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Team Fortress 24 min read

Team Fortress 2 Update: Bug Fixes and Extensive Map Improvements

Guildfy·
Team Fortress 2 Update: Bug Fixes and Extensive Map Improvements

Valve has released a new update for Team Fortress 2, bringing a host of bug fixes, community-contributed improvements, and significant overhauls to several maps. Players will receive the update automatically upon restarting the game.

General Fixes and Quality of Life

The update addresses several long-standing issues, including a crash related to KeyValues and various visual bugs. Community fixes were instrumental in resolving problems such as Mk.II Botkiller eyes not glowing in the dark, Halloween spell attribute text being grayed out, and broken textures on dropped weapon attachments for certain war paints. Spy players will also appreciate fixes for broken disguises, while automatic "Control Point Lost" lines have been restored. Item descriptions now have corrected spacing, and The Fancy Spellbook's backpack icon has been updated to match its small version.

VScript functionality has been expanded to allow setting damage for force calculations, a community fix from doclic. The Snow Merc now correctly counts as an assister in the death notice. Taunt: Dead Mann's Drink received a prop update to fix LOD issues, and the Die Regime-Panzerung now includes a 'No Bullets' style. Several tournament medals have been updated or added, and the Mann of the Hour item received multiple visual refinements, including restored rim mask, shapekey adjustments, a replaced normal map, altered hair mesh for compatibility with Voodoo-Cursed Scout Soul, and an updated backpack icon.

Map Updates

koth_demolition

This map sees several lighting and texture fixes, particularly around the control point and radio rooms. A clipbrush was added to prevent players from getting stuck in radio rooms, and the nobuild zone on the crane platform was reworked to allow Engineers to build on the concrete area, thanks to Uncle Dane's feedback. Other changes include fixing a leftover prop, correcting a jumppad texture, enlarging a catwalk, and adding a clipbrush to furnace room pipes for easier climbing.

plr_hacksaw and plr_hacksaw_event

Attic balconies overlooking the capture zone have been removed, and a small pickup location was moved into the attic. Various clipping errors have also been resolved.

cp_process_final

Process_final received extensive collision adjustments. Many existing player_clip collisions were changed to bullet_block to prevent splash damage issues. Open areas where explosions could vanish were closed off, and collision areas were made clearer with new geometry. The skybox height was increased for consistency with other 5CP maps. Small prop pipes at last are now nonsolid but still block stickies, allowing cleaner movement and splash damage. The large ground pipes near the last control point are now enclosed in glass with bullet block for correct collision. Numerous doors across the map had their height increased to prevent players from hitting their heads. Rocks near the angled ramp at 2nd were replaced with crates, and angled player clipping was added under awnings at middle to prevent players from getting stuck. Exterior fences are now more consistent with level bounding, metal textures were updated for symmetry, and additional detail was added behind the starting spawn. Displacements in middle and second were cleaned up for splash damage, and grass poking through concrete was reduced. Small pipes at the 2nd spire were replaced for a more consistent platform, and many light props were made nonsolid to prevent movement issues.

cp_metalworks

Metalworks also received significant collision fixes, with many player_clip collisions changed to bullet_block. The level geometry at last now has more consistent collision, with small gaps and holes in windows/doors covered by bullet block. Shadow issues on certain walls were addressed. The second forward spawn for both teams has been redesigned, moving back into a larger hut structure in the yard before the second control point. The first forward spawn's door size was increased. Small door brushes throughout the map are now func_brushes with collision turned off to prevent catching splash damage. Adjustments were made to the truck ramp at middle, now a displacement for correct splash damage and cleaner player movement. Collision around tall light poles was changed to prevent players from getting caught in midair, and a section of displacement where players could get stuck was fixed. Slight visual tweaks were also implemented throughout the level.

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