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	<id>https://wiki.tf2sourcemods.info/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kepler</id>
	<title>The TF2 Sourcemod Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.tf2sourcemods.info/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kepler"/>
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	<updated>2026-04-24T17:11:32Z</updated>
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	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=939</id>
		<title>Solo Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=939"/>
		<updated>2025-07-13T14:30:30Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Removed MvM from list of bugged gamemodes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Solo Fortress 2|FileName=solo_fortress_logo_uncropped.png|Status=Active|Version=Beta v0.3.0|SourceCodeLink=https://www.moddb.com/mods/solo-fortress-2/downloads|Developers=Kepler|Socials=https://discord.gg/P3yvZvnN72|Branch=None}}&lt;br /&gt;
&#039;&#039;&#039;Solo Fortress 2&#039;&#039;&#039; is a WIP mod that focuses on being a Free-For-All rendition of [[Team Fortress 2|TF2]]. It aims to rebalance the classes and weapons in such a way that makes every play-style viable in a deathmatch environment, and is ultimately aiming to imitate the experience of current-day TF2 in a unique way.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
&lt;br /&gt;
=== Gamemodes ===&lt;br /&gt;
&lt;br /&gt;
===== Implemented Gamemodes =====&lt;br /&gt;
* Arena&lt;br /&gt;
* [[Deathmatch]]&lt;br /&gt;
* MVM Deathmatch&lt;br /&gt;
** This functions as regular Deathmatch, except players have the ability to upgrade their weapons and gain cash on kill, similar to Freaky Fair in base TF2&lt;br /&gt;
Deathmatch can be forced on any map via the convar &#039;&#039;tf_deathmatch&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Planned Gamemodes =====&lt;br /&gt;
* Knockout&lt;br /&gt;
** A platform-fighter gamemode where you build up damage on opponents and try to knock them off the edge!&lt;br /&gt;
** Each player has 4 lives (by default) and the last one standing wins&lt;br /&gt;
** Knockback increases on damage&lt;br /&gt;
** Holding Jump lets you glide in the air&lt;br /&gt;
** Holding Crouch makes you fall faster&lt;br /&gt;
** Shooting the ground or walls near you sends you upwards&lt;br /&gt;
** Taking enough damage will temporarily stun you, preventing you from gliding, using your weapons and reduces your air control&lt;br /&gt;
* Capture the Flag&lt;br /&gt;
* Control Points&lt;br /&gt;
* King of the Flag&lt;br /&gt;
* King of the Hill&lt;br /&gt;
* Payload&lt;br /&gt;
* Payload Race&lt;br /&gt;
&lt;br /&gt;
Control Points, Payload and Payload Race would all function as FFA [[Domination]]&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
This mod can run most stock TF2 maps and convert it into a FFA gamemode. VSH, Zombie Infection, and a few other misc maps don&#039;t work properly but can still be loaded into.&lt;br /&gt;
&lt;br /&gt;
Custom maps include:&lt;br /&gt;
* dm_atomizer&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
All classes gain 20% of max health on kill, with the exception of Heavy who only gains 10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Soldier&#039;&#039;&#039;, &#039;&#039;&#039;Pyro&#039;&#039;&#039;, &#039;&#039;&#039;Demoman&#039;&#039;&#039; all feature in the mod but have no major class changes from the base game.&lt;br /&gt;
&lt;br /&gt;
===== Heavy =====&lt;br /&gt;
* Only gains 10% of max health on kill&lt;br /&gt;
* Base Minigun damage has been reduced from 9 per bullet, to 7 per bullet&lt;br /&gt;
&lt;br /&gt;
===== Engineer =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Teleporters are two-way&lt;br /&gt;
* If only one teleporter is built, the teleporter will take the Engineer who enters it to a random place on the map&lt;br /&gt;
* Dispensers and teleporters build 2x quicker&lt;br /&gt;
* Upgrade cost reduced to 100 metal&lt;br /&gt;
* Dispensers and teleporters are 50% cheaper to build&lt;br /&gt;
* Sentries cost 100 metal to build, and mini-sentries cost 75 metal to build&lt;br /&gt;
&lt;br /&gt;
===== Medic =====&lt;br /&gt;
* Medic is able to heal and uber himself using the medigun&lt;br /&gt;
&lt;br /&gt;
===== Sniper =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* The sniper rifles can now deal 120 crit damage on no-scope headshot&lt;br /&gt;
* The sniper rifles have no scope-reticle and reduced zoom when scoped-in&lt;br /&gt;
&lt;br /&gt;
===== Spy =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Spy is able to disguise as sentries, teleporters, health kits, ammo packs and some props&lt;br /&gt;
&lt;br /&gt;
=== Weapon Rebalances ===&lt;br /&gt;
This mod features a large range of weapon rebalances, which can be found in this [https://docs.google.com/document/d/17RcotLhK_eif6pz_T2Lm9ZljYFEDQYvyWKv1wBRYk9s/edit?usp=sharing document].&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;180px&amp;quot; heights=&amp;quot;120px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Solo Fortress 2 UI Warning.jpg|A startup message talking about the Beta State of the mod&lt;br /&gt;
Solo Fortress 2 Main menu.jpg|The main menu of Solo Fortress 2&lt;br /&gt;
Solo Fortress 2 Loadout Menu.jpg|The grey scout in the load out menu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
{{Changelog|width=80%|text=&amp;lt;br&amp;gt; &lt;br /&gt;
==== Beta v0.3.0 (13/07/2025) ====&lt;br /&gt;
* The Mercs are purple now???&lt;br /&gt;
* Rebalanced the Ullapool Caber, Natascha, Pain Train, Backscratcher, Charge n Targe and the Scottsman&#039;s Skullcutter&lt;br /&gt;
* Added an MvM Deathmatch mode! Upgrade your weapons like in Freaky Fair&lt;br /&gt;
** You can get to the upgrade menu anywhere by going to the Scoreboard&lt;br /&gt;
* Added convars tf_force_mvm_upgrades and tf_shared_upgrades&lt;br /&gt;
** tf_shared_upgrades determines if getting a kill/assist rewards some cash to everyone, or only rewards yourself, when playing the new MvM mode&lt;br /&gt;
** tf_force_mvm_upgrades currently cannot be enabled on maps that lack the proper MvM logic&lt;br /&gt;
* Added gradual spread recovery to revolvers&lt;br /&gt;
* Fixed deathmatch convars not working&lt;br /&gt;
* Fixed a bug where Ubercharges were much shorter when switching weapons&lt;br /&gt;
* Fixed denying people &amp;quot;Finished Off&amp;quot; kills by blowing yourself up&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.2.0 Hotfix (29/05/2025) ====&lt;br /&gt;
* Fix an issue where the game wouldn&#039;t connect to the TF item server when hosting through the dedicated server&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.2.0 (29/05/2025) ====&lt;br /&gt;
* Updated the game to the latest branch of Team Fortress 2&lt;br /&gt;
* The following attempted fixes to the recent crashes&lt;br /&gt;
** Fixed a crash related to the Heavy&#039;s minigun logic&lt;br /&gt;
** Fixed a crash related to dropped weapons&lt;br /&gt;
** Fixed a crash related to ragdolls&lt;br /&gt;
** Fixed a crash related to ammo packs&lt;br /&gt;
** Fixed a crash related to randomized player spawns&lt;br /&gt;
* Rebalanced the following weapons&lt;br /&gt;
** The Natascha&lt;br /&gt;
** The Short Circuit&lt;br /&gt;
** The Huo-Long Heater&lt;br /&gt;
** Buffalo Steak Sandvich&lt;br /&gt;
** Warrior&#039;s Spirit&lt;br /&gt;
** Eviction Notice&lt;br /&gt;
** The Holiday Punch&lt;br /&gt;
* Implemented the Ultralight renderer&lt;br /&gt;
* Increased metal cost to Engineer&#039;s Sentry&lt;br /&gt;
* mp_disable_respawn_times is enabled by default&lt;br /&gt;
* Added more functionalities to Spy&#039;s disguises&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.1 (17/04/2025) ====&lt;br /&gt;
* Due to the recent crashes, a crash-reporter has been added to Solo Fortress 2&lt;br /&gt;
* Fixed a mistake in the localization file where the disconnect confirmation dialog doesn&#039;t show&lt;br /&gt;
* Fixed the Rescue Ranger&lt;br /&gt;
* Nerfed the Heavy&lt;br /&gt;
* Attempt to limit frequent crashes. We will receive the crash reports right away if it still persists&lt;br /&gt;
* Fixed the gib materials of Engineer&#039;s Level 3 Sentry using the wrong vertex format&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.0 (16/04/2025) ====&lt;br /&gt;
* Reworked Engineer, Medic, Sniper, Spy&lt;br /&gt;
* Changes to some lackluster or busted weapons&lt;br /&gt;
* Deathmatch and Arena!}}&lt;br /&gt;
[[category:Sourcemod]][[category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=938</id>
		<title>Solo Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=938"/>
		<updated>2025-07-13T14:29:51Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Made the MVM Deathmatch desc present tense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Solo Fortress 2|FileName=solo_fortress_logo_uncropped.png|Status=Active|Version=Beta v0.3.0|SourceCodeLink=https://www.moddb.com/mods/solo-fortress-2/downloads|Developers=Kepler|Socials=https://discord.gg/P3yvZvnN72|Branch=None}}&lt;br /&gt;
&#039;&#039;&#039;Solo Fortress 2&#039;&#039;&#039; is a WIP mod that focuses on being a Free-For-All rendition of [[Team Fortress 2|TF2]]. It aims to rebalance the classes and weapons in such a way that makes every play-style viable in a deathmatch environment, and is ultimately aiming to imitate the experience of current-day TF2 in a unique way.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
&lt;br /&gt;
=== Gamemodes ===&lt;br /&gt;
&lt;br /&gt;
===== Implemented Gamemodes =====&lt;br /&gt;
* Arena&lt;br /&gt;
* [[Deathmatch]]&lt;br /&gt;
* MVM Deathmatch&lt;br /&gt;
** This functions as regular Deathmatch, except players have the ability to upgrade their weapons and gain cash on kill, similar to Freaky Fair in base TF2&lt;br /&gt;
Deathmatch can be forced on any map via the convar &#039;&#039;tf_deathmatch&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Planned Gamemodes =====&lt;br /&gt;
* Knockout&lt;br /&gt;
** A platform-fighter gamemode where you build up damage on opponents and try to knock them off the edge!&lt;br /&gt;
** Each player has 4 lives (by default) and the last one standing wins&lt;br /&gt;
** Knockback increases on damage&lt;br /&gt;
** Holding Jump lets you glide in the air&lt;br /&gt;
** Holding Crouch makes you fall faster&lt;br /&gt;
** Shooting the ground or walls near you sends you upwards&lt;br /&gt;
** Taking enough damage will temporarily stun you, preventing you from gliding, using your weapons and reduces your air control&lt;br /&gt;
* Capture the Flag&lt;br /&gt;
* Control Points&lt;br /&gt;
* King of the Flag&lt;br /&gt;
* King of the Hill&lt;br /&gt;
* Payload&lt;br /&gt;
* Payload Race&lt;br /&gt;
&lt;br /&gt;
Control Points, Payload and Payload Race would all function as FFA [[Domination]]&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
This mod can run most stock TF2 maps and convert it into a FFA gamemode. MVM, VSH, Zombie Infection, and a few other misc maps don&#039;t work properly but can still be loaded into.&lt;br /&gt;
&lt;br /&gt;
Custom maps include:&lt;br /&gt;
* dm_atomizer&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
All classes gain 20% of max health on kill, with the exception of Heavy who only gains 10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Soldier&#039;&#039;&#039;, &#039;&#039;&#039;Pyro&#039;&#039;&#039;, &#039;&#039;&#039;Demoman&#039;&#039;&#039; all feature in the mod but have no major class changes from the base game.&lt;br /&gt;
&lt;br /&gt;
===== Heavy =====&lt;br /&gt;
* Only gains 10% of max health on kill&lt;br /&gt;
* Base Minigun damage has been reduced from 9 per bullet, to 7 per bullet&lt;br /&gt;
&lt;br /&gt;
===== Engineer =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Teleporters are two-way&lt;br /&gt;
* If only one teleporter is built, the teleporter will take the Engineer who enters it to a random place on the map&lt;br /&gt;
* Dispensers and teleporters build 2x quicker&lt;br /&gt;
* Upgrade cost reduced to 100 metal&lt;br /&gt;
* Dispensers and teleporters are 50% cheaper to build&lt;br /&gt;
* Sentries cost 100 metal to build, and mini-sentries cost 75 metal to build&lt;br /&gt;
&lt;br /&gt;
===== Medic =====&lt;br /&gt;
* Medic is able to heal and uber himself using the medigun&lt;br /&gt;
&lt;br /&gt;
===== Sniper =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* The sniper rifles can now deal 120 crit damage on no-scope headshot&lt;br /&gt;
* The sniper rifles have no scope-reticle and reduced zoom when scoped-in&lt;br /&gt;
&lt;br /&gt;
===== Spy =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Spy is able to disguise as sentries, teleporters, health kits, ammo packs and some props&lt;br /&gt;
&lt;br /&gt;
=== Weapon Rebalances ===&lt;br /&gt;
This mod features a large range of weapon rebalances, which can be found in this [https://docs.google.com/document/d/17RcotLhK_eif6pz_T2Lm9ZljYFEDQYvyWKv1wBRYk9s/edit?usp=sharing document].&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;180px&amp;quot; heights=&amp;quot;120px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Solo Fortress 2 UI Warning.jpg|A startup message talking about the Beta State of the mod&lt;br /&gt;
Solo Fortress 2 Main menu.jpg|The main menu of Solo Fortress 2&lt;br /&gt;
Solo Fortress 2 Loadout Menu.jpg|The grey scout in the load out menu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
{{Changelog|width=80%|text=&amp;lt;br&amp;gt; &lt;br /&gt;
==== Beta v0.3.0 (13/07/2025) ====&lt;br /&gt;
* The Mercs are purple now???&lt;br /&gt;
* Rebalanced the Ullapool Caber, Natascha, Pain Train, Backscratcher, Charge n Targe and the Scottsman&#039;s Skullcutter&lt;br /&gt;
* Added an MvM Deathmatch mode! Upgrade your weapons like in Freaky Fair&lt;br /&gt;
** You can get to the upgrade menu anywhere by going to the Scoreboard&lt;br /&gt;
* Added convars tf_force_mvm_upgrades and tf_shared_upgrades&lt;br /&gt;
** tf_shared_upgrades determines if getting a kill/assist rewards some cash to everyone, or only rewards yourself, when playing the new MvM mode&lt;br /&gt;
** tf_force_mvm_upgrades currently cannot be enabled on maps that lack the proper MvM logic&lt;br /&gt;
* Added gradual spread recovery to revolvers&lt;br /&gt;
* Fixed deathmatch convars not working&lt;br /&gt;
* Fixed a bug where Ubercharges were much shorter when switching weapons&lt;br /&gt;
* Fixed denying people &amp;quot;Finished Off&amp;quot; kills by blowing yourself up&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.2.0 Hotfix (29/05/2025) ====&lt;br /&gt;
* Fix an issue where the game wouldn&#039;t connect to the TF item server when hosting through the dedicated server&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.2.0 (29/05/2025) ====&lt;br /&gt;
* Updated the game to the latest branch of Team Fortress 2&lt;br /&gt;
* The following attempted fixes to the recent crashes&lt;br /&gt;
** Fixed a crash related to the Heavy&#039;s minigun logic&lt;br /&gt;
** Fixed a crash related to dropped weapons&lt;br /&gt;
** Fixed a crash related to ragdolls&lt;br /&gt;
** Fixed a crash related to ammo packs&lt;br /&gt;
** Fixed a crash related to randomized player spawns&lt;br /&gt;
* Rebalanced the following weapons&lt;br /&gt;
** The Natascha&lt;br /&gt;
** The Short Circuit&lt;br /&gt;
** The Huo-Long Heater&lt;br /&gt;
** Buffalo Steak Sandvich&lt;br /&gt;
** Warrior&#039;s Spirit&lt;br /&gt;
** Eviction Notice&lt;br /&gt;
** The Holiday Punch&lt;br /&gt;
* Implemented the Ultralight renderer&lt;br /&gt;
* Increased metal cost to Engineer&#039;s Sentry&lt;br /&gt;
* mp_disable_respawn_times is enabled by default&lt;br /&gt;
* Added more functionalities to Spy&#039;s disguises&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.1 (17/04/2025) ====&lt;br /&gt;
* Due to the recent crashes, a crash-reporter has been added to Solo Fortress 2&lt;br /&gt;
* Fixed a mistake in the localization file where the disconnect confirmation dialog doesn&#039;t show&lt;br /&gt;
* Fixed the Rescue Ranger&lt;br /&gt;
* Nerfed the Heavy&lt;br /&gt;
* Attempt to limit frequent crashes. We will receive the crash reports right away if it still persists&lt;br /&gt;
* Fixed the gib materials of Engineer&#039;s Level 3 Sentry using the wrong vertex format&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.0 (16/04/2025) ====&lt;br /&gt;
* Reworked Engineer, Medic, Sniper, Spy&lt;br /&gt;
* Changes to some lackluster or busted weapons&lt;br /&gt;
* Deathmatch and Arena!}}&lt;br /&gt;
[[category:Sourcemod]][[category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=937</id>
		<title>Solo Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=937"/>
		<updated>2025-07-13T14:27:27Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Moved MVM Deathmatch into Implemented Gamemodes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Solo Fortress 2|FileName=solo_fortress_logo_uncropped.png|Status=Active|Version=Beta v0.3.0|SourceCodeLink=https://www.moddb.com/mods/solo-fortress-2/downloads|Developers=Kepler|Socials=https://discord.gg/P3yvZvnN72|Branch=None}}&lt;br /&gt;
&#039;&#039;&#039;Solo Fortress 2&#039;&#039;&#039; is a WIP mod that focuses on being a Free-For-All rendition of [[Team Fortress 2|TF2]]. It aims to rebalance the classes and weapons in such a way that makes every play-style viable in a deathmatch environment, and is ultimately aiming to imitate the experience of current-day TF2 in a unique way.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
&lt;br /&gt;
=== Gamemodes ===&lt;br /&gt;
&lt;br /&gt;
===== Implemented Gamemodes =====&lt;br /&gt;
* Arena&lt;br /&gt;
* [[Deathmatch]]&lt;br /&gt;
* MVM Deathmatch&lt;br /&gt;
** This would function as regular Deathmatch, except players would have the ability to upgrade their weapons and gain cash on kill, similar to Freaky Fair in base TF2&lt;br /&gt;
Deathmatch can be forced on any map via the convar &#039;&#039;tf_deathmatch&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Planned Gamemodes =====&lt;br /&gt;
* Knockout&lt;br /&gt;
** A platform-fighter gamemode where you build up damage on opponents and try to knock them off the edge!&lt;br /&gt;
** Each player has 4 lives (by default) and the last one standing wins&lt;br /&gt;
** Knockback increases on damage&lt;br /&gt;
** Holding Jump lets you glide in the air&lt;br /&gt;
** Holding Crouch makes you fall faster&lt;br /&gt;
** Shooting the ground or walls near you sends you upwards&lt;br /&gt;
** Taking enough damage will temporarily stun you, preventing you from gliding, using your weapons and reduces your air control&lt;br /&gt;
* Capture the Flag&lt;br /&gt;
* Control Points&lt;br /&gt;
* King of the Flag&lt;br /&gt;
* King of the Hill&lt;br /&gt;
* Payload&lt;br /&gt;
* Payload Race&lt;br /&gt;
&lt;br /&gt;
Control Points, Payload and Payload Race would all function as FFA [[Domination]]&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
This mod can run most stock TF2 maps and convert it into a FFA gamemode. MVM, VSH, Zombie Infection, and a few other misc maps don&#039;t work properly but can still be loaded into.&lt;br /&gt;
&lt;br /&gt;
Custom maps include:&lt;br /&gt;
* dm_atomizer&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
All classes gain 20% of max health on kill, with the exception of Heavy who only gains 10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Soldier&#039;&#039;&#039;, &#039;&#039;&#039;Pyro&#039;&#039;&#039;, &#039;&#039;&#039;Demoman&#039;&#039;&#039; all feature in the mod but have no major class changes from the base game.&lt;br /&gt;
&lt;br /&gt;
===== Heavy =====&lt;br /&gt;
* Only gains 10% of max health on kill&lt;br /&gt;
* Base Minigun damage has been reduced from 9 per bullet, to 7 per bullet&lt;br /&gt;
&lt;br /&gt;
===== Engineer =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Teleporters are two-way&lt;br /&gt;
* If only one teleporter is built, the teleporter will take the Engineer who enters it to a random place on the map&lt;br /&gt;
* Dispensers and teleporters build 2x quicker&lt;br /&gt;
* Upgrade cost reduced to 100 metal&lt;br /&gt;
* Dispensers and teleporters are 50% cheaper to build&lt;br /&gt;
* Sentries cost 100 metal to build, and mini-sentries cost 75 metal to build&lt;br /&gt;
&lt;br /&gt;
===== Medic =====&lt;br /&gt;
* Medic is able to heal and uber himself using the medigun&lt;br /&gt;
&lt;br /&gt;
===== Sniper =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* The sniper rifles can now deal 120 crit damage on no-scope headshot&lt;br /&gt;
* The sniper rifles have no scope-reticle and reduced zoom when scoped-in&lt;br /&gt;
&lt;br /&gt;
===== Spy =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Spy is able to disguise as sentries, teleporters, health kits, ammo packs and some props&lt;br /&gt;
&lt;br /&gt;
=== Weapon Rebalances ===&lt;br /&gt;
This mod features a large range of weapon rebalances, which can be found in this [https://docs.google.com/document/d/17RcotLhK_eif6pz_T2Lm9ZljYFEDQYvyWKv1wBRYk9s/edit?usp=sharing document].&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;180px&amp;quot; heights=&amp;quot;120px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Solo Fortress 2 UI Warning.jpg|A startup message talking about the Beta State of the mod&lt;br /&gt;
Solo Fortress 2 Main menu.jpg|The main menu of Solo Fortress 2&lt;br /&gt;
Solo Fortress 2 Loadout Menu.jpg|The grey scout in the load out menu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
{{Changelog|width=80%|text=&amp;lt;br&amp;gt; &lt;br /&gt;
==== Beta v0.3.0 (13/07/2025) ====&lt;br /&gt;
* The Mercs are purple now???&lt;br /&gt;
* Rebalanced the Ullapool Caber, Natascha, Pain Train, Backscratcher, Charge n Targe and the Scottsman&#039;s Skullcutter&lt;br /&gt;
* Added an MvM Deathmatch mode! Upgrade your weapons like in Freaky Fair&lt;br /&gt;
** You can get to the upgrade menu anywhere by going to the Scoreboard&lt;br /&gt;
* Added convars tf_force_mvm_upgrades and tf_shared_upgrades&lt;br /&gt;
** tf_shared_upgrades determines if getting a kill/assist rewards some cash to everyone, or only rewards yourself, when playing the new MvM mode&lt;br /&gt;
** tf_force_mvm_upgrades currently cannot be enabled on maps that lack the proper MvM logic&lt;br /&gt;
* Added gradual spread recovery to revolvers&lt;br /&gt;
* Fixed deathmatch convars not working&lt;br /&gt;
* Fixed a bug where Ubercharges were much shorter when switching weapons&lt;br /&gt;
* Fixed denying people &amp;quot;Finished Off&amp;quot; kills by blowing yourself up&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.2.0 Hotfix (29/05/2025) ====&lt;br /&gt;
* Fix an issue where the game wouldn&#039;t connect to the TF item server when hosting through the dedicated server&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.2.0 (29/05/2025) ====&lt;br /&gt;
* Updated the game to the latest branch of Team Fortress 2&lt;br /&gt;
* The following attempted fixes to the recent crashes&lt;br /&gt;
** Fixed a crash related to the Heavy&#039;s minigun logic&lt;br /&gt;
** Fixed a crash related to dropped weapons&lt;br /&gt;
** Fixed a crash related to ragdolls&lt;br /&gt;
** Fixed a crash related to ammo packs&lt;br /&gt;
** Fixed a crash related to randomized player spawns&lt;br /&gt;
* Rebalanced the following weapons&lt;br /&gt;
** The Natascha&lt;br /&gt;
** The Short Circuit&lt;br /&gt;
** The Huo-Long Heater&lt;br /&gt;
** Buffalo Steak Sandvich&lt;br /&gt;
** Warrior&#039;s Spirit&lt;br /&gt;
** Eviction Notice&lt;br /&gt;
** The Holiday Punch&lt;br /&gt;
* Implemented the Ultralight renderer&lt;br /&gt;
* Increased metal cost to Engineer&#039;s Sentry&lt;br /&gt;
* mp_disable_respawn_times is enabled by default&lt;br /&gt;
* Added more functionalities to Spy&#039;s disguises&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.1 (17/04/2025) ====&lt;br /&gt;
* Due to the recent crashes, a crash-reporter has been added to Solo Fortress 2&lt;br /&gt;
* Fixed a mistake in the localization file where the disconnect confirmation dialog doesn&#039;t show&lt;br /&gt;
* Fixed the Rescue Ranger&lt;br /&gt;
* Nerfed the Heavy&lt;br /&gt;
* Attempt to limit frequent crashes. We will receive the crash reports right away if it still persists&lt;br /&gt;
* Fixed the gib materials of Engineer&#039;s Level 3 Sentry using the wrong vertex format&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.0 (16/04/2025) ====&lt;br /&gt;
* Reworked Engineer, Medic, Sniper, Spy&lt;br /&gt;
* Changes to some lackluster or busted weapons&lt;br /&gt;
* Deathmatch and Arena!}}&lt;br /&gt;
[[category:Sourcemod]][[category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=936</id>
		<title>Solo Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=936"/>
		<updated>2025-07-13T14:26:08Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Updated version number&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Solo Fortress 2|FileName=solo_fortress_logo_uncropped.png|Status=Active|Version=Beta v0.3.0|SourceCodeLink=https://www.moddb.com/mods/solo-fortress-2/downloads|Developers=Kepler|Socials=https://discord.gg/P3yvZvnN72|Branch=None}}&lt;br /&gt;
&#039;&#039;&#039;Solo Fortress 2&#039;&#039;&#039; is a WIP mod that focuses on being a Free-For-All rendition of [[Team Fortress 2|TF2]]. It aims to rebalance the classes and weapons in such a way that makes every play-style viable in a deathmatch environment, and is ultimately aiming to imitate the experience of current-day TF2 in a unique way.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
&lt;br /&gt;
=== Gamemodes ===&lt;br /&gt;
&lt;br /&gt;
===== Implemented Gamemodes =====&lt;br /&gt;
* Arena&lt;br /&gt;
* [[Deathmatch]]&lt;br /&gt;
Deathmatch can be forced on any map via the convar &#039;&#039;tf_deathmatch&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Planned Gamemodes =====&lt;br /&gt;
* Knockout&lt;br /&gt;
** A platform-fighter gamemode where you build up damage on opponents and try to knock them off the edge!&lt;br /&gt;
** Each player has 4 lives (by default) and the last one standing wins&lt;br /&gt;
** Knockback increases on damage&lt;br /&gt;
** Holding Jump lets you glide in the air&lt;br /&gt;
** Holding Crouch makes you fall faster&lt;br /&gt;
** Shooting the ground or walls near you sends you upwards&lt;br /&gt;
** Taking enough damage will temporarily stun you, preventing you from gliding, using your weapons and reduces your air control&lt;br /&gt;
* MVM Deathmatch&lt;br /&gt;
** This would function as regular Deathmatch, except players would have the ability to upgrade their weapons and gain cash on kill, similar to Freaky Fair in base TF2&lt;br /&gt;
* Capture the Flag&lt;br /&gt;
* Control Points&lt;br /&gt;
* King of the Flag&lt;br /&gt;
* King of the Hill&lt;br /&gt;
* Payload&lt;br /&gt;
* Payload Race&lt;br /&gt;
&lt;br /&gt;
Control Points, Payload and Payload Race would all function as FFA [[Domination]]&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
This mod can run most stock TF2 maps and convert it into a FFA gamemode. MVM, VSH, Zombie Infection, and a few other misc maps don&#039;t work properly but can still be loaded into.&lt;br /&gt;
&lt;br /&gt;
Custom maps include:&lt;br /&gt;
* dm_atomizer&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
All classes gain 20% of max health on kill, with the exception of Heavy who only gains 10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Soldier&#039;&#039;&#039;, &#039;&#039;&#039;Pyro&#039;&#039;&#039;, &#039;&#039;&#039;Demoman&#039;&#039;&#039; all feature in the mod but have no major class changes from the base game.&lt;br /&gt;
&lt;br /&gt;
===== Heavy =====&lt;br /&gt;
* Only gains 10% of max health on kill&lt;br /&gt;
* Base Minigun damage has been reduced from 9 per bullet, to 7 per bullet&lt;br /&gt;
&lt;br /&gt;
===== Engineer =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Teleporters are two-way&lt;br /&gt;
* If only one teleporter is built, the teleporter will take the Engineer who enters it to a random place on the map&lt;br /&gt;
* Dispensers and teleporters build 2x quicker&lt;br /&gt;
* Upgrade cost reduced to 100 metal&lt;br /&gt;
* Dispensers and teleporters are 50% cheaper to build&lt;br /&gt;
* Sentries cost 100 metal to build, and mini-sentries cost 75 metal to build&lt;br /&gt;
&lt;br /&gt;
===== Medic =====&lt;br /&gt;
* Medic is able to heal and uber himself using the medigun&lt;br /&gt;
&lt;br /&gt;
===== Sniper =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* The sniper rifles can now deal 120 crit damage on no-scope headshot&lt;br /&gt;
* The sniper rifles have no scope-reticle and reduced zoom when scoped-in&lt;br /&gt;
&lt;br /&gt;
===== Spy =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Spy is able to disguise as sentries, teleporters, health kits, ammo packs and some props&lt;br /&gt;
&lt;br /&gt;
=== Weapon Rebalances ===&lt;br /&gt;
This mod features a large range of weapon rebalances, which can be found in this [https://docs.google.com/document/d/17RcotLhK_eif6pz_T2Lm9ZljYFEDQYvyWKv1wBRYk9s/edit?usp=sharing document].&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;180px&amp;quot; heights=&amp;quot;120px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Solo Fortress 2 UI Warning.jpg|A startup message talking about the Beta State of the mod&lt;br /&gt;
Solo Fortress 2 Main menu.jpg|The main menu of Solo Fortress 2&lt;br /&gt;
Solo Fortress 2 Loadout Menu.jpg|The grey scout in the load out menu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
{{Changelog|width=80%|text=&amp;lt;br&amp;gt; &lt;br /&gt;
==== Beta v0.3.0 (13/07/2025) ====&lt;br /&gt;
* The Mercs are purple now???&lt;br /&gt;
* Rebalanced the Ullapool Caber, Natascha, Pain Train, Backscratcher, Charge n Targe and the Scottsman&#039;s Skullcutter&lt;br /&gt;
* Added an MvM Deathmatch mode! Upgrade your weapons like in Freaky Fair&lt;br /&gt;
** You can get to the upgrade menu anywhere by going to the Scoreboard&lt;br /&gt;
* Added convars tf_force_mvm_upgrades and tf_shared_upgrades&lt;br /&gt;
** tf_shared_upgrades determines if getting a kill/assist rewards some cash to everyone, or only rewards yourself, when playing the new MvM mode&lt;br /&gt;
** tf_force_mvm_upgrades currently cannot be enabled on maps that lack the proper MvM logic&lt;br /&gt;
* Added gradual spread recovery to revolvers&lt;br /&gt;
* Fixed deathmatch convars not working&lt;br /&gt;
* Fixed a bug where Ubercharges were much shorter when switching weapons&lt;br /&gt;
* Fixed denying people &amp;quot;Finished Off&amp;quot; kills by blowing yourself up&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.2.0 Hotfix (29/05/2025) ====&lt;br /&gt;
* Fix an issue where the game wouldn&#039;t connect to the TF item server when hosting through the dedicated server&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.2.0 (29/05/2025) ====&lt;br /&gt;
* Updated the game to the latest branch of Team Fortress 2&lt;br /&gt;
* The following attempted fixes to the recent crashes&lt;br /&gt;
** Fixed a crash related to the Heavy&#039;s minigun logic&lt;br /&gt;
** Fixed a crash related to dropped weapons&lt;br /&gt;
** Fixed a crash related to ragdolls&lt;br /&gt;
** Fixed a crash related to ammo packs&lt;br /&gt;
** Fixed a crash related to randomized player spawns&lt;br /&gt;
* Rebalanced the following weapons&lt;br /&gt;
** The Natascha&lt;br /&gt;
** The Short Circuit&lt;br /&gt;
** The Huo-Long Heater&lt;br /&gt;
** Buffalo Steak Sandvich&lt;br /&gt;
** Warrior&#039;s Spirit&lt;br /&gt;
** Eviction Notice&lt;br /&gt;
** The Holiday Punch&lt;br /&gt;
* Implemented the Ultralight renderer&lt;br /&gt;
* Increased metal cost to Engineer&#039;s Sentry&lt;br /&gt;
* mp_disable_respawn_times is enabled by default&lt;br /&gt;
* Added more functionalities to Spy&#039;s disguises&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.1 (17/04/2025) ====&lt;br /&gt;
* Due to the recent crashes, a crash-reporter has been added to Solo Fortress 2&lt;br /&gt;
* Fixed a mistake in the localization file where the disconnect confirmation dialog doesn&#039;t show&lt;br /&gt;
* Fixed the Rescue Ranger&lt;br /&gt;
* Nerfed the Heavy&lt;br /&gt;
* Attempt to limit frequent crashes. We will receive the crash reports right away if it still persists&lt;br /&gt;
* Fixed the gib materials of Engineer&#039;s Level 3 Sentry using the wrong vertex format&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.0 (16/04/2025) ====&lt;br /&gt;
* Reworked Engineer, Medic, Sniper, Spy&lt;br /&gt;
* Changes to some lackluster or busted weapons&lt;br /&gt;
* Deathmatch and Arena!}}&lt;br /&gt;
[[category:Sourcemod]][[category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=934</id>
		<title>Solo Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=934"/>
		<updated>2025-07-13T14:25:27Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Added newest changelog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Solo Fortress 2|FileName=solo_fortress_logo_uncropped.png|Status=Active|Version=Beta v0.2.0|SourceCodeLink=https://www.moddb.com/mods/solo-fortress-2/downloads|Developers=Kepler|Socials=https://discord.gg/P3yvZvnN72|Branch=None}}&lt;br /&gt;
&#039;&#039;&#039;Solo Fortress 2&#039;&#039;&#039; is a WIP mod that focuses on being a Free-For-All rendition of [[Team Fortress 2|TF2]]. It aims to rebalance the classes and weapons in such a way that makes every play-style viable in a deathmatch environment, and is ultimately aiming to imitate the experience of current-day TF2 in a unique way.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
&lt;br /&gt;
=== Gamemodes ===&lt;br /&gt;
&lt;br /&gt;
===== Implemented Gamemodes =====&lt;br /&gt;
* Arena&lt;br /&gt;
* [[Deathmatch]]&lt;br /&gt;
Deathmatch can be forced on any map via the convar &#039;&#039;tf_deathmatch&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Planned Gamemodes =====&lt;br /&gt;
* Knockout&lt;br /&gt;
** A platform-fighter gamemode where you build up damage on opponents and try to knock them off the edge!&lt;br /&gt;
** Each player has 4 lives (by default) and the last one standing wins&lt;br /&gt;
** Knockback increases on damage&lt;br /&gt;
** Holding Jump lets you glide in the air&lt;br /&gt;
** Holding Crouch makes you fall faster&lt;br /&gt;
** Shooting the ground or walls near you sends you upwards&lt;br /&gt;
** Taking enough damage will temporarily stun you, preventing you from gliding, using your weapons and reduces your air control&lt;br /&gt;
* MVM Deathmatch&lt;br /&gt;
** This would function as regular Deathmatch, except players would have the ability to upgrade their weapons and gain cash on kill, similar to Freaky Fair in base TF2&lt;br /&gt;
* Capture the Flag&lt;br /&gt;
* Control Points&lt;br /&gt;
* King of the Flag&lt;br /&gt;
* King of the Hill&lt;br /&gt;
* Payload&lt;br /&gt;
* Payload Race&lt;br /&gt;
&lt;br /&gt;
Control Points, Payload and Payload Race would all function as FFA [[Domination]]&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
This mod can run most stock TF2 maps and convert it into a FFA gamemode. MVM, VSH, Zombie Infection, and a few other misc maps don&#039;t work properly but can still be loaded into.&lt;br /&gt;
&lt;br /&gt;
Custom maps include:&lt;br /&gt;
* dm_atomizer&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
All classes gain 20% of max health on kill, with the exception of Heavy who only gains 10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Soldier&#039;&#039;&#039;, &#039;&#039;&#039;Pyro&#039;&#039;&#039;, &#039;&#039;&#039;Demoman&#039;&#039;&#039; all feature in the mod but have no major class changes from the base game.&lt;br /&gt;
&lt;br /&gt;
===== Heavy =====&lt;br /&gt;
* Only gains 10% of max health on kill&lt;br /&gt;
* Base Minigun damage has been reduced from 9 per bullet, to 7 per bullet&lt;br /&gt;
&lt;br /&gt;
===== Engineer =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Teleporters are two-way&lt;br /&gt;
* If only one teleporter is built, the teleporter will take the Engineer who enters it to a random place on the map&lt;br /&gt;
* Dispensers and teleporters build 2x quicker&lt;br /&gt;
* Upgrade cost reduced to 100 metal&lt;br /&gt;
* Dispensers and teleporters are 50% cheaper to build&lt;br /&gt;
* Sentries cost 100 metal to build, and mini-sentries cost 75 metal to build&lt;br /&gt;
&lt;br /&gt;
===== Medic =====&lt;br /&gt;
* Medic is able to heal and uber himself using the medigun&lt;br /&gt;
&lt;br /&gt;
===== Sniper =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* The sniper rifles can now deal 120 crit damage on no-scope headshot&lt;br /&gt;
* The sniper rifles have no scope-reticle and reduced zoom when scoped-in&lt;br /&gt;
&lt;br /&gt;
===== Spy =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Spy is able to disguise as sentries, teleporters, health kits, ammo packs and some props&lt;br /&gt;
&lt;br /&gt;
=== Weapon Rebalances ===&lt;br /&gt;
This mod features a large range of weapon rebalances, which can be found in this [https://docs.google.com/document/d/17RcotLhK_eif6pz_T2Lm9ZljYFEDQYvyWKv1wBRYk9s/edit?usp=sharing document].&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;180px&amp;quot; heights=&amp;quot;120px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Solo Fortress 2 UI Warning.jpg|A startup message talking about the Beta State of the mod&lt;br /&gt;
Solo Fortress 2 Main menu.jpg|The main menu of Solo Fortress 2&lt;br /&gt;
Solo Fortress 2 Loadout Menu.jpg|The grey scout in the load out menu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
{{Changelog|width=80%|text=&amp;lt;br&amp;gt; &lt;br /&gt;
==== Beta v0.3.0 (13/07/2025) ====&lt;br /&gt;
* The Mercs are purple now???&lt;br /&gt;
* Rebalanced the Ullapool Caber, Natascha, Pain Train, Backscratcher, Charge n Targe and the Scottsman&#039;s Skullcutter&lt;br /&gt;
* Added an MvM Deathmatch mode! Upgrade your weapons like in Freaky Fair&lt;br /&gt;
** You can get to the upgrade menu anywhere by going to the Scoreboard&lt;br /&gt;
* Added convars tf_force_mvm_upgrades and tf_shared_upgrades&lt;br /&gt;
** tf_shared_upgrades determines if getting a kill/assist rewards some cash to everyone, or only rewards yourself, when playing the new MvM mode&lt;br /&gt;
** tf_force_mvm_upgrades currently cannot be enabled on maps that lack the proper MvM logic&lt;br /&gt;
* Added gradual spread recovery to revolvers&lt;br /&gt;
* Fixed deathmatch convars not working&lt;br /&gt;
* Fixed a bug where Ubercharges were much shorter when switching weapons&lt;br /&gt;
* Fixed denying people &amp;quot;Finished Off&amp;quot; kills by blowing yourself up&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.2.0 Hotfix (29/05/2025) ====&lt;br /&gt;
* Fix an issue where the game wouldn&#039;t connect to the TF item server when hosting through the dedicated server&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.2.0 (29/05/2025) ====&lt;br /&gt;
* Updated the game to the latest branch of Team Fortress 2&lt;br /&gt;
* The following attempted fixes to the recent crashes&lt;br /&gt;
** Fixed a crash related to the Heavy&#039;s minigun logic&lt;br /&gt;
** Fixed a crash related to dropped weapons&lt;br /&gt;
** Fixed a crash related to ragdolls&lt;br /&gt;
** Fixed a crash related to ammo packs&lt;br /&gt;
** Fixed a crash related to randomized player spawns&lt;br /&gt;
* Rebalanced the following weapons&lt;br /&gt;
** The Natascha&lt;br /&gt;
** The Short Circuit&lt;br /&gt;
** The Huo-Long Heater&lt;br /&gt;
** Buffalo Steak Sandvich&lt;br /&gt;
** Warrior&#039;s Spirit&lt;br /&gt;
** Eviction Notice&lt;br /&gt;
** The Holiday Punch&lt;br /&gt;
* Implemented the Ultralight renderer&lt;br /&gt;
* Increased metal cost to Engineer&#039;s Sentry&lt;br /&gt;
* mp_disable_respawn_times is enabled by default&lt;br /&gt;
* Added more functionalities to Spy&#039;s disguises&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.1 (17/04/2025) ====&lt;br /&gt;
* Due to the recent crashes, a crash-reporter has been added to Solo Fortress 2&lt;br /&gt;
* Fixed a mistake in the localization file where the disconnect confirmation dialog doesn&#039;t show&lt;br /&gt;
* Fixed the Rescue Ranger&lt;br /&gt;
* Nerfed the Heavy&lt;br /&gt;
* Attempt to limit frequent crashes. We will receive the crash reports right away if it still persists&lt;br /&gt;
* Fixed the gib materials of Engineer&#039;s Level 3 Sentry using the wrong vertex format&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.0 (16/04/2025) ====&lt;br /&gt;
* Reworked Engineer, Medic, Sniper, Spy&lt;br /&gt;
* Changes to some lackluster or busted weapons&lt;br /&gt;
* Deathmatch and Arena!}}&lt;br /&gt;
[[category:Sourcemod]][[category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=929</id>
		<title>Solo Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=929"/>
		<updated>2025-07-10T10:15:46Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Added Knockout to Planned Gamemodes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Solo Fortress 2|FileName=solo_fortress_logo_uncropped.png|Status=Active|Version=Beta v0.2.0|SourceCodeLink=https://www.moddb.com/mods/solo-fortress-2/downloads|Developers=Kepler|Socials=https://discord.gg/P3yvZvnN72|Branch=None}}&lt;br /&gt;
&#039;&#039;&#039;Solo Fortress 2&#039;&#039;&#039; is a WIP mod that focuses on being a Free-For-All rendition of [[Team Fortress 2|TF2]]. It aims to rebalance the classes and weapons in such a way that makes every play-style viable in a deathmatch environment, and is ultimately aiming to imitate the experience of current-day TF2 in a unique way.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
&lt;br /&gt;
=== Gamemodes ===&lt;br /&gt;
&lt;br /&gt;
===== Implemented Gamemodes =====&lt;br /&gt;
* Arena&lt;br /&gt;
* [[Deathmatch]]&lt;br /&gt;
Deathmatch can be forced on any map via the convar &#039;&#039;tf_deathmatch&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Planned Gamemodes =====&lt;br /&gt;
* Knockout&lt;br /&gt;
** A platform-fighter gamemode where you build up damage on opponents and try to knock them off the edge!&lt;br /&gt;
** Each player has 4 lives (by default) and the last one standing wins&lt;br /&gt;
** Knockback increases on damage&lt;br /&gt;
** Holding Jump lets you glide in the air&lt;br /&gt;
** Holding Crouch makes you fall faster&lt;br /&gt;
** Shooting the ground or walls near you sends you upwards&lt;br /&gt;
** Taking enough damage will temporarily stun you, preventing you from gliding, using your weapons and reduces your air control&lt;br /&gt;
* MVM Deathmatch&lt;br /&gt;
** This would function as regular Deathmatch, except players would have the ability to upgrade their weapons and gain cash on kill, similar to Freaky Fair in base TF2&lt;br /&gt;
* Capture the Flag&lt;br /&gt;
* Control Points&lt;br /&gt;
* King of the Flag&lt;br /&gt;
* King of the Hill&lt;br /&gt;
* Payload&lt;br /&gt;
* Payload Race&lt;br /&gt;
&lt;br /&gt;
Control Points, Payload and Payload Race would all function as FFA [[Domination]]&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
This mod can run most stock TF2 maps and convert it into a FFA gamemode. MVM, VSH, Zombie Infection, and a few other misc maps don&#039;t work properly but can still be loaded into.&lt;br /&gt;
&lt;br /&gt;
Custom maps include:&lt;br /&gt;
* dm_atomizer&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
All classes gain 20% of max health on kill, with the exception of Heavy who only gains 10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Soldier&#039;&#039;&#039;, &#039;&#039;&#039;Pyro&#039;&#039;&#039;, &#039;&#039;&#039;Demoman&#039;&#039;&#039; all feature in the mod but have no major class changes from the base game.&lt;br /&gt;
&lt;br /&gt;
===== Heavy =====&lt;br /&gt;
* Only gains 10% of max health on kill&lt;br /&gt;
* Base Minigun damage has been reduced from 9 per bullet, to 7 per bullet&lt;br /&gt;
&lt;br /&gt;
===== Engineer =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Teleporters are two-way&lt;br /&gt;
* If only one teleporter is built, the teleporter will take the Engineer who enters it to a random place on the map&lt;br /&gt;
* Dispensers and teleporters build 2x quicker&lt;br /&gt;
* Upgrade cost reduced to 100 metal&lt;br /&gt;
* Dispensers and teleporters are 50% cheaper to build&lt;br /&gt;
* Sentries cost 100 metal to build, and mini-sentries cost 75 metal to build&lt;br /&gt;
&lt;br /&gt;
===== Medic =====&lt;br /&gt;
* Medic is able to heal and uber himself using the medigun&lt;br /&gt;
&lt;br /&gt;
===== Sniper =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* The sniper rifles can now deal 120 crit damage on no-scope headshot&lt;br /&gt;
* The sniper rifles have no scope-reticle and reduced zoom when scoped-in&lt;br /&gt;
&lt;br /&gt;
===== Spy =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Spy is able to disguise as sentries, teleporters, health kits, ammo packs and some props&lt;br /&gt;
&lt;br /&gt;
=== Weapon Rebalances ===&lt;br /&gt;
This mod features a large range of weapon rebalances, which can be found in this [https://docs.google.com/document/d/17RcotLhK_eif6pz_T2Lm9ZljYFEDQYvyWKv1wBRYk9s/edit?usp=sharing document].&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;180px&amp;quot; heights=&amp;quot;120px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Solo Fortress 2 UI Warning.jpg|A startup message talking about the Beta State of the mod&lt;br /&gt;
Solo Fortress 2 Main menu.jpg|The main menu of Solo Fortress 2&lt;br /&gt;
Solo Fortress 2 Loadout Menu.jpg|The grey scout in the load out menu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
{{Changelog|width=80%|text=&amp;lt;br&amp;gt; &lt;br /&gt;
==== Beta v0.2.0 Hotfix (29/05/2025) ====&lt;br /&gt;
* Fix an issue where the game wouldn&#039;t connect to the TF item server when hosting through the dedicated server&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.2.0 (29/05/2025) ====&lt;br /&gt;
* Updated the game to the latest branch of Team Fortress 2&lt;br /&gt;
* The following attempted fixes to the recent crashes&lt;br /&gt;
** Fixed a crash related to the Heavy&#039;s minigun logic&lt;br /&gt;
** Fixed a crash related to dropped weapons&lt;br /&gt;
** Fixed a crash related to ragdolls&lt;br /&gt;
** Fixed a crash related to ammo packs&lt;br /&gt;
** Fixed a crash related to randomized player spawns&lt;br /&gt;
* Rebalanced the following weapons&lt;br /&gt;
** The Natascha&lt;br /&gt;
** The Short Circuit&lt;br /&gt;
** The Huo-Long Heater&lt;br /&gt;
** Buffalo Steak Sandvich&lt;br /&gt;
** Warrior&#039;s Spirit&lt;br /&gt;
** Eviction Notice&lt;br /&gt;
** The Holiday Punch&lt;br /&gt;
* Implemented the Ultralight renderer&lt;br /&gt;
* Increased metal cost to Engineer&#039;s Sentry&lt;br /&gt;
* mp_disable_respawn_times is enabled by default&lt;br /&gt;
* Added more functionalities to Spy&#039;s disguises&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.1 (17/04/2025) ====&lt;br /&gt;
* Due to the recent crashes, a crash-reporter has been added to Solo Fortress 2&lt;br /&gt;
* Fixed a mistake in the localization file where the disconnect confirmation dialog doesn&#039;t show&lt;br /&gt;
* Fixed the Rescue Ranger&lt;br /&gt;
* Nerfed the Heavy&lt;br /&gt;
* Attempt to limit frequent crashes. We will receive the crash reports right away if it still persists&lt;br /&gt;
* Fixed the gib materials of Engineer&#039;s Level 3 Sentry using the wrong vertex format&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.0 (16/04/2025) ====&lt;br /&gt;
* Reworked Engineer, Medic, Sniper, Spy&lt;br /&gt;
* Changes to some lackluster or busted weapons&lt;br /&gt;
* Deathmatch and Arena!}}&lt;br /&gt;
[[category:Sourcemod]][[category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=877</id>
		<title>Solo Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=877"/>
		<updated>2025-06-05T09:50:18Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Fixed a discrepency where some headings were just Bold text when they should&amp;#039;ve been Sub-Heading 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Solo Fortress 2|FileName=solo_fortress_logo_uncropped.png|Status=Active|Version=Beta v0.2.0|SourceCodeLink=https://www.moddb.com/mods/solo-fortress-2/downloads|Developers=Kepler|Socials=https://discord.gg/P3yvZvnN72}}&lt;br /&gt;
&#039;&#039;&#039;Solo Fortress 2&#039;&#039;&#039; is a WIP mod that focuses on being a Free-For-All rendition of [[Team Fortress 2|TF2]]. It aims to rebalance the classes and weapons in such a way that makes every play-style viable in a deathmatch environment, and is ultimately aiming to imitate the experience of current-day TF2 in a unique way.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
&lt;br /&gt;
=== Gamemodes ===&lt;br /&gt;
&lt;br /&gt;
===== Implemented Gamemodes =====&lt;br /&gt;
* Arena&lt;br /&gt;
* [[Deathmatch]]&lt;br /&gt;
Deathmatch can be forced on any map via the convar &#039;&#039;tf_deathmatch&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Planned Gamemodes =====&lt;br /&gt;
* MVM Deathmatch&lt;br /&gt;
** This would function as regular Deathmatch, except players would have the ability to upgrade their weapons and gain cash on kill, similar to Freaky Fair in base TF2&lt;br /&gt;
* Capture the Flag&lt;br /&gt;
* Control Points&lt;br /&gt;
* King of the Flag&lt;br /&gt;
* King of the Hill&lt;br /&gt;
* Payload&lt;br /&gt;
* Payload Race&lt;br /&gt;
&lt;br /&gt;
Control Points, Payload and Payload Race would all function as FFA [[Domination]]&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
This mod can run most stock TF2 maps and convert it into a FFA gamemode. MVM, VSH, Zombie Infection, and a few other misc maps don&#039;t work properly but can still be loaded into.&lt;br /&gt;
&lt;br /&gt;
Custom maps include:&lt;br /&gt;
* dm_atomizer&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
All classes gain 20% of max health on kill, with the exception of Heavy who only gains 10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Soldier&#039;&#039;&#039;, &#039;&#039;&#039;Pyro&#039;&#039;&#039;, &#039;&#039;&#039;Demoman&#039;&#039;&#039; all feature in the mod but have no major class changes from the base game.&lt;br /&gt;
&lt;br /&gt;
===== Heavy =====&lt;br /&gt;
* Only gains 10% of max health on kill&lt;br /&gt;
* Base Minigun damage has been reduced from 9 per bullet, to 7 per bullet&lt;br /&gt;
&lt;br /&gt;
===== Engineer =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Teleporters are two-way&lt;br /&gt;
* If only one teleporter is built, the teleporter will take the Engineer who enters it to a random place on the map&lt;br /&gt;
* Dispensers and teleporters build 2x quicker&lt;br /&gt;
* Upgrade cost reduced to 100 metal&lt;br /&gt;
* Dispensers and teleporters are 50% cheaper to build&lt;br /&gt;
* Sentries cost 100 metal to build, and mini-sentries cost 75 metal to build&lt;br /&gt;
&lt;br /&gt;
===== Medic =====&lt;br /&gt;
* Medic is able to heal and uber himself using the medigun&lt;br /&gt;
&lt;br /&gt;
===== Sniper =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* The sniper rifles can now deal 120 crit damage on no-scope headshot&lt;br /&gt;
* The sniper rifles have no scope-reticle and reduced zoom when scoped-in&lt;br /&gt;
&lt;br /&gt;
===== Spy =====&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Spy is able to disguise as sentries, teleporters, health kits, ammo packs and some props&lt;br /&gt;
&lt;br /&gt;
=== Weapon Rebalances ===&lt;br /&gt;
This mod features a large range of weapon rebalances, which can be found in this [https://docs.google.com/document/d/17RcotLhK_eif6pz_T2Lm9ZljYFEDQYvyWKv1wBRYk9s/edit?usp=sharing document].&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;180px&amp;quot; heights=&amp;quot;120px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Solo Fortress 2 UI Warning.jpg|A startup message talking about the Beta State of the mod&lt;br /&gt;
Solo Fortress 2 Main menu.jpg|The main menu of Solo Fortress 2&lt;br /&gt;
Solo Fortress 2 Loadout Menu.jpg|The grey scout in the load out menu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
{{Changelog|width=80%|text=&amp;lt;br&amp;gt; &lt;br /&gt;
==== Beta v0.2.0 Hotfix (29/05/2025) ====&lt;br /&gt;
* Fix an issue where the game wouldn&#039;t connect to the TF item server when hosting through the dedicated server&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.2.0 (29/05/2025) ====&lt;br /&gt;
* Updated the game to the latest branch of Team Fortress 2&lt;br /&gt;
* The following attempted fixes to the recent crashes&lt;br /&gt;
** Fixed a crash related to the Heavy&#039;s minigun logic&lt;br /&gt;
** Fixed a crash related to dropped weapons&lt;br /&gt;
** Fixed a crash related to ragdolls&lt;br /&gt;
** Fixed a crash related to ammo packs&lt;br /&gt;
** Fixed a crash related to randomized player spawns&lt;br /&gt;
* Rebalanced the following weapons&lt;br /&gt;
** The Natascha&lt;br /&gt;
** The Short Circuit&lt;br /&gt;
** The Huo-Long Heater&lt;br /&gt;
** Buffalo Steak Sandvich&lt;br /&gt;
** Warrior&#039;s Spirit&lt;br /&gt;
** Eviction Notice&lt;br /&gt;
** The Holiday Punch&lt;br /&gt;
* Implemented the Ultralight renderer&lt;br /&gt;
* Increased metal cost to Engineer&#039;s Sentry&lt;br /&gt;
* mp_disable_respawn_times is enabled by default&lt;br /&gt;
* Added more functionalities to Spy&#039;s disguises&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.1 (17/04/2025) ====&lt;br /&gt;
* Due to the recent crashes, a crash-reporter has been added to Solo Fortress 2&lt;br /&gt;
* Fixed a mistake in the localization file where the disconnect confirmation dialog doesn&#039;t show&lt;br /&gt;
* Fixed the Rescue Ranger&lt;br /&gt;
* Nerfed the Heavy&lt;br /&gt;
* Attempt to limit frequent crashes. We will receive the crash reports right away if it still persists&lt;br /&gt;
* Fixed the gib materials of Engineer&#039;s Level 3 Sentry using the wrong vertex format&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.0 (16/04/2025) ====&lt;br /&gt;
* Reworked Engineer, Medic, Sniper, Spy&lt;br /&gt;
* Changes to some lackluster or busted weapons&lt;br /&gt;
* Deathmatch and Arena!}}&lt;br /&gt;
[[category:Sourcemod]][[category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=876</id>
		<title>Solo Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=876"/>
		<updated>2025-06-05T09:48:14Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Changed latest version to 0.2.0, added all changelogs, added some things to the Gameplay section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Solo Fortress 2|FileName=solo_fortress_logo_uncropped.png|Status=Active|Version=Beta v0.2.0|SourceCodeLink=https://www.moddb.com/mods/solo-fortress-2/downloads|Developers=Kepler|Socials=https://discord.gg/P3yvZvnN72}}&lt;br /&gt;
&#039;&#039;&#039;Solo Fortress 2&#039;&#039;&#039; is a WIP mod that focuses on being a Free-For-All rendition of [[Team Fortress 2|TF2]]. It aims to rebalance the classes and weapons in such a way that makes every play-style viable in a deathmatch environment, and is ultimately aiming to imitate the experience of current-day TF2 in a unique way.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
&lt;br /&gt;
=== Gamemodes ===&lt;br /&gt;
&lt;br /&gt;
===== Implemented Gamemodes =====&lt;br /&gt;
* Arena&lt;br /&gt;
* [[Deathmatch]]&lt;br /&gt;
Deathmatch can be forced on any map via the convar &#039;&#039;tf_deathmatch&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planned Gamemodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* MVM Deathmatch&lt;br /&gt;
** This would function as regular Deathmatch, except players would have the ability to upgrade their weapons and gain cash on kill, similar to Freaky Fair in base TF2&lt;br /&gt;
* Capture the Flag&lt;br /&gt;
* Control Points&lt;br /&gt;
* King of the Flag&lt;br /&gt;
* King of the Hill&lt;br /&gt;
* Payload&lt;br /&gt;
* Payload Race&lt;br /&gt;
&lt;br /&gt;
Control Points, Payload and Payload Race would all function as FFA [[Domination]]&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
This mod can run most stock TF2 maps and convert it into a FFA gamemode. MVM, VSH, Zombie Infection, and a few other misc maps don&#039;t work properly but can still be loaded into.&lt;br /&gt;
&lt;br /&gt;
Custom maps include:&lt;br /&gt;
* dm_atomizer&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
All classes gain 20% of max health on kill, with the exception of Heavy who only gains 10%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Soldier&#039;&#039;&#039;, &#039;&#039;&#039;Pyro&#039;&#039;&#039;, &#039;&#039;&#039;Demoman&#039;&#039;&#039; all feature in the mod but have no major class changes from the base game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Only gains 10% of max health on kill&lt;br /&gt;
* Base Minigun damage has been reduced from 9 per bullet, to 7 per bullet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Teleporters are two-way&lt;br /&gt;
* If only one teleporter is built, the teleporter will take the Engineer who enters it to a random place on the map&lt;br /&gt;
* Dispensers and teleporters build 2x quicker&lt;br /&gt;
* Upgrade cost reduced to 100 metal&lt;br /&gt;
* Dispensers and teleporters are 50% cheaper to build&lt;br /&gt;
* Sentries cost 100 metal to build, and mini-sentries cost 75 metal to build&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medic&#039;&#039;&#039;&lt;br /&gt;
* Medic is able to heal and uber himself using the medigun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* The sniper rifles can now deal 120 crit damage on no-scope headshot&lt;br /&gt;
* The sniper rifles have no scope-reticle and reduced zoom when scoped-in&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spy&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Spy is able to disguise as sentries, teleporters, health kits, ammo packs and some props&lt;br /&gt;
&lt;br /&gt;
=== Weapon Rebalances ===&lt;br /&gt;
This mod features a large range of weapon rebalances, which can be found in this [https://docs.google.com/document/d/17RcotLhK_eif6pz_T2Lm9ZljYFEDQYvyWKv1wBRYk9s/edit?usp=sharing document].&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;180px&amp;quot; heights=&amp;quot;120px&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Solo Fortress 2 UI Warning.jpg|A startup message talking about the Beta State of the mod&lt;br /&gt;
Solo Fortress 2 Main menu.jpg|The main menu of Solo Fortress 2&lt;br /&gt;
Solo Fortress 2 Loadout Menu.jpg|The grey scout in the load out menu&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
{{Changelog|width=80%|text=&amp;lt;br&amp;gt; &lt;br /&gt;
==== Beta v0.2.0 Hotfix (29/05/2025) ====&lt;br /&gt;
* Fix an issue where the game wouldn&#039;t connect to the TF item server when hosting through the dedicated server&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.2.0 (29/05/2025) ====&lt;br /&gt;
* Updated the game to the latest branch of Team Fortress 2&lt;br /&gt;
* The following attempted fixes to the recent crashes&lt;br /&gt;
** Fixed a crash related to the Heavy&#039;s minigun logic&lt;br /&gt;
** Fixed a crash related to dropped weapons&lt;br /&gt;
** Fixed a crash related to ragdolls&lt;br /&gt;
** Fixed a crash related to ammo packs&lt;br /&gt;
** Fixed a crash related to randomized player spawns&lt;br /&gt;
* Rebalanced the following weapons&lt;br /&gt;
** The Natascha&lt;br /&gt;
** The Short Circuit&lt;br /&gt;
** The Huo-Long Heater&lt;br /&gt;
** Buffalo Steak Sandvich&lt;br /&gt;
** Warrior&#039;s Spirit&lt;br /&gt;
** Eviction Notice&lt;br /&gt;
** The Holiday Punch&lt;br /&gt;
* Implemented the Ultralight renderer&lt;br /&gt;
* Increased metal cost to Engineer&#039;s Sentry&lt;br /&gt;
* mp_disable_respawn_times is enabled by default&lt;br /&gt;
* Added more functionalities to Spy&#039;s disguises&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.1 (17/04/2025) ====&lt;br /&gt;
* Due to the recent crashes, a crash-reporter has been added to Solo Fortress 2&lt;br /&gt;
* Fixed a mistake in the localization file where the disconnect confirmation dialog doesn&#039;t show&lt;br /&gt;
* Fixed the Rescue Ranger&lt;br /&gt;
* Nerfed the Heavy&lt;br /&gt;
* Attempt to limit frequent crashes. We will receive the crash reports right away if it still persists&lt;br /&gt;
* Fixed the gib materials of Engineer&#039;s Level 3 Sentry using the wrong vertex format&lt;br /&gt;
&lt;br /&gt;
==== Beta v0.1.0 (16/04/2025) ====&lt;br /&gt;
* Reworked Engineer, Medic, Sniper, Spy&lt;br /&gt;
* Changes to some lackluster or busted weapons&lt;br /&gt;
* Deathmatch and Arena!}}&lt;br /&gt;
[[category:Sourcemod]][[category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=561</id>
		<title>Solo Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=561"/>
		<updated>2025-03-23T17:51:07Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Added the new logo for Solo Fortress 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Solo Fortress 2|FileName=solo_fortress_logo_uncropped.png|Status=Active|Version=N/A|SourceCodeLink=|Developers=Kepler|Socials=https://discord.gg/P3yvZvnN72}}&lt;br /&gt;
&#039;&#039;&#039;Solo Fortress 2&#039;&#039;&#039; is a WIP, unreleased mod that focuses on being a Free-For-All rendition of [[Team Fortress 2|TF2]]. It aims to rebalance the classes and weapons in such a way that makes every play-style viable in a deathmatch environment, and is ultimately aiming to imitate the experience of current-day TF2 in a unique way.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
* Arena&lt;br /&gt;
* Capture the Flag&lt;br /&gt;
* Control Points&lt;br /&gt;
* [[Deathmatch]]&lt;br /&gt;
* King of the Flag&lt;br /&gt;
* King of the Hill&lt;br /&gt;
* Payload&lt;br /&gt;
* Payload Race&lt;br /&gt;
Deathmatch can be forced on any map via the convar &#039;&#039;tf_deathmatch&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
This mod can run most stock TF2 maps and convert it into a FFA gamemode. MVM, VSH, Zombie Infection, and a few other misc maps don&#039;t work properly but can still be loaded into.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Custom maps include:&lt;br /&gt;
* dm_atomizer&lt;br /&gt;
* kotf_atomizer&lt;br /&gt;
&lt;br /&gt;
===== Classes ===== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Soldier&#039;&#039;&#039;, &#039;&#039;&#039;Pyro&#039;&#039;&#039;, &#039;&#039;&#039;Demoman&#039;&#039;&#039; and &#039;&#039;&#039;Heavy&#039;&#039;&#039; all feature in the mod but have no major class changes from the base game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Teleporters are two-way&lt;br /&gt;
* If only one teleporter is built, the teleporter will take the Engineer who enters it to a random place on the map&lt;br /&gt;
* Dispensers and teleporters build 2x quicker&lt;br /&gt;
* Upgrade cost reduced to 100 metal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medic&#039;&#039;&#039;&lt;br /&gt;
* Medic is able to heal and uber himself using the medigun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* The sniper rifles can now deal 120 crit damage on no-scope headshot&lt;br /&gt;
* The sniper rifles have no scope-reticle and reduced zoom when scoped-in&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spy&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Spy is able to disguise as sentries and some props&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
[[category:Sourcemod]][[category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=File:Solo_fortress_logo_uncropped.png&amp;diff=560</id>
		<title>File:Solo fortress logo uncropped.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=File:Solo_fortress_logo_uncropped.png&amp;diff=560"/>
		<updated>2025-03-23T17:50:45Z</updated>

		<summary type="html">&lt;p&gt;Kepler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Logo for Solo Fortress 2&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=537</id>
		<title>Solo Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=537"/>
		<updated>2025-03-23T13:11:06Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Added a link to the discord server of Solo Fortress 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Solo Fortress 2|FileName=Solo fortress icon.png|Status=Active|Version=N/A|SourceCodeLink=|Developers=Kepler|Socials=https://discord.gg/P3yvZvnN72}}&lt;br /&gt;
&#039;&#039;&#039;Solo Fortress 2&#039;&#039;&#039; is a WIP, unreleased mod that focuses on being a Free-For-All rendition of [[Team Fortress 2|TF2]]. It aims to rebalance the classes and weapons in such a way that makes every play-style viable in a deathmatch environment, and is ultimately aiming to imitate the experience of current-day TF2 in a unique way.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
* Arena&lt;br /&gt;
* Capture the Flag&lt;br /&gt;
* Control Points&lt;br /&gt;
* [[Deathmatch]]&lt;br /&gt;
* King of the Flag&lt;br /&gt;
* King of the Hill&lt;br /&gt;
* Payload&lt;br /&gt;
* Payload Race&lt;br /&gt;
Deathmatch can be forced on any map via the convar &#039;&#039;tf_deathmatch&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
This mod can run most stock TF2 maps and convert it into a FFA gamemode. MVM, VSH, Zombie Infection, and a few other misc maps don&#039;t work properly but can still be loaded into.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Custom maps include:&lt;br /&gt;
* dm_atomizer&lt;br /&gt;
* kotf_atomizer&lt;br /&gt;
&lt;br /&gt;
===== Classes ===== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Soldier&#039;&#039;&#039;, &#039;&#039;&#039;Pyro&#039;&#039;&#039;, &#039;&#039;&#039;Demoman&#039;&#039;&#039; and &#039;&#039;&#039;Heavy&#039;&#039;&#039; all feature in the mod but have no major class changes from the base game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Teleporters are two-way&lt;br /&gt;
* If only one teleporter is built, the teleporter will take the Engineer who enters it to a random place on the map&lt;br /&gt;
* Dispensers and teleporters build 2x quicker&lt;br /&gt;
* Upgrade cost reduced to 100 metal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medic&#039;&#039;&#039;&lt;br /&gt;
* Medic is able to heal and uber himself using the medigun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* The sniper rifles can now deal 120 crit damage on no-scope headshot&lt;br /&gt;
* The sniper rifles have no scope-reticle and reduced zoom when scoped-in&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spy&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Spy is able to disguise as sentries and some props&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
[[category:Sourcemod]][[category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=532</id>
		<title>Solo Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=532"/>
		<updated>2025-03-22T13:20:00Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Ended deciding on a different convar name for forcing deathmatch on a map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Solo Fortress 2|FileName=Solo fortress icon.png|Status=Active|Version=N/A|SourceCodeLink=|Developers=Kepler|Socials=}}&lt;br /&gt;
&#039;&#039;&#039;Solo Fortress 2&#039;&#039;&#039; is a WIP, unreleased mod that focuses on being a Free-For-All rendition of [[Team Fortress 2|TF2]]. It aims to rebalance the classes and weapons in such a way that makes every play-style viable in a deathmatch environment, and is ultimately aiming to imitate the experience of current-day TF2 in a unique way.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
* Arena&lt;br /&gt;
* Capture the Flag&lt;br /&gt;
* Control Points&lt;br /&gt;
* [[Deathmatch]]&lt;br /&gt;
* King of the Flag&lt;br /&gt;
* King of the Hill&lt;br /&gt;
* Payload&lt;br /&gt;
* Payload Race&lt;br /&gt;
Deathmatch can be forced on any map via the convar &#039;&#039;tf_deathmatch&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
This mod can run most stock TF2 maps and convert it into a FFA gamemode. MVM, VSH, Zombie Infection, and a few other misc maps don&#039;t work properly but can still be loaded into.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Custom maps include:&lt;br /&gt;
* dm_atomizer&lt;br /&gt;
* kotf_atomizer&lt;br /&gt;
&lt;br /&gt;
===== Classes ===== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Soldier&#039;&#039;&#039;, &#039;&#039;&#039;Pyro&#039;&#039;&#039;, &#039;&#039;&#039;Demoman&#039;&#039;&#039; and &#039;&#039;&#039;Heavy&#039;&#039;&#039; all feature in the mod but have no major class changes from the base game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Teleporters are two-way&lt;br /&gt;
* If only one teleporter is built, the teleporter will take the Engineer who enters it to a random place on the map&lt;br /&gt;
* Dispensers and teleporters build 2x quicker&lt;br /&gt;
* Upgrade cost reduced to 100 metal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medic&#039;&#039;&#039;&lt;br /&gt;
* Medic is able to heal and uber himself using the medigun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* The sniper rifles can now deal 120 crit damage on no-scope headshot&lt;br /&gt;
* The sniper rifles have no scope-reticle and reduced zoom when scoped-in&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spy&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Spy is able to disguise as sentries and some props&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
[[category:Sourcemod]][[category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Deathmatch&amp;diff=530</id>
		<title>Deathmatch</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Deathmatch&amp;diff=530"/>
		<updated>2025-03-19T17:29:25Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Added Solo Fortress 2 to the list of mods featuring Deathmatch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GamemodeInfoBox|Gamemode=Deathmatch|Games=TDCBOT, Open Fortress, Solo Fortress 2, Team Deathmatch Classic, Team Fortress 2 Classic: Community Edition, Team Fortress 2 Classic Prime|Style=Objective (Kill &amp;amp; Time based)|Video=Deathmatch Footage}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathmatch&#039;&#039;&#039; is an extremely common gamemode in First Person Shooters and Team Fortress 2 Sourcemods are no exceptions. In this mode, players compete against each other to achieve the highest number of kills within a set time limit or until a specific kill count is reached, usually whichever of happens first.&lt;br /&gt;
&lt;br /&gt;
[[category:gamemode]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=529</id>
		<title>Solo Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=529"/>
		<updated>2025-03-19T17:28:25Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Added a hyper-link to Deathmatch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Solo Fortress 2|FileName=Solo fortress icon.png|Status=Active|Version=N/A|SourceCodeLink=|Developers=Kepler|Socials=}}&lt;br /&gt;
&#039;&#039;&#039;Solo Fortress 2&#039;&#039;&#039; is a WIP, unreleased mod that focuses on being a Free-For-All rendition of [[Team Fortress 2|TF2]]. It aims to rebalance the classes and weapons in such a way that makes every play-style viable in a deathmatch environment, and is ultimately aiming to imitate the experience of current-day TF2 in a unique way.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
* Arena&lt;br /&gt;
* Capture the Flag&lt;br /&gt;
* Control Points&lt;br /&gt;
* [[Deathmatch]]&lt;br /&gt;
* King of the Flag&lt;br /&gt;
* King of the Hill&lt;br /&gt;
* Payload&lt;br /&gt;
* Payload Race&lt;br /&gt;
Deathmatch can be forced on any map via the convar &#039;&#039;tf_gamemode_force_dm&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
This mod can run most stock TF2 maps and convert it into a FFA gamemode. MVM, VSH, Zombie Infection, and a few other misc maps don&#039;t work properly but can still be loaded into.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Custom maps include:&lt;br /&gt;
* dm_atomizer&lt;br /&gt;
* kotf_atomizer&lt;br /&gt;
&lt;br /&gt;
===== Classes ===== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Soldier&#039;&#039;&#039;, &#039;&#039;&#039;Pyro&#039;&#039;&#039;, &#039;&#039;&#039;Demoman&#039;&#039;&#039; and &#039;&#039;&#039;Heavy&#039;&#039;&#039; all feature in the mod but have no major class changes from the base game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Teleporters are two-way&lt;br /&gt;
* If only one teleporter is built, the teleporter will take the Engineer who enters it to a random place on the map&lt;br /&gt;
* Dispensers and teleporters build 2x quicker&lt;br /&gt;
* Upgrade cost reduced to 100 metal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medic&#039;&#039;&#039;&lt;br /&gt;
* Medic is able to heal and uber himself using the medigun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* The sniper rifles can now deal 120 crit damage on no-scope headshot&lt;br /&gt;
* The sniper rifles have no scope-reticle and reduced zoom when scoped-in&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spy&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Spy is able to disguise as sentries and some props&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
[[category:Sourcemod]][[category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=528</id>
		<title>Solo Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=528"/>
		<updated>2025-03-19T17:26:51Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Oops I forgot to add the category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Solo Fortress 2|FileName=Solo fortress icon.png|Status=Active|Version=N/A|SourceCodeLink=|Developers=Kepler|Socials=}}&lt;br /&gt;
&#039;&#039;&#039;Solo Fortress 2&#039;&#039;&#039; is a WIP, unreleased mod that focuses on being a Free-For-All rendition of [[Team Fortress 2|TF2]]. It aims to rebalance the classes and weapons in such a way that makes every play-style viable in a deathmatch environment, and is ultimately aiming to imitate the experience of current-day TF2 in a unique way.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
* Arena&lt;br /&gt;
* Capture the Flag&lt;br /&gt;
* Control Points&lt;br /&gt;
* Deathmatch&lt;br /&gt;
* King of the Flag&lt;br /&gt;
* King of the Hill&lt;br /&gt;
* Payload&lt;br /&gt;
* Payload Race&lt;br /&gt;
Deathmatch can be forced on any map via the convar &#039;&#039;tf_gamemode_force_dm&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
This mod can run most stock TF2 maps and convert it into a FFA gamemode. MVM, VSH, Zombie Infection, and a few other misc maps don&#039;t work properly but can still be loaded into.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Custom maps include:&lt;br /&gt;
* dm_atomizer&lt;br /&gt;
* kotf_atomizer&lt;br /&gt;
&lt;br /&gt;
===== Classes ===== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Soldier&#039;&#039;&#039;, &#039;&#039;&#039;Pyro&#039;&#039;&#039;, &#039;&#039;&#039;Demoman&#039;&#039;&#039; and &#039;&#039;&#039;Heavy&#039;&#039;&#039; all feature in the mod but have no major class changes from the base game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Teleporters are two-way&lt;br /&gt;
* If only one teleporter is built, the teleporter will take the Engineer who enters it to a random place on the map&lt;br /&gt;
* Dispensers and teleporters build 2x quicker&lt;br /&gt;
* Upgrade cost reduced to 100 metal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medic&#039;&#039;&#039;&lt;br /&gt;
* Medic is able to heal and uber himself using the medigun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* The sniper rifles can now deal 120 crit damage on no-scope headshot&lt;br /&gt;
* The sniper rifles have no scope-reticle and reduced zoom when scoped-in&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spy&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Spy is able to disguise as sentries and some props&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
[[category:Sourcemod]][[category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Kepler&amp;diff=527</id>
		<title>Kepler</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Kepler&amp;diff=527"/>
		<updated>2025-03-19T17:25:21Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Added the things a developer page should have&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DevInfoBox|Username=Kepler|Photo=Kepler PFP.png|Projects=Solo Fortress 2|Socials=https://www.youtube.com/@KeplerFNAF}}&lt;br /&gt;
Kepler is the lead developer for [[Solo Fortress 2]].&lt;br /&gt;
[[Category:Developers]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Kepler&amp;diff=526</id>
		<title>Kepler</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Kepler&amp;diff=526"/>
		<updated>2025-03-19T17:18:39Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Created my page!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kepler is the lead developer for [[Solo Fortress 2]].&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Team_Fortress_2_Classified&amp;diff=525</id>
		<title>Team Fortress 2 Classified</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Team_Fortress_2_Classified&amp;diff=525"/>
		<updated>2025-03-19T17:16:15Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Fixed a gramatical error on the first line of the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Team Fortress 2 Classic|FileName=Team Fortress 2 Classic Header.png|Status=Active|Version=2.2.2|SourceCodeLink=https://tf2classic.com/download|Developers=azzy,Waugh101,newgreenshoot|Socials=https://discord.com/invite/3zMk4vn,https://tf2classic.com/,https://www.youtube.com/@tf2classic,https://x.com/tf2classic}}&lt;br /&gt;
Team Fortress 2 Classic is a Team Fortress 2 mod that aims to re-imagine the 2008/2009 era of the original Team Fortress 2. New features range from weapons and maps to gamemodes such as VIP and Four-Team.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
{{Changelog|width=80%|text=&amp;lt;br&amp;gt;&lt;br /&gt;
=== 2.2.2 (2/1/2025) ===&lt;br /&gt;
===== Weapon Changes =====&lt;br /&gt;
* Updated the Admiralty Anchor:&lt;br /&gt;
** Raised minimum earthquake radius to 96 (from 64)&lt;br /&gt;
** Raised minimum earthquake damage multiplier to x0.5 (from x0)&lt;br /&gt;
** Trail particles no longer render in first person&lt;br /&gt;
** Adjusted tauntkill timings&lt;br /&gt;
* Updated the Dynamite Pack:&lt;br /&gt;
** Defused Dynamite Packs are no longer able to apply the stun effect from direct hits&lt;br /&gt;
** Tauntkill now spawns bomblets&lt;br /&gt;
* Updated the Wrench:&lt;br /&gt;
** Wrench hits will now defuse Dynamite Packs far more reliably&lt;br /&gt;
* Updated the Rejuvenator:&lt;br /&gt;
** Overhauled the ÜberCharge Generator shield appearance&lt;br /&gt;
** ÜberCharge Generator gibs now grant ammo and metal to players&lt;br /&gt;
** Fixed servers not always transmitting the ÜberCharge Generator shield entity to clients&lt;br /&gt;
** Fixed ÜberCharge Generator granting infinite overheal after the owner Medic disconnects from the server&lt;br /&gt;
** Fixed ÜberCharge Generator granting indefinite ÜberCharge to the owner Medic when switching Medi Guns&lt;br /&gt;
* Updated the Fishwhacker:&lt;br /&gt;
** Increased the amount of knockback that ragdolls receive from Fishwhacker kills&lt;br /&gt;
* Updated the Tranquilizer Gun:&lt;br /&gt;
** Fixed Tranquilizer Gun darts sticking to disguised Spies&lt;br /&gt;
&lt;br /&gt;
===== Map Changes =====&lt;br /&gt;
* Updated vipr_2bridge:&lt;br /&gt;
** Fixed a bug where rounds would end immediately when server time ran out, instead of letting the round finish&lt;br /&gt;
** Fixed lighting and detailing bugs on a building on RED&#039;s side&lt;br /&gt;
** Adjusted cap times to match Drizzle&lt;br /&gt;
*** Lowered cap times at mid to 7 (down from 8)&lt;br /&gt;
*** Lowered cap times at final to 9 (down from 11)&lt;br /&gt;
* Updated vipr_drizzle:&lt;br /&gt;
** Fixed a bug where rounds would end immediately when server time ran out, instead of letting the round finish&lt;br /&gt;
** Fixed several clipping issues&lt;br /&gt;
* Updated dom_railway:&lt;br /&gt;
** Adjustments to train kill triggers&lt;br /&gt;
** Health and ammo adjustments&lt;br /&gt;
*** Replaced all small health kits with medium health kits&lt;br /&gt;
*** Added new health kits at A&lt;br /&gt;
*** Moved medium ammo packs at point A to cover&lt;br /&gt;
*** Replaced the lower medium ammo pack between A and B with a full ammo pack&lt;br /&gt;
* Updated ctf_2fort:&lt;br /&gt;
** The map&#039;s original fog controllers and color correction work as intended again after being broken for several updates, and now use the new fog_volume entity for greater reliability&lt;br /&gt;
&lt;br /&gt;
===== General Changes =====&lt;br /&gt;
* Fixed further cases of Intel GPU users having malformed shaders&lt;br /&gt;
** If you&#039;re still facing issues, use the following launch options: -force_vendor_id 0x10DE -force_device_id 0x1180&lt;br /&gt;
* Fixed further cases of clients crashing when attempting to delete cached sprays after disconnecting from a server or changing maps&lt;br /&gt;
* Fixed a longstanding crash caused by bots trying to pick a class&lt;br /&gt;
* Fixed some miscellaneous crashes in the weapon attribute manager&lt;br /&gt;
* Fixed a crash with flaming arrows pinning ragdolls against walls&lt;br /&gt;
* Fixed broken scaling for detail textures on SDK_VertexLitGeneric shader materials&lt;br /&gt;
* Fixed a rare crash when determining what disguise weapons a Spy should have&lt;br /&gt;
* Fixed Medic&#039;s player model being accidentally replaced with its HWM version&lt;br /&gt;
* Fixed Medic&#039;s ragdoll having missing physics meshes for backpack and left hand&lt;br /&gt;
* Fixed some cases of Escape Artist and Down With The Ship achievements not being granted sometimes&lt;br /&gt;
* Fixed set_burstmode weapon attribute not respecting mult_postfiredelay attribute values&lt;br /&gt;
* Fixed blendrockgroundwallsnow.vmt being visually inconsistent with live TF2&lt;br /&gt;
* Removed an intrepid researcher that wormed his way back into Powerhouse&lt;br /&gt;
* Merged more FGD changes by vizzys&lt;br /&gt;
* The Engineer&#039;s left hand now has its lightwarp enabled again&lt;br /&gt;
* Players with long names are properly welcomed back on the main menu again&lt;br /&gt;
* Reduced clickable area on the main menu server list panel refresh button&lt;br /&gt;
* Main menu server list panel no longer displays bot players in the player count indicator&lt;br /&gt;
* Main menu server list panel now displays player count before map name&lt;br /&gt;
* Added -sentry_consent (1/0) launch option to mitigate some potential crashes&lt;br /&gt;
* Reverted cl_showfps and cl_showpos HUDs back to their original position&lt;br /&gt;
* Refactored achievement_status command to have more readable output&lt;br /&gt;
* Exposed the following functions to VScript: GetPlayerByIndex, GetPlayerByUserId, GetPlayerByName, UTIL_IsValidEntity&lt;br /&gt;
* Fixed English closed captions not using proper Russian for some of Heavy&#039;s voicelines&lt;br /&gt;
* The Heavy will no longer say &amp;quot;I am bulletproof!&amp;quot; when he is, in fact, not bulletproof&lt;br /&gt;
* Added, rewrote, and adjusted many loading screen tips&lt;br /&gt;
* Updated localization files&lt;br /&gt;
* Updated medals&lt;br /&gt;
&lt;br /&gt;
=== 2.2.1 (1/26/2025) ===&lt;br /&gt;
===== General Changes =====&lt;br /&gt;
* Fixed an issue where Engineer could build sentries in medieval mode &lt;br /&gt;
* Fixed several cases of clients crashing when attempting to delete cached sprays after disconnecting from a server or changing maps&lt;br /&gt;
* Fixed a regression that made the game unable to launch on setups with older CPUs that do not support the SSE4.2 instruction set&lt;br /&gt;
* Fixed Spy being unable to switch to the Knife in Medieval Mode&lt;br /&gt;
* Fixed burning chickens granting the Fowl Play achievement&lt;br /&gt;
* Fixed Escape Artist achievement not triggering correctly&lt;br /&gt;
* Fixed a regression with soundscapes being unable to play&lt;br /&gt;
* Fixed a regression that caused Dispenser screens to cull parts of the Dispenser model behind them&lt;br /&gt;
* Fixed a crash regarding nav mesh updating due to Sentry Gun fire&lt;br /&gt;
* Fixed a crash regarding players disconnecting while building Übercharge with the Rejuvenator&lt;br /&gt;
* Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets&lt;br /&gt;
* Fixed an alignment bug when changing resolutions on the main menu friends list&lt;br /&gt;
* Made further speculative fixes for Intel GPU users having malformed shaders&lt;br /&gt;
&lt;br /&gt;
=== 2.2.0 (1/24/2025) ===&lt;br /&gt;
==== Weapon Changes ====&lt;br /&gt;
* Added the Derby Cane&lt;br /&gt;
* Added the Rejuvenator&lt;br /&gt;
* Added the Cyclops&lt;br /&gt;
* Added the Admiralty Anchor&lt;br /&gt;
* Updated the Nailgun:&lt;br /&gt;
** Reduced building damage to 10 (from 12)&lt;br /&gt;
* Updated the Brick:&lt;br /&gt;
** Now deals Mini-Crits to enemies after 0.6 seconds of being airborne&lt;br /&gt;
* Updated the Flame Thrower (NitoTheFunky):&lt;br /&gt;
** Flames now only inherit velocity based on the direction you are aiming. This prevents them from veering away from your target while strafing&lt;br /&gt;
** Flames at close range now have a gradual damage ramp-up to be in line with other weapons&lt;br /&gt;
** Fixed an issue where flames were occasionally invisible&lt;br /&gt;
* Updated the Twin Barrel:&lt;br /&gt;
** Reduced max damage output to 105 (from 120)&lt;br /&gt;
** Overhauled weapon model (Pyrew, Everik, SamDum)&lt;br /&gt;
** Updated reload and deploy sounds (Raptor Dan)&lt;br /&gt;
* Updated the Harvester:&lt;br /&gt;
** Now has a unique taunt kill animation (Hotpockette, Ventrici, GoogleyGareth)&lt;br /&gt;
* Updated the Dynamite Pack:&lt;br /&gt;
** Added kill icon for direct impact kills&lt;br /&gt;
* Reworked the Mine Layer:&lt;br /&gt;
** Increased max mines to 6 (from 4)&lt;br /&gt;
** Reduced clip size to 3 (from 4)&lt;br /&gt;
** Increased fire rate by 33%&lt;br /&gt;
** Removed ability to charge mines&lt;br /&gt;
* Updated the Bottle:&lt;br /&gt;
** Added Alcoholism (NitoTheFunky)&lt;br /&gt;
* Updated the Sandvich:&lt;br /&gt;
** Updated wearable texture (PuppyCannon)&lt;br /&gt;
* Updated Jump Pads:&lt;br /&gt;
** Increased build cost to 100 metal (from 70)&lt;br /&gt;
** Increased build time to 8 seconds (from 5)&lt;br /&gt;
** Players using Jump Pad are now properly marked as airborne&lt;br /&gt;
* Updated the Shock Therapy:&lt;br /&gt;
** Added new wearable&lt;br /&gt;
** Added a unique sound that plays when fully charged&lt;br /&gt;
* Updated the Hunting Revolver:&lt;br /&gt;
** Secondary fire delay is now separated from primary fire&lt;br /&gt;
** Removed holster delay after firing while zoomed&lt;br /&gt;
** Fixed a bug that caused uninterruptable reloads when using Hold to Zoom&lt;br /&gt;
** Fixed a bug that allowed aborting reloads while jumping&lt;br /&gt;
* Updated the Sniper Rifle:&lt;br /&gt;
** Fixed a bug which caused an extended re-zoom delay after jumping while zoomed&lt;br /&gt;
* Updated the Sapper &amp;amp; Toolbox:&lt;br /&gt;
** Reduced the delay for re-attempting failed building or sapper placements to 0.05s (from 0.2s)&lt;br /&gt;
* Updated Tranquilizer Gun:&lt;br /&gt;
** Added kill icon for deflected darts&lt;br /&gt;
&lt;br /&gt;
==== Gameplay Changes ====&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Effects, animations, and conditions applied to the player when cloaking are now properly predicted by clients&lt;br /&gt;
** Pressing reload while disguised will now perform a fake reload visible to other players&lt;br /&gt;
** Ragdolls now keep any conditionally visible wearables based on the last weapon active before death&lt;br /&gt;
* Added Chickens&lt;br /&gt;
&lt;br /&gt;
==== Map Changes ====&lt;br /&gt;
* Added vipr_2bridge (abp, 14bit, Waugh101)&lt;br /&gt;
* Added vipr_drizzle (14bit)&lt;br /&gt;
* Added dom_railway (ultr4nima, 14bit)&lt;br /&gt;
* Added dom_sawtooth (Suo, Waugh101, Mazern, abp, 14bit)&lt;br /&gt;
* Added td_sunnyside (fizzyphysics, Waugh101, erk, Suo, abp, 14bit)&lt;br /&gt;
*&amp;lt;nowiki&amp;gt; Updated ctf_penguin_peak}}:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
** Added new map thumbnail&lt;br /&gt;
* Updated cp_gullywash&lt;br /&gt;
** Clipping adjustments&lt;br /&gt;
** Restored missing detailing from Live&lt;br /&gt;
* Updated pl_jinn:&lt;br /&gt;
** Adjusted lighting on BLU Team&#039;s first spawn room&lt;br /&gt;
** Made a detail pass on RED Team&#039;s final spawn room&lt;br /&gt;
** Fixed several invalid spawnpoints&lt;br /&gt;
** Fixed ocean water always forcing full reflections, regardless of graphics settings&lt;br /&gt;
** Fixed soundscapes not working for most of the map&lt;br /&gt;
** Fixed some lighting bugs&lt;br /&gt;
* Updated vip_badwater:&lt;br /&gt;
** Fixed missing and incorrect cubemaps&lt;br /&gt;
* Updated cp_dustbowl:&lt;br /&gt;
** In-house edit replaced with Korkade&#039;s overhaul&lt;br /&gt;
* Updated pl_goldrush:&lt;br /&gt;
** In-house edit replaced with Korkade&#039;s overhaul&lt;br /&gt;
* Updated cp_yukon:&lt;br /&gt;
** Fixed out-of-bounds exploit&lt;br /&gt;
* Updated tc_hydro:&lt;br /&gt;
** Lighting fixes&lt;br /&gt;
** Fixed several stuck spots&lt;br /&gt;
* Updated dom_hydro:&lt;br /&gt;
** Updated logic to Domination 2.0 (see Mapping Changes)&lt;br /&gt;
** Lighting improvements&lt;br /&gt;
** Adjusted fog on point D (The Dam)&lt;br /&gt;
* Updated dom_oilcanyon:&lt;br /&gt;
** Updated logic to Domination 2.0 (see Mapping Changes)&lt;br /&gt;
* Updated td_caper:&lt;br /&gt;
** Updated logic to use Vscript TD implementation&lt;br /&gt;
***  Teams now instantly respawn after losing a control point&lt;br /&gt;
** Fixed several spawn points on B not working for BLU team&lt;br /&gt;
** Made water fancier&lt;br /&gt;
** Updated textures and overlays&lt;br /&gt;
* Updated navigation meshes for the following maps:&lt;br /&gt;
** cp_dustbowl&lt;br /&gt;
** cp_amaranth&lt;br /&gt;
** vip_badwater&lt;br /&gt;
** vip_harbor&lt;br /&gt;
** vip_trainyard&lt;br /&gt;
* Updated mission briefing photos for the following maps:&lt;br /&gt;
** arena_floodgate&lt;br /&gt;
** ctf_penguin_peak&lt;br /&gt;
** ctf_pelican_peak&lt;br /&gt;
** dom_hydro&lt;br /&gt;
** dom_oilcanyon&lt;br /&gt;
** koth_frigid&lt;br /&gt;
** td_caper&lt;br /&gt;
&lt;br /&gt;
==== Mapping Changes ====&lt;br /&gt;
* Added VIP Race as an Official Gamemode&lt;br /&gt;
** Added the VIP Race HUD! Fully customizable via new keyvalues in tf_logic_vip&lt;br /&gt;
* Updated Domination Gamemode (Domination 2.0):&lt;br /&gt;
** Spawn times now dynamically adjust for teams that are behind&lt;br /&gt;
** New Total Domination mechanic&lt;br /&gt;
*** If a non-leading team captures all control points at once, they will be awarded bonus points&lt;br /&gt;
*** Bonus points will take the team to 98% of the leading team&#039;s current score&lt;br /&gt;
*** May be toggled and customized via KeyValues on the tf_logic_domination entity, or with tf2c_domination_comeback 1&lt;br /&gt;
* Updated VIP Gamemode:&lt;br /&gt;
** VIPs now get switched out for another teammate instead of being kicked when idle&lt;br /&gt;
** VIP idle check logic now uses regular player kicking behavior if the VIP is the only person in the team&lt;br /&gt;
* Restructured FGDs, you only need to specify tf2c.fgd in your Hammer configuration&lt;br /&gt;
* Added estrict_classes keyvalue to info_player_teamspawn to limit spawn points to specific classes&lt;br /&gt;
* Fixed func_tracktrain facing the wrong direction when the first path node moves in a different direction than it faces (Ben Lubar)&lt;br /&gt;
* Fixed func_tracktrain getting stuck when traveling from a high speed to a low speed path node (Ben Lubar)&lt;br /&gt;
* Moved sound/ambient/ambience/rainscapes (accidentally shipped in a previous release) to sound/scapes/rainscapes to match the format of other imported soundscapes.&lt;br /&gt;
** This will break existing custom soundscapes using these files until you rename them!&lt;br /&gt;
** Added trigger_catapult to the FGD, this should be used instead of func_jumppad which is now considered to be deprecated and will be reworked in a future release.&lt;br /&gt;
&lt;br /&gt;
==== Mapbase ====&lt;br /&gt;
TF2 Classic is now directly built on top of Mapbase 7.3, with all of its features and fixes integrated into the game. The full extent of what&#039;s changed is too big to summarize, and we encourage exploring what&#039;s now possible. The most major changes can be found upstream at Entity List, Base Entity Changes, Prefabs and workarounds obsoleted by Mapbase, VScript Documentation, and general patch notes between versions.&lt;br /&gt;
&lt;br /&gt;
Some highlights include:&lt;br /&gt;
&lt;br /&gt;
* VScript! It currently lacks many TF2-specific features, which will be added incrementally. Not all functions behave the same as TF2 either, porting for all but the simplest scripts is expected. Please use script_help in-game for comprehensive documentation, and see the list of Mapbase script functions)&lt;br /&gt;
* Compared to TF2, VScript can load custom fonts packed into maps, create custom VGUI panels, and control the visibility of HUD elements&lt;br /&gt;
* Major overhaul of our FGDs with many additions, fixes, clarifications, etc. (including pending work by vizzys)&lt;br /&gt;
* Clientside ragdolls will show new decals when hit or shot, and decals from &amp;quot;killing blow&amp;quot; shots will also appear&lt;br /&gt;
* All filters have new I/O/KV, with a number of new filters being added, see here&lt;br /&gt;
* I/O supports wildcards in any position, one-character ? wildcards, and regular expressions&lt;br /&gt;
* point_camera and func_reflective_glass can use different render targets, allowing multiple cameras and mirrors to be active at the same time&lt;br /&gt;
* sky_camera has inputs to copy parameters directly from a fog controller, change scale, rotate, use a solid sky color, and more&lt;br /&gt;
* Various console messages have unique colors, adjustable via convars or the mapbase_con_groups.txt file&lt;br /&gt;
* New commentary nodes are available for greater flexibility in creating developer commentaries, and they can now be placed in Hammer directly without using the commentary editor&lt;br /&gt;
* Custom videos and text can be shown in a map with vgui_movie_display and vgui_text_display&lt;br /&gt;
* func_fake_worldportal can be used to visually link two brushes in a map, similarly to linked_portal_door from Portal 2, but it cannot be passed through&lt;br /&gt;
* Fish are now controllable&lt;br /&gt;
* The $treesway parameter now works properly on materials&lt;br /&gt;
* fog_volume is added to make it much easier to set player-specific overrides for fog, color correction, and postprocessing, a feature from L4D which allows mappers to add cinematic effects. trigger_tonemap is also added as an equivalent brush entity for switching tonemap controllers when a player enters an area.&lt;br /&gt;
* info_particle_system_coordinate has been added which allows you to specify exact coordinates for control points rather than entity names, minimizing edict usage&lt;br /&gt;
* When opening chat, your mouse cursor is now positioned properly over the chat window instead of being placed above it so it&#039;s invisible until you move it down&lt;br /&gt;
* Text selection in the chat and some other RichText fields now works properly, and lets you select text segments rather than whole lines at once (SanyaSho)&lt;br /&gt;
&lt;br /&gt;
==== General Changes ====&lt;br /&gt;
* Added 31 new achievements&lt;br /&gt;
* Added 28 new Civilian voice lines&lt;br /&gt;
* Implemented facial expressions and lipsync information to all Civilian voice lines and animations&lt;br /&gt;
* Updated the Civilian model&lt;br /&gt;
* Dropped Mediguns no longer have a hose attached&lt;br /&gt;
* Added fish.mdl for use with func_fish_pool (model by SamDum)&lt;br /&gt;
* Fixed mismatched resolution settings on first boot (Nooodles)&lt;br /&gt;
* Fixed Intel GPUs being limited to Shader Model 2.0 (Nooodles)&lt;br /&gt;
* Added smooth scrolling to various menu panels (Nooodles)&lt;br /&gt;
* Reworked main menu server list (Nooodles, Azzy):&lt;br /&gt;
** Implemented filters for region, official and vanilla servers&lt;br /&gt;
** Now displays any verified server on https://tf2classic.org/serverlist/ by default&lt;br /&gt;
* Fixed Main Menu not showing when friends are playing TF2 Classic&lt;br /&gt;
* Fixed Main Menu background videos for ultrawide resolutions (Nooodles)&lt;br /&gt;
* Fixed Loadout menu opening on its own when reloading the item schema or loading into a map (Nooodles)&lt;br /&gt;
* Adjusted Sentry error report consent popup to appear sooner in the boot process&lt;br /&gt;
* Removed the Blog panel, replaced by a link that opens the TF2 Classic website&lt;br /&gt;
* Removed External IP prompt in Create Server dialog&lt;br /&gt;
* Updated loadout team color buttons (Boba)&lt;br /&gt;
* Updated main menu glyphs (Boba)&lt;br /&gt;
* Updated Domination HUD to support minmode (SolarLight)&lt;br /&gt;
* Updated list of bot names&lt;br /&gt;
* Enabled sv_alltalk and tf_spectalk by default&lt;br /&gt;
* Added &amp;quot;Custom Weapons Enabled&amp;quot; text to the loadout menu when using a custom item schema (Azzy)&lt;br /&gt;
* Added mp_roundtimer_pause&lt;br /&gt;
* Added bot_becomevip&lt;br /&gt;
* Added mp_forcestalemate&lt;br /&gt;
* Added mp_setuptime_cancel&lt;br /&gt;
* Added tf_listrounds and tf_playround&lt;br /&gt;
* Added tf2c_minigun_rampup&lt;br /&gt;
* Added f2c_minigun_airborne_spread&lt;br /&gt;
* Removed tf2c_vip_persist, replaced with tf2c_vip_autoassign and tf2c_vip_switchteams&lt;br /&gt;
* Renamed mp_roundtimer_pause to mp_pausetimer&lt;br /&gt;
* Updated tf2c_allow_special_classes:&lt;br /&gt;
** 3: Enabled + Enabled in VIP mode&lt;br /&gt;
** 4: Enabled + Allow Spy disguising as Civilian + Enabled in VIP mode&lt;br /&gt;
* Added basic Class Wars implementation (Technochips)&lt;br /&gt;
** Enabled with tf2c_classwars&lt;br /&gt;
* Added viewmodel_offset_pitch, viewmodel_offset_yaw and viewmodel_offset_roll&lt;br /&gt;
* Added Thexa4&#039;s PBR shader with later changes from WhiteRedDragons, see here. This shader is likely temporary, do not rely on it&lt;br /&gt;
* Fixed issues with flickering water and discolored eyes by replacing instances of the EyeRefract shader with the older Eyes shader (Thespikedballofdoom)&lt;br /&gt;
* Fixed a number of memory leaks&lt;br /&gt;
* Addressed several crashes&lt;br /&gt;
* Improved general game performance&lt;br /&gt;
* Updated localization files&lt;br /&gt;
* Updated medals&lt;br /&gt;
}}&lt;br /&gt;
[[category:Sourcemod]][[category:Active Development]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=524</id>
		<title>Solo Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=524"/>
		<updated>2025-03-19T17:14:12Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Just added that this mod is currently unreleased in the description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Solo Fortress 2|FileName=Solo fortress icon.png|Status=Active|Version=N/A|SourceCodeLink=|Developers=Kepler|Socials=}}&lt;br /&gt;
&#039;&#039;&#039;Solo Fortress 2&#039;&#039;&#039; is a WIP, unreleased mod that focuses on being a Free-For-All rendition of [[Team Fortress 2|TF2]]. It aims to rebalance the classes and weapons in such a way that makes every play-style viable in a deathmatch environment, and is ultimately aiming to imitate the experience of current-day TF2 in a unique way.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
* Arena&lt;br /&gt;
* Capture the Flag&lt;br /&gt;
* Control Points&lt;br /&gt;
* Deathmatch&lt;br /&gt;
* King of the Flag&lt;br /&gt;
* King of the Hill&lt;br /&gt;
* Payload&lt;br /&gt;
* Payload Race&lt;br /&gt;
Deathmatch can be forced on any map via the convar &#039;&#039;tf_gamemode_force_dm&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
This mod can run most stock TF2 maps and convert it into a FFA gamemode. MVM, VSH, Zombie Infection, and a few other misc maps don&#039;t work properly but can still be loaded into.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Custom maps include:&lt;br /&gt;
* dm_atomizer&lt;br /&gt;
* kotf_atomizer&lt;br /&gt;
&lt;br /&gt;
===== Classes ===== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Soldier&#039;&#039;&#039;, &#039;&#039;&#039;Pyro&#039;&#039;&#039;, &#039;&#039;&#039;Demoman&#039;&#039;&#039; and &#039;&#039;&#039;Heavy&#039;&#039;&#039; all feature in the mod but have no major class changes from the base game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Teleporters are two-way&lt;br /&gt;
* If only one teleporter is built, the teleporter will take the Engineer who enters it to a random place on the map&lt;br /&gt;
* Dispensers and teleporters build 2x quicker&lt;br /&gt;
* Upgrade cost reduced to 100 metal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medic&#039;&#039;&#039;&lt;br /&gt;
* Medic is able to heal and uber himself using the medigun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* The sniper rifles can now deal 120 crit damage on no-scope headshot&lt;br /&gt;
* The sniper rifles have no scope-reticle and reduced zoom when scoped-in&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spy&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Spy is able to disguise as sentries and some props&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=523</id>
		<title>Solo Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=Solo_Fortress_2&amp;diff=523"/>
		<updated>2025-03-19T17:11:47Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Setting up the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModInfoBox|ModName=Solo Fortress 2|FileName=Solo fortress icon.png|Status=Active|Version=N/A|SourceCodeLink=|Developers=Kepler|Socials=}}&lt;br /&gt;
&#039;&#039;&#039;Solo Fortress 2&#039;&#039;&#039; is a WIP mod that focuses on being a Free-For-All rendition of [[Team Fortress 2|TF2]]. It aims to rebalance the classes and weapons in such a way that makes every play-style viable in a deathmatch environment, and is ultimately aiming to imitate the experience of current-day TF2 in a unique way.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
===== Aesthetics =====&lt;br /&gt;
&lt;br /&gt;
===== Gamemodes =====&lt;br /&gt;
* Arena&lt;br /&gt;
* Capture the Flag&lt;br /&gt;
* Control Points&lt;br /&gt;
* Deathmatch&lt;br /&gt;
* King of the Flag&lt;br /&gt;
* King of the Hill&lt;br /&gt;
* Payload&lt;br /&gt;
* Payload Race&lt;br /&gt;
Deathmatch can be forced on any map via the convar &#039;&#039;tf_gamemode_force_dm&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Maps =====&lt;br /&gt;
This mod can run most stock TF2 maps and convert it into a FFA gamemode. MVM, VSH, Zombie Infection, and a few other misc maps don&#039;t work properly but can still be loaded into.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Custom maps include:&lt;br /&gt;
* dm_atomizer&lt;br /&gt;
* kotf_atomizer&lt;br /&gt;
&lt;br /&gt;
===== Classes ===== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Soldier&#039;&#039;&#039;, &#039;&#039;&#039;Pyro&#039;&#039;&#039;, &#039;&#039;&#039;Demoman&#039;&#039;&#039; and &#039;&#039;&#039;Heavy&#039;&#039;&#039; all feature in the mod but have no major class changes from the base game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Teleporters are two-way&lt;br /&gt;
* If only one teleporter is built, the teleporter will take the Engineer who enters it to a random place on the map&lt;br /&gt;
* Dispensers and teleporters build 2x quicker&lt;br /&gt;
* Upgrade cost reduced to 100 metal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medic&#039;&#039;&#039;&lt;br /&gt;
* Medic is able to heal and uber himself using the medigun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* The sniper rifles can now deal 120 crit damage on no-scope headshot&lt;br /&gt;
* The sniper rifles have no scope-reticle and reduced zoom when scoped-in&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spy&#039;&#039;&#039;&lt;br /&gt;
* +25 Max Health&lt;br /&gt;
* Spy is able to disguise as sentries and some props&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Lore == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2sourcemods.info/index.php?title=File:Solo_fortress_icon.png&amp;diff=522</id>
		<title>File:Solo fortress icon.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2sourcemods.info/index.php?title=File:Solo_fortress_icon.png&amp;diff=522"/>
		<updated>2025-03-19T16:39:11Z</updated>

		<summary type="html">&lt;p&gt;Kepler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Icon for Solo Fortress 2&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
</feed>