Welcome back to Łódź for poLANd.tf 2025! Spring is here, the sun is shining, and Europe’s finest TF2 teams are ready to emerge from hibernation and return to Poland once more.
This tournament sees the fourteen top teams battling it out at BaseStack, with every contender present to stake their claim as the best in Europe and take home their share of €1200.
Who will stumble? Who will fall? Who will rise to the top as unquestioned champion of the continent? There’s only one way to find out!
The LAN takes place from Friday, March 14th to Sunday, March 16th, from 2pm CET (9am EDT | 6am PDT) each day, with coverage live from Łódź by EssentialsTF on Twitch.
Dziękuję and see you there!
Brasil Fortress Highlander Grand Finals
On March 2nd and March 9th, the battlefield will heat up as Brasil Fortress crowns the champions of their Highlander League's 1st season! The top divisions of South America will clash in an epic showdown!
Get ready for intense plays, insane moments, and high-stakes battles LIVE on LegãoTV! This is a showdown you don’t want to miss!
When? March 2nd & March 9th at 9pm BRT // 7pm EST // 12am GMT
Mark your calendars and don't miss out on the action!
TF2Maps 72-Hour Jam Showcase 2024
We're well into 2025, but it's time for the 2024 72-Hour Jam Showcase! TF2Maps is back again, showing off 64 of the most entertaining, most mind-melting creations made for last year's charity Jam! This time, they received 390 entries, with 350 of those being eligible for medals. In terms of donations, this year placed fourth, in their history, with a grand total of $6,892.66 raised for Gamers Outreach Foundation!
Added radial fog (from Half-Life 2: 20th Anniversary Update)
Added support for Steam Networking
Made the default server name for listen servers include the player's name
Made the game launch in native resolution by default instead of 640x480
Client-side prediction fixes (these fix 'jank'/rollback in certain situations)
Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actions
Improved prediction for walking on props and other entities
Made certain client-side entities only trigger local prediction errors
e.g. If the viewmodel experiences a prediction error, the player will not experience a prediction error
Fixed prediction of viewmodel sway
Fixed a prediction error regarding weapon idle animations
Fixed certain breakable props not gibbing correctly
Fixed an issue where certain variables like position would not be updated correctly to match the server in certain situations
Fixed the player's base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/server
Fixed players being able to spam duel cancellation messages for a duel that doesn't exist
Fixed not being able to join community servers via Steam invites or game info
Fixed lighting position discrepancies for cosmetic items, weapons, and viewmodels (community fix from ficool2)
Fixed Equipped label overlapping attribute icons in the loadout menu (community fix from Lindon)
Fixed an issue with props and team colors when taunting with Australium weapons
Fixed the Voices from Below effect not working when taunting with the Highland Hound set equipped
Fixed player voice commands being abruptly ended when the player enters shallow water
Fixed incorrect number on the Geneva Contravention achievement icon
Fixed the Military Style for The Surgeon General to stay properly semi-visible at all angles
Fixed some classes missing the BLU team material for That '70s Chapeau
Fixed the Spanish-Latin America option being displayed as English in the Settings menu
Fixed the MOTD dialog not working for Spanish-Latin America
Updated attribute descriptions for The Scottish Resistance and the Stickybomb Jumper to use 'stickybomb' instead of 'pipebomb'
Updated equip_region settings for The Little Bear, The Heavy-Weight Champ, The Grand Duchess Tutu, and the Combat Slacks to fix unnecessary conflicts
Updated the Spooky Night and Ominous Night Unusual taunt effects to fix a visual bug (Thanks Kiffy!)
Updated koth_overcast_final to improve optimization
Updated ctf_applejack
Added block bullets to some stores
Unblocked a window at mid, allowing Snipers to shot across the middle hut
Removed the missing texture in BLU spawn
Gave a chicken a friend, because friendship is magic
Updated cp_fortezza
New radio model for spawn rooms
Changed sentry shack ammo pack on last to a medium
Adjusted health pickups throughout the map
Changed kill volume on cap A double doors to be more consistent with visuals
Improved bot support (Thanks Star Bright)
Detail pass
Updated pl_patagonia
[Stage 1]
Fixed some RED bots stuck forever trying to make an impossible jump on the stairs outside spawn
Fixed the cart not capping the first point on extremely rare occasions
[Stage 2]
Improved optimization
Fixed a nodraw floor near the first BLU spawn train bridge waterfall
Fixed 3D skybox looking pitch black for players using mat_hdr_level 2
[Stage 3]
Improved optimization
Fixed wrap assassin baubles colliding with a solid func_brush bounding box outside BLU spawn
Removed the platform above the open choke of the last point
Added an additional path to the window overlooking the open choke of the last point
Fixed RED bots getting stuck on a solid fence outside the RED spawn
Fixed 3D skybox looking pitch black for players using mat_hdr_level 2
Team Fortress 2 Update Released
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 the Battle Balaclava's "No Gloves" style hiding the Heavy's hands
Fixed broken materials for The Westcoat's "Ugly" style
Added smoke effect to The Checkered Past
Update the Buck's Brim's "Bad" style
Fixed broken materials
Added smoke effect
Updated cp_fortezza
Detail improvements
Improved clipping
Updated koth_cachoeira
Fixed players being able to get stuck in certain displacements
Various clipping improvements throughout the map
Various miscellaneous fixes (Thanks Midnite!)
Improved bot navigation (Thanks Katsu!)
Team Fortress 2 Update Released
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:
Updated the Brain Cane to fix problems with the texture and phong value
Updated The Battle Music
Added missing Hat style
Fixed the models due to clipping on Heavy's ears and misalignment on Engineer
Improved and strengthen the Noise Cancellation
Updated the materials to fix it not being shiny
Updated the backpack icon to reflect the materials change
Updated cp_gravelpit_snowy
Fixed potential incompatibility with external VScript files (thanks Le Codex!)
Re-implemented cubemap reflections in ice cave
Fixed perch spots
Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
Restored Hale's resistance to knockback back to 75%
Reduced bonus flame damage against Hale from 50% to 25%
Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
Removed area-of-effect of Hale's normal punches (thanks Wendy)
Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
Fixed Hale being able to stomp while underwater (thanks Bradasparky)
Fixed Sweeping Charge not working against underwater opponents
Fixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky)
Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)
Fixed the voice lines refusing to play sometimes
Updated pl_patagonia
Stage 1
Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
Fixed sometimes hearing outside soundscapes inside blue spawn
Fixed being able to build in a very high rooftop after point A
Fixed being able to build in blue spawn
Cart elevator is no longer the glitchiest thing in the universe
Fixed cart not rolling back after completing the elevator descent sequence
Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
Stage 2
Removed rollback from the train container ramp in last point (Thanks b4nny)
Gave blue more high ground for last point
Added an additional dropdown for blue for last point
Fixed being able to be teleported into red spawn as blue after capping point A
Removed long hill rollback before point C
Fixed bots getting stuck on the closed train doors after cap B
Fixed being able to leave stickies inside blue last spawn
Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
Fixed a pop-in issue relating to areaportals below point B
Fixed being able to enter the last blue spawn as red
Birdie (Thanks Explocivo808)
Stage 3
Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
Mirrored the window sniper spot in last point choke
Fixed being able to build behind a displacement rock wall in last point
Removed troll teleport spot in last point ending ramp
All Stages
Slightly lowered sun brightness and slightly raised skylight brightness
Improved skybox transitions
The cart no longer tries to defy the law of physics
Ninjaneers have more freedom to be ninjas
The bots have learned how to play the map
Gave the cart another coronación de gloria
Team Fortress 2 Update Released
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:
Updated the Dapper Noel to fix an issue with the mesh
Updated vsh_maul
Fixed broken areaportals
Changed some props in the upper area that could be mistaken for a large ammo pack
Team Fortress 2 Update Released
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 missing No Gloves style for the Consigliere's Coverup
Added missing Versus Saxton Hale kill icons
Added some tournament medals
Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines
Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly
Updated Aurora Skies Unusual effect to fix a timing issue
Updated the Necroprancer to fix an issue with the materials
Updated the Dusk Duster to fix an issue with the materials
Updated the Dapper Noel
Remade normal map to be compatible with OpenGL
Re-baked Diffuse & updated backpack icon to reflect above changes
Removed misplaced ambient occlusion
Fixed problematic face flexes
Fixed an issue where Engineer's beard was protruding from his goggles
Fixed an issue with the jigglebones being disabled
Rigged Sniper's hat to be compatible with his melee taunt
Updated Scrooge McDoc
Transparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses
Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics
Updated the backpack icon
Updated koth_overcast_final
Fixed an issue with the models/materials
Added back snow coverings (now using displacements) to some props that were missing them
Fixed misaligned textures in various places
Fixed weird lighting bug on a wall in blue spawn
Fixed 'Hotel' sign not displaying properly
Added back indicators under some health and ammo kits that were missing them
Updated cp_fortezza
Removed sniper window leading into last
Fixed Engineer being able to build in some doors
Fixed some props being solid
Slight art pass update
Updated vsh_maul
Players can no longer hide from Saxton in the dark
Fixed props inside other props
Fixed z-fighting brushes
Fixed missing particle effects for the water feature
Fixed orientation of water feature particles
Minor lighting changes around the cinema
Adjusted LOD change distances for Cinema sign
Updated VSH logic
Grounded levitating props
Aligned misaligned textures
Fixed mis-textured walls
Clipped upper metal beams
Fixed clip brushes sticking out from walls that could be walked on
Players will now be pushed off of the fire bell
Adjusted cinema sign shadow
Used spell check on Saxton's Package sign
Updated how music is activated and deactivated
Fixed clipping on the hanging big ornaments
Team Fortress 2 Update Released
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:
Happy Smissmas 2024!
All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
Added the Winter 2024 Cosmetic Case
Contains 23 new community-contributed items
The Festivizer can be found as a bonus drop when opening the case
Added 3 new community-contributed taunts to the Mann Co. Store
Taunt: Fore-Head Slice
Taunt: Peace!
Taunt: Curtain Call
Added 18 new community-created Unusual effects
9 new effects for Unusual hats
9 new effects for Unusual taunts
All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
Mann Co. Store winter sale!
Smissmas runs through January 7th, 2025
General
Fixed a client crash when previewing imported items in the Workshop dialog
Fixed showing an error model when equipping the Scottish Resistance
Fixed The Executioner not hiding the Scout's dog tags
Updated the Mountebank's Masque to fix a problem with the materials
Updated/Added some tournament medals
Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
General
Added the gamemode intro movie (made by Lacry, thanks)
Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
Added Hale's kill icons
Visual improvements to Hale's Ability HUD (thanks Funicular)
Added a visual cue signaling an upcoming Saxton Punch!
Minor visual improvements to Saxton Hale and his particle effects
Fixed the boss bar sometimes starting invisible
Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
Fixed a rare bug when Hale's Ability HUD textures become missing
Balance Changes - Saxton Hale
Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
Weightdown ability is disabled during Jump Fatigue
Increased Hale's health by ~100HP per opponent
Adjusted Hale's health formula against 24+ opponents - Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
Hale's resistance to knockback reduced from 75% to 35%
Head Stomp damage now scales with Hale's downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
Balance Changes - Mercenaries
Explosives and fire now deal 50% more damage against Hale
The 40% minigun damage penalty now applies to full crits only
Broken Demoman shields now retain the charge ability
Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
Greatly decreased sticky trap damage reduction
Removed Scottish Resistance's 20% damage penalty
Baby Face's Blaster now loses 20% of its boost upon Wall Climbing
Updated vsh_tinyrock (additional changes)
Improved performance
Fixed odd clipping at one of the spawns
Updated vsh_distillery (additional changes)
Improved performance
Updated vsh_nucleus (additional changes)
Fixed setup time ending five seconds too early
Improved detailing in some areas
Improved clipping on staircases
Increased control point capture time to 15 seconds
Removed collision on some lights
Changed damage model and damage amount of the toxic waste pit and puddles
Updated vsh_skirmish (additional changes)
Fixed setup time ending five seconds too early
Fixed an issue where Engineers could build in the crocodile pit
Fixed not being able to wall climb certain trees in the main arena
Fixed some lighting issues on stalactites and other props
Parts of Hale's intro sequence no longer play while waiting for players
Improved optimization and detailing in some areas
Improved clipping on spiral stairs (Thanks Aar!)
Updated security system
Updated cp_brew
The shortcut from RED spawn to the "A" point now has a nobuild trigger
Added floor indicator for the health kit in the "A" point wooden shack
Adjusted "A" point wooden shack to allow more breathing room
Fixed getting stuck on the "A" gate's frame
Fixed teletrap near "A" point ditch route
Fixed being able to place buildings inside an out-of-bounds room outside "A" point
Fixed some stuck spots near "B" point
Fixed being able to shoot through a crack in the BLU forward spawn
Fixed floating props in the diner
Fixed one way door not forcing itself closed
Cleaned up some collisions and clipping across the map
Improved lighting on all of the archways
Updated koth_krampus
Fixed missing trees in skybox
Improved look of waterfall texture near full health-kit
Fixed minor visual errors
Minor NPC clipping changes
Fed krampus some oats
Updated pl_emerge
Switched on the cart light
Fixed RED players being able to sit on the edge of an exit of BLU's starting spawn
Fixed some doors showing incorrect textures
Fixed the final capture point displaying an incorrect string
Fixed the map occasionally playing incorrect ambient sounds
Minor visual and performance tweaks
Updated cp_carrier
The Carrier now has full crits rather than mini-crits
The Carrier now uses the robot voice lines
Improved hearability of the Carrier's voice lines and footsteps
Fixed visual bugs with the boss bar
Fixed the Carrier sometimes becoming invisible while taunting
Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
Fixed occasional phasing through the elevator platform at BLU spawn