Now Available on Steam

Welcome to Team Fortress 2 Classified

A Team Fortress 2 Mod

Hi! Yeah, this is weird for us too. After an exhausting year of porting, which followed an exhausting half-decade of legal uncertainty, Team Fortress 2 Classified is now available on Steam! (Steam is a gaming storefront that's kind of dark-blue, like this page is!)

But suppose you haven't heard of us before, or read our About page, or visited our Wiki, or Googled us, or read the nonsense AI summary that pops up when you Google us. Suppose you learned to read two sentences ago. What is Team Fortress 2 Classified? In short, it's a reimagining of Team Fortress 2, sent back to its release era and then built outwards again with original and restored content. In long, it's got all this in it:

For the Newcomers

Meet the Civilian

...or Orson Jenkins, as he's known to his employees and debt collectors. Based on the legacy Team Fortress character, the Civilian is a fully-featured special class, complete with his own equipment and voice work. He's playable in games of VIP and VIP Race, waddling urgently to the Escape Zone on a suite of made-in-house maps.

Four whole teams to brutalize

Team Fortress 2 Classified includes special four-team matches, featuring the citrusy colors of Global Radio Network (GRN) and Yard Logistics Workers (YLW). The addition of two extra teams lends a sense of frantic outnumbered mania to select games of Arena, King of the Hill, Domination, and more, provided you're on a map that supports it.

New (and old) weapons

Players have access to 21 new weapons and tools (and counting!) across all 10 classes—nail guns, landmine launchers, lengths of chain, sleep darts, and jump pads, to name a few. Some are homages to long-lost concepts from Team Fortress 2's pre-release, but all were designed from scratch to feel right at home and open up new avenues of gameplay.

Refined visuals (fresh paint!)

The textures, models, particles, and shaders used in Classified are upgraded nearly across the board. This includes consistency changes (like first-person hands matching world models), HD player textures, new gibs, and restored toon-style shading that was absent at Team Fortress 2's release. Many menus are also re-styled to look more distinctly TF2.

Many more options for customizability

Players can freely modify their game client and install mods, without fear of losing access to official servers. (If they think they're so smart...) Also, with new tools for server hosts, community servers can mount custom weapon packs, support advanced custom maps, and make drastic changes to game rules.

Regular updates and fixes

To coin a phrase: Team Fortress 2 Classified is constantly updated. Dozens of active developers, from programmers to modelers to music composers to particle editors to Steam announcement writers, contribute to full-sized updates—and now, they won't have to push through scary command-line installers to get them out to players.

Introducing 3 New Maps

Avanti Avanti Avanti Avanti Avanti

VIP Avanti

Like good wine (and unlike the Civilian's hairline), some things do improve with age. Avanti is a legacy Attack/Defense map from Team Fortress Classic, totally revamped for VIP mode some 26 years after its first debut. Once set in a picturesque Italian hamlet, it's been reimagined as a Napa Valley winery, where every glass of red carries piquant notes of San Francisco smog.

To reach the safety of his illegally parked car, the Civilian will need to pass through the winery's tasting parlor, its fermentation plant, and a stuck-in-the-past visitor center—all connected by narrow European-style alleys with ample opportunity for RED to box him in. Uncork a bottle of Chateau Jeanquins 1959 "Whoop-Ass", and make the streets flow with red stuff again.

Chopper Chopper Chopper Chopper Chopper

VIPR Chopper

In the world of big business, a billionaire without a secret mountaintop research outpost is hardly a billionaire at all. But, as a less-underpaid secretarial staff might have noticed sooner, this mountain's not big enough for two Civilians, and the only way to get out and buy a different mountain is to stage a daring escape by air.

Nothing bad has ever happened to a rich person in a helicopter, famously, but this old adage is about to be put to the test. Usher your Civilian through this mountain base and to the waiting evac chopper on the enemy helipad, and prove you can be trusted on one of the only VIP maps with a death pit.

Sisyphus Sisyphus Sisyphus Sisyphus Sisyphus

4PLR Sisyphus

Sisyphus (named after the Greek god of Payload Race) is GRN and YLW's entry gig into the bomb-pushing business. Four teams, and four carts, are in a mad crowded race to blow up an underground data center, and the colossal mercenary-shredding fan that cools its servers down with cold air from the center of the earth.

Unlike the mythic Sisyphus, your pointless toil won't even come with peace and quiet. Sisyphus's circular, almost clock-like layout has teams spilling into each other's bases almost by accident, and the winding cart route through the quarry will give each team its own individual chance to knock you back downhill.

New With the Steam Release

Refurbished HUD

The in-game HUD has been remade with scalable vector icons, which suit modern resolutions much better, and the chat menu and scoreboard no longer have that bare-bones Source look. Players will also get more information when aiming at another player—for example, Medics can see their patient's held weapon and reserve ammo, and Spies can see what building an Engineer is carrying.

Improved UI/UX

The server browser and options menu are now bright, legible, screen-filling interfaces, with a clear hierarchy of information. Servers will have a thumbnail screenshot of the map they're running, and players will no longer have to drag around ugly spreadsheet columns or open extra windows to see key information like a server's tags or player list.

Dynamic feedback system

Subtle immersive audio cues have been added for when damage is dealt or received. Unlike hit sounds, these give more specific info: different damage sources and statuses have different audio feedback (damage dealt by afterburn or bleed sound different than direct gunshots, for example), and Engineers can hear when their buildings take damage. (Fully configurable in Options!)

Offline practice support

We've carried over Team Fortress 2's Offline Practice training mode, where new players can learn the basics in singleplayer bot matches. Our version includes select VIP, VIP Race, and Domination maps, and plugs some TF2C-exclusive maps into the other practice gamemodes. Newcomers can even numb themselves to four-team with some rounds on Frigid, Flask, or a balkanized version of Hydro.

Start Playing Now!

Team Fortress 2 Classified

Steam Release Changelog

General Changes:

  • Renamed the game to Team Fortress 2 Classified (from Team Fortress 2 Classic)

Map Changes:

  • Added vip_avanti
  • Added 4plr_sisyphus
  • Added vipr_chopper
  • Added a "4" prefix to all Four-Team map names
    • For example, "arena_flask" is now "4arena_flask"
  • Updated 4arena_flask
    • Refreshed artpass
    • Overhauled soundscapes
  • Updated 4koth_frigid
    • Raised cap timer to 2:30, from 2:00
    • Refreshed artpass
    • Now uses unique soundscapes
  • Updated vip_trainyard
    • The VIP now has 3 lives (up from 1)
    • Refreshed artpass
  • Refreshed visuals and fixed bugs for many Live TF2 maps
  • Removed ctf_casbah
  • Removed ctf_penguin_peak
    • Penguin Peak will return
  • Removed koth_highpass
  • Removed koth_king
  • Removed sd_doomsday
    • Doomsday will return

Weapon Changes:

  • Updated the Nail Gun:
    • Removed -25% spread bonus
    • Removed damage penalty against buildings
  • Updated the Brick:
    • The "Brick" achievement has a newrequirement
      • No, we will not tell you what it is
  • Updated the RPG:
    • New model
    • Now has unique explosion sounds
  • Updated the Admiralty Anchor:
    • Downside now requires a minimum height check when blast jumping
    • Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)
  • Updated the Flame Thrower:
    • Airblast hitbox is now a sphere
    • Single puffs of flame can hit an enemy multiple times
  • Updated the Twin Barrel:
    • Decreased reserve ammo from 12 to 8
    • Updated reload sounds
  • Updated the Harvester:
    • Crits no longer have extra range
  • Updated the Cyclops:
    • Reduced combo explosion radius to 131 (from 192)
    • Adjusted defuse mechanic to affect armed Dynamite Packs that have touched the ground, bringing it in line with how it interacts with Sticky Bombs and Mines
    • Successfully performing a combo now plays a unique audio cue
    • Updated explosion sounds
  • Updated the Mine Layer:
    • Mines no longer stick to walls
    • Increased Mine size by 25%
    • Mine detection radius and detonation timer increased
    • Demomen can no longer see their mines through walls
    • Increased max mines and ammo capacity to 4 (from 3)
    • Note: We are still experimenting with this item, but these changes were positive in most iterations. They made mines more predictable and gave players more tools to remove them, which made falling for a trap feel much more fair.
  • Updated the Anti-Aircraft Cannon:
    • Now uses player hitboxes instead of player hulls
  • Updated the Chekhov's Punch:
    • No longer loses crits on missed melee swings
  • Updated the Coilgun:
    • Removed secondary fire, primary fire now charges when held
    • New firing and charging animations
    • Charged shots now have a unique sound
  • Updated the Rejuvenator:
    • Base heal on hit reduced to 30 (from 40)
    • Increased residual heals to 10 hp/s (from 4 hp/s)
    • Residual heals now only apply on direct hits
    • Residual heals are now affected by the same modifiers as the Medi Gun
    • Removed several hidden stats that affected heal rate
    • Reworked sounds
  • Updated the Huntsman:
    • Reworked hit detection
      • Instead of pinning to the nearest hitbox, the arrow will check in a radius around its path to determine a headshot
      • This hit detection uses a new projectile: tf2c_projectile_arrow
    • Updated the drawing animation to sync with the charge meter
  • Updated the Hunting Revolver:
    • Increased movement speed while scoped to 160 (from 120)
  • Updated the SMG:
    • Removed the hidden "no damage falloff" stat
  • Updated the Tranquilizer Gun:
    • Damage reduction debuff has been replaced with a slower firerate debuff
    • Tranquilizer darts now stick to players
  • Updated Nail projectiles (Nail Gun and Syringe Gun):
    • Nails now calculate spread more accurately

Gameplay Changes:

  • Updated the Spy:
    • Spy can now fake reload at any time by pressing the Reload key
      • Added animations for fake reloading on the Revolver
    • Disguising as a Medic now defaults to you holding the Medi Gun
  • Reenabled random melee crits in VIP and VIPR
  • Added a new VIP lives system, used on vip_trainyard
  • Added a new damage feedback system, which plays different sounds based on the type of damage you deal or receive
    • This can be customized and modded, entirely separately from hitsounds
  • Reworked Chickens to be NPCs
  • Health kits dropped by players in Arena no longer expire
  • Whittled list of achievements down to 30, with more on the way

UI Changes:

  • Completely redesigned the main menu, server browser, options panel, and achievements panel, stats panel
  • Verified servers can now use type_customrules and type_customweapons to display tags in the server browser
  • Added a search bar to the options menu
  • Added new keybinds
  • Added a suite of new default sprays to choose from
  • Redesigned the loading screen
  • Redesigned the scoreboard
  • Redesigned many HUD elements to improve readability, prevent overlap, and add some novelty
  • Target ID now shows weapons and ammo for Medics and Spies
  • Fixed filters not working in the chat menu
  • Redesigned medals
  • Switched crosshairs, kill icons, and other misc icons to use SVGs, increasing their fidelity
  • Added new icons for any weapons with a meter
  • Tweaked the colors of pop-up text to be more subtle
  • Players can now create Steam Networking servers from the create server dialog
  • Added new weapon selection sounds in the loadout
  • Simplified many weapons stat pages
  • Weapon bucket icons are now on by default in the ammo counter
  • Medic ammo counters now sit on top of the ubercharge meter
  • VIP now uses the VIPR HUD where possible
  • Overhauled class portraits

Visuals:

  • Improved textures and models on all classes
  • Faces have updated wrinkle maps to make them more expressive
  • Added new neck stump models for decapitated players
  • Revamped player gibs
  • Updated the achievement icon color palette to match TF2C's palette and to appear distinct from Live's
  • All impact effects now use particles
  • Many new surface properties were added, with their own footsteps and impacts
  • "r_radiosity" is set to 2 by default, for nicer indirect lighting on players and other dynamic models
  • Burning death animations are now disabled by default

Particles:

  • Reworked explosion particles to reduce visual noise and support several different radiuses
  • Added an addon system for explosions in item schemas, allowing for extra effects to be added (e.g. shrapnel) without creating many new systems
  • Reworked flamethrower particles to reduce visual noise
  • Model muzzle flashes will now apply to sentries

Mapping Changes:

  • Maps are no longer limited to 2 or 4 teams, and can use any combination of the existing teams
  • Added the ability to add or remove teams in the middle of a match
  • Soundscapes now have all of their improvements from newer Source games, such as the "radius", "origin", and "fadetime" keyvalues, multiple instances of the same looping sound in a single soundscape, and debugging spew being moved to the "soundscape_message" command.
  • All entities can be selectively lag compensated using a new keyvalue
  • Removed model entries from lights.rad, our compiler should now always force texture shadows for models unless you use the -radtextureshadows parameter

Custom Weapon Changes:

  • Custom item schemas now need to go into /scripts/items, instead of the maps folder
  • Custom weapons now have access to the Live TF2 item schema's attributes
  • "addcond" attributes can now directly use condition names instead of ID numbers (recommended, in case IDs ever shift)
  • mod_burstfire is now one attribute with 2 arguments: the burst size, and fire delay
  • Refactored the default item schema
    • Removed many unused parameters
    • Removed prefabs that were unused or were not for shared weapons (e.g. Shotgun)

Inherited From Live TF2:

  • Added Offline Practice mode
    • Inherited from Live TF2, this mode includes support for many of our exclusive gamemodes and maps
  • Servers may now choose to run MvM, Mannpower, PASS Time, Robot Destruction, Player Destruction, VScript gamemodes (e.g. VSH), and the whole suite of wackier custom maps
    • These modes and maps are currently provided as-is, and do not yet have proper support; expect bugs, crashes, and incompatibilities
  • Removed the dominance mechanic from Mannpower
  • All Live assets are now mounted

Misc:

  • Updated medals
    • Medals list now pulls from an online API
  • Updated localization files
  • Exposed the "sv_soundemitter_flush", "sv_findsoundname", and "sv_soundemitter_filecheck" console commands