Community Roundup: TF2C Competitive
May 20, 2025 - hunterbunney
Tags:
community
fun

It's been a minute! The process of getting TF2 Classic ready for Steam is involved and laborious. Or so I'm told from the team members actually doing it. I just write blog posts here. (Expect a more detailed Steam progress report soon!)
Last summer, we spotlighted the TF2C Competitive Discord. To reiterate, CompTF2C offers traditional TF2-style competitive gameplay with TF2 Classic's improved gamefeel and unique weapon/map library. The comp plugins are specially tailored to TF2C — Highlander factors in a team's Civilian when a match includes VIP or VIPR maps, teams' starting points in Territorial Domination are standardized, and (at time of writing) all our weapons are allowed.
This summer, we want to get you up to speed on where they've been:
- CompTF2C's official website and blog, comptf2c.com, is the primo source of information about TF2 Classic's competitive scene. Rules, ladders, and installation guides are all there.
- Starting May 30th, CompTF2C is teaming up with the TF2C Mapping Community — see last summer's spotlight — for an event called the HAMMER MONTH. (All-caps is mandatory.) For three weekends throughout June, competitive pick-up games in the Discord will take place on gorgeous community-made maps. Great opportunity to get into the hobbyist comp scene if you're timid, since vets won't be able to outplay you with layout knowledge.
The Art of 2Bridge
March 20, 2025 - Waugh101
Tags:
development
For 2.2’s levels, we placed a design constraint on ourselves to avoid the ever-common desert theming. We did this to try to introduce even more visual variety to our map pool. Instead of creating entirely new themes, though, we looked to expand upon other existing settings. This was important, since we try to give every map a unique visual feel, but can’t create brand new themes for every level.
Being considered 2.2’s flagship map, 2Bridge saw a large collaboration between developers to bring a unique flavor to the urban environment theme. Since this was our second-ever level to feature the theme, we had plenty of new room to explore. In contrast to Harbor’s downtown, East Coast influence, 2Bridge’s cityscape was inspired by the outskirts of cities in the upper Midwest. This also allowed us to more seamlessly integrate natural elements, like trees and hills, into the urban fabric, further setting it apart. This combination of natural elements and industrial back alleys is one of the map’s unique, defining features. We also tried to place an emphasis on neon signs and a sharp contrast between light and dark throughout the level.
2Bridge before and after its art pass
Our art is never separate from gameplay, though. We put a good bit of thought into helping players navigate the level through its visual design. To make each part of the level distinct, the map was roughly divided into three separate sections on each side: the disused park, the city alleyways, and the industrial grounds. This also creates a narrative progression, as teams push from the less developed park area up to the front door of their enemy’s operation. Throughout all of this, the map features a few notable landmarks. For example, each team’s buildings were designed so that their main factory was easily visible from the park area. Along with that, both exits from the park are lined up with an illuminated sign behind them to highlight each option.
The signs visible behind each exit from the park
One of the specific challenges with urban settings is their inherent higher level of detail and contrast, something we want to relegate to gameplay-important areas. To help combat this, the map sticks to a tight color palette - using only about three or four main colors on each side. The out-of-bounds also quickly falls off into darkness, leaving most of it to silhouettes and keeping the eye in the play space. Placing the map at night also helped combat another challenge with the urban theme - believability. It wouldn’t make much sense for this secretive war to be fought in busy, public city streets. Placing 2Bridge both at night and in a derelict industrial district helped to sell the game’s larger narrative.
An example of 2Bridge's small color palette
To complement this new take on the urban theme, 2Bridge also brings an entirely new industry to the game, auto manufacturing. We were largely able to represent this with existing assets, something that’s always a plus, but the bespoke factory signs help to fully sell the location. To wrap all of this up, we featured new ambient sounds to realize the feeling of a breezy night in a lonely corner of the city.
We also think it’s important to mention that a couple of the decisions mentioned in this post were initially less intentional, but a key part of design is recognizing what works and sometimes knowing what not to change. We’re happy with how all of this came together and look forward to continuing to introduce even more themes and subthemes within our future levels.
Being considered 2.2’s flagship map, 2Bridge saw a large collaboration between developers to bring a unique flavor to the urban environment theme. Since this was our second-ever level to feature the theme, we had plenty of new room to explore. In contrast to Harbor’s downtown, East Coast influence, 2Bridge’s cityscape was inspired by the outskirts of cities in the upper Midwest. This also allowed us to more seamlessly integrate natural elements, like trees and hills, into the urban fabric, further setting it apart. This combination of natural elements and industrial back alleys is one of the map’s unique, defining features. We also tried to place an emphasis on neon signs and a sharp contrast between light and dark throughout the level.


2Bridge before and after its art pass
Our art is never separate from gameplay, though. We put a good bit of thought into helping players navigate the level through its visual design. To make each part of the level distinct, the map was roughly divided into three separate sections on each side: the disused park, the city alleyways, and the industrial grounds. This also creates a narrative progression, as teams push from the less developed park area up to the front door of their enemy’s operation. Throughout all of this, the map features a few notable landmarks. For example, each team’s buildings were designed so that their main factory was easily visible from the park area. Along with that, both exits from the park are lined up with an illuminated sign behind them to highlight each option.

The signs visible behind each exit from the park

An example of 2Bridge's small color palette
We also think it’s important to mention that a couple of the decisions mentioned in this post were initially less intentional, but a key part of design is recognizing what works and sometimes knowing what not to change. We’re happy with how all of this came together and look forward to continuing to introduce even more themes and subthemes within our future levels.
TF2 Classic is coming to Steam!
February 25, 2025 - bobatealee
Tags:
announcement
development

TF2 Classic is coming to Steam in 2025!
"Steam" is a mysterious resource created when coal is burned in certain situations — a harrowing thought to coal-lovers like the Civilian, to whom burning coal is like setting one's own children on fire. But maybe a foray into the Steam industry is just what the company needs to capture new eyes.While porting efforts are underway, click here to wishlist!