Difference between revisions of "Water"

From Team Fortress Wiki
Jump to: navigation, search
m (correct template for cvars)
m (Auto: WordFilter(Critical Hits → Critical hits), (Content filters applied to links) (Review RC#3613026))
 
(69 intermediate revisions by 31 users not shown)
Line 1: Line 1:
[[Image:Water image.jpg|thumb|right|350px|Water in Team Fortress 2.]]
+
{{Quotation|'''The Pyro''' speaking when submerged|Yahf fvaorarh!|sound=Pyro_jeers02.wav}}
{{Quotation|'''The Pyro'''|Yahf fvaorarh!|sound=Pyro_jeers02.wav}}
+
[[File:Water image.jpg|thumb|right|350px|An orthographic example of deep water in ''Team Fortress 2''.]]
  
'''Water''' can be found in many maps as a terrain feature and gameplay element. There are two types of water: shallow and deep. Shallow water will absorb part of the impact from a [[fall damage|fall]], and reveal the footsteps of [[Spy|Spies]] (which will also be more audible). It is otherwise a cosmetic part of the game.  
+
'''Water''' is an environmental feature that can be found in many maps as a terrain feature and gameplay element. There are two types of water: shallow and deep. Shallow water absorbs all impact from a [[Fall damage|fall]], conducts electricity for the [[Neon Annihilator]] to strike [[Critical hits]], and reveals the wet footsteps of [[Spy|Spies]] (which also become more audible). It is otherwise a cosmetic part of the game.  
  
Deep water allows a character to fully submerge and swim around. Immersion in deep water will negate the [[Fire|afterburn]], [[Jarate]], and [[Mad Milk]] effects instantly. Some maps feature submerged routes into the enemy base, which are often poorly defended in comparison to ground-level entrances. Like shallow water, deep water also reduces [[fall damage]], but does so completely.
+
Deep water allows a character to fully submerge and swim around. Immersion in deep water instantly negates the effects of [[Fire|afterburn]], [[Jarate]], [[Mad Milk]], and the [[Gas Passer]], and prevents these debuffs from occurring until the player surfaces. Some maps feature submerged routes into the enemy base, which are often poorly defended in comparison to ground-level entrances. Like shallow water, deep water also negates [[fall damage]].
  
In addition, [[Engineer]]s can construct [[buildings]] underwater just like on land. Due to the low visibility of submerged objects, deep water is often a great spot to conceal a [[Teleporter]] or a [[Sentry Gun]]. However, Sentry Guns cannot see targets that are across the water's boundary.
+
[[Engineer]]s can construct [[buildings]] underwater just like on land. Due to the low visibility of submerged objects, deep water is often a great spot to conceal a [[Teleporters|Teleporter]] or a [[Sentry Gun]]. However, Sentry Guns cannot see targets that are across the water's boundary no matter how close they are, making submerged Sentry Guns solely useful for underwater targets.
  
Remaining submerged in water for too long will cause the player to [[Environmental death#Drowning|drown]]. While drowning, a gagging, choking sound is heard and the player will experience a periodic loss of health and will flinch (such as with [[bleeding]] and [[Fire|afterburn]] effects), and the screen will flash blue to warn the player. To negate this, the player must reach the surface, where the health lost due to drowning regenerates over time. Upon surfacing the water after drowning, a gurgling sound is heard by the player. Standing next to a [[Dispenser]], picking up a [[Medkit]] or being healed by a [[Medic]] will restore the player's health faster than it is lost due to drowning.
+
Remaining submerged in water for too long causes the player to [[Environmental death#Drowning|drown]]. While drowning, a gagging, choking sound is heard and the player experiences a periodic loss of health and flinches (such as with [[bleeding]] and [[Fire|afterburn]] effects), and the screen flashes blue to warn the player. To negate this, the player must reach the surface, where the health lost due to drowning regenerates over time at a gradually increased rate. Upon surfacing from the water after drowning, a gurgling sound is heard by the player. Standing next to a [[Dispenser]], picking up a [[Medkit]], or being healed by a [[Medic]] restores the player's health faster than it is lost due to drowning.
  
Hitting enemies with the [[Neon Annihilator]] while they are standing or swimming in water will deal critical damage.
+
Like shallow water, hitting enemies with the Neon Annihilator while they are standing in deep water, swimming, or who have recently surfaced from water deals Critical hits.
  
Deep water has several impairments:
+
Deep water causes several impairments:
*Submerging in water will obscure the player's vision with bubbles for a few seconds.
 
*Surfacing on the water can affect vision, making aiming difficult. To counter this, fully submerge, especially if battling a submerged opponent.
 
*Swimming in deep water will decrease the maneuverability of all classes by 20%, making them vulnerable targets for enemies who have the advantage of higher ground or more suitable weapons.
 
*Players are considered to be in a constant state of falling while in water, and are not considered standing still even when resting on the bottom of the body of water. As a result:
 
**Players cannot [[taunt]] while underwater, or consume any [[lunchbox]] items. (Such items can still be dropped if possible.)
 
**Players cannot enter [[teleporter]]s.
 
**The [[Sniper]] can neither draw nor fire his [[Huntsman]] or [[Fortified Compound]] underwater.
 
**The [[Cloak and Dagger]] cannot recharge while cloaked underwater.
 
*All in-game sound is muffled while the player is underwater, including voice chat. Setting the cvar {{cvar|dsp_water}} to 0 removes this effect.
 
*Projectiles that must be thrown by hand ([[Sandman]] baseballs, [[Wrap Assassin]] festive ornaments, [[Mad Milk]], [[Jarate]]) cannot be used.
 
*Firing any of the [[Pyro]]'s flamethrowers underwater will simply waste ammo and eject a stream of bubbles instead of fire; Pyros are also unable to use the [[Compression blast|airblast]] ability. Additionally, flare-based secondary weapons cannot be fired. The [[Sharpened Volcano Fragment]] will not ignite enemies underwater.
 
*The [[Demoman]]'s [[projectile]]s will travel slower and shorter underwater due to the physical effects of the water on them. [[Grenade Launcher|Grenades]] will not explode upon a direct hit on an underwater enemy.
 
*The [[Engineer]] cannot fire his [[Short Circuit]] underwater.
 
*Shots fired by the [[Medic]]'s [[Crusader's Crossbow]] or the [[Sniper]]'s [[Huntsman]] and [[Fortified Compound]] will be deflected significantly when fired into water.
 
*If a [[Cloak]]ed Spy leaves a body of water, water will drip off the Spy for a short period and reveal his presence to the enemy. Likewise, if a Spy attempts to Cloak while underwater, the bubbles they make can still be seen although they are still difficult to catch.
 
  
===Maps with water===
+
* Submerging in water obscures the player's vision with bubbles for a few seconds.
*'''[[2Fort]]''': There is a large pool of deep water beneath the bridge in the center of the map.
+
* Surfacing on the water can affect vision, making aiming difficult. To counter this, fully submerge, especially if battling a submerged opponent.
*'''[[Badlands (Arena)]]''' and '''[[Badlands (King of the Hill)]]''': On each side, there is a small pond of deep water beneath the small concrete bridge to the left of the [[Respawn#Resupply|spawn room]].
+
* Swimming in deep water decreases the maneuverability of all classes by 20%, making them vulnerable targets for enemies who have the advantage of higher ground or more suitable weapons.
*'''[[Bigrock]]''': A large pool of water is seen near the robot spawn area, with a waterfall running into it.
+
* Players are considered to be in a constant state of falling while in water, and are not considered standing still even when resting on the bottom of the body of water. As a result:
*'''[[Doomsday]]''': There is a small pool of deep water at the broken crate area, underneath the pick-up location for the neutral Australium.
+
** Players cannot [[Taunts|taunt]] while underwater, or consume any [[lunchbox]] items (such items can still be dropped if possible).
*'''[[Double Cross]]''': A pool of deep water is found beneath the drop hatches of the spawn rooms.
+
** Players cannot enter [[Teleporters]], although they can still emerge from teleporter exits per normal.
*'''[[Eyeaduct]]''': A large body of water containing [[Loot Island]], separate from the main map.
+
** The [[Scout]] cannot [[double jump]] while underwater.
*'''[[Freight]]''': Two large bodies of water connect from the exits of [[RED]] and [[BLU]]'s buildings under the main buildings to a small pool on the other side of the midpoint, allowing for flanking and an easy way around the trains.
+
** The [[Cloak and Dagger]] cannot recharge while cloaked underwater.
*'''[[Frontier]]''': The rightmost exit of BLU spawn leads to a small, barely noticeable area covered with shallow water.
+
* All in-game sound is muffled while the player is underwater, including voice chat. Setting the cvar {{cvar|dsp_water}} to 0 removes this effect.
*'''[[Ghost Fort]]''': A large body of water containing [[Skull Island]], separate from the main map.
+
* Projectiles that must be thrown by hand ([[Sandman]] baseballs, [[Wrap Assassin]] baubles, [[Mad Milk]], [[Jarate]]) cannot be used.  
*'''[[Hydro]]''': There is shallow water in the Dam and Warehouse territories.
+
* Firing any of the [[Pyro]]'s flamethrowers underwater simply wastes [[ammo]] and ejects a stream of harmless bubbles instead of fire; Pyros are also unable to [[Compression blast|airblast]] at all. Additionally, flare-based secondary weapons cannot be fired. The [[Sharpened Volcano Fragment]] does not ignite enemies underwater.
*'''[[Lakeside]]''': In the center building next to the control point there is a small pool of deep water.
+
* The [[Demoman]]'s [[projectiles]] travel slower and cover a shorter distance underwater due to the physical effects of the water on them.
*'''[[Mannhattan]]''': A large ocean exists that surrounds the outer areas of the robot carrier tank.
+
* The [[Engineer]] cannot fire his [[Short Circuit]] underwater.
*'''[[Nightfall]] (stage 3 only)''': There is a very small pond of deep water in the center of the map, under the cart tracks.  
+
* Shots fired by the [[Medic]]'s [[Crusader's Crossbow]] or the [[Sniper]]'s [[Huntsman]] and [[Fortified Compound]] are deflected significantly when fired into water.
*'''[[Pipeline]] (stage 3 only)''': The small canal beneath the cart tracks has deep water.
+
* Any player surfacing from a body of water displays dripping water particles for a few seconds. This is detrimental to [[cloak]]ed Spies, as this can reveal their presences to the enemy. Likewise, if a Spy attempts to cloak while underwater, the bubbles they make can still be seen, although they are still difficult to catch. Players who are dripping with water are considered "wet", and the [[Neon Annihilator]] does critical damage against them even if they are on dry land.
*'''[[Ravine]]''': At the lower side of the map underneath the tall large building, deep water can be found in the small alcove.
+
 
*'''[[Rottenburg]]''': At the left side of the spawn area, a large river of water can be found over a railing.
+
=== Maps with water ===
*'''[[Sawmill]] (all variations)''': Large bodies of deep water are found at the Lumbershack and Waterfall areas of the map. In the [[Sawmill (Capture the Flag)|Capture the Flag]] version, shallow water also covers the Intelligence room's floor.  
+
{{Water locations table}}
*'''[[Standin]]''': Shallow water surrounds the platform Point A is on.
 
*'''[[Thunder Mountain]] (stage 2 only)''': Right outside the BLU spawn there's a small stream which has deep water.
 
*'''[[Watchtower]]''': There are small ponds of deep water around the valley below the central tower.
 
*'''[[Well (Control Point)|Well]] (all variations)''': Deep water channels outside the team's buildings consisting of underwater routes connecting each team's base building to the central train house building. The [[Well (Capture the Flag)|Capture the Flag]] version is similar to the Control Point version, except the route to the central building is removed with the building itself. The [[Well (Arena)|Arena]] version features a small pool adjacent to the central building which offers a quick route to the central point.
 
  
 
== Related achievements ==
 
== Related achievements ==
 
+
=== {{Achiev type link|general}} ===
=== [[Image:Achieved.png|20px|link=Achievements]] [[achievements|General]] ===
 
 
{{Show achievement|General|Escape the Heat}}
 
{{Show achievement|General|Escape the Heat}}
  
==={{Class link|Scout}}===
+
=== {{Class link|Scout}} ===
 
{{Show achievement|Scout|The Cycle|width=50%}}
 
{{Show achievement|Scout|The Cycle|width=50%}}
  
==={{Class link|Pyro}}===
+
=== {{Class link|Pyro}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Pyro|Baptism by Fire}}
 
| 1 = {{Show achievement|Pyro|Baptism by Fire}}
Line 66: Line 46:
 
}}
 
}}
  
==={{Class link|Heavy}}===
+
 
 +
=== {{Class link|Heavy}} ===
 
{{Show achievement|Heavy|Krazy Ivan|width=50%}}
 
{{Show achievement|Heavy|Krazy Ivan|width=50%}}
 +
 +
=== {{Achiev type link|powerhouse}} ===
 +
{{Show achievement|Powerhouse|Wet Work}}
  
 
== Update history ==
 
== Update history ==
 
'''{{Patch name|10|2|2007}}'''
 
'''{{Patch name|10|2|2007}}'''
 
* Fixed rare crash when players exited water.
 
* Fixed rare crash when players exited water.
 +
 +
'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])
 +
* Fixed drowning exploit that allowed players to regenerate health.
  
 
'''{{Patch name|12|11|2008}}'''
 
'''{{Patch name|12|11|2008}}'''
Line 82: Line 69:
 
* Fixed the DX8 water effect.
 
* Fixed the DX8 water effect.
  
==Gallery==
+
== Bugs ==
 +
* If colliding with a water surface or entering underwater while a player is doing a [[Response]] or a [[voice command]], the sound cuts off when doing so.
 +
 
 +
== Gallery ==
 
<gallery>
 
<gallery>
Image:Hydro_CP_raised_water_shallow.jpg|Shallow water in [[Hydro]].
+
File:Water Coated - Covering article.png|A [[Spy]] coated in Water.
Image:CTF 2Fort Water.png|Deep water under [[2Fort]]'s bridge.
+
File:Water Cloaked.png|A [[Cloak|cloaked]] Spy coated in Water.
 
</gallery>
 
</gallery>
  
 
== See also ==
 
== See also ==
 +
* [[Soaked]]
 
* [[Environmental death]]
 
* [[Environmental death]]
 +
* [[Water (Classic)]]
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Latest revision as of 23:31, 14 August 2024

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

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

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

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

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

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

Deep water causes several impairments:

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

Maps with water

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

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

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

Applejack
There is a shallow puddle of water leading to the courtyard in both team's buildings.
Applejack water shallow.png
Rdasteroid.png

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

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

Atom Smash
There is a large pool of water under the delivery point.
There is a small pool of water near the catwalk stairs.
Atom Smash bigwaterpool.png
Atom Smash small water pool.png
Arenabadlands.jpg

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

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

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

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

Bloodwater
There is a shallow pool of blood-colored water between the second and third checkpoints.
Bloodwater water.png
Cp brew.png

Brew
A river flows along the side of the map near the the first Control Point.
Brew water river.png
Cachoeira.png

Cachoeira
The helicopter and entrances to the caves are surrounded by shallow water.
A lake stretches across the edge of the map.
Between both spawns out-of-bounds is a pool of deep water (and a submarine).
Cachoeira helipad.png
Cachoeira submarine water.png
Cp canaveral 5cp.png

Canaveral
A bay of deep water connected to the ocean resides under the central Control Point.
Canaveral water bay.png
Pl cashworks final1 08.jpg

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

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

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

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

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

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

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

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

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

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

Embargo
The ocean is below the start of the Payload track.
A small room contains a shallow hot spa.
Embargo water helicopter.png
Embargo water spa.png
Eyeaduct 1.png

Eyeaduct
A large body of water containing Loot Island, separate from the main map. Falling in causes instant death.
Eyeaduct Loot Island.png
Freight1.png

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

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

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

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

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

Hadal
Leading into Control Point C is a sewer containing shallow water.
Out-of-bounds underneath BLU spawn is a pool of deep water.
Hadal sewer water.png
Cp Hadal BLU spawn2.png
Cp hardwood.png

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

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

Hydro
There is shallow water in the Dam and Warehouse territories.
Hydro CP raised water shallow.jpg
Koth Krampus.png

Krampus
Underneath the capture point is a small stream of near-deep water. Further up the stream it becomes more shallow as it surrounds a statue.
Krampus water2.png
Krampus water1.png
Laughter main.jpg

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

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

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

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

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

Megaton
The map takes place on an island in the middle of the ocean.
Megaton RED stilt house.png
Megaton CP from red dock.png
Koth moonshine event.png

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

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

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

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

Odyssey
The ocean resides off the edge of the cliff near the second capture point.
Odyssey water.png
Cp overgrown.png

Overgrown
There is a river along the right edges of the map near BLU's spawn.
Overgrown river water.png
frameless

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

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

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

Pipeline
On stage 3, the small canal beneath the cart tracks has deep water.
Pipeline3basin.png
Pl coal event.png

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

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

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

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

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

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

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

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

Sawmill
Bodies of deep water are found at the Lumbershack and Waterfall areas of the map.
In the Capture the Flag version, shallow water also covers the Intelligence room's floor.
Sawmill Water.png
Ctfsawmill06.png
(Capture the Flag)
Pd selbyen.png

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Related achievements

Achieved.png General achievements

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


Leaderboard class scout.png Scout

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


Leaderboard class pyro.png Pyro

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


Leaderboard class heavy.png Heavy

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


The Power and the Glory.png Powerhouse achievements

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


Update history

October 2, 2007 Patch

  • Fixed rare crash when players exited water.

April 29, 2008 Patch (Gold Rush Update)

  • Fixed drowning exploit that allowed players to regenerate health.

December 11, 2008 Patch

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

July 14, 2009 Patch

  • Updated ripple effects for water drips to improve performance.

July 20, 2012 Patch

  • Fixed the DX8 water effect.

Bugs

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

Gallery

See also