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Seasonalander Fall 2023


(Image credit: SFM Render - Bishop, Compositing/Overlays - Father Hoovy Is Moist, Organization - IanTheAwsm)



Seasonalander has arrived for the Fall of 2023! This season will be raising funds for the British Red Cross, a global humanitarian organization whose work includes helping people in the UK and overseas when emergencies happen, preventing or easing human suffering around the world, supporting victims of modern slavery and trafficking, and protecting people in armed conflict. Seasonalander has set an initial goal of £1,000 with funds going directly towards immediate relief like food, support, equipment and shelter. More information on the British Red Cross can be found here!




Seasonalander is a Highlander-based 9v9 tournament that uses community-created maps based on the current season of the year, which is currently Fall/Autumn! This season will feature over 72 talented creators from across the Team Fortress 2 community in both North America and Europe in hopes of bringing the Team Fortress 2 community together for several various causes! Come see your favorites entertain by throwing hands and raising funds for those in need!




Help get the word out and be sure to tune in on the 21st and 22nd of October! European games will start at 3pm GMT / 10am EDT on both Saturday & Sunday. North American games will start at roughly 8pm GMT / 3pm EDT on both Saturday & Sunday.




Important Links:



Team Fortress 2 update from Valve polishes up the new TF2 mode

Another new Team Fortress 2 update from Valve has rolled out to improve the newest mode in its squad shooter. As Counter-Strike 2 lights up Steam, TF2 stays strong alongside it in part thanks to the introduction of a mode based on a classic Half-Life 2 mod to the official rotation. Previously only available as a custom game variant, TF2 Zombie Infection is part of the ongoing Scream Fortress 2 Halloween event, and Valve continues to update it with balance changes and bug fixes.


Read the rest of the story...


RELATED LINKS:

Team Fortress 2's new mode gets a big update from Valve

Team Fortress 2 just got a new game mode, 16 years after launch

Valve just turned Team Fortress 2 into a battle royale

Team Fortress 2 Update Released

An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed floating 'Bonus' label in the middle of the screen while working on certain contracts
  • Updated the Clown's Cover-Up to fix some clipping issues, fix the LODs, and update the equip_region
  • Updated the Celestial Summit Unusual effect to reduce the particle count
  • Updated the Potion Explosion Unusual taunt effect to remove the delay when starting the effect
  • Updated glowing eye materials on Voodoo-Cursed Souls and Übercharged players with community fixes from Liam Stone (boba)
  • Updated the Carry-Van
    • Fixed the rigging on the straps to avoid clipping when running
    • Fixed misplaced ambient occlusion on the material
    • Fixed rim mask being black in places it wasn't supposed to
    • Fixed a hole in-between the window and top of the van
    • Fixed LODs to represent above changes
  • Updated the Dead Man's Party Unusual taunt effect
    • Added fades to hand sprites
    • Improved effect composition on fast-moving taunts
    • Fixed some particle sorting issues
  • Updated cp_lavapit_final
    • Fixed a skybox exploit in the underworld
  • Updated pl_spineyard
    • Fixed an exploit that allowed players to get outside of the map
    • Fixed missing cubemaps
  • Updated pl_corruption
    • Replaced some of the materials and models
    • Adjusted collisions near some wooden beams by point A
    • Adjusted prop fades
    • Fixed some minor texture issues
    • Fixed teleport trigger in one of the spawn rooms being too late to activate
    • Minor adjustments to improve your sanity
  • Updated cp_degrootkeep_rats
    • Fixed players getting stuck in the door when entering the Rabbit Hole at the same time as an enemy player
    • Fixed a hidden perch in the balcony overlooking C
  • Updated arena_perks
    • Replaced the Cloaking perk with the Patience perk (gain up to 7 health/sec)
    • Fixed missing barricades in the voting area
    • Fixed certain items having missing textures on the map
    • Removed crumpkins (with help from LizardOfOz)
    • Fixed stalemates causing extra rounds where no perks would appear
    • Added a new HUD, with an alive player counter
  • Updated zi_murky, zi_atoll, zi_devastation_final1, zi_woods, and zi_sanitarium
    • If a game is in progress and there are no players on BLU team or RED team the game will now end
    • Fixed a bug that allowed Dead Ringer spies to die without triggering a round loss
    • Fixed a bug that caused Zombies to not see combat text correctly
    • Fixed a bug that caused Rocket Launchers and Sticky Bomb Launchers to start with a low ammo
    • Fixed a bug that caused changing player loadout to kill human players (particularly on Murky)
    • Fixed an issue with missing particle effects for Medic's Heal ability
    • Adjusted the number of Zombies selected at round start for low player counts
    • Corrected unintended changes in the last update
      • Changed the damage dealt by Zombie Soldier's Stomp

        • In the previous update, Soldier would instantly kill his stomp target. This was not intended.
        • The new damage calculation is (10 + fall damage x 3). This is the same as the Mantreads.
      • Changed the Sentry Gun to deal 40% damage to Zombies

        • In the previous update, this was 35%. This was not intended.
      • Added a sound effect to Pyro's explosion of flames on death
      • Removed some debug print statements
    • Reworked Demoman's Blast Charge to fix several exploits and bugs

      • These changes should also make Blast Charge more reliable and less frustrating to use
    • Blast Charge is now triggered based on the player's velocity
      • When player's speed drops below a threshold while charging, they explode
      • Additionally, anything that would usually interrupt a shield charge will now trigger the explosion
    • Fixed a bug that caused ÜberCharge applied by Blast Charge to persist longer than intended
    • Fixed a bug that caused Blast Charge to fail to kill the player in situations where the player should be killed
    • Fixed a bug that caused Blast Charge to briefly display the player's first person view before detonation
    • Fixed a bug that caused the player to be unable to attack, jump or duck after surviving Blast Charge
    • Fixed many bugs that caused Blast Charge to fail to detonate
    • Fixed many bugs related to Blast Charge being cast at the same time as being converted to Zombie
  • Updated zi_atoll (additional changes)
    • Fixed the missing texture on the turbine building's roof
    • Added areaportals and occluders in and around buildings
    • Added extra nodraw brushes under the level and buildings to improve vis calculations
    • Added prop fades on bushes and rocks
    • Adjusted push triggers on trees
    • Minor clipping adjustments
    • Changed func_brush on roofs to func_movelinear so that corpses don't fall through
    • Added soul gargoyle spawns
    • Added a santa hat that spawns on the anchor when smissmas holiday is enabled
    • Fixed cubemap reflection issues
    • Fixed the seam between the 3D skybox and the playable level
    • Aar fed the spinning cat
  • Updated zi_devastation_final1 (additional changes)
    • Replaced sewer exit to the 2nd floor with a ladder
    • Changed sewer exits to no longer require crouching/prop jumps
    • Fixed missing respawn trigger in the sewers
    • Adjusted spawn positions of Zombies and Survivors
    • Fire now ignites players
    • Adjusted lighting in sewers to be slightly brighter
    • Reduced round timer to 3 minutes
    • Lit up 2nd floor car corner

Team Fortress 2 Update Released

An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed floating 'Bonus' label in the middle of the screen while working on certain contracts
  • Updated the Clown's Cover-Up to fix some clipping issues, fix the LODs, and update the equip_region
  • Updated the Celestial Summit Unusual effect to reduce the particle count
  • Updated the Potion Explosion Unusual taunt effect to remove the delay when starting the effect
  • Updated glowing eye materials on Voodoo-Cursed Souls and Übercharged players with community fixes from Liam Stone (boba)
  • Updated the Carry-Van
    • Fixed the rigging on the straps to avoid clipping when running
    • Fixed misplaced ambient occlusion on the material
    • Fixed rim mask being black in places it wasn't supposed to
    • Fixed a hole in-between the window and top of the van
    • Fixed LODs to represent above changes
  • Updated the Dead Man's Party Unusual taunt effect
    • Added fades to hand sprites
    • Improved effect composition on fast-moving taunts
    • Fixed some particle sorting issues
  • Updated cp_lavapit_final
    • Fixed a skybox exploit in the underworld
  • Updated pl_spineyard
    • Fixed an exploit that allowed players to get outside of the map
    • Fixed missing cubemaps
  • Updated pl_corruption
    • Replaced some of the materials and models
    • Adjusted collisions near some wooden beams by point A
    • Adjusted prop fades
    • Fixed some minor texture issues
    • Fixed teleport trigger in one of the spawn rooms being too late to activate
    • Minor adjustments to improve your sanity
  • Updated cp_degrootkeep_rats
    • Fixed players getting stuck in the door when entering the Rabbit Hole at the same time as an enemy player
    • Fixed a hidden perch in the balcony overlooking C
  • Updated arena_perks
    • Replaced the Cloaking perk with the Patience perk (gain up to 7 health/sec)
    • Fixed missing barricades in the voting area
    • Fixed certain items having missing textures on the map
    • Removed crumpkins (with help from LizardOfOz)
    • Fixed stalemates causing extra rounds where no perks would appear
    • Added a new HUD, with an alive player counter
  • Updated zi_murky, zi_atoll, zi_devastation_final1, zi_woods, and zi_sanitarium
    • If a game is in progress and there are no players on BLU team or RED team the game will now end
    • Fixed a bug that allowed Dead Ringer spies to die without triggering a round loss
    • Fixed a bug that caused Zombies to not see combat text correctly
    • Fixed a bug that caused Rocket Launchers and Sticky Bomb Launchers to start with a low ammo
    • Fixed a bug that caused changing player loadout to kill human players (particularly on Murky)
    • Fixed an issue with missing particle effects for Medic's Heal ability
    • Adjusted the number of Zombies selected at round start for low player counts
    • Corrected unintended changes in the last update
      • Changed the damage dealt by Zombie Soldier's Stomp

        • In the previous update, Soldier would instantly kill his stomp target. This was not intended.
        • The new damage calculation is (10 + fall damage x 3). This is the same as the Mantreads.
      • Changed the Sentry Gun to deal 40% damage to Zombies

        • In the previous update, this was 35%. This was not intended.
      • Added a sound effect to Pyro's explosion of flames on death
      • Removed some debug print statements
    • Reworked Demoman's Blast Charge to fix several exploits and bugs

      • These changes should also make Blast Charge more reliable and less frustrating to use
    • Blast Charge is now triggered based on the player's velocity
      • When player's speed drops below a threshold while charging, they explode
      • Additionally, anything that would usually interrupt a shield charge will now trigger the explosion
    • Fixed a bug that caused ÜberCharge applied by Blast Charge to persist longer than intended
    • Fixed a bug that caused Blast Charge to fail to kill the player in situations where the player should be killed
    • Fixed a bug that caused Blast Charge to briefly display the player's first person view before detonation
    • Fixed a bug that caused the player to be unable to attack, jump or duck after surviving Blast Charge
    • Fixed many bugs that caused Blast Charge to fail to detonate
    • Fixed many bugs related to Blast Charge being cast at the same time as being converted to Zombie
  • Updated zi_atoll (additional changes)
    • Fixed the missing texture on the turbine building's roof
    • Added areaportals and occluders in and around buildings
    • Added extra nodraw brushes under the level and buildings to improve vis calculations
    • Added prop fades on bushes and rocks
    • Adjusted push triggers on trees
    • Minor clipping adjustments
    • Changed func_brush on roofs to func_movelinear so that corpses don't fall through
    • Added soul gargoyle spawns
    • Added a santa hat that spawns on the anchor when smissmas holiday is enabled
    • Fixed cubemap reflection issues
    • Fixed the seam between the 3D skybox and the playable level
    • Aar fed the spinning cat
  • Updated zi_devastation_final1 (additional changes)
    • Replaced sewer exit to the 2nd floor with a ladder
    • Changed sewer exits to no longer require crouching/prop jumps
    • Fixed missing respawn trigger in the sewers
    • Adjusted spawn positions of Zombies and Survivors
    • Fire now ignites players
    • Adjusted lighting in sewers to be slightly brighter
    • Reduced round timer to 3 minutes
    • Lit up 2nd floor car corner

Team Fortress 2 Update Released

An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:


  • Fixed floating 'Bonus' label in the middle of the screen while working on certain contracts
  • Updated the Clown's Cover-Up to fix some clipping issues, fix the LODs, and update the equip_region
  • Updated the Celestial Summit Unusual effect to reduce the particle count
  • Updated the Potion Explosion Unusual taunt effect to remove the delay when starting the effect
  • Updated glowing eye materials on Voodoo-Cursed Souls and Übercharged players with community fixes from Liam Stone (boba)
  • Updated the Carry-Van

    • Fixed the rigging on the straps to avoid clipping when running
    • Fixed misplaced ambient occlusion on the material
    • Fixed rim mask being black in places it wasn't supposed to
    • Fixed a hole in-between the window and top of the van
    • Fixed LODs to represent above changes

  • Updated the Dead Man's Party Unusual taunt effect

    • Added fades to hand sprites
    • Improved effect composition on fast-moving taunts
    • Fixed some particle sorting issues

  • Updated cp_lavapit_final

    • Fixed a skybox exploit in the underworld

  • Updated pl_spineyard

    • Fixed an exploit that allowed players to get outside of the map
    • Fixed missing cubemaps

  • Updated pl_corruption

    • Replaced some of the materials and models
    • Adjusted collisions near some wooden beams by point A
    • Adjusted prop fades
    • Fixed some minor texture issues
    • Fixed teleport trigger in one of the spawn rooms being too late to activate
    • Minor adjustments to improve your sanity

  • Updated cp_degrootkeep_rats

    • Fixed players getting stuck in the door when entering the Rabbit Hole at the same time as an enemy player
    • Fixed a hidden perch in the balcony overlooking C

  • Updated arena_perks

    • Replaced the Cloaking perk with the Patience perk (gain up to 7 health/sec)
    • Fixed missing barricades in the voting area
    • Fixed certain items having missing textures on the map
    • Removed crumpkins (with help from LizardOfOz)
    • Fixed stalemates causing extra rounds where no perks would appear
    • Added a new HUD, with an alive player counter

  • Updated zi_murky, zi_atoll, zi_devastation_final1, zi_woods, and zi_sanitarium

    • If a game is in progress and there are no players on BLU team or RED team the game will now end
    • Fixed a bug that allowed Dead Ringer spies to die without triggering a round loss
    • Fixed a bug that caused Zombies to not see combat text correctly
    • Fixed a bug that caused Rocket Launchers and Sticky Bomb Launchers to start with a low ammo
    • Fixed a bug that caused changing player loadout to kill human players (particularly on Murky)
    • Fixed an issue with missing particle effects for Medic's Heal ability
    • Adjusted the number of Zombies selected at round start for low player counts
    • Corrected unintended changes in the last update

      • Changed the damage dealt by Zombie Soldier's Stomp

        • In the previous update, Soldier would instantly kill his stomp target. This was not intended.
        • The new damage calculation is (10 + fall damage x 3). This is the same as the Mantreads.

      • Changed the Sentry Gun to deal 40% damage to Zombies

        • In the previous update, this was 35%. This was not intended.

      • Added a sound effect to Pyro's explosion of flames on death
      • Removed some debug print statements

    • Reworked Demoman's Blast Charge to fix several exploits and bugs

      • These changes should also make Blast Charge more reliable and less frustrating to use

    • Blast Charge is now triggered based on the player's velocity

      • When player's speed drops below a threshold while charging, they explode
      • Additionally, anything that would usually interrupt a shield charge will now trigger the explosion

    • Fixed a bug that caused ÜberCharge applied by Blast Charge to persist longer than intended
    • Fixed a bug that caused Blast Charge to fail to kill the player in situations where the player should be killed
    • Fixed a bug that caused Blast Charge to briefly display the player's first person view before detonation
    • Fixed a bug that caused the player to be unable to attack, jump or duck after surviving Blast Charge
    • Fixed many bugs that caused Blast Charge to fail to detonate
    • Fixed many bugs related to Blast Charge being cast at the same time as being converted to Zombie

  • Updated zi_atoll (additional changes)

    • Fixed the missing texture on the turbine building's roof
    • Added areaportals and occluders in and around buildings
    • Added extra nodraw brushes under the level and buildings to improve vis calculations
    • Added prop fades on bushes and rocks
    • Adjusted push triggers on trees
    • Minor clipping adjustments
    • Changed func_brush on roofs to func_movelinear so that corpses don't fall through
    • Added soul gargoyle spawns
    • Added a santa hat that spawns on the anchor when smissmas holiday is enabled
    • Fixed cubemap reflection issues
    • Fixed the seam between the 3D skybox and the playable level
    • Aar fed the spinning cat

  • Updated zi_devastation_final1 (additional changes)

    • Replaced sewer exit to the 2nd floor with a ladder
    • Changed sewer exits to no longer require crouching/prop jumps
    • Fixed missing respawn trigger in the sewers
    • Adjusted spawn positions of Zombies and Survivors
    • Fire now ignites players
    • Adjusted lighting in sewers to be slightly brighter
    • Reduced round timer to 3 minutes
    • Lit up 2nd floor car corner