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Team Fortress 2 News

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 VSH Casual servers using "mp_winlimit 2" instead of "mp_maxrounds 25"
  • Updated pd_selbyen

    • Added 0.05 second delay to pd_logic_player_destruction "finale length"
    • Added lights in some areas to prevent dark spots
    • Remade dock side stair geometry to make it cleaner and steeper
    • Extended/added some walls to block sightlines at mid
    • Fixed seal floating too high above the ground in certain spots
    • Slowed down seal swimming animation
    • Clipping improvements
    • Optimization improvements
    • Various detailing additions and improvements

One in the Chamber Tournament

[previewyoutube][/previewyoutube]
Gentlemen, this is a mission of utmost importance. Succeed, and you will be rewarded handsomely - you will still be alive by the end.

The details to Fortress Faceoffs' newest covert operation have just been declassified! Teams of five avant-garde assassins will be brought to a new, top-of-the-line training course to perfect their fundamental skills of deadeye accuracy. To raise the stakes, all agents will only have one bullet in their revolvers at all times, and can only earn a new one through eliminating the enemy and confiscating their contraband! And yes, the documents really do contain this much alliteration in them.

Dare you miss your target, and you will be left with only your knife and your bravery. If you succeed in slashing your opponents to submission, you will also earn your bullet back. If you manage to backstab or headshot them, your next shot will be greatly improved with the power to pierce through multiple players! You can reserve these piercing charges for as long as you'd like, but don't get too cocky... or else you may not live long enough to use it!

Sign up today and wire the details to the top men in your secret circles! The games begin on August 11th @ 11:59 PM / 23:59 BST for all regions and will continue for roughly 2 weeks, though you do NOT have to actively participate this long! The top 8 teams will have their talent shown off live, proving once and for all that our tax dollars might actually be good for something! For more information about event rules, prizes, and more, join the Fortress Faceoffs Discord and try not to leave any traces behind!

Important Links:


One in the Chamber Tournament


(Trailer credit: Dennis Bateman, SomeDudeNamedAyat, SwitchySFM, happyrain, Kraftec, Requim_HD, agrastiOs, kevin supermarket, Herwork, Tiftid, AlrexX, Tom Yamaza, SordidCaper, Benefactor,
IVG, Zythe, OxOOOOOED, Omid)



Gentlemen, this is a mission of utmost importance. Succeed, and you will be rewarded handsomely - you will still be alive by the end.




The details to Fortress Faceoffs' newest covert operation have just been declassified! Teams of five avant-garde assassins will be brought to a new, top-of-the-line training course to perfect their fundamental skills of deadeye accuracy. To raise the stakes, all agents will only have one bullet in their revolvers at all times, and can only earn a new one through eliminating the enemy and confiscating their contraband! And yes, the documents really do contain this much alliteration in them.




Dare you miss your target, and you will be left with only your knife and your bravery. If you succeed in slashing your opponents to submission, you will also earn your bullet back. If you manage to backstab or headshot them, your next shot will be greatly improved with the power to pierce through multiple players! You can reserve these piercing charges for as long as you'd like, but don't get too cocky... or else you may not live long enough to use it!




Sign up today and wire the details to the top men in your secret circles! The games begin on August 11th @ 11:59 PM / 23:59 BST for all regions and will continue for roughly 2 weeks, though you do NOT have to actively participate this long! The top 8 teams will have their talent shown off live, proving once and for all that our tax dollars might actually be good for something! For more information about event rules, prizes, and more, join the Fortress Faceoffs Discord and try not to leave any traces behind!




Important Links:



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:

  • Add ConVars to control Mann vs. Machine team limits on community servers
    • tf_mvm_defenders_team_size
    • tf_mvm_max_connected_players
  • Fixed the Pastel Trance Unusual taunt effect not drawing two Balloonicorns
  • Fixed names/descriptions for the most recent HugsTF medals
  • Updated pl_venice
    • Gameplay
      • Relocated first Blu spawn (now split into two individual spawns at random)
      • Moved 1st Red spawn further away into a new room
      • Added new upper entrance into building next to Point A (thanks Delila)
      • Added new exit from 2nd Red spawn room
      • Moved a building entrance near Point A to a new walkway area above
      • Removed upper entrance and Point C routes in building next to Point B
      • Added new raised position at the main open inside area between Points C and D
      • Added new route near Point D
      • Added new cubby spot at Point D
      • Removed part of the balcony at the final Point
      • Widened door between 2nd Blu spawn and Point B
      • Removed a door to upper room near first Blu spawn & connected the balconies
      • Opened section of the building next to Point C for faffing and uber charging
      • Altered the underneath of the balcony at the building next to Point C
      • Tweaked roof area near Point B to make it easier to counter
      • Tweaked walkway between Points A and B
      • Added some minor cover near Point A
      • Lowered railing at above position near Point C for Turrets
      • Added cubbies across the map to improve gameplay for Engineer, Spy, etc.
      • Removed engineer building & added smoother clipping on the raised bridge
      • Added/removed/moved some health & ammo
    • Art
      • Improved lightmap scale across the map to produce nicer shadows
      • Increased saturation and slightly adjusted style of some materials
      • Expanded the 3d skybox and made it viewable from more locations across the map
      • Fixed flag models
      • Made certain areas feel less like empty spaces
    • Misc
      • Fixed strange missing texture error in middle connector
      • Fixed error in soundscapes
      • Added more direction signs across the map
      • Fixed misaligned payload particles
      • Boat near first Blu spawn has drifted off into the distance
      • Other minor changes

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:

  • Add ConVars to control Mann vs. Machine team limits on community servers
    • tf_mvm_defenders_team_size
    • tf_mvm_max_connected_players
  • Fixed the Pastel Trance Unusual taunt effect not drawing two Balloonicorns
  • Fixed names/descriptions for the most recent HugsTF medals
  • Updated pl_venice
    • Gameplay
      • Relocated first Blu spawn (now split into two individual spawns at random)
      • Moved 1st Red spawn further away into a new room
      • Added new upper entrance into building next to Point A (thanks Delila)
      • Added new exit from 2nd Red spawn room
      • Moved a building entrance near Point A to a new walkway area above
      • Removed upper entrance and Point C routes in building next to Point B
      • Added new raised position at the main open inside area between Points C and D
      • Added new route near Point D
      • Added new cubby spot at Point D
      • Removed part of the balcony at the final Point
      • Widened door between 2nd Blu spawn and Point B
      • Removed a door to upper room near first Blu spawn & connected the balconies
      • Opened section of the building next to Point C for faffing and uber charging
      • Altered the underneath of the balcony at the building next to Point C
      • Tweaked roof area near Point B to make it easier to counter
      • Tweaked walkway between Points A and B
      • Added some minor cover near Point A
      • Lowered railing at above position near Point C for Turrets
      • Added cubbies across the map to improve gameplay for Engineer, Spy, etc.
      • Removed engineer building & added smoother clipping on the raised bridge
      • Added/removed/moved some health & ammo
    • Art
      • Improved lightmap scale across the map to produce nicer shadows
      • Increased saturation and slightly adjusted style of some materials
      • Expanded the 3d skybox and made it viewable from more locations across the map
      • Fixed flag models
      • Made certain areas feel less like empty spaces
    • Misc
      • Fixed strange missing texture error in middle connector
      • Fixed error in soundscapes
      • Added more direction signs across the map
      • Fixed misaligned payload particles
      • Boat near first Blu spawn has drifted off into the distance
      • Other minor changes