Skip to content
Gigantum.net
Video games

Noticias - Team Fortress 2 Update Released

· 4,534 words

Featuring 5 new community maps: HolyHell, Scarypass, Trainsawlaser, Medi-Evil, and Scaredy-Cat

Added the Haunted Hoard Case Contains 23 new community-created cosmetic items that make up the Haunted Hoard Collection Has a chance to give a taunt Unusualifier as a bonus item

Contains 23 new community-created cosmetic items that make up the Haunted Hoard Collection

Has a chance to give a taunt Unusualifier as a bonus item

Added 5 new community-contributed taunts to the Mann Co. Store Taunt: Hippocratic Hypocrite Taunt: Showrunner's Spirit Taunt: Barrel Roll Taunt: One-Eyed Punt! Taunt: Sear You Later

Added 21 new community-created Unusual effects 11 new effects for Unusual hats 10 new effects for Unusual taunts

All players who launch the game will receive a Soul Gargoyle if they don't already have one Grants access to Merasmissions and Halloween item transmutations Tracks Merasmissions completed and souls collected

Grants access to Merasmissions and Halloween item transmutations

Tracks Merasmissions completed and souls collected

All Halloween Contracts have been reset, allowing them to be completed again

Added new Contracts for this year's featured community maps

Completing a Halloween Contract will give players a classic Halloween item and the chance for a Haunted Hoard Case

Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps

All cosmetic and taunt Cases will grant Halloween 2026 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.

Join Halloween matches by using the Special Events category in Casual

Scream Fortress XVIII runs through November 7th, 2026

Fixed ÜberCharge response rules not playing for Halloween items (community fix from robbilookatme)

Fixed missing lighting parameters for the Scottish Resistance materials (community fix from Lindon)

Fixed client crash related to missing HUDAutoAim element (community fix from flower)

Fixed TFBot crash related to moving control points (community fix from BetaM)

Fixed joining a new lobby while being revived locking up the camera (community fix from Vlad)

Fixed misplaced muzzle attachment for The AWPer Hand (community fix from dilbertron2)

Fixed the Pomson's kill icon bleeding into the Wrap Assassin's (community fix from Grampa Swood)

Fixed Spy disguising as a player without primary weapon (community fix from leemustache)

Fixed invalid Soul Gargoyle locations on Helltower (community fix from Kimmy)

Fixed bad computer_wall02b material (community fix from DiskIntegrity)

Added convars to control ready countdown (community fix from nemmy)

Fixed a bug where HUD item meters weren't always being cleared/loaded properly

Fixed cosmetics attached to ragdolls not cloaking with the ragdolls when killed with a weapon like Your Eternal Reward

Fixed crit boost material effect not working on several weapons

Added OnDropTeam1 and OnDropTeam2 outputs for item_teamflag

Fixed Summer 2024 Cosmetic Key and Summer 2024 Cosmetic Key backpack images

Updated style strings for the Chief Executor, Vested Investor's Vest, and Standing Offer

Updated The Hundekopf to fix a problem with the paint mask

Updated the Chief Executor Added style names Fixed style preview window orientation Added missing hat bodygroup to the third style Added style names for the Standing Offer and Vested Investors Vest

Added missing hat bodygroup to the third style

Added style names for the Standing Offer and Vested Investors Vest

Updated the Handsome Ranger Updated UVs to prevent mipmapping with the paint region Increased the size of the cigarette in the "Off Duty" style

Updated UVs to prevent mipmapping with the paint region

Increased the size of the cigarette in the "Off Duty" style

Updated the Long Shot Updated the textures to reduce the strength of the normal map & ambient occlusion Updated the backpack icon to reflect these change

Updated the textures to reduce the strength of the normal map & ambient occlusion

Updated the backpack icon to reflect these change

Updated the Night Riders Updated the textures to reduce the strength of the normal map & ambient occlusion Updated the backpack icon to reflect these change

Updated The Lo-Fi Longwave logo to add a second style with the updated logo

Updated the Standing Offer Fixed clipping issues Fixed a wrongly assigned UV Fixed paint texture issues

Updated the Vested Investor's Vest to fix some clippling issues

Updated Le Morne Uniforme to fix some LOD issues

Updated backpack images for Le Sapeur and Le Morne Uniforme

Updated Beaten and Bruised Optimized model exports, reducing file size Fixed location and rotation of the Style and Paint preview Improved head bandage geometry Reduced clipping with other cosmetics Reduced normal map compression artifacts on Pyro and Engineer's cracked lenses Updated textures, improving blue team texture variation Fixed Nightmare style selfillum not displaying as intended Updated backpack image

Optimized model exports, reducing file size

Fixed location and rotation of the Style and Paint preview

Reduced normal map compression artifacts on Pyro and Engineer's cracked lenses

Updated textures, improving blue team texture variation

Fixed Nightmare style selfillum not displaying as intended

Updated Hard Hearing Optimized model exports, reducing file size Fixed location and rotation of the Style and Paint preview Reduced clipping with other cosmetics Fixed a gap above the brim on some classes Updated textures to better match class colors Adjusted phong values slightly Sniper now takes off his hat when melee taunting on the "Hearing Issue" style

Fixed a gap above the brim on some classes

Updated textures to better match class colors

Sniper now takes off his hat when melee taunting on the "Hearing Issue" style

Updated koth_sawmill_event to fix missing materials in the underworld

Updated ctf_2fort to fix inconsistent DX level setting for the grain_elevator01 prop (community fix from sonomahyenaz)

Updated cp_dustbowl to fix func_occluder problem in stage 3 (community fix from sonomahyenaz)

Updated cp_well to fix Engineers building in RED's forward spawn room (community fix from sonomahyenaz)

Updated pl_redwood Fixed visual stuttering on players using a zipline Fixed bug that would break client collision with certain entities Fixed zipline sounds being interrupted when the user fires their weapon Fixed some cases where ziplines would not take players in the desired direction Fixed the The Mantreads and The Thermal Thruster not dealing damage when landing on players after dismounting a zipline Dismounting a zipline while wielding The Winger now boosts jump height by 25% Reduced speed gained from dismounting a zipline shortly after shield charging Adjusted zipline dismount input to help prevent accidental early dismounts

Fixed visual stuttering on players using a zipline

Fixed bug that would break client collision with certain entities

Fixed zipline sounds being interrupted when the user fires their weapon

Fixed some cases where ziplines would not take players in the desired direction

Fixed the The Mantreads and The Thermal Thruster not dealing damage when landing on players after dismounting a zipline

Dismounting a zipline while wielding The Winger now boosts jump height by 25%

Reduced speed gained from dismounting a zipline shortly after shield charging

Adjusted zipline dismount input to help prevent accidental early dismounts

Updated pd_mannsylvania Reduced duration of the Vampire Buff from 20 > 15 seconds Added a 5 second speed boost for players exiting Dracula's Castle Added additional player voice lines that can play upon exiting Dracula's Castle Removed some particle effects from the capture zone in Dracula's Castle for visual clarity Map now precaches audio on map load, this fixes a major stutter issue when entering Dracula's Castle for the first time (Thanks Aar!) Fixed players not being forced into melee in the ending sequence Fixed some issues with sound scripts calling sounds that don't exist Updated the texture on the resupply cabinets to help them stand out from the environment more Reduced the amount of edicts taken up by converting some dynamic objects into static ones Increased number of active pumpkin bombs on the map Lighting adjustments Minor visual tweaks Optimizations

Reduced duration of the Vampire Buff from 20 > 15 seconds

Added a 5 second speed boost for players exiting Dracula's Castle

Added additional player voice lines that can play upon exiting Dracula's Castle

Removed some particle effects from the capture zone in Dracula's Castle for visual clarity

Map now precaches audio on map load, this fixes a major stutter issue when entering Dracula's Castle for the first time (Thanks Aar!)

Fixed players not being forced into melee in the ending sequence

Fixed some issues with sound scripts calling sounds that don't exist

Updated the texture on the resupply cabinets to help them stand out from the environment more

Reduced the amount of edicts taken up by converting some dynamic objects into static ones

Increased number of active pumpkin bombs on the map

Updated koth_demolition Replaced the health and ammo pack platforms with new ones made by Goobert Updated the control point to have a neutral version matching RED and BLU (thanks Goobert) Replaced the textures under the water to save file size Replaced the team logos and oil rig overlays with new ones Extended the space between the playable area and the invisible wall on the sea Removed a bit of brushwork on the crane to avoid players bonking against it when using the jump pad Moved the jump pad back a bit and gave it more strength Removed the last bits of func_nobuild on the crane platform Added two broken catwalks on the side of the crane platform Added a new broken catwalk behind both spawns alongside cover and a trimp spot Added a new shortcut on the radio towers connecting to the previously mentioned catwalk to give players another way out of spawn (Thanks ItJazzy for the suggestion) Added a set of catwalks hanging from the point platform under the point to add a new flank route for players (Thanks ItJazzy for the suggestion) Added a small health pack in the furnace rooms of each team Added decorative lights under the point Upgraded the health pack on the furnace room from medium to full Upgraded the health pack on the office building from small to medium Removed some ropes under the point Fixed some pipes fading too soon Fixed some weird collision near the spawns that messed with blast jumps Administrator now reacts when a player dies to the Evil Deer. Try at your own risk.

Replaced the health and ammo pack platforms with new ones made by Goobert

Updated the control point to have a neutral version matching RED and BLU (thanks Goobert)

Replaced the textures under the water to save file size

Replaced the team logos and oil rig overlays with new ones

Extended the space between the playable area and the invisible wall on the sea

Removed a bit of brushwork on the crane to avoid players bonking against it when using the jump pad

Moved the jump pad back a bit and gave it more strength

Removed the last bits of func_nobuild on the crane platform

Added two broken catwalks on the side of the crane platform

Added a new broken catwalk behind both spawns alongside cover and a trimp spot

Added a new shortcut on the radio towers connecting to the previously mentioned catwalk to give players another way out of spawn (Thanks ItJazzy for the suggestion)

Added a set of catwalks hanging from the point platform under the point to add a new flank route for players (Thanks ItJazzy for the suggestion)

Added a small health pack in the furnace rooms of each team

Upgraded the health pack on the furnace room from medium to full

Upgraded the health pack on the office building from small to medium

Fixed some weird collision near the spawns that messed with blast jumps

Administrator now reacts when a player dies to the Evil Deer. Try at your own risk.

Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods General Changes Players can no longer be selected as a starting Zombie two rounds in a row Dying during setup now respawns you instantly Players who are dead or spectating when the round begins now considered infected The B.A.S.E Jumper can now be deployed at any point in the round Jumper weapons no longer have decreased max ammo Zombie Changes New Feature: Zombie Spawn Picker On respawn, Zombies will be able to manually choose which spawn point to spawn at Pressing your left and right mouse inputs will cycle through all spawn points Pressing your jump input will spawn you at your current spawn point If no inputs are pressed, you will automatically respawn after a short time Zombies are no longer ÜberCharged when respawning Zombies can change class while picking a spawn point Zombies now drop a small ammo pack Zombies now receive Mini-Crits when the Zombie team is below the starting infection quota Updated Zombie viewmodel animations and removed view punch when attacking Updated Zombie playermodels and third person animations (thanks Coolchao Zhao!) Updated Zombie ability icons with polished art (thanks TheLazerSofa!) Respawning Zombies no longer play lightning visuals and thunder sounds Zombies no longer leave a trail of green footsteps, no longer emit green fog, and can now ragdoll Updated Zombie Engineer Zombie Engineer has a new "Beacon" ability Throw a toolbox to erect a beacon that Zombies can respawn at Beacons are the default spawn point for Zombies in the new Spawn Picker feature Beacons can be destroyed by Survivors Each Zombie Engineer can only have one beacon active at a time Updated Zombie Spy Zombie Spy has been given Zombie Engineer's old "EMP Grenade" Like before, the EMP grenade will temporarily disable buildings around it after detonation EMP Grenade blast highlights Survivors and buildings like the previous "Reveal" ability No longer instantly detonates when directly hitting a building Now takes half as long to detonate Reveal and EMP duration changed from 6.5s to 5.5s Reveal range changed from 1000HU to 900HU EMP range changed from 500HU to 450HU Max Health lowered to 125 Melee damage changed from 100% to 69% Updated Zombie Pyro Zombie Pyro has a new "Sticky Spew" ability Spew balls of tar at Survivors, coating them in disorienting liquid that hinders their movement-based weapons No longer drops a medium health kit on death Fire resistance changed from 100% to 70% No longer ignites players on hit or deals bonus damage to burning Survivors Updated Zombie Heavy Zombie Heavy has a new "Rock Hurl" ability Grab a chunk of concrete from the ground, lift it, and heave it at Survivors Survivors in the radius of the concrete get knocked back and take damage Survivors directly hit by the concrete get stunned and take additional damage Buildings hit by concrete are temporarily disabled Added loud footsteps Knockback resistance changed from 100% to 85% Damage vs buildings changed from 120 to 90 No longer drops a medium health kit on death Updated Zombie Sniper Spit can now settle on slopes, staircases, and rooftops Updated Zombie Demoman Explosive Charge's channel period has full aim control Updated Zombie Soldier Pouncing Zombie Soldiers now play a whistling falling sound Bug Fixes Fixed Zombies sometimes being immune to headshots Fixed a bug where Zombie Sniper's Spit would not create a puddle on impact with a building Fixed Zombie Heavy's attack damaging through Bonk! Atomic Punch and ÜberCharge Fixed Zombie Medic leaving dispensers behind when changing class, spectating or disconnecting Fixed Survivors sometimes starting with no ammo or metal Fixed "game_text" entities leaking when a player disconnects or changes class mid-respawn Fixed the starting Zombie quota being able to select a spectator or a dead survivor

General Changes Players can no longer be selected as a starting Zombie two rounds in a row Dying during setup now respawns you instantly Players who are dead or spectating when the round begins now considered infected The B.A.S.E Jumper can now be deployed at any point in the round Jumper weapons no longer have decreased max ammo

Players can no longer be selected as a starting Zombie two rounds in a row

Dying during setup now respawns you instantly

Players who are dead or spectating when the round begins now considered infected

The B.A.S.E Jumper can now be deployed at any point in the round

Jumper weapons no longer have decreased max ammo

Zombie Changes New Feature: Zombie Spawn Picker On respawn, Zombies will be able to manually choose which spawn point to spawn at Pressing your left and right mouse inputs will cycle through all spawn points Pressing your jump input will spawn you at your current spawn point If no inputs are pressed, you will automatically respawn after a short time Zombies are no longer ÜberCharged when respawning Zombies can change class while picking a spawn point

New Feature: Zombie Spawn Picker On respawn, Zombies will be able to manually choose which spawn point to spawn at Pressing your left and right mouse inputs will cycle through all spawn points Pressing your jump input will spawn you at your current spawn point If no inputs are pressed, you will automatically respawn after a short time

On respawn, Zombies will be able to manually choose which spawn point to spawn at Pressing your left and right mouse inputs will cycle through all spawn points Pressing your jump input will spawn you at your current spawn point

Pressing your left and right mouse inputs will cycle through all spawn points

Pressing your jump input will spawn you at your current spawn point

If no inputs are pressed, you will automatically respawn after a short time

Zombies are no longer ÜberCharged when respawning

Zombies can change class while picking a spawn point

Zombies now receive Mini-Crits when the Zombie team is below the starting infection quota

Updated Zombie viewmodel animations and removed view punch when attacking

Updated Zombie playermodels and third person animations (thanks Coolchao Zhao!)

Updated Zombie ability icons with polished art (thanks TheLazerSofa!)

Respawning Zombies no longer play lightning visuals and thunder sounds

Zombies no longer leave a trail of green footsteps, no longer emit green fog, and can now ragdoll

Updated Zombie Engineer Zombie Engineer has a new "Beacon" ability Throw a toolbox to erect a beacon that Zombies can respawn at Beacons are the default spawn point for Zombies in the new Spawn Picker feature Beacons can be destroyed by Survivors Each Zombie Engineer can only have one beacon active at a time

Zombie Engineer has a new "Beacon" ability Throw a toolbox to erect a beacon that Zombies can respawn at Beacons are the default spawn point for Zombies in the new Spawn Picker feature Beacons can be destroyed by Survivors Each Zombie Engineer can only have one beacon active at a time

Throw a toolbox to erect a beacon that Zombies can respawn at

Beacons are the default spawn point for Zombies in the new Spawn Picker feature

Each Zombie Engineer can only have one beacon active at a time

Updated Zombie Spy Zombie Spy has been given Zombie Engineer's old "EMP Grenade" Like before, the EMP grenade will temporarily disable buildings around it after detonation EMP Grenade blast highlights Survivors and buildings like the previous "Reveal" ability No longer instantly detonates when directly hitting a building Now takes half as long to detonate Reveal and EMP duration changed from 6.5s to 5.5s Reveal range changed from 1000HU to 900HU EMP range changed from 500HU to 450HU Max Health lowered to 125 Melee damage changed from 100% to 69%

Zombie Spy has been given Zombie Engineer's old "EMP Grenade" Like before, the EMP grenade will temporarily disable buildings around it after detonation EMP Grenade blast highlights Survivors and buildings like the previous "Reveal" ability No longer instantly detonates when directly hitting a building Now takes half as long to detonate Reveal and EMP duration changed from 6.5s to 5.5s Reveal range changed from 1000HU to 900HU EMP range changed from 500HU to 450HU

Like before, the EMP grenade will temporarily disable buildings around it after detonation

EMP Grenade blast highlights Survivors and buildings like the previous "Reveal" ability

No longer instantly detonates when directly hitting a building

Reveal and EMP duration changed from 6.5s to 5.5s

Reveal range changed from 1000HU to 900HU

Updated Zombie Pyro Zombie Pyro has a new "Sticky Spew" ability Spew balls of tar at Survivors, coating them in disorienting liquid that hinders their movement-based weapons No longer drops a medium health kit on death Fire resistance changed from 100% to 70% No longer ignites players on hit or deals bonus damage to burning Survivors

Zombie Pyro has a new "Sticky Spew" ability Spew balls of tar at Survivors, coating them in disorienting liquid that hinders their movement-based weapons

Spew balls of tar at Survivors, coating them in disorienting liquid that hinders their movement-based weapons

No longer drops a medium health kit on death

Fire resistance changed from 100% to 70%

No longer ignites players on hit or deals bonus damage to burning Survivors

Updated Zombie Heavy Zombie Heavy has a new "Rock Hurl" ability Grab a chunk of concrete from the ground, lift it, and heave it at Survivors Survivors in the radius of the concrete get knocked back and take damage Survivors directly hit by the concrete get stunned and take additional damage Buildings hit by concrete are temporarily disabled Added loud footsteps Knockback resistance changed from 100% to 85% Damage vs buildings changed from 120 to 90 No longer drops a medium health kit on death

Zombie Heavy has a new "Rock Hurl" ability Grab a chunk of concrete from the ground, lift it, and heave it at Survivors Survivors in the radius of the concrete get knocked back and take damage Survivors directly hit by the concrete get stunned and take additional damage Buildings hit by concrete are temporarily disabled

Grab a chunk of concrete from the ground, lift it, and heave it at Survivors

Survivors in the radius of the concrete get knocked back and take damage

Survivors directly hit by the concrete get stunned and take additional damage

Buildings hit by concrete are temporarily disabled

Knockback resistance changed from 100% to 85%

Damage vs buildings changed from 120 to 90

Updated Zombie Sniper Spit can now settle on slopes, staircases, and rooftops

Spit can now settle on slopes, staircases, and rooftops

Updated Zombie Demoman Explosive Charge's channel period has full aim control

Explosive Charge's channel period has full aim control

Updated Zombie Soldier Pouncing Zombie Soldiers now play a whistling falling sound

Pouncing Zombie Soldiers now play a whistling falling sound

Bug Fixes Fixed Zombies sometimes being immune to headshots Fixed a bug where Zombie Sniper's Spit would not create a puddle on impact with a building Fixed Zombie Heavy's attack damaging through Bonk! Atomic Punch and ÜberCharge Fixed Zombie Medic leaving dispensers behind when changing class, spectating or disconnecting Fixed Survivors sometimes starting with no ammo or metal Fixed "game_text" entities leaking when a player disconnects or changes class mid-respawn Fixed the starting Zombie quota being able to select a spectator or a dead survivor

Fixed Zombies sometimes being immune to headshots

Fixed a bug where Zombie Sniper's Spit would not create a puddle on impact with a building

Fixed Zombie Heavy's attack damaging through Bonk! Atomic Punch and ÜberCharge

Fixed Zombie Medic leaving dispensers behind when changing class, spectating or disconnecting

Fixed Survivors sometimes starting with no ammo or metal

Fixed "game_text" entities leaking when a player disconnects or changes class mid-respawn

Fixed the starting Zombie quota being able to select a spectator or a dead survivor

Updated zi_atoll (additional changes) Removed a zombie spawn beneath the cliff shack Returned full ammo pack in the turbine room Removed Uber effect from spawning zombies

Removed a zombie spawn beneath the cliff shack

Returned full ammo pack in the turbine room

Removed Uber effect from spawning zombies

Updated zi_blazehattan (additional changes) Reworked lighting and updated the visuals across the map Reworked zombie spawns to create safer zones for Survivors Reworked the grinder building and the evacuation center Removed fence in cargo crate pile to allow for more rotations Added more pickups across the map Cleaned up collisions Fixed Survivor respawn wave time being too long Reduced round timer from 210s to 180s Removed little nobuild zones from on top of various crates and barrels Optimization pass

Reworked lighting and updated the visuals across the map

Reworked zombie spawns to create safer zones for Survivors

Reworked the grinder building and the evacuation center

Removed fence in cargo crate pile to allow for more rotations

Fixed Survivor respawn wave time being too long

Removed little nobuild zones from on top of various crates and barrels

Updated zi_devastation_final1 (additional changes) Added Zombie access to the surface above the parking garage, allowing them to drop down onto higher floors Simplified and clarified Zombie spawns Added Survivor access to third floor vents corridor Removed nobuild triggers from third floor cars Brightened dark corners Lowered the water in the parking lot bottom floor

Added Zombie access to the surface above the parking garage, allowing them to drop down onto higher floors

Added Survivor access to third floor vents corridor

Removed nobuild triggers from third floor cars

Lowered the water in the parking lot bottom floor

Updated zi_murky (additional changes) The previously condemned Mudpuppy clearance tunnels are now opened Mudpuppy spawn points have been removed and moved to the docks Reduced some pickup spawns Decreased fog and lightened ambient lighting for improved visibility Lowered volume of soundscape effects Cleaned, fixed, added, and decluttered collisions around the map Merged props to improve performance Updated water visuals and removed expensive reflection effects Adjusted pumpkin bomb spawns

The previously condemned Mudpuppy clearance tunnels are now opened

Mudpuppy spawn points have been removed and moved to the docks

Decreased fog and lightened ambient lighting for improved visibility

Cleaned, fixed, added, and decluttered collisions around the map

Updated water visuals and removed expensive reflection effects

Updated zi_sanitarium (additional changes) Removed outside ladder access to the roof. You'll have to take the stairs. Removed Uber effect from spawning zombies Removed access to sloped roof adjacent to the sanitarium rooftop Removed a wooden barrier near the upstairs bathroom Removed some wooden plank walkways connecting several balconies Fixed being able to attack through window frames Fixed bad clipping and stuck spots around wooden scaffolding Shortened Far Z clip plane for optimization Added "Ding" noise when the elevator arrives at its location

Removed outside ladder access to the roof. You'll have to take the stairs.

Removed access to sloped roof adjacent to the sanitarium rooftop

Removed a wooden barrier near the upstairs bathroom

Removed some wooden plank walkways connecting several balconies

Fixed being able to attack through window frames

Fixed bad clipping and stuck spots around wooden scaffolding

Shortened Far Z clip plane for optimization

Added "Ding" noise when the elevator arrives at its location

Updated zi_woods (additional changes) Updated Zombie spawn zones Reworked the boathouse roof Terraformed cliffs around the lake Added access to raised terrain platforms Added health and ammo platform in the wooded pathway to the docks Added clipping to tall rock spires Brightened some dark spots of the forest Made the airboat easier to jump over and into Increased round timer from 120s to 160s Optimization pass

Added access to raised terrain platforms

Added health and ammo platform in the wooded pathway to the docks

Brightened some dark spots of the forest

Made the airboat easier to jump over and into

Gathered from external sources. Rights to this text belong to whoever originally published it.

Tuesday, October 13, 2026

© 2026 Gigantum.net. Content gathered automatically from external sources; rights to each text belong to whoever originally published it.