Team Fortress 2

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Team Fortress 2
Team-Fortress-2-logo.jpg
Team Fortress 2 logo
Studio United StatesUnited States Valve
Publisher United StatesUnited States Valve
Erstveröffent-
lichung
Windows October 10, 2007 Xbox 360 October 18, 2007 PlayStation 3 November 23, 2007 macOS June 10, 2010 Linux February 14, 2013
world

EuropeEurope

EuropeEurope

world

world
platform Windows , macOS , Linux , Xbox 360 , PlayStation 3
Game engine Source Engine
genre Tactical shooter , first person shooter
Game mode Multiplayer
control Mouse and keyboard (PC)
system advantages
preconditions
1.7 GHz CPU ; 512 MB RAM ; DirectX 8 graphics card ; 56k modem
medium Download , DVD , Blu-ray Disc
language German
Age rating
USK from 18
USK approved from 16
PEGI recommended for ages 16+
information The game was originally released by the USK in a less violent version for ages 18 and over. In 2017, an unabridged version and a less violent version were released from the age of 16.

Team Fortress 2 (official abbreviation: TF2 ) is a team-based tactical and first person shooter released by Valve Corporation as part of the Orange Box .

The game was in 1998 as a successor to the original Team Fortress - Mod ( TF ) for Quake announced, but since then has undergone several conceptual and design changes . In 1999 it seemed that the game would become more differentiated from the original and Valve's own Team Fortress Classic ( TFC ) for Half-Life ( HL ) and move more towards a more realistic and militaristic style. However, due to nine years of development and an engine change, the style received further changes. The final version of TF2 is more similar to the original TF and TFC and features a cartoon style based on the art of JC Leyendecker , Dean Cornwell and Norman Rockwell . The game thus follows a trend in the film industry with regard to CGI films (especially Pixar , Disney ; for example with The Incredibles ).

The lack of information and the lack of visible progress resulted in TF2 being suspected of being vaporware and regularly appearing on the annual vaporware list of the American Wired magazine. The game was finally released on October 10, 2007.

Team Fortress 2 has been available for free on Steam since June 24, 2011 . Like many other " free-to-play " games, it is supposed to be financed through the sale of items.

When it was released in 2008, the game originally received an age rating from the entertainment software self-regulation (USK) "18 years and older" in a reduced-violence version . In June 2017, the uncut original version was submitted and it was rated “16 years and older”. In November 2017, a reduced-violence version was also rated “16 years and older”.

reception

Reviews (PC)
Meta-ratings
publication rating
critify.de 88% *
Gamerankings.com 92.6% *
Metacritic .com 92% *
pcgamesdatabase.de 88.5% *
spieletipps.de 88%
Magazine ratings
GameStar 92%
PC Games 84%

TF2 was well received by both professional audiences and players. The graphics were praised for their matching and original comic style, funny animations and effects. The poorly detailed levels were criticized. The classes were seen as a well-coordinated implementation of the rock-paper-scissors principle, which invites teamwork. The easy entry and the quick battles were also mentioned positively. Above all, it was criticized that the game only had six cards at the beginning (several cards have been added since then) and the restriction to two game modes (five more game modes were added. One of these is the Payload mode (pl), which together with the Goldrush Update came, the Arena (arena) mode that came with the Heavy update, the Payload Race (plr) mode that came with the Sniper vs Spy update, the King Of The Hill (koth) mode that came with the Classless Update, as well as the Special Delivery (sd) mode that came with the Pyromania Update.)

TF2 received many awards after its release. In IGN.com's 2007 leaderboard , TF2 received the award for “Best Artistic Design”. In addition, it won 1UP.com's “Best Multiplayer Experience” and “Best Artistic Direction” awards in the 2007 Editorial Awards. GameSpy named it “Best Multiplayer Game of the Year” across all gaming platforms.

development

origin

Originally TF2 was supposed to be a free mod for Quake , but in 1998 the developers (Robin Walker and John Cook) changed the game engine and instead used GoldSrc as the basis. This change came after they were first contracted and then discontinued by Valve. At this point TF2 was upgraded to a stand-alone , retail game. Since many fans of TF had bought HL in anticipation of the free TF2 and because of time problems, work began on a simple port that appeared in 1999 as the free TFC. In order to demonstrate the flexibility of the freely available HL- SDK , the mod was made exclusively with its help.

Working closely with Valve had a strong impact on Walker and Cook. They started working on their design full time and it changed rapidly. TF2 was to be a modern war game with a chain of command including a commander in chief with a bird's eye view, paratrooper drops over enemy territory, voice chat and many other innovations.

E3 1999

Logo presented at E3

The new design was presented at E3 in 1999 . There the game was also awarded several prizes, including the Game Critics Awards for best online and best action game . At this time got TF2 a new subtitle missed: Brotherhood of Arms (English for weapons Brotherhood ) and the results of the work of Walker and Cook for Valve were recognizable. Several new and at the time unprecedented technologies were shown: Parametric animations ensured seamless cross-fading of motion animations (since separate animations were required for each movement) and Intel's Multiresolution Mesh for the dynamic reduction of environmental details for distant objects (for better performance; today thanks to cheaper RAM -Prices obsolete and replaced by Level of Detail -Technology, which uses more memory but less processor time). No publication date was given during the presentation.

In the middle of 2000 Valve announced that the development of TF2 had been delayed again because the game would be switched to a proprietary engine developed in-house. This is known today as the Source Engine . It was at this time that the flow of information to TF2 dried up and the infamous six-year radio silence that lasted until July 13, 2006 began. During this time, both Walker and Cook worked on various other Valve projects - Walker became the project manager of Half-Life 2: Episode One and Cook, among others, Steam developer - which led to doubts whether TF2 was really as active a project as which it has been described several times.

"Invasion" design

When the Half-Life 2 - source code was published in the second half of 2003 illegal, two TF2 models and direct references were included on the game, which of fans as references to the war in 7-hour counted.

Notes in connection with the Source SDK published by HL2 indicated, among other things, bots in multiplayer games.

None of the information launched seems to be related to today's version of the game. This overlaps with a statement by Gabe Newell in an interview in August 2007, where he described "Invasion" as the second phase of TF2 development.

Final design

The next significant public development regarding TF2 came in preparation for HL2's release in 2004: Valve's Marketing Director Doug Lombardi claimed that TF2 was still in development and that information related to it would be released after HL2 was released. Neither did this happen, nor was there any news after a similar claim by Lombardi in an interview on Half-Life 2: Episode One . Near the release date of Episode One, there was another claim, this time by Gabe Newell , that information was about to be released - and this time it was. TF2 was revealed a second time a month later at the EA Summer Showcase in July 2006.

Walker revealed in March 2007 that Valve would have developed three to four different games unnoticed before they arrived at the final design. Due to the long development period, the game was often mentioned in the same breath as Duke Nukem Forever as the epitome of vaporware .

The beta version of the game contained six maps, three of which had additional comments from the developers. These deal with the game, map and character design as well as the eventful history.

The artistic design of the game was inspired by JC Leyendecker , Dean Cornwell and Norman Rockwell . Their distinctive styles, prominent silhouettes and shadows, and choice of colors were introduced to better distinguish the classes, their current weapons, and the two teams. For example, the contrasts and the color choices of the player models draw attention to the chest area and make the weapons stand out.

Maps usually consist of the two opposing bases that are close together and a neutral area in between. To explain the proximity of the two bases, they are shown as classic spy fortresses with inconspicuous facades. They are designed so that the player always knows where he is. The base of the red is dominated by warm colors, natural building materials and round shapes, while the base of blue has cold colors, industrial materials and rectangular shapes. The levels have little visual frills, but are very stylized , almost expressionistically modeled. This can also be seen in the textures , which are based on photographs, which with special filters and handwork give their three-dimensional effect and TF2 its striking appearance.

publication

During the Electronic Arts press conference in July 2006, Valve announced that TF2 would be released as a multiplayer component of Half-Life 2: Episode Two . A video demonstrated the new game design, which included all classes from the original TF and indicated a more light-hearted and quirky style in contrast to the darker, more traditional military simulation - which was actually announced. Gabe Newell said the goal was "to create the best looking and most playable class-based multiplayer game."

A beta was released on Steam on September 17, 2007. This could be played by pre-orderers of the Orange Box on Steam and various cooperation partners as well as by owners of a black box coupon (these were enclosed with ATI -HD-2900XT- graphics cards ). It was also available to registered Internet cafés .

TF2 was released on October 10, 2007 via Steam worldwide and in retail on October 18 in Europe as part of the Orange Box for PC .

Updates

Several updates were made to Team Fortress 2 even after it was released . Among other things, many new weapons came out for each class, some of which drastically changed the gameplay. Several new maps with partly new modes have also been added. On special occasions such as B. Added appropriate cards and equipment to the game for Halloween.

trade

Since September 30, 2010, players have been able to trade with others in the game. Players had previously been able to melt down their weapons to make new ones. The community hosts a large number of so-called "trade servers", which are specially designed so that players can find each other's players who want to trade. Over time, precious metal (Refined) and Mann Co. Supply Crate Keys (Mann Co. Supply Crate Keys) have established themselves in the trade as exchange currencies, which are used to measure the value of objects.

Free to play

Team Fortress 2 has been free-to-play since June 23, 2011 . This was received differently by the players. Many saw the danger that the average level would drop on public servers, while others interpreted this as a concession by Valve to keep the game up to date over the longer term.

Man vs. Machine

On August 15, 2012, the Mann vs. Machine update, which was announced two days in advance in a trailer. With this update, the game received a completely new co-op game mode , which has the same name as the update. In this mode, the players have the task of a maximum of six to defend their base against a multitude of advancing robots, which are modeled on the game's player classes. Between the waves, players can use credits that they have collected from destroyed robots to improve their characters and their weapons as well as strengthen their defensive positions. In the game, so-called "Tour of Duty Tickets" can be purchased, which give you access to the Mann Up mode, which is what a normal man vs. Machine Match, which differs from the free mode, is that each player receives a random item as a reward at the end of the match, whereby the ticket is used up at the end of the match. If you have completed a so-called Tour of Duty with these Tour of Duty tickets, which consists of 3 to 6 tickets depending on the degree of difficulty, you will receive a botkiller weapon upon completion and have a very low chance of a golden Australium weapon.

assignments

With the release of the Gun Mettle update, which was introduced along with a three-month campaign, Valve added the missions known from Counter-Strike: Global Offensive to the game. In order to participate in the campaign, the player must buy a campaign pass , if one is available. As a reward for reaching at least 100 Contract Points , the player is awarded a decorated weapon or box.

A novelty of the Jungle Inferno update is the selection of different orders and the redemption of a virtual currency, which should offer the player more freedom. Furthermore, bonus points were replaced by bonus targets .

Events

  • Gun Mettle (July 2, 2015 - September 30, 2015)
  • Scream Fortress VII (October 28, 2015 - November 12, 2015)
  • Tough Break (December 17, 2015 - April 11, 2016)
  • Scream Fortress VIII (October 21, 2016 - November 16, 2016)
  • Jungle Inferno (October 20, 2017 - February 14, 2018 )
  • Scream Fortress IX (October 26, 2017 - November 8, 2017)
  • Scream Fortress X (October 19, 2018 - November 14, 2018)

† Orders are still active; Reduced order pass replaces campaign pass

Matchmaking

Originally, Quickplay , a system that allowed a game server to be joined quickly, was used to compete against other users in PvP . Since the Meet Your Match update was released, this option has been replaced with Casual Play and Competitive mode . The casual mode is intended for relaxed rounds of 12 versus 12 players and is structured in a similar way to other public games. However, there are levels, XP (cosmetic only), a countdown at the beginning of each round, new animations and random calls from the characters. In addition, it is not allowed to change teams unless they are unbalanced. The competition mode is much more limited. In order to be able to participate in this mode, users must have a premium account and have a valid telephone number linked to their Steam account. Alternatively, you can buy a competition matchmaking pass in the shop. Random elements are deactivated here. There are only 12 players against each other. The choice of cards and some options are limited.

Patches

Patches Team Fortress 2 (2007-June 2017) PC version

A patch is an update that removes known bugs, glitches or exploits from the game and usually introduces new content or changes to weapons, maps or other game elements.

Large patches are called updates and add new weapons, game modes, or battlefields to the game. Most of the time, these were concentrated on one or two specific classes, with innovations only being introduced for this class / s. Other updates introduced content on a special topic or event items (e.g. Halloween).

Since both Windows and Mac OS X are based on the same source code, the updates are not system exclusive and are released at the same time. They are distributed via Steam to both players and server owners and must be downloaded and installed before the game can start. Patches for the Xbox version are rare because Microsoft imposes strict restrictions on distributing updates. To date, only four patches have been released for the Xbox version (the last one in 2009), whereas since 2007 more than 610 patches have been released for the PC version.

graphic

TF2 does not try to look realistic unlike all other Valve games on the Source Engine , but has a more stylized, comic-like look that was "heavily influenced by commercial illustrations from the early 1920s." Developer comments suggest that the reason for this decision was difficulty in realistically explaining the map design and characters. Avoiding an emphatically realistic representation makes it possible to avoid this question. In order to achieve this unusual appearance, cel shading is not used - as is often claimed - because Valve was too extreme, but a combination of design decisions (disproportionate bodies) and the use of phong shading . Phong Shading was introduced in Half-Life 2: Episode One ; it is used in TF2 as specular lighting , i.e. the representation of reflections on metal and (more subtle) on the skin. Through the deliberately exaggerated use of this technology, the characters in TF2 look like they are made of plastic , which is further reinforced by rim lighting ( lighting that highlights the contours). TF2 was also the first game to use the engine's new facial animation capabilities, which Valve demonstrated in short character videos before it was released.

Gameplay

As in its predecessors, TF2 is all about two opposing teams trying to achieve a goal in competition with each other. These two teams are supposed to represent two construction companies: Reliable Excavation Demolition ( RED ) and Builders League United ( BLU , United Construction Workers League ). The player can choose one of nine classes, each with unique strengths and weaknesses. Although the capabilities of some classes have changed since the earlier TF versions, the basic elements have been retained.

The task of the game depends on the type of game chosen. As a rule, card names have a prefix that provides information about the mode:

Game modes

Capture the flag

In capture-the-flag cards (prefix: ctf_ ), the task of the two teams is to steal each other's briefcases with secret information from their respective bases and bring them into their own, while the opposing team tries to do the same. is prevented.

King of the Hill

The King of the Hill ( koth ) mode is about the fact that there is a single control point that is captured by team BLU or RED. If a team has conquered the checkpoint, the counter of the team that occupied the checkpoint runs out. The other counter stands still during this time. Each of the two factions has its own counter, which is displayed in the middle at the top. I. d. Usually a team must have captured the control point for a total of three minutes to win the game.

Control point mode

The control point mode ( cp_ ) varies in the tasks, but they all have in common that a certain point on the map has to be conquered. On some maps, both teams must capture all points. A second variant (introduced with the Hydro map ) is based on territories: each team must try to capture the only active point of the other team in order to win the section of the map. As soon as all sections have been won by a team, you can attack the enemy base directly.

Attack and defense

Another game mode based on control points is attack / defense. Team RED controls all checkpoints. Team BLU must now try to capture the control points within a certain time. When a checkpoint is captured, bonus time is added. If the time runs out before the attacking team has captured all control points, the defending team wins. Usually there is a preparation time of about one minute, this ensures that RED has enough time to set up the defense.

Freight transportation

On "Freight Transportation" maps, the blue team must escort a car full of explosives through a series of checkpoints to the red team's base within a specified time. The attackers can move or "push" the cart by standing next to it, with the cart moving faster the more attackers are nearby. However, if at least one defender is near the wagon, he will not move any further. If no attacker comes near the car for 30 seconds, he begins to move slowly backwards until he reaches a checkpoint or is touched by an attacker. On some steep slopes, however, the car immediately rolls backwards as soon as it is not pushed by the attack team.

Freight races

In contrast to freight transport cards, both RED and BLU have a bomb truck in freight segregation and there is no attacker or defender role. To win, each team must escort their car through enemy territory and prevent the enemy from doing the same. As with freight transport, the car is pushed when team members are near it, whereby the number of players influences the speed and opponents can stop the car if touched. Also unlike freight transport, the cars do not move backwards and there is no time limit; the game only ends when a team has escorted their car to the finish.

Special delivery

Special Delivery is a game mode that was added in the Pyromania update. The goal of both teams is to get the neutral briefcase to a certain area of ​​the map while preventing the opposing team from doing it. It's a combination of capturing the flag and transporting cargo. The secret material from 'Capture the flag' is here replaced by a load of Australium, which both teams can pick up 45 seconds after the start of the round. If the Australium is accepted, it becomes the property of the team; if the carrier is killed, it falls to the ground and can only be picked up again by the same team. If the material is defended by the opposing team for 45 seconds, it will return to the recording zone and become neutral so that both teams can record it again.

arena

Arena is a game mode that was added with the Heavy Update, where the RED and BLU teams fight each other to the ultimate death. The goal for both teams is to kill all players on the opposing team, as you cannot spawn again. When both teams survive a minute, the control point is released and the team can win by capturing the point.

The player receives points for killing members of the opposing team, for helping them (healing medics and previous hits) and for conquering or defending targets. There are also some class-specific ways to score points. So the medic receives z. For example, one point for each healing of 600 life points, just like the Engineer if his dispenser heals 600 life points. The Pyro can score points by healing teammates on fire. The Heavy by making his sandwich available to another player. Unlike in many other first-person shooters , however, one's own death is not punished by deducting points. This is compensated by the fact that you have to wait a certain time (<30 seconds) to get back on the road. The length of the suspension depends partly on the performance of your own team and varies in the different types of cards.

TF2 was the first Valve game to include detailed player stats. These statistics include the time spent playing a particular class, the corresponding average score and the highest number of conquests in a round. Permanent statistics show the player his improvements compared to previous games, for example when a player has approached his previous record in dealing damage.

Another special feature are "critical hits" (so-called criticals or crits for short ). With every shot fired, a stochastical calculation is made as to whether a critical shot is fired or not. The firing of Criticals is indicated by glowing shots, a different weapon sound and, in the case of successful hits, by a corresponding notice above the head of the victim. These Criticals do much more damage than normal hits, but the probability of a Critical being triggered is very low. The likelihood of getting Criticals can be increased by inflicting damage. There are also various weapons which, under very specific conditions, always achieve critical hits, but otherwise no random criticals . Examples of such weapons are the primary weapons of the sniper, which always and only land critical hits with headshots, the melee weapons of the spy, which only get a critical hit when stabbed in the back (but which immediately kills an opponent in any case), the pyro's back smother, which only deals critical hits with attacks from behind, and the vigilante justice of the engineer, who is credited with a critical shot for every kill that the engineer scores with his sentry gun and can "redeem" these shots as soon as the sentry of one Enemy was destroyed.

TF2 also has a large number of achievements for fulfilling certain tasks. On the Xbox 360 , the achievements are realized via Xbox Live .

Other modes

Highlander

In the Highlander mode, which can be switched on for all game modes, the number of players per team is limited to nine and each class can only be played by one player. It can be mp_highlander 1activated by the command in the console.

The idea behind the Highlander mode already existed before the official implementation and as a server modification. The official integration happened with the patch from February 3, 2010.

League mode

League mode is a game mode that will be added with the February 28, 2008 patch. League mode allows players to set the basic settings for a competitive match. Similar to the medieval and highlander modes, the league mode can be applied to all existing game modes.

Classes

The nine playable classes all come from the original TF. In terms of the class structure, particular emphasis was placed on balance. Some classes are specially designed to work with certain other classes, such as the Heavy with the Medic, with different strategies based on different combinations of classes possible. To make it easier for new players to get started, the classes are divided into three categories: Offensive, Defensive and Supportive. However, each class can be played in any role (with some restrictions). Hand grenades - a controversial characteristic of previous TF versions - have been removed from the game to emphasize the different class skills and avoid balance issues.

Characters react to their surroundings, for example when they are on fire or at the beginning of each round, dynamically with exclamations. Each class has its own mockery sayings, appeals for help and both congratulatory and disparaging messages (so-called “Taunts” ) that can be used during the game. The different characters speak with a specific accent that reveals their origins. An exception is the Pyro, which can only make incomprehensible sounds due to its gas mask.

Scout
The Scout (German: scouts ) is the current fastest class in the game, although he very endures little damage. He is depicted as a young man with sneakers , a baseball cap , a thin headset , identification tag and a messenger bag over a T-shirt in the respective team colors. Scouts are armed with a sawed-off double-barreled shotgun , pistol, and aluminum baseball bat . With the Scout update, the Scout got new weapons. There is now a new shotgun with different properties (Force-A-Nature), a new baseball bat (Sandman) with which you can fire punch balls at opponents who stun them and a drink (BONK!) That replaces the pistol and if consumed makes the Scout invulnerable for a short time, but incapable of acting.
Origin: Boston , Massachusetts , USA
Soldier
The soldier (German: soldier ) is a slow class, which is mainly used thanks to its firepower as a spearhead of an offensive. Soldiers can take a lot of damage and have the option of using rocket jumps to reach higher platforms. They carry a Second World War - Army -Uniform in the respective team color and use a rocket launcher , a shotgun and a shovel as weapons. After the release of the "War Update", the Soldier received three new weapons as well as special boots to take less damage from rocket jumps. The primary weapon converts the rocket launcher into a precision weapon with a higher firing speed, but foregoing scatter damage. Instead of the shotgun, he receives a trumpet and the "buff banner", which enables teammates to get stronger hits for a short time. The "Equalizer" is a pickaxe and replaces the folding spade. The less health the Soldier still has, the greater his speed and damage from the melee weapon.
Origin: Midwest , USA
Pyro
The pyro (German: fireworks ) is a psychopath who lives in an illusory world called Pyroland. Fire is his great passion and he loves to light things. The Pyro is an offensive class with medium damage tolerance, equipped with a short-range flamethrower , a shotgun and a fire ax . He is wearing a fire protection suit in the team color and a gas mask . The Fireworks Flamethrower is one of the most powerful short-range weapons in the game, and is particularly suitable for ambushes . Often it is enough to hit an opposing player once and then withdraw, as he will then be on fire for some time (this does not apply to the enemy team's pyros, as the fire suit protects the pyro from fire damage). In addition, the flamethrower is perfect for unmasking enemy spies, as these, unlike their own teammates, start to burn. With the pyro update, the fireworks flamethrower got an alternative fire mode, in which it can fire compressed air, for example to repel opponents and attacks, and three other alternative, unlockable weapons: the flaregun ( flare gun) as a shotgun replacement for igniting enemies over larger ones Distances, the Backburner with critical hits on the back and the Axtinguisher , an ax modification that lands critical hits on burning enemies, but otherwise only causes half damage.
Origin: unknown
Demoman
The Demoman (German: Bombenleger ) is a defensive class with average life points . He wears a bandana , an eye patch and an ammunition clearance vest in the respective team colors. He is armed with a grenade launcher , a remote-controlled adhesive grenade launcher , with which he can catapult himself into the air similar to the soldier, and a Scotch bottle. Bombers are used for indirect enemy fire and setting traps. The Demoman also received three new weapons from the "War Update". So he exchanges the bottle for a broadsword in order to behead opponents and thus gain greater strength - see p. also the film Highlander - There can only be one . The secondary weapon becomes either a shield for sprinting or an improved sticky grenade launcher whose ammunition can explode in groups.
Origin: Ullapool , Scotland , United Kingdom
Heavy
The Heavy ( Heavy Weapons Guy ; German: Schwerer Infanterist ) is the toughest, but also the slowest class in the game. He is wearing a kevlar vest and ammunition belt over a team colored shirt. Armed with his minigun ( "Sasha" ), shotgun and fists, he can serve as an offensive force as well as support the defensive with barrage . In the week after August 18, 2008, an update with new weapons was released for the heavy infantrymen. He receives a new minigun named "Natascha" , which does less damage, but slows down enemies when fired at. As a shotgun substitute, he gets a sandwich that enables him to heal himself independently of medics and health packs. As a replacement for the fists he gets boxing gloves (KGB [ Killing Gloves of Boxing ]), which guarantee him 100% critical hits for 5 seconds if he kills someone with them. In return, the stroke frequency was reduced.
Origin: Dzhugdzhur Mountains , Khabarovsk Krai , USSR
Engineer
The Engineer (German: Techniker ) is a defensive class with low damage tolerance. He wears a construction helmet , welding goggles and team-colored overalls. Technicians have the opportunity to set up various devices: an upgradeable self- firing system for the defense of strategically important points, an ammunition dispenser to supply team members with life points and consumables and teleporters for greater mobility. Technicians are armed with a shotgun, pistol and wrench for repairs to its equipment and hand-to-hand combat. Outside of the regular class updates, the technician got an improvement in his equipment. So now the ammunition dispenser and the teleporter can be upgraded just like the self-firing system before for better effectiveness.
Origin: Bee Cave , Texas , USA
Medic
Medics (German: Paramedics ) have the task of keeping other players alive. You have a doctor's coat and gloves in team colors. Paramedics are armed with a cure radiator, a spraying verschießenden Flechet -Werfer and a bone saw . With the help of the healing emitter , a medic can buff the life points of his teammates to 150% and - after the emitter has been fully charged - can make himself and another player invulnerable for 8 seconds. Paramedics slowly regenerate their health points by themselves. With the Goldrush update, the paramedic got alternative modifications for the weapons. The new Flechet Thrower Bloodsucker now heals the Medic by 3 health points when hit, but the automatic regeneration of own health points is reduced. The new Kritzkrieg healing beam guarantees the target 100% chance of a critical hit for 8 seconds when the beam is fully charged. In addition, an overload is reached 25% faster. The new bone saw Ubersaw fills the bar, which is necessary to overload the healing radiation, by a quarter when you hit an opponent with it. In return, the beat rate is reduced.
Origin: Stuttgart , Germany
Sniper
Sniper (German: sniper ) are a support class with little health. They wear a slouch hat (comparable to a Southwestern ) of the traditional Australian military uniform , a shirt in team colors and over it a gray vest. Snipers are armed with a precision rifle , a submachine gun and a kukri . The former is the only class they can place headshots; since the sniper vs. The Spy update can do the same with the Ambassador. Since this update, the sniper also has new weapons: the bow, jarate and the razorback. The latter is a shield that prevents a spy from stabbing the back with a knife, but the shield is then no longer usable. Jarate, a jar full of urine that can be thrown, increases the damage of a shot by 33%, but also makes spies visible and you can use it to extinguish burning teammates.
Origin: New Zealand
Spy
The Spy (German: Spy ) wears a pinstripe suit and a balaclava in the respective team color and smokes an ubiquitous cigarette . He can take little damage, but can disguise himself as a member of the opposing team. It is equipped with a revolver , a balisong , a zapper to paralyze opposing devices, a disguise set to camouflage as any enemy class and a rechargeable cloak . Spies have the ability to kill opposing team members from behind with a single stab of their knife. Since the sniper vs. Spy Update, the Spy has two new watches and a new revolver. One of the two new watches is sensitive to movement when it is invisible, so it consumes more energy while moving, but recovers while standing, even if you are invisible. The other clock simulates death, i.e. H. if someone attacks a Spy, it falls to the ground as if it had died, but becomes invisible and can escape. Ambassador is the name of the new, beautifully decorated revolver. It is especially effective for headshots.
Origin: France

Unlockable Weapons ( Unlockables )

For each of the nine classes, new unlockable weapons are to be delivered through “content updates” (English for “content updates”). These “unlockables” should appear at larger, irregular intervals together with other expanding content (maps, game modes). The content updates are now available for all classes.

Initially, the new weapons were only unlocked through a certain number of achievements. The allocation was later replaced by a random find . Players reacted with indignation to this method, which only became known at short notice. Due to the principle of chance, some players received new weapons after a few hours, while others might have to wait days for them. After a few weeks, Valve decided to reintroduce the old system, so that weapons can be acquired through achievements as well as random finds.

With an update on December 17, 2009, the game was expanded to include the function of "crafting". Since then, players have been able to create other objects from objects that have already been received or found. Since September 29, 2010 a new weapon update has also been available including a shop (Mann.Co Shop) where you can buy weapons for real money. There is now the option of coloring your hats with unlockable or commercially available colors or labeling them with your own name. It is also possible to trade most additional items with other players in the current game. Weapons that were already collected before were given the addition "Classic" and have been shown in blue font ever since.

In addition, with the “Sniper vs. Spy” update, hats were introduced for all nine classes. The hats introduced afterwards have no influence on the player's attributes or their weapons. They can be obtained by chance as well as by “producing”. There was a high level of interest in all new items, so that at the beginning players permanently joined the Team Fortress 2 servers, but did not actively participate in the game - the so-called idling - to get a hat or a new weapon. There was even a special program that did the idling on a server and the player didn't have to start the game himself. This was not tolerated by Valve. With the "Classless Update", users of the program were deprived of all weapons and hats they had received through the program. Players who did not use the program were rewarded with a special hat - in the form of a halo. This cannot be exchanged, bought, manufactured or subsequently acquired.

cards

The released game originally featured six maps created by Valve. All official maps have a certain mad scientist mentality in which secret bases are hidden in industrial complexes and exaggerated super weapons - such as laser cannons and rocket launchers - or secret documents take the role of mission objectives.

Valve plans to release more cards with new game modes in 2008. Following this promise, three more official maps have already been released, one of which only provides an alternative game mode for an already existing map. Valve is also starting to publish cards from the TF2 community in addition to its own cards , which have turned out to be particularly innovative or which have proven to be a good implementation of the existing game modes.

When a player enters an official map for the first time, an introductory video instructs them in the respective tasks and the surroundings. On the PC the player limit per card is 24, but can be increased to a maximum of 32. For Xbox 360 and PlayStation 3 there is a maximum of 16 players. There are a lot of Team Fortress 2 cards that were created by the community, for example cp_orange, achievement_idle and the like. a.

Type prefix Date of insertion Number of cards
Capture the flag ctf_ From the beginning 6th
Control points (standard) cp_ From the beginning 19th
Checkpoints (middle ages) cp_ December 17, 2010 Patch 1
Control points (domination) cp_ July 10, 2013 Patch 1
Territorial control tc_ From the beginning 1
Freight transportation pl_ April 29, 2008 Patch 14th
arena arena_ August 19, 2008 Patch 10
Freight races plr_ May 21, 2009 Patch 5
King of Hill koth_ August 13, 2009 Patch 17th
Training mode tr_ June 10, 2010 Patch 2
Manufacturer help December 17, 2010 Patch 2
Special delivery sd_ June 27, 2012 Patch 2
Man vs machine mvm_ August 15, 2012 Patch 7th
Robot destruction rd_ July 8, 2014 Patch 1
Manpower ctf_ December 22, 2014 Patch 4th
PASS time passport_ August 18, 2015 Patch 3
Player destruction pd_ October 6, 2015 Patch 2
map Type of game Filename Added developer Location
2Fort Capture the flag ctf_2fort From the beginning Valve Farmland
2Fort invasion Capture the flag ctf_2fort_invasion October 6, 2015 Patch Miguel "BANG!" Melara Michael ":: Egan ::" Egan The Ronin Martin "Chaofanatic" Ellis Ryan "Freeflow" Leitao James "Retro" Wright Aeon "Void" Bollig Farmland
Double cross Capture the flag ctf_doublecross December 17, 2009 Patch Valve Alpine / industrial
Landfall Capture the flag ctf_landfall December 17, 2015 Patch Andrew "Dr. Spud" Thompson Wade "nineaxis" Fabry

Mark "Shmitz" Major

Alpine
Sawmill Capture the flag ctf_sawmill August 13, 2009 Patch Valve Alpine
turbine Capture the flag ctf_turbine June 19, 2008 Patch Flobster Industrial
Well Capture the flag ctf_well January 25, 2008 Patch Valve Industrial
5Gorge Checkpoints cp_5gorge January 19, 2011 Patch Valve Alpine
Badlands Checkpoints cp_badlands February 14, 2008 Patch Valve desert
Coldfront Checkpoints cp_coldfront July 8, 2010 Patch Eric "Icarus" Wong

David "Selentic" Simon Aeon "Void" Bollig

Alpine / snow
Fastlane Checkpoints cp_fastlane June 19, 2008 Patch Arttu "SK" Mäki desert
Foundry Checkpoints cp_foundry December 15, 2011 Patch Valve Industrial
Freight Checkpoints cp_freight_final1 April 28, 2010 Patch Jamie "Fishbus" Manson desert
Granary Checkpoints cp_granary From the beginning Valve Farmland
Gullywash Checkpoints cp_gullywash_final1 October 13, 2011 Patch Jan "Arnold" Laroy desert
Powerhouse Checkpoints cp_powerhouse July 2, 2015 Patch Valve Industrial
Process Checkpoints cp_process_final July 10, 2013 Patch Ian "ScorpioUprising" Cuslidge Alpine
Sinshine Checkpoints cp_sunshine_event October 28, 2015 Patch Rebecca "phi" Ailes Kimberly "iiboharz" Riswick Harlen "UEAKCrash" Left Halloween
Snakewater Checkpoints cp_snakewater_final1 November 21, 2013 Patch Toivo "chojje" Sawen Alpine
Standin Checkpoints cp_standin_final July 10, 2013 Patch Ian "ScorpioUprising" Cuslidge Alpine
Vanguard Checkpoints cp_vanguard December 17, 2015 Patch Maxim "Fubar" Dupuis Kevin "Ravidge" Brook Gavin "Equinoxo" Sawford Construction
Well Checkpoints cp_well From the beginning Valve Industrial
Yukon Checkpoints cp_yukon_final August 13, 2009 Patch Patrick "MangyCarface" Mulholland Joachim "Acegikmo" Holmér Alpine
DeGroot Keep Attack / defense

(Medieval mode)

cp_degrootkeep December 17, 2010 Patch Valve Alpine
Dustbowl Attack / defense cp_dustbowl From the beginning Valve desert
Egypt Attack / defense cp_egypt_final February 24, 2009 Patch Sean "Heyo" Cutino Egyptian
Gorge Attack / defense cp_gorge December 17, 2009 Patch Valve Alpine
Gorge event Attack / defense cp_gorge_event October 28, 2015 Patch Paul "puxorb" Broxup Halloween
Gravel pit Attack / defense cp_gravelpit From the beginning Valve Industrial
Junction Attack / defense cp_junction_final February 24, 2009 Patch Sean "Heyo" Cutino Spytech
Man manor Attack / defense cp_manor_event October 27, 2010 Patch Valve

Tim "YM" Johnson Alex "Rexy" Kreeger

Halloween
Mercenary Park Attack / defense cp_mercenarypark October 20, 2017 Patch Valve jungle
Mossrock Attack / defense cp_mossrock October 20, 2017 Patch Freyja

E-Arkham

AsG_Alligator

- fuzzymellow -

jungle
Mountain Lab Attack / defense cp_mountainlab October 27, 2010 Patch Valve

Valentin "3DNJ" Levillain

Alpine
Snowplow Attack / defense cp_snowplow July 2, 2015 Patch Tim "YM" Johnson Joe "Fr0z3nR" Radak John "dekker" Dekker Zoey "Sexy Robot" Smith Rebbacus James "McVee" McVinnie Daniel "dan" Escobado Edward "0edit" Harrison Alpine
Steel Attack / defense cp_steel August 19, 2008 Patch Jamie "Fishbus" Manson Dan "Irish Taxi Driver" Merboth FLOOR_MASTER Industrial
Hydro Territorial control tc_hydro From the beginning Valve Industrial
Badwater Basin Freight transportation pl_badwater August 19, 2008 Patch Valve desert
Barnblitz Freight transportation pl_barnblitz June 23, 2011 Patch Valve Alpine / snow
Borneo Freight transportation pl_borneo July 2, 2015 Patch Sean "Heyo" Cutino Matt "Vhalin" Leahy jungle
Brimstone Freight transportation pl_fifthcurve_event October 21, 2016 Patch Tomi "ICS" Uurainen Halloween
Cactus Canyon Freight transportation pl_cactuscanyon July 8, 2014 Patch Valve desert
Enclosure Freight transportation pl_enclosure_final October 20, 2017 Patch Stiffy360

Tumbolisu

Dr. Spud

- fuzzymellow -

void ~

Freyja

AsG_Alligator

Scarecrowbar

E-Arkham

Jungle / industrial
Frontier Freight transportation pl_frontier_final February 24, 2011 Patch Patrick "MangyCarface" Mulholland Alpine
Gold rush Freight transportation pl_goldrush April 29, 2008 Patch Valve desert
Hellstone Freight transportation pl_millstone_event October 28, 2015 Patch Tomi "ICS" Uurainen Halloween
Hoodoo Freight transportation pl_hoodoo_final May 21, 2009 Patch Tim "YM" Johnson Jeroen "Snipergen" Dessaux Wade "nineaxis" Fabry

Drew "Oxy" Fletcher

desert
Snowycoast Freight transportation pl_snowycoast December 17, 2015 Patch E-Arkham FissionMetroid101 snow
Thunder Mountain Freight transportation pl_thundermountain July 8, 2010 Patch Valve Alpine
Upward Freight transportation pl_upward July 8, 2010 Patch Valve desert
Banana Bay Freight races plr_bananabay October 20, 2017 Patch Stiffy360

Blade x64

PEAR

- fuzzymellow -

void ~

Freyja

NeoDeskeleton

jungle
Helltower Freight races plr_hightower_event October 29, 2013 Patch Valve Halloween
Hightower Freight races plr_hightower July 8, 2010 Patch Valve desert
Nightfall Freight races plr_nightfall_final February 24, 2011 Patch Aaron "Psy" Garcha Alpine
pipeline Freight races plr_pipeline May 21, 2009 Patch Valve Industrial
Badlands arena arena_badlands August 19, 2008 Patch Valve desert
Byre arena arena_byre October 6, 2015 Patch Ian "ido" Spadin Farmland
Granary arena arena_granary August 19, 2008 Patch Valve Farmland
Lumberyard arena arena_lumberyard August 19, 2008 Patch Valve Alpine
Nucleus arena arena_nucleus May 21, 2009 Patch Valve Spytech
Offblast arena arena_offblast_final August 13, 2009 Patch Magnar "insta" Jenssen desert
Ravine arena arena_ravine August 19, 2008 Patch Valve desert
Sawmill arena arena_sawmill May 21, 2009 Patch Valve Alpine
Watchtower arena arena_watchtower February 24, 2009 Patch Joshua "JoshuaC" Shiflet Alpine
Well arena arena_well August 19, 2008 Patch Valve Industrial
Badlands King of the Hill koth_badlands April 14, 2011 Patch Valve desert
Brazil King of the Hill koth_brazil October 20, 2017 Patch ГΛVΛGΕ

tyler ☂

sean

NassimO

jungle
Eyeaduct King of the Hill koth_viaduct_event October 27, 2011 Patch Valve Halloween
Ghost Fort King of the Hill koth_lakeside_event October 26, 2012 Patch Valve Halloween
Harvest King of the Hill koth_harvest_final October 29, 2009 Patch Sean "Heyo" Cutino Farmland
Harvest Event King of the Hill koth_harvest_event October 29, 2009 Patch Sean "Heyo" Cutino Halloween
High pass King of the Hill koth_highpass December 17, 2015 Patch Drawer Industrial / desert
Kong King King of the Hill koth_king August 10, 2012 Patch Valentin "3DNJ" Levillain City
Lakeside King of the Hill koth_lakeside_final February 24, 2011 Patch Valentin "3DNJ" Levillain Egyptian
Lazarus King of the Hill koth_lazarus October 20, 2017 Patch "Sedimentary Socks"

- fuzzymellow -

Sky

BADGERPIG

Stiffy360

void ~

Jungle / industrial
Maple Ridge Event King of the Hill koth_maple_ridge_event October 21, 2016 Patch Berry TheoF114 Halloween
Moonshine event King of the Hill koth_moonshine_event October 28, 2015 Patch Josh "Hey You" Harris Harlen "UEAKCrash" Left Jake "Jukebox" Jackubowski Psyke Halloween
Nucleus King of the Hill koth_nucleus August 13, 2009 Patch Valve Spytech
Probed King of the Hill koth_probed October 6, 2015 Patch [UEAK Crash - Probed] Farmland
Sawmill King of the Hill koth_sawmill August 13, 2009 Patch Valve Alpine
Suijin King of the Hill koth_suijin July 2, 2015 Patch Freyja Kep "E-Arkham" Pump Alpine / Japanese
Viaduct King of the Hill koth_viaduct August 13, 2009 Patch Valve Alpine / snow
Carnival of Carnage Special delivery sd_doomsday_event October 29, 2014 Patch Valve Halloween
Doomsday Special delivery sd_doomsday June 27, 2012 Patch Valve desert
Pit of Death Player destruction pd_pit_of_death_event October 21, 2016 Patch DeRosaJ

Flip :: Egan :: FissionMetroid101 Roll

Halloween
Watergate Player destruction pd_watergate October 6, 2015 Patch Michael ":: Egan ::" Egan Maritime City / Brewery
Dustbowl Training mode tr_dustbowl June 10, 2010 Patch Valve desert
Target Training mode tr_target June 10, 2010 Patch Valve Industrial
Item test test itemtest December 17, 2010 Patch Valve Industrial
Cloak Checkpoints cp_cloak Valve
Bigrock Man vs. Machine mvm_bigrock December 20, 2012 Patch Valve desert
Coal Town Man vs. Machine mvm_coaltown August 15, 2012 Patch Valve desert
Decoy Man vs. Machine mvm_decoy August 15, 2012 Patch Valve desert
Example Man vs. Machine mvm_example August 15, 2012 Patch Valve Dev textures
Ghost town Man vs. Machine mvm_ghost_town October 26, 2012 Patch Valve Halloween
Mannhattan Man vs. Machine mvm_mannhattan November 21, 2013 Patch Valve Industrial
Mannworks Man vs. Machine mvm_mannworks August 15, 2012 Patch Valve Alpine
Rottenburg Man vs. Machine mvm_rottenburg November 21, 2013 Patch Valve Alpine
asteroid Robot destruction rd_asteroid July 8, 2014 Patch Valve Space
Foundry Manpower ctf_foundry December 22, 2014 Patch Valve Industrial
Gorge Manpower ctf_gorge December 22, 2014 Patch Valve Alpine / industrial
Hellfire Manpower ctf_hellfire October 28, 2015 Patch Valve desert
Thunder Mountain Manpower ctf_thundermountain March 12, 2015 Patch Valve Alpine
Brickyard PASS time pass_brickyard August 18, 2015 Patch Valve

Bad Robot Escalation Studios

Industrial
Timberlodge PASS time pass_timbertown November 25, 2015 Patch Valve

Bad Robot Escalation Studios

Alpine
District PASS time pass_district July 7, 2016 Patch Valve

Bad Robot Escalation Studios

City
Sunshine Checkpoints cp_sunshine July 7, 2016 Patch Rebecca "phi" Ailes Kimberly "iiboharz" Riswick Sebastian Grus

mellowretro Tim "SedimentarySocks" BL

Alpine
Metalworks Checkpoints cp_metalworks July 7, 2016 Patch Ian "ScorpioUprising" Cuslidge Industrial
Swiftwater Freight transportation pl_swiftwater_final1 July 7, 2016 Patch whatisschwa

citrus miracle

Alpine

Man vs. Machine

With the update of the same name on August 15, 2012, the new co-op mode "Mann vs. Machine" appeared. In this, the players no longer fight against each other in the RED and BLU teams, but have the task of defending their base together against hosts of robots that are modeled on the classes, with a maximum of six players in a defending team. There are missions in four levels of difficulty (normal, medium, advanced and expert), later with the Halloween event 2012 Spectral Halloween Special, a mission with the level of difficulty "nightmare" was added. In each mission there are several waves of robots that have to be defeated, whereby in front of each wave at the top of the screen it is shown how many robots of which classes are to be defeated in this wave. There is a difference between primary and support robots, while the former have a certain number per wave, the latter spawn additionally and recurring without their destruction affecting the progress of the players in fighting the wave. The support bots are also announced every time they appear, in the case of spies it is announced after each destroyed robot of this class how many spies are left.

One of the robots carries a bomb, which is transported further and further to the base of the defense team. If the bomb carrier is destroyed, another robot can pick up the bomb, but in any case the bomb carrier only runs half as fast as usual. The aim is to prevent the bomb from reaching its target and being detonated by destroying the bomb carrier and another Recording is avoided if possible. With the recoil of certain weapons, the bomb carrier can also be pushed into a shaft on most maps, in which case the bomb returns to the robot's spawn point.

The robots are all based on the classes in the game, but many of them only carry very specific weapons and thus also fulfill special functions, for example the minor league scouts , who continuously shoot baseballs at the players to temporarily paralyze them Flare Pyros , which are supposed to ignite the players at a distance with their signal pistols, or the demo nights , which attack the players with swords rather than the primary grenade launcher. There are also giant robots, which are significantly more powerful than their "normal" counterparts, but also only half as fast as these, and are also often accompanied by medics , which with their overload make the attack on the giant bots even more difficult. Snipers in particular appear as support robots , who can deal great damage to the player at a distance, including headshots, but easily reveal their position through their homing laser, as well as the spies - these can appear anywhere on the map using their cloak Dress up as players, kill the players with back stabs , and paralyze and destroy the engineer's buildings. Also Engineer robots may occur as support, this ease with her teleport the robots the advance and defend the teleport and themselves with their Sentry Gun. Another serious threat are the Sentry-Buster , they belong neither to the primary troops nor to the fixed support, but always appear when a sentry-gun installed by a player causes a large amount of damage. These robots move in a targeted manner towards this sentry and then blow themselves up, destroying all buildings and killing all players in the explosion radius. In addition to the robots, there are also one or more tanks in different waves, which transport their own bomb independently of the main bomb and are also difficult to destroy. Tanks do not attack players, but they can pinch them in certain places as they drive past and thus kill them.

All robots drop credits when destroyed . These can be picked up by the players and used between waves to buy various upgrades of their choice for their characters and their weapons to improve their chances in battle. There are also canteens , which can be used to get an overload, an ammunition replenishment or a critical replenishment at any time, to be teleported to the spawn point or, if you are an Engineer , to immediately upgrade all buildings to level 3. A canteen can only ever be filled with one of these charges a maximum of three times. Scouts receive additional health points for collecting credits, when collecting all credits in a wave each player receives a bonus of 100 credits.

There are also two different modes in which the MvM missions can be played: Training Camp and Mann Up . In the training camp , all missions can be freely selected and practiced without limits on both official and community servers, in the Mann Up mode, on the other hand, games are played on special official Valve servers, for which a so-called "Tour of Duty Ticket" is required for each mission. which can be found, exchanged or bought in the shop. The ticket is only used when completing a mission. In the Mann Up mode, various missions from the "medium" level of difficulty are divided into various "tours". For each completed mission the player receives various bonus items, a fully completed tour brings in a specially marked "botkiller" weapon, sometimes a rarer version of such a weapon or - in "Operation Two Cities" - a so-called "Australium weapon", which In contrast to normal weapons, an enemy turns into a gold statue when killed. In the entire "Mann vs. Machine" mode, only achievements in the "Mann vs. Machievements" category can be unlocked.

Community events

Community events are events or campaigns that are not created or made available directly by Valve. These events are organized by private individuals or organizations and are mostly intended for the general public. However , most of these events are announced on the official website of Team Fortress 2 .

Hugs.tf

Hugs.tf is an annual charity live stream event for the benefit of the organization Special Effect: the gamer's charity.

Titanium Tank and Canteen Crusher

Operation Titanium Tank is a Community Man vs Machine Missions competition and tour organized and presented by Potato's Custom MvM Servers , which was announced on November 17th, 2017 and officially ended on August 22nd, 2018.

At the end of the "Titanium Tank" event, the "Canteen Crasher" event followed, which is identical in organization. The official start of the following event was not carried out as planned due to time constraints.

"Due to my vacation screwing up the CC launch [...]"

“Because of my vacation, which screwed up the CC start. [...] "

- Hydrogen : Statistics for the costs of the Canteen Crusher event
You know I'm simply starting to think Hydrogen sudden disappearance is him taking the break he never took.  Originally CC was supposed to launch without him working on it at all, everyone else had to do shit for the launch.  Now Hydro's like peace y'all I'm taking my m'fking break see you again in 1 month.  * Hydrogen was supposed to be away Aug 3 to Sep 3, CC's original launch date was Aug 15.
Full message from LazyOne regarding the Canteen Crusher event

The originally planned start of the event was August 15, 2018, which should start without the organizer.

"Originally CC was supposed to launch without him working on it at all, everyone else had to do shit for the launch. [...] CC's original launch date was Aug 15."

"Originally CC was supposed to start without him working on it, everyone else had to give a shit for the start. [...] The original start of the event was August 15, 2018"

- LazyOne : Steam chat of the group, area "Potatoposting" Posted Thursday, October 4th, 2018, 10:09 pm; Retrieved October 12, 2018
Titanum Tank Event statistics
Number of participants 21308
Final lendings paid out 5423 medals (25% of the participants)
Number of participants (Titanium Tank) according to cards
Dockyard
  
103.74
Downtown
  
103.46
Power plant
  
106.38
Parts
  
105.68
Waterfront
  
97.82
Total cost Cost of Canteen Crusher per month
month costs
August 2018 $ 145
September 2018 $ 266


The first part of the event was the card competition. 56 card makers with a total of 68 cards took part in the competition. The first six winners with their cards were used for the event.

The competition for Titanum Tank
space map mission Creator Score
1st Dockyard Spyware Shipping (ATG) Jakapoa 91
2nd Waterfront Watershed Waylay Swordstone 88
3rd Downtown Entertainer's entourage Star Bright 86
4th Steep Peak performance Dayal 85
5th Parts Program Seppuku Quenquent 84
6th Power plant Power palliative Flowaria_ 81
(6th) metro Evil Eye Nuke 81

Special submissions, which were particularly honored by the organizers of the event:

Honorable mentions
mention map mission Creator
Creative missions (waves) Parts Salty Boys BigfootBeto
Most creative names for robots Parts Salty Boys BigfootBeto
Most creative name for mission Ingots Wasteland wreckage Koi
Mostly the most interesting robot boss Power plant Energy overload Overlord
Longest Mission (Duration) Downtown Funnyman With Nice Butt DELIRIUM

Web links

Commons : Team Fortress 2  - collection of pictures, videos and audio files

Individual evidence

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