https://wiki.teamfortress.com/w/api.php?action=feedcontributions&user=I+fucking+hate+niggers&feedformat=atomTeam Fortress Wiki - User contributions [en]2024-03-29T04:52:27ZUser contributionsMediaWiki 1.31.10https://wiki.teamfortress.com/w/index.php?title=User:Moussekateer&diff=2374440User:Moussekateer2018-10-29T23:16:14Z<p>I fucking hate niggers: </p>
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<div>{{User:Moussekateer/header}}<br />
*niggers<br />
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{| align=right<br />
|{{User infobox<br />
|infoboxcolour = #F3A957<br />
|3d = yes<br />
|image = User Moussekateer Engy 3D.jpg<br />
|icon = [[Image:Leaderboard class engineer.png|40px]]<br />
|type = Uber Aggresive<br />
|health = '''200''' <br> 1000 <small> when overdosed on [[Jarate|Red Bull]] </small><br />
|speed = '''100%''' <br> 300% <small> while hunting down scumbag [[Spy|Spies]] </small><br />
|tf2info = no<br />
|contactinfo = no<br />
}}<br />
|}<br />
<br />
{{Quotation|'''Moussekateer''' on his arrival|Ladies and gentlemen... I've traveled over half the world wide web to be here tonight. I couldn't get away sooner because TF2 is dangerously addictive and I had to drag myself away from playing for 5 minutes. That game is now minimized while I share my (limited) knowledge with others. So, ladies and gentlemen... if I say I'm a TF2 man, you will agree.}}<br />
<br />
[[File:User Moussekateer Engineer.png]]<br />
<br />
{| padding=0.5em align=center<br />
|{{Backpack item<br />
| item-name = Hotrod<br />
| custom-name = <span class="plainlinks">[http://optf2.com/item/188790158 <span style="color:#8650AC;">Cold Fusion</span>]</span><br />
| item-level = Level 22<br />
| quality = Unusual<br />
| item-description = Now I am become Death, the destroyer of worlds. <br><br> Effect: Green Energy<br />
| width = 250px;<br />
}}<br />
|{{User:Moussekateer/portal gun}}<br />
|}<br />
{{clr}}<br />
<br />
== The legend of the tragic fall of [[User:Pilk|Vampilk]] at the hands (?) of Spookateer as depicted by [[User:Benjamuffin|Boojamonster]] == <br />
[[File:User Moussekateer Spookateer.png|500px]]<br />
<br />
== Todo ==<br />
* [[Template:User Wiki age]] is a good candidate for lua module rewrite<br />
* <s>Fix captions not being added into lightbox gallery for images. Bonus: paint names in gallery</s><br />
* Clean up logic for 3D viewer in item infobox template<br />
* <s>Add switcher button on 3D viewer for viewing 2D/3D</s><br />
* <s>Disable 3D viewer for mobiles. Or even better, fix 3D viewer for touch devices</s><br />
* Work through remaining 3D weapon models<br />
* <s>Finish 'Community sites' article</s><br />
* Try to get soundmanager2 working with wav files to have inline playback for sound files on wiki<br />
* <s>Add iOS/Android bookmark icon for wiki pages</s><br />
* <s>Increase $wgMaxArticleSize</s><br />
* <s>Install seb26's RevQuery extension to fix image cache</s><br />
* Run external links checker script<br />
* Run duplicate images script<br />
* Profit<br />
<br />
== For my reference ==<br />
* [[User:Mr. Magoolachub/HLMV Stuff]]<br />
* [[Team Fortress Wiki:3D Models]]<br />
* https://www.mediawiki.org/wiki/Manual:RunJobs.php<br />
<br />
== Upgrading MediaWiki installation ==<br />
<pre><br />
* Unpack mediawiki-*.tar.gz into its own new directory (w2 or whatever)<br />
* Delete the following files and folders from the new directory (w2), as we don't need them:<br />
cache/<br />
images/<br />
RELEASE-NOTES-*<br />
* Copy the following files from the old installation (w) into the new directory (w2):<br />
cache/<br />
images/<br />
extensions/<br />
DevSettings.php<br />
LocalSettings.php<br />
skins/valve<br />
* Name old install directory (w) to temporary name (w3) in case things go really bad<br />
* Rename new install directory (w2) to the normal name (w)<br />
* Delete old install directory (w3)<br />
* Run git status to find out what you just did<br />
<br />
* Additional step. Grab the relevant patch from https://github.com/seb26/revquery and apply it with "patch -p0 < *.patch". Run with the --dry-run flag first to see if it successfully applies to the new MW version without modifications.<br />
<br />
tl;dr list of commands:<br />
<br />
set -e<br />
tar xfv mediawiki-*.tar.gz -C w2<br />
rm -r w2/{cache,images,RELEASE-NOTES-*}<br />
for f in cache images extensions DevSettings.php LocalSettings.php skins/valve; do<br />
cp -rv "w/$f" "w2/"<br />
done<br />
mv w w3<br />
mv w2 w<br />
rm -r w3<br />
git status<br />
</pre><br />
<br />
== Scripts ==<br />
* Up-to-date versions of all my scripts can be found on my [http://github.com/Moussa/TFWiki-scripts Github account].<br />
<br />
==My awesome wikichievements==<br />
<br />
{{Award Wikichievement<br />
| wikichievement = Tron-o-Matic<br />
| from = [[User:WindPower|Wind]]<br />
| reason = Writing a big WindBOT filter all without help is a feat in itself. You deserve this achievement for a lot of template work already but I keep forgetting to award it... Anyway, that filter reminded me of the wikichievement, so here you are.<br />
}}<br />
<br />
{{Award Wikichievement<br />
| wikichievement = Bloody Merry<br />
| from = [[User:Awesomesauce|Awesomesauce]]<br />
| reason = For being AWESOME!<br />
}}<br />
<br />
{{Award Wikichievement<br />
| wikichievement = frontier notice<br />
| from = [[User:Stevoisiak|Stevoisiak]]<br />
| reason = Not only are you almost always the first user to add [[patches|patch notes]] and [[TF2 Official Blog|blog posts]], but you MADE this wikichievment in the first place!<br />
}}<br />
<br />
{| style="width: 100%;" class="wikitable"<br />
! style="background-color: #FFD580;" {{!}} Wikichievement !! style="background-color: #FFD580;" {{!}} Awarded by !! style="background-color: #FFD580;" {{!}} Reason<br />
{{!}}-<br />
{{!}} style="width: 250px;" {{!}} {{Achievement notification<br />
| img = Tf_win_multiplegames.png<br />
| title = GODLIKE<br />
| text = Get the largest edit ever on a single Wiki page<br />
}}<br />
{{!}} style="width: 20%; text-align: center;" {{!}} [[User:WindPower|Wind]]<br />
{{!!}} '''Wikichievement unlocked!'''<br/>[http://wiki.teamfortress.com/w/?title=July%2022,%202011%20Patch/diff&diff=634089&oldid=634044 UNSTOPPABLE]<span style="font-size:9px">(Don't actually try loading this diff, there will be tears and possible explosions)</span><br />
{{!}}-<br />
|}<br />
<br />
{{Award Wikichievement<br />
| wikichievement = Quick draw<br />
| from = Lexar<br />
| reason = For the "small" thing.<br />
}}<br />
<br />
{{Award Wikichievement<br />
| wikichievement = 3d wizard<br />
| from = [[User:EpicEric|EpicEric]]<br />
| reason = Y U NO HAZ DIS WIKICHIEVE YET<br />
}}<br />
<br />
{{Award Wikichievement<br />
| wikichievement = Market analyst<br />
| from = [[User:Eels|Eels]]<br />
| reason = For Wiki-Fi. I can't stop staring at those pretty diagrams.<br />
}}<br />
<br />
==My userboxes==<br />
{|<br />
| {{User Wiki staff}}<br />
| {{User Recent Changes Patroller}}<br />
| {{User IRC regular}}<br />
| {{User OTFWiki server regular}}<br />
| {{User TF2 total time|1700}}<br />
| {{User editor for|year=2010|month=10|day=24}}<br />
|-<br />
| {{User TF2 total achievements|323}}<br />
| {{User FPS|60}}<br />
| {{User Engineer}}<br />
| {{User Wrench}}<br />
| {{User Paddlin}}<br />
| {{User Cow Weapon}}<br />
|-<br />
| {{User Engineer update}}<br />
| {{User Adlessness}}<br />
| {{User F5}}<br />
| {{User British}}<br />
| {{User Nope}}<br />
|-<br />
| {{User Credit to Wiki}}<br />
| {{User Wiki Cap}}<br />
| {{User Chocolate addict}}<br />
| {{User Need a Medic here}}<br />
| {{User Wasted}}<br />
|}<br />
<br />
== My contributions ==<br />
[http://stats.wiki.tf/user/tf/Moussekateer Wiki-Fi]<br />
<br />
[[File:User Moussekateer Profile Image.png]]</div>I fucking hate niggershttps://wiki.teamfortress.com/w/index.php?title=Item_quality/Possible_all-class_cosmetic_item_qualities/da&diff=2374439Item quality/Possible all-class cosmetic item qualities/da2018-10-29T23:15:17Z<p>I fucking hate niggers: </p>
<hr />
<div>{{DISPLAYTITLE:Mulige Alle-klasser kosmetiks kvaliteter}}<br />
{*niggers<br />
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*niggers{Cqc/table/header}}<br />
{{Cqc/table/allclasses}}<br />
{{Cqc/table/footer}}<br />
{{Quality nav}}<br />
[[Category:Items/da]]</div>I fucking hate niggershttps://wiki.teamfortress.com/w/index.php?title=List_of_game_modes&diff=2374438List of game modes2018-10-29T23:14:17Z<p>I fucking hate niggers: </p>
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<div>'''Bold text'''{{Featured article tag}}<br />
{{update}}<br />
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[[Image:Wellconceptart.png|thumb|right|500px|The world of ''Team Fortress 2''.]]<br />
<br />
{{hatnote|For a full list of all maps, see [[List of maps]].}}<br />
<br />
This is a '''list of game modes''' in ''[[Team Fortress 2]]''. Initially, the game shipped with only three game modes: [[#Capture the Flag|Capture the Flag]], [[#Control Point (game mode)|Control Point]], and [[#Territorial Control|Territorial Control]]. Numerous [[updates]] have added eleven new game modes ([[#Payload|Payload]], [[#Arena|Arena]], [[#King of the Hill|King of the Hill]], [[#Payload Race|Payload Race]], [[Medieval Mode]], [[Special Delivery (Game Mode)|Special Delivery]], [[#Mann vs. Machine|Mann vs. Machine]], [[Robot Destruction]], [[#Mannpower|Mannpower]], [[PASS Time]], and [[#Player Destruction|Player Destruction]]) making fourteen official game modes, along with two training maps. These game modes are spread across 108 official [[List of maps|maps]] and offer a great variety of play styles and games in ''Team Fortress 2''.<br />
<br />
{{anchor|arena}}<br />
<br />
==Arena==<br />
[[Image:Gametype_arena.png|right|400px]]<br />
<br />
{{main|Arena}}<br />
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{{See also|Tips#Arena|l1=Arena tips}}<br />
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{{Quotation|'''Abraham Lincoln''', ''Second Inaugural Address, 1865''|I say this to you with the unvarnished factualism of plain talk: I ''love'' Arena Mode.}}<br />
<br />
'''Arena''' maps are designed to keep the class diversity of ''Team Fortress 2'' while focusing goals around combat between two teams. Whereas other game modes lean towards a broad, overall strategy for the team, Arena concentrates on the specific tactical choices the teams make in a single fight. Arena maps carry the <code>arena_</code> prefix.<br />
<br />
Arena Mode features smaller maps to ensure shorter matches because you don't respawn after death. When you die in Arena Mode, you will enter [[spectate]] mode until the round is finished. The maps usually feature a control point in the middle of the map and tend to be just normal King of the Hill maps with no respawn.<br />
<br />
Sometimes, if the teams are unbalanced, a message will appear to two people, saying "CAREFUL: if you lose this round, you may have to sit out", and if their team loses that round, the player will be in spectator until the upcoming round.<br />
<br />
Loadouts changed during the countdown before the match will not do so in-game unless the player commits suicide. Changing classes and back will also work if done before the countdown ends.<br />
<br />
The [[First Blood]] buff is unique to Arena Mode. If a player gets the first kill of a round, they are temporarily awarded full critical hits.<br />
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Arena Mode is not found in Casual map selection.<br />
<br />
'''Arena maps''':<br />
* [[Badlands (Arena)|Badlands]]<br />
* [[Byre]]<br />
* [[Granary (Arena)|Granary]]<br />
* [[Lumberyard]]<br />
* [[Nucleus (Arena)|Nucleus]]<br />
* [[Offblast]]<br />
* [[Ravine]]<br />
* [[Sawmill (Arena)|Sawmill]]<br />
* [[Watchtower]]<br />
* [[Well (Arena)|Well]]<br />
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{{clr}}<br />
{{anchor|CTF|ctf|capture the flag}}<br />
<br />
==Capture the Flag==<br />
[[Image:Gametype_ctf.png|right|400px]]<br />
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{{main|Capture the Flag}}<br />
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{{Quotation|'''The Scout'''|Wave goodbye to ya secret crap, dumbass!|sound=Scout_specialcompleted05.wav}}<br />
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'''Capture the Flag''' features both [[RED]] and [[BLU]] bases, each containing its own [[Capture the Flag#Intelligence|Intelligence]] briefcase (also known as the "flag"). The goal for both teams is to capture the enemy's Intelligence until they have reached the game's capture limit (default limit is 3 captures) while preventing the enemy team from achieving the same.<br />
<br />
Both teams' Intelligence briefcases are typically located deep within their territory, usually in a symmetrical location from each other, in an area known as the "Intelligence Room". To pick up the Intelligence, the player must touch the enemy's briefcase. While holding the enemy's Intelligence, the player must bring it to the location of their Intelligence, where they must enter their 'capture zone' (indicated by the yellow and black lines) in order to successfully capture it. After each successful capture, your team will be rewarded with ten seconds of [[Critical hits|crit boost]].<br />
<br />
If the Intelligence carrier is killed or the Intelligence is intentionally dropped, the Administrator informs the teams over the loudspeaker and the Briefcase will remain stationary for 60 seconds, with a timer shown above the Intelligence indicating how much time is left before it is returned to the Intelligence room. During that time, the Intelligence can be picked up as normal. Each time the Intelligence is dropped, the timer is reset. The enemy cannot move or reset the Intelligence themselves. The Intelligence cannot be carried by players with an invulnerability buff (i.e. players under the [[Medi Gun]]'s [[ÜberCharge]] and [[Scout]]s under the effects of [[Bonk! Atomic Punch]]) and Intelligence carriers cannot receive an invulnerability buff or use a [[Teleporter]]. Engineers wielding the [[Eureka Effect]] can teleport, but will drop the Intelligence at the spot they teleported from. The Intelligence also may not be picked up by a [[Soldier]] wielding the [[Rocket Jumper]] or a [[Demoman]] using the [[Sticky Jumper]]. Cloaked Spies cannot pick up the Intelligence until their Cloak has been turned off. However, if a Spy does acquire the Intelligence, then they will lose their disguise and no longer be able to change their disguise or Cloak. An exception to this is the Dead Ringer, which, upon taking damage, will force the Spy to drop the Intelligence and Cloak as normal.<br />
<br />
If the Intelligence carrier dies in a normally inaccessible part of the map, such as [[Environmental hazards#Pitfall|falling into a pit or off a cliff]], the Intelligence is immediately returned to its starting location in the Intelligence room. If no team completes the capture limit before time runs out, the match will enter [[Sudden Death]] mode.<br />
<br />
Unlike variants of Capture the Flag in other games, you ''can'' make a capture without actually having your Intelligence at your base.<br />
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'''Capture the Flag maps''':<br />
* [[2Fort]]<br />
* [[2Fort Invasion]]<br />
* [[Double Cross]]<br />
* [[Landfall]]<br />
* [[Sawmill (Capture the Flag)|Sawmill]]<br />
* [[Turbine]]<br />
* [[Well (Capture the Flag)|Well]]<br />
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{{clr}}<br />
{{anchor|comp|competitive mode}}<br />
<br />
==Competitive Mode==<br />
[[Image:Meet Your Match.png|right||300px|]]<br />
<br />
{{main|Competitive Mode}}<br />
{{quotation|'''The Administrator'''|At least you didn't disappoint me more than usual.|sound=Cm_admin_outlier_no_04.mp3}}<br />
<br />
'''Competitive Mode''' is an official game mode released for Team Fortress 2. The mode is accessible only by having a [[Premium]] TF2 account and [http://store.steampowered.com/mobile Steam Guard Mobile Authenticator] enabled, owning a [[Competitive Matchmaking Pass]], or owning a [[Community (quality)|Community]] or [[Self-Made]] quality item. If a player has a Premium account but has had a [[VAC]] ban on it, the only way to obtain access to Competitive Mode is to buy a pass from the Mann Co. Store. The "Play Competitive" button will only appear if the player has associated their Steam account with the Steam Guard Mobile Authenticator and has joined the official [https://steamcommunity.com/groups/tfcompetitive Team Fortress 2 Competitive Steam Group], even if they meet the requirements above. Like regular matches, there are no restrictions on any weapons and/or classes that can be used.<br />
<br />
'''Competitive Mode maps''':<br />
* [[Process]]<br />
* [[Badwater Basin]]<br />
* [[Foundry]]<br />
* [[Gorge]]<br />
* [[Viaduct]]<br />
* [[Gullywash]]<br />
* [[Snakewater]]<br />
* [[Vanguard]]<br />
* [[Lakeside]]<br />
* [[Metalworks]]<br />
* [[Sunshine]]<br />
* [[Swiftwater]]<br />
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{{clr}}<br />
{{anchor|CP|cp|control point}}<br />
<br />
==Control Point==<br />
[[Image:Gametype_cp.png|right|400px]]<br />
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{{main|Control Point (game mode)}}<br />
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{{See also|Control point (objective)}}<br />
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{{Quotation|'''The Engineer'''|This point ain't gonna cap itself! Get over here!|sound=Engineer_helpmecapture02.wav}}<br />
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'''Control Point''' maps have two main types of game modes.<br />
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Control points are circular platforms with a team-colored light and hologram in the center (neutral points will have a white light and hologram). To capture a point owned by the enemy team, the player simply stands on the point until the capture meter fills with his or her team color. The more players on a point, the faster it will capture, though only to a [[Control point timing|limited extent]]. [[Scout]]s, as well as [[Soldier]]s/[[Demoman|Demomen]] with the [[Pain Train]] equipped, count as 2 players when capturing control points. Capture progress will not be made when players of both teams are on the control point. If all the capturing players are killed or driven off before the capture is completed, the capture progress will not reset immediately, but instead will slowly fade away.<br />
<br />
'''There are three states for a capture point''':<br />
<br />
<gallery> <br />
File:CP Neutral.png|'''Neutral''': The control point can be taken by either team (usually the central point in a symmetrical CP map).<br />
File:CP Captured RED.png|'''Captured''': The control point is currently owned by the RED team but can be retaken by the BLU team (or vice-versa).<br />
File:CP Locked RED.png|'''Locked''': The control point is currently owned by the RED team and cannot (yet) be retaken by the BLU team (or vice-versa).<br />
</gallery><br />
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'''There are five main types of Control Point maps''' &ndash; Symmetrical Control Point, Domination Control Point, Attack/Defend, Medieval Attack/Defend, and End of the Line Attack/Defend.<br />
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===Symmetrical Control Point===<br />
[[Image:CP_Yukon_overview.png|thumb|right|300px|[[Yukon]]]]<br />
<br />
In '''Symmetrical Control Point''', or '''Linear Control Point''', both teams start with two controlled points, and a central point starts out neutral. The team that captures all control points wins. Traditional Control Point maps will go into [[Sudden Death]] (or [[Match outcomes#Stalemate|Stalemate]]) if no team captures all the control points before time runs out. Control points closer to a team's spawn point are captured more quickly by the enemy team.<br />
<br />
'''Symmetrical Control Point maps''':<br />
* [[5Gorge]]<br />
* [[Badlands (Control Point)|Badlands]]<br />
* [[Coldfront]]<br />
* [[Fastlane]]<br />
* [[Foundry]]<br />
* [[Freight]]<br />
* [[Granary (Control Point)|Granary]]<br />
* [[Gullywash]]<br />
* [[Metalworks]]<br />
* [[Powerhouse]]<br />
* [[Process]]<br />
* [[Snakewater]]<br />
* [[Sunshine]]<br />
* [[Vanguard]]<br />
* [[Well (Control Point)|Well]]<br />
* [[Yukon]]<br />
<br />
===Domination Control Point===<br />
[[Image:Cp_standin_B.jpg|thumb|right|300px|[[Standin]]]]<br />
'''Domination Control Point''' maps play symmetrically. Both teams start with no controlled points, and all points start out neutral. The team that captures all control points wins. Traditional Control Point maps will go into Sudden Death (or Stalemate) if no team captures all the control points before time runs out. Once a team has all three points, they win regardless of how much capture progress the other team has.<br />
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'''Domination Control Point maps''':<br />
* [[Standin]]<br />
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{{clr}}<br />
{{anchor|attack/defend|Attack/Defend}}<br />
<br />
===Attack/Defend===<br />
[[Image:Gametype_ad.png|right|400px]]<br />
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{{Quotation|'''The Demoman'''|Next time you'll bloody ask before you stand on my point.|sound=Demoman_specialcompleted06.wav}}<br />
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'''Attack/Defend''' maps play asymmetrically. [[RED]] begins with all the points in their control. [[BLU]] wins if it captures all of RED's points. Points may only be captured in a set order (though some maps, such as Gravel Pit and Steel, may make exceptions). RED wins if it prevents BLU from capturing all points before the timer expires. Points captured by BLU are locked and cannot be captured again by RED.<br />
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Attack/Defend maps can come in various styles. Some maps, such as Dustbowl and Egypt, require the BLU team to capture three stages of two control points each to win the game. If the attacking team fails to win any stage, teams will switch and the defenders will then take a turn as the attackers, beginning with stage 1. Other maps such as Gravel Pit and Junction allow the attacker to capture two points in any order (points A or B) before attacking the final point (point C). Steel is a unique Attack/Defend map in that capturing each minor capture point (points A, B, C, and D) will allow better accessibility to the main point (point E), such as allowing more routes into point E or extending bridges to the point so that classes without special [[jump]]s can capture it. This means that one unnoticed Scout can capture and win games without the team even realizing.<br />
<br />
'''Attack/Defend maps''':<br />
* [[Dustbowl]]<br />
* [[Egypt]]<br />
* [[Gorge]]<br />
* [[Gravel Pit]]<br />
* [[Junction]]<br />
* [[Steel]]<br />
* [[Mercenary_Park_(map)|Mercenary Park]]<br />
* [[Mossrock]]<br />
* [[Mountain Lab]]<br />
* [[Mann Manor]] (Mountain Lab Event)<br />
<br />
===Medieval Attack/Defend===<br />
[[Image:Gette it Onne!.png|right|200px|Gette It Onne!]]<br />
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{{Quotation|'''Valve'''|How did the manly men of Team Fortress 2 appear at a tenth-century battlement? Simple. [http://tvtropes.org/pmwiki/pmwiki.php/Main/AWizardDidIt '''The Soldier angered a magician.''']}}<br />
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'''Medieval Attack/Defend''' is a part of [[Medieval Mode]], added during the [[Australian Christmas]] update and given to dedicated Valve Servers in the {{Patch name|4|25|2016}}. It plays like regular Attack/Defend, but with one major twist: all guns are removed, and only [[Medieval mode#Allowed weapons|Olde weapons]] can be used. Players also drop small health kits on death, instead of a medium ammo crate. Text chat is filtered (to Olde English) to resemble the language of the era (though with considerable inaccuracy) and the map is Medieval-themed. Another main (non-cosmetic) feature about this game mode is the added feature of flaming torches located in strategic points; these torches can set [[Huntsman]] ([[Fortified Compound]]) arrows on fire on contact (before shooting the arrow).<br />
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'''Medieval Attack/Defend maps''':<br />
* [[DeGroot Keep]]<br />
<br />
===End of the Line Attack/Defend===<br />
[[Image:Cp_snowplow.jpg|thumb|right|300px|[[Snowplow]]]]<br />
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'''End of the Line Attack/Defend''' was added during the [[Gun Mettle Update]]. Unlike traditional Attack/Defense maps, the map objective centers around a train carrying a Payload, though it does not function like a Payload map. The BLU team's goal is to escort the train to the end of the map by capturing three control points on each stage, for a total of six. At each control point, the train is impeded by a buffer stop, where a RED device attacks it every 35 seconds that it is stationary. This countdown is paused whenever the control point is being actively contested, and resets when the control point is captured by BLU.<br />
<br />
For every 35 seconds that BLU fails to capture or contest the active control point, the train loses 10% of its health. When BLU successfully captures a control point, 10% of the train's health is restored and it destroys the buffer stop, proceeding to the next control point, where the next countdown begins. The train's health carries over between stages, so it is not refreshed upon completing the first stage. BLU wins if they successfully capture all control points on each stage before the train is destroyed, while RED wins if they hold the control points long enough for the devices to destroy the train.<br />
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'''End of the Line Attack/Defend maps''':<br />
* [[Snowplow]]<br />
{{clr}}<br />
{{anchor|KOTH|koth|King of the hill|king of the hill}}<br />
<br />
==King of the Hill==<br />
[[Image:Gametype_koth.png|right|400px]]<br />
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{{main|King of the Hill}}<br />
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{{Quotation|'''The Classless Update'''|Since their discovery in 1895, hills have fascinated kings.}}<br />
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'''King of the Hill''' is similar to Arena. King of the Hill focuses on a single control point at the center of the map, which is neutral and locked at the beginning of the round. Teams must make their way to the control point and capture it when it becomes available. Once the point is captured by a team, their team clock will start a three-minute countdown. If the enemy team manages to capture the point back, their clock will start counting down while the other team’s clock freezes at the time the point was recaptured. A team wins once they own the point, the three minutes countdown expires, and the other team's capture progress is gone.<br />
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'''King of the Hill maps''':<br />
* [[Badlands (King of the Hill)|Badlands]]<br />
* [[Eyeaduct]] (Viaduct event)<br />
* [[Ghost Fort]] (Lakeside event)<br />
* [[Harvest]]<br />
* [[Harvest Event]]<br />
* [[Highpass]]<br />
* [[Kong King]]<br />
* [[Lakeside]]<br />
* [[Nucleus (King of the Hill)|Nucleus]]<br />
* [[Probed]]<br />
* [[Sawmill (King of the Hill)|Sawmill]]<br />
* [[Suijin]]<br />
* [[Viaduct]]<br />
* [[Maple Ridge Event]]<br />
* [[Lazarus]]<br />
* [[Cauldron]]<br />
* [[Slasher]]<br />
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{{clr}}<br />
{{anchor|mvm|Mann vs. Machine|Co-op}}<br />
<br />
==Mann vs. Machine==<br />
{{Main|Mann vs. Machine (game mode)}}<br />
[[Image:Main_menu_button_mvm.png|right|400px]]<br />
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{{Quotation|'''The Heavy'''|More rubble, less trouble!|sound=Heavy_specialcompleted03.wav}}<br />
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'''Mann vs. Machine''' is a game mode that was released in [[Mann vs. Machine (update)|the update of the same name]]. In this game mode, a team of three to six players must fend off a horde of robots attempting to carry a bomb to one of Mann Co.'s strongholds. Upgrades and [[Power Up Canteen|Canteen]] power-ups can be purchased at the spawn point using cash picked up by the players upon destroying a robot (not every robot drops cash, and the amount of cash dropped may vary according to the robot type). A bonus amount of cash will be awarded to the team if all or almost all of the cash from a wave is picked up.<br />
<br />
All classes and most weapons have different upgrade abilities such as movement speed, charge duration, or the amount of ammo the player can hold. Surviving all the waves will complete the mission. Upon the completion of a player's first mission, they will receive a Canteen.<br />
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There are currently 5 [[Tour of Duty|operations]] and 29 [[Mann vs. Machine mission|missions]] (some missions aren't part of any operation) in Mann vs. Machine.<br />
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'''Mann vs. Machine maps''':<br />
* [[Bigrock]]<br />
* [[Coal Town]]<br />
* [[Decoy]]<br />
* [[Ghost Town]] (Coal Town Event)<br />
* [[Mannhattan]]<br />
* [[Mannworks]]<br />
* [[Rottenburg]]<br />
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{{clr}}<br />
{{anchor|CTF|ctf|mannpower}}<br />
<br />
==Mannpower==<br />
[[Image:Gametype_mannpower.png|right|400px]]<br />
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{{main|Mannpower}}<br />
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{{Quotation|'''The Demoman'''|I hope I didn't scare you with my face-to-face man fightin'!|sound=Demoman_dominationspy03.wav}}<br />
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'''Mannpower''' is a modified version of Capture the Flag in which teams must capture the enemy's [[Intelligence]] briefcase a set number of times (default limit is 7 captures) while preventing the enemy from doing the same. The game mode is characterized by its usage of grappling hooks and twelve unique power-ups. <br />
<br />
[[Grappling hook|Grappling hooks]], usable by switching to them or by pressing the action key, will latch onto the surface the player is looking at, whether it be a wall, floor, ceiling, or even an enemy. Once attached, players will automatically be reeled in, traveling through the air in a straight path to the desired location. If the grappling hook is attached to an enemy, the enemy will take bleed damage until the player dies or releases the hook. Players can jump while grappling, giving them a boost to scale ledges. While the player is using the grappling hook, they cannot fire their weapons.<br />
<br />
Power-ups provide passive buffs (with the exception of Supernova) to the players who pick them up. These buffs range from increased movement speed to reflecting damage back at the enemy. At the start of each round, a set number of power-ups spawn throughout the map and can be picked up by players from either team. When a powered-up player is killed, they will drop the power-up in the color of the enemy team, restricting their teammates from claiming it directly after the player's death. If colored power-ups are not picked up after a certain time period, they will respawn in the appropriate team's base. Players can deliberately drop power-ups with the same key used to drop the Intelligence briefcase. If they do so, the power-up will be neutral instead of team-colored.<br />
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Mannpower currently runs on modified ctf_ versions of [[Gorge (Capture the Flag)|Gorge]], [[Foundry (Capture the Flag)|Foundry]], and [[Thunder Mountain (Capture the Flag) |Thunder Mountain]], as well as a map made specifically for the mode, [[Hellfire]]. Whenever players respawn, they will be given a few seconds of invulnerability. Unlike standard CTF maps, where the Intelligence briefcases are located in "Intelligence rooms," briefcases in Mannpower mode are out in the open and susceptible to theft from many directions. Players with a power-up will receive a grapple speed penalty when carrying the Intelligence, and players without one will gain health regeneration. After a team successfully captures the Intelligence, both capture zones will be disabled for 30 seconds. If a team imbalance is detected, the losing team will get a "Revenge" power-up, granting them temporary crits, increased fire rate, and increased clip size.<br />
<br />
List of Power-Ups:<br />
:Strength - Double damage for all weapons. Distance damage fall-off immunity.<br />
:Resistance - Reduces incoming damage by 50%. Immune to critical hit damage multiplier.<br />
:Vampire - All damage dealt is returned as health. 25% damage resistance. Max health increased by 40%.<br />
:Reflect - 80% of damage received is reflected back to the attacker (reflected damage cannot directly cause death). Max health increased to 400. 100% of received Sentry damage is reflected back to the Sentry Gun.<br />
:Haste - Double weapon firing and reload rate. Double clip size and max ammo count. Movement speed increased by 30%. Sticky bomb arm time reduced.<br />
:Regeneration - Ammo, health, and metal regenerate. The rate of health regeneration is inversely proportional to max health.<br />
:Precision - Greatly reduced bullet spread. Distance damage falloff immunity. Rocket and grenade travel speed increased 250%. Sniper rifles have quicker damage ramp-up and re-zoom after shooting, and have double damage. Increased blast weapon clip size by 50%.<br />
:Agility - Movement speed increased by 50%. Grapple speed increase. Jump height increased by 80%. Instant weapon switch. Immune to fall damage. No movement speed penalty while carrying the flag.<br />
:Knockout - Restricts the carrier to Melee and Grappling Hook only. Max health increased by 150 except for Heavies and Demomen wielding a sword, a shield, or both, gaining only 120 health, 130 health, 80 health, and 20 health, respectively. Immune to airblast and damage pushback. Melee weapon deals +66% damage and forcibly shoves the victim away. Melee hit forces the victim to drop their powerup or the flag if they have it. 4X melee damage to buildings.<br />
:King - Increased max health. Small health regeneration, fire, and reload rate increase. All effects except maximum health increase are shared by nearby teammates, though the regeneration buff is only applied to teammates and enemy Spies who also have powerups.<br />
:Plague - Radius health kit collection. Touching an enemy gives them and their nearby teammates the plague. Plague victims bleed to death in 10 seconds unless they pick up a health kit or touch a resupply cabinet. Plague blocks King’s health regeneration and team buff. Immune to Plague.<br />
:Supernova - Discharge your supernova attack (grapple secondary fire) to briefly stun nearby visible enemies. Requires full Powerup meter. Powerup meter fills over time, or by dealing damage. Stunned enemies drop their powerups, and are pushed away from the supernova attacker. Once discharged, the Supernova powerup disappears and respawns. When the powerup meter is full, enemies will glow when in range.<br />
:Critical Hit - Temporary full crit power for 30 seconds. Respawns in the same place after 60 seconds.<br />
<br />
'''Mannpower maps''':<br />
* [[Foundry (Capture the Flag)|Foundry]]<br />
* [[Gorge (Capture the Flag)|Gorge]]<br />
* [[Hellfire]]<br />
* [[Thunder Mountain (Capture the Flag)|Thunder Mountain]]<br />
<br />
== PASS Time ==<br />
{{main|PASS Time}}<br />
[[Image:Gametype_passtime.png|right|400px]]<br />
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{{Quotation|'''The Scout'''|Play ball!|sound=Scout_battlecry01.wav}}<br />
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<br />
Pass Time is a game mode for TF2 that combines the traditional battling in Team Fortress with sports elements of soccer, hockey, and basketball. It is a heavily team-based game mode and it is critical that you have teamwork when playing it. There are many perks and jump pads to assist you. However if the match ends in a tie, Sudden Death begins. It also provides a voice command to get your team to pass the ball to you. The ball gives you a speed boost and heals nearby teammates.<br />
<br />
'''PASS Time maps''':<br />
* [[Brickyard]]<br />
* [[District]]<br />
* [[Timberlodge]]<br />
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{{clr}}<br />
<br />
{{anchor|PL|pl|payload}}<br />
<br />
==Payload==<br />
[[Image:Gametype_payload.png|right|400px]]<br />
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{{main|Payload}}<br />
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{{Quotation|'''The Heavy'''|Onward, great bomb-cart!|sound=Heavy_cartmovingforwardoffense17.wav}}<br />
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In '''Payload''' maps, [[BLU]] team must escort a [[Payload#Carts|cart]] full of explosives through a series of checkpoints and into [[RED]]'s base within a certain amount of time. BLU team members move or 'push' the cart by standing next to it — the more people next to the cart, the faster it moves (up to a maximum capture rate of three). Any RED team member standing near the cart will stop it from venturing further, regardless of the number of BLU team members on the cart. If no BLU players push the cart for 30 seconds, the cart will start moving backward slowly until it reaches a checkpoint, BLU spawn, an uphill slope (in certain maps), or is pushed by BLU team members again, which will also reset the timer. The cart functions as a level 1 [[Dispenser]] for BLU team (and disguised enemy Spies) to restore health and ammunition to those pushing it. Ammunition is not restored to players standing at the front of the cart.<br />
<br />
Some maps have flanking routes that open when a specific point is taken.<br />
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There are two distinct types of Payload missions; the type depends on the map. Some Payload maps, including Gold Rush, Hoodoo, and Thunder Mountain, are ''multiple-staged'' and play similarly to [[Dustbowl]] by splitting the mission into three sections, each with multiple checkpoints. Capturing the final point on the last stage results in BLU blowing up RED's base, often with [[Environmental hazards|a spectacular explosion]] wiping out everyone around the bomb cart. Time is added whenever BLU captures a non-stage-winning point. The other type of Payload mission, an example being [[Badwater Basin]], is ''single-staged'', similar to [[Mountain Lab]], and has all checkpoints within one long stage, with larger time bonuses for BLU upon successful captures. There are also fewer total checkpoints, resulting in three or four checkpoints and a final point, where BLU can win the game and blow up RED's base.<br />
<br />
'''Single-stage Payload maps''':<br />
* [[Badwater Basin]]<br />
* [[Barnblitz]]<br />
* [[Borneo]]<br />
* [[Brimstone (map)|Brimstone]]<br />
* [[Frontier]]<br />
* [[Hellstone]]<br />
* [[Snowycoast]]<br />
* [[Swiftwater]]<br />
* [[Upward]]<br />
* [[Gravestone]]<br />
'''Multiple-stage Payload Maps''':<br />
* [[Gold Rush]]<br />
* [[Hoodoo]]<br />
* [[Thunder Mountain]]<br />
* [[Enclosure]]<br />
<br />
{{clr}}<br />
{{anchor|PLR|plr|payload race|race}}<br />
<br />
===Payload Race=== <br />
[[Image:Gametype_plr.png|right|400px]]<br />
<br />
{{main|Payload Race}}<br />
<br />
{{Quotation|'''In-game summary'''|Two teams. Two carts. Two tracks. Hilarity ensues.}}<br />
<br />
<br />
Unlike standard Payload maps, '''Payload Race''' maps feature both [[RED]] and [[BLU]] teams issued with a cart; neither team is restricted to an attacking or defending role, with both teams assuming characteristics of both roles. To win, each team must simultaneously push their cart through enemy territory to reach the final point while preventing the enemy team from doing the same. As with Payload mode, team members push the cart by standing next to it, with more members increasing the speed of the cart and opposing team members halting it.<br />
<br />
Unlike Payload mode, the cart will not move backward after any duration of time and there is no time limit; the map will only end when one team successfully pushes their cart to the finishing point. Each cart works as a level 1 Dispenser for their team (and disguised enemy Spies), restoring health and ammunition to those pushing the cart. Parts of the track may feature slopes on which the cart will quickly roll back down to the bottom unless it is being constantly pushed. In many maps, there are uphill pushes. Should the cart pushers be killed or move away from the cart, the cart will slide down the ramp to its original state.<br />
<br />
Payload Race maps may or may not be split into multiple rounds.<br />
<br />
'''Payload Race maps''':<br />
* [[Helltower]] (Hightower event)<br />
* [[Hightower]]<br />
* [[Pipeline]]<br />
* [[Nightfall]]<br />
* [[Banana Bay]]<br />
<br />
{{clr}}<br />
<br />
== Player Destruction ==<br />
[[File:Gamemode invasion.png|right|300px]]<br />
{{main|Player Destruction}}<br />
{{Quotation|'''The Engineer''' to drunk UFO pilots|I believe I will buy you a beer!|sound=Cm_engie_summary_callout_03.mp3}}<br />
<br />
Player Destruction is a community-created game mode added as part of the [[Invasion Update]]. This game mode focuses on teams collecting bottles of beer by killing enemy players and then jumping into the UFO tractor beam in the middle of the map in order to add them to their team's score. Whenever a player is killed, they will drop all their currently held beer, which can be picked up by both teams.<br />
<br />
The player on each team with the largest amount of beers will provide health and ammo equal to a Level 1 [[Dispenser]] to themselves and nearby teammates, but the player's outline along with the number of beers they possess will be constantly visible to both teams.<br />
<br />
'''Player Destruction maps''':<br />
* [[Watergate]]<br />
* [[Pit of Death]]<br />
* [[Cursed Cove]]<br />
* [[Monster Bash]]<br />
<br />
{{clr}}<br />
{{anchor|SD|sd|special delivery}}<br />
<br />
== Special Delivery ==<br />
[[Image:Gametype_sd.png|right|400px]]<br />
{{main|Special Delivery (Game Mode)}}<br />
<br />
{{Quotation|'''The Administrator'''|Gentlemen, today we launch a monkey into space.|sound=Announcer_sd_monkeynaut_start01.wav}}<br />
<br />
<br />
Special Delivery is a game mode released as part of the [[Pyromania Update]]. In this game mode, an initially neutral briefcase of [[Australium]] must be transported to [[Non-player characters#Poopy Joe|Poopy Joe]]'s rocket before the opposing team can do the same.<br />
<br />
If a player picks up the Australium and is killed while holding it, only players from the same team as the recently-deceased Australium carrier can pick it up again. If the team fails to do so within 45 seconds, the Australium is sent back to its original position and reverts back to neutral. <br />
<br />
The player who has a hold of the Australium must stand on the platform, which will be raised to the compartment located at the nose cone of the rocket. The player has to remain on the platform until the compartment hatch fully opens and is ready to receive the Australium. Once the Australium is deposited into the compartment, the rocket launches off and the team wins the round. Then the rocket explodes with Poopy Joe inside of it, resulting in him dying and the plot for [[WAR! Update]]<br />
<br />
'''Special Delivery maps''':<br />
* [[Carnival of Carnage]] (Doomsday event)<br />
* [[Doomsday]]<br />
<br />
{{clr}}<br />
<br />
==Territorial Control==<br />
[[Image:Territorial Control Map TC Hydro.JPG|300px|right|thumb|[[Hydro]] map]]<br />
<br />
{{main|Territorial Control}}<br />
<br />
{{Quotation|'''The Soldier'''|We have you surrounded, at least from this side!|sound=Soldier_taunts12.wav}}<br />
<br />
In '''Territorial Control''', the goal is to take over the entire map by capturing "territories". Each game is randomly selected from the six available layouts in a 'point against point' game where both teams must capture the opposite point while defending their own. After a team successfully captures the opposite point, the next round takes place in a different area of the map which is also randomly selected. After a team captures all four territories, that team must capture the enemy team's base. If the base point is captured (in Hydro, the Radar Dish for RED, the Power Plant for BLU), the attacking team wins the game. When the next round begins, territories are reset and a new random layout is selected.<br />
<br />
In any game in TC (except in RED/BLU base games), if a control point is not captured before the eight-minute time clock reaches zero, the game will go into [[Sudden Death|Sudden Death mode]].<br />
<br />
'''Territorial control maps''':<br />
* [[Hydro]]<br />
<br />
{{clr}}<br />
{{anchor|training|train|Training|Training Mode}}<br />
<br />
==Training Mode==<br />
[[Image:Training basic.png|right||180px|]]<br />
[[Image:Training offlinepractice.png|right||180px|]]<br />
<br />
{{main|Training mode}}<br />
<br />
{{Quotation|'''The Engineer'''|My 11th PhD is in Applied Ass-Kicking!|sound=Cm_engie_gamewon_13.mp3}}<br />
<br />
Training maps are intended to teach the basics of gameplay and advanced techniques on wooden targets and bots. Training Mode shipped with the [[Mac Update]], which introduced two official training maps. The [[Training Mode#Offline Practice|Offline Practice]] allows for new and unfamiliar players to train on specific game modes, along with the capability to adjust the difficulty scale of bots to suit the player.<br />
<br />
;Training maps:<br />
* [[Dustbowl (Training)|Dustbowl]]<br />
* [[Target]]<br />
<br />
Brandon Reinhart indirectly announced on the Official TF2 Blog on July 28, 2010, that Corey Peters is currently working on another official training map,<ref name="newtraining">http://www.teamfortress.com/post.php?id=4130</ref> though details are as of yet unknown for which class or what gameplay mechanics it is focusing on.<br />
<br />
Current training classes are:<br />
* [[Soldier]]<br />
* [[Demoman]]<br />
* [[Engineer]]<br />
* [[Spy]]<br />
<br />
==Highlander==<br />
[[Image:ETF2L_highlander_medal_Gold.png|right|100px|Highlander tournament prize]]<br />
<br />
{{Quotation|'''The Demoman'''|There can be only one!|sound=Demoman_eyelandertaunt02.wav}}<br />
<br />
Highlander mode restricts the number of players of each team to 9 players and only allows one player per class on each team. It is applicable to any game mode and can be activated by entering <code>mp_highlander 1</code> into the console.<br />
<br />
The idea behind Highlander mode existed previous to its official inclusion in the game and had been implemented in server mods. Highlander mode was officially added in the {{Patch name|2|3|2010}}.<br />
<br />
The game mode's name is a reference to the [[w:Highlander (film)|Highlander]] film series, where the phrase "There can be only one" was often repeated; this references the limitation of one player per class.<br />
<br />
==Dueling Mini-Game==<br />
[[Image:Backpack Dueling Mini-Game.png|right|100px|Dueling Mini-game]]<br />
<br />
{{main|Dueling Mini-Game}}<br />
<br />
{{Quotation|'''The Spy'''|Let's settle this like gentlemen!|sound=Spy_MeleeDare01.wav}}<br />
<br />
A mini-game released in the [[Mann-Conomy Update]], the Dueling Mini-Game is an [[Action Item]] that can be purchased in the [[Mann Co. Store]], received via [[trading]], or found via the [[drop system]]. When loaded into the action slot, the item can be triggered to put the user against one person on the opposing team, provided they accept the challenge. Until the end of the round, points are gained by killing or assisting in a kill against the other person. Kills of the two players dueling are tracked, and the player with the most points wins the "duel" when the round ends. If one of the players disconnects or leaves the match, a short duel ban will be issued to that player. The item itself has a maximum of 5 uses and is usable on all official maps. After participating in your first duel, a Bronze Dueling Badge will be granted which will level up to Silver, Gold, and finally Platinum as you gain more wins. For every 10 wins, an extra Dueling Minigame is granted. Every day, the game will give the [[Dueler]] hat to the player who won the most duels the previous day.<br />
<br />
==Tournament Mode==<br />
[[File:Tournament Mode Example.png|right|200px|Tournament Mode header]]<br />
<br />
{{main|Tournament Mode}}<br />
<br />
{{Quotation|'''The Soldier'''|Dominated, hippie! Get a job!|sound=Soldier_DominationSoldier01.wav}}<br />
<br />
Tournament Mode is used mostly on competitive servers. It allows for the creation of custom teams, and the ability to track the success of a particular team over multiple games. A user interface is present for naming teams, and once team members have been organized, teams must say they are ready to start the game. In Tournament Mode, there are no player limits for either team and no [[Team balance|autobalancing]].<br />
<br />
Similarly to Highlander, Tournament Mode is applicable to any game mode and can be activated by entering <code>mp_tournament 1</code> into the console.<br />
<br />
==Community mods==<br />
[[Image:Tf2ware screenshot.png|right|200px|link=TF2Ware|TF2Ware, a community mod by Mecha the Slag]]<br />
<br />
{{main|Custom Mods}}<br />
<br />
{{Quotation|'''The Soldier'''|Never bring a bat to a battlefield, war is not a game.|sound=Soldier_DominationScout07.wav}}<br />
<br />
Community game mode mods are custom, unofficial game modes, produced by various community members. They vary from remakes of ''[[Team Fortress Classic]]'' game modes to completely original modes like [[VS Saxton Hale Mode|Saxton Hale]] and may change anything about the way a class works from their core mechanics to the weapons they carry. Some modes even add new enemies for the [[RED]] and [[BLU]] teams to fight or put the player in the shoes of someone or something they couldn't play in an official mode. Some game mode mods have been honorably mentioned by Valve on the [[TF2 Official Blog]].<br />
<br />
== Unused content ==<br />
* There was a planned Courier game mode in development which for unknown reasons was scrapped. There is still an existing [http://wiki.teamfortress.com/w/images/4/42/Announcer_stop_courier.wav Announcer voiceline] in the files which was going to be used in this game mode and the class [[Civilian]] that can be used with commands.<br />
<br />
==Upcoming Modes==<br />
===Robot Destruction===<br />
{{main|Robot Destruction}}<br />
[[File:Beta rd blueprints.png|frameless|right]]<br />
<br />
{{Quotation|'''The Medic'''|Oh, I vill tear you apart, bolt by bolt!|sound=Medic_mvm_taunt01.wav}}<br />
<br />
Robot destruction is an upcoming game mode currently in beta. While it has not yet been officially released, it can be played by setting up a beta server or searching for a round using the multiplayer menu. So far there is only one known map using this game mode. This map takes place on a [[rd asteroid|moon base map]] Valve mentioned and showed concept art for in an earlier TF2 update post. The game mode is similar to capture the flag, but instead involves destroying enemy robots and stealing their power cores. Once stolen, power cores (unlike a normal Intelligence briefcase) are instantly stored in a vault once touched. The enemy team can go to their opponent's vault and steal their power cores back to slow down the enemy team from winning. The map itself isn't finished with, as there is a lack of proper textures, but does include new robot NPCs that have brand new textures (aside from a few using the ÜberCharge texture showing that it's locked, but it's assumed that it's only a placeholder). When this map and game mode will be released together officially is unknown.<br />
<br />
'''Robot Destruction maps''':<br />
* [[Asteroid]]<br />
<br />
== See also ==<br />
* [[Custom maps]]<br />
* [[Control point timing]]<br />
* [[Map name prefixes]]<br />
* [[Skybox list]]<br />
<br />
==References==<br />
<references/><br />
<br />
{{Maps}}<br />
{{Template:Mapping nav}}<br />
<br />
[[Category:Lists|Game modes]]<br />
[[Category:Mapping]]<br />
[[Category:Game modes| ]]</div>I fucking hate niggershttps://wiki.teamfortress.com/w/index.php?title=Buildings&diff=2374437Buildings2018-10-29T23:12:54Z<p>I fucking hate niggers: </p>
<hr />
<div>{{Quotation|'''The Engineer'''|I built that.|sound=Engineer_specialcompleted06.wav}}<br />
<br />
'''Buildings''' are machines that can be constructed by the [[Engineer]] using his [[PDA|Build Tool]]. These buildings include the [[Sentry Gun]], [[Dispenser]], and [[Teleporter]].<br />
<br />
[[File:Engiwithdispenser.png|300px|right|Engineer standing by his Dispenser]]<br />
niggersniggers<br />
*niggers<br />
*niggers<br />
*niggers<br />
*niggers<br />
== Overview ==<br />
In order to construct a building, an Engineer must first have enough [[metal]]. He can then use his [[PDA|Build Tool]] to choose a placement for the building; buildings can only be placed on reasonably flat surfaces and must have enough horizontal and vertical space to operate. Once placed, buildings are erected automatically. The construction rate can be almost doubled by continuously hitting the building with any [[Wrench]]; multiple Engineers doing this simultaneously stacks the effect, and hitting the building with the [[Jag]] increases its construction rate by a further 30%. [[Dispenser]]s and [[Teleporter]]s take twice as long to deploy as [[Sentry Gun]]s. Once the building is fully deployed, it will immediately begin operation.<br />
<br />
Like players, buildings have [[health]] and are [[#Destruction|destroyed]] when it is reduced to zero. The health of a building increases from zero to its maximum while under construction, so it is easier to destroy a building that is incomplete. Players can focus their crosshair on a building to determine its current health just like other players, though weak buildings also display visible signs of damage such as smoke, sparks, and flames. Buildings are immune to [[critical hits]] and [[Critical hits#Mini-crits|mini-crits]] as well as damage drop-off and ramp-up, so excluding splash damage, any attack on a building will deal a constant amount of damage from any distance. Buildings will not activate the on-hit or on-kill effects of any weapon when damaged or destroyed (with the exception of the [[Widowmaker]]'s).<br />
<br />
Buildings can be repaired, upgraded, and (in the case of Sentry Guns) reloaded by hitting them with a Wrench, if the user has sufficient metal. Metal priority goes to repair first, then to resupply, and finally to upgrades, with limits to how much metal can go into each task with each strike. Upgrading a building takes a total of 200 metal and increases its health by 20% in addition to improving its abilities; buildings can be upgraded twice to reach level 3. Sentry Guns gain armor protection against the primary weapons of the [[Heavy]] as they're upgraded: reducing the damage inflicted on them from these weapons by 15% at level 2 and 20% at level 3.<br />
<br />
Buildings can be disabled by the [[Spy]]'s [[Sapper]]. If a Sapper is applied to a building, it will immediately cease functioning and alert the owner, in addition to being drained of health. Sappers can be removed by any Engineer's melee weapon or the Pyro's [[Homewrecker]]/[[Maul]]/[[Neon Annihilator]], which will restore the building's operations in 0.5 seconds. Buildings cannot be repaired, reloaded, upgraded, or demolished while being sapped.<br />
<br />
Buildings can be downgraded by the Spy's [[Red-Tape Recorder]]. Buildings with a Recorder attached will begin deconstructing themselves by going through any applicable upgrade animations in reverse before going through the building process in reverse, resulting in the building being reduced to a [[ammo pickup|toolbox pickup]]. The process moves at half the speed of construction. If the Recorder is destroyed, then the building will resume proper construction, though any levels lost will not be regained unless an upgrade animation is in progress.<br />
<br />
If the Engineer wishes, he can destroy any of his buildings with the [[Demolish Tool]]. This instantly causes the building to explode as if it were destroyed by an enemy. The building's [[gib]]s can be picked up as ammo and/or reused as metal. Buildings being sapped cannot be demolished. The Engineer's buildings are not vulnerable to his other weapons or to his Sentry Gun (unlike the Engineer himself).<br />
<br />
Buildings function normally [[underwater]], though Teleporter Entrances cannot detect when a submerged player is standing on them, and Sentry Guns cannot see through the water's surface in either direction.<br />
<br />
During setup time in [[Mann vs. Machine (game mode)|Mann vs. Machine mode]], buildings cost no metal to place and finish construction immediately as level 3, with Dispensers being fully stocked. Using a [[Power Up Canteen|Buildings Upgrade Canteen]] will also instantly send all existing buildings to level 3, even if they are still constructing. Engineers can also upgrade the health and abilities of their buildings at an [[Upgrade Station]].<br />
<br />
=== Specifications ===<br />
{{Building Specifications}}<br />
<br />
=== HUD ===<br />
[[Image:BuildingHUD.png|thumb|right|The building HUD is located in the top-left corner of the screen.]]<br />
<br />
{{main|Heads-up display}}<br />
<br />
The Building HUD provides at-a-glance information on the Engineer's buildings and any enemy Spy's Electro Sappers. The status of different aspects of the building is indicated by an icon.<br />
<br />
{| class="wikitable grid" width="65%"<br />
! class=header | Icon<br />
! class=header | Description<br />
|-<br />
| align="center" | [[File:Building icon Kills.png|48px]]<br />
| '''Sentry Gun:''' Number of kills, followed by number of assists in parentheses.<br />
|-<br />
| align="center" | [[File:Building icon Ammo.png|48px]]<br />
| '''Sentry Gun:''' Percentage bar of bullets remaining.<br/>'''Dispenser:''' Percentage bar of current metal reserves.<br />
|-<br />
| align="center" | [[File:Building icon Metal.png|48px]]<br />
| '''All buildings:''' Percentage bar of upgrade progress. (levels 1 and 2 only)<br />
|-<br />
| align="center" | [[File:Building icon Rockets.png|48px]]<br />
| '''Sentry Gun:''' Percentage bar of rockets remaining. (level 3 only)<br />
|-<br />
| align="center" | [[File:Building icon Teleports.png|48px]]<br />
| '''Teleporter Entrance:''' Percentage bar of recharge progress. If fully recharged, instead displays number of successful teleports.<br />
|}<br />
<br />
== Hauling ==<br />
[[File:Building ready haul.png|thumb|70px|right|Prompt to haul a building.]]<br />
[[File:Engineer haul.png|thumb|180px|right|An Engineer carrying a building.]]<br />
<br />
Buildings can be packed up and moved by their owners by pressing the alternate fire button while looking at and standing next to them. This mechanic allows for redeployment without having to completely reconstruct the building, thus saving metal and time, and also preserving any score tallies a building may have. Packing up a building is instantaneous, and the Engineer will appear carrying the building's toolbox on his shoulder to all players, while from his first-person perspective he will still carry the toolbox as a normal building construction. Damaged buildings can be packed up, but buildings being sapped cannot. A building is capable of being hauled when a gray tab is displayed alongside the building's name on the interface (see right). In addition to an icon for the building and a hand, the tab also displays which key or mouse button alternate fire is currently bound to. <br />
<br />
One building can be hauled at a time, and doing so will sensibly reduce the Engineer's speed to 90% (270v), regardless of type and/or level of the building. Additionally, the Engineer cannot switch to any weapon or item until the building is redeployed. It is still possible to use Teleporters (either his own or a friendly Engineer's) - unless, of course, the Engineer is attempting to use a Teleporter whilst the other end is being hauled.<br />
<br />
If the Engineer is killed while he is hauling a building, the building is also destroyed, and the Engineer will drop a toolbox which will act like a large ammo crate if picked up. A special [[kill icon]] representing a toolbox will be shown alongside the Engineer's death.<br />
<br />
Redeploying a building is similar to a normal construction, except that the building will construct itself at twice the normal rate (plus an additional 50% speed for Dispensers and Teleporters), and the Engineer can speed up the process even further. Higher level buildings will have to cycle through all their upgrade animations before becoming operative, and cannot be packed up again until ready. Damaged buildings retain their health at the moment they were packed; they cannot be repaired during redeployment unless they take damage during it, and even then they can only be repaired up to what health they had before being packed (until they are fully redeployed), Attempting to repair it before its fully redeployed will result in the metal supply being drained at the same rate it would if it was healing the building. On the other hand, when a redeploying building takes damage during the constructing stage, the building will automatically heal itself at a fixed rate that stops after the construction stage ends. In [[Mann vs. Machine]], hauling does not slow the Engineer down and buildings redeploy themselves instantly.<br />
<br />
The three phases of building redeployment (packing, hauling, and redeploying) are accompanied by specific [[Engineer responses#Packing Up a Building|responses]].<br />
<br />
The [[Rescue Ranger]] has the ability to haul buildings from any distance (provided a direct line of sight) at the cost of 100 [[metal]]; it also forces the Engineer to take mini-crits while hauling buildings, whether via the long-range pickup or not.<br />
<br />
== Destruction ==<br />
A building can be destroyed by its owner using the Demolish Tool or by an enemy attacking it with any weapon, or using the Sapper. A building can also be destroyed if an Engineer is carrying a building and a player [[Death|kills]] the Engineer. A destruction is worth one point to the destroyer and is recorded on the player's scoreboard. A destruction cannot be assisted unless the building has been sapped (in which case the Spy who sapped it will get the assist) or the building has been destroyed while hauling (in which case the assister will be the same as the one of the Engineer's death).<br />
<br />
Destruction points are not awarded to Engineers who destroy their own buildings. Furthermore, destructions do not count during the Setup Phase in terms of the [[scoreboard]], though any other events (such as [[Frontier Justice|revenge crits]]) will trigger as usual. Should an Engineer decide to use the [[loadout]] screen to change his melee weapon to or from the Gunslinger, his Sentry Gun will be demolished the moment the new melee weapon becomes available (either by the Engineer respawning or touching a [[Respawn#Resupply|Resupply locker]]). All of an Engineer's buildings are demolished when a player switches from an Engineer to another class, from one team to another, or leaves the server.<br />
<br />
When a building is destroyed by an enemy, the Engineer responds with one of three [[Engineer responses#Dispenser destroyed|responses]], alerting his nearby teammates.<br />
<br />
== Related achievements == <br />
=== [[Image:Achieved.png|20px|link=Achievements]] [[Achievements|General]] ===<br />
{{Achievement table<br />
| {{Show achievement|General|Sentry Gunner}}<br />
| {{Show achievement|General|Riftwalker}}<br />
}}<br />
<br />
=== [[Image:Controlpoint.png|20px|link=Foundry achievements]] [[Foundry achievements|Foundry]]===<br />
{{Show achievement|Foundry|Claim Jumper}}<br />
<br />
=== {{Class link|Scout}} ===<br />
{{Achievement table<br />
| 1 = {{Show achievement|Scout|Closer}}<br />
{{Show achievement|Scout|If You Build It}}<br />
| 2 = {{Show achievement|Scout|Gun Down}}<br />
}}<br />
<br />
<br />
=== {{Class link|Soldier}} ===<br />
{{Achievement table<br />
| {{Show achievement|Soldier|Engineer to Eternity}}<br />
| {{Show achievement|Soldier|Guns of the Navar0wned}}<br />
}}<br />
<br />
=== {{Class link|Pyro}} ===<br />
{{Achievement table<br />
| {{Show achievement|Pyro|Arsonist}}<br />
| {{Show achievement|Pyro|Firewall}}<br />
}}<br />
<br />
=== {{Class link|Demoman}} ===<br />
{{Achievement table<br />
| 1 = {{Show achievement|Demoman|Blind Fire}}<br />
{{Show achievement|Demoman|Spynal Tap}}<br />
{{Show achievement|Demoman|Loch Ness Bombster}}<br />
| 2 = {{Show achievement|Demoman|Cry Some Moor!}}<br />
{{Show achievement|Demoman|Tam O'Shatter}}<br />
{{Show achievement|Demoman|The Argyle Sap}}<br />
}}<br />
<br />
<br />
=== {{Class link|Heavy}} ===<br />
{{Achievement table<br />
| {{Show achievement|Heavy|Factory Worker}}<br />
| {{Show achievement|Heavy|Five Second Plan}}<br />
}}<br />
<br />
=== {{Class link|Engineer}} ===<br />
{{Achievement table<br />
| 1 = {{Show achievement|Engineer|(Not So) Lonely Are the Brave}}<br />
{{Show achievement|Engineer|The Extinguished Gentleman}}<br />
{{Show achievement|Engineer|Circle the Wagons}}<br />
{{Show achievement|Engineer|Uncivil Engineer}}<br />
{{Show achievement|Engineer|Get Along!}}<br />
{{Show achievement|Engineer|Deputized}}<br />
{{Show achievement|Engineer|Frontier Justice}}<br />
{{Show achievement|Engineer|Texas Ranger}}<br />
{{Show achievement|Engineer|Best Little Slaughterhouse in Texas}}<br />
{{Show achievement|Engineer|If You Build It, They Will Die}}<br />
{{Show achievement|Engineer|Patent Protection}}<br />
{{Show achievement|Engineer|Fistful of Sappers}}<br />
{{Show achievement|Engineer|Rio Grind}}<br />
{{Show achievement|Engineer|Silent Pardner}}<br />
<br />
| 2 = {{Show achievement|Engineer|Breaking Morant}}<br />
{{Show achievement|Engineer|Built to Last}}<br />
{{Show achievement|Engineer|How the Pests was Gunned}}<br />
{{Show achievement|Engineer|Drugstore Cowboy}}<br />
{{Show achievement|Engineer|Building Block}}<br />
{{Show achievement|Engineer|Land Grab}}<br />
{{Show achievement|Engineer|Pownd on the Range}}<br />
{{Show achievement|Engineer|Death Metal}}<br />
{{Show achievement|Engineer|Search Engine}}<br />
{{Show achievement|Engineer|Doc, Stock and Barrel}}<br />
{{Show achievement|Engineer|No Man's Land}}<br />
{{Show achievement|Engineer|Battle Rustler}}<br />
{{Show achievement|Engineer|Doc Holiday}}<br />
}}<br />
<br />
<br />
=== {{Class link|Medic}} ===<br />
{{Achievement table<br />
| {{Show achievement|Medic|Medical Breakthrough}}<br />
| {{Show achievement|Medic|Midwife Crisis}}<br />
}}<br />
<br />
=== {{Class link|Sniper}} ===<br />
{{Achievement table<br />
| {{Show achievement|Sniper|De-sentry-lized}}<br />
}}<br />
<br />
=== {{Class link|Spy}} ===<br />
{{Achievement table<br />
| 1 = {{Show achievement|Spy|Sap Auteur}}<br />
{{Show achievement|Spy|Sapsucker}}<br />
{{Show achievement|Spy|Joint Operation}}<br />
| 2 = {{Show achievement|Spy|Constructus Interruptus}}<br />
{{Show achievement|Spy|The Man with the Broken Guns}}<br />
}}<br />
<br />
<br />
=== [[File:Mvm navicon.png|20px|link=Mann vs. Machievements{{if lang}}]] [[Mann vs. Machievements]] ===<br />
{{Achievement table<br />
| 1 = {{Show achievement|mann vs. machievements|Undelete}}<br />
| 2 = {{Show achievement|mann vs. machievements|Real Steal}}<br />
}}<br />
<br />
== Update history ==<br />
{{Update history | <!--- Incomplete: If you find anything in the patches please add it here ---><br />
'''{{Patch name|9|20|2007}}'''<br />
* Fixed Sentry muzzleflashes not drawing unless sentry was near the map origin.<br />
<br />
'''{{Patch name|9|26|2007}}'''<br />
* Fixed bug with placement of Teleporters that could result in players being unable to move.<br />
<br />
'''{{Patch name|10|5|2007}}'''<br />
* Fixed teleporter/[[spawn]] doorway [[exploit]].<br />
<br />
'''{{Patch name|10|9|2007}}'''<br />
* Demomen grenades now collide with players and Engineer buildings after the first bounce, but still won't explode on contact.<br />
<br />
'''{{Patch name|10|25|2007}}'''<br />
* Engineer buildings now explode when the Engineer dies during [[sudden death]].<br />
* Fixed scoring problem where destroying a buildable added a phantom point, not attributed to any scoring bucket but still included in total score<br />
* Fixed some edge cases where grenades could go through player or buildings<br />
* The Engineer's "build X" commands will now behave properly when bound directly to keys.<br />
<br />
'''{{Patch name|11|7|2007}}'''<br />
* Fixed a bug in scoring Engineer building destruction.<br />
* Engineers no longer earn points for using their own Teleporters.<br />
* Fixed exploit that allowed players to teleport with the intelligence.<br />
<br />
'''{{Patch name|11|21|2007}}'''<br />
* Fixed building bone merge cache from dormant entities. Fixes weapons in SourceTV attached to wrong bones<br />
<br />
'''{{Patch name|12|20|2007}}'''<br />
* Sapped buildings now take slightly less damage from the Spy who sapped them.<br />
* Fixed the teleporter's player shaped particles not drawing.<br />
<br />
'''{{Patch name|2|14|2008}}'''<br />
* Added server log entry for buildings destroyed by their owner.<br />
* Fixed Sentry Gun shadows being clipped.<br />
<br />
'''{{Patch name|2|28|2008}}'''<br />
* {{Undocumented}} Changed Engineer buildings to detonate when a player disconnects instead of blinking out.<br />
* {{Undocumented}} Fixed Engineer being able to detonate buildings that are being sapped.<br />
* {{Undocumented}} Fixed potential client crash for players being healed by a Medic or Dispenser.<br />
<br />
'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])<br />
* Teleporter effect no longer shows up on invisible or disguised Spies.<br />
* Fixed "times used" entry in Teleporters maxing out at 32.<br />
* Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable.<br />
<br />
'''{{Patch name|12|11|2008}}'''<br />
* Teleporters can now be upgraded to level three. It will recharge faster the higher level it is.<br />
* The Engineer's Dispensers can now be upgraded to level three. It will give out metal and heal faster as it is upgraded.<br />
<br />
'''{{Patch name|12|15|2008}}'''<br />
* Added teleporter sounds for level 2 and 3 Teleporters.<br />
<br />
'''{{Patch name|1|28|2009}}'''<br />
* Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit.<br />
<br />
'''{{Patch name|2|24|2009}}''' ([[Scout Update]])<br />
* Added the sounds for upgraded Teleporters.<br />
<br />
'''{{Patch name|5|21|2009}}''' ([[Sniper vs. Spy Update]])<br />
* Spies can now use enemy Teleporters.<br />
<br />
'''{{Patch name|5|29|2009}}'''<br />
* Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled.<br />
<br />
'''{{Patch name|6|23|2009}}'''<br />
* Fixed Teleporters not being buildable in some places where they should be (such as within the pit at the end of Badwater Basin).<br />
<br />
'''{{Patch name|8|13|2009}}''' ([[Classless Update]])<br />
* Fixed Sentry Guns firing at a fully cloaked Spy if they're still the closest target.<br />
* Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.<br />
<br />
'''{{Patch name|8|31|2009}}'''<br />
* Fixed being able to burn buildings that are in the water while standing outside the water.<br />
* Fixed teleporting Spies getting stuck in enemy players standing on the exit.<br />
* Fixed server log not listing telefrag kills as weapon "telefrag".<br />
<br />
'''{{Patch name|4|28|2010}}'''<br />
* Killing yourself with your own Sentry Gun no longer increments the Sentry Gun's kill counter.<br />
<br />
'''{{Patch name|4|29|2010}}''' ([[119th Update]])<br />
* Fixed Teleporters not reverting to level 1 when their other side is destroyed.<br />
* Fixed Teleporter exit using the wrong particle effect.<br />
<br />
'''{{Patch name|4|30|2010}}'''<br />
* Fixed the Engineer being able to build more than 1 of each type of building.<br />
<br />
'''{{Patch name|7|8|2010}}''' ([[Engineer Update]])<br />
* Engineers can now pickup & move their buildings.<br />
* Fixed a server crash related to carrying buildings.<br />
* 'Wrenching' a Sentry Gun now upgrades, repairs and restores ammunition all at once per Wrench hit, prioritizing repairs and upgrading if not in possession of enough metal.<br />
<br />
'''{{Patch name|7|9|2010}}'''<br />
* Fixed an exploit that allowed Engineers to build level 2/3 mini Sentry Guns.<br />
* Fixed a bug that allowed sapped buildings to be picked up by the Engineer.<br />
* Fixed a bug where Wrangled level 3 Sentry Guns would still fire rockets when they were out of ammo.<br />
* Fixed a bug where players would go into reference poses when switching classes while carrying a building.<br />
* Engineers can no longer pick up buildings while stunned or in loser state. <br />
* Fixed an issue where Wrangled sentrygun effects wouldn't be attached to the sentrygun. <br />
* Fixed a server crash in the player death code, related to building carrying.<br />
<br />
'''{{Patch name|7|13|2010}}'''<br />
* Fixed a server crash related to carrying buildings at round start.<br />
* Fixed players picking up buildings before a round has started.<br />
* Fixed an exploit where Engineers could create level 3 Mini-Sentry Guns.<br />
<br />
'''{{Patch name|7|19|2010}}'''<br />
* Fixed a problem with not being able to pick-up buildings in [[Arena|Arena mode]].<br />
* Fixed an exploit that allowed team kills with Wrangled Sentry Guns.<br />
* Fixed a bug where Teleporters could be given more than their normal amount of health.<br />
<br />
'''{{Patch name|10|8|2010}}'''<br />
* Fixed a Sentry Gun exploit that let Engineers build multiple Sentry Guns.<br />
* Fixed Engineers being able to build level 3 mini-Sentry Guns using the Wrangler.<br />
<br />
'''{{Patch name|10|19|2010}}'''<br />
* Fixed another Sentry Gun exploit that let Engineers build multiple Sentry Guns.<br />
* Fixed Engineers being able to build level 3 Mini-Sentry Guns using the Wrangler for real this time.<br />
<br />
'''{{Patch name|12|2|2010}}'''<br />
* Fixed Engineers being able to destroy sapped buildings by issuing the command directly in the console.<br />
<br />
'''{{Patch name|1|10|2011}}'''<br />
* Added the mini-sentry kill icon. <br />
<br />
'''{{Patch name|2|22|2011}}'''<br />
* {{Undocumented}} Several particle effects, including critical rockets, pipes, and stickies, were altered to appear brighter. These changes do not apply to ATi graphics card users and some others.<br />
<br />
'''{{Patch name|3|10|2011}}'''<br />
* Fixed the '''Best Little Slaughterhouse in Texas''' achievement not counting Wrangler and Mini-Sentry kills.<br />
<br />
'''{{Patch name|4|17|2012}}'''<br />
* Fixed being able to place buildings in nobuild zones.<br />
<br />
'''{{Patch name|5|10|2012}}'''<br />
* Fixed a bug that allowed buildings to be built in nobuild/respawn volumes.<br />
<br />
'''{{Patch name|10|17|2012}}'''<br />
* Fixed floating arrows on carried objects.<br />
<br />
'''{{Patch name|12|12|2012}}'''<br />
* Fixed missing HUD sounds for Engineer building status panel.<br />
<br />
'''{{Patch name|2|22|2013}}'''<br />
* Fixed buildings not always being downgraded at the same rate by the Red-Tape Recorder.<br />
<br />
'''{{Patch name|4|3|2013}}'''<br />
* Fixed buildings destroyed by the Red-Tape Recorder not always displaying a death notice.<br />
<br />
'''{{Patch name|1|7|2015}}'''<br />
* Fixed [[Grenade Launcher|grenades]] not dealing consistent damage against buildings and [[Mann vs. Machine]] tanks.<br />
<br />
'''{{Patch name|1|15|2015}} #1'''<br />
* Fixed being able to pick-up buildings while reloading the [[Panic Attack]].<br />
<br />
'''{{Patch name|7|2|2015}}''' ([[Gun Mettle Update]])<br />
*Teleporters and Dispensers redeploy +50% faster (2.5x without Wrench boost, 5.5x with Wrench boost).<br />
*Building pick up speed penalty reduced from 25% to 10%.<br />
*Building repair costs increased from 20 metal to 33 metal to repair 100hp per Wrench hit (from 5HP per metal to 3HP per metal).<br />
*Level 2 and Level 3 Sentry Guns have less passive damage resistance against Heavy miniguns. Level 2 Sentry Minigun resistance changed from 20% to 15% and Level 3 Changed from 33% to 20%.<br />
<br />
'''{{Patch name|7|23|2015}}'''<br />
* Fixed a case where buildings would not go active if they were [[Sapper|sapped]] while being built.<br />
<br />
'''{{Patch name|7|7|2016}}''' ([[Meet Your Match Update]])<br />
* Level 1 Teleporters now cost 50 metal (previously 125).<br />
<br />
'''{{Patch name|7|28|2016}}'''<br />
* Fixed Engineer teleporter exits sometimes detonating when used due to invisible geometry.<br />
<br />
'''{{Patch name|8|16|2016}}'''<br />
* Fixed a display issue with combat text damage numbers against Engineer buildings sometimes being incorrect (such as with weapons that do reduced damage against buildings).<br />
<br />
'''{{Patch name|9|14|2016}}'''<br />
* Fixed an exploit related to placing buildings outside of the playable space.<br />
<br />
'''{{Patch name|9|15|2016}}'''<br />
* Fixed regression that prevented valid building placements.<br />
<br />
'''{{Patch name|3|28|2018}} #1'''<br />
* Fixed a case where Engineer buildings could be placed such that players would become stuck when exiting a teleporter (a.k.a. "teleporter trap").<br />
<br />
'''March 28, 2018 Patch #2'''<br />
* Fixed the Engineer not being able to build after rotating the placement hologram.}}<br />
<br />
== Trivia ==<br />
*The [[Repair Node]] was a building that was considered as an addition to the Engineer Update, but was scrapped during development.<br />
*Originally, the Engineer was not able to pick up his buildings, or upgrade his Dispensers and Teleporters to level 3. These iconic game mechanics were added in the [[Engineer Update]]<br />
<br />
== Bugs ==<br />
*A redeployed level 2 or level 3 Sentry Gun will attempt to target enemy players during the brief instant between reaching a level and starting the animation to upgrade to the next level. If the Sentry is directly facing an enemy, it may even be able to fire before the upgrade animation.<br />
*If an Engineer changes classes, his buildings simply vanish; this is inconsistent with the behavior of the Engineer changing his melee loadout, changing teams, or leaving the game, where his buildings are destroyed.<br />
*If a building is packed up while it takes damage, then redeployed, the building HUD may report it as damaged even after it is fully repaired.<br />
*When redeploying a level 2 or level 3 building that is damaged, hitting the building with the Wrench while it is in the upgrading animation stages of redeployment will use the metal supply but does not repair the building.<br />
*Buildings are not affected by gravity or physics; if the floor underneath a building is removed, the building will remain floating in the air, and moving platforms will pass through them.<br />
*Heavily damaged buildings may still show signs of being damaged (such as sparks and flames) that remain present even when the building is fully repaired. Hauling the building may remove them.<br />
*When a building is first upgraded to level 3, it spawns with 1 extra point of health, for a total of 217. When it is picked up and replaced, or rebuilt, it keeps this extra point of health. However, if it takes damage and is then repaired, it repairs to its base health, 216.<br />
*When connecting to a server, it may for a brief amount of time show the disposable sentry in the Build HUD from Mann Vs Machine.<br />
*If a Spy saps a building while it is upgrading to the next level, it will not actually disable the building. However, the Sapper will still damage the building and it can't be destroyed - the only way to remove the Sapper is to [[Building#Hauling|haul]] the building.<br />
*Losing connection while hauling a building may cause the building being unable to deploy.<br />
<br />
== Gallery ==<br />
{{Related images|Building images}}<br />
<gallery><br />
Image:Lvl1sentry.png|[[Sentry Gun]] (Level 1)<br />
Image:Lvl2sentry.png|Sentry Gun (Level 2)<br />
Image:Lvl3sentry.png|Sentry Gun (Level 3)<br />
Image:Red Mini Sentry.png|[[Sentry#Combat Mini-Sentry Gun|Combat Mini-Sentry Gun]]<br />
Image:Lvl1dispenser.png|[[Dispenser]] (Level 1)<br />
Image:Lvl2dispenser.png|Dispenser (Level 2)<br />
Image:Lvl3dispenser.png|Dispenser (Level 3)<br />
Image:Telespin.jpg|[[Teleporter]]<br />
Image:RED Teleporter.png|Teleporter (side view)<br />
Image:Engineer Update Teaser New Map.jpg|Hauling a building.<br />
</gallery><br />
<br />
{{Engineer Nav}}<br />
<br />
[[Category:Buildings]]<br />
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