt;value&amp;gt; || Idle cam pitch (look up/down) strength. Set to 0.3 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_viewbob_rollangle&#039;&#039; &amp;lt;value&amp;gt; || 1/4 of desired max angle. Set to 0.65 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_viewbob_rollspeed&#039;&#039; &amp;lt;value&amp;gt; || At which move speed to reach max rollangle. Set to 0.65 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_vip_abilities&#039;&#039; &amp;lt;0/1/2/3&amp;gt; || Abilities the VIP can use (0 = Disabled, 1 = Resistance Buff, 2 = Damage Boost, 3 = Resistance Buff + Damage Boost). Set to 3 by default. || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_vip_armour&#039;&#039; &amp;lt;value&amp;gt; || Multiplies damage taken under Civilian&#039;s morale boost by this much. Set to 0.8 by default. || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_vip_bonus_time&#039;&#039; &amp;lt;seconds&amp;gt; || Determines the lenght of crit time for the VIP killer. Set to 5 by default. || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_vip_boost_cooldown&#039;&#039; &amp;lt;seconds&amp;gt; || Determines the boost cooldown for the VIP himself. Set to 20 by default. || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_vip_boost_time&#039;&#039; &amp;lt;seconds&amp;gt; || Determines the length of boost time for VIP&#039;s target. Set to 10 by default. || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_vip_criticals&#039;&#039; &amp;lt;0/1&amp;gt; || Toggles random crits in VIP. Set to 0 by default. || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_vip_idlemaxtime&#039;&#039; &amp;lt;seconds&amp;gt; || Determines the maximum time a VIP is allowed to be idle (in seconds). Set to 20 by default. || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_vip_roundlimit&#039;&#039; &amp;lt;value&amp;gt; || Teams will be scrambled if one team reaches this streak. Set to 3 by default. || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_vip_tutorials_viewed&#039;&#039; &amp;lt;value&amp;gt; || Determines how many times the tutorial annotation has appeared for the VIP mode. Set to 0 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_vipr_hud_civ_speed&#039;&#039; &amp;lt;value&amp;gt; || VIPR hud civilian icon move speed. Set to 300 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_vipr_hud_civ_speedup_delta&#039;&#039; &amp;lt;value&amp;gt; || The amount of speed the civ icon gains in one time step. Set to 1000 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_vipr_hud_civ_slowdown_factor&#039;&#039; &amp;lt;value&amp;gt; || Slow down the civilian icon in the last x% of a segment. For example, 0.5 will make the civilian icon slow down from it&#039;s current speed to 0 over a distance of half a line segment. Set to 0.3 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_voicechat_show_avatars&#039;&#039; &amp;lt;0/1&amp;gt; || Show avatars in voice chat. Set to 1 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_vote_issue_change_civilian_allowed&#039;&#039; &amp;lt;0/1&amp;gt; || Toggles the ability to change the VIP via vote menu. Set to 1 by default. || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_vote_issue_change_civilian_teleport&#039;&#039; &amp;lt;0/1&amp;gt; || Keeps the VIP position instead of resetting it to spawn. Set to 1 by default. || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_weapon_no_reload&#039;&#039; &amp;lt;0/1&amp;gt; || Enables infinite clip on all weapons. Set to 0 by default. || Server operator only&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;tf2c_zoom_hold_sniper&#039;&#039; &amp;lt;0/1&amp;gt; || Enables holding to zoom on Sniper. Set to 0 by default. || None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:Dev&amp;diff=10023</id>
		<title>Template:Dev</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:Dev&amp;diff=10023"/>
		<updated>2026-02-25T09:26:11Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: fixed typo mistake from tf2classfied to tf2classified lol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch: {{{1}}}&lt;br /&gt;
&amp;lt;!-- Current Team Members --&amp;gt;&lt;br /&gt;
| Nito | NitoTheFunky | NitoTheFunkyBunch | NitoAndTheFunkyBunch = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;NitoTheFunky&lt;br /&gt;
| Waugh101 = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/profiles/76561198121924308 Waugh101]&lt;br /&gt;
| Boba | boba | bobatealee = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/bobatealee boba]&lt;br /&gt;
| Sappho | sappho | sappho.io = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://sappho.io sappho.io]&lt;br /&gt;
| azzy = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/azzyyyy azzy]&lt;br /&gt;
| Technochips = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://wiki.tf2classic.com/wiki/User:Technochips Technochips]&lt;br /&gt;
| Ethan = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;Ethan&lt;br /&gt;
| KaydemonLP | Kay Violet = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/KaydemonLP Kay Violet]&lt;br /&gt;
| VermilionCosmos = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;VermilionCosmos&lt;br /&gt;
| MaartenS11 = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/MaartenS11 MaartenS11]&lt;br /&gt;
| Trotim = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/trotim Trotim]&lt;br /&gt;
| MrModez = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/MrModez MrModez]&lt;br /&gt;
| AlexEpisode = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;AlexEpisode&lt;br /&gt;
| Blixibon = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;Blixibon&lt;br /&gt;
| carve tool = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;carve tool&lt;br /&gt;
| Clegginator = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;Clegginator&lt;br /&gt;
| copperpixel = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;copperpixel&lt;br /&gt;
| fadian = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;fadian&lt;br /&gt;
| Foxysen = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;Foxysen&lt;br /&gt;
| fuz 🐥 = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;fuz 🐥&lt;br /&gt;
| Jester = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;Jester&lt;br /&gt;
| mcoms = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;mcoms&lt;br /&gt;
| Nicknine = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;Nicknine&lt;br /&gt;
| QuesoEngineer = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;QuesoEngineer&lt;br /&gt;
| ScubaClown = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;ScubaClown&lt;br /&gt;
| SgerbwdGwyn = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/SgerbwdGwyn SgerbwdGwyn]&lt;br /&gt;
| ShiroDkxtro2 = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;ShiroDkxtro2&lt;br /&gt;
| sigsegv = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/segmentation_fault sigsegv]&lt;br /&gt;
| Sir Matrix = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/killjoy9000 Sir Matrix]&lt;br /&gt;
| Taro = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;Taro&lt;br /&gt;
| Yandro899 = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;Yandro899&lt;br /&gt;
| newgreenshoot = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;newgreenshoot&lt;br /&gt;
| sharkobarko = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;sharkobarko&lt;br /&gt;
| ultr4nima = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/ultr4nima ultr4nima]&lt;br /&gt;
| Wheat = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/wheattttttt Wheat]&lt;br /&gt;
| Benjamoose = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/benjamuffin Benjamin &amp;quot;Benjamoose&amp;quot; Rudman]&lt;br /&gt;
| Exelaratore = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/Exelaratore Sean &amp;quot;Exelaratore&amp;quot; McPherson]&lt;br /&gt;
| Mack-O! = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/MackoDev/ Mack-O!]&lt;br /&gt;
| 14bit = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/14bit Eric &amp;quot;14bit&amp;quot; Crawford]&lt;br /&gt;
| Another Bad Pun | abp = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/AnotherBadPun Chris &amp;quot;abp&amp;quot; Williams]&lt;br /&gt;
| Damon = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;Damon&lt;br /&gt;
| erk = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/profiles/76561198101099843 Eric &amp;quot;erk&amp;quot; Browning]&lt;br /&gt;
| fizzyphysics = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/fizzyphysics fizzyphysics]&lt;br /&gt;
| Maxxy = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;Maxxy&lt;br /&gt;
| Mazern = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/JamesBork Mazern]&lt;br /&gt;
| Old Hermit = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/oldhermit Old Hermit]&lt;br /&gt;
| Lurondor = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://www.artstation.com/lurondor Hélio &amp;quot;Lurondor&amp;quot; Fontaine]&lt;br /&gt;
| Sam D. Wich = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/thesammoment Sam D. Wich]&lt;br /&gt;
| Stuffy360 = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/barnwellewell Stuffy360]&lt;br /&gt;
| PieceOfPork = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/VeryImportantPig PieceOfPork]&lt;br /&gt;
| Pyrew = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;Pyrew&lt;br /&gt;
| Raptor Dan = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/raptordan Raptor Dan]&lt;br /&gt;
| Fancyneer = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;Fancyneer&lt;br /&gt;
| Mons Jurpg = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;Mons Jurpg&lt;br /&gt;
| Pootisss = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;Pootisss&lt;br /&gt;
| Snooter = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;Snooter&lt;br /&gt;
| TerraGuy = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;TerraGuy&lt;br /&gt;
| Ventrici = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/ventrici Ventrici]&lt;br /&gt;
| NassimO = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/nassimo NassimO]&lt;br /&gt;
| hunterbunney | Hunter R. Thompson = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/hunterbunney Hunter R. &amp;quot;hunterbunney&amp;quot; Thompson]&lt;br /&gt;
| Everik = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/profiles/76561198286547540 Everik]&lt;br /&gt;
| moonley = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;monley&lt;br /&gt;
| rami = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;rami&lt;br /&gt;
| pumodi = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;pumodi&lt;br /&gt;
| Stachekip = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/iherduliekmudkips Stachekip]&lt;br /&gt;
| Omniary = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;Omniary&lt;br /&gt;
| Magnus = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/goldenpickaxe Duncan &amp;quot;Magnus&amp;quot; Welch]&lt;br /&gt;
| Ram99 = [[File:MedalDev cropped.png|x16px|link=https://tf2classified.com/credits|Current Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/ram99official Ram99]&lt;br /&gt;
&amp;lt;!-- Former Team Members --&amp;gt;&lt;br /&gt;
| 2P = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/Toopee 2P]&lt;br /&gt;
| Agrimar = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;https://steamcommunity.com/id/Agrimar Agrimar]&lt;br /&gt;
| Alaxe = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Alaxe&lt;br /&gt;
| Berry = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/berrygaymer Berry]&lt;br /&gt;
| Blaholtzen = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Blaholtzen&lt;br /&gt;
| Cazsu = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Cazsu&lt;br /&gt;
| cheesypuff = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;cheesypuff&lt;br /&gt;
| Crazyhalo = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Crazyhalo&lt;br /&gt;
| Cufflux = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Cufflux&lt;br /&gt;
| Deathreus = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/profiles/76561198076264543 Deathreus]&lt;br /&gt;
| Digivee = [[File:MedalContrib cropped.png|x16px|link=https://ttf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Digivee&lt;br /&gt;
| drew = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;drew&lt;br /&gt;
| DrPyspy = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;DrPyspy&lt;br /&gt;
| Drudlyclean the Skeledude = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/druidlyclean Drudlyclean the Skeledude]&lt;br /&gt;
| EonDynamo = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;EonDynamo&lt;br /&gt;
| Farlander = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Farlander&lt;br /&gt;
| FissionMetroid101 = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;FissionMetroid101&lt;br /&gt;
| Gadget = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Gadget&lt;br /&gt;
| Game Zombie = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Game Zombie&lt;br /&gt;
| H.Gaspar = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;H.Gaspar&lt;br /&gt;
| Hawf = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Hawf&lt;br /&gt;
| hotpockette = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;hotpockette&lt;br /&gt;
| Hutty = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Hutty&lt;br /&gt;
| HypnOS 1999 = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;HypnOS 1999&lt;br /&gt;
| Iamgoofball = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Iamgoofball&lt;br /&gt;
| iiboharz = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;iiboharz&lt;br /&gt;
| Insanicide = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Insanicide&lt;br /&gt;
| Kikkini = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Kikkini&lt;br /&gt;
| Lord Blundernaut = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Lord Blundernaut&lt;br /&gt;
| MajinBro = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;MajinBro&lt;br /&gt;
| Mark Unread = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Mark Unread&lt;br /&gt;
| Momo = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Momo&lt;br /&gt;
| NotDaveOrDaniel = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;NotDaveOrDaniel&lt;br /&gt;
| PistonMiner = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;PistonMiner&lt;br /&gt;
| Pretz = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Pretz&lt;br /&gt;
| Py-Bun = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Py-Bun&lt;br /&gt;
| SediSocks = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;SediSocks&lt;br /&gt;
| Sparkwire = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Sparkwire&lt;br /&gt;
| Square = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Square&lt;br /&gt;
| Stev = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Stev&lt;br /&gt;
| Suo = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;[https://gamebanana.com/members/1353121 Suo]&lt;br /&gt;
| theatreTECHIE = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;theatreTECHIE&lt;br /&gt;
| Thirteen = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Thirteen&lt;br /&gt;
| Tzlil = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Tzlil&lt;br /&gt;
| Wonderland_War = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;[https://steamcommunity.com/id/Mandrewed Wonderland_War]&lt;br /&gt;
| Zoey = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#former|Former Team Member]]&amp;amp;nbsp;Zoey&lt;br /&gt;
&amp;lt;!-- Community Contributors --&amp;gt;&lt;br /&gt;
| 123wenhuaxu = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;123wenhuaxu&lt;br /&gt;
| Allen Scott = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Allen Scott&lt;br /&gt;
| AlphaBlaster = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;AlphaBlaster&lt;br /&gt;
| Anreol = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Anreol&lt;br /&gt;
| Avast AntiPony 9445 = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Avast AntiPony 9445&lt;br /&gt;
| Azelle = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Azelle&lt;br /&gt;
| Bakscratch = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Bakscratch&lt;br /&gt;
| Basysta = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Basysta&lt;br /&gt;
| Bavi Ratto = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Bavi Ratto&lt;br /&gt;
| Boomsta = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;[https://steamcommunity.com/id/heavywepon Sean &amp;quot;Boomsta&amp;quot; Troehler]&lt;br /&gt;
| chin = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;[https://steamcommunity.com/id/EwoV2Po chin]&lt;br /&gt;
| Coffee Bean = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Coffee Bean&lt;br /&gt;
| Custard1 = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Custard1&lt;br /&gt;
| Cytosolic = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Cytosolic&lt;br /&gt;
| DaBeatzProject = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;DaBeatzProject&lt;br /&gt;
| Dantube = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Dantube&lt;br /&gt;
| Delta = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Delta&lt;br /&gt;
| DIAMANTЪ = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;DIAMANTЪ&lt;br /&gt;
| Diva Dan = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;[https://steamcommunity.com/id/divadan Liam &amp;quot;Diva Dan&amp;quot; Moffitt]&lt;br /&gt;
| Dr. Spud = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;[https://steamcommunity.com/id/protowlf Andrew &amp;quot;Dr. Spud&amp;quot; Thompson]&lt;br /&gt;
| Emil = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;[https://steamcommunity.com/id/Emil_Rusboi Emil Sharafeev]&lt;br /&gt;
| EverMatt = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;EverMatt&lt;br /&gt;
| Exactol = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Exactol&lt;br /&gt;
| FGD5 = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;FGD5&lt;br /&gt;
| Finn5740 = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Finn5740&lt;br /&gt;
| Freyja = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;[https://steamcommunity.com/id/ceruleanblue/ Freyja]&lt;br /&gt;
| FUNNY_BONE = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;FUNNY_BONE&lt;br /&gt;
| Gianni Matragrano = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Gianni Matragrano&lt;br /&gt;
| H20Gamez = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;H20Gamez&lt;br /&gt;
| Heyo = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp; [https://steamcommunity.com/id/well4367 Sean &amp;quot;Heyo&amp;quot; Cutino]&lt;br /&gt;
| Horiuchi = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;[https://steamcommunity.com/id/Horiuchii Horiuchi]&lt;br /&gt;
| Icarus = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Icarus&lt;br /&gt;
| Izotope = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Izotope&lt;br /&gt;
| JJay = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;JJay&lt;br /&gt;
| Jukebox = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;[https://steamcommunity.com/id/jakejakeubowski Jukebox]&lt;br /&gt;
| Juniper = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Juniper&lt;br /&gt;
| Kiri = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Kiri&lt;br /&gt;
| Korkade = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;[https://steamcommunity.com/id/Korkade Korkade]&lt;br /&gt;
| kotowski = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;kotowski&lt;br /&gt;
| Kube = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Kube&lt;br /&gt;
| Lev1679 = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Lev1679&lt;br /&gt;
| lokkdokk = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;lokkdokk&lt;br /&gt;
| LuizFilipeRN = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;LuizFilipeRN&lt;br /&gt;
| Maggots = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Maggots&lt;br /&gt;
| mars-5200 = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;mars-5200&lt;br /&gt;
| Mattie = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Mattie&lt;br /&gt;
| Misterz = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Misterz&lt;br /&gt;
| Mountain Man = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Mountain Man&lt;br /&gt;
| Mr. Skullium = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Mr. Skullium&lt;br /&gt;
| Mr.Kleiner = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Mr.Kleiner&lt;br /&gt;
| MrCrossa = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Mr.Crossa&lt;br /&gt;
| murphy = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;murphy&lt;br /&gt;
| NeoDement = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;NeoDement&lt;br /&gt;
| Nineaxis | nineaxis = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;[https://steamcommunity.com/id/nineaxis/ Fay L. &amp;quot;Nineaxis&amp;quot; Fabry]&lt;br /&gt;
| partypugtv = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;partypugtv&lt;br /&gt;
| panfractal = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;panfractal&lt;br /&gt;
| Patrxgt = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Patrxgt&lt;br /&gt;
| phi = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;[https://steamcommunity.com/id/phi666 Bec &amp;quot;phi&amp;quot; Ailes]&lt;br /&gt;
| PiMoNFeeD = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;PiMoNFeeD&lt;br /&gt;
| Rad = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Rad&lt;br /&gt;
| RadioNoise2 = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;RadioNoise2&lt;br /&gt;
| Rarru = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Rarru&lt;br /&gt;
| recharging = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;recharging&lt;br /&gt;
| Rozzy = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Rozzy&lt;br /&gt;
| savva = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;[https://gamebanana.com/members/1384110 savva]&lt;br /&gt;
| Skylark = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Skylark&lt;br /&gt;
| SolarLight = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;SolarLight&lt;br /&gt;
| sparkMete0r = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;sparkMete0r&lt;br /&gt;
| Surnist = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Surnist&lt;br /&gt;
| Svdl = [[File:MedalContrib cropped.png|x16px|link=https:/tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Svdl&lt;br /&gt;
| Tamari = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;[https://gamebanana.com/members/142303 Tamari]&lt;br /&gt;
| Teownik = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Teownik&lt;br /&gt;
| TheoF114 = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;[https://steamcommunity.com/profiles/76561198003981752 Theo &amp;quot;TheoF114&amp;quot; Fletcher]&lt;br /&gt;
| Thespikedballofdoom = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Thespikedballofdoom&lt;br /&gt;
| Tottery= [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Tottery&lt;br /&gt;
| VintagePC= [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;VintagePC&lt;br /&gt;
| vivian= [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;vivian&lt;br /&gt;
| void = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;[https://steamcommunity.com/id/void001 Aeon &amp;quot;Void&amp;quot; Bollig]&lt;br /&gt;
| Wendy = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Wendy&lt;br /&gt;
| Yacan1 = [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;Yacan1&lt;br /&gt;
| YM= [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;YM&lt;br /&gt;
| zbik= [[File:MedalContrib cropped.png|x16px|link=https://tf2classified.com/credits#contributors|Community Contributor]]&amp;amp;nbsp;zbik&lt;br /&gt;
| #default = &amp;lt;code&amp;gt;INSERT DEVELOPER/CONTRIBUTOR&#039;s NAME.&amp;lt;/code&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Drizzle&amp;diff=10022</id>
		<title>Drizzle</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Drizzle&amp;diff=10022"/>
		<updated>2026-02-25T09:03:18Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Drizzle-Point-A.jpg&lt;br /&gt;
|game-type = VIP Race&lt;br /&gt;
|file-name = vipr_drizzle&lt;br /&gt;
|release-date = January 24, 2025 ([[Double Down]])&lt;br /&gt;
|developer = {{Dev|14bit}}&lt;br /&gt;
|map-environment = 	Alpine&lt;br /&gt;
|map-setting = Cloudy, Raining&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[https://tf2classic.com/double_down/day2 Double Down update page]|&lt;br /&gt;
Thanks to a paperwork mishap that they were both too checked out to notice, both our VIPs have been accidentally co-managing the Drizzle Valley mining complex for years. Partial ownership means only partial profits, though, so each Civilian (and a team of well-armed amateur property lawyers) is coming down on inspection day, for a facility tour that&#039;ll settle this once and for all.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drizzle&#039;&#039;&#039; is a [[VIP Race]] map, set in the deep alpines in a mining district. It&#039;s surrounded by Jenkin Co. company buildings, set with multiple flanks and pathways for each team.&lt;br /&gt;
&lt;br /&gt;
Drizzle was added to &#039;&#039;[[Team Fortress 2 Classic]]&#039;&#039; on the January 24, 2025 [[Double Down]] update, it was developed by Team Fortress 2 Classic developer {{Dev|14bit}}&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added vipr_drizzle&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Fixed a bug where rounds would end immediately when server time ran out, instead of letting the round finish&lt;br /&gt;
* Fixed several clipping issues&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Chopper&amp;diff=10021</id>
		<title>Chopper</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Chopper&amp;diff=10021"/>
		<updated>2026-02-25T09:03:10Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = Chopper.png&lt;br /&gt;
|game-type = VIP Race&lt;br /&gt;
|file-name = vipr_chopper&lt;br /&gt;
|release-date = January 31, 2026&lt;br /&gt;
|developer = {{Dev|Waugh101}}&amp;lt;br&amp;gt;{{Dev|Damon}}&amp;lt;br&amp;gt;&lt;br /&gt;
|map-environment = Desert, industrial&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Chopper&#039;&#039;&#039; [https://tf2classified.com/steampowered promotional blurb]|&lt;br /&gt;
In the world of big business, a billionaire without a secret mountaintop research outpost is hardly a billionaire at all. But, as a less-underpaid secretarial staff might have noticed sooner, this mountain&#039;s not big enough for two Civilians, and the only way to get out and buy a different mountain is to stage a daring escape by air. Nothing bad has ever happened to a rich person in a helicopter, famously, but this old adage is about to be put to the test. Usher your Civilian through this mountain base and to the waiting evac chopper on the enemy helipad, and prove you can be trusted on one of the only VIP maps with a death pit.}}&lt;br /&gt;
&#039;&#039;&#039;Chopper&#039;&#039;&#039; is a [[VIP Race]] map added in the [https://tf2classified.com/steampowered Steam Release] update. The action takes place at a secret research outpost on top of a mountains. &lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Chopper_Overview.png|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Control Point 2 &amp;amp; 3 ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Chopper_Control_Point2.png| Central control Points&lt;br /&gt;
File:Chopper_Chokepoint.png| Chokepoint&lt;br /&gt;
File:Chopper_Yard.png| Back yard&lt;br /&gt;
File:Chopper_Middle_Entrance.png| Courtyard&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Garage ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Chopper_Left_Path.png| Left path to garage&lt;br /&gt;
File:Chopper_Right_Path.png | Right path to garage&lt;br /&gt;
File:Chopper_Garage.png| Garage&lt;br /&gt;
File:Chopper_Right_Upper_Path.png| Right upper path to countyard&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Control Point 1 &amp;amp; 4 ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Chopper_Spawn.png| Spawn room&lt;br /&gt;
File:Chopper_Control_Point1.png| Overview to last point&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Added vipr_chopper&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=2Bridge&amp;diff=10020</id>
		<title>2Bridge</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=2Bridge&amp;diff=10020"/>
		<updated>2026-02-25T09:02:54Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = 2bridge-Point-A.jpg&lt;br /&gt;
|game-type = VIP Race&lt;br /&gt;
|file-name = vipr_2bridge&lt;br /&gt;
|release-date = January 24, 2025 ([[Double Down]])&lt;br /&gt;
|developer = {{Dev|Another Bad Pun}}&amp;lt;br&amp;gt;{{Dev|14bit}}&amp;lt;br&amp;gt;{{Dev|Waugh101}}&lt;br /&gt;
|map-environment = 	Urban&lt;br /&gt;
|map-setting = Night&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[https://tf2classic.com/double_down/day2 Double Down update page]|&lt;br /&gt;
Our two doppelgänger Civilians have decided on their first investment: one or another car factories in a mean Rust Belt city. A confused (or underpaid and bitter) Jenkin Co. valet has parked each man&#039;s limo at the wrong complex, and the only way back to the correct car is through a tiny postage-stamp park and across its namesake twin bridges.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2Bridge&#039;&#039;&#039; is a [[VIP Race]] map added in the [[Double Down]] update, the first of its game mode alongside [[Drizzle]]. It is set in the industrial district of a city, the titular bridges located in a disused park nestled amongst the factories.&lt;br /&gt;
&lt;br /&gt;
2Bridge was created by TF2 Classic developers Another Bad Pun, 14bit, and Waugh101&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
==== Industrial Grounds ====&lt;br /&gt;
*&#039;&#039;&#039;RED/BLU Spawn Rooms:&#039;&#039;&#039;&lt;br /&gt;
==== Alleyways ====&lt;br /&gt;
==== Park ====&lt;br /&gt;
*&#039;&#039;&#039;Bridges:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_airhockey}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added vipr_2bridge&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Fixed a bug where rounds would end immediately when server time ran out, instead of letting the round finish&lt;br /&gt;
* Fixed lighting and detailing bugs on a building on RED&#039;s side&lt;br /&gt;
* Adjusted cap times to match Drizzle&lt;br /&gt;
* Lowered cap times at mid to 7 (down from 8)&lt;br /&gt;
* Lowered cap times at final to 9 (down from 11)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*2Bridge was first shown to the public in an unfinished state [https://youtube.com/watch?v=xqmH9-2wMRQ during the 2023 TF2Maps 72hr TF2Jam at 15:56.]&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Trainyard&amp;diff=10019</id>
		<title>Trainyard</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Trainyard&amp;diff=10019"/>
		<updated>2026-02-25T09:02:45Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Vip_trainyard.webp&lt;br /&gt;
|game-type = VIP&lt;br /&gt;
|file-name = vip_trainyard&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = {{Dev|theatreTECHIE}}&amp;lt;br&amp;gt;{{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
|map-environment = Industrial&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day1 Death &amp;amp; Taxes update page]|&lt;br /&gt;
Mining outposts and dockyards are one thing, but at dusty cargo stations like this, mercs play for &#039;&#039;keeps.&#039;&#039; If the Civilian dies, that&#039;s it. Game over. Trainyard plays host to frenetic, fast-paced rounds, where sloppy play gets punished and one crafty Headshot or Backstab can close a match.}}&lt;br /&gt;
&#039;&#039;&#039;Trainyard&#039;&#039;&#039; is an official [[VIP]] map, where BLU team must escort the VIP to the Control Point without him dying. The VIP has three lives, and if he loses them, RED team wins. It is set in a rustic train station running through multiple warehouses. &lt;br /&gt;
&lt;br /&gt;
Trainyard was added to &#039;&#039;[[Team Fortress 2 Classic]]&#039;&#039; on July 4, 2020, in the [[Death &amp;amp; Taxes]] update.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Trainyard_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Trainyard ===&lt;br /&gt;
The map is divided into four small sections going from BLU side to RED side. Outside BLU spawn is a horizontal slice of rail track, leading into another slice of rail inside a warehouse. Once the VIP travels through here, he goes into more cramped quarters, into one of two alcoves that are one choke away from the exposed Control Point. If the VIP captures this point, BLU team wins the game. If the VIP loses all three lives, RED team wins the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Trainyard_BLU_Spawn.webp|BLU spawn&lt;br /&gt;
Trainyard_BLU_Exterior.webp|BLU exterior&lt;br /&gt;
Trainyard_BLU_Connector.webp|BLU connector&lt;br /&gt;
Trainyard_RED_Connector_1.webp|RED connector&lt;br /&gt;
Trainyard_RED_Connector_2.webp|RED connector 2&lt;br /&gt;
Trainyard_RED_Lobby.webp|RED lobby&lt;br /&gt;
Trainyard_Point.webp|Control Point&lt;br /&gt;
Trainyard_RED_Exterior.webp|RED exterior&lt;br /&gt;
Trainyard_RED_Spawn.webp|RED spawn&lt;br /&gt;
Trainyard_VIP_Car.webp|The VIP&#039;s unfortunately exposed automobile&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added vip_trainyard&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated vip_trainyard&lt;br /&gt;
** The VIP now has 3 lives (up from 1)&lt;br /&gt;
** Refreshed artpass&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Mineside&amp;diff=10018</id>
		<title>Mineside</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Mineside&amp;diff=10018"/>
		<updated>2026-02-25T09:02:35Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Vip_mineside.webp&lt;br /&gt;
|game-type = VIP&lt;br /&gt;
|file-name = vip_mineside&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = {{Dev|Suo}}&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day1 Death &amp;amp; Taxes update page]|&lt;br /&gt;
Instead of following his goons around and waddling over control points, the Civilian has to grab an override device, jam it into a disk slot in a control room (deep in RED territory), and capture a point through the now-open door (even &#039;&#039;deeper&#039;&#039; in RED territory). The override expires after 60 seconds, though, so if the Civilian dies or fails to capture the point, you&#039;re back to square one. Tick tock!}}&lt;br /&gt;
&#039;&#039;&#039;Mineside&#039;&#039;&#039; is an official [[VIP]] map, set within and beside the Jenkins coal mine, which appears to be harvesting nothing but rocks. The VIP must grab the intelligence from BLU spawn, carry it to RED spawn, and then capture the final control point. When the intelligence is captured, the final control point will open for 60 seconds, and a forward spawn will open for BLU team during this time. If the VIP dies, the intelligence will reset to the start, but will not reset during the 60 second timer. Each time the VIP is killed, 20 seconds are removed from the available round time, and the killer gains 5 seconds of [[critical hits]].&lt;br /&gt;
&lt;br /&gt;
Mineside was added to &#039;&#039;[[Team Fortress 2 Classic]]&#039;&#039; on July 4, 2020 in the [[Death &amp;amp; Taxes]] update.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Mineside_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
BLU team starts in a spacious spawn area with three different paths, which surround the BLU flag. The VIP must pick up the intelligence and carry it until the end of the map without dying. The intelligence area has three different paths to the middle. The bottom path is a small tunnel, the middle path is a tiny connector, and the right path is an elevated alcove. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Mineside_BLU_Spawn.webp|BLU spawn&lt;br /&gt;
Mineside_BLU_Spawn_Front.webp|BLU spawn front&lt;br /&gt;
Mineside_BLU_Spawn_Back.webp|BLU spawn back&lt;br /&gt;
Mineside_BLU_Spawn_Tunnel.webp|BLU spawn tunnel&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
The middle area contains a large health and ammo pack, as well as a one-way forward spawn that opens while the intelligence is delivered. There are three paths to get to RED spawn, the final point. The left path is a tunnel that is positioned either below or above the final area, depending on the route taken. The middle path is a harsh chokepoint with some stairs leading up to a drop. The right path leads to a one-way shutter that is close to the final control point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Mineside_Middle_Spawn.webp|BLU forward spawn&lt;br /&gt;
Mineside_Middle.webp|Middle exterior&lt;br /&gt;
Mineside_Middle_Tunnel.webp|Middle tunnel&lt;br /&gt;
Mineside_Middle_Center.webp|Middle center&lt;br /&gt;
Mineside_Middle_Shaft.webp|Middle shaft&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Final ===&lt;br /&gt;
The final area is the most spacious, and is directly in front of RED spawn. The VIP must deliver the intelligence to the interior capture zone on the left, at which point the shutter doors to final Control Point opens for 60 seconds. There is one shutter door right next to the intelligence capture zone, and a much larger door exposed to the outside. If the VIP does not capture the Control Point during this time, they must capture the intelligence again. If anyone is within the Control Point building once the doors shut, they are instantly killed. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Mineside_Final_Exterior.webp|Final exterior&lt;br /&gt;
Mineside_Final_Flag.webp|Intelligence capture zone&lt;br /&gt;
Mineside_Flag_Closeup.webp|Intelligence closeup&lt;br /&gt;
Mineside_Final_Point.webp|Final Control Point&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added vip_mineside&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Added a new second route to the Escape Zone&lt;br /&gt;
* Made some areas brighter&lt;br /&gt;
* Added a small ammo kit to upper balcony at mid&lt;br /&gt;
* Added more cover for upper balcony at mid&lt;br /&gt;
* Adjusted respawn time for Red during Escape gates being open to be longer&lt;br /&gt;
* Small changes in general&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* Changed setup time from 30 seconds to 60 seconds&lt;br /&gt;
* Added new upper route for defenders (closes after setup time is over)&lt;br /&gt;
* Fixed func_dustmotes inside forward BLU spawn&lt;br /&gt;
* Changed pickup sizes in general&lt;br /&gt;
* Added ammo pickup inside upper tunnel route&lt;br /&gt;
* Animated barricade inside the mineside last cap area&lt;br /&gt;
* Small optimization changes&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* The now-obsolete game_text_tf entity has been replaced with env_instructor_hint&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Harbor&amp;diff=10017</id>
		<title>Harbor</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Harbor&amp;diff=10017"/>
		<updated>2026-02-25T09:02:29Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Vip_harbor.webp&lt;br /&gt;
|game-type = VIP&lt;br /&gt;
|file-name = vip_harbor&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = {{Dev|Suo}}&amp;lt;br&amp;gt;{{Dev|Gadget}}&amp;lt;br&amp;gt;{{Dev|Hutty}}&amp;lt;br&amp;gt;{{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
|map-environment = Urban&lt;br /&gt;
|map-setting = Evening&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day1 Death &amp;amp; Taxes update page]|&lt;br /&gt;
The city&#039;s not all too different from the desert: you&#039;re still fighting through grimy, derelict buildings on a dead-end industrial site, a few miles away from anyplace worth actually living in. Escort the Civilian through all three points to his luxury car, and don&#039;t be afraid to get messy; the murder rate really &#039;&#039;can&#039;t&#039;&#039; get any higher.}}&lt;br /&gt;
&#039;&#039;&#039;Blackstone Harbor&#039;&#039;&#039;, also known as just &#039;&#039;&#039;Harbor&#039;&#039;&#039;, is an official [[VIP]] map, set in an urban city environment surrounded by skyscrapers, leading into a shipping harbor. The goal of BLU team is to escort the VIP to the three Control Points, while the goal of RED team is to prevent the VIP from capturing. Each time the VIP is killed, 30 seconds are removed from the available round time, and the killer gains 5 seconds of [[critical hits]].&lt;br /&gt;
&lt;br /&gt;
Harbor was added to &#039;&#039;[[Team Fortress 2 Classic]]&#039;&#039; on July 4, 2020, in the [[Death &amp;amp; Taxes]] update.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Harbor_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Point A ===&lt;br /&gt;
RED team starts at a forward spawn between Point A and Point B, while BLU team starts in an initial spawn area with three different paths. Two paths are elevated above the main road, while the third path is seated in a tunnel with a steep road. The exterior has multiple cars and crates blocking the way, as well as a square building overlooking the rest. There are numerous routes to get to the Control Point, including two side rooms with health and ammo. When Point A is captured, the shutter doors to Point B are opened, BLU gains a forward spawn at Point A and a second resupply where RED&#039;s initial spawn was, and RED&#039;s spawn is pushed back to Point C. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Harbor_BLU_Spawn.webp|BLU initial spawn&lt;br /&gt;
Harbor_BLU_Spawn_Exterior.webp|BLU spawn exterior&lt;br /&gt;
Harbor_A_Side_Route.webp|Point A side route&lt;br /&gt;
Harbor_A_Side_Room.webp|Point A room&lt;br /&gt;
Harbor_A_Exterior.webp|Point A&lt;br /&gt;
Harbor_A_Forward_Spawn.webp|BLU forward spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B ===&lt;br /&gt;
Point B uses a cramped tunnel to connect between two large exteriors. There is also a side route right next to the Control Point, featuring either a window or a door for the VIP to funnel through. When Point B is captured, shutter doors open up an additional route to Point C, and BLU&#039;s forward spawn is placed where RED&#039;s initial spawn was.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Harbor_B_Spawn.webp|RED initial spawn and BLU second forward spawn&lt;br /&gt;
Harbor_B_Connector.webp|Point B connector&lt;br /&gt;
Harbor_B_Tunnel.webp|Point B tunnel&lt;br /&gt;
Harbor_B_Exterior_Front.webp|Point B exterior front&lt;br /&gt;
Harbor_B_Exterior_Back.webp|Point B exterior back&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point C ===&lt;br /&gt;
A much larger connector offers three routes to Point C, each a large distance away from each other, each choked by multiple shutter doors. There are two battlements overlooking the point: one which RED team has easy access to, and another which BLU team has easy access to. Capturing Point C wins the game, and reveals the VIP&#039;s car situated in a long and dark tunnel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Harbor_C_Spawn.webp|RED final spawn&lt;br /&gt;
Harbor_C_Connector.webp|Point C connector&lt;br /&gt;
Harbor_C_Side_Route.webp|Point C side route&lt;br /&gt;
Harbor_C.webp|Point C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added vip_harbor&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fixed a bug where RED&#039;s respawn time was shorter than BLU&#039;s respawn time, after capturing B&lt;br /&gt;
* Updated the respawn time after B&#039;s capture to be 10 seconds for RED, and 2 seconds for BLU&lt;br /&gt;
* Changed some models&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Shrunk RED&#039;s window on Capture Point C&#039;s building&lt;br /&gt;
* Removed some props to open up the play-space&lt;br /&gt;
* Adjusted the Nobuild on the shed in front of First RED Spawn to only be on the roof&lt;br /&gt;
* Adjusted some Item Pickups&lt;br /&gt;
* Added a Small Medkit near Capture Point C&#039;s upper flank route&lt;br /&gt;
* Improved the visuals of the maps lighting a bit&lt;br /&gt;
* Fixed the water cubemaps&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* Changed setup time from 30 seconds to 60 seconds&lt;br /&gt;
* Updated clipping&lt;br /&gt;
* Blocked the window from last point upper area&lt;br /&gt;
* Added pallet near the last RED spawn area, allowing players to get up easier from lower area&lt;br /&gt;
* Increased brightness in dark areas&lt;br /&gt;
* Increased additional time after capturing points&lt;br /&gt;
* First point time increased to 3 minutes (from 2)&lt;br /&gt;
* Second point time increased to 4 minutes (from 2)&lt;br /&gt;
* Small optimization changes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The map&#039;s layout before the first control point is loosely based on the layout of the &#039;&#039;Team Fortress Classic&#039;&#039; map [[tf:Hunted (Classic)|Hunted]].&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sunnyside&amp;diff=10016</id>
		<title>Sunnyside</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sunnyside&amp;diff=10016"/>
		<updated>2026-02-25T09:01:17Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Sunnyside-Point-B.jpg&lt;br /&gt;
|game-type = Territorial Domination&lt;br /&gt;
|file-name = td_sunnyside&lt;br /&gt;
|release-date = January 24, 2025 ([[Double Down]])&lt;br /&gt;
|developer = fizzyphysics&amp;lt;br&amp;gt;Waugh101&amp;lt;br&amp;gt;erk&amp;lt;br&amp;gt;Suo&amp;lt;br&amp;gt;abp&amp;lt;br&amp;gt;14bit&lt;br /&gt;
|link = [https://steamcommunity.com/sharedfiles/filedetails/?id=3474755790 Steam Workshop]&amp;lt;br&amp;gt;[https://tf2maps.net/downloads/sunnyside.15270/ TF2Maps]&lt;br /&gt;
|map-environment = Rural&lt;br /&gt;
|map-setting = Early evening&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Sunnyside&#039;&#039;&#039; [https://tf2classic.com/double_down/day4 Double Down Update Page]|Somebody should tell these people it&#039;s not against the law to own a data center. Like, you don&#039;t have to build an entire poultry farm around it.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sunnyside&#039;&#039;&#039; is a [[Territorial Domination]] map added in the [[Double Down]] update. It is set on a poultry farm with chickens roaming about, occasionally laying eggs that function as small health pickups.&lt;br /&gt;
&lt;br /&gt;
Sunnyside has three points, and [[RED]] and [[BLU]] must fight to capture all of them within the time limit. At the beginning of the round, both teams are randomly assigned one of the points along with its corresponding spawn room, meanwhile the third point is uncaptured.&lt;br /&gt;
&lt;br /&gt;
Sunnyside was created by TF2 Classic developers fizzyphysics, Waugh101, erk, Suo, abp, and 14bit.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
==== Overview ====&lt;br /&gt;
[[File:Sunnyside_Overview.png|center|640px]]&lt;br /&gt;
==== Control Point A ====&lt;br /&gt;
==== Control Point B ====&lt;br /&gt;
==== Control Point C ====&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_chicken_envkill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added td_sunnyside&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Caper&amp;diff=10015</id>
		<title>Caper</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Caper&amp;diff=10015"/>
		<updated>2026-02-25T09:01:11Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Td_caper.webp&lt;br /&gt;
|game-type = Territorial Domination&lt;br /&gt;
|file-name = td_caper&lt;br /&gt;
|developer = [https://steamcommunity.com/id/AnotherBadPun abp]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/Emil_Rusboi Emil]&lt;br /&gt;
|link = [https://steamcommunity.com/sharedfiles/filedetails/?id=2851677751 Steam Workshop]&amp;lt;br&amp;gt;[https://tf2maps.net/downloads/caper.12517/ TF2Maps]&lt;br /&gt;
|release-date = April 28, 2023 ([[Fight or Flight]])&lt;br /&gt;
|map-environment = Red Desert&lt;br /&gt;
|map-setting = Daylight&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Caper&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day3 promotional blurb]|All good game modes need a &#039;multi-use industrial site in the desert&#039;-type first map to set the tone, and Caper follows in that tradition. A barn-mounted space laser (off-yellow), relay dish (periwinkle) and water reservoir (#M410-7 &amp;quot;Perennial Green&amp;quot;) are all ripe for the taking, as long as you don&#039;t take it too personally when they change hands ten times a round.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Caper&#039;&#039;&#039; is an official [[Territorial Domination]] map, and the first of its kind. It has three points contested by RED and BLU, and the points captured determine where they spawn. Each team starts out with one point captured. If one team controls all the points, they win. The map layout is triangular between the three points, with multiple interior and exterior routes allowing for a mix between open and cramped gameplay. It is set in an arid, red desert, within an industrial site of unclear purpose.&lt;br /&gt;
&lt;br /&gt;
Caper 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, alongside contributors Emil, void, Boomsta, and others. It was [https://steamcommunity.com/sharedfiles/filedetails/?id=2851677751 uploaded] to the Steam Workshop on August 20, 2022.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Caper_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Point A ===&lt;br /&gt;
Point A spawn starts off behind a wooden shack, where the defending team must loop around to get to the point, facing the task of preventing the attackers from maintaining the point&#039;s height advantage. It is an open area with little cover aside from the interior, which drops down into an alcove with health and ammo. It connects into Point B by going through a recessed middle area, with an interior flank, and a side shack with a small window, providing multiple opportunities for attack. If there is a [[Jump Pad]], the defending Snipers can take unexpected position on top of these buildings.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Caper_Point_A_Spawn.webp|Point A spawn&lt;br /&gt;
Caper_Point_A_Exterior.webp|Point A exterior&lt;br /&gt;
Caper_Point_A_Shack.webp|Point A shack&lt;br /&gt;
Caper_Point_A_Connector.webp|A-B connector&lt;br /&gt;
Caper_Point_A_Flank.webp|A-B flank&lt;br /&gt;
Caper_Point_A_Window.webp|A-B window&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B ===&lt;br /&gt;
Point B spawn is behind the even more spacious point, with a small fence blocking access. The routes to the point are much shorter, and the height advantage of the defenders make this point harder to capture. Although the main &amp;quot;point&amp;quot; is elevated, attackers only have to exist within the square area to capture it, marked by diagonal lines. Under the point is a small shelter with health, ammo, and a window. This point connects to Point C through use of a tunnel, with a spacious middle area that has routes to all three points, and a sewer connector that leads to a large underwater reservoir in front of Point C.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Caper_Point_B_Spawn.webp|Point B spawn&lt;br /&gt;
Caper_Point_B_Exterior.webp|Point B exterior&lt;br /&gt;
Caper_Point_B_Building.webp|Point B building&lt;br /&gt;
Caper_Point_B_Connector.webp|A-B-C connector&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point C ===&lt;br /&gt;
Point C spawn is behind the exterior, with a direct route to Point C itself through a window and loading door. There is a tunnel to the reservoir catwalk, with a large health pack in a dead end. This point is by far the most enclosed out of all of them, with few escape routes when attacking it, and few routes to defend it. The long internal sightline, and sharp angles, make it difficult to hold a sentry position, and the guard rails and water make it difficult to navigate without use of the above-ground flank. Point C also connects to Point A through an open exterior area marked by rocks, with a vent leading into it from Point C, and with a small shack with health and ammo. There is also a pool of [[water|shallow water]], with a tiny area that you can crouch to extinguish your burning body in, assuming you can find it. This area is a favorite for Sniper duels, trying to maintain control of the large sightline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Caper_Point_C_Spawn.webp|Point C spawn&lt;br /&gt;
Caper_Point_C_Exterior.webp|Point C exterior&lt;br /&gt;
Caper_Point_C_Interior.webp|Point C interior&lt;br /&gt;
Caper_Point_C_Underwater.webp|Point C underground&lt;br /&gt;
Caper_Point_C_Connector.webp|C-A connector&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added td_caper (abp, emilrusboi)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The bucket hanging from a rope outside the Point B shack can be shot, causing it to blissfully flail in the wind.&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pipeline&amp;diff=10014</id>
		<title>Pipeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pipeline&amp;diff=10014"/>
		<updated>2026-02-25T09:00:36Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Pipelinetf2.jpg&lt;br /&gt;
|file-name = plr_pipeline_final&lt;br /&gt;
|game-type = Payload Race&lt;br /&gt;
|map-environment = Industrial&lt;br /&gt;
|map-setting = Nightime, Clear&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Pipeline&#039;&#039;&#039; is a [[Payload Race]] map.&lt;br /&gt;
&lt;br /&gt;
Pipeline is set in a nighttime industrial zone between 2 factories owned by their respective teams. Between the rounds it changes to 3 other stages, with one being much different than the other&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Nightfall&amp;diff=10013</id>
		<title>Nightfall</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Nightfall&amp;diff=10013"/>
		<updated>2026-02-25T09:00:30Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Plr_nightfall.jpg&lt;br /&gt;
|file-name = plr_nightfall_final&lt;br /&gt;
|game-type = Payload Race&lt;br /&gt;
|map-environment = Alpine / Industrial&lt;br /&gt;
|map-setting = Nighttime, Rainy&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Nightfall&#039;&#039;&#039; is a [[Payload Race]] map. &lt;br /&gt;
&lt;br /&gt;
The map takes place in an alpine industrial zone, at nighttime in a lumber company, it was added to the map rotation in the [[2.0.0]] update&lt;br /&gt;
&lt;br /&gt;
The map switches to 3 different stages as the rounds go on&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hightower&amp;diff=10012</id>
		<title>Hightower</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hightower&amp;diff=10012"/>
		<updated>2026-02-25T09:00:24Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Plr_hightower.jpg&lt;br /&gt;
|file-name = plr_hightower&lt;br /&gt;
|game-type = Payload Race&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Dusky, Cloudy&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Hightower&#039;&#039;&#039; is a [[Payload Race]] map. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The map takes place in an industrial desert zone with 3 important locations, the larger 2 bases are owned by RED and BLU, while the third location being the center tower is at the center of the map. the 2 Teams each have a small room with a health kit and an ammo pickup box under their base near the starting point of the bomb cart and a small balcony designed for support&lt;br /&gt;
&lt;br /&gt;
Each team&#039;s cart is located next to the stairs connected to the center tower near their respective bases&lt;br /&gt;
Both teams must push their respective bomb cart to the elevator so the bomb cart can reach the top of the center tower while also pushing it.&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Upward&amp;diff=10011</id>
		<title>Upward</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Upward&amp;diff=10011"/>
		<updated>2026-02-25T08:59:48Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&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;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Added pl_upward&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added pl_upward (again)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated select stock maps to improve clipping, fix exploits, and improve visuals&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&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;
{{Update|2.1.3}}&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;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Added back occluders from stock Upward&lt;br /&gt;
* Added more hints, areaportals and occluders for optimization&lt;br /&gt;
* Redone skybox brushes for optimization&lt;br /&gt;
* Changed the doors in dropdown to never be opened after closing&lt;br /&gt;
* Changed the doors in dropdown from silent to making a sound when closing&lt;br /&gt;
* Fixed detail brushes flickering on 1st point&lt;br /&gt;
* Fixed some lighting issues&lt;br /&gt;
* Fixed some props and brushes being solid&lt;br /&gt;
* Fixed water brushes in skybox with various cubemaps&lt;br /&gt;
* Fixed unoptimized visleaves next to the hill&lt;br /&gt;
* Fixed floating barrel near 2nd&lt;br /&gt;
* Improved clip alignment under balcony on 3rd&lt;br /&gt;
* Added blockbullets in front of window and dropdown-elbow&lt;br /&gt;
* Added resupply sign on last RED last spawn&lt;br /&gt;
* Reduced t-junctions and edict usage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Jinn&amp;diff=10010</id>
		<title>Jinn</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Jinn&amp;diff=10010"/>
		<updated>2026-02-25T08:59:42Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&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 = {{dev|abp}}&amp;lt;br&amp;gt;{{dev|14bit}}&amp;lt;br&amp;gt;{{dev|Boomsta}}&amp;lt;br&amp;gt;{{Dev|Freyja}}&amp;lt;br&amp;gt;[https://steamcommunity.com/id/Emeriastone Rexy]&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561198025628522 Custard1]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/exactol Exactol]&amp;lt;br&amp;gt;fubarFX&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; [https://tf2classic.com/fight_or_flight/day2 promotional 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 &#039;&#039;TF2 Classic&#039;&#039; developers {{Dev|abp}} and then-contributor {{Dev|14bit}}, alongside {{Dev|Boomsta}}, {{Dev|Freyja}} and others. 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 a similar chessboard floor texture in RED spawn.&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;
==== Tutorial video ====&lt;br /&gt;
&amp;lt;youtube class=&amp;quot;tcenter&amp;quot;&amp;gt;https://youtu.be/RUOaEEZCZ_8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What Happened to the Secret? ===&lt;br /&gt;
[[File:MINE!_-SOLDIER.jpg|thumb|256px|We might be disappointed in what we&#039;ve initially discovered, but at least Soldier will put it to good use.]]&lt;br /&gt;
In the [[2.1.4]] update, the anchor now includes a note that reads &amp;quot;MINE!&amp;quot; and has the [[Soldier]]&#039;s signature, which would later be his [[Admiralty Anchor]].&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;
{{Update|2.1.0}}&lt;br /&gt;
* Added pl_jinn (abp, 14bit)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
*Adjusted scaffolding at A to allow for Jump pad shortcuts&lt;br /&gt;
*Increased RED&#039;s initial respawn wave time by up to 3 seconds&lt;br /&gt;
*Increased max round time from 10 minutes to 11 minutes&lt;br /&gt;
*Adjusted the position of some ammo and health packs around the last point&lt;br /&gt;
*All modular pipe props (and the potted plant!) now have skins for all teams&lt;br /&gt;
*Fixed lighting issues with some props&lt;br /&gt;
*Brightened lighting on A Point&lt;br /&gt;
*Removed some unused props&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
*Updated pl_jinn (14bit, abp):&lt;br /&gt;
**Reworked the track&#039;s path and surrounding geometry near the final point&lt;br /&gt;
**Reduced the number of crouch-jumps required to navigate final&lt;br /&gt;
**Reduced Red&#039;s spawn time at final to 9 seconds (down from 10)&lt;br /&gt;
**Added dynamic team-colored lights to the [[Payload]] checkpoints (as seen on [[Lakeside]])&lt;br /&gt;
**Added parallax-corrected cubemaps&lt;br /&gt;
**Fixed the finale kill trigger not disabling properly&lt;br /&gt;
**Miscellaneous ammo and health pack adjustments&lt;br /&gt;
**Miscellaneous lighting and visual fixes&lt;br /&gt;
**Miscellaneous clipping adjustments&lt;br /&gt;
**Reduced map file size&lt;br /&gt;
}}&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;
&lt;br /&gt;
== Videos ==&lt;br /&gt;
=== Behind the scenes ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=faixTebMe_4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Frontier&amp;diff=10009</id>
		<title>Frontier</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Frontier&amp;diff=10009"/>
		<updated>2026-02-25T08:59:29Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|needs pictures}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = Pl_frontier_final.png&lt;br /&gt;
|game-type = Payload&lt;br /&gt;
|file-name = pl_frontier_final&lt;br /&gt;
|developer = [https://steamcommunity.com/id/mangycarface/ Patrick &amp;quot;MangyCarface&amp;quot; Mulholland]&amp;lt;br&amp;gt;[https://steamcommunity.com/id/arhurt/ Arthur &amp;quot;Arhurt&amp;quot; Bobany de Queiroz]&lt;br /&gt;
|release-date = [https://wiki.teamfortress.com/wiki/February_24,_2011_Patch February 24 2011 Patch]&lt;br /&gt;
|map-environment = Alpine Mountain&lt;br /&gt;
|map-setting = Daylight, Sunny&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;[https://www.teamfortress.com/communitymappack/ Community Map Pack Update]&#039;&#039;&#039;|Meet &amp;quot;Li&#039;l Chew Chew&amp;quot;—a razor-toothed BLU payload designed to messily devour any merc dumb enough to blunder in front of its path through this single-stage payload map. Eat your way past RED&#039;s defenses astride a gleaming metal death machine, powered by the blood of your enemies, and also gasoline (mostly gasoline, to be honest).}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frontier&#039;&#039;&#039; is an official [[Payload]] map. It is a single-stage payload map with four capture points contested by RED and BLU on train tracks that slowly climb up a mountain. Each capture point captured by BLU moves the BLU spawn upward up the mountain. Once the BLU team captures all the points, they win. If RED holds back the BLU team until time runs out, they win. This map is oriented toward pushes that use the cart&#039;s large size as protection, as the favor favors the defending team. This map takes place at an industrial site of unclear purpose, set in a mountainous alpine region that culminates in a massive pit where the bomb cart is dropped. This map&#039;s signature feature is L&#039;il Chew Chew.&lt;br /&gt;
&lt;br /&gt;
Frontier was originally released for Team Fortress 2 in the February 24, 2011 Patch, and was developed by mangyacarface and arhurt.&lt;br /&gt;
&lt;br /&gt;
== Li&#039;l Chew Chew ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Li&#039;l Chew Chew&#039;&#039;&#039; is a unique Payload cart that replaces the normal bomb cart here on Frontier. Li&#039;l Chew Chew is a massive mechanized train engine painted blue with a massive maw filled with jagged teeth, searchlights for eyes and a chimney on top. &lt;br /&gt;
&lt;br /&gt;
Li&#039;l Chew Chew, being larger compared to other Payload carts, can be used as cover from incoming fire. A platform trails behind the train engine, which BLU can stand on to push the cart. It is impossible to erect [[buildings]] on this platform. Li&#039;l Chew Chew is also capable of killing anybody unfortunate enough to be standing in front of its maw while it is moving. The chomp&#039;s range increases with BLU players on it. The platform behind the train engine contains a built-in BLU dispenser. Players on the cart have to be careful, however, as the train engine makes it difficult to see the front.&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added pl_frontier_final&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated select stock maps to improve clipping, fix exploits, and improve visuals (Sniffy194):&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Fixed various displacement seams&lt;br /&gt;
* Adjusted some displacements outside of BLU&#039;s first spawn to look more natural&lt;br /&gt;
* Some boulders are no longer hovering above the ground&lt;br /&gt;
* Many, many lighting fixes&lt;br /&gt;
* The runoff puddle outside of BLU&#039;s spawn now uses the same modern water material as [[tc_hydro]]&lt;br /&gt;
* Restored cubemaps, and added parallax correction for the floors in RED&#039;s final spawn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Lakeside&amp;diff=10008</id>
		<title>Lakeside</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Lakeside&amp;diff=10008"/>
		<updated>2026-02-25T08:59:11Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Koth_lakeside_final.webp&lt;br /&gt;
|game-type = King of the Hill&lt;br /&gt;
|file-name = koth_lakeside_final&lt;br /&gt;
|developer = [https://steamcommunity.com/id/3Dnj ElectroSheep]&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Lakeside&#039;&#039;&#039; is an official [[King of the Hill]] map with a large, open, and elevated point, overlooked by battlements on each team. It is set around an Egyptian temple, which happens to be situated by a lake&#039;s side.&lt;br /&gt;
&lt;br /&gt;
Frigid was added to Team Fortress 2 Classic on July 4, 2020, in the [[Death &amp;amp; Taxes]] update. It was created by a user named &amp;quot;ElectroSheep&amp;quot;. It was prior added to Team Fortress 2 on February 24, 2011.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Lakeside_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns inside a tomb, which expels into two different paths leading to an additional three. The left path leads to a small tunnel with two health packs. The middle path leads underneath the battlements bridge, directly to center point. The right path offers a ramp to the battlements. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Lakeside_Spawn.webp|RED spawn&lt;br /&gt;
Lakeside_Spawn_Outside.webp|RED spawn exterior &lt;br /&gt;
Lakeside_Spawn_Left.webp|RED spawn left tunnel&lt;br /&gt;
Lakeside_Spawn_Middle.webp|RED spawn middle&lt;br /&gt;
Lakeside_Spawn_Right.webp|RED spawn right&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
The middle is large and open, with multiple ramps leading to the elevated Control Point. The left side leads to the temple. The right side leads to a covered shelter with a medium health pack. The temple itself contains a large health pack atop a pillar surrounded by [[Water|deep water]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Lakeside_Middle_Left.webp|RED middle left&lt;br /&gt;
Lakeside_Middle_Right.webp|RED middle right&lt;br /&gt;
Lakeside_Middle_Center.webp|Capture Point&lt;br /&gt;
Lakeside_Temple_Front.webp|Temple from front&lt;br /&gt;
Lakeside_Temple_Back.webp|Temple from back&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added koth_lakeside_final&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Water sources around the map now use modern custom materials, instead of water_well&lt;br /&gt;
* The fog distance has been slightly tweaked to account for the newer radial fog, revealing some previously-invisible skybox detail&lt;br /&gt;
* The sun angle has been slightly tweaked to allow sun to shine into the water temple&lt;br /&gt;
* Cubemaps in the team spawns and water temple are now parallax-corrected&lt;br /&gt;
* Brush materials inside of the water temple are slightly reflective, for a wet &amp;quot;pseudo-phong&amp;quot; look&lt;br /&gt;
* The sand-tile blend material used in many places now has a proper $blendmodulatetexture&lt;br /&gt;
* The map&#039;s stone floor material now has a proper bumpmap (the same one as the concrete floor texture it was derived from)&lt;br /&gt;
* The lightmap scale has been adjusted across the map to make shadows less blobby where it was previously noticeable&lt;br /&gt;
* A few playerclips have been converted to blockbullets where appropriate&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Frigid&amp;diff=10007</id>
		<title>Frigid</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Frigid&amp;diff=10007"/>
		<updated>2026-02-25T08:58:34Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Koth_frigid.webp&lt;br /&gt;
|game-type = King of the Hill&lt;br /&gt;
|four-team = yes&lt;br /&gt;
|file-name = 4koth_frigid&lt;br /&gt;
|developer = wheatttttt&amp;lt;br&amp;gt;savva&lt;br /&gt;
|release-date = April 28, 2023 ([[Fight or Flight]])&lt;br /&gt;
|map-environment = Frigid&lt;br /&gt;
|map-setting = Night&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Frigid&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day1 promotional blurb]|Find refuge from the cold in the sheet metal hallways and eight-foot-wide air ducts of Frigid, our first four-way [[King of the Hill|King of the Hill]] map. If you can fend off three whole teams of maniacs pouring in from all directions, maybe you can use this arctic base for the betterment of mankind. Like digging aliens out of the permafrost. Or melting icebergs, for fun.}}&lt;br /&gt;
&#039;&#039;&#039;Frigid&#039;&#039;&#039; is an official [[Four-Team]] [[King of the Hill]] map characterized by cramped interior flank routes leading to a spacious middle, with a small amount of action in the open outdoors. It is set within an arctic research base, the centerpiece of which is a mysterious glowing pillar.&lt;br /&gt;
&lt;br /&gt;
Frigid was added to Team Fortress 2 Classic on April 28, 2023, in the [[Fight or Flight]] update. It was created by TF2 Classic developer wheatttttt and TF2 Classic contributor savva.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Frigid_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns within a single-room interior base, which leads to a small outdoors area with two short indoor corridors, a staircase leading to a balcony, and some side scaffolding that can be jumped off. All of them lead to the outdoors connector. There is little of value here, although the trio of exits makes it easy for an enemy to sneak in front of the spawn doors, yet difficult for them to keep a team trapped inside.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Frigid_RED_Spawn.webp|RED spawn (from base)&lt;br /&gt;
Frigid_BLU_Spawn.webp|BLU spawn (from base)&lt;br /&gt;
Frigid_GRN_Spawn.webp|GRN spawn (from balcony)&lt;br /&gt;
Frigid_YLW_Spawn.webp|YLW spawn (from balcony)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Outdoors Connector ===&lt;br /&gt;
After spawn is an even smaller outdoor area, with all entrances leading to the interior. The closer entrance leads to the elevated perch and the side hallway. The farther entrance leads to the main hallway and the lower control point. The ramp entrance goes into the vents, which lead into the control point vent exit or the outdoors ceiling.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Frigid_RED_Connector.webp|RED connector (side view)&lt;br /&gt;
Frigid_BLU_Connector.webp|BLU connector (side view)&lt;br /&gt;
Frigid_GRN_Connector.webp|GRN connector (front view)&lt;br /&gt;
Frigid_YLW_Connector.webp|YLW connector (front view)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Interior ===&lt;br /&gt;
Right before the point are some hallways, connected through shutter doors. The main hallway is a simple straight path with a slight elevation change, with two wide doorways leading to the point. The side hallway leads to an elevated perch above the control point, and to an alcove that connects the hallways of each team.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Frigid_BLU_Hallway.webp|BLU hallway&lt;br /&gt;
Frigid_YLW_Hallway.webp|YLW hallway&lt;br /&gt;
Frigid_YLW_Side_Hall.webp|YLW side hall&lt;br /&gt;
Frigid_GRN_Side_Hall.webp|GRN side hall&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point ===&lt;br /&gt;
The point is centered on an elevated platform with four stairs, above a thick pillar with revolving neon lights being studied by scientists. Players have to stand within the hazard zone, lit up by four lights, to capture it. The point can also be reached through one-way vents, with two teams funnelling into two vents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Frigid_Point.webp|Point from vents&lt;br /&gt;
Frigid_YLW_Perch.webp|Point from YLW perch&lt;br /&gt;
Frigid_GRN_Perch.webp|Point from GRN perch&lt;br /&gt;
Frigid_Pillar.webp|The mysterious glowing pillar&lt;br /&gt;
Frigid_Scientists.webp|Scientists putting those degrees to good use&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ceiling ===&lt;br /&gt;
Above the interior is a barren ceiling area, reached through separate vents, where the point can be seen through frosted glass. Given the distance from the main action, and how the most convenient path to the point is through a tiny vent managed by two teams, this area is generally empty aside from the occasional [[Engineer]] nest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Frigid_Ceiling_Overview.webp|Ceiling overview&lt;br /&gt;
Frigid_Ceiling_Ground.webp|Ceiling from ground&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added koth_frigid (Wheat, savva)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
*Updated koth_frigid (Wheat):&lt;br /&gt;
**Added a new dropdown route that leads from the rooftop to the side flank&lt;br /&gt;
**Added reflections to various surfaces that didn&#039;t have them before&lt;br /&gt;
**Added parallax corrected cubemaps to most of the map&lt;br /&gt;
**Increased detail on several brush-based decorations&lt;br /&gt;
**Vents now drop down into the hallway below instead of leading to mid&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Added a &amp;quot;4&amp;quot; prefix to all Four-Team map names&lt;br /&gt;
* Updated 4koth_frigid&lt;br /&gt;
** Raised cap timer from 2:30, from 2:00&lt;br /&gt;
** Refreshed artpass&lt;br /&gt;
** Now uses unique soundscape&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Frigid was originally designed as a [[Domination]] map with three Control Points, and was later changed to a [[King of the Hill]] map.&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Railway&amp;diff=10006</id>
		<title>Railway</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Railway&amp;diff=10006"/>
		<updated>2026-02-25T08:58:13Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Railway-Point-B.jpg&lt;br /&gt;
|game-type = Domination&lt;br /&gt;
|file-name = dom_railway&lt;br /&gt;
|release-date = January 24, 2025 ([[Double Down]])&lt;br /&gt;
|developer = {{Dev|ultr4nima}} {{Dev|14bit}}&lt;br /&gt;
|map-environment = Industrial&lt;br /&gt;
|map-setting = Sunset&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[https://tf2classic.com/double_down/day3 Double Down update page]|&lt;br /&gt;
Every capture point of this Domination map is connected by a sensible, straightforward hallway — a foolish choice, since straight hallways are like catnip for freight trains, and you can expect one to come screaming through all three points every 30 seconds or so. Stick to the normal mess of catwalks and winding side paths (which confuse freight trains), or take a shortcut through the gates that briefly open to let them through. Either way, don&#039;t get hit by the trains. Especially not during mating season.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Railway&#039;&#039;&#039; is an official [[Domination]] map, embedded within an industrial railway station. A team gains points by capturing any of the three Control Points. Each uncontested control point generates one point each within 5 second intervals, spaced evenly apart. A contested control point that becomes uncontested will generate a point if five seconds have passed while contested. One team must reach 125 points to win the round. In one minute intervals, a train will pass through all of the three points; standing around any of the points while this occurs will result in imminent death, however, the train itself &#039;&#039;is&#039;&#039; rideable.&lt;br /&gt;
&lt;br /&gt;
Railway was added to Team Fortress 2 Classic on January 24, 2025 in the [[Double Down]] update. It was created by Team Fortress 2 Classic developers ultr4nima and 14bit.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Railway_Overview.png|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns in a room with four exits leading into an exterior with several pathways connecting to all three points. The close proximity of each team&#039;s spawn means it&#039;s easy to reach the opposing team&#039;s spawn in a short period of time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Railway_BLU_Spawn_Interior.png|BLU spawn&lt;br /&gt;
Railway_BLU_Spawn_Interior2.png|BLU spawn&#039;s left exits&lt;br /&gt;
Railway_BLU_Spawn_Interior3.png|BLU spawn&#039;s right exits&lt;br /&gt;
Railway_BLU_Spawn_Exterior.png|BLU spawn exterior&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point A ===&lt;br /&gt;
Point A is on one end of the map from Point B, connected by upper sidepaths that spit players into the point below; or pathways at ground level, either connect to the point from both sides.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Railway_PointA.png|Point A&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B ===&lt;br /&gt;
Point B is in the middle of the map, connected by several upper sidepaths and ground level pathways. It can also be accessed via the train gates between A and B, with connecting pathways between each side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Railway_PointB.png|Point B&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point C ===&lt;br /&gt;
Point C is on the other end of the map from Point B, connected by two stairways from B which lead to a rooftop with an ammo and health pack. The rooftop is connected to Point B and ground level pathways on either side and in the middle, It is in a much more open and spacious area than the other two points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Railway_PointC.png|Point C Front&lt;br /&gt;
Railway_PointC_Rooftop.png|Point C Rooftop&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update History ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added dom_railway (ultr4nima, 14bit)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Updated dom_railway:&lt;br /&gt;
** Adjustments to train kill triggers&lt;br /&gt;
** Health and ammo adjustments&lt;br /&gt;
*** Replaced all small health kits with medium health kits&lt;br /&gt;
*** Added new health kits at A&lt;br /&gt;
*** Moved medium ammo packs at point A to cover&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Oil_Canyon&amp;diff=10005</id>
		<title>Oil Canyon</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Oil_Canyon&amp;diff=10005"/>
		<updated>2026-02-25T08:58:05Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Dom_oilcanyon.webp&lt;br /&gt;
|game-type = Domination&lt;br /&gt;
|file-name = dom_oilcanyon&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = {{dev|MaartenS11}}&amp;lt;br&amp;gt;{{dev|Suo}}&amp;lt;br&amp;gt;{{dev|Trotim}}&amp;lt;br&amp;gt;{{dev|Waugh101}}&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day3 Death &amp;amp; Taxes update page]|&lt;br /&gt;
By some divine providence, your teams built perfectly symmetrical outposts within as little as 20 feet of each other, so both sides have an equal shot at all three(!) of the points on Oil Canyon. Whether you can divvy up your resources to hold more than 1 or 2 at a time? That&#039;s another problem entirely.}}&lt;br /&gt;
&#039;&#039;&#039;Oil Canyon&#039;&#039;&#039; is an official [[Domination]] map, which takes place in a mountainous oil refinery. Teams gain points by capturing any of the three Control Points. Each captured control point generates one point every 5 seconds for the team that owns it. A contested control point will generate a point as soon as the point becomes uncontested if five seconds have passed while contested. The first team to reach 125 points wins the round.&lt;br /&gt;
&lt;br /&gt;
Oil Canyon was added to Team Fortress 2 Classic on July 4, 2020, in the [[Death &amp;amp; Taxes]] update. It was created by Team Fortress 2 Classic developers {{dev|MaartenS11}}, {{dev|Suo}}, {{dev|Trotim}} and {{dev|Waugh101}}.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Oil_Canyon_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns in a room with three exits, leading into an exterior that leads into three pathways that connects to each of the three points. The close proximity of each team&#039;s spawn means that it&#039;s easy to reach the opposing spawn in a short amount of time. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Oil_Canyon_RED_Spawn.webp|RED spawn&lt;br /&gt;
Oil_Canyon_RED_Exterior.webp|RED spawn exterior&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point A ===&lt;br /&gt;
Point A connects from spawn through a long indoor tunnel, splitting out into either a room or side path that is attached to the point. This point is outdoors and exposed, with a ramp above it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Oil_Canyon_Point_A_Connector.webp|Point A connector&lt;br /&gt;
Oil_Canyon_Point_A.webp|Point A&lt;br /&gt;
Oil_Canyon_Point_A_Front.webp|Point A front&lt;br /&gt;
Oil_Canyon_Point_A_Back.webp|Point A back&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B ===&lt;br /&gt;
Point B is between each team&#039;s spawn with a short, direct route leading to it. It is set in a cramped indoors area with two ramps above it. There is a tunnel underneath this point that connects Point A and Point C to each other, but is inaccessible from Point B itself. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Oil_Canyon_Point_B_Connector.webp|Point B connector&lt;br /&gt;
Oil_Canyon_Point_B.webp|Point B&lt;br /&gt;
Oil_Canyon_Tunnel.webp|Tunnel under Point B&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point C ===&lt;br /&gt;
Point C connects through a spacious underground tunnel that leads players above or outside the point. The point is indoors directly between two walls, with platforms above and a short staircase below.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Oil_Canyon_Point_C_Connector.webp|Point C connector&lt;br /&gt;
Oil_Canyon_Point_C.webp|Point C&lt;br /&gt;
Oil_Canyon_Point_C_Front.webp|Point C front&lt;br /&gt;
Oil_Canyon_Point_C_Back.webp|Point C back&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added dom_oilcanyon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Detail has been increased on and around cliff faces across the map&lt;br /&gt;
* Detail has been increased in the skybox terrain and foliage&lt;br /&gt;
* Various skybox details have been tweaked to appear slightly more true-to-life&lt;br /&gt;
* Capture Point C&#039;s building has been modified to appear more visually interesting&lt;br /&gt;
* Multiple BLU buildings have been changed to better fit BLU&#039;s design language&lt;br /&gt;
* Various structures have been subtly tweaked to increase consistency between them&lt;br /&gt;
* Minor optimization improvements&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Updated logic to Domination 2.0&lt;br /&gt;
* Updated mission briefing photos&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hydro&amp;diff=10004</id>
		<title>Hydro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hydro&amp;diff=10004"/>
		<updated>2026-02-25T08:57:44Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = tc_hydro.webp&lt;br /&gt;
|game-type = Territorial Control&lt;br /&gt;
|file-name = tc_hydro&lt;br /&gt;
|release-date = December 31, 2014 ([[1.0.0]])&lt;br /&gt;
|developer = Valve&lt;br /&gt;
|map-environment = Industrial&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Hydro&#039;&#039;&#039; is an official [[Territorial Control]] map, and is currently the only Territorial Control map in the game, likely due to the complexity of making such a map. It is set between the BLU energy production facility and the RED radio communications facility, based around a hydroelectric dam somewhere in a desert canyon.&lt;br /&gt;
&lt;br /&gt;
Hydro is a complicated map. While each discrete section of the map is relatively simple, the map combines sections together in a sprawling and haphazard fashion. A series of gates and shutters dictates access between each section, opening and closing at the start of each round. Effectively, the flow of each game is randomized, though with a method to the madness.&lt;br /&gt;
&lt;br /&gt;
The map is structured around six Control Points: two bases for RED and BLU, and four segments in the middle, with RED and BLU owning two each to start. At any time, only two points are available, and one team must capture the other. The exceptions are at the bases, where only the base control point exists. When a team captures a point, they gain control over a segment, hence the name &amp;quot;territorial control.&amp;quot; Altogether, there are six different configurations of the middle points, and eight configurations in total.&lt;br /&gt;
&lt;br /&gt;
Before each round, the map randomly changes to two of the four middle segments, with one Control Point for each team. If a team owns all four middle segments, the next round instead changes to a base assault. The winning team must capture the base&#039;s Control Point, while the losing team must defend until time runs out. If time runs out, and the round is not a base assault, the round goes to sudden death. When a team captures all Control Points in the map, they win.&lt;br /&gt;
&lt;br /&gt;
Hydro was added to Team Fortress 2 Classic on December 31, 2014, in its initial [[1.0.0]] release. It was developed by Valve, and was one of the six maps Team Fortress 2 launched with on October 10, 2007. Its layout was later adapted for the TF2 Classic map [[Hydro (Domination)]].&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:TC_Hydro_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== BLU base ===&lt;br /&gt;
The BLU base is set at the tail-end of an energy production facility, deep underground with multiple paths leading to a single control point. BLU always owns this at the start of a game. If RED captures this point, RED wins the game. It is only connected to the Plant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
TC_Hydro_BLU_Base_Interior.webp|BLU base interior&lt;br /&gt;
TC_Hydro_BLU_Base_Exterior.webp|BLU base exterior&lt;br /&gt;
TC_Hydro_Base_Plant_Map.webp|BLU base vs. Plant map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point A (Plant) ===&lt;br /&gt;
Point A, the &amp;quot;Plant&amp;quot;, is set in a large indoor electrical facility with the point above two turbines. BLU always owns this at the start of a game. It is connected to the BLU base, in addition to the Bridge, Dam, and Dish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
TC_Hydro_Point_A.webp|Point A (Plant) overview&lt;br /&gt;
TC_Hydro_Bridge_Plant_A.webp|Point B (Bridge) route&lt;br /&gt;
TC_Hydro_Plant_Dam_A.webp|Point C (Dam) route&lt;br /&gt;
TC_Hydro_Dish_Plant_A.webp|Point D (Dish) route&lt;br /&gt;
TC_Hydro_Plant_Dam_Map.webp|Plant vs. Dam map&lt;br /&gt;
TC_Hydro_Bridge_Plant_Map.webp|Plant vs. Bridge map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point B (Bridge) ===&lt;br /&gt;
Point B, the &amp;quot;Bridge&amp;quot;, is set outdoors on a tiny bridge above a river of shallow [[water]]. BLU always owns this at the start of a game. It is connected to the Plant, Dam, and Dish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
TC_Hydro_Point_B.webp|Point B (Bridge) overview&lt;br /&gt;
TC_Hydro_Bridge_Plant_B.webp|Point A (Plant) route&lt;br /&gt;
TC_Hydro_Bridge_Dam_B.webp|Point C (Dam) route&lt;br /&gt;
TC_Hydro_Bridge_Dish_B.webp|Point D (Dish) route&lt;br /&gt;
TC_Hydro_Bridge_Dam_Map.webp|Bridge vs. Dam map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point C (Dam) ===&lt;br /&gt;
Point C, the &amp;quot;Dam&amp;quot;, is set in a gigantic outdoors area on a road leading into a dam. RED always owns this at the start of a game. It is connected to the Plant, Bridge, and Dish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
TC_Hydro_Point_C.webp|Point C (Dam) overview&lt;br /&gt;
TC_Hydro_Plant_Dam_C.webp|Point A (Plant) route&lt;br /&gt;
TC_Hydro_Bridge_Dam_C.webp|Point B (Bridge) route&lt;br /&gt;
TC_Hydro_Dish_Dam_C.webp|Point D (Dish) route&lt;br /&gt;
TC_Hydro_Dish_Dam_Map.webp|Dam vs. Dish map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point D (Dish) ===&lt;br /&gt;
Point D, the &amp;quot;Dish&amp;quot;, is set inside a radio dish with a deep bowl, with the point sheltered from the outdoors. RED always owns this at the start of a game. It is connected to the RED base, in addition to the Plant, Bridge, and Dam.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
TC_Hydro_Point_D.webp|Point D (Dish) overview&lt;br /&gt;
TC_Hydro_Dish_Plant_D.webp|Point A (Plant) route&lt;br /&gt;
TC_Hydro_Bridge_Dish_D.webp|Point B (Bridge) route&lt;br /&gt;
TC_Hydro_Dish_Dam_D.webp|Point C (Dam) route&lt;br /&gt;
TC_Hydro_Bridge_Dish_Map.webp|Dish vs. Bridge map&lt;br /&gt;
TC_Hydro_Dish_Plant_Map.webp|Dish vs. Plant map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== RED base ===&lt;br /&gt;
The RED base is set in an underground bunker with a single radio dish peeking above, with many paths leading to a central point. RED always owns this at the start of a game. If BLU captures this point, BLU wins the game. It is only connected to the Dish.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
TC_Hydro_RED_Base_Interior.webp|RED base interior&lt;br /&gt;
TC_Hydro_RED_Base_Exterior.webp|RED base exterior&lt;br /&gt;
TC_Hydro_Dish_Base_Map.webp|RED base vs. Dish map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added tc_hydro&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated select stock maps to improve clipping, fix exploits, and improve visuals&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Replaced use of water_2fort_expensive (which visually regressed in a previous update to look almost invisible) with a new waterflow_hydro_daytime &lt;br /&gt;
* Cubemaps across the map now have their boundaries set in most cases (this took four hours)&lt;br /&gt;
* Reduced map size from 65MiB to 36MiB&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Krepost&amp;diff=10003</id>
		<title>Krepost</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Krepost&amp;diff=10003"/>
		<updated>2026-02-25T08:57:36Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Dom_krepost.webp&lt;br /&gt;
|game-type = Domination&lt;br /&gt;
|four-team = Yes&lt;br /&gt;
|medieval = Yes&lt;br /&gt;
|file-name = 4dom_krepost&lt;br /&gt;
|developer = Suo&lt;br /&gt;
|release-date = April 28, 2023 ([[Fight or Flight]])&lt;br /&gt;
|map-environment = Castle Courtyard&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Krepost&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 promotional blurb]|&lt;br /&gt;
The rumors are true: we got so sick of you nominating [[DeGroot Keep]] &amp;quot;as a joke&amp;quot; that we all pitched in and made a brand-new Medieval Mode map, just so you&#039;d give it a rest. Four teams, a moving objective, and overclocked siege weaponry for you to ride on! Take part in a Dark Age massacre, and see your heroic deeds immortalized in a three-sentence Wikipedia article 900 years from now.}}&lt;br /&gt;
&#039;&#039;&#039;Krepost&#039;&#039;&#039; is an official [[Four-Team]] [[Medieval Mode]] [[Domination]] map. It is structured like a cross, with each team&#039;s control point in their respective bases. As the map is Medieval, players can only equip melee weapons and a limited selection of non-melee weapons. At the beginning of the round, all points are locked and access to each team&#039;s courtyard is blocked by a gate. After a certain amount of time, a random team&#039;s point is selected, unlocking it and opening their gates. Around each team&#039;s point is a catapult that will launch a player onto their battlements, with a five second cooldown. There are also torches that will light [[Huntsman]] arrows. When a team gains forty points, they win the round.&lt;br /&gt;
&lt;br /&gt;
Krepost was added to Team Fortress 2 Classic on April 28, 2023, in the [[Fight or Flight]] update. It was created by TF2 Classic developer Suo.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Krepost_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns inside an indoor room with two exits. This spawn is active for all teams at the start of the game. If a team has an open gate, every team except for that one has a forward spawn in their courtyard. The left exit leads to the lower ramp to the point. The right exit leads to an elevated ramp above the point.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Krepost_RED_Spawn.webp|RED spawn&lt;br /&gt;
Krepost_YLW_Spawn.webp|YLW spawn&lt;br /&gt;
Krepost_BLU_Spawn.webp|BLU spawn&lt;br /&gt;
Krepost_GRN_Spawn.webp|GRN spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Point ===&lt;br /&gt;
The point is in a recessed area next to a medium health pack. The leftmost exit leads to the courtyard forward spawn. The right has two exits: a lower one that leads to the courtyard catapult, and an upper one that leads to its battlements. The middle exit is the largest, and has a clear view of the center.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Krepost_RED_Point.webp|RED point&lt;br /&gt;
Krepost_YLW_Point.webp|YLW point&lt;br /&gt;
Krepost_BLU_Point.webp|BLU point&lt;br /&gt;
Krepost_GRN_Point.webp|GRN point&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Courtyard ===&lt;br /&gt;
The courtyard features a small health pack, a medium ammo pack, and a large catapult that sends anyone on it to the battlements above. The team&#039;s forward spawn is active for most of the round, and has a one-way drop, with no resupply cabinet. The exit next to the forward spawn leads to a small house above the center.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Krepost_RED_Courtyard.webp|RED courtyard&lt;br /&gt;
Krepost_YLW_Courtyard.webp|YLW courtyard&lt;br /&gt;
Krepost_BLU_Courtyard.webp|BLU courtyard&lt;br /&gt;
Krepost_GRN_Courtyard.webp|GRN courtyard&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Center ===&lt;br /&gt;
The center connects all the team bases in a cross. In the center of the center is a large health pack. One team&#039;s gate will periodically open, and their point will become active. All classes are able to gain early access to a base by jumping off a rock and onto a convenient ledge leading to a side route, and all sides have torches which light Huntsman arrows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Krepost_RED_Center.webp|RED center&lt;br /&gt;
Krepost_YLW_Center.webp|YLW center&lt;br /&gt;
Krepost_BLU_Center.webp|BLU center&lt;br /&gt;
Krepost_GRN_Center.webp|GRN center&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added dom_krepost (Suo)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Added new arrow signs to help players exiting after leaving forward spawns&lt;br /&gt;
* Adjusted cap point model locations to be consistent&lt;br /&gt;
* Fixed missing rock prop around YLW mid and braziers from YLW and RED&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Added a &amp;quot;4&amp;quot; prefix to all Four-Team map names&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The word &amp;quot;Krepost&amp;quot; (Крепость) is Russian for &amp;quot;fortress.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Powerhouse&amp;diff=10002</id>
		<title>Powerhouse</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Powerhouse&amp;diff=10002"/>
		<updated>2026-02-25T08:56:41Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = Cp_powerhouse_mid_tf2c.png&lt;br /&gt;
|game-type = Control Points&lt;br /&gt;
|file-name = cp_powerhouse&lt;br /&gt;
|developer = [[Valve]], [[newgreenshoot]]&lt;br /&gt;
|release-date = July 2, 2015 &amp;lt;br&amp;gt; (Gun Mettle Update) &lt;br /&gt;
|map-environment = Hydroelectric Power plant &lt;br /&gt;
|map-setting = Daylight, sunny&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Powerhouse&#039;&#039;&#039; is a Valve created [[Control Points]] map originally made for Team Fortress 2. It is a symmetrical, three point [[Control Points]] map set in a hydroelectric power plant. It was added to TF2C in [[2.0.0 (BETA 4)]] as an unlisted change in a broken state, with missing textures and models. It would then be fixed in [[2.0.0]] and left unchanged until [[2.1.4]], where it received a lighting overhaul by developer [[newgreenshoot]].&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The addition and repair of Powerhouse, despite being significant, was not mentioned in any patch notes.&lt;br /&gt;
* As part of its lighting rework, a plywood cow standee was hidden on the map by Blu spawn.&lt;br /&gt;
* There is a significant part of the map between the two final points that is theorized to have once been playable space.&lt;br /&gt;
* The development of Powerhouse began in 2007, but it was only finished in 2015.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cp_powerhouse_relit.jpg|Old lighting vs New lighting&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Tidal&amp;diff=10001</id>
		<title>Tidal</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Tidal&amp;diff=10001"/>
		<updated>2026-02-25T08:56:30Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Cp_tidal_a4.webp&lt;br /&gt;
|game-type = Control Points&lt;br /&gt;
|file-name = cp_tidal_v4&lt;br /&gt;
|developer = [https://steamcommunity.com/profiles/76561197970803850 Heyo]&lt;br /&gt;
|release-date = May 3, 2015 ([[1.9.0]])&lt;br /&gt;
|link = [https://steamcommunity.com/sharedfiles/filedetails/?id=570869131 Steam Workshop]&amp;lt;br&amp;gt;[https://tf2maps.net/threads/tidal.14616/ TF2 Maps]&lt;br /&gt;
|map-environment = Industrial, harbor&lt;br /&gt;
|map-setting = Night&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Tidal&#039;&#039;&#039; is an official [[Control Points]] map, with a very long and narrow layout that has large sightlines, with plenty of interior rooms. It is set in a nighttime industrial harbor flanked by decorative [[water]] and a desolate field.&lt;br /&gt;
&lt;br /&gt;
Tidal was added to Team Fortress 2 Classic on May 3, 2015, in update [[1.9.0]]. It was created by a prolific map maker named Heyo.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Tidal_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== First Point ===&lt;br /&gt;
BLU spawns in an enclosed area with a walk to the first point, which is elevated above the ground and has crates for cover. The ground is further elevated compared to the route below, which is a large sightline that leads to the second point. All other exits lead to the large interior room, which offers multiple opportunities for defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Tidal_BLU_Spawn.webp|BLU spawn&lt;br /&gt;
Tidal_First_1.webp|BLU first point (field view)&lt;br /&gt;
Tidal_First_2.webp|BLU first point (water view)&lt;br /&gt;
Tidal_First_Room.webp|First point large room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Second Point ===&lt;br /&gt;
The second point is an exposed area with a multiple chokepoints that spill out into it. There is an interior room to its side, with is a route to quickly assault the point. The second point leads down to another room through a wooden plank, which connects multiple routes to the middle point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Tidal_Second_1.webp|BLU second point (corner view)&lt;br /&gt;
Tidal_Second_2.webp|BLU second point (side view)&lt;br /&gt;
Tidal_Second_Room_1.webp|BLU second point side room&lt;br /&gt;
Tidal_Second_Room_2.webp|BLU second point large room&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Middle Point ===&lt;br /&gt;
The middle point is a symmetrical, angular arena with four points of elevation to strike from, with sightlines from all angles. The large number of routes to the point make battles chaotic, with the most direct route being a slim staircase from the exterior route. There is a room with a small health pack that allows a close view of the point, and another room which connects multiple floors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Tidal_Mid_1.webp|Middle point (side view)&lt;br /&gt;
Tidal_Mid_2.webp|Middle point (overhead view)&lt;br /&gt;
Tidal_Mid_Room_1.webp|Middle point side room&lt;br /&gt;
Tidal_Mid_Room_2.webp|Middle point stairs room&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Added CP Tidal, a community Control Points map by Heyo &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* There are numerous signs around the map advertising &amp;quot;Tidal Power&amp;quot;, referencing the name of the map.&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=DeGroot_Keep&amp;diff=10000</id>
		<title>DeGroot Keep</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=DeGroot_Keep&amp;diff=10000"/>
		<updated>2026-02-25T08:56:13Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Cp_degrootkeep.webp&lt;br /&gt;
|game-type = Attack / Defense&lt;br /&gt;
|medieval = yes&lt;br /&gt;
|file-name = cp_degrootkeep&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = Valve&lt;br /&gt;
|map-environment = Alpine&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;DeGroot Keep&#039;&#039;&#039; is a [[Medieval Mode]] [[Attack / Defense]] map, set around a convincing simulacra of a fortress from eras past. As the map is Medieval, players can only equip melee weapons and a limited selection of non-melee weapons. BLU team&#039;s goal is to capture all three Control Points at once. When both Point A and Point B are captured, the gate to Point C is opened for 60 seconds. If 60 seconds have passed and Point C is uncontested, all three points become RED, and Point C is locked again.&lt;br /&gt;
&lt;br /&gt;
DeGroot Keep was added to Team Fortress 2 Classic on July 4, 2020, in the [[Death &amp;amp; Taxes]] update. It was created by Valve, and was prior added to Team Fortress 2 on December 17, 2010. &lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:DeGroot_Keep_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Courtyard ===&lt;br /&gt;
BLU spawns in an archery training ground, protected from the outside world through a wall of large and pointy sticks. Going into the breach, Point A is set in a little town to the left, and Point B is set on a cliffside to the right. In both cases, RED team will descend from the battlements above to attack the peons below. When Point A and Point B are captured, the gate to Point C is open to the masses. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
DeGroot_Keep_BLU_Spawn.webp|BLU spawn&lt;br /&gt;
DeGroot_Keep_BLU_Exterior.webp|BLU spawn exterior&lt;br /&gt;
DeGroot_Keep_Castle_Exterior.webp|Castle exterior&lt;br /&gt;
DeGroot_Keep_Point_A.webp|Point A&lt;br /&gt;
DeGroot_Keep_Point_B.webp|Point B&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Castle ===&lt;br /&gt;
RED team spawns in a dark castle, with the left exit leading to ground level and the right exit leading to the battlements. The castle is a square structure with three levels to attack from, with Point C being embedded within the structure right outside spawn. When the gates are closed, BLU team has no way of entering.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
DeGroot_Keep_RED_Spawn.webp|RED spawn&lt;br /&gt;
DeGroot_Keep_Point_C_Front.webp|Point C front&lt;br /&gt;
DeGroot_Keep_Point_C_Back.webp|Point C back&lt;br /&gt;
DeGroot_Keep_Castle.webp|Castle interior&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added cp_degrootkeep&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Steel&amp;diff=9999</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Steel&amp;diff=9999"/>
		<updated>2026-02-25T08:55:57Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Steel_Main.png&lt;br /&gt;
|game-type = Attack / Defense&lt;br /&gt;
|file-name = cp_steel&lt;br /&gt;
|map-environment = Industrial&lt;br /&gt;
|map-setting = Daylight, sunny&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Steel&#039;&#039;&#039; is an official [[Attack / Defense]] map.&lt;br /&gt;
&lt;br /&gt;
The map takes place at an industrial site, where [[RED]] must hold off [[BLU]] long enough for a rocket suspended above the final control point to go off.&lt;br /&gt;
&lt;br /&gt;
The map has five [[Control point (objective)|control points]], and is unique in that the final point is available for BLU to capture at any time, while the first four points must be captured in order. As points A through D are captured in order, various routes open for BLU and close for RED.&lt;br /&gt;
&lt;br /&gt;
* Capturing point A opens nearby doors leading to Points B and E.&lt;br /&gt;
* Capturing point B opens nearby doors leading to Point C and switches RED&#039;s spawn.&lt;br /&gt;
* Capturing point C creates bridges to reach Point E.&lt;br /&gt;
* Capturing point D cuts off RED&#039;s direct access to Point E, and summons railings for the bridges leading to Point E.&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Gravel_Pit&amp;diff=9998</id>
		<title>Gravel Pit</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Gravel_Pit&amp;diff=9998"/>
		<updated>2026-02-25T08:55:46Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Gravelpit.jpg&lt;br /&gt;
|file-name = cp_gravelpit&lt;br /&gt;
|game-type = Attack / Defense&lt;br /&gt;
|map-environment = Industrial&lt;br /&gt;
|map-setting = Daylight, overcast&lt;br /&gt;
|developer = Valve&lt;br /&gt;
|release-date = 2007&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Gravel Pit&#039;&#039;&#039; is an official pyramid-style [[Attack / Defense]] map.&lt;br /&gt;
&lt;br /&gt;
The map takes place on an industrial gravel quarry where large spytech structures, such as a radar dish and laser gun, are disguised as old rustic buildings.&lt;br /&gt;
&lt;br /&gt;
The map has three [[Control point (objective)|control points]], with points A and B being available to capture at the start of the round. Once BLU has captured both points, point C will become available.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Dustbowl and Gravel Pit were the first Attack / Defense maps for &#039;&#039;Team Fortress 2&#039;&#039; and one of the six maps included on the game&#039;s initial release.&lt;br /&gt;
* Most of &amp;lt;em&amp;gt;Meet the Demoman&amp;lt;/em&amp;gt; takes places on various areas of Gravel Pit.&lt;br /&gt;
* Gravel Pit shares its &amp;quot;pyramid-style&amp;quot; point layout with [[Junction]] and [[Furnace Creek]].&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Furnace_Creek&amp;diff=9997</id>
		<title>Furnace Creek</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Furnace_Creek&amp;diff=9997"/>
		<updated>2026-02-25T08:55:32Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Furnace_creek.jpg&lt;br /&gt;
|game-type = Attack / Defense&lt;br /&gt;
|file-name = cp_furnace_rc&lt;br /&gt;
|developer = [https://steamcommunity.com/id/Y_M YM]&lt;br /&gt;
|release-date = 2009&lt;br /&gt;
|map-environment = Arid desert&lt;br /&gt;
|map-setting = Sunset&lt;br /&gt;
|link = [https://steamcommunity.com/sharedfiles/filedetails/?id=454147907 Steam Workshop]&amp;lt;br&amp;gt;[https://tf2maps.net/downloads/furnace-creek.13/ TF2Maps.net]&amp;lt;br&amp;gt;[https://gamebanana.com/mods/69569 Gamebanana]&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[https://furnace.tf2maps.net/ TF2Maps promo site]|&lt;br /&gt;
The villains at Reliable Excavation Demolition have a new idea on how to demolish their enemies. It&#039;s the Solar Laser Unbuilding Gun, or S.L.U.G., a solar powered laser capable of destroying pretty much anything. Builders League United is determined to stop them.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Furnace Creek&#039;&#039;&#039; is a community-created [[Gravel Pit]]-styled [[Attack / Defense]] map.&lt;br /&gt;
&lt;br /&gt;
Once the BLU team has captured a point, it is locked and can not be retaken by RED. There are three control points, A and B, which are accessible from BLU&#039;s base, and C, where RED&#039;s spawn is located, requires players to pass through either point A or B to reach.&lt;br /&gt;
&lt;br /&gt;
Furnace Creek features a custom desert environment built around the orange sunset sky. Smaller details such as new cacti and a dried, cracked ground texture add to its separation from other desert themed maps.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Solar Laser Unbuilding Gun&amp;quot;, or S.L.U.G., is a custom spytech weapon which RED has mounted on top of the tower at point C. Power is fed to the S.L.U.G. by the field of heliostats in the parabolic solar array behind RED&#039;s spawn. The S.L.U.G. reaches maximum power at sunset, so BLU must stop RED from firing the S.L.U.G. by capturing the final point before the time runs out.&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Added CP Furnace Creek, a community Attack / Defend map by YM and Nineaxis&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Rocket or sticky jumping in front of power core at the C tower will ignite and kill the player.&lt;br /&gt;
* If less than a minute remains as RED is defending, the laser at C opens up. If RED wins, it fires into the sky.&lt;br /&gt;
* There are 7 rubber ducks hidden in the map, a recurring theme in YM&#039;s maps, such as Mann Manor in live &#039;&#039;Team Fortress 2&#039;&#039;.&lt;br /&gt;
* [[w:Furnace Creek, California|Furnace Creek]] is a census-designated place in California, notable for having the highest recorded air temperature on Earth at 134 °F (56.7 °C).&lt;br /&gt;
* Furnace Creek has its very own logo, featured both in the map itself and in promotional material for it.&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Dustbowl&amp;diff=9996</id>
		<title>Dustbowl</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Dustbowl&amp;diff=9996"/>
		<updated>2026-02-25T08:55:18Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|game-type = Attack / Defense&lt;br /&gt;
|file-name = cp_dustbowl&lt;br /&gt;
|map-image = CP_Dustbowl_Main.jpg&lt;br /&gt;
|developer = Valve&lt;br /&gt;
|release-date = 2007&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Daylight, sunny&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Dustbowl&#039;&#039;&#039; is a linear-style [[Attack / Defense]] map and is a remake of the &#039;&#039;Team Fortress Classic&#039;&#039; map of the same name. Dustbowl resembles a coal mining facility in a desert, with minecart tracks winding out of stage 1 BLU spawn. RED must defend a number of [[Control Points]] from BLU.&lt;br /&gt;
&lt;br /&gt;
This map is divided into 3 stages, each consisting of two control labelled A and B, making a total of 6 control points. in each stage BLU must capture the control points in the given time while RED must defend in the given time. A must be captured first and then B. If BLU manages to capture all control points in the given time, they win. If not RED wins. Once a control point is taken, it is locked and cannot be re-captured by RED.&lt;br /&gt;
== Goal ==&lt;br /&gt;
BLU is attacking and must capture both points, A and B in all three stages to win the match. RED must prevent BLU from achieving their goal. Do note that A and B must be captured in that order. &lt;br /&gt;
This here is text dialog&lt;br /&gt;
==Locations==&lt;br /&gt;
===Stage 1, Control Point A===&lt;br /&gt;
*&#039;&#039;&#039;BLU Spawn:&#039;&#039;&#039; This mineshaft has three exits, left, right and center. The right exit is the longest, the left and center exit are the shortest. While the left exit does have a resupply cabinet, it also has a ramp nearby leading  straight to the exit doors, making it very vulnerable to enemy fire, especially projectiles when the door is open.&lt;br /&gt;
*&#039;&#039;&#039;The Canyon:&#039;&#039;&#039; A long, narrow and straight trench that cuts through the battleground and leads right to the backdoor of Control Point A and Tunnel Entrances. It tends to attract Snipers of both teams.&lt;br /&gt;
*&#039;&#039;&#039;Left Exit Shed:&#039;&#039;&#039; Beside the exit sits a shed with a ladder to the roof. Inside contains a large health and ammo kit. The path leads straight to Control Point A&#039;s front door, making it a highly contested area.&lt;br /&gt;
*&#039;&#039;&#039;Right Exit Shed:&#039;&#039;&#039; Beside the exit sits a shed that contains a large health and ammo kit, this one however has two doors. The path leads into the Canyons exit point.&lt;br /&gt;
*&#039;&#039;&#039;Control Point A:&#039;&#039;&#039; Control Point A is set up inside a small building with a large health and ammo kit. It contains stairs leading towards one of the tunnel entrances. This building has two exits as along with a balcony up the stairs.&lt;br /&gt;
*&#039;&#039;&#039;Tunnel Entrances:&#039;&#039;&#039; All three Tunnel Entrances lead towards Control Point B, there are two on ground level and an Upper Entrance that&#039;s accessible through Control Point A&#039;s stairs. The Upper Entrance also contains a large health kit.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
CP Dustbowl Blu Spawn.jpg| BLU Spawn&#039;s Exterior&lt;br /&gt;
CP Dustbowl Canyon.jpg| The Canyon&lt;br /&gt;
CP Dustbowl Left Exit Shed.jpg| Left Exit Shed&lt;br /&gt;
CP Dustbowl Right Exit Shed.jpg| Right Exit Shed&lt;br /&gt;
CP Dustbowl Point A Exterior.jpg| Control Point A Exterior&lt;br /&gt;
CP Dustbowl Control Point A.jpg| Control Point A Interior&lt;br /&gt;
CP Dustbowl Tunnel Entrances.jpg| Tunnel Entrances&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Stage 1, Control Point B===&lt;br /&gt;
*&#039;&#039;&#039;Upper Tunnel:&#039;&#039;&#039; Primarily accessed through Control Point A, this mineshaft contains a medium health and ammo kit as well as two exits. One is an open rock face to fight from, and the other has a one way gate which leads into Control Point B and Bridge.&lt;br /&gt;
*&#039;&#039;&#039;Left Tunnel:&#039;&#039;&#039; Left Tunnel leads straight into both a path to Control Point B as well as a short walk towards Right Tunnels bottom exit.&lt;br /&gt;
*&#039;&#039;&#039;Right Tunnel:&#039;&#039;&#039; Right Tunnel contains a large health and ammo kit as well as two paths which lead to a bottom exit as well as a set of stairs that exits onto Platform.&lt;br /&gt;
*&#039;&#039;&#039;Platform:&#039;&#039;&#039; An open platform situated on top of the Right Tunnels bottom exit. A bridge connects it to the Upper Tunnels one way exit doors.&lt;br /&gt;
*&#039;&#039;&#039;Control Point B:&#039;&#039;&#039; Control Point B is housed inside of a larger building with a small health and ammo kit as well as three different exits. Two from ground level and one near Upper Tunnels one way exit doors.&lt;br /&gt;
*&#039;&#039;&#039;RED Spawn:&#039;&#039;&#039; RED Spawn is situated just right of Control Point B. RED Team exits from the far right side forcing them to exit from a sheltered zone. There is also a stair case near by leading a raised area and a bridge to RED Spawns Roof.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
CP Dustbowl Upper Tunnel.jpg| Upper Tunnel Interior&lt;br /&gt;
CP Dustbowl Platform and Bridge.jpg| Right Tunnel Exits, Platform and Bridge&lt;br /&gt;
CP Dustbowl Upper Tunnel Exit and Bridge.jpg| Upper Tunnel Exits and Bridge&lt;br /&gt;
CP Dustbowl Stage 2 Control Point B.jpg| Control Point B Exterior&lt;br /&gt;
CP Dustbowl Stage 1 Control Point B Interior.jpg| Control Point B Interior&lt;br /&gt;
CP Dustbowl Stage 1 Red Spawn.jpg| RED Spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Dustbowl and Gravel Pit were the first Attack/Defense maps for &#039;&#039;Team Fortress 2&#039;&#039; and one of the six initial maps included on the game&#039;s initial release.&lt;br /&gt;
* Dustbowl is featured in both &amp;lt;em&amp;gt;Meet the Heavy&amp;lt;/em&amp;gt; and &amp;lt;em&amp;gt;Meet the Sandvich&amp;lt;/em&amp;gt;, specifically stage 1 close to BLU spawn.&lt;br /&gt;
* The &#039;&#039;&#039;Dust Bowl&#039;&#039;&#039; was an economic crisis in the 1930s in the Midwestern United States and Canada consisting of a period of severe dust storms.&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Amaranth&amp;diff=9995</id>
		<title>Amaranth</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Amaranth&amp;diff=9995"/>
		<updated>2026-02-25T08:55:04Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = Ad_amaranth.jpg&lt;br /&gt;
|game-type = Attack / Defense&lt;br /&gt;
|file-name = cp_amaranth&lt;br /&gt;
|developer = {{Dev|Berry}}&amp;lt;br&amp;gt;{{Dev|TheoF114}}&lt;br /&gt;
|release-date = 2015&lt;br /&gt;
|map-environment = Alpine&lt;br /&gt;
|map-setting = Daylight, sunny&lt;br /&gt;
|link=[https://steamcommunity.com/sharedfiles/filedetails/?id=454268166 Steam Workshop]&amp;lt;br&amp;gt;[https://tf2maps.net/threads/amaranth.22119/ TF2Maps thread]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Amaranth&#039;&#039;&#039; is a community-created [[Attack / Defense]] map.&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* An ‘amaranth’ is a poetic term for an imaginary flower that does not wither.&lt;br /&gt;
* A winter-themed version of Amaranth also exists. It can be found [https://steamcommunity.com/sharedfiles/filedetails/?id=579337576 here].&lt;br /&gt;
* The creator of this map, Berry, also made the maps [https://wiki.teamfortress.com/wiki/Maple_Ridge_Event Maple Ridge Event] and [https://wiki.teamfortress.com/wiki/Megalo Megalo] from live &#039;&#039;[[Team Fortress 2]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Turbine&amp;diff=9994</id>
		<title>Turbine</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Turbine&amp;diff=9994"/>
		<updated>2026-02-25T08:54:49Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = ctf_turbine.png&lt;br /&gt;
|game-type = Capture the Flag&lt;br /&gt;
|file-name = ctf_turbine&lt;br /&gt;
|developer = Flobster&lt;br /&gt;
|map-environment = 	Industrial&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Turbine&#039;&#039;&#039; is an official [[Capture the Flag]] map, taking place in a symmetrical layout with the titular turbines in the middle along with two crates beside it. The team&#039;s bases feature mainly spytech areas, with multiple stairways leading into the middle or spawn.&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
* There has been no official change to ctf_turbine yet.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pelican_Peak&amp;diff=9993</id>
		<title>Pelican Peak</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pelican_Peak&amp;diff=9993"/>
		<updated>2026-02-25T08:54:20Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Ctf_pelican_peak.webp&lt;br /&gt;
|game-type = Capture the Flag&lt;br /&gt;
|file-name = ctf_pelican_peak&lt;br /&gt;
|developer = {{Dev|abp}}&amp;lt;br&amp;gt;{{Dev|void}}&amp;lt;br&amp;gt;{{Dev|Stuffy360}}&amp;lt;br&amp;gt;{{Dev|chin}}&amp;lt;br&amp;gt;{{Dev|phi}}&amp;lt;br&amp;gt;{{Dev|Diva Dan}}&amp;lt;br&amp;gt;{{Dev|erk}}&amp;lt;br&amp;gt;[https://steamcommunity.com/id/KrazyZark KrazyZark]&amp;lt;br&amp;gt;{{Dev|Emil}}&lt;br /&gt;
|link = [https://steamcommunity.com/sharedfiles/filedetails/?id=2886563496 Steam Workshop]&amp;lt;br&amp;gt;[https://tf2maps.net/downloads/pelican-peak.13027/ TF2Maps]&lt;br /&gt;
|release-date = December 5, 2022 ([[2.0.4]])&lt;br /&gt;
|map-environment = Alpine Forest&lt;br /&gt;
|map-setting = Daylight, dusk&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Pelican Peak&#039;&#039;&#039; is an official [[Capture the Flag]] map with a helical design and a spacious intelligence area. It is designed as a logging camp inside a mountainous forest, featuring a large outdoors middle area with multiple flank routes leading in and out of it.&lt;br /&gt;
&lt;br /&gt;
Pelican Peak [https://wiki.teamfortress.com/wiki/Pelican_Peak was added to Team Fortress 2] on July 12, 2023, during the Summer 2023 Update. It was previously added to Team Fortress 2 Classic on December 5, 2022, in [[2.0.4|patch 2.0.4]]. This is the second instance of Valve adding a map to TF2 that was originally added to TF2 Classic. The first was [[Landfall]], in 2015.&lt;br /&gt;
&lt;br /&gt;
Pelican Peak was created by TF2 Classic developers abp and Stuffy360, alongside contributors void, chin, phi, Diva Dan, erk, Emil, and one other person who isn&#039;t listed on the TF2 Classic website. It was [https://steamcommunity.com/sharedfiles/filedetails/?id=2886563496 uploaded] to the Steam Workshop on November 9, 2022.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Pelican_Peak_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
There are two exits leading out of each team&#039;s spawn room: an elevated left exit, and a lowered right exit. The left exit leads to another split path: on the left are the battlements and on the right is a path to that team&#039;s intelligence, or the middle area. On the right is that team&#039;s intelligence, on the way to the middle, with a side path dropping into their sewer.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_RED_Spawn.webp|RED spawn&lt;br /&gt;
Pelican_Peak_Battlement_Spawn.webp|Battlement spawn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Intelligence === &lt;br /&gt;
The intelligence is on an elevated perch in a damaged shack in a wide open area, providing little cover around it. Behind it is an enclosed room with some health and ammo, and a tiny window for a Sniper to shoot from. There are numerous routes for the enemy to grab the intelligence and escape from, with two sewer paths and two paths to middle. The wide open space also makes it difficult to defend a sentry encampment, and easy to [[Jumping|explosive jump]] in and out.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_Sewer_Exit.webp|Sewer exit&lt;br /&gt;
Pelican_Peak_Main_Route_1.webp|Main route&lt;br /&gt;
Pelican_Peak_Intelligence.webp|Intelligence&lt;br /&gt;
Pelican_Peak_Intelligence_Closeup.webp|Intelligence closeup&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sewer ===&lt;br /&gt;
The sewer area features cramped hallways into a spacious underground area, which provides a lengthy back route into allied intelligence. It is inconvenient to get to middle through here, so it is usually taken by enemies trying to sneak in. Allies can go through the vent shortcut to get down here quickly, which is a one-way route without an explosive jump. There is a large pool of water at the end of the vents.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_Sewer_Lobby.webp|Sewer lobby&lt;br /&gt;
Pelican_Peak_Sewer_Vents.webp|Sewer vents&lt;br /&gt;
Pelican_Peak_Sewer_Entrance.webp|Sewer entrance&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Battlements ===&lt;br /&gt;
The battlements are a sheltered, elevated area overlooking middle, but with no vision of the intelligence or behind itself. There are multiple spots for a Sniper to take aim, with clear vision of the opposing battlements. It also provides a convenient launching-off point for an explosive jump, with the river below mitigating fall damage. Inside the battlements are a downstairs area leading to a one-way door behind the enemy side shack.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_Battlement.webp|Battlement&lt;br /&gt;
Pelican_Peak_Battlement_Stairs.webp|Battlement stairs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Side route ===&lt;br /&gt;
The battlements spawn also leads to a lowered side route to middle and to the intelligence. It is a cramped indoor area with little strategic value beyond a health and ammo pack.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_Side_Route.webp|Side route&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Main route ===&lt;br /&gt;
The direct path to middle is a wide road with some health and ammo scattered through it. There is an alcove just before middle, next to the side route, which provides some cover.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_Main_Route_2.webp|Main route&lt;br /&gt;
Pelican_Peak_Main_Route_3.webp|Main route alcove&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Side shack ===&lt;br /&gt;
Next to the sewer area is a side shack next to the enemy one-way battlements exit. It contains a health and ammo pack, a means of ambushing enemies coming through the door, and yet another route to get to middle.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_Side_Shack.webp|Side shack&lt;br /&gt;
Pelican_Peak_One_Way.webp|One way&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
A spacious, yet linear area, featuring a lowered ravine with shallow water that is deep in the middle, flanked by two rocky outcrops that act as walls. There are few defensible positions in this area, and Sniper sightlines are abundant. It is possible to explosive jump onto the enemy battlements. Outside of the side shacks, this area is starved of health and ammo. There is a train track up above, with its pillars impeding the ravine. A steam train runs across it every so often.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_Middle_1.webp|Middle center&lt;br /&gt;
Pelican_Peak_Middle_2.webp|Middle side&lt;br /&gt;
Pelican_Peak_Middle_3.webp|Middle overview&lt;br /&gt;
Pelican_Peak_Train.webp|Train&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Easter eggs ===&lt;br /&gt;
Scattered around the map are a few wooden critters and animal-shaped entities. Behind an inaccessible door in RED spawn is an enigmatic model of a frog with an antenna for a tail. Behind the water grate just outside RED spawn, in a space far too dark to see, is a wooden representation of a man in an inflatable blue costume wearing sunglasses, based off a minor Internet meme named &amp;quot;[https://www.deviantart.com/rumpuboy4/art/Blimp-Butt-360489731 Blimp Butt]&amp;quot;. On the opposite side of the water grate, far away from the play area, is a wooden deer placed on a secluded landmass with a tent and boxes - again too dark to see.&lt;br /&gt;
&lt;br /&gt;
Inside the tower near RED intelligence, in the barely-visible upstairs room, is a wooden anthropomorphic hawk wearing a sweater and shirt, but not pants, and is ironically bespectacled. Finally, the map&#039;s namesake pelican (which was not added to the map until the [[Fight or Flight]] update, 144 days after release) is located on a mountain home far behind BLU side shack, perched on a cozy balcony. The pelican is protected behind an invisible wall that bullets cannot penetrate, which is irrelevant, since it is also wooden.&lt;br /&gt;
&lt;br /&gt;
There is a sign inside the BLU spawn shower that says &amp;quot;swift water&amp;quot;, a reference to the Team Fortress 2 map named &amp;quot;[https://wiki.teamfortress.com/wiki/Swiftwater Swiftwater]&amp;quot;. Also inside BLU spawn is a texture referencing [[Jinn]], which is a map made in part by abp.&lt;br /&gt;
&lt;br /&gt;
In the Team Fortress 2 version of Pelican Peak, the &amp;quot;Blimp Butt&amp;quot; figure has been replaced with an unremarkable wooden cow, the same as those on [[2Fort]]. The anthropomorphic hawk figure has been removed entirely, and in his wake, replaced with nothing. The reasons for their removal shall never be ascertained.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Pelican_Peak_Frog.webp|Frog (brightness enhanced)&lt;br /&gt;
Pelican_Peak_Blimp_Butt.webp|Blimp Butt (brightness enhanced)&lt;br /&gt;
Pelican_Peak_Deer_Afar.webp|Deer from afar (brightness enhanced)&lt;br /&gt;
Pelican_Peak_Deer_Close.webp|Deer close (brightness enhanced)&lt;br /&gt;
Pelican_Peak_Avian.webp|Avian&lt;br /&gt;
Pelican_Peak_Pelican_Afar.webp|Pelican afar&lt;br /&gt;
Pelican_Peak_Pelican_Close.webp|Pelican close&lt;br /&gt;
Pelican_Peak_BLU_Shower.webp|BLU shower&lt;br /&gt;
Pelican_Peak_BLU_Noticeboard.webp|BLU noticeboard&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* Added ctf_pelican_peak:&lt;br /&gt;
** Created by Chin, Phi, and Another Bad Pun&lt;br /&gt;
** Traditional CTF map comparable to Landfall, with wide open playspaces, and an exposed flag that&#039;s easier to steal but harder to capture&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Removed _tf2c suffix from filename&lt;br /&gt;
* Removed building exploit in vents&lt;br /&gt;
* Removed out of bounds exploit by red spawn&lt;br /&gt;
* Added Pelican &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* A winter-themed version of Pelican Peak, &amp;quot;[[Penguin Peak]]&amp;quot;, also exists.&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Landfall&amp;diff=9992</id>
		<title>Landfall</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Landfall&amp;diff=9992"/>
		<updated>2026-02-25T08:53:57Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Infobox map&lt;br /&gt;
|map-image = ctf_landfall.jpg&lt;br /&gt;
|game-type = Capture the Flag&lt;br /&gt;
|file-name = ctf_landfall&lt;br /&gt;
|developer = {{Dev|Dr. Spud}}&amp;lt;br&amp;gt;{{Dev|Nineaxis}}&amp;lt;br&amp;gt;[https://steamcommunity.com/profiles/76561197971792497 Schmitz]&lt;br /&gt;
|release-date = May 3, 2015 ([[1.9.0]])&lt;br /&gt;
|map-environment = Alpine Forest&lt;br /&gt;
|map-setting = Daylight, sunny&lt;br /&gt;
|link = [https://steamcommunity.com/sharedfiles/filedetails/?id=459651881 Steam Workshop]&amp;lt;br&amp;gt;[https://tf2maps.net/downloads/landfall.25 TF2Maps.net]&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|Creator&#039;s description|Beneath an unassuming canopy of trees deep in an unassuming forest, Red and Blu{{sic}} are (assumably) fighting for space. And what better way to halt the other&#039;s operations than by stealing their building plans...&amp;lt;br&amp;gt;&amp;quot;I&#039;ll take the high road, and you... should probably also take the high road.&amp;quot; &amp;amp;mdash;The [[Soldier]]}}&lt;br /&gt;
&#039;&#039;&#039;Landfall&#039;&#039;&#039; is an official [[Capture the Flag]] map released on May 3, 2015 as part of patch [[1.9.0|1.9.0]]&#039;s &amp;quot;First Community Map Pack&amp;quot;. Landfall was created for [https://TF2Maps.net TF2Maps.net]&#039;s [https://wiki.teamfortress.com/wiki/Competitive_CTF_Contest Competitive CTF Contest] and was awarded 9th place. It is set in a logging area with various catwalks along the giant trees.&lt;br /&gt;
&lt;br /&gt;
It was later added on &#039;&#039;[https://wiki.teamfortress.com/wiki/Landfall was added to Team Fortress 2]&#039;&#039; seven months later on December 17, 2015 during the [https://wiki.teamfortress.com/wiki/Tough_Break_Update Tough Break Update]. It is the first instance of &#039;&#039;TF2&#039;&#039; developer Valve adding a map that was originally added to &#039;&#039;TF2 Classic&#039;&#039;. The second time was the release of [[Pelican Peak]] in 2022. &lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
&#039;&#039;&#039;ctf_landfall_rc&#039;&#039;&#039;&lt;br /&gt;
* You can now jump onto the shack along the outside path.&lt;br /&gt;
* Better FPS&lt;br /&gt;
* Various detail improvements and additions&lt;br /&gt;
* Respawn rate raised 1 tick&lt;br /&gt;
&#039;&#039;&#039;ctf_landfall_test3&#039;&#039;&#039;&lt;br /&gt;
* Added a new room on the upper levels of each side by mid.&lt;br /&gt;
* Removed the outdoor ramp leading up, and put the indoor staircase back in (connects with the new room).&lt;br /&gt;
* Changed the sawroom going into the bases. It&#039;s not got more space outdoors, in hopes of making that path more dangerous for the attackers.&lt;br /&gt;
* Put the Intelligence back in the old spot&lt;br /&gt;
* Changed the layout of the Intelligence deck to give the outside path an easy route to the Intelligence.&lt;br /&gt;
&#039;&#039;&#039;ctf_landfall_test2&#039;&#039;&#039;&lt;br /&gt;
* Added a small new room in mid to safely get from the lower saw-room door to the porch on the side of mid.&lt;br /&gt;
* Added a new little alcove where the outside path meets mid.&lt;br /&gt;
* Removed the indoor staircase going from the outside path to upper mid. It&#039;s replaced by an outdoor ramp leading up.&lt;br /&gt;
&#039;&#039;&#039;ctf_landfall_test1&#039;&#039;&#039;&lt;br /&gt;
* flag return time raised to 35 seconds&lt;br /&gt;
* Changed the sides of mid. They&#039;re now higher up and have a porch area to give a better vantage point on the upper catwalk.&lt;br /&gt;
* Various changes to the former Intelligence area.&lt;br /&gt;
* Moved the Intelligence to the building adjacent to where it used to be. I also expanded the building to make it a better Intelligence spot. I&#039;m just trying it out for now, to see what the new location does, so I might not stick with it.&lt;br /&gt;
&#039;&#039;&#039;ctf_landfall_b1&#039;&#039;&#039;&lt;br /&gt;
* put the spawn times back to a9 times&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Players can walk through a bucket in the area outside RED&#039;s and BLU&#039;s spawn.&lt;br /&gt;
* Developer Nineaxis also developed [[Hoodoo]].&lt;br /&gt;
* A winter-themed version of Landfall, &amp;quot;[https://steamcommunity.com/sharedfiles/filedetails/?id=1915450727 Snowfall]&amp;quot;, also exists.&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Double_Cross&amp;diff=9991</id>
		<title>Double Cross</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Double_Cross&amp;diff=9991"/>
		<updated>2026-02-25T08:53:43Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = ctf_doublecross.webp&lt;br /&gt;
|game-type = Capture the Flag&lt;br /&gt;
|file-name = ctf_doublecross&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = Valve&lt;br /&gt;
|map-environment = Industrial&lt;br /&gt;
|map-setting = Night&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Double Cross&#039;&#039;&#039; is an official [[Capture the Flag]] map, set within two buildings on a land mass opposite each other, connected by two bridges. It has a nighttime setting, with the encampment flanked by mountainous terrain populated by anonymous refineries and utility poles.&lt;br /&gt;
&lt;br /&gt;
Double Cross was added to Team Fortress 2 Classic on July 4, 2020, in the [[Death &amp;amp; Taxes]] update. It was created by Valve, and was prior added to Team Fortress 2 on December 17, 2009.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Double_Cross_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Interior ===&lt;br /&gt;
Each team spawns in a room with an upper and lower floor. The upper floor sends players to the top layer of their base, while the lower floor sends them to the middle layer, or to a one-way drop to the sewers below. The flag is set in a large and square building, with two exits. The first exit leads to that team&#039;s spawn or sewer, and the second exit leads to their battlements. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Double_Cross_Spawn_Upper.webp|RED spawn upper&lt;br /&gt;
Double_Cross_Spawn_Lower.webp|RED spawn lower&lt;br /&gt;
Double_Cross_Spawn_Interior.webp|Spawn exterior interior&lt;br /&gt;
Double_Cross_Spawn_Exterior.webp|Spawn exterior exterior&lt;br /&gt;
Double_Cross_Flag.webp|Intelligence&lt;br /&gt;
Double_Cross_Flag_Exterior.webp|Intelligence exterior&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Exterior ===&lt;br /&gt;
In the middle is a large, open, and linear bridge with little cover and endless sightlines. Crossing below the bridge is another bridge, which leads to both team&#039;s sewers. The sewer itself has some [[water]], both deep and shallow, and connects to that team&#039;s base through either the stairs or a one-way drop. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Double_Cross_Spawn_Battlements.webp|RED spawn to battlements&lt;br /&gt;
Double_Cross_Battlements.webp|RED battlements&lt;br /&gt;
Double_Cross_Bridge_Upper.webp|Upper bridge&lt;br /&gt;
Double_Cross_Bridge_Lower.webp|Lower bridge&lt;br /&gt;
Double_Cross_Sewer.webp|Sewer&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added ctf_doublecross&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=2Fort&amp;diff=9990</id>
		<title>2Fort</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=2Fort&amp;diff=9990"/>
		<updated>2026-02-25T08:53:32Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Ctf 2fort bridge ss.png&lt;br /&gt;
|file-name = ctf_2fort&lt;br /&gt;
|game-type = Capture the Flag&lt;br /&gt;
|developer = Valve&lt;br /&gt;
|map-environment = Farmland&lt;br /&gt;
|map-setting = Daylight, sunny&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;2Fort&#039;&#039;&#039; is a symmetrical [[Capture the Flag]] map.&lt;br /&gt;
&lt;br /&gt;
The map takes place on a contested plot of farmland, and consists of the titular two forts - one owned by each team, facing each other, connected by a roofed bridge over a shared moat, which holds deep water. &lt;br /&gt;
&lt;br /&gt;
Each team&#039;s intelligence briefcase is contained in the furthest depths of the spytech bases hiding under each fort. The narrow corridors leading to the briefcase make it a relatively easy objective to defend.&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Overhauled the appearance of water across the map&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Water appearance slightly adjusted to be more clear&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
*Slightly adjusted lighting around the map, and fixed some previous lighting errors&lt;br /&gt;
*Updated the basement floors for each team to be properly reflective (after the cubemaps on them were previously broken)&lt;br /&gt;
*Added parallax correction for spawnroom floors across the map&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
*Fixed broken color correction in both team&#039;s intelligence room&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Despite the only evidence of animal life being badly-placed wooden cows, there is still audible mooing around the map, which does not bode well for our understanding of bovine physiology.&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Floodgate&amp;diff=9989</id>
		<title>Floodgate</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Floodgate&amp;diff=9989"/>
		<updated>2026-02-25T08:53:09Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Arena_floodgate.webp&lt;br /&gt;
|game-type = Arena&lt;br /&gt;
|four-team = yes&lt;br /&gt;
|file-name = 4arena_floodgate&lt;br /&gt;
|developer = savva&lt;br /&gt;
|link = [https://gamebanana.com/mods/56265 Gamebanana]&lt;br /&gt;
|release-date = April 28, 2023 ([[Fight or Flight]])&lt;br /&gt;
|map-environment = Alpine&lt;br /&gt;
|map-setting = Afternoon, Foggy&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Floodgate&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day1 promotional blurb]|&lt;br /&gt;
With an expansive multi-tier mid and serpentine back alleys, Floodgate&#039;s home to the kind of involved long-form teamplay that makes Arena worth playing in a sea of [[Payload|Payloads]] and [[Domination|Dominations]]. Make like a bottling plant, and contaminate your enemies with fatal amounts of lead.}}&lt;br /&gt;
&#039;&#039;&#039;Floodgate&#039;&#039;&#039; is an official [[Four-Team]] [[Arena]] map with a symmetrical design, featuring exaggerated verticality, tight corners, cramped interiors, and tons of ambush routes. It is set in a fake bottling plant on an anonymous mountain ridge that conceals a mysterious intelligence apparatus. &lt;br /&gt;
&lt;br /&gt;
Floodgate was added to Team Fortress 2 Classic on April 28, 2023, in the [[Fight or Flight]] update. It was created by TF2 Classic contributor savva. It was [https://gamebanana.com/mods/56265 uploaded] to Gamebanana on February 28, 2021.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Floodgate_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns in a single room with a single exit, leading to an elevated platform with a one-way drop to the ground. The ground has a singular, wide route to center. The platform connects to a building that connects to an opposing team&#039;s equivalent building. Both buildings lead to the center through a short staircase.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Floodgate_RED_Spawn.webp|RED spawn room&lt;br /&gt;
Floodgate_BLU_Spawn.webp|BLU spawn platform&lt;br /&gt;
Floodgate_GRN_Spawn.webp|GRN spawn building&lt;br /&gt;
Floodgate_YLW_Spawn.webp|YLW spawn ground route&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Center ===&lt;br /&gt;
All the teams meet in a wide center arena surrounding a tiny, enclosed point inside a tower. The tower has pipes around it allowing for a height advantage. There are supply shacks in front of the point with medium ammo packs, and a side route behind them with shallow water and a medium ammo pack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Floodgate_Center.webp|Center overview&lt;br /&gt;
Floodgate_Side_Route.webp|Side route&lt;br /&gt;
Floodgate_Supplies.webp|Supply shack&lt;br /&gt;
Floodgate_Point_Below.webp|Point from below&lt;br /&gt;
Floodgate_Point_Above.webp|Point from above&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added arena_floodgate (savva)&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Minor artpass improvements&lt;br /&gt;
* Fixed certain lighting issues&lt;br /&gt;
* Slight clipping adjustments&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Added a &amp;quot;4&amp;quot; prefix to all Four-Team map names&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flask&amp;diff=9988</id>
		<title>Flask</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flask&amp;diff=9988"/>
		<updated>2026-02-25T08:52:51Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = Arena_flask.webp&lt;br /&gt;
|game-type = Arena&lt;br /&gt;
|four-team = yes&lt;br /&gt;
|file-name = 4arena_flask&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = {{Dev|Drudlyclean the Skeledude}}&amp;lt;br&amp;gt;{{Dev|Trotim}}&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|[http://tf2classic.com/death_and_taxes/day3 Death &amp;amp; Taxes update page]|&lt;br /&gt;
Four teams, a square sandbox, and a rickety shack in the middle: pure unbridled four-team mayhem. The tension of Arena is ratcheted even higher by wide-open sightlines and extra teams to wipe, and with the lobby spread across four teams instead of two, every death is twice as damning.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Flask&#039;&#039;&#039; is an official [[Four-Team]] [[Arena]] map, set in a compound in the middle of nowhere, with each team carving out a small base around a hayshed. The goal is for one team to kill all other players, or to capture the point in the middle, which becomes available after 60 seconds. If no team wins after 3 minutes, the round ends in a stalemate.&lt;br /&gt;
&lt;br /&gt;
Flask was added to Team Fortress 2 Classic on July 4, 2020, in the [[Death &amp;amp; Taxes]] update. It was created by &#039;&#039;TF2 Classic&#039;&#039; team member {{Dev|Trotim}} and former member {{Dev|Drudlyclean the Skeledude}}.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Flask_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Flask ===&lt;br /&gt;
Each team spawns in a color-coordinated base that has a sharp turn to the outside world. BLU and RED face each other, as well as GRN and YLW. The middle Control Point is inside a small, yet tall shack, with a plank platform above it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Flask_BLU_Spawn.webp|BLU spawn&lt;br /&gt;
Flask_BLU_Exterior.webp|BLU exterior&lt;br /&gt;
Flask_GRN_Spawn.webp|GRN spawn&lt;br /&gt;
Flask_GRN_Exterior.webp|GRN exterior&lt;br /&gt;
Flask_RED_Spawn.webp|RED spawn&lt;br /&gt;
Flask_RED_Exterior.webp|RED exterior&lt;br /&gt;
Flask_YLW_Spawn.webp|YLW spawn&lt;br /&gt;
Flask_YLW_Exterior.webp|YLW exterior&lt;br /&gt;
Flask_YLW_GRN.webp|GRN and YLW exterior&lt;br /&gt;
Flask_BLU_RED.webp|BLU and RED exterior&lt;br /&gt;
Flask_Point.webp|Control Point&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* added arena_flask&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated a few displacements to prevent mobility classes from camping above the battleground&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Added a &amp;quot;4&amp;quot; prefix to all Four-Team map names&lt;br /&gt;
* Updated 4arena_flask&lt;br /&gt;
** Refreshed artpass&lt;br /&gt;
** Overhauled soundscapes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Watchtower&amp;diff=9987</id>
		<title>Watchtower</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Watchtower&amp;diff=9987"/>
		<updated>2026-02-25T08:52:39Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = arena_watchtower.webp&lt;br /&gt;
|game-type = Arena&lt;br /&gt;
|file-name = arena_watchtower&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = JoshuaC&lt;br /&gt;
|map-environment = Alpine&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Watchtower&#039;&#039;&#039; is an official [[Arena]] map, set inside a crater where a radio watchtower watches and towers over the radial arena. The point becomes available after 60 seconds.&lt;br /&gt;
&lt;br /&gt;
Watchtower was added to Team Fortress 2 Classic on July 4, 2020, in the [[Death &amp;amp; Taxes]] update. It was created by a user named &amp;quot;JoshuaC&amp;quot;, and was prior added to Team Fortress 2 on February 24, 2009.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Watchtower_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns in a small mineshaft whose gates open at round start. Outside they are led to the arena, which is a circle with four pipes leading into the watchtower. There is a tunnel leading to the below area, with each corner filled with a small pool of [[water|deep water]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Watchtower_RED_Spawn.webp|RED spawn&lt;br /&gt;
Watchtower_RED_Spawn_Back.webp|RED spawn back&lt;br /&gt;
Watchtower_RED_Spawn_Front.webp|RED spawn front&lt;br /&gt;
Watchtower_RED_Pipes.webp|RED pipes&lt;br /&gt;
Watchtower_RED_Tunnel.webp|RED tunnel&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Watchtower ===&lt;br /&gt;
The watchtower holds the Control Point, which can be accessed through the pipes, stairs, or holes in the roof. Unlike every other map in this game, the windows in the watchtower can be broken, leading to a delightful display of fluttering glass and novel opportunities for bullets to come through.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Watchtower_Watchtower_Below.webp|Watchtower from below&lt;br /&gt;
Watchtower_Watchtower_Middle.webp|Watchtower stairs&lt;br /&gt;
Watchtower_Watchtower_Above.webp|Watchtower from above&lt;br /&gt;
Watchtower_Control_Point.webp|Control Point&lt;br /&gt;
Watchtower_Glass.webp|Impotent rage against inanimate objects&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added arena_watchtower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Ravine&amp;diff=9986</id>
		<title>Ravine</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Ravine&amp;diff=9986"/>
		<updated>2026-02-25T08:52:26Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = arena_ravine.webp&lt;br /&gt;
|game-type = Arena&lt;br /&gt;
|file-name = arena_ravine&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = Valve&lt;br /&gt;
|map-environment = Desert&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Ravine&#039;&#039;&#039; is an official [[Arena]] map, set around a tall, rickety tower, with various tin shacks populating the rocky plains, and small alcoves underneath. Despite its name, it is more of a gorge than a ravine. The point in the middle becomes available after 60 seconds. &lt;br /&gt;
&lt;br /&gt;
Ravine was added to Team Fortress 2 Classic on July 4, 2020, in the [[Death &amp;amp; Taxes]] update. It was created by Valve, and was prior added to Team Fortress 2 on August 19, 2008.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Ravine_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns in a waiting room which leads immediately to the desert exterior. Each spawn has a large front yard in front of it, which takes up the majority of the map&#039;s surface. The point in the middle splits each spawn&#039;s exterior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Ravine_RED_Spawn.webp|RED spawn&lt;br /&gt;
Ravine_RED_Front.webp|RED spawn front&lt;br /&gt;
Ravine_RED_Left.webp|RED spawn left&lt;br /&gt;
Ravine_RED_Right.webp|RED spawn right&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
The Control Point is situated in a middle tower that hovers over the battlefield, although in practice it only has two floors. The center is above a structure resembling a hole in the ground, which is the ravine of Ravine. There are alcoves to its left and right, and tunnels that lead from each spawn exterior. There is also a hole that drops down onto the point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Ravine_Point_Left.webp|Left side of point&lt;br /&gt;
Ravine_Point_Right.webp|Right side of point&lt;br /&gt;
Ravine_Left_Under.webp|Under left side&lt;br /&gt;
Ravine_Right_Under.webp|Under right side&lt;br /&gt;
Ravine_Point_Under.webp|Tunnel under center&lt;br /&gt;
Ravine_Point_Above.webp|Hole above point&lt;br /&gt;
Ravine_Control_Point.webp|Control Point&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added arena_ravine&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Lumberyard&amp;diff=9985</id>
		<title>Lumberyard</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Lumberyard&amp;diff=9985"/>
		<updated>2026-02-25T08:52:10Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: added nav_maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox map&lt;br /&gt;
|map-image = arena_lumberyard.webp&lt;br /&gt;
|game-type = Arena&lt;br /&gt;
|file-name = arena_lumberyard&lt;br /&gt;
|release-date = July 4, 2020 ([[Death &amp;amp; Taxes]])&lt;br /&gt;
|developer = Valve&lt;br /&gt;
|map-environment = Alpine&lt;br /&gt;
|map-setting = Day&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Lumberyard&#039;&#039;&#039; is an official [[Arena]] map, set in an alpine lumberyard, where battles take place around a lumber facility and its outside yard, all within mountains lumbering over yards away. The map is slightly asymmetrical, with different props around the sides for each team. The point in the middle becomes available after 60 seconds.&lt;br /&gt;
&lt;br /&gt;
Lumberyard was added to Team Fortress 2 Classic on July 4, 2020, in the [[Death &amp;amp; Taxes]] update. It was created by Valve, and was prior added to Team Fortress 2 on August 19, 2008.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
=== Overview ===&lt;br /&gt;
[[File:Lumberyard_Overview.webp|center|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Spawn ===&lt;br /&gt;
Each team spawns in a large interior, where the shutters are closed until the round starts. They have a wide exterior outside their spawn, which goes into the thinner middle areas. There are also stairs leading to a bridge that leads to a room that leads to above the Control Point. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Lumberyard_RED_Spawn.webp|RED spawn&lt;br /&gt;
Lumberyard_RED_Stairs.webp|RED spawn stairs&lt;br /&gt;
Lumberyard_RED_Spawn_Front.webp|RED spawn exterior&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Middle ===&lt;br /&gt;
The exterior has different sides. One side has a log above a death pit and two small shacks. The other has an asymmetrical shack that is closer to BLU. The Control Point is in the middle shack, with two windows above it. The two shutters leading to the point don&#039;t open until 60 seconds have passed, although the windows remain open.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
Lumberyard_Pit.webp|Middle pit side&lt;br /&gt;
Lumberyard_Shack.webp|Middle shack side&lt;br /&gt;
Lumberyard_Point_Above.webp|Above point&lt;br /&gt;
Lumberyard_Point_Stairs.webp|Stairs to above point&lt;br /&gt;
Lumberyard_Control_Point.webp|Control Point&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added arena_lumberyard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav_Maps}}&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:Maps_Nav&amp;diff=9984</id>
		<title>Template:Maps Nav</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:Maps_Nav&amp;diff=9984"/>
		<updated>2026-02-25T08:50:52Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: Yfyfyfyfyfy moved page Template:Maps Nav to Template:Nav Maps: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:Nav Maps]]&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:Nav_Maps&amp;diff=9983</id>
		<title>Template:Nav Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:Nav_Maps&amp;diff=9983"/>
		<updated>2026-02-25T08:50:52Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: Yfyfyfyfyfy moved page Template:Maps Nav to Template:Nav Maps: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;mw-collapsible mw-collapsed navbox&amp;quot; width=100% cellpadding=4 align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:left; font-size:90%; background: #E5E0DC; border: 1px solid #583A31;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size:110%; background: #8B6D64; padding: 0.2em 0.4em; text-align:center;&amp;quot; height=25 colspan=&amp;quot;2&amp;quot; | &amp;lt;div style=&amp;quot;float:left;vertical-align:middle;&amp;quot;&amp;gt;{{navbar|Nav maps|plain=1}}&amp;lt;/div&amp;gt;[[:Category:Maps|Official Maps]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; width: 180px; text-align:right; padding-right:1em;&amp;quot; | [[Arena]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Badlands]]&lt;br /&gt;
* [[Granary]]&lt;br /&gt;
* [[Lumberyard]]&lt;br /&gt;
* [[Nucleus]]&lt;br /&gt;
* [[Offblast]]&lt;br /&gt;
* [[Ravine]]&lt;br /&gt;
* [[Sawmill]]&lt;br /&gt;
* [[Watchtower]]&lt;br /&gt;
* [[Well]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Arena]] ([[Four-Team]])&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Flask]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Capture the Flag]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[2Fort]]&lt;br /&gt;
* [[Double Cross]]&lt;br /&gt;
* [[Landfall]]&lt;br /&gt;
* [[Pelican Peak]]&lt;br /&gt;
* [[Penguin Peak]]&lt;br /&gt;
* [[Sawmill]]&lt;br /&gt;
* [[Turbine]]&lt;br /&gt;
* [[Well]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Control Points]]&lt;br /&gt;
| style=&amp;quot;padding:0; text-align:left;&amp;quot; |&lt;br /&gt;
{| width=100% cellpadding=2 style=&amp;quot;background:transparent;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background: #D9C8C0; text-align:right;width:140px;&amp;quot; | [[Attack / Defense]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Amaranth]]&lt;br /&gt;
* [[Dustbowl]]&lt;br /&gt;
* [[Egypt]]&lt;br /&gt;
* [[Furnace Creek]]&lt;br /&gt;
* [[Gorge]]&lt;br /&gt;
* [[Gravel Pit]]&lt;br /&gt;
* [[Junction]]&lt;br /&gt;
* [[Mountain Lab]]&lt;br /&gt;
* [[Steel]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #D9C8C0; text-align:right; padding-right:1em;&amp;quot; | [[Medieval Mode]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[DeGroot Keep]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #D9C8C0; text-align:right; padding-right:1em;&amp;quot; | Symmetric&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Badlands]]&lt;br /&gt;
* [[Coldfront]]&lt;br /&gt;
* [[Fastlane]]&lt;br /&gt;
* [[Foundry]]&lt;br /&gt;
* [[Freight]]&lt;br /&gt;
* [[5Gorge]]&lt;br /&gt;
* [[Granary]]&lt;br /&gt;
* [[Gullywash]]&lt;br /&gt;
* [[Powerhouse]]&lt;br /&gt;
* [[Tidal]]&lt;br /&gt;
* [[Well]]&lt;br /&gt;
* [[Yukon]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Domination]]&lt;br /&gt;
| style=&amp;quot;padding:0; text-align:left;&amp;quot; |&lt;br /&gt;
{| width=100% cellpadding=2 style=&amp;quot;background:transparent;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background: #D9C8C0; text-align:right; padding-right:1em;width:140px;&amp;quot; | Four-Team&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Hydro]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #D9C8C0; text-align:right; padding-right:1em;&amp;quot; | Four-Team Medieval&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Krepost]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:0.3em;margin-top:0.2em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Oil Canyon]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
* [[Sawtooth Mountain]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[King of the Hill]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Badlands]]&lt;br /&gt;
* [[Frigid]]&lt;br /&gt;
* [[Harvest]]&lt;br /&gt;
* [[Harvest (Event)]]&lt;br /&gt;
* [[Lakeside]]&lt;br /&gt;
* [[Nucleus]]&lt;br /&gt;
* [[Sawmill]]&lt;br /&gt;
* [[Viaduct]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Payload]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Badwater Basin]]&lt;br /&gt;
* [[Barnblitz]]&lt;br /&gt;
* [[Frontier]]&lt;br /&gt;
* [[Gold Rush]]&lt;br /&gt;
* [[Hoodoo]]&lt;br /&gt;
* [[Jinn]]&lt;br /&gt;
* [[Thunder Mountain]]&lt;br /&gt;
* [[Upward]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Payload Race]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Hightower]]&lt;br /&gt;
* [[Nightfall]]&lt;br /&gt;
* [[Pipeline]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Payload Race]] (Four-Team)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Sisyphus]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Special Delivery]]&lt;br /&gt;
| style=text-align:left;&amp;quot; |&lt;br /&gt;
* [[Doomsday]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Territorial Control]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Hydro]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Territorial Domination]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Caper]]&lt;br /&gt;
* [[Sunnyside]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[VIP]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Avanti]]&lt;br /&gt;
* [[Badwater Basin]]&lt;br /&gt;
* [[Blackstone Harbor]]&lt;br /&gt;
* [[Mineside]]&lt;br /&gt;
* [[Trainyard]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[VIP Race]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[2Bridge]]&lt;br /&gt;
* [[Chopper]]&lt;br /&gt;
* [[Drizzle]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Navbox templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:Nav_Maps&amp;diff=9982</id>
		<title>Template:Nav Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:Nav_Maps&amp;diff=9982"/>
		<updated>2026-02-25T08:45:55Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: created. literal bullshit. please edit this if anyone knows how to deal with this. better than nothing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;mw-collapsible mw-collapsed navbox&amp;quot; width=100% cellpadding=4 align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:left; font-size:90%; background: #E5E0DC; border: 1px solid #583A31;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size:110%; background: #8B6D64; padding: 0.2em 0.4em; text-align:center;&amp;quot; height=25 colspan=&amp;quot;2&amp;quot; | &amp;lt;div style=&amp;quot;float:left;vertical-align:middle;&amp;quot;&amp;gt;{{navbar|Nav maps|plain=1}}&amp;lt;/div&amp;gt;[[:Category:Maps|Official Maps]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; width: 180px; text-align:right; padding-right:1em;&amp;quot; | [[Arena]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Badlands]]&lt;br /&gt;
* [[Granary]]&lt;br /&gt;
* [[Lumberyard]]&lt;br /&gt;
* [[Nucleus]]&lt;br /&gt;
* [[Offblast]]&lt;br /&gt;
* [[Ravine]]&lt;br /&gt;
* [[Sawmill]]&lt;br /&gt;
* [[Watchtower]]&lt;br /&gt;
* [[Well]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Arena]] ([[Four-Team]])&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Flask]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Capture the Flag]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[2Fort]]&lt;br /&gt;
* [[Double Cross]]&lt;br /&gt;
* [[Landfall]]&lt;br /&gt;
* [[Pelican Peak]]&lt;br /&gt;
* [[Penguin Peak]]&lt;br /&gt;
* [[Sawmill]]&lt;br /&gt;
* [[Turbine]]&lt;br /&gt;
* [[Well]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Control Points]]&lt;br /&gt;
| style=&amp;quot;padding:0; text-align:left;&amp;quot; |&lt;br /&gt;
{| width=100% cellpadding=2 style=&amp;quot;background:transparent;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background: #D9C8C0; text-align:right;width:140px;&amp;quot; | [[Attack / Defense]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Amaranth]]&lt;br /&gt;
* [[Dustbowl]]&lt;br /&gt;
* [[Egypt]]&lt;br /&gt;
* [[Furnace Creek]]&lt;br /&gt;
* [[Gorge]]&lt;br /&gt;
* [[Gravel Pit]]&lt;br /&gt;
* [[Junction]]&lt;br /&gt;
* [[Mountain Lab]]&lt;br /&gt;
* [[Steel]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #D9C8C0; text-align:right; padding-right:1em;&amp;quot; | [[Medieval Mode]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[DeGroot Keep]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #D9C8C0; text-align:right; padding-right:1em;&amp;quot; | Symmetric&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Badlands]]&lt;br /&gt;
* [[Coldfront]]&lt;br /&gt;
* [[Fastlane]]&lt;br /&gt;
* [[Foundry]]&lt;br /&gt;
* [[Freight]]&lt;br /&gt;
* [[5Gorge]]&lt;br /&gt;
* [[Granary]]&lt;br /&gt;
* [[Gullywash]]&lt;br /&gt;
* [[Powerhouse]]&lt;br /&gt;
* [[Tidal]]&lt;br /&gt;
* [[Well]]&lt;br /&gt;
* [[Yukon]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Domination]]&lt;br /&gt;
| style=&amp;quot;padding:0; text-align:left;&amp;quot; |&lt;br /&gt;
{| width=100% cellpadding=2 style=&amp;quot;background:transparent;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background: #D9C8C0; text-align:right; padding-right:1em;width:140px;&amp;quot; | Four-Team&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Hydro]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #D9C8C0; text-align:right; padding-right:1em;&amp;quot; | Four-Team Medieval&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Krepost]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:0.3em;margin-top:0.2em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Oil Canyon]]&lt;br /&gt;
* [[Railway]]&lt;br /&gt;
* [[Sawtooth Mountain]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[King of the Hill]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Badlands]]&lt;br /&gt;
* [[Frigid]]&lt;br /&gt;
* [[Harvest]]&lt;br /&gt;
* [[Harvest (Event)]]&lt;br /&gt;
* [[Lakeside]]&lt;br /&gt;
* [[Nucleus]]&lt;br /&gt;
* [[Sawmill]]&lt;br /&gt;
* [[Viaduct]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Payload]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Badwater Basin]]&lt;br /&gt;
* [[Barnblitz]]&lt;br /&gt;
* [[Frontier]]&lt;br /&gt;
* [[Gold Rush]]&lt;br /&gt;
* [[Hoodoo]]&lt;br /&gt;
* [[Jinn]]&lt;br /&gt;
* [[Thunder Mountain]]&lt;br /&gt;
* [[Upward]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Payload Race]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Hightower]]&lt;br /&gt;
* [[Nightfall]]&lt;br /&gt;
* [[Pipeline]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Payload Race]] (Four-Team)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Sisyphus]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Special Delivery]]&lt;br /&gt;
| style=text-align:left;&amp;quot; |&lt;br /&gt;
* [[Doomsday]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Territorial Control]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Hydro]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[Territorial Domination]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Caper]]&lt;br /&gt;
* [[Sunnyside]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[VIP]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[Avanti]]&lt;br /&gt;
* [[Badwater Basin]]&lt;br /&gt;
* [[Blackstone Harbor]]&lt;br /&gt;
* [[Mineside]]&lt;br /&gt;
* [[Trainyard]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #C6B2A8; text-align:right; padding-right:1em;&amp;quot; | [[VIP Race]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* [[2Bridge]]&lt;br /&gt;
* [[Chopper]]&lt;br /&gt;
* [[Drizzle]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Navbox templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=3.0.3&amp;diff=9964</id>
		<title>3.0.3</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=3.0.3&amp;diff=9964"/>
		<updated>2026-02-24T21:35:39Z</updated>

		<summary type="html">&lt;p&gt;Yfyfyfyfyfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Patch&lt;br /&gt;
|prev = 3.0.2&lt;br /&gt;
|next = 3.0.4&lt;br /&gt;
|date = February 11, 2026&lt;br /&gt;
|major = &lt;br /&gt;
|update =&lt;br /&gt;
|blogpost = [https://store.steampowered.com/news/app/3545060/view/508479417583927310 steam page]&lt;br /&gt;
|archives = &lt;br /&gt;
|new-weps = &lt;br /&gt;
|new-maps = &lt;br /&gt;
|mapfix = &lt;br /&gt;
|wepfix = &lt;br /&gt;
|genfix = yes&lt;br /&gt;
|bugfix = yes &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
=== Balance Changes ===&lt;br /&gt;
* Updated the [[Mine Layer]]:&lt;br /&gt;
** Reduced projectile speed by 50%&lt;br /&gt;
** Lowered fire rate by 50%&lt;br /&gt;
&lt;br /&gt;
=== New Commands ===&lt;br /&gt;
* Added {{code|viewmodel_offset_x}}, {{code|viewmodel_offset_y}}, and {{code|viewmodel_offset_z}}&lt;br /&gt;
* Added {{code|viewmodel_offset_pitch}}, {{code|viewmodel_offset_yaw}}, and {{code|viewmodel_offset_roll}}&lt;br /&gt;
&lt;br /&gt;
=== Bug Fixes ===&lt;br /&gt;
* Fixed an issue where [[teams]] could get two [[Civilian]]s in [[VIP]] and [[VIP Race]]&lt;br /&gt;
* Fixed an issue where [[Rejuvenator]] projectiles were hitting prop bounding boxes&lt;br /&gt;
* Fixed an issue where Rejuvenator projectiles were bouncing off of [[Control Points]]&lt;br /&gt;
* Fixed an issue where heals were applying to dead players&lt;br /&gt;
* Fixed an issue where [[Medics]] with an active Über Generator would allow players to be [[ÜberCharge|ÜberCharged]] indefinitely&lt;br /&gt;
* Fixed an issue where the Über Generator could only stay active for 10 seconds maximum&lt;br /&gt;
* Fixed an issue where ÜberCharge penalties were not being applied correctly to the Rejuvenator&lt;br /&gt;
* Fixed issues with UnlitGeneric materials using {{code|$selfillum}}&lt;br /&gt;
* Fixed an issue where equipping the [[Anti-Aircraft Cannon]] made Shotguns use player hulls for hit detection&lt;br /&gt;
* Fixed Dispensers maintaining overheal&lt;br /&gt;
* Added lag compensation to Stickybomb-based [[Melee|melees]]&lt;br /&gt;
* {{code|mp_match_end_at_timelimit 0}} now properly prevents stalemate at server time limit from triggering (18 year old annoyance!)&lt;br /&gt;
* [[Harvester]] taunt kill now only has a [[critical hit]] visual on kill feed and damage feedback&lt;br /&gt;
* Harvester taunt kill attack now takes 0.1s longer to trigger to better match the animation&lt;br /&gt;
* Fixed the [[Dynamite Pack]] taunt kill [[achievement]] triggering on any Dynamite Pack kill&lt;br /&gt;
* Fixed the Birthday Blowout achievement trigger being able to be spammed on extinguished bomblets&lt;br /&gt;
* Fixed Harvester decapitation kill icon/logging&lt;br /&gt;
* Fixed the player being able to reload while taunting&lt;br /&gt;
* Fixed servers never reading {{code|tf2c_avoid_becoming_vip}}&lt;br /&gt;
* Fixed [[tranquilizer]] darts pinning ragdolls&lt;br /&gt;
* Added medals to voice chat feed&lt;br /&gt;
* Reimplemented the ability to force a Spycrab taunt by looking upwards&lt;br /&gt;
* Made NPC nextbots respect {{code|cl_interp_npcs}}&lt;br /&gt;
* Ran a pass on streamer mode to ensure player-identifying information is never shown&lt;br /&gt;
* Refactored disguises to not run on impulse&lt;br /&gt;
* Added missing stats for the Anti-Aircraft Cannon&lt;br /&gt;
* Added global variants to gameplay signs&lt;br /&gt;
* Added global variants to the signs used in [[Doomsday]] and [[Hydro]]&lt;br /&gt;
* Added deflected [[Coilgun]] kill icon&lt;br /&gt;
* Added [[Four-Team|four-team]] skins to the uniform locker&lt;/div&gt;</summary>
		<author><name>Yfyfyfyfyfy</name></author>
	</entry>
</feed>