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	<id>https://wiki.tf2classified.com/w/index.php?action=history&amp;feed=atom&amp;title=Water</id>
	<title>Water - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.tf2classified.com/w/index.php?action=history&amp;feed=atom&amp;title=Water"/>
	<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Water&amp;action=history"/>
	<updated>2026-05-31T22:46:55Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.46.0-beta</generator>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Water&amp;diff=5845&amp;oldid=prev</id>
		<title>VivaRomania at 00:04, 6 February 2025</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Water&amp;diff=5845&amp;oldid=prev"/>
		<updated>2025-02-06T00:04:08Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 00:04, 6 February 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l13&quot;&gt;Line 13:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 13:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Pelican_Peak_Water.webp|Deeper shallow water&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Pelican_Peak_Water.webp|Deeper shallow water&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/gallery&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/gallery&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Gameplay]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>VivaRomania</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Water&amp;diff=3366&amp;oldid=prev</id>
		<title>Ratboy Slim: Added picture</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Water&amp;diff=3366&amp;oldid=prev"/>
		<updated>2023-08-08T21:36:29Z</updated>

		<summary type="html">&lt;p&gt;Added picture&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:36, 8 August 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Casbah Water&lt;/del&gt;.webp|thumb|That cool, refreshing drink.]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Casbah_Water&lt;/ins&gt;.webp|thumb|That cool, refreshing drink.]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039; is a mechanic occasionally found on maps, whether used as a decorative element or as a legitimate hazard. Maps can feature either shallow water or deep water. Shallow water does not affect movement, but will have subtle gameplay effects, such as preventing fall damage, allowing the [[Shock Therapy]] to [[mini-crit]], and revealing the splashing footsteps of cloaked [[Spy|Spies]]. If a player does an [[jumping|explosive jump]] out of shallow water, they will have significantly increased velocity compared to normal. It will not allow users to swim, extinguish their afterburn, or affect their weapon properties. Shallow water can be deceivingly deep, which will frustrate those who are rapidly burning to death.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039; is a mechanic occasionally found on maps, whether used as a decorative element or as a legitimate hazard. Maps can feature either shallow water or deep water. Shallow water does not affect movement, but will have subtle gameplay effects, such as preventing fall damage, allowing the [[Shock Therapy]] to [[mini-crit]], and revealing the splashing footsteps of cloaked [[Spy|Spies]]. If a player does an [[jumping|explosive jump]] out of shallow water, they will have significantly increased velocity compared to normal. It will not allow users to swim, extinguish their afterburn, or affect their weapon properties. Shallow water can be deceivingly deep, which will frustrate those who are rapidly burning to death.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l10&quot;&gt;Line 10:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 10:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Well_Underwater.webp|Deep water&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Well_Underwater.webp|Deep water&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Well_Water_Surface.webp|Above the surface&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Well_Water_Surface.webp|Above the surface&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Pelican_Peak_Water.webp|&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Shallow &lt;/del&gt;water&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Casbah_Sewer_Water.webp|Shallow water&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Pelican_Peak_Water.webp|&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Deeper shallow &lt;/ins&gt;water&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/gallery&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/gallery&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Water&amp;diff=3363&amp;oldid=prev</id>
		<title>Ratboy Slim: Added images</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Water&amp;diff=3363&amp;oldid=prev"/>
		<updated>2023-08-08T21:28:53Z</updated>

		<summary type="html">&lt;p&gt;Added images&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:28, 8 August 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[File:Casbah Water.webp|thumb|That cool, refreshing drink.]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039; is a mechanic occasionally found on maps, whether used as a decorative element or as a legitimate hazard. Maps can feature either shallow water or deep water. Shallow water does not affect movement, but will have subtle gameplay effects, such as preventing fall damage, allowing the [[Shock Therapy]] to [[mini-crit]], and revealing the splashing footsteps of cloaked [[Spy|Spies]]. If a player does an [[jumping|explosive jump]] out of shallow water, they will have significantly increased velocity compared to normal. It will not allow users to swim, extinguish their afterburn, or affect their weapon properties. Shallow water can be deceivingly deep, which will frustrate those who are rapidly burning to death.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039; is a mechanic occasionally found on maps, whether used as a decorative element or as a legitimate hazard. Maps can feature either shallow water or deep water. Shallow water does not affect movement, but will have subtle gameplay effects, such as preventing fall damage, allowing the [[Shock Therapy]] to [[mini-crit]], and revealing the splashing footsteps of cloaked [[Spy|Spies]]. If a player does an [[jumping|explosive jump]] out of shallow water, they will have significantly increased velocity compared to normal. It will not allow users to swim, extinguish their afterburn, or affect their weapon properties. Shallow water can be deceivingly deep, which will frustrate those who are rapidly burning to death.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l6&quot;&gt;Line 6:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 7:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Buildings will still function in deep water, except for the [[Jump Pad]], which will become flooded. However, underwater [[Sentry Gun|Sentry Guns]] cannot shoot enemies who are not themselves in water, whether shallow or deep, and Sentries on the surface cannot shoot enemies who are submerged in deep water. Unlike in Team Fortress 2, players can use [[teleporters]] underwater.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Buildings will still function in deep water, except for the [[Jump Pad]], which will become flooded. However, underwater [[Sentry Gun|Sentry Guns]] cannot shoot enemies who are not themselves in water, whether shallow or deep, and Sentries on the surface cannot shoot enemies who are submerged in deep water. Unlike in Team Fortress 2, players can use [[teleporters]] underwater.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;gallery mode=&quot;packed&quot;&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Well_Underwater.webp|Deep water&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Well_Water_Surface.webp|Above the surface&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Pelican_Peak_Water.webp|Shallow water&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;/gallery&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Water&amp;diff=2884&amp;oldid=prev</id>
		<title>Ratboy Slim: user &gt; player</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Water&amp;diff=2884&amp;oldid=prev"/>
		<updated>2023-06-28T18:05:24Z</updated>

		<summary type="html">&lt;p&gt;user &amp;gt; player&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 18:05, 28 June 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Water&#039;&#039;&#039; is a mechanic occasionally found on maps, whether used as a decorative element or as a legitimate hazard. Maps can feature either shallow water or deep water. Shallow water does not affect movement, but will have subtle gameplay effects, such as preventing fall damage, allowing the [[Shock Therapy]] to [[mini-crit]], and revealing the splashing footsteps of cloaked [[Spy|Spies]]. If a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;user &lt;/del&gt;does an [[jumping|explosive jump]] out of shallow water, they will have significantly increased velocity compared to normal. It will not allow users to swim, extinguish their afterburn, or affect their weapon properties. Shallow water can be deceivingly deep, which will frustrate those who are rapidly burning to death.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Water&#039;&#039;&#039; is a mechanic occasionally found on maps, whether used as a decorative element or as a legitimate hazard. Maps can feature either shallow water or deep water. Shallow water does not affect movement, but will have subtle gameplay effects, such as preventing fall damage, allowing the [[Shock Therapy]] to [[mini-crit]], and revealing the splashing footsteps of cloaked [[Spy|Spies]]. If a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player &lt;/ins&gt;does an [[jumping|explosive jump]] out of shallow water, they will have significantly increased velocity compared to normal. It will not allow users to swim, extinguish their afterburn, or affect their weapon properties. Shallow water can be deceivingly deep, which will frustrate those who are rapidly burning to death.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Deep water allows a character to swim around and fully submerge themselves, reducing their speed, removing their ability to taunt, and allowing themselves to swim upwards and downwards. This has the obvious effect of extinguishing afterburn, but with the less obvious effect of preventing fire-spewing weapons from being fired at all, such as the [[Flame Thrower]] and [[Flare Gun]]. It also provides complete immunity from the Flame Thrower&amp;#039;s flames, but not the Flare Gun&amp;#039;s projectile, if fired above water. Most mechanics, like zooming in with the [[Sniper Rifle]] or spinning up the [[Minigun]], will still work as normal. However, many projectiles will have their velocity affected by the water, and will become significantly slower. If a user holds the jump button in deep water, they will maintain their velocity for significantly longer than normal, allowing them to skate across the surface at rapid speed.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Deep water allows a character to swim around and fully submerge themselves, reducing their speed, removing their ability to taunt, and allowing themselves to swim upwards and downwards. This has the obvious effect of extinguishing afterburn, but with the less obvious effect of preventing fire-spewing weapons from being fired at all, such as the [[Flame Thrower]] and [[Flare Gun]]. It also provides complete immunity from the Flame Thrower&amp;#039;s flames, but not the Flare Gun&amp;#039;s projectile, if fired above water. Most mechanics, like zooming in with the [[Sniper Rifle]] or spinning up the [[Minigun]], will still work as normal. However, many projectiles will have their velocity affected by the water, and will become significantly slower. If a user holds the jump button in deep water, they will maintain their velocity for significantly longer than normal, allowing them to skate across the surface at rapid speed.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Water&amp;diff=2762&amp;oldid=prev</id>
		<title>Ratboy Slim: Added regen bug</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Water&amp;diff=2762&amp;oldid=prev"/>
		<updated>2023-06-20T06:48:46Z</updated>

		<summary type="html">&lt;p&gt;Added regen bug&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:48, 20 June 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot;&gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Deep water allows a character to swim around and fully submerge themselves, reducing their speed, removing their ability to taunt, and allowing themselves to swim upwards and downwards. This has the obvious effect of extinguishing afterburn, but with the less obvious effect of preventing fire-spewing weapons from being fired at all, such as the [[Flame Thrower]] and [[Flare Gun]]. It also provides complete immunity from the Flame Thrower&amp;#039;s flames, but not the Flare Gun&amp;#039;s projectile, if fired above water. Most mechanics, like zooming in with the [[Sniper Rifle]] or spinning up the [[Minigun]], will still work as normal. However, many projectiles will have their velocity affected by the water, and will become significantly slower. If a user holds the jump button in deep water, they will maintain their velocity for significantly longer than normal, allowing them to skate across the surface at rapid speed.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Deep water allows a character to swim around and fully submerge themselves, reducing their speed, removing their ability to taunt, and allowing themselves to swim upwards and downwards. This has the obvious effect of extinguishing afterburn, but with the less obvious effect of preventing fire-spewing weapons from being fired at all, such as the [[Flame Thrower]] and [[Flare Gun]]. It also provides complete immunity from the Flame Thrower&amp;#039;s flames, but not the Flare Gun&amp;#039;s projectile, if fired above water. Most mechanics, like zooming in with the [[Sniper Rifle]] or spinning up the [[Minigun]], will still work as normal. However, many projectiles will have their velocity affected by the water, and will become significantly slower. If a user holds the jump button in deep water, they will maintain their velocity for significantly longer than normal, allowing them to skate across the surface at rapid speed.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If the player spends more than 12 seconds underwater, they will begin drowning, dealing 5 damage every second (with two initial ticks of 3 damage and 4 damage) to them until their death. Once reaching the surface, they will gain 10 health every 2 seconds until their lost health is regained. The regeneration will pause when going back underwater. Players exiting deep water will have visible water droplets dripping off their character, which reveals cloaked Spies, and allows the Shock Therapy to mini-crit those players.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If the player spends more than 12 seconds underwater, they will begin drowning, dealing 5 damage every second (with two initial ticks of 3 damage and 4 damage) to them until their death. Once reaching the surface, they will gain 10 health every 2 seconds until their lost health is regained&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. There is no limit to how much health can be regenerated, so if a user is constantly healed underwater, they can take the regeneration effect on land indefinitely&lt;/ins&gt;. The regeneration will pause when going back underwater. Players exiting deep water will have visible water droplets dripping off their character, which reveals cloaked Spies, and allows the Shock Therapy to mini-crit those players.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Buildings will still function in deep water, except for the [[Jump Pad]], which will become flooded. However, underwater [[Sentry Gun|Sentry Guns]] cannot shoot enemies who are not themselves in water, whether shallow or deep, and Sentries on the surface cannot shoot enemies who are submerged in deep water. Unlike in Team Fortress 2, players can use [[teleporters]] underwater.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Buildings will still function in deep water, except for the [[Jump Pad]], which will become flooded. However, underwater [[Sentry Gun|Sentry Guns]] cannot shoot enemies who are not themselves in water, whether shallow or deep, and Sentries on the surface cannot shoot enemies who are submerged in deep water. Unlike in Team Fortress 2, players can use [[teleporters]] underwater.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Water&amp;diff=2742&amp;oldid=prev</id>
		<title>Ratboy Slim: Added explosive jump properties</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Water&amp;diff=2742&amp;oldid=prev"/>
		<updated>2023-06-16T23:16:03Z</updated>

		<summary type="html">&lt;p&gt;Added explosive jump properties&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:16, 16 June 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Water&#039;&#039;&#039; is a mechanic occasionally found on maps, whether used as a decorative element or as a legitimate hazard. Maps can feature either shallow water or deep water. Shallow water does not affect movement, but will have subtle gameplay effects, such as preventing fall damage, allowing the [[Shock Therapy]] to [[mini-crit]], and revealing the splashing footsteps of cloaked [[Spy|Spies]]. It will not allow users to swim, extinguish their afterburn, or affect their weapon properties. Shallow water can be deceivingly deep, which will frustrate those who are rapidly burning to death.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Water&#039;&#039;&#039; is a mechanic occasionally found on maps, whether used as a decorative element or as a legitimate hazard. Maps can feature either shallow water or deep water. Shallow water does not affect movement, but will have subtle gameplay effects, such as preventing fall damage, allowing the [[Shock Therapy]] to [[mini-crit]], and revealing the splashing footsteps of cloaked [[Spy|Spies]]&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. If a user does an [[jumping|explosive jump]] out of shallow water, they will have significantly increased velocity compared to normal&lt;/ins&gt;. It will not allow users to swim, extinguish their afterburn, or affect their weapon properties. Shallow water can be deceivingly deep, which will frustrate those who are rapidly burning to death.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Deep water allows a character to swim around and fully submerge themselves, reducing their speed, removing their ability to taunt, and allowing themselves to swim upwards and downwards. This has the obvious effect of extinguishing afterburn, but with the less obvious effect of preventing fire-spewing weapons from being fired at all, such as the [[Flame Thrower]] and [[Flare Gun]]. It also provides complete immunity from the Flame Thrower&#039;s flames, but not the Flare Gun&#039;s projectile, if fired above water. Most mechanics, like zooming in with the [[Sniper Rifle]] or spinning up the [[Minigun]], will still work as normal. However, many projectiles will have their velocity affected by the water, and will become significantly slower.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Deep water allows a character to swim around and fully submerge themselves, reducing their speed, removing their ability to taunt, and allowing themselves to swim upwards and downwards. This has the obvious effect of extinguishing afterburn, but with the less obvious effect of preventing fire-spewing weapons from being fired at all, such as the [[Flame Thrower]] and [[Flare Gun]]. It also provides complete immunity from the Flame Thrower&#039;s flames, but not the Flare Gun&#039;s projectile, if fired above water. Most mechanics, like zooming in with the [[Sniper Rifle]] or spinning up the [[Minigun]], will still work as normal. However, many projectiles will have their velocity affected by the water, and will become significantly slower&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. If a user holds the jump button in deep water, they will maintain their velocity for significantly longer than normal, allowing them to skate across the surface at rapid speed&lt;/ins&gt;.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If the player spends more than 12 seconds underwater, they will begin drowning, dealing 5 damage every second (with two initial ticks of 3 damage and 4 damage) to them until their death. Once reaching the surface, they will gain 10 health every 2 seconds until their lost health is regained. The regeneration will pause when going back underwater. Players exiting deep water will have visible water droplets dripping off their character, which reveals cloaked Spies, and allows the Shock Therapy to mini-crit those players.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If the player spends more than 12 seconds underwater, they will begin drowning, dealing 5 damage every second (with two initial ticks of 3 damage and 4 damage) to them until their death. Once reaching the surface, they will gain 10 health every 2 seconds until their lost health is regained. The regeneration will pause when going back underwater. Players exiting deep water will have visible water droplets dripping off their character, which reveals cloaked Spies, and allows the Shock Therapy to mini-crit those players.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Buildings will still function in deep water, except for the [[Jump Pad]], which will become flooded. However, underwater [[Sentry Gun|Sentry Guns]] cannot shoot enemies who are not themselves in water, whether shallow or deep, and Sentries on the surface cannot shoot enemies who are submerged in deep water. Unlike in Team Fortress 2, players can use [[teleporters]] underwater.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Buildings will still function in deep water, except for the [[Jump Pad]], which will become flooded. However, underwater [[Sentry Gun|Sentry Guns]] cannot shoot enemies who are not themselves in water, whether shallow or deep, and Sentries on the surface cannot shoot enemies who are submerged in deep water. Unlike in Team Fortress 2, players can use [[teleporters]] underwater.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Water&amp;diff=2741&amp;oldid=prev</id>
		<title>Ratboy Slim at 22:47, 16 June 2023</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Water&amp;diff=2741&amp;oldid=prev"/>
		<updated>2023-06-16T22:47:06Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:47, 16 June 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Water&#039;&#039;&#039; is a mechanic occasionally found on maps, whether used as a decorative element or as a legitimate hazard. Maps can feature either shallow water or deep water. Shallow water does not affect movement, but will have subtle gameplay effects, such as preventing fall damage, allowing the [[Shock Therapy]] to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;minicrit&lt;/del&gt;, and revealing the splashing footsteps of cloaked [[Spy|Spies]]. It will not allow users to swim, extinguish their afterburn, or affect their weapon properties. Shallow water can be deceivingly deep, which will frustrate those who are rapidly burning to death.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Water&#039;&#039;&#039; is a mechanic occasionally found on maps, whether used as a decorative element or as a legitimate hazard. Maps can feature either shallow water or deep water. Shallow water does not affect movement, but will have subtle gameplay effects, such as preventing fall damage, allowing the [[Shock Therapy]] to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[mini-crit]]&lt;/ins&gt;, and revealing the splashing footsteps of cloaked [[Spy|Spies]]. It will not allow users to swim, extinguish their afterburn, or affect their weapon properties. Shallow water can be deceivingly deep, which will frustrate those who are rapidly burning to death.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Deep water allows a character to swim around and fully submerge themselves, reducing their speed, removing their ability to taunt, and allowing themselves to swim upwards and downwards. This has the obvious effect of extinguishing afterburn, but with the less obvious effect of preventing fire-spewing weapons from being fired at all, such as the [[Flame Thrower]] and [[Flare Gun]]. It also provides complete immunity from the Flame Thrower&amp;#039;s flames, but not the Flare Gun&amp;#039;s projectile, if fired above water. Most mechanics, like zooming in with the [[Sniper Rifle]] or spinning up the [[Minigun]], will still work as normal. However, many projectiles will have their velocity affected by the water, and will become significantly slower.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Deep water allows a character to swim around and fully submerge themselves, reducing their speed, removing their ability to taunt, and allowing themselves to swim upwards and downwards. This has the obvious effect of extinguishing afterburn, but with the less obvious effect of preventing fire-spewing weapons from being fired at all, such as the [[Flame Thrower]] and [[Flare Gun]]. It also provides complete immunity from the Flame Thrower&amp;#039;s flames, but not the Flare Gun&amp;#039;s projectile, if fired above water. Most mechanics, like zooming in with the [[Sniper Rifle]] or spinning up the [[Minigun]], will still work as normal. However, many projectiles will have their velocity affected by the water, and will become significantly slower.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Water&amp;diff=2738&amp;oldid=prev</id>
		<title>Ratboy Slim: Added initial lead for water</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Water&amp;diff=2738&amp;oldid=prev"/>
		<updated>2023-06-16T22:44:31Z</updated>

		<summary type="html">&lt;p&gt;Added initial lead for water&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039; is a mechanic occasionally found on maps, whether used as a decorative element or as a legitimate hazard. Maps can feature either shallow water or deep water. Shallow water does not affect movement, but will have subtle gameplay effects, such as preventing fall damage, allowing the [[Shock Therapy]] to minicrit, and revealing the splashing footsteps of cloaked [[Spy|Spies]]. It will not allow users to swim, extinguish their afterburn, or affect their weapon properties. Shallow water can be deceivingly deep, which will frustrate those who are rapidly burning to death.&lt;br /&gt;
&lt;br /&gt;
Deep water allows a character to swim around and fully submerge themselves, reducing their speed, removing their ability to taunt, and allowing themselves to swim upwards and downwards. This has the obvious effect of extinguishing afterburn, but with the less obvious effect of preventing fire-spewing weapons from being fired at all, such as the [[Flame Thrower]] and [[Flare Gun]]. It also provides complete immunity from the Flame Thrower&amp;#039;s flames, but not the Flare Gun&amp;#039;s projectile, if fired above water. Most mechanics, like zooming in with the [[Sniper Rifle]] or spinning up the [[Minigun]], will still work as normal. However, many projectiles will have their velocity affected by the water, and will become significantly slower.&lt;br /&gt;
&lt;br /&gt;
If the player spends more than 12 seconds underwater, they will begin drowning, dealing 5 damage every second (with two initial ticks of 3 damage and 4 damage) to them until their death. Once reaching the surface, they will gain 10 health every 2 seconds until their lost health is regained. The regeneration will pause when going back underwater. Players exiting deep water will have visible water droplets dripping off their character, which reveals cloaked Spies, and allows the Shock Therapy to mini-crit those players.&lt;br /&gt;
&lt;br /&gt;
Buildings will still function in deep water, except for the [[Jump Pad]], which will become flooded. However, underwater [[Sentry Gun|Sentry Guns]] cannot shoot enemies who are not themselves in water, whether shallow or deep, and Sentries on the surface cannot shoot enemies who are submerged in deep water. Unlike in Team Fortress 2, players can use [[teleporters]] underwater.&lt;/div&gt;</summary>
		<author><name>Ratboy Slim</name></author>
	</entry>
</feed>