The Art of the Rejuvenator
June 12, 2025 - Waugh101
Tags:
development
We had a couple of distinct goals in mind when designing the look of the Rejuvenator. The first was to make it feel like something the Medic himself could have actually assembled, much like his other two Medi Guns. We referenced the design of these two existing options, which are both built around modified fire hoses and fitted with various pieces of mechanical and electrical parts. In comparison to the Engineer’s equipment, these feel rougher and less commercial. This represents a common theme across many of TF2C's weapons, with them being modified or entirely constructed by the mercenaries to suit their own needs.
So, this DIY thought process was kept in mind as we thought about the Rejuvenator. From the start, we asked ourselves “what would the Medic have access to when making a Medi Gun?” We kept supplies limited to consumer parts - things that might be found around an average household or in the Medic’s makeshift lab. Most concepts were built around the final cooking pot design, but others included things like a measuring cup or an oil pan.
Initial Concept Exploration
Our other goal was to keep the design clearly identifiable as a Medi Gun side-grade. One part of this was having the Medic hold the weapon with a similar stance to stock. We also directly reused small elements from other in-game items, a common trick to help new additions more easily fit in. The Medi Gun’s handle was reused as the design’s foregrip while the Shotgun’s handle was used as its back. The texture itself was also designed to stick closely to the color palette of its default Medi Gun counterpart.
Once these core components came together, it was pretty easy to imagine the base weapon’s design. From there, we continually iterated until we settled on a look that the team enjoyed. During this final iteration phase, the sizing of individual elements shifted around to visually balance the design. Notably, the entire design was at one point flipped to place the front handle on the Medic’s left side, so he could hold it more naturally.
Final Design Refinements
This wasn’t the end of our design process, though. Unlike many other weapons, the design of our Medi Guns aren’t just limited to what the Medic holds. We tried out multiple concepts for the backpack and, unique to the Rejuvenator, for its Über generator and healing projectiles. We wanted all of these to echo specific parts of the base weapon’s design, to help intuitively link them to it. We felt it important for its sounds and particle effects to feel nonthreatening, to make it clear that its grenades aren’t dangerous, unlike the rest of the game's projectiles, even when an enemy is shooting them directly at you.
Backpack and Ăśber Generator Concept Exploration
Overall, the Rejuvenator represents the most amount of art related work out of any of 2.2’s weapons. This ultimately included its model, textures, animations, particle effects, sounds, and just about any other art task that a weapon design could demand. We’re happy with the result, though, and feel that all of this came together to create a design that is novel in some ways, familiar in others, and, most importantly, represents its gameplay functionality.
So, this DIY thought process was kept in mind as we thought about the Rejuvenator. From the start, we asked ourselves “what would the Medic have access to when making a Medi Gun?” We kept supplies limited to consumer parts - things that might be found around an average household or in the Medic’s makeshift lab. Most concepts were built around the final cooking pot design, but others included things like a measuring cup or an oil pan.

Initial Concept Exploration
Our other goal was to keep the design clearly identifiable as a Medi Gun side-grade. One part of this was having the Medic hold the weapon with a similar stance to stock. We also directly reused small elements from other in-game items, a common trick to help new additions more easily fit in. The Medi Gun’s handle was reused as the design’s foregrip while the Shotgun’s handle was used as its back. The texture itself was also designed to stick closely to the color palette of its default Medi Gun counterpart.
Once these core components came together, it was pretty easy to imagine the base weapon’s design. From there, we continually iterated until we settled on a look that the team enjoyed. During this final iteration phase, the sizing of individual elements shifted around to visually balance the design. Notably, the entire design was at one point flipped to place the front handle on the Medic’s left side, so he could hold it more naturally.


Final Design Refinements
This wasn’t the end of our design process, though. Unlike many other weapons, the design of our Medi Guns aren’t just limited to what the Medic holds. We tried out multiple concepts for the backpack and, unique to the Rejuvenator, for its Über generator and healing projectiles. We wanted all of these to echo specific parts of the base weapon’s design, to help intuitively link them to it. We felt it important for its sounds and particle effects to feel nonthreatening, to make it clear that its grenades aren’t dangerous, unlike the rest of the game's projectiles, even when an enemy is shooting them directly at you.

Backpack and Ăśber Generator Concept Exploration
Overall, the Rejuvenator represents the most amount of art related work out of any of 2.2’s weapons. This ultimately included its model, textures, animations, particle effects, sounds, and just about any other art task that a weapon design could demand. We’re happy with the result, though, and feel that all of this came together to create a design that is novel in some ways, familiar in others, and, most importantly, represents its gameplay functionality.
2.2.3 Patch Release
June 2, 2025 - bobatealee
Tags:
patch
The 2.2.3 Patch for Team Fortress 2 Classic has been released. To apply this update to TF2 Classic, use the latest version of our downloader. The major changes include:
Weapon Changes:
- Updated the Admiralty Anchor:
- First person animation state no longer waits to go idle in order to update when airborne or landing
- Players now properly sink and are slowed down in water while active
- Updated sound effects for drawing, swinging and crit swinging
- Updated the Cyclops:
- Now gives 1 Bonus Point if 3 or more enemy stickies are destroyed at once
- Updated the Mine Layer:
- Reduced maximum active mine count to 3 (from 6)
- Updated the Anti-Aircraft Cannon:
- Updated firing and rev sounds
- Added unique explosion sounds
- Updated the Rejuvenator:
- Updated first person animations
- Fixed Uber Generator gibs not using the correct team skin
- Updated the Shock Therapy:
- Heal sounds and particles are no longer predicted by the client. This should fix cases where they would emit without a successful heal
Map Changes
- Updated VIPR Drizzle:
- Time gained on capping mid increased to 60 seconds (up from 45)
- Fixed an out-of-bounds teleporter exploit
- Fixed an in-bounds teleporter exploit
- Fixed the one-way door grates being visible through geometry when open
- Updated VIPR 2Bridge:
- Time gained on capping mid increased to 60 seconds (up from 45)
- Fixed out-of-bounds teleported exploit
- Fixed some windows floating at mid
- Tons of clipping fixes
- Updated VIP Harbor:
- Updated detailing in the Harbor and 3D Sky areas
- Fixed some misaligned spotlights
- Fixed visible nodraw brushes
- Overhauled soundscapes throughout the map
- Updated PL Jinn:
- Fixed rollback issues at final
- Fixed a visible nodraw above B
- Updated CP Dustbowl and PL Goldrush:
- Synchronized with their latest changes from Korkade
- Updated CP Gorge and CP Yukon:
- Fixed some visual regressions
Miscellaneous Changes:
- Servers with the lowest ping are now prioritized in the main menu server list, provided they have active players
- Raised main menu server list update rate to 40 seconds (from 10)
- Fixed a crash related to the VIP Race HUD when a player disconnects
- Fixed a crash caused by changing levels while a color_correction_volume entity is active
- Fixed a bug that caused a looping crit sound when killed while crit boosted
- Fixed a bug where the VIP Race HUD would sometimes incorrectly display a VIP's dead/alive state
- Fixed a potential exploit that would allow any player to pause the map timer
- Prevented players from somehow muting themselves
- Fixed cl_autorecord being entirely non-functional
- Marked tf2c_convert_nav_file as a cheat command
- Added an extra check to prevent non-server hosts from using TF-specific navmesh edit commands
- Implemented mod_allow_self_dmg_dot_weapon, hit_self_on_miss attributes
- Implemented tf2c_attack_during_freeze
- TFBot: Removed some leftover commands that would crash dedicated servers
- TFBot: Fixed a crash when retreating and no valid cover area is found
- Updated localization files
- Added Thai translation (Kas)
- Updated Medals
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.