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Operation Mooncrash War Paint Contest Results

October 08, 2026


(Image credit: Mac)

The Operation Mooncrash War Paint Contest results are in! After being rated based on the three criteria of Theme Adherence/Concept, Execution, and Personal Preference, the grand winners and runner-ups have been decided!

The winners and other awesome submissions have been put into the main Operation Mooncrash Collection. Every entry for the war paint contest has been placed into the Entries Collection. The project is still accepting submissions, even war paints, if you still want to contribute.

Also, the Map Assets Contest deadline has been extended to the end of November and has received a prize pool boost to 330 keys! You can still participate by making posters, world textures, gameplay assets, environment assets, and detail props.

To participate in the Map Assets Contest, join their Discord Server!

Team Fortress 2 Update Released

October 06, 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:


  • Added sv_wallbug convar to allow previous movement behavior on community servers (related to the missed note at the bottom)
  • Fixed view jitter that occurs and persists when playing for extended periods of time
  • Fixed snd_mix_async from crashing the game
  • Fixed sv_parallel_sendsnapshot
  • Fixed Marshlands contract not activating
  • Fixed the Skeleton Crew not hiding the Sniper bullets
  • Fixed the Bone Chiller not hiding the correct bodygroup
  • Fixed additional bodygroup settings for styles not being applied to disguised Spies
  • Updated the Bounty Hunter's Brim to fix a problem with the materials
  • Updated the Clowning Cowl

    • Fixed minor clipping issue on Pyro's right shoulder strap for the Untucked style in some standing poses
    • Fixed texture warping on the Tucked style

  • Fixed the "Get a train, saw, or laser kill" objective on TrainSawLaser not counting kills
  • Updated Marshlands to use mp_winlimit 2 like last year
  • Updated the numbers required to complete the Scaredy-Cat bonus objectives
  • Updated quest objectives for Outburst (VSH)
  • Updated zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods to fix out-of-bounds exploits using Zombie Engineer's Beacon
  • Custom Maps

    • Increased various limits for new custom maps
    • Added -notjuncsdetail option to VBSP


Missed from the Halloween update:

  • Fixed a bug where players could have a chance to get stuck in certain oblique angles of walls and props

Team Fortress 2 Update Released

October 06, 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:

  • Added sv_wallbug convar to allow previous movement behavior on community servers (related to the missed note at the bottom)
  • Fixed view jitter that occurs and persists when playing for extended periods of time
  • Fixed snd_mix_async from crashing the game
  • Fixed sv_parallel_sendsnapshot
  • Fixed Marshlands contract not activating
  • Fixed the Skeleton Crew not hiding the Sniper bullets
  • Fixed the Bone Chiller not hiding the correct bodygroup
  • Fixed additional bodygroup settings for styles not being applied to disguised Spies
  • Updated the Bounty Hunter's Brim to fix a problem with the materials
  • Updated the Clowning Cowl
    • Fixed minor clipping issue on Pyro's right shoulder strap for the Untucked style in some standing poses
    • Fixed texture warping on the Tucked style
  • Fixed the "Get a train, saw, or laser kill" objective on TrainSawLaser not counting kills
  • Updated Marshlands to use mp_winlimit 2 like last year
  • Updated the numbers required to complete the Scaredy-Cat bonus objectives
  • Updated quest objectives for Outburst (VSH)
  • Updated zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods to fix out-of-bounds exploits using Zombie Engineer's Beacon
  • Custom Maps
    • Increased various limits for new custom maps
    • Added -notjuncsdetail option to VBSP
Missed from the Halloween update:
  • Fixed a bug where players could have a chance to get stuck in certain oblique angles of walls and props

Team Fortress 2 Update Released

October 03, 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:


  • Adding missing zi_ strings
  • Fixed some missing VO lines for the Taunt: One-Eyed Punt!
  • Fixed Scout Crazy Legs using the incorrect lightwarp (community fix from Chickenman456)
  • Updated the Skeleton Crew to add a second style that was originally missed
  • Updated the Autumn Breeze Unusual effect to fix visibility problems
  • Updated cp_wildcat_event

    • Fixed an exploit where Heavy and Sniper could move full-speed while aiming
    • Fixed Jack-o'-Potion appear/break sounds playing globally
    • Fixed being able to capture points if using the Pain Train as a pumpkin (Community Fix by Skull)
    • Replaced the "Collect a Halloween Pumpkin" contract objective with "Kill with a pumpkin bomb"

  • Updated ctf_medi_evil

    • Increased timer to 10 minutes (previously 8 minutes)
    • Removed overtime
    • Replaced "Kill with a pumpkin bomb" contract objective with "Get 5 kills in a single life"

Team Fortress 2 Update Released

October 03, 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:

  • Adding missing zi_ strings
  • Fixed some missing VO lines for the Taunt: One-Eyed Punt!
  • Fixed Scout Crazy Legs using the incorrect lightwarp (community fix from Chickenman456)
  • Updated the Skeleton Crew to add a second style that was originally missed
  • Updated the Autumn Breeze Unusual effect to fix visibility problems
  • Updated cp_wildcat_event
    • Fixed an exploit where Heavy and Sniper could move full-speed while aiming
    • Fixed Jack-o'-Potion appear/break sounds playing globally
    • Fixed being able to capture points if using the Pain Train as a pumpkin (Community Fix by Skull)
    • Replaced the "Collect a Halloween Pumpkin" contract objective with "Kill with a pumpkin bomb"
  • Updated ctf_medi_evil
    • Increased timer to 10 minutes (previously 8 minutes)
    • Removed overtime
    • Replaced "Kill with a pumpkin bomb" contract objective with "Get 5 kills in a single life"

Scream Fortress XVIII has arrived!

October 02, 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:

Scream Fortress XVIII has arrived!

  • 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

  • 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

  • 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

General

  • 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

  • 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 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 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/Added some tournament medals
  • 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

  • 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

  • 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

  • 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

  • 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.

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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


Team Fortress 2 Update Released

October 01, 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:



Scream Fortress XVIII has arrived!
  • 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
  • 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
  • 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
General
  • 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
  • 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 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 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/Added some tournament medals
  • 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
  • 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
  • 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
  • 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
  • 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.
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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

Art Pass Contest

September 21, 2026


(Image credit: Concept - Endi, SFM - Oldmann)

Movin' out!

The Hammer.tf (not an actual URL) community is proud to announce their first ART-PASS CONTEST! Participants will art-pass an existing KOTH map donated by a community member! As for the theme, there is no theme! Jungle? City? Swamp? Halloween? Uncle Jerry's house? Participants have total creative control, so go wild with any and all ideas!

And there will be prizes! The prize pool of 60+ Keys will be split amongst 3 winners!

In order to qualify, all submissions must be made in their Discord server, where the VMF and BSP files for the map can also be found. Submissions must be made before the deadline, November 26th, in order to be considered eligible for the contest.

Join their Discord server for more details, the rules, and to participate! Happy mapping!

Operation Lithium Lunacy

September 18, 2026


(Image credit: Phlogster)

Mercenaries, the hot wind blows... the snow is melting... the air becomes polluted... and we detect the very presence of Gray Mann's Armageddon, but his robots aren't playing around anymore. They've taken on a gruesome approach that only the most talented warriors can handle. How rude of them to disrupt the aftermath of America's Independence Day... only now have they decided to really get serious. Did Gray Mann even plan any of those attacks? Has he been failing miserably until now? No matter the answer, reload your weapons, prepare your explosives, fill up your canteens, and stock up on upgrades because this war is where Gray Mann is the most red-blooded he's ever been, it will be the final war if you don't plan accordingly...

Operation Lithium Lunacy is a brand new Mann vs. Machine charity event brought to you by Abyss MvM featuring 9 intermediate, 9 advanced, 2 nightmare, and 10 bone-breakingly hard expert missions across 28 maps. Complete at least 6 missions to earn in-game medals! Event servers are available worldwide in North America, Europe, Asia, and Australia. Click here to get started!

Is that all of the missions? Have you thought Gray Mann's limit test in the fall of 2023 was too easy and short lived? Think again, because now you can play a total of 3 master difficulty missions. This is crazy, right?! After 3 years, Abyss MvM has secretly worked with Gray Mann to create 3 new super hard missions designed for the fearless, challenge-seeking warriors among you. Alongside them is a returning master mission from the fall of 2023, redesigned to fit what we'll call the "new skill level" of our willing contestants.

Whether you have witnessed the 3 impossible challenges or not, you can also donate to Ocean Connections and help the lives of seals. Three in-game medals are available for donating! Have the link to your Steam profile ready and click here for more information.

Good luck to you brave mercenaries on battling Gray Mann's toughest war, and best of all this event has no deadline!

Important Links:


MGE.tf is back!

September 09, 2026


(Image credit: Poster Design - Sennie, SFM - Athena)

MGE.tf is back for another season! This time, they're returning bigger than ever with 2 new game modes and 2 new regions! Whether you're here to prove yourself or have fun with your friends, there are now more ways than ever to get involved. And there's more than bragging rights on the line. Medals and keys will be up for grabs for the best players and teams!


  • MGE 1v1, MGE 2v2, Ultiduo, and BBALL will all be available this season!
  • Competition will take place across North America, Europe, Asia, Australia, and South America!
  • BBALL and Ultiduo will be FREE to enter!
  • Players will compete for Keys, medals, and glory!
  • Players will compete in a 6-week regular season followed by playoffs!
  • Sign-ups will be open until October 3rd!


MGE 1v1 & 2v2
Ready to find out how good you actually are? MGE 1v1 and 2v2 are back for another season! Whether you're fighting solo or with a teammate, every round is a chance to outplay your opponent. Sharpen your mechanics, earn glory, and climb to the top! Grab a teammate you won't end up blaming and sign up now!

Ultiduo
Think you and your duo make the perfect pair? Ultiduo is back! Grab a Medic (or a Soldier) and work together to outplay the other duo. Keep your partner alive, land your shots, and come out on top. This season, Ultiduo will be completely free to enter! Grab your favorite teammate and sign up now!

BBALL
BBALL is back! Grab a teammate and hit the court! It's time to put your teamwork to the test and show off your moves and aim. Whether you're a seasoned BBALL player or just looking to give it a shot, there's no better time to step onto the court and compete. And just like Ultiduo, BBALL is completely free to enter this season! So lace up your boots, get ready to ball, and try not to get dunked on!

With more ways to compete, more regions to climb, new prizes to chase, and more players to fight, the next season of MGE.tf is shaping up to be their biggest yet! There are more opportunities than ever to compete and prove yourself.

Think you have what it takes? Register now! Sign-ups close on October 3rd! Don't miss your chance!

Important Links:

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