Difference between revisions of "Community competitive play"

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[[Category:Competitive]]
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[[File:Badlands yard fight.png|right|thumb|400px|A yard fight on [[Badlands (competitive)|Badlands]] in standard competitive play.]]
[[Image:Badlands yard fight.png|right|thumb|400px|A yard fight on [[Badlands (competitive)|Badlands]] in standard competitive play.]]
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{{Quotation|'''The Scout'''|Major League!|sound=Scout stunballhittingit05.wav}}
  
{{Quotation|'''The Scout'''|Major League!|sound=Scout_stunballhittingit05.wav}}
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'''Community competitive play''' in Team Fortress 2 refers to organized gaming done for the purpose of playing through skillful competition, practiced teamwork, and self-improvement, especially in a league setting. There are 2 main competitive formats in TF2 - [[Standard competitive lineup|6v6]] (commonly referred to as '6s') and [[Highlander (Competitive)|Highlander]] (commonly referred to as 'HL'). Other formats of competitive play include [[4v4]], [[Ultiduo]], and [[Basketball|Bball]], which are played in more casual competitions, rather than prized and more serious competitions.
  
'''Competitive play''' in Team Fortress 2 refers to organized gaming done for the purpose of having fun through skillful competition, practiced teamwork, and self-improvement, especially in a league setting. There are 2 main competitive formats in TF2 - [[Standard competitive lineup|6v6]] (commonly referred to as '6s') and [[Highlander (Competitive)|Highlander]] (commonly referred to as 'HL'). Other formats of competitive play include [[4v4]], [[Ultiduo]], and [[Basketball|Bball]], which are played in more casual competitions, rather than prized and more serious competitions.
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== Team Formats ==
 
 
==Format==
 
 
:''See also: [[Standard competitive format]]''
 
:''See also: [[Standard competitive format]]''
  
Line 12: Line 10:
 
* Team members are chosen before the game starts.
 
* Team members are chosen before the game starts.
 
* Players use vocal communication to quickly relay information.
 
* Players use vocal communication to quickly relay information.
* Both teams are of the same predetermined player count, usually either 6 or 9 players.
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* Both teams are of the same predetermined player count, 6 in 6v6 and 9 in Highlander.
* Both teams are under the same basic restrictions, which include weapon whitelists and class limits. This is usually predetermined.
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* Both teams are under the same basic restrictions, which include weapon whitelists and class limits.
 +
 
 +
Beyond these, there are many differences between various leagues, seasons, and communities. That said, most competitive TF2 games follow the standard competitive format, which has set class limits and certain gameplay settings that try to encourage fairness and reduce the impact of chance. All of the major TF2 leagues and [[w:Pick-up game|PUG]] communities follow the standard competitive format, though each has variations on specific rules. Many leagues contain a subdivision for both 6v6 and Highlander.
 +
 
 +
In 6v6, the focus is on 5CP maps, such as [[Badlands (Control Point)|Badlands]], [[Process]] and [[Gullywash]], with [[King of the Hill]] maps such as [[Product (competitive)|Product]]. Highlander prefers A/D based maps, such as [[Steel]] and Payload maps like [[Upward]]. They also have other formats such as King Of The Hill and 5CP. Custom maps are used in both formats, and are usually completely custom maps (pl_swiftwater_ugc) or are pro versions of default maps, such as Viaduct or Granary. Other gamemodes, like [[Capture the Flag]] and [[Special Delivery]], are rarely seen in either format.
  
Beyond these, there are many differences between various leagues, seasons, and communities. That said, most competitive TF2 games follow the standard competitive format, which has class limits, 6 or 9 players per team, and certain gameplay settings that try to encourage fairness and reduce the impact of chance. All of the major TF2 leagues and [[w:Pick-up game|PUG]] communities follow the standard competitive format, though each has variations on specific rules. Many leagues contain a subdivision for both 6s and Highlander.
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== Gamemodes ==
 +
:''See also: [[:Category:Competitive]]''
  
The focus in Highlander is more on [[Payload]] maps, such as [[Upward]] or [[Badwater]], as well as [[King of the Hill]], with maps such as Ashville, [[Viaduct]] or [[Lakeside]], while the 6v6 competitive scene favors 5-Control Point maps such as [[Badlands (Control Point)|Badlands]], [[Granary (Control Point)|Granary]] and [[Gullywash]]. Non-official maps are used as well in both, such as [[Snakewater]] (Now official) and Swiftwater (cp_swiftwater_ugc), along with edited or "_pro" versions of default maps like Viaduct or Barnblitz. Other map formats such as Attack/Defense, [[King of the Hill]] and [[Capture the Flag]] are used occasionally; with maps such as [[Gravelpit]], [[Viaduct]] and [[Turbine]] being the most common.
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* [[6v6]] is the most popular of the competitive gamemodes which consists of 2 Scouts, 2 Soldiers, 1 Demoman and 1 Medic.
 +
* [[Highlander]] or HL for short is a 9v9 format with one of each class on each team.
 +
* [[4v4]] is quite a new type of gamemode which has 1 Scout, 1 Soldier, 1 Demoman and 1 Medic on each team.
 +
* [[Ultiduo]] is one of the less competitive gamemodes which only have 1 Soldier and 1 Medic on each team.
 +
* [[Basketball]] or BBall for short is really just for fun, it is played in a 2v2 format with 2 Soldiers on each team where they compete to take the intelligence and rocketjump into the enemy's hoop.
  
==Dynamics==
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== Dynamics ==
{{main|Competitive dynamics}}
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{{Main|Competitive dynamics}}
 
:''See also: [[:Category:Competitive]]''
 
:''See also: [[:Category:Competitive]]''
  
 
Patterns and protocols have emerged from competitive play's unique format and setting, leading to a set of gameplay dynamics distinct from non-competitive play.
 
Patterns and protocols have emerged from competitive play's unique format and setting, leading to a set of gameplay dynamics distinct from non-competitive play.
  
*Certain dynamics have become a standard in competitive play, one of the most noticeable is roll-outs, which are not generally used in public games, due to their advanced nature. The basic idea of a roll-out is to get to mid quicker by [[Jumping#Soldier_jumps|rocket]] and [[Jumping#Demoman_jumps|sticky jumping]]. By trading health you are trying to get there quicker to get a better position and lock the other team out of the point.
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* Certain dynamics have become a standard in competitive play. One of the most noticeable is that [[ÜberCharge]]s are what competitive Team Fortress 2 revolves around. [[Medic]]s on both teams have to track both their ÜberCharge and the enemy Medics as best as they can. This is because in a organized format, a player attempting to take ground can be focused and dealt with. ÜberCharge allows for a team to force their way into an area, and gives them the ability to kill other players while invulnerable at little risk of being killed themselves.
*[[ÜberCharge]]s are what competitive Team Fortress 2 is all about. [[Medic]]s on both teams have to track both their ÜberCharge and the enemy Medics as best they can. This is because when a team doesn't have an ÜberCharge they are vulnerable to pushes against a team that does as they can't save any teammates who are at low health.  
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* Roll-outs, which are not generally used in public games due to their advanced nature, are also often seen in competitive games. The basic idea of a roll-out is to get to the center point (commonly referred to as "mid") quicker by [[Jumping#Soldier jumps|rocket]] and [[Jumping#Demoman jumps|sticky jumping]]. By exchanging health, you can travel much faster than you would by walking, allowing you to reach the initial fight faster.
*The team is split into two smaller forces, the combo and the flanks. The combo generally consists of the Medic, [[Soldier]] and [[Demoman]], while the flanks consist of the [[Scout]]s and the roaming Soldier who hovers in between the flanks and the combo. In the case of Highlander, the combo mainly consists of the [[Medic]], [[Demoman]], [[Heavy]], and [[Pyro]] while the Flank classes include the [[Scout]] and [[Soldier]]. There is a third group called "pick" classes, which work relatively on their own, but coordinate with their teammates. These classes include the [[Spy]] and the [[Sniper]].
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* The team is split into two smaller forces, known as the combo and the flank. The combo generally consists of the Medic, [[Soldier]], and [[Demoman]], while the flank consists of a roaming Soldier and two [[Scout]]s, one of which hovers between the flank and the combo. In Highlander, the combo consists of the Medic, Demoman, Heavy, and Pyro, the latter of which sometimes can be found on the flank. The flank consists of the remaining classes, but the [[Sniper]], [[Engineer]], and [[Spy]] have shifting roles, with the former two sometimes playing in the combo, and the latter utilizing a more lone-wolf style of play.
 +
 
 +
== Configurations ==
 +
Competitive games do not use the standard server configuration, instead opting to use their own values for various settings in order to provide a more organized or competitive experience. While there are no universal specifics, and different leagues and groups use their own settings, there are a few general guidelines that many leagues and groups use for their matches.
 +
 
 +
* Autobalance is almost universally turned off, preventing players from accidentally being forced onto the opposing team. While this rarely makes a difference during an actual game, in the pre-game when teams are joining the server, it allows players to join the correct team regardless of how many players are in each team.
 +
 
 +
* Luck factors, otherwise known as RNG (Random Number Generation), such as bullet spread and random crits, are also almost universally disabled, as it allows the victory to go to the team that performed better, instead of matches potentially being decided by a factor out of the player's control.
 +
 
 +
* While leagues and groups rarely agree on what to ban, almost all of them have some weapons banned. Oftentimes, it's due to the weapon being considered overpowered, or having some bug attached to it that makes it undesirable to have in play. Sometimes, weapons are banned since they're almost completely useless, and using them would be unsportsmanlike conduct in the interest of fair play. For a list of banned weapons per league, see [[Competitive item restrictions|competitive item restrictions]].
 +
 
 +
* While no league or group uses the default map configs, due to a lack of clear-cut end, there's very little standardization about how maps are played. With something like 5CP, the win condition is almost always some form of round victories, but the inclusion of half-times or what number of victories produces a win is often debated.
 +
 
 +
* While some leagues do not include class limits, especially in Highlander, many do. This is to prevent team makeups from being uncompetitive groups, either through stalling the game down unacceptably, or using too many classes of a specific type in an attempt to jeer the opponent.
 +
 
 +
== Classes ==
 +
:''See also: [[:Category:Classes (competitive)]]''
 +
 
 +
Classes in standard competitive play are utilized differently than in pubs, due to the smaller team sizes and increased structure/coordination. The standard lineup, known as "cookie cutter" or "textbook", is two Soldiers, two Scouts, one Demoman, and one Medic. This lineup provides the highest ability to get kills or complete objectives, while also allowing for fast-paced gameplay and movement.
 +
 
 +
As such, any other class is deemed utility, used to perform a specific role or objective and not for permanent use. This is known as "offclassing". Some of them, like Heavy and Engineer, are utilized to defend a point, usually the final one, in order to take advantage of their benefits in a situation where their weaknesses, primarily movement, are diminished. In occasions of a stalemate where neither team is in enough of an advantageous position to push, a player may change to a [[Pick|pick]] class, such as Sniper or Spy, in order to kill an important player on the other team, usually the Medic, and prompt the push. Some maps, like [[Product (competitive)|Product]], the map design of which potentially encourages permanent use of a utility class, may see teams break from the standard lineup completely to take advantage of that.
  
==Classes==
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In Highlander, due to the fact that one of each class is always present, there is no offclassing. However, the class strategies do vary from their public server variant, just like in 6v6. As such there are individual pages on the competitive strategies for each class.
:''See also: [[Standard competitive lineup]] and [[:Category:Classes (competitive)]]''
 
  
Classes are used somewhat differently in standard competitive play than they are in public play. The smaller team sizes, increased coordination, class limits, negation of random critical hits, and refraining from turtle-prone maps result in classes being used at different times, for different reasons, and for different durations than one might expect in a typical public TF2 game. The usual, or standard setup for competitive teams in 6v6 (sometimes referred to as the "Cookie Cutter"/"Textbook" setup) is often two [[Soldier]]s, one [[Demoman]], two [[Scout]]s, and one [[Medic]].  Any other class is referred to as a utility class. When any other class is played, it is referred to as "Off-classing" and is usually done by Scouts or the roaming Soldier - usually in situations such as a last defense or a stalemate. The most commonly used offclass to defend last point is Heavy - as his very low mobility makes no difference when he is simply standing still on the point to stop a cap and deny and jumping Soldiers or Demomen. In a stalemate situation, such as when both Medics have Uber, an assassination class such as [[Sniper]] or [[Spy]] is often used to try and make the medic drop his Uber, or pop it early - ending the stalemate, and giving their team what is known as an Uber advantage. However, there are some maps, such as [[Gullywash]], on which it is viable to 'Off-class' for the entire game, as the map layout is friendly to certain non-standard classes. In [[Highlander (Competitive)|Highlander]] (9v9) there is one player playing each class. Due to the different style of game play, there is a competitive version of each class article:
 
 
{| align="center" style="text-align:center;"
 
{| align="center" style="text-align:center;"
 
| style="background:#FFFFFF" width=80| '''[[Scout (competitive)|Scout]]'''<br>{{Icon class|class=Scout|link=Scout (competitive)}}
 
| style="background:#FFFFFF" width=80| '''[[Scout (competitive)|Scout]]'''<br>{{Icon class|class=Scout|link=Scout (competitive)}}
Line 45: Line 70:
 
|}
 
|}
  
=== Weapon restrictions ===
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== Maps ==
Within some competitive leagues, restrictions on items allowed in matches are employed to ensure matches are balanced.  See [[Competitive item restrictions]] for a list of restricted items in certain leagues.
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:''See also: [[:Category:Competitive maps]]''
  
==Maps==
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The majority of competitive 6v6 play is done on 5CP maps, and in Highlander on Payload. The most common maps in 6v6 play are [[Badlands (competitive)|Badlands]] and [[Process (competitive)|Process]]. In Highlander, [[Upward (competitive)|Upward]] is the most popular. In 6v6, the only non 5CP map actively played is [[Product (competitive)|Product]], but Highlander has a larger spread of different gamemodes, from 5CP with Process and [[Gullywash (competitive)]] to [[Control Point (game mode)|Attack/Defense]] maps such as [[Steel (competitive)|Steel]], and King Of The Hill maps like Product and [[Lakeside]].
  
The majority of competitive 6v6 play is done on 5-cp push maps, the most popular being [[Badlands (competitive)|Badlands]] and [[Granary (competitive)|Granary]], though exceptions sometimes exist (most notably [[Gravel_Pit (competitive)|Gravel Pit]], [[Turbine (competitive)|Turbine]], and [[Viaduct (competitive)|Viaduct]]). On these maps, the standard format and lineup have caused strategies and tactics to form unique to competitive TF2. You can read more about them in each map's competitive article:
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Maps like [[Coalplant (competitive)|Coalplant]] and [[Viaduct]] used to be featured more prominently in competitive, either being phased out of league play, like Coalplant, or updated by community members to a "Pro" version of the map, with Viaduct becoming [[Product (competitive)|Product]]. Between all of the leagues and gamemodes, many maps have been tested in official matches, with only a handful being popular enough to see any level of active play. Similarly, in the first few seasons of competitive, maps like [[2Fort]] and [[Dustbowl]] received play, but have not been considered competitive maps for a long time, due to the lack of skilled mapmakers in the competitive community willing to make maps to be tested.
* [[Badlands (competitive)]]
 
* [[Coalplant (competitive)]]
 
* [[Croissant (competitive)]]
 
* [[Foundry (competitive)]]
 
* [[Freight (competitive)]]
 
* [[Granary (competitive)]]
 
* [[Gravel Pit (competitive)]]
 
* [[Gullywash (competitive)]]
 
* [[Lakeside (competitive)]]
 
* [[Process (competitive)]]
 
* [[Snakewater (competitive)]]
 
* [[Sunshine (competitive)]]
 
* [[Turbine_pro (competitive)]]
 
* [[Viaduct_Pro (competitive)]]
 
* [[Warmfront (competitive)]]
 
* [[Well (competitive)]]
 
* [[Yukon (competitive)]]
 
  
The majority of [[Highlander (Competitive)|Highlander]] play is done on [[Payload]] maps such as [[Badwater]], or [[King of the Hill]], such as [[Viaduct]]. There are, however, exceptions - with other gametypes such as push 5-cp (such as [[Croissant]]), or Attack/Defense (such as [[Steel]] or [[Gravelpit]]).
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== Organizations and Leagues ==
 +
=== Global ===
 +
* [http://www.ugcleague.com/ UGC]'s [http://www.ugcleague.com/home_tf26.cfm TF2 6v6 League], [http://www.ugcleague.com/home_tf24.cfm 4v4 League], and [http://www.ugcleague.com/home_tf2h.cfm Highlander League]
 +
* [http://www.faceit.com/ FACEIT]'s [http://www.faceit.com/en/tf2 tournaments and cups]
  
==Organizations==
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=== North American ===
===Global===
 
* [http://www.ugcleague.com/ UGC]'s [http://www.ugcleague.com/home_tf26.cfm TF2 6v6 League], [http://www.ugcleague.com/home_tf24.cfm 4v4 League], and [http://www.ugcleague.com/home_tf2h.cfm Highlander League]
 
===North American===
 
 
* [http://play.esea.net/ ESEA]'s [http://play.esea.net/index.php?s=league&d=standings&division_id=1331 TF2 Invitational], [http://play.esea.net/index.php?s=league&d=standings&division_id=1885 TF2 Intermediate], and [http://play.esea.net/index.php?s=league&d=standings&division_id=1337 TF2 Open] Divisions
 
* [http://play.esea.net/ ESEA]'s [http://play.esea.net/index.php?s=league&d=standings&division_id=1331 TF2 Invitational], [http://play.esea.net/index.php?s=league&d=standings&division_id=1885 TF2 Intermediate], and [http://play.esea.net/index.php?s=league&d=standings&division_id=1337 TF2 Open] Divisions
* [http://www.cevo.com/ CEVO]'s [http://www.cevo.com/index.php?page=event&id=186 TF2 6v6 league.]
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===European===
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=== European ===
 
* [http://etf2l.org/ ETF2L] (6v6 and Highlander leagues and cups)
 
* [http://etf2l.org/ ETF2L] (6v6 and Highlander leagues and cups)
* [http://tf2.wireplay.co.uk/ Wireplay] (6v6 and Highlander leagues and cups)
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* [https://esagamer.com/ ESA Gamer] (6v6 cups)
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=== Asian ===
===Asian===
 
 
* [http://asiafortress.com/ AsiaFortress]
 
* [http://asiafortress.com/ AsiaFortress]
===Oceanian===
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 +
=== Oceania ===
 
* [http://www.ozfortress.com/ ozfortress]
 
* [http://www.ozfortress.com/ ozfortress]
* [http://www.nzfortress.co.nz/ NZFortress]
 
* [http://www.atf2l.org/ ATF2L]
 
===Country specific===
 
* [http://fbtf.teamfortress.com.br/ FBTF (Brazilian)]
 
* [http://www.tf2connexion.fr/ TF2Connexion (French)]
 
===Recently Inactive===
 
* [http://www.esl.eu/eu/tf2/ ESL] (ESL closed down all TF2 sections)
 
* [http://www.teamwarfare.com TWL] (TWL closed down all TF2 sections)
 
* [http://www.playigl.com IGL] (Currently inactive, website is down)
 
* [http://rtf2l.tf2world.ru/ RTF2L (Russian)] (Mysteriously vanished)
 
  
Each of these leagues mainly run the [[standard competitive format]], however some host Highlander, 4v4 and 1v1 competitions.
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=== Country specific ===
[http://teamfortress.tv/ TeamFortress.TV], [http://tv.blackoutgaming.org/ BlackOut TV] & [http://www.extelevision.com/ eXtv] are fairly well-known portals that post current events and casts for the competitive TF2 scenes in North America and Europe.
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* [http://www.teamfortress.com.br/news/ FBTF (Brazilian)]
 +
* [http://chapelaria.tf/ Chapelaria (Brazilian)]
  
==Additional Reading==
+
Each of these leagues mainly run the [[standard competitive format]], however some host Highlander, and 4v4 competitions.
* [http://forums.steampowered.com/forums/showthread.php?t=2610054 speedygeek]'s competitive guide
+
 
 +
=== Streaming/Casting Organizations ===
 +
* [http://teamfortress.tv/ teamfortress.tv], [http://tv.blackoutgaming.org/ BlackOut TV] & [http://evlgaming.tv/ EVL TV] are the active organizations that provide casts for the competitive TF2 scenes in North America and Europe. With the first primarily covering ETF2L and ESEA 6v6 while BlackOut TV and EVL TV cover EU and NA Highlander, respectively.
 +
 
 +
== Resources ==
 +
* [http://comp.tf/ Comp.tf] is a community driven wiki which focuses entirely on competitive TF2.
 +
* [http://www.playcomp.tf/ Playcomp.tf] is a beginner friendly website which addresses the most common questions about starting competitive TF2.
  
 
{{Competitive nav}}
 
{{Competitive nav}}
 +
[[Category:Competitive]]

Revision as of 14:21, 24 October 2018

A yard fight on Badlands in standard competitive play.
Major League!
The Scout

Community competitive play in Team Fortress 2 refers to organized gaming done for the purpose of playing through skillful competition, practiced teamwork, and self-improvement, especially in a league setting. There are 2 main competitive formats in TF2 - 6v6 (commonly referred to as '6s') and Highlander (commonly referred to as 'HL'). Other formats of competitive play include 4v4, Ultiduo, and Bball, which are played in more casual competitions, rather than prized and more serious competitions.

Team Formats

See also: Standard competitive format

All competitive games are based around the following principles:

  • Team members are chosen before the game starts.
  • Players use vocal communication to quickly relay information.
  • Both teams are of the same predetermined player count, 6 in 6v6 and 9 in Highlander.
  • Both teams are under the same basic restrictions, which include weapon whitelists and class limits.

Beyond these, there are many differences between various leagues, seasons, and communities. That said, most competitive TF2 games follow the standard competitive format, which has set class limits and certain gameplay settings that try to encourage fairness and reduce the impact of chance. All of the major TF2 leagues and PUG communities follow the standard competitive format, though each has variations on specific rules. Many leagues contain a subdivision for both 6v6 and Highlander.

In 6v6, the focus is on 5CP maps, such as Badlands, Process and Gullywash, with King of the Hill maps such as Product. Highlander prefers A/D based maps, such as Steel and Payload maps like Upward. They also have other formats such as King Of The Hill and 5CP. Custom maps are used in both formats, and are usually completely custom maps (pl_swiftwater_ugc) or are pro versions of default maps, such as Viaduct or Granary. Other gamemodes, like Capture the Flag and Special Delivery, are rarely seen in either format.

Gamemodes

See also: Category:Competitive
  • 6v6 is the most popular of the competitive gamemodes which consists of 2 Scouts, 2 Soldiers, 1 Demoman and 1 Medic.
  • Highlander or HL for short is a 9v9 format with one of each class on each team.
  • 4v4 is quite a new type of gamemode which has 1 Scout, 1 Soldier, 1 Demoman and 1 Medic on each team.
  • Ultiduo is one of the less competitive gamemodes which only have 1 Soldier and 1 Medic on each team.
  • Basketball or BBall for short is really just for fun, it is played in a 2v2 format with 2 Soldiers on each team where they compete to take the intelligence and rocketjump into the enemy's hoop.

Dynamics

Main article: Competitive dynamics
See also: Category:Competitive

Patterns and protocols have emerged from competitive play's unique format and setting, leading to a set of gameplay dynamics distinct from non-competitive play.

  • Certain dynamics have become a standard in competitive play. One of the most noticeable is that ÜberCharges are what competitive Team Fortress 2 revolves around. Medics on both teams have to track both their ÜberCharge and the enemy Medics as best as they can. This is because in a organized format, a player attempting to take ground can be focused and dealt with. ÜberCharge allows for a team to force their way into an area, and gives them the ability to kill other players while invulnerable at little risk of being killed themselves.
  • Roll-outs, which are not generally used in public games due to their advanced nature, are also often seen in competitive games. The basic idea of a roll-out is to get to the center point (commonly referred to as "mid") quicker by rocket and sticky jumping. By exchanging health, you can travel much faster than you would by walking, allowing you to reach the initial fight faster.
  • The team is split into two smaller forces, known as the combo and the flank. The combo generally consists of the Medic, Soldier, and Demoman, while the flank consists of a roaming Soldier and two Scouts, one of which hovers between the flank and the combo. In Highlander, the combo consists of the Medic, Demoman, Heavy, and Pyro, the latter of which sometimes can be found on the flank. The flank consists of the remaining classes, but the Sniper, Engineer, and Spy have shifting roles, with the former two sometimes playing in the combo, and the latter utilizing a more lone-wolf style of play.

Configurations

Competitive games do not use the standard server configuration, instead opting to use their own values for various settings in order to provide a more organized or competitive experience. While there are no universal specifics, and different leagues and groups use their own settings, there are a few general guidelines that many leagues and groups use for their matches.

  • Autobalance is almost universally turned off, preventing players from accidentally being forced onto the opposing team. While this rarely makes a difference during an actual game, in the pre-game when teams are joining the server, it allows players to join the correct team regardless of how many players are in each team.
  • Luck factors, otherwise known as RNG (Random Number Generation), such as bullet spread and random crits, are also almost universally disabled, as it allows the victory to go to the team that performed better, instead of matches potentially being decided by a factor out of the player's control.
  • While leagues and groups rarely agree on what to ban, almost all of them have some weapons banned. Oftentimes, it's due to the weapon being considered overpowered, or having some bug attached to it that makes it undesirable to have in play. Sometimes, weapons are banned since they're almost completely useless, and using them would be unsportsmanlike conduct in the interest of fair play. For a list of banned weapons per league, see competitive item restrictions.
  • While no league or group uses the default map configs, due to a lack of clear-cut end, there's very little standardization about how maps are played. With something like 5CP, the win condition is almost always some form of round victories, but the inclusion of half-times or what number of victories produces a win is often debated.
  • While some leagues do not include class limits, especially in Highlander, many do. This is to prevent team makeups from being uncompetitive groups, either through stalling the game down unacceptably, or using too many classes of a specific type in an attempt to jeer the opponent.

Classes

See also: Category:Classes (competitive)

Classes in standard competitive play are utilized differently than in pubs, due to the smaller team sizes and increased structure/coordination. The standard lineup, known as "cookie cutter" or "textbook", is two Soldiers, two Scouts, one Demoman, and one Medic. This lineup provides the highest ability to get kills or complete objectives, while also allowing for fast-paced gameplay and movement.

As such, any other class is deemed utility, used to perform a specific role or objective and not for permanent use. This is known as "offclassing". Some of them, like Heavy and Engineer, are utilized to defend a point, usually the final one, in order to take advantage of their benefits in a situation where their weaknesses, primarily movement, are diminished. In occasions of a stalemate where neither team is in enough of an advantageous position to push, a player may change to a pick class, such as Sniper or Spy, in order to kill an important player on the other team, usually the Medic, and prompt the push. Some maps, like Product, the map design of which potentially encourages permanent use of a utility class, may see teams break from the standard lineup completely to take advantage of that.

In Highlander, due to the fact that one of each class is always present, there is no offclassing. However, the class strategies do vary from their public server variant, just like in 6v6. As such there are individual pages on the competitive strategies for each class.

Scout
Leaderboard class scout.png
Soldier
Leaderboard class soldier.png
Pyro
Leaderboard class pyro.png
Demoman
Leaderboard class demoman.png
Heavy
Leaderboard class heavy.png
Engineer
Leaderboard class engineer.png
Medic
Leaderboard class medic.png
Sniper
Leaderboard class sniper.png
Spy
Leaderboard class spy.png

Maps

See also: Category:Competitive maps

The majority of competitive 6v6 play is done on 5CP maps, and in Highlander on Payload. The most common maps in 6v6 play are Badlands and Process. In Highlander, Upward is the most popular. In 6v6, the only non 5CP map actively played is Product, but Highlander has a larger spread of different gamemodes, from 5CP with Process and Gullywash (competitive) to Attack/Defense maps such as Steel, and King Of The Hill maps like Product and Lakeside.

Maps like Coalplant and Viaduct used to be featured more prominently in competitive, either being phased out of league play, like Coalplant, or updated by community members to a "Pro" version of the map, with Viaduct becoming Product. Between all of the leagues and gamemodes, many maps have been tested in official matches, with only a handful being popular enough to see any level of active play. Similarly, in the first few seasons of competitive, maps like 2Fort and Dustbowl received play, but have not been considered competitive maps for a long time, due to the lack of skilled mapmakers in the competitive community willing to make maps to be tested.

Organizations and Leagues

Global

North American

European

  • ETF2L (6v6 and Highlander leagues and cups)

Asian

Oceania

Country specific

Each of these leagues mainly run the standard competitive format, however some host Highlander, and 4v4 competitions.

Streaming/Casting Organizations

  • teamfortress.tv, BlackOut TV & EVL TV are the active organizations that provide casts for the competitive TF2 scenes in North America and Europe. With the first primarily covering ETF2L and ESEA 6v6 while BlackOut TV and EVL TV cover EU and NA Highlander, respectively.

Resources

  • Comp.tf is a community driven wiki which focuses entirely on competitive TF2.
  • Playcomp.tf is a beginner friendly website which addresses the most common questions about starting competitive TF2.