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Yahf fvaorarh!
The Pyro speaking when submerged
An orthographic example of deep water in Team Fortress 2.

Water is an environmental feature that can be found in many maps as a terrain feature and gameplay element. There are two types of water: shallow and deep. Shallow water absorbs all impact from a fall, conducts electricity for the Neon Annihilator to strike critical hits, and reveals the wet footsteps of Spies (which also become more audible). It is otherwise a cosmetic part of the game.

Deep water allows a character to fully submerge and swim around. Immersion in deep water instantly negates the effects of afterburn, Jarate, Mad Milk, and the Gas Passer, and prevents these debuffs from occurring until the player surfaces. Some maps feature submerged routes into the enemy base, which are often poorly defended in comparison to ground-level entrances. Like shallow water, deep water also negates fall damage.

Engineers can construct buildings underwater just like on land. Due to the low visibility of submerged objects, deep water is often a great spot to conceal a Teleporter or a Sentry Gun. However, Sentry Guns cannot see targets that are across the water's boundary no matter how close they are, making submerged Sentry Guns solely useful for underwater targets.

Remaining submerged in water for too long causes the player to drown. While drowning, a gagging, choking sound is heard and the player experiences a periodic loss of health and flinches (such as with bleeding and afterburn effects), and the screen flashes blue to warn the player. To negate this, the player must reach the surface, where the health lost due to drowning regenerates over time at a gradually increased rate. Upon surfacing from the water after drowning, a gurgling sound is heard by the player. Standing next to a Dispenser, picking up a Medkit, or being healed by a Medic restores the player's health faster than it is lost due to drowning.

Like shallow water, hitting enemies with the Neon Annihilator while they are standing in deep water, swimming, or who have recently surfaced from water deals critical hits.

Deep water causes several impairments:

  • Submerging in water obscures the player's vision with bubbles for a few seconds.
  • Surfacing on the water can affect vision, making aiming difficult. To counter this, fully submerge, especially if battling a submerged opponent.
  • Swimming in deep water decreases the maneuverability of all classes by 20%, making them vulnerable targets for enemies who have the advantage of higher ground or more suitable weapons.
  • Players are considered to be in a constant state of falling while in water, and are not considered standing still even when resting on the bottom of the body of water. As a result:
    • Players cannot taunt while underwater, or consume any lunchbox items (such items can still be dropped if possible).
    • Players cannot enter Teleporters, although they can still emerge from teleporter exits per normal.
    • The Scout cannot double jump while underwater.
    • The Cloak and Dagger cannot recharge while cloaked underwater.
  • All in-game sound is muffled while the player is underwater, including voice chat. Setting the cvar dsp_water to 0 removes this effect.
  • Projectiles that must be thrown by hand (Sandman baseballs, Wrap Assassin baubles, Mad Milk, Jarate) cannot be used.
  • Firing any of the Pyro's flamethrowers underwater simply wastes ammo and ejects a stream of harmless bubbles instead of fire; Pyros are also unable to airblast at all. Additionally, flare-based secondary weapons cannot be fired. The Sharpened Volcano Fragment does not ignite enemies underwater.
  • The Demoman's projectiles travel slower and cover a shorter distance underwater due to the physical effects of the water on them.
  • The Engineer cannot fire his Short Circuit underwater.
  • Shots fired by the Medic's Crusader's Crossbow or the Sniper's Huntsman and Fortified Compound are deflected significantly when fired into water.
  • Any player surfacing from a body of water displays dripping water particles for a few seconds. This is detrimental to cloaked Spies, as this can reveal their presences to the enemy. Likewise, if a Spy attempts to cloak while underwater, the bubbles they make can still be seen, although they are still difficult to catch. Players who are dripping with water are considered "wet", and the Neon Annihilator does critical damage against them even if they are on dry land.

Maps with water

List of maps with water
Map Water location Gallery
TF2 2fort map.jpg

There is a large pool of deep water beneath the bridge in the center of the map. The sewers at each team's base contain shallow water as well.
CTF 2Fort Water.png
Ctf 2fort blue sewers water.png
Ctf 2fort invasion.png

2Fort Invasion
Identical to the water on 2Fort.
CTF 2Fort Invasion Water.png
Ctf 2fort invasion blue sewers water.png

On each side, inside both bases, there is deep water under the B point.
Rd asteroid water under point B bridge (underwater mannhole).png
Rd asteroid water under point B bridge (swimming hole).png
Zi atoll.png

The map takes place on an island that is surrounded by water.
Atoll Secondary Blue Spawn.png

Badlands (Arena)
On each side, there is a small pond of deep water beneath the small concrete bridge to the left of the spawn room.
Arena badlands well.png
Koth badlands.jpg

Badlands (King of the Hill)
Identical water locations to the Arena version.
Koth badlands water.png
Bananabay main.jpg

Banana Bay
The entire map is surrounded by an ocean of deep water.
Banana Bay Water.png
Mvm bigrock.png

A large pool of water is seen near the robot spawn area, with a waterfall running into it. It is out of bounds, however.
Bigrock water.png
Pl bloodwater.png

There is a shallow pool of blood-colored water between the second and third checkpoints.
Bloodwater water.png
Pl cashworks final1 08.jpg

A river runs underneath 2 bridges near the final checkpoint.
Cashworks water.png
Cp gravelpit snowy.png

Coal Pit
There is a large puddle of water with floating chunks of ice around the base of control point C's tower.
Another large puddle of water with chunks of ice is found in front of the small shack near control point B and it continues into the cave.
Coal Pit water.png
Pl corruption.png

The coastline surrounds the outdoor portions of the map. There is a large deadly body of water in the back of the BLU team's first spawn room.
Corruption water spawn.png
Corruption water surround.png
Ctf crasher.png

There is a shallow pool of water under the bridge in the center of the map.
Crasher water.png
Pd cursed cove event.png

Cursed Cove
At the end of the cove is the sea, which can be partially entered. Additionally, when players enter Davy Jones' Locker, Jones has driven the water back from the shipwreck.
After a time Jones allows the swimable water to return, drowing players that do not leave it soon enough.
Cursed Cove water.png
Degroot Keep Castle.png

DeGroot Keep
A waterfall flows into a large lake at the bottom of a gorge running along the side of the map.
DeGroot Keep water.png
Zi devastation final1.png

There are flooded corridors and room at the bottom of the play-space.
Devastation Bottom Floor.png
Devastation Flooded Corridor.png
Vsh distillery.png

There is a pool of water at the bottom of a gorge underneath a building.
Distillery water.png
Sd doomsday ingame 1.png

There is a small pool of deep water at the broken crate area, underneath the pick-up location for the neutral Australium.
Doomsday Australium Platform.png
CTF DoubleCross RedBase.png

Double Cross
A pool of deep water is found beneath the drop hatches of the spawn rooms.
CTF DoubleCross Sewer.png
Eyeaduct 1.png

A large body of water containing Loot Island, separate from the main map. Falling in causes instant death.
Eyeaduct 1.png

Two large bodies of water connect from the exits of RED and BLU's buildings under the main buildings to a small pool on the other side of the midpoint.
The water allows for flanking and an easy way around the trains.
Freight water entrance.png
Freight water exit.png
Pl frontier.jpg

The rightmost exit of BLU spawn leads to a small, barely noticeable area covered with shallow water.
Frontier water with splash.png
Cp frostwatch.png

On the first stage there is a small lake behind a fence near the second control point.
On the second stage there is a large lake down below, behind BLU's spawn as well as one behind RED's spawn.
There is also a small body of water behind a fence near control point B. On the third stage a river runs through the map right outside of BLU's spawn.
Frostwatch water lake.png
Frostwatch water river.png
Ghost Fort.png

Ghost Fort
A large body of water containing Skull Island, separate from the main map. Falling in causes instant death.
Arena lumberyard event.png

Multiple small puddles surround the central building.
Graveyard water.png
Cp hardwood.png

There is a lake out-of-bounds behind the BLU team's initial spawn building.
Hardwood water.png
Ctf helltrain event.png

One of the places the trains drive through has a bridge with a river underneath.
Another has a lake at the bottom of a canyon. Another is entirely underwater (only cosmetic).
HellTrain BGBridge.jpg
Helltrain water.png
Hydro Dam.png

There is shallow water in the Dam and Warehouse territories.
Hydro CP raised water shallow.jpg
Laughter main.jpg

Holes on the tracks drop players onto the crocodile-infested waters below the boardwalk. The whole map is set on a boardwalk.
Laughter water sea.png
Laughter water under.png
Koth lakeside.jpg

In the center building next to the control point there is a small pool of deep water. A lake is next to the middle of the map.
Lakeside water lake.png
Lakeside water pool.png

A large ocean exists that surrounds the outer areas of the robot carrier tank (out of bounds).
Mannhattan water.png
Pd mannsylvania.png

A river runs underneath the bridge to Dracula's castle.
Mannsylvania water.png
Koth megalo.png

Next to both spawn rooms behind a fence are small pools of water.
Megalo water.png
Koth moonshine event.png

Moonshine Event
A lagoon surrounds the center control point areas.
Moonshine event water.png
Mossrock main.png

There is a small stream of water just after point A.
Mossrock water 1.jpg
Mossrock water 2.jpg
Zi murky.png

The majority of the outdoor area is covered with water.
Murky Marsh.png
Nightfall stage2.png

On stage 3, there is a very small pond of deep water in the center of the map under the cart tracks.
Nightfall water.png

Pelican Peak
There is an out-of-bounds lake behind the RED team's flag capture zone. There is an out-of-bounds pool of water near the overpass in the centre of the map.
There is a pool of water underneath the overpass in the middle of the map. There are two pools of water in the underground tunnels connecting to the vents.
Pelican Peak basement with ventilation.png
Pelican Peak BLU mid.png
Pl phoenix.png

There is a water wheel behind BLU's first spawn building that leads into a small stream that enters the spawn.
There is a shallow pool of water next to BLU's first spawn building.
There is a shallow pool of water near the final checkpoint.
Phoenix water final.png
Phoenix water small.png
Pl pier.png

A long canal of deep water runs through the center of the map underneath the first capture point. The indoor dockyard with the third capture point has deep water.
The map is surrounded by ocean, but the island cannot be circumnavigated.
Pier water canal.png
Pier water point.png

On stage 3, the small canal beneath the cart tracks has deep water.
Pl coal event.png

A small lake resides outside the map behind the final checkpoint. Another is in the clearing behind BLU Team's second spawn room.
Polar water final lake.png
Polar water spawn.png
Cp powerhouse.png

The center of the map has a channel of deep water.
Powerhouse Water.png

At the lower side of the map underneath the tall, large building, deep water can be found in the small alcove.
Ravine well under.png
Cp reckoner.png

There are two lakes out-of-bounds next to roads. There is rushing water under the pipes next to the final control points.
Reckoner water.png

At the left side of the spawn area, a large river of water can be found over a railing.
Rottenburg water.png
Pl rumford event.png

A long river flows out of a dam and runs along one side of the map.
Rumford water.png
Sandcastle Castle.png

A hose pours water into a large puddle at the bottom of a gorge running along the side of the map.
Sandcastle water.png
Zi sanitarium.png

There is water in the fountain in the courtyard.
Sanitarium water.png

Bodies of deep water are found at the Lumbershack and Waterfall areas of the map.
In the Capture the Flag version, shallow water also covers the Intelligence room's floor.
Sawmill Water.png
(Capture the Flag)
Pd selbyen.png

The map takes place on a harbour connected to the sea.
Selbyen bay overview.png
Koth sharkbay.png

The harbour area around the control point is full of instant-death shark-infested water. There are shark tanks in both spawn rooms.
Sharkbay water.png
Vsh skirmish.png

There is a large lake out-of-bounds. There is a small pool of water connected to a waterfall in a cave. The water is alligator-infested and instantly kills mercenaries.
Skirmish water cave.png
Skirmish water lake.png
Koth slime.png

Water surrounds the play-space. A hallway next to the control point leads into a flooded tunnel. There is a beach with shallow water near the control point.
On both sides of the map, outside the spawn rooms there is a ramp with a shallow puddle.
Slime salmann spawn.png
Slime water.png
Pd snowville event.png

On both sides of the map connected to the central building is drop-down to a flooded passageway.
Pd SnowVille Event RED Sewers Lower Entrance.jpg
Pl snowycoast.jpg

Water surrounds the mothership at the final point's pitfall.
Snowycoast water.png
Pl spineyard.png

The map is surrounded by the ocean. There is a fountain near the start of the Payload track.
There is a circular pond, a pool on a balcony, and another fountain near the final checkpoint.
Spineyard water fountain.png
Spineyard water ocean.png
Cp standin B.jpg

Shallow water surrounds the platform Point A is on.
Standin water.png
Suijin main.jpg

The river surrounds the center control point (shallow water), and waterfalls off the edge of the cliff.
Suijin water cliff.png
Suijin water river.png
Cp sulfur.png

There is a miniature pond behind BLU's spawn room. There is a tub of steaming water inside BLU's spawn room.
There is a small pool of steaming water outside of BLU's spawn leading to control point A.
There is a river and multiple waterfalls next to and underneath control point A.
There is a lake of steaming water underneath control point B.
This lake connects to a large pool of boiling water surrounding and enveloping control point D.
Sulfur Point D.png
Sunshine main.png

There is an ocean outside the map.
Sunshine water.png
Pl swiftwater.jpg

First BLU spawn leads to small river (shallow water).
Swiftwater cp1c.jpg
PL Thunder Mountain.png

Thunder Mountain
On stage 2, there is a small stream which has deep water right outside of the BLU spawn.
Thunder Mountain water.png
Pass timberlodge center.jpeg

Small pools around the map.
Timberlodge Dropzone.jpeg
Vsh tinyrock.png

Tiny Rock
There is a lake of water far out-of-bounds at the end of a large gorge.
Tinyrock water.png
Pl venice.png

There is an ocean behind BLU's initial spawn room. The map has canals of water running through it.
Pl Venice view behind the map.png
Watch 01.jpg

There are small ponds of deep water around the valley below the central tower.
Watchtower valley.jpg
Pd watergate logopic 2.jpg

The center of the map has a canal of deep water.
Watergate Water.png
TF2 Well Map.jpg

Deep water channels outside the teams' buildings consisting of underwater routes connecting each team's base building to the central train house building.
The Capture the Flag version is similar to the Control Point version, except the route to the central building is removed with the building itself.
The Arena version features a small pool adjacent to the central building which offers a quick route to the main point.
Well water above.png
Zi woods.png

There is a large lake with a boathouse.
ZI woods lakeport.png

Related achievements

Achieved.png General achievements

Escape the Heat
Escape the Heat
Jump into a pool of refreshing water while on fire.

Leaderboard class scout.png Scout

The Cycle
The Cycle
In a single life, kill an enemy while you are on the ground, in the air, and in the water.

Leaderboard class pyro.png Pyro

Baptism by Fire
Baptism by Fire
Force 10 burning enemies to jump into water.
Plan B
Plan B
Kill 10 enemies while you're both underwater.

Leaderboard class heavy.png Heavy

Krazy Ivan
Krazy Ivan
Kill 50 enemies while both you and your victim are underwater.

The Power and the Glory.png Powerhouse achievements

Wet Work
Wet Work
Kill five enemies while they are in the water.

Update history

October 2, 2007 Patch

  • Fixed rare crash when players exited water.

April 29, 2008 Patch (Gold Rush Update)

  • Fixed drowning exploit that allowed players to regenerate health.

December 11, 2008 Patch

  • Added a particle effect for when a player enters the water.

July 14, 2009 Patch

  • Updated ripple effects for water drips to improve performance.

July 20, 2012 Patch

  • Fixed the DX8 water effect.


  • If colliding with a water surface or entering underwater while a player is doing a Response or a voice command, the sound cuts off when doing so.


See also