UFR Video Contest

June 23, 2026



The commentary podcast Upon Further Review, UFR, is hosting a public contest for anyone to enter! They're giving prospective content creators the opportunity to have their videos shown to thousands of people, as well as be reviewed by a panel of established and accomplished TF2 YouTubers! All submissions will receive feedback and constructive criticism. Beginners and veterans are equally welcome!

All entries must be submitted before July 15th, 2026! The creators of the three best videos will be given cash prizes!

Join their Discord for more details on the rules and how to apply!

Jump Fortress Play-Offs 2026

June 18, 2026


(Image credit: MetalCloud)

Jump Fortress is back and more ambitious than ever! They're proud to present their most exciting rocket jumping tournament yet: The Jump Fortress Play-Offs!

After months of tournaments and open qualifiers, the stage has been set. The world's best jumpers head to a two-stage, double-elimination showdown across both Soldier and Demoman, all over three days of racing. The Soldier bracket has the likes of Nikita and Bunny in the mix, while newjuls and cander are among the names to beat on Demoman. And keep an eye on vice, who has a shot at the top in both classes! Tune in over at the EssentialsTF Twitch Channel to watch them go head-to-head in 1v1, 10-minute time attacks.

Eight Soldiers open the action on Saturday, June 20th, and Sunday, June 21st. Then four Demomen take over on Saturday, June 27th. Each day kicks off at 4:00pm CEST, all for a community-funded $3000 USD prize pool and the title of the best jumper in their class! And the competitors aren't the only ones walking away with something! With six live raffles running throughout the event, everyone tuning in has a chance to claim a prize or two. Two classes. Three days of racing. And nobody's out until they've lost twice. Who will become the Jump Fortress Champion, who will crash out, and will vice finally lose a live tournament? Find out live at the Jump Fortress Play-Offs!

Important Links:



TFCL Alpha Season 2

June 04, 2026



After more than six months of stealth development, a super duper secret alpha, and a ton of broken sentry guns, TFCL is back and ready for public testing! TFCL is a North American competitive 6v6 league. Registration for TFCL's Alpha Season 2 opened on May 21st and runs through July 5th!

To make things even more awesome, they're throwing a $504 prize pool at this season! And medals, of course. Can't forget those!

Alpha Season 2 will last approximately 6 weeks, with an additional week or two for playoffs. There will be 12 matches, two per week, on servers located in North America. Entry is free. TFCL will host and configure all match servers, so all you have to do is sit back, compete, and have fun!

More information can be found here!

ETF2L Highlander Season 35 Premiership Grand Final

May 29, 2026


(Image credit: soda)

Europe's best Highlander teams are duking it out in ETF2L's 35th Premiership Grand Final, with 3AM looking to threepeat as Europe's best! But GANJA look to emerge victorious with a lower bracket run!

Tune in live on Saturday, May 30th, at 3:15 PM EDT / 9:15 PM CEST as Europe's finest will be battling on Upward, Vigil, and Product with the decider in this best of 3 final!

Important Links:

AsiaFortress Summer 6s Finals

May 28, 2026



AsiaFortress is back with its Summer 6s finals!

After a dominant season, can the favorites close it out? Tune in live on Saturday, May 30th, at 9:00 PM SGT / 3:00 PM CEST.

Important Links:



Team Fortress 2 Update Released

May 25, 2026

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 crash related to wearables leaking when weapons are dropped (community fix from Sean McGeehan)

Team Fortress 2 Update Released

May 25, 2026

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 crash related to wearables leaking when weapons are dropped (community fix from Sean McGeehan)

Moscow LAN 2026

May 23, 2026


(Image credit: InstalerUP)

Moscow LAN 2026 signups are open!

The fourth Moscow LAN will take place August 15-16th, 2026. Registration for teams is open until July 31, 2026. See you there!

Important Links:

Team Fortress 2 Update Released

May 23, 2026

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 crash related to KeyValues
  • Fixed Mk.II Botkiller eyes not glowing in the dark (community fix from Whurrhurr)
  • Fixed Halloween spell attribute text being grayed out during full moons (community fix from FrozenDragon)
  • Fixed attachments on dropped weapons having broken textures for certain war paints and skins (community fix from Piogre)
  • Fixed automatic "Control Point Lost" lines not playing (community fix from robbilookatme)
  • Fixed spacing issues for item descriptions (community fix from DiskIntegrity)
  • Fixed many cases where Spy disguises were broken (community fix from Sean McGeehan)
  • Fixed The Fancy Spellbook's large backpack icon not matching the small version
  • Updated VScript to allow set damage for force calc (community fix from doclic)
  • Updated the Snow Merc to count as an assister in the death notice
  • Updated the prop for Taunt: Dead Mann's Drink to fix a problem with LODs
  • Updated the Die Regime-Panzerung to add a 'No Bullets' style
  • Updated/Added some tournament medals
  • Updated the Mann of the Hour

    • Restored missing rim mask
    • Made shapekeys for a few problematic face flexes
    • Replaced incorrect normal map
    • Altered hair mesh to ensure compatibility with Voodoo-Cursed Scout Soul
    • Updated backpack icon to represent above changes

  • Updated koth_demolition

    • Fixed some lighting issues with the pipes next to the control point
    • Replaced some textures in the radio rooms
    • Added a clipbrush on the radio rooms to avoid players getting stuck when going in the air (thanks Big Wiggy)
    • Reworked the nobuild on the crane platform to allow Engineers to build on the concrete area (thanks Uncle Dane)
    • Fixed a leftover prop being inside a wall
    • Fixed a texture in the jumppad using the wrong cubemap
    • Made the catwalk behind the office building a bit bigger
    • Added a clipbrush to the pipes on the furnace rooms so players can climb up to the barrels

  • Updated plr_hacksaw and plr_hacksaw_event

    • Removed attic balconies overlooking the capture zone
    • Moved a small pickup location into the attic
    • Fixed clipping errors

  • Updated cp_process_final

    • Fixed various collision issues across the map

      • Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry
      • Some of these involved closing off open areas where explosions could vanish
      • Some of these involved making collision areas more clear by including new geometry to better indicate what would collide and what wouldn't

    • Increased skybox height across the map to be consistent with other 5CP maps
    • Changed the small prop pipes at last to be nonsolid, but still block stickies

      • Players should be able to cleanly walk and jump along these pipes without getting stuck
      • Additionally, rockets and other explosions should collide cleanly through the pipes so they don't block splash damage
      • Stickies will adhere to the pipes as expected, rather than clipping through and being hidden by the pipe model

    • Changed the level geometry around the large pipes on the ground near the last control point. They are now enclosed in glass and have a layer of bullet block so that collision is correct.
    • Increased the height of numerous doors across the entire map. Players should be able to jump normally through the door without hitting their heads.
    • Removed some rocks near the angled ramp at 2nd and replaced them with crates
    • Added angled player clipping underneath some of the large awnings at middle to prevent players from getting stuck under the awnings
    • Made exterior fences more consistent with the bounding of the level
    • Changed some metal textures to better match the mirrored symmetry of the level
    • Added some additional detail behind the starting spawn room
    • Cleaned up the displacements in the middle and second to better handle splash damage, and reduced the amount of grass poking through concrete
    • Replaced some small pipes at the 2nd spire to make a more consistent platform
    • Made many existing light props nonsolid to prevent movement issues

      • Most were already nonsolid, but this should make most props consistent

  • Updated cp_metalworks

    • Fixed various collision issues across the map

      • Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry

    • Changed the level geometry at last to have more consistent collision

      • While there are small gaps and holes in the windows/doors of the new bunker and the stack of wood/chickenwire, they are covered with bullet block to prevent collision issues

    • Changed the way shadows work on certain walls throughout the map to prevent shadows leaking through
    • Redesigned the second forward spawn for both teams. The spawn has now moved back and into a larger hut structure in the yard before the second control point.
    • Increased the door size of the first forward spawn
    • The various small door brushes throughout the map have been turned into func_brushes and have had collision turned off so they don't catch splash
    • Made adjustments to the truck ramp at middle. The ramp is now a displacement, which should catch splash damage correctly and allow player to walk up to the wall cleanly.
    • Changed the collision around the very tall light poles throughout the map. Players should no longer get caught on them while in midair (but they still can't land on top of them).
    • Fixed a section of displacement where players could get stuck in the ground
    • Slight visual tweaks throughout the level

Team Fortress 2 Update Released

May 23, 2026

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 crash related to KeyValues
  • Fixed Mk.II Botkiller eyes not glowing in the dark (community fix from Whurrhurr)
  • Fixed Halloween spell attribute text being grayed out during full moons (community fix from FrozenDragon)
  • Fixed attachments on dropped weapons having broken textures for certain war paints and skins (community fix from Piogre)
  • Fixed automatic "Control Point Lost" lines not playing (community fix from robbilookatme)
  • Fixed spacing issues for item descriptions (community fix from DiskIntegrity)
  • Fixed many cases where Spy disguises were broken (community fix from Sean McGeehan)
  • Fixed The Fancy Spellbook's large backpack icon not matching the small version
  • Updated VScript to allow set damage for force calc (community fix from doclic)
  • Updated the Snow Merc to count as an assister in the death notice
  • Updated the prop for Taunt: Dead Mann's Drink to fix a problem with LODs
  • Updated the Die Regime-Panzerung to add a 'No Bullets' style
  • Updated/Added some tournament medals
  • Updated the Mann of the Hour
    • Restored missing rim mask
    • Made shapekeys for a few problematic face flexes
    • Replaced incorrect normal map
    • Altered hair mesh to ensure compatibility with Voodoo-Cursed Scout Soul
    • Updated backpack icon to represent above changes
  • Updated koth_demolition
    • Fixed some lighting issues with the pipes next to the control point
    • Replaced some textures in the radio rooms
    • Added a clipbrush on the radio rooms to avoid players getting stuck when going in the air (thanks Big Wiggy)
    • Reworked the nobuild on the crane platform to allow Engineers to build on the concrete area (thanks Uncle Dane)
    • Fixed a leftover prop being inside a wall
    • Fixed a texture in the jumppad using the wrong cubemap
    • Made the catwalk behind the office building a bit bigger
    • Added a clipbrush to the pipes on the furnace rooms so players can climb up to the barrels
  • Updated plr_hacksaw and plr_hacksaw_event
    • Removed attic balconies overlooking the capture zone
    • Moved a small pickup location into the attic
    • Fixed clipping errors
  • Updated cp_process_final
    • Fixed various collision issues across the map
      • Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry
      • Some of these involved closing off open areas where explosions could vanish
      • Some of these involved making collision areas more clear by including new geometry to better indicate what would collide and what wouldn't
    • Increased skybox height across the map to be consistent with other 5CP maps
    • Changed the small prop pipes at last to be nonsolid, but still block stickies
      • Players should be able to cleanly walk and jump along these pipes without getting stuck
      • Additionally, rockets and other explosions should collide cleanly through the pipes so they don't block splash damage
      • Stickies will adhere to the pipes as expected, rather than clipping through and being hidden by the pipe model
    • Changed the level geometry around the large pipes on the ground near the last control point. They are now enclosed in glass and have a layer of bullet block so that collision is correct.
    • Increased the height of numerous doors across the entire map. Players should be able to jump normally through the door without hitting their heads.
    • Removed some rocks near the angled ramp at 2nd and replaced them with crates
    • Added angled player clipping underneath some of the large awnings at middle to prevent players from getting stuck under the awnings
    • Made exterior fences more consistent with the bounding of the level
    • Changed some metal textures to better match the mirrored symmetry of the level
    • Added some additional detail behind the starting spawn room
    • Cleaned up the displacements in the middle and second to better handle splash damage, and reduced the amount of grass poking through concrete
    • Replaced some small pipes at the 2nd spire to make a more consistent platform
    • Made many existing light props nonsolid to prevent movement issues
      • Most were already nonsolid, but this should make most props consistent
  • Updated cp_metalworks
    • Fixed various collision issues across the map
      • Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry
    • Changed the level geometry at last to have more consistent collision
      • While there are small gaps and holes in the windows/doors of the new bunker and the stack of wood/chickenwire, they are covered with bullet block to prevent collision issues
    • Changed the way shadows work on certain walls throughout the map to prevent shadows leaking through
    • Redesigned the second forward spawn for both teams. The spawn has now moved back and into a larger hut structure in the yard before the second control point.
    • Increased the door size of the first forward spawn
    • The various small door brushes throughout the map have been turned into func_brushes and have had collision turned off so they don't catch splash
    • Made adjustments to the truck ramp at middle. The ramp is now a displacement, which should catch splash damage correctly and allow player to walk up to the wall cleanly.
    • Changed the collision around the very tall light poles throughout the map. Players should no longer get caught on them while in midair (but they still can't land on top of them).
    • Fixed a section of displacement where players could get stuck in the ground
    • Slight visual tweaks throughout the level

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