There are a number of different possible match outcomes in Team Fortress 2, and the conditions will vary depending on the game mode being played.
The two most common match outcomes are victory and defeat, which occur when the team succeeds or fails respectively in their objective:
|Game mode||Win/Loss conditions|
|Capture the Flag||One team wins upon capturing the intelligence the required number of times. The team that fails to do so first loses.|
|Control Point (Traditional)||One team wins upon capturing every control point on the map. If they succeed in doing this, the other team loses.|
|Control Point (Attack/Defend)||The attacking team wins upon capturing every control point on the map. The defending team wins by preventing the attacking team from capturing every control point until the timer runs down.|
|Territorial Control||One team wins upon capturing every control point on the map. If they succeed in doing this, the other team loses. The team that ultimately captures all territories is the overall victor.|
|Payload||The attacking team wins upon pushing the cart to the final terminus of the map. The defending team wins by preventing the attacking team from moving the cart to the final terminus until the timer runs down.|
|Payload Race||One team wins upon pushing the cart to the opposing terminus. The team that fails to do so first loses.|
|Arena||One team wins upon killing all members of the opposing team or by capturing the center control point once the timer runs down. The team that is wiped out or concedes the central point loses.|
|King of the Hill||One team wins upon capturing the central control point and keeping it for a total of 3 minutes, or possibly longer depending on the map.|
|Special Delivery||One team wins upon placing the captured Australium/tickets inside the rocket/Strongmann machine while on the loading platform (the exact objective depends on the map).|
|Robot Destruction||One team wins upon getting enough Power Cores from killing robots to fill their Reactor Core.|
|PASS Time||One team wins upon scoring the required number of goals. If time runs out, the team with the most goals wins.|
|Player Destruction||One team wins upon scoring enough points by depositing beer, souls, or gibs (the exact objective depends on the map).|
A handful of maps, usually maps tied into a Scream Fortress event (such as Carnival of Carnage and Gravestone), do not immediately end the round when one team accomplishes its objective on the main map, and the round instead transitions into a mini-game, with the team that accomplished its objective being given some sort of advantage (such as a head-start if the mini-game is a race). The team that accomplishes the objective of the mini-game first is considered to win the overall round.
Humiliation occurs following a victory. During Humiliation, all players on the victorious side receive 10% speed boost and all weapons gain a crit boost. Players on either side are also able to enter enemy respawn areas to kill anyone inside, but only the victorious team will be able to use enemy resupply lockers. Humiliation typically lasts for 15 seconds; however, this can be altered by server owners with the command
mp_bonusroundtime. It is usually very difficult for the losing team to survive, but there are a few ways to increase your chances:
- Try to hide in a spot where enemies are less likely to be. Enemy bases are a great spot, as the winning team will usually be storming the other team's spawn.
- As a Scout, Bonk! Atomic Punch will make you invulnerable and unable to take damage. However, you need to be holding the item when the round ends. Additionally, Bonk! Atomic Punch's invulnerability will not last the entire sequence of Humiliation.
- If you are playing on a map that has rooms with one-way entries, such as the second and third spawn rooms in Well (CP only) and both spawn areas in 2Fort, stay in those safe points if you are losing. If you are not dead, changing classes in resupply will usually automatically place you in these rooms.
- It is possible to taunt kill enemies, however, they'll usually know when to keep their distance, so your best bet is to taunt in an area where an enemy can't see you.
During humiliation, the losing side is unable to attack and moves 10% slower. Losing players also take on a third-person perspective, which allows them to see their characters fleeing, cowering, or being thoroughly disappointed. During Humiliation, the losing team's Sentry Guns are deactivated, Spies drop their Cloak (but retain their disguises if worn already or by using the last disguise command), and players cannot commit suicide by using console commands (
explode). However, players still can die by environment hazards.
|Scout||Hunched over, sucking his thumb||Exaggerated running, leaning backward||Fetal position|
|Soldier||Cowering, arms raised defensively||Arms raised in surrender||Defensive crouch, covering head|
|Pyro||Tapping foot, disappointed||Jogging mockingly, leaning backward||Genuflecting on one knee|
|Demoman||Legs together, hands protecting crotch||Exaggerated jogging, leaning backward||Curled up in a defensive crouch|
|Heavy||Cowering, hunched over||Hands raised, as if begging for mercy||Curled up in a ball, as if hiding|
|Engineer||Cowering, hands raised in surrender||Hands raised in surrender||On one knee, hands raised in surrender|
|Medic||Cowering, arms raised in surrender||Arms raised in surrender||Crouched, arms raised in surrender|
|Sniper||Arms raised in surrender||One hand on head protectively||Crouched, arms raised in surrender|
|Spy||Facepalming||Hands covering face||On one knee, one hand on face|
Sudden Death mode is activated if neither team scores enough points to win the map and the timer runs out. Sudden Death is a server-side CVAR (control variable) and by default is disabled on the PC version.
When a round goes into Sudden Death, and neither team manages to kill the other or complete the objectives within the final time limit, the game is a Stalemate and neither team receives a point. This also produces an effect similar to Humiliation, except that both teams lose their weapons and can only run around and taunt until the round ends a few seconds later. It is possible to kill opposing members with taunt attacks, but they do not count toward achievements. Switching weapons in stalemate is not allowed; however, quick switching is still allowed. Therefore, you are only able to taunt with the weapon you had out when Stalemate began, or the weapon that you are able to quick switch to.
Although they can be perceived as "neutral" outcomes, Valve had intended Stalemates to be a case as if both teams had directly lost. This is why all losing player characters enter a Humiliation pose and elicit a negative voice response upon a Stalemate announcement despite the hostile enemy team doing the same.
| Geneva Contravention|
Kill 3 defenseless players after a single match has ended.
- Added Humiliation stance to the game.
- If the Medic has any secondary weapon out, his right arm will appear twisted and bent, occasionally clipping into his head while moving.
- A surrendering Soldier with a Beggar's Bazooka loaded right before the round ended could potentially kill winning team members due to how it misfires when 3 or more rockets are loaded into it.
- Additionally, the same thing happens when a Demoman starts to charge right before the round ends, potentially killing someone, as the charge does not stop and still delivers damage.
- If a Soldier was reloading his Rocket Launcher right before Humiliation, his animation will still show him reloading, even though he is not reloading anything.
- The military term for what usually happens in Humiliation is known as a no quarter, where a surrendering team is eliminated. This practice is forbidden under the 1907 Hague Conventions.
- Killing the losing team during Humiliation could also be seen as the war crime perfidy, if such actions are performed in real life.
- During humiliation, dead players can respawn if they are on the winning team by switching classes after the "victory" sound is done.