Teleporters, also known as Telemax Teleporters, are a type of building produced by the Telemax Corporation, a division of TF Industries, that can be constructed by an Engineer using the Build Tool. Two components make up a complete and functional Teleporter set: the Teleporter Entrance and the Teleporter Exit. Both ends appear as team-colored devices that rotate quickly to form glowing, circular pads.
Players who stand on a fully charged Teleporter Entrance are instantly transported to the corresponding Teleporter Exit in a flash of light and team-colored particles. After a brief period of recharging, another teammate can pass through. With the ability to transport teammates quickly over any distance, Teleporters are an essential component to any team not defending their front porch: when fully upgraded, respawned teammates can be back on the front lines many times faster than walking or even most special jumps. A team can easily have their offensive push or defensive setup crumble if they lack prompt reinforcements, while one with a judiciously-placed Exit can apply constant pressure and even sneak into an unaware enemy's territory.
When using a Teleporter after the Love & War Update, forms of bread occasionally pop out of the center of it, and Soldier having an increased chance of it happening, referencing Expiration Date. This bread has no use and disappears after several seconds.
The Teleporter Entrance and Exit each cost 50 metal (25 with the Eureka Effect equipped) to place with the Engineer's Build Tool (Construction PDA). While carrying and placing Teleporter ends, the Teleporter Entrance blueprint shows a large yellow arrow pointing down to the Entrance while the Teleporter Exit blueprint shows a similar arrow pointing up from the Exit. This is to visually distinguish the Entrance and the Exit while placing.
The Exit blueprint has an arrow labeled "Exit Direction". This arrow indicates the direction the exiting teammates face when they arrive at the Exit. By default, this arrow points away from the placing Engineer. However, the Teleporter Exit can be rotated by clicking the Engineer's secondary attack button (default key: ) before placing the building, with the blueprint arrow rotating to indicate the changing exit direction. The Teleporter Entrance can be rotated, too, although this has no effect on gameplay (except in Mann vs. Machine where the Entrance rotation controls the player's facing when teleporting in reverse direction using the 2-Way Teleporters upgrade).
A Teleporter cannot be placed on an objective, such as the control point.
Once placed, the end goes through a construction animation during which the building's health increases, reaching completion at 150 health. When completed, a Teleporter Entrance is instantly charged and ready for teleportation if there is an Exit available and constructed, but subsequent recharges take ten seconds (or faster as the Teleporter's level is upgraded).
Once an Entrance and Exit pair is completed, the Teleporter can be upgraded by any friendly Engineer, using 200 metal to upgrade the set to Level 2, and an additional 200 to upgrade to Level 3. Upgrading a Teleporter decreases the Entrance's recharge time by approximately half each level. Upgrading also further increases the set's health (to 180 and 216).
Upgrading one end of the Teleporter automatically upgrades the other end. However, if one end is destroyed, the remaining end reverts to Level 1. Although the model itself does not change when upgraded, the particles surrounding the Teleporter become faster and more intense, and the sounds it makes increases in pitch and volume. Higher level Teleporters can be heard from farther away and the number of beeps each Teleporter makes indicates the upgrade level.
Equipping the Eureka Effect reduces the cost to upgrade the Teleporter to 100 metal for each upgrade.
A charging Teleporter spins with increasing speed until completely recharged. Once recharged, any one teammate (or enemy Spy) standing on or stepping onto the Entrance is immediately teleported to the Exit. The Teleporter then automatically begins recharging.
Players who have recently teleported are surrounded by a distinctive, team-colored glow for eighteen seconds after teleporting. This effect can reveal a Teleporter location to the enemy. The effect is visible to the player when looking at their feet. Spies who are disguised or cloaked are not affected by this.
Players cannot normally use the enemy team's Teleporters. However, Spies can use enemy Teleporters, even while cloaked or undisguised.
Standing on a Teleporter Exit when it is used by an enemy (whether it is an enemy Exit or a friendly Exit used by an enemy Spy) results in a fatal telefrag.
The building Engineer earns half of a point each time a team member other than himself uses his Teleporter.
Players who are carrying the Intelligence cannot use a Teleporter.
Teleporters are destroyed when accumulated damage received by either end reduces the Teleporter health to zero. Destroyed Teleporters leave 50 metal worth of scrap on the ground (25 metal at each end), which can be collected by teammates for metal and/or ammo.
If a Spy places a Sapper on one end, another Sapper is automatically placed on the other end, if it exists. In turn, any team Engineer can remove both Sappers by destroying the Sapper on either Teleporter. Team Engineers may then proceed to repair either or both ends of the Teleporter system by using his Wrench. However, since the Spy can place an infinite amount of Sappers on either the Entrance or the Exit of the Teleporter, an Engineer may not be able to fully repair the Teleporter system before another Sapper is placed upon it. This results in the entire system being destroyed unless the Spy is disposed of.
- Mann vs. Machine
In Mann vs. Machine, Teleporters can be upgraded at Upgrade Stations to increase their health and activate the ability to teleport in both directions, allowing one to stand on the Exit and teleport to the Entrance (in which case the rotation of the Entrance affects the direction of players teleporting "backward"). Using an Upgrade Buildings Canteen also instantly upgrades Teleporters to Level 3.
|Without Eureka Effect
|With Eureka Effect
- It is impossible to use an Entrance that is underwater, as the game does not see players as standing on top of it.
- If a Teleporter Exit is on a significantly sloped ground, within the bounding box of certain props (typically large and/or rotated), or has a physical projectile nearby, any attempts to teleport instead destroy the Exit and leave the player on the Entrance. This appears to be a too-sensitive safeguard against getting stuck in objects by teleporting.
- Sometimes, when a Teleporter is placed in a tight corner of two walls, any player that uses the Teleporter travels through, but gets stuck at the Exit.
- Placing a Teleporter Entrance at the top of a slope with the Exit in the spot on the slope directly in front of it (so that the Exit is beneath the Entrance) causes the teleporting player to get stuck in the Entrance and constantly teleport into the Exit.
- Rarely, a player gets stuck outside of the map if the Exit is destroyed while a player is using it.
- Teleporters in Mann vs. Machine sometimes apply the Building Health upgrade too many times, resulting in having more health than other buildings of the same level.
- Levelled-up Teleporters may attempt to and fail at teleporting players as they progress through their "upgrade animations".
- In rare cases, the Teleporter appears sideways when built. This glitch does not affect the Teleporter in any way.
- Sometimes the Teleporter circle effects can appear upright instead of flat on top of the teleporter.
- If two opposite-color Teleporters are placed next to each other, a Sentry Gun the same color as the Teleporter nearest to it is unable to target the further opposite-color teleporter. This can lead to players being teleported through and immediately being fired at by the Sentry Gun.
- Rarely, a Teleporter gets 1 or 2 Health points over the max limit of the level's health, which counts as Overheal on the Building.
- Sometimes this does not affect the other end of the Teleporter.
- When walking into a Resupply Cabinet while holding an unbuild Teleporter exit, it automatically cancels and pulls out the Engineer's wrench. This does not happen with any of the Engineer's other buildings including the Teleporter entrance.
- A Teleporter will sometimes not play the building animation, but will look nearly completed for the entire duration of the building animation. This is a purely cosmetic effect and does not affect the Teleport's build speed.
- If a Teleporter is redeploying while the other end of the Teleporter upgrades to the next level, the redeploying Teleporter's health will not increase. This can be fixed by simply upgrading the Teleporter again.
- If a Teleporter Exit is placed right on the edge of a spawnroom door and an enemy Spy uses it, he will get stuck.
- The Teleporter height is 95 Hammer units tall and by 57 Hu wide.
- According to the Team Fortress comics, teleportation was invented under the effects of Australium.
- The spawning of Bread props from Teleporters refers to the Love & War Update, when the Engineer and Soldier were teleporting bread in the video "Expiration Date".