Difference between revisions of "Exploits"

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{{Quotation|'''The Administrator'''|I have considered an appropriate punishment for the good-for-nothings responsible for this horrendous breach of conduct. Death, of course—but death is too good for disappointments such as these.}}
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{{update}}
  
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{{Quotation|'''The Administrator''' on exploiters|I have considered an appropriate punishment for the good-for-nothings responsible for this horrendous breach of conduct. Death, of course—but death is too good for disappointments such as these.}}
An '''exploit''' is a bug or unintended feature of gameplay that is ''deliberately and knowingly'' used by the player to gain an advantage.  For example, if a bug enables a player to be immune to damage and a player knowingly uses it, it is an exploit.
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An '''exploit''' is a bug or unintended feature of gameplay that is ''deliberately and knowingly'' used by the player to gain an advantage.  For example, if a bug enables a player to be immune to damage and a player knowingly uses it, it is an exploit. In contrast, bugs or problems which either do not affect gameplay or that are not intentionally triggered are classified as [[glitches]].
  
In contrast, bugs or problems which either do not affect gameplay or else are not intentionally triggered are classified under [[glitch]].
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== General Exploits ==
  
== List of Exploits ==
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==== T Posing / A Posing ====
''NOTE:'' An exploit is said to be ''broken'' if it is unintentional to the game's developers, because it is a broken feature of the game.
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Under certain circumstances, the player can enter the reference pose. See the [[Civilian#The reference pose|Civilian page]] for more.
  
=== Class Exploits ===
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==== Projectile Wallbang ====
*'''Two Classes''' This is an exploit, by which a player can be two classes at the same time.  For example, players can be a Heavy/Scout, and they would be able to double jump and run fast, even though they appear as a Heavy to other players.
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* Sometimes attacks, such as (but not limited to) flame particles from any Flame Thrower and taunt kills, can travel through the door gates used mostly on Payload maps, due to clipping issues.
  
=== Terrain Exploits ===
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==== Instant Respawn ====
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* This exploit allows for instantly teleporting back to spawn without suiciding.
  
*'''Fenced Sentries''' Whereby an Engineer may place his Sentry Gun behind a linked fence, from behind which it can shoot. These can still generally be sapped or affected by explosive splash damage. (''Broken'')
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==== Fake Partner taunt ====
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* This exploit allows for faking a partner taunt, so players attempting to accept the partner taunt will fail.
  
*'''Fenced Teleporters''' Similar to Fenced Sentry Guns, but instead of a Sentry Gun, putting a teleporter exit behind a fence, almost always made to trap teammates. (''Broken'')
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==== Warp Glitching ====
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* Spamming certain commands allows for [[Cheating#Warp/Tickbase Manipulation|warp]] like effects, however you are unable to hold a warp after charging, as you immediately teleport after charging.
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**'''Warning:''' This exploit may crash or hang the game for low end computers.
  
*'''Jumping Through Walls''' Whereby players are able to jump through walls.  This is also known as the "Jelly Hop".  This is done by using a variation of crouch jumping.  Essentially the player needs to get into crouch jump mode, by pressing crouch and then pressing jump.  Then they must either keep on pressing crouch while pushing towards the wall, or by pressing and holding crouch as you hit the wall.
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==== Reverse Quantum Crouch ====
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* This exploit allows the player to appear standing while crouched.
  
*'''Shooting Through the Gates in Various Maps''' Some maps will have a pair of separable gates that do not open until after setup time has ended. However it has been found that [[Sniper]]s may shoot through the gates and that the [[Pyro]]'s flames can bypass them. While the Pyro's flames passing through may be considered an intended feature due to the gates featuring chain links in-game, Snipers may actually shoot through the solid metal sections of the gates themselves. [[Demoman|Demomen]], [[Soldier]]s, and sometimes [[Medic]]s can sometimes use the cracks in the walls to use their explosive weapons to hurt/kill enemies in their own spawn.(''Partially Broken''). If a [[Sniper]] throws Jarate at the base of the gates, enemies in range will be Jarated. A Scout with the Sandman can hit his ball through any gate by running up to the gate and throwing the ball a split second before he hits it. This can be used to stun enemies like Pyros and Heavies just before the gates open, stopping them from annihilating your entire team.
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==== Fake Latency ====
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* Using certain commands will freeze your client, causing your ping to increase after the game finishes freezing
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** However, the real ping can still be seen by typing 'ping' into the in-game console.
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**'''Warning:''' This exploit may crash or hang the game for low end computers.
  
*'''Skywalking''' Whereby a player gains vast height through sticky jumping, rocket jumping or using Engineer's buildings to gain enough height to allow them to walk on top of the map area. This is also possible for other classes in cooperation with their opponents, by using [[Knock back]]. (e.g. an enemy sentry or an enemy Medic)
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==== Equip Conflicting Cosmetics ====
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* This exploit allows for wearing conflicting cosmetics.
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*Note: This exploit was fixed by Valve in the {{Patch name|9|26|2022}}, then subsequently reverted in the {{Patch name|9|28|2022}}.
  
*'''Underground Sentries''' Whereby an [[Engineer]] may place his [[Sentry Gun]] under the surface of the ground, where it can attack but not be attacked back. It can be sapped by Spies in some cases, where the Sentry Gun under the map is close to the surface. (''Broken'')
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==== Anti-Autobalance ====
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* By typing a certain command in the console before you get autobalanced, you can avoid being autobalanced and reconnect back to your original team prior to reconnecting.
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** However, this command will reset all of your stats you earned before you used the command.
  
*'''Rooftops''' In several stages, mainly [[Badwater Basin]], there are spots on the rooftops of buildings that can be walked upon without any invisible walls obstructing movement. In Badwater Basin, a prime example of this would be at the second point. Directly to the left of the building with a balcony, there is a building with an orange rooftop. On the farthest left part of the roof, there is a small niche that Demomen, and occasionally Soldiers, can walk on. It may take a few tries due to fall damage, but you can still be healed by a Medic on the ground. This position can be terribly annoying for the BLU team, especially since the Demoman can constantly get up there as long as RED controls the second point's roof area. (''Partially Broken'')
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==== Doubletap glitching ====
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* Similar to warping, spamming the command used for warping allows for doubletap like effects.
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** However, this exploit is not viable in-game, as you will have a fraction of a second to aim before you can doubletap.  
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** You will also need to stop pressing movement keys while the game is frozen, otherwise you will teleport to the location where you were holding the movement key.
  
=== Weapon Exploits ===
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==== Crouch Speed Boost ====
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* This exploit allows for a 33% boost in movement speed.
  
*'''Needle Boosting''' Whereby players could be boosted by Medics to inaccessible areas. This is done by medics who shoot their needles underneath players on their own team. (''Broken'' - Xbox 360 and PS3 Version)
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==== Self Votekick ====
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* This exploit allows you to votekick yourself through the use of console commands.
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**'''Step 1:''' Open console (~) and type "status"
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**'''Step 2:''' Find your nickname, there should be a number before it.
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**'''Step 3:''' Type in without brackets "callvote kick (your number)".
  
*'''Making Stickies Stick Halfway Through Walls''' If a Sticky is shot at the correct angle, then it can stick halfway through a thin wall and can damage players on the other side, but not cause damage on the side from which the Sticky was shot.
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==== Edgebug ====
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* This exploit allows for nullifying fall damage by sliding off of an edge or a ramp.
  
* '''Powerjack Boost''' This happens when a Pyro is burning their enemy with the Flamethrower, then when they are just about to die the Pyro switches to the Powerjack and receive the +75 health boost as if they killed the enemy with the Powerjack.
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==== Jumpbug ====
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* This exploit allows for nullifying fall damage by holding crouch midair, release crouch before hitting the floor, and jump the instant you touch the floor.
  
* '''Farting Airblast''' This happens when a Pyro holds down M1 (Left-Click), then they abruptly click M2 (Right-Click). In third-person it should look like multiple airblasts, when in first-person you shouldn't hear or see anything coming out of the [[Flamethrower]].
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==== sv_pure bypass ====
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* This exploit allows for bypassing certain sv_pure restrictions before joining a game.
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** However, only certain modifications can be bypassed, such as animations.
  
=== Building Exploits ===
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== File overriding==
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==== sv_pure Exploit ====
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The game has a [[console variable]] [[VDC:Pure Servers|{{cvar|sv_pure}}]] that controls which files clients are allowed to override. By default, a server uses sv_pure 0 unless the server manager decides otherwise. This can be abused to use tampered [[VDC:Material|materials]] that render on top of walls and other trickery.
  
*'''[[Teleporter]] Exploit''' Whereby an Engineer could earn himself a large amount of [[points]] by using his own [[teleporter]] repeatedly. Every time an [[Engineer]]'s teleporter is used, the Engineer who made that teleporter gets half of a point. (''Broken'' - [[Xbox 360]] and [[PS3]] Version)
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There are four modes for the variable:
*'''[[Dispenser]] Exploit''' Whereby a Spy can build a Dispenser by typing "build 0" into the console. The Spy needs the necessary [[metal]] to construct it, and cannot upgrade it, although allied Engineers can upgrade it. The Spy will not see it in the [[HUD]], but will hear if it is low on [[health]] or being sapped. Spies lose the ability to place [[Sappers]] until they die or use a [[Respawn#Resupply|ammo locker]] after doing this. (''Fixed'' - PC Version, worked for less than a day)
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;-1: Does not apply any rules or restrictions which files the client may load
*'''Tele-Trap Exploit''' Whereby an Engineer places a [[teleport]]er exit in such a way that the victim can't move upon using it.
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;0: Applies the rules from cfg/pure_server_minimal.txt only (forcing the purity of only a few critical files such as the executables)
*'''Unlimited Buildings Exploit''' ('''Patched''' [[April 30, 2010 Patch]])Whereby an [[Engineer]] can build an unlimited number of [[building]]s by using the commands, "build 0 x", "build 1 x", and "build 2 x" (where x is the number of the building), and a [[Spy]] can build an unlimited number of [[Dispenser]]s using "build 0 x" (where x is the number of the building).
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;1: Applies the rules from cfg/pure_server_full.txt and then the ones from cfg/pure_server_whitelist.txt (forcing the purity of the files chosen by the server manager)
*'''Unlimited Buildings Exploit 2''' ('''Patched''' [[October 18, 2010 Patch]])An Engineer may pick up a building with the "Automatically respawn after loadout changes in respawn zones" option and change their loadout hereby glitching them into having a building being "carried" and allowing the Engineer to build multiple buildings using the "build x" commands.
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;2: Applies the rules from cfg/pure_server_full.txt. (forcing all files to be pure)
*'''Invisible Buildings Exploit''' ('''Patched''' [[October 18, 2010 Patch]]) Any Engineer picking up a building and immediately taunting would would be able to use the weapon they taunted with whilst holding this building. If placed back down with the "build x" commands, these buildings would be invisible, leaving only the sentry shadow, Dispenser screen or teleporter effect.
 
  
=== Taunt Exploits ===
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== Console Version ==
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Exploits that are present in the console version of Team Fortress 2.
  
*'''[[Cloak]]ed Taunt (Patched [[May 19, 2010 Patch]])''' This is when a [[Spy]] taunts while cloaked. In order for a Spy to do this they would have to taunt and quickly [[Cloak]]. This can be exploited with the [[Spy taunts#Melee|knife's kill-taunt]], as the enemy cannot see the Spy taunting.
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==== By Class ====
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Exploits that only work on specific classes.
  
=== Vote Exploits ===
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====== Building and Engineer Exploits ======
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* An Engineer can constantly use their [[Teleporter]] to farm points, as they are awarded one half-point for every time they take their own Teleporter.
  
*'''Increasing Vote Count'''  This is when players use a combination of several techniques to bypass the normal amount of votes a player is allowed to have.
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====== Medic Exploits ======
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* "Needle Boosting" involves a player standing over a [[Medic]], who then proceeds to shoot their [[Syringe Gun]] upward as the player jumps. Due to a physics error, the Medic's Syringe Gun needles propel the target upward.
  
== Map Specific Exploits ==
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====== Spy Exploits ======
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*[[Spy|Spies]] can place [[Sappers]] through thin walls, sapping [[buildings]] on the other side. (''PS3 version only'')
  
=== 2Fort ===
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==== Map Specific ====
*'''Entering Enemy's Spawn''' The Engineer can build a teleporter exit in their spawn. After the Sniper/Spy-update (which allows Spies to take enemy Teleporters), it's possible to enter the enemy's spawn with an enemy Engineer. You must be a Spy to use the teleporter/enter the enemy's spawn. This is currently unpatched.<ref name="2fortspawn">''Setlet'', [http://www.youtube.com/watch?v=xAXOXIW-lqQ YouTube - TF2 - How to get in enemy base as spy in 2fort] (2009-07-02), retrieved 2010-10-22.</ref>
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Exploits that are map specific, these can usually get players out of bounds or get into enemy spawns. Exploits that are present in the Steam version work on console as well.
  
*'''Entering Enemy's Spawn 1''' A hole in right side of the No Enter symbol for BLU's base (the one next to the haystacks) can be used by red players to get into the BLU's spawn.  The hole is located on the right side of the No Enter symbol, if you are facing their spawn.  The only way to get in there, is if one of the BLU's team member goes to their spawn or comes out of it. Then while the door is still open, you need to stand next to it and move toward the right side and you will get in their spawn. This persists in the Xbox 360 and PS3 versions.
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====== [[2Fort]] ======
  
*'''Entering Enemy's Spawn 2''' In BLU base when an Engineer crouch jumps next to a plank below the spawn, they will go through the map, and if the game lets them spawn a building in the spawn the Engineer can build a teleporter inside allowing other players to enter.
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*'''Entering Enemy's Spawn''' In both bases, an [[Engineer]] can build a [[Teleporter]] using the hole which lets players leave the left spawn room. They must build a [[Sentry Gun]] under the hole and jump onto it, then crouch jump whilst repeatedly attempting to build a Teleporter Exit inside the spawn room, which enemy [[Spies]] can use to enter the base. This exploit works as there is no <code>[[vdc:func_nobuild|func_nobuild]]</code> brush stopping Engineers from building from under the spawn.
  
*'''Entering Enemy's Spawn 3''' Be an Engineer. go to RED building, and near the entrance to the pipes, you will see a bunch of crates. Build an entrance behind them, and refill your metal. Now climb on the entrance, then jump towards the crates, and crouch when you reach to top of your jump. You will now climb on the crates. Go the the edge of them, the one facing the stairs to the pipes, and then Crouch Jump, then build an exit inside RED's spawn. Notice that it must be at the edge, or you won't be able to jump. Now go to the entrance, and teleport. You will appear in RED's spawn. This could be useful for BLU, as they can enter RED's spawn, and also be useful for RED, in case they you don't want your entrance to be sapped. You can also build a Sentry Gun by trying to build very closely to the wall's edge; keep jumping and moving forward as far as you can before falling off the crates and you'll get it. With this method, you can have a Sentry Gun, Dispenser and Teleporter inside the RED spawn for you and your teammates.
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*'''Entering Enemy's Spawn 2''' A hole in the lower, right side of the No Enter symbol for BLU's base (the one next to the haystacks) can be used by RED players to get into the BLU spawn room.
  
*'''Opening Safe Room's Door''' It is possible to open the door leading into the "Safe Room" in which you first respawn, by jump-crouching into the door's handles amd jump-crouching again to reach the top of the door, and it will then open.
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*'''Pointless Room''' - There is a spot in each [[Capture the Flag#Intelligence|Intelligence]] room, where a player can get other players stuck. This is a dead-end, because players cannot escape, unless they suicide. By building a Dispenser on the left wall of the left corridor (the one facing the Intelligence) and then by using the "jump through roofs" exploits to build a Teleporter Exit, a player can trap other players on their team. Enemies cannot be damaged from here.  
Note: This can only be done in the BLU main Respawn area and may sometimes not open.  
 
  
*'''Getting Outside of the Bridge''' Go to the staircase near the BLU Intelligence.  Then by using the crouch jump exploit, build a teleporter while facing the wall (not the side where when you build it, you get stuck in a black room). Then teleport to the outside of the map, and go to the right to build a Dispenser, and either have a Medic teleport there to boost you up high enough to make it up to the top of the ledge or build your teleporter up on the ledge, and suicide (You do not have to suicide, if you build a Sentry Gun and use that to crouch jump to the top of the ledge.  Then go right to the wall in the video, and have a Medic needle boost you all the way to the top, where you should build your teleporterWhen you are up there, you can jump down to the other side, and you will be outside of the bridge in 2Fort.
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====== [[Gravel Pit]] ======
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*'''Spawn Building''' - RED [[Engineer]]s can build inside their spawn area by crouching on the office chair and facing the computer panel to its right. Once the vertical position of the blueprint changes to match the visible height of the panel (which only occurs in a particular spot), the Engineer can place their construction at a specific mid-air point (this essentially means repeatedly jumping while spamming the keys bound to Crouch and Primary Fire)(''Fixed in Steam version, present in 360 and PS3 versions'')
  
*'''Holding Enemies Spawn Door Open''' Both teams can hold open the enemies spawn door at the hay room by running into it while it is open.  While this works well for the BLU team, as they can potentially spawn camp, it's not so easy for the RED team. Should a member of the RED team attempt this, they can potentially get stuck in the door, unable to move, and end up getting dragged up and down with the door as the BLU team enters and leaves the spawn area.
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====== [[Dustbowl]] ======
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* '''Hiding in barrels''' - This exploit allows a player to phase through the barrel and be partly hidden. You can run out of it at any point but it requires you to repeat the process to phase into the barrel to get back in it. This can also block enemy attacks until the barrel breaks.
  
*'''Pointless Room''' There is a spot in each Intelligence room, where players can get others stuck. This a dead-end, because players cannot escape, unless they suicide, or someone has built a teleporter that leads to the outside of this room.  By building a Dispenser on the left wall of the left corridor (the one facing the Intelligence) and then by using the "jump through roofs" exploits to build a teleporter exit, a player can trap other players on their team. There is no tactical advantage to getting in here (Sentry Guns don't work here either), you can't be shot or shoot anybody. It is mostly used by people who are greifing as they will set up a teleporter entrance somewhere in your base and an exit in the roof.  This then traps your team-mates and forces them to commit suicide. (Broken - Xbox 360 and PS3 Version) '
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== Steam Version ==
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Exploits that are present in the Steam version of Team Fortress 2.
  
*'''Roof Holes''' A hole in the roof of BLU's 'upstairs' room (above and behind the balcony) allows arcing projectiles (grenades and needles) to be fired into the 'upstairs' room just outside BLU's main respawn room. It can be used for taking out Sentry Guns placed in the corner of the upstairs room. This looks intentional; however the same cannot be used on RED's base as chicken wire covers the hole.   (Broken - Xbox 360 and PS3 Version) '
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==== By Class ====
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Exploits that only work on specific classes.
  
*'''Building a Sentry Gun on Top of Intelligence Staircase Room''' You will need a Medic. Even though this can be done in both BLU and RED sides, the procedure for the BLU side is a little harder and longer, so this will be how to do it in the RED side, which is easier.
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====== Scout Exploits ======
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* With the [[Flying Guillotine]], if the player runs towards a thin wall and throws the projectile, the projectile can go through the wall.
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* With the [[Boston Basher]], if the player initiates a melee attack facing an enemy within range, but does not hit the enemy after the swing has finished, the Scout will not receive any self damage.
  
First be an Engineer, and then go to the Intelligence Staircase Room (Outside Main Spawn Room, turn right and it's the room you see across). Go down halfway though the stairs, stop, and turn right (you must be facing the rocky wall with the wooden ledge above).  
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====== Soldier Exploits ======
Now do the Crouch-Jump Exploit to get glitched (head sticking though ceilings), jump into the metal bar and move right all the way to the top, then move left, and you'll notice you wont anymore move downwards but sideways, take out your PDA and move leftwards until you can build your teleporter.  
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* After gaining a full rage meter for any banner item ([[Buff Banner]], [[Battalion's Backup]], or [[Concheror]]), equipping a different banner and blowing the horn while touching a resupply locker will transfer the rage to that banner.
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* The [[Cow Mangler 5000]] can be fired through thin walls. This is mostly noticeable in [[Thunder Mountain]]'s spawn gates.
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* The [[Grenade (taunt)|Grenade]] taunt can be used to kill enemies on the other side of a closed setup gate or a thin wall without being killed.
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* The [[Beggar's Bazooka]] can be loaded up to 3 rockets, these rockets can be stored with certain methods to allow you to prevent the rockets from firing.
  
Now go build your entrance anywhere, resupply and when you teleport, you'll be facing the Intelligence Staircase Room (but from the outside). Now turn right, destroy your teleporter and move across the invisible wall until you can build your Exit Teleporter (near left corner). Now kill yourself and teleport again, move left and you'll get to the cow and fence.  
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====== Pyro Exploits ======
This is the first half, which is also known as "Getting to the 2Fort Cow". It might look long but with little experience it might take you some 2 and a half minutes to get there.
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* With the use of any of the Pyro's [[Weapons#pyroprimary|Flamethrowers]], it is possible for the flames to travel through thin walls.
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* The [[Flare Gun]], [[Detonator]], and [[Scorch Shot]] projectiles may sometimes be able to launch itself through thin walls.
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* Taunting with the [[Balloonibouncer]] in front of a wall will cause the player to submerge into the wall, causing the Pyro to be not visible or to be visible on the other side of the wall if the wall is thin enough.
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* Using the [[Dragon's Fury]] you can shoot through certain walls.
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* An exploit using the [[Thermal Thruster]] allows the player to equip a different secondary weapon while still having the stomping damage ability and the heavily reduced fall damage attribute that is gained from the use of a jetpack charge. However, the player will be susceptible to being Mini-Crit by the [[Direct Hit]] whether if they are airborne or not (until death) and the distinct "flying" sound while midair from a [[Rocket Jumper]] rocket jump will continuously loop (until death or the use of the snd_restart command) due to the game still thinking they are airborne from performing the exploit.
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* Under certain conditions, the [[Scorch Shot]]'s Execution taunt is guaranteed to perform a [[Critical hit]]. However, this nullifies the close range damage, instead doing the critical damage a flare from the Scorch Shot would do.
  
Now build a Dispenser right next to the thing with the small roof in front of the cow, jump-crouch on top of it to climb to the second roof and build a teleporter, and then stand on the teleporter to be able to jump-crouch onto the third roof. Now call your Medic and make him needle boost you to the top of the building. Once you're up there, you can build your Dispenser and Exit for your teammates, and build your Sentry Gun on the edge of the Roof for a really good defense of all the Courtyard Area.
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====== Demoman Exploits ======
You might think that the Sentry Gun is too high, but its range does cover all of the below area.
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* Performing a reverse [https://wiki.sourceruns.org/wiki/Schrodinger%27s_Crouch Schrodinger's Crouch] will render the player immune to Sentry Gun fire while crouching.
Now make sure that you build your Exit as far in the back as possible (you can run on some space without floor), because if it gets destroyed and an Sniper gets you, you'll have to do all the process again.
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** However at certain angles, it is still possible for a Sentry Gun to damage you.
  
=== Badlands ===
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====== Building and Engineer Exploits ======
*'''The Red Spawn''' The red teams initial spawn room has misplaced no-entry blocks allowing members of the BLU team to sneak in.
 
  
*'''Middle Spawns''' You can build stuff in the middle spawns (once the fourth point is captured). You have to crouch to be able to build.
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*If an Engineer switches to a different Wrench while having the [[Gunslinger]] equipped, holding an undeployed [[Combat Mini-Sentry Gun|Mini Sentry Gun]] toolbox inside of a spawn room, the player can still place down a Mini-Sentry Gun.
  
*'''Last Point''' It is possible to cap/block a capture from the outside of the cap.
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*Using the [[Short Circuit]] you can shoot through certain walls.
  
=== Dustbowl ===
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*An Engineer can use a Payload cart to push himself inside his own buildings, allowing the Engineer to perform a Stucklaunch.
  
==== Stage 1 ====
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====== Spy Exploits ======
*'''Starting Gates''' During the set-up time a Demoman can bounce pipe bombs through the gates to the blue spawn.
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* A player can get an infinite [[Killstreak]] without ending an enemy Spy's Killstreak if the Spy feigns death with the [[Dead Ringer]].
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*If the Spy is near the enemy spawn, and changes his loadout, he can instantly respawn in his own spawn.
  
*''' Building Inside Spawn ''' In the blue spawn an Engineer can build right in front of the gate on the left and in a corner off by the gate on the right.
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==== Map Specific ====
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Exploits that are map specific, these can usually get players out of bounds or get into enemy spawns.
  
*'''Skywalking 1''' Cap 2. Engineers can build Dispensers/Sentry Guns to stand on or by jumping on top of boxes, are able to access some high areas. To skywalk, go to the small room with the boxes (the one across the bridge) , and then click crouch and then jump to be able to place a teleporter exit. Then by building a Dispenser next to the wall and building another teleporter exit on top of the wall, you are able to skywalk at Cap 2 Stage 1 Dustbowl.  You are also able to build Sentry Guns on top of the room with the box.
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====== [[Frontier]] ======
  
*'''Infiltrating the Protected Tunnel''' The 'secondary' entrance to the tunnel protected by a one-way door (from RED's perspective) is on a ledge just a short distance away from the door, but is generally only accessible if playing as a Scout, Soldier or Demoman, who can jump/blast their way onto the ledge. However, any class can reach the ledge from the outside due to the presence of several solid bolts and planks against the wall (which can be stood upon), running between the door and the ledge itself. Starting from the closed side of the one-way door, facing in the direction of the first Control Point, the player must jump forwards while pressed against the wall to their right, landing on a bolt attached to a downward-sloping plank. The player must then jump forwards again, landing on a plank tangential to the previous wall. From there, the player can hop onto the barrels in the corner of the ledge, or the small patch of ground in front of the barrels, arriving on the ledge itself and thus gaining access to the tunnel.
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* A [[Heavy]] wielding an all-class melee weapon can suicide on the cart, then another Heavy wielding any kind of [[Glove]] can pick up the dropped melee weapon, resulting in the heavy dropping the gloves into the world. The model for the various forms of gloves can be placed into the cart by repetitively switching between the two weapons, until the glove model is stuck into the train, separating the platform from the train, and the head of the train keeps moving while the platform is stopped. (so long as the BLU team stays on the disconnected platform.)
  
==== Stage 2 ====
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* A RED Engineer can build a teleporter in the final spawnroom near the [[Respawn#Resupply|Resupply]] cabinet which makes it possible for BLU Spies to get into the RED spawn room.
*'''Glitched Area''' Control point 1 building - Allows a Soldier or Demoman to blast jump into the roof area of the building. Additionally, Scouts can double jump to get up there, and Engineers can build a Dispenser and jump on that to get up there (the back section opposite wall to the rail track). (''Possibly legitimate'')
 
  
*'''Glitched Wall''' Cap 2. A specific wall allows players to go into it..
+
* Snipers can shoot through a window frame near the last control point.
  
*'''Healing Through Walls'''  By building your Dispenser inside the small house next to cap 1 you are able to get metal and heal yourself. To do this, simply build your Dispenser as close as possible to the wall with the telephone, and go on the other side to see if you made it close enough.
+
* Li'l Chew Chew can be glitched so that the platform will be far behind the actual engine. This lets the BLU team push the train without being near the engine.
  
*'''Skywalking''' Cap 2. To do this, simply build your Dispenser onto of the farthest section of stage 2 cap 2 from the cap.  And then get yourself glitched, by clicking crouch and then jump, and then have a Medic needle boost you, to build your teleporter.
+
* When the final point is capped, any BLU players who were set to respawn at that time will appear in RED's final spawn room, instead of BLU's intended final spawn room.
  
*'''Teleporters Above Ground'''  To do this, go to the small house that is next to cap 1 of stage 2.  Then go to the sections with either a telephone on the desk, or a coffee machine on the desk.  By standing on this, you are able to build your Teleporters on top of the desk.  You might have to shift around or jump to get this to work.
+
* Players can camp RED team's second spawn (BLU's 3rd) by using sticky bombs and firing at the top of a wall where the invisible walls cause the bombs to fall into the spawn area.
  
*'''Teleporter Inside RED Spawn''' By crouching while next to the side of the walls you are able to build your teleporter, Sentry Gun, or Dispenser in your spawn or the enemies.
+
* Engineers can place buildings in the pit at the end of the map, allowing players to teleport there.
  
*'''Return to Stage 1''' BLU Spawn - Allows you to move back to the 1st stage of Dustbowl. This requires an Engineer and a Medic. Let the Engineer go to the LEFT supply locker of BLU, then get glitched by crouching then jumping. Now, the Medic needs to needle boost him to the top of the locker, then the Engineer needs to build an exit on the roof. Teleport, and you will be behind the fence that is blocking stage 1. Combine this with Stage 1 Skywalk, and you will be able to skywalk above your spawn, and defend it from above.
+
====== [[2Fort]] ======
  
==== Stage 3 ====
+
*'''Holding Enemy Spawn Doors Open''' - Both teams can hold open the enemy's spawn door at the hay room by running into it while it is open. Should a member of the RED team attempt this, there is a chance for the player to get stuck in the door, unable to move, and end up getting dragged up and down with the door as the BLU team enters and leaves the spawn area.
*'''Teleporter Inside BLU Spawn''' By crouching, while next to the side of the walls, you are able to build your teleporter, Sentry Gun, or Dispenser in your spawn or the enemies.
 
  
*'''Hiding Stickies''' Cap 1: If you are a RED Demoman and go to the blue exit gate on your left side, aim about a foot off the ground, count 3 cobblestones back towards the cp, and you can shoot stickies into the wall. Here they cannot be seen aside from a mute red light which goes away.
+
*'''Airduct Stickies''' - A Demoman can shoot stickies into the airducts of either team's Basement area. Sometimes the stickies aren't completely hidden, as the space in the airducts are thin.
  
*'''Skywalking''' Cap 2: You will need an Engineer and a Medic for this. From RED's spawn, walk forward, until you will see a staircase to your RIGHT (not the one who leads down, but the one who leads UP). Climb it, and walk all the way, until you see an exit to your RIGHT. Build a Dispenser there (make sure it won't be under the roof), and climb on it. Take out a Teleporter Exit, and let the Medic needle boost you, while you hold "Build" button. If done correctly, you will build the exit at the sky. Now, refill your metal supply, build a teleporter entrance, and teleport. You will notice you cannot move. Destroy the Exit, and build it again somewhere around you. Now suicide (Switch to another class then back to Engineer), and teleport. You are now skywalking. Be careful not to go out of the map's bounds, or you will fall down to the ground and stay stuck there unless you suicide.
+
====== [[Badwater Basin]] ======
  
=== Gold Rush ===
+
*'''BLU 1st Spawn'''  
*'''Stage 1''' Engineers can build on the balcony just before the final cap point.
+
**The tall pillar of rock in the middle of the respawn wall has a small place to stand on near the top. Soldiers and Demomen can camp up here.
:Video: http://youtube.com/watch?v=2m6lYS7AYmo
+
**The corner rock by the leftmost exit can have a sentry placed if the Engineer has the [[Wrangler]] and sentry jumps there.
  
*'''Stage 1''' Certain projectiles can be fired through the start-up gates.
+
====== [[Well (Control Point)]] and [[Well (Capture the Flag)]] ======
 +
*'''Glitched Area''' - Backroom (Final Control points in <code>cp_well</code> and Intelligence room in <code>ctf_well</code>) - Allows [[Soldiers]], [[Demomen]], and Engineers to get into the roof area and on the beams. It is unconfirmed if this is an exploit or not as both teams can use it, higher areas are blocked by invisible walls and this hasn't been fixed by Valve, despite it having been in the game for a long time.
  
*'''Stage 3 Spawn Teleporter''' When starting in the spawn closer to the first cap points of the track for the Payload. This is also the spawn with the large staircase.  You are able to build your teleporter inside your spawn, by standing sideways to the gate.
+
====== [[Suijin]] ======
 +
*'''Infinite Grenade Taunt''' - If a Soldier goes under one of the bridges in the middle he can repeatedly perform the Grenade taunt without dying. *The aforementioned bridge can also be used by a Medic with the [[Meet the Medic (taunt)]] to infinitely store entities, potentially crashing the server.
  
*'''Spawn Exploit''' In some of the spawns there are holes in the middle of the ceiling that Demomen and Soldiers can jump up into. This doesn't really have any practical use except for avoiding death in Humiliation.
+
====== [[Upward]] ======
 +
*'''Taunt kill through floor''' - If a Soldier approaches a staircase near the 2nd RED spawn room, it is possible for him to kill enemies with the [[Grenade (taunt)|Grenade]] taunt through the floor and survive, despite dying anywhere else.
  
=== Granary ===
+
*'''Attacking first from last''' - On the path right outside the building housing the last point, it is possible to shoot over the wall into BLU's first spawn, as well as onto the path between the cart's initial position and the first point. However, this is extremely inefficient as only certain projectile weapons can achieve this alone.
*'''Roof Holes''': Above the RED team's 2nd respawn point, there is a large opening on the side where a BLU Demoman can spawn-kill the RED team by launching grenades into the respawn area. A BLU Soldier can also spawn-kill the RED team by launching rockets through the gap and also by rocket jumping into the gap and firing rockets directly down onto the RED team as they spawn. The BLU team's 2nd respawn area does not have this vulnerability.
 
  
=== Gravel Pit ===
+
====== [[Brickyard]] ======
*'''Roof Holes''' A hole in the roof of RED's respawn room allows weapon fire in both directions. The holes are between the boards over the window and big enough to allow most projectiles through.
+
*'''Bonk Scout''' - If a Scout drinks [[Bonk! Atomic Punch]] and begins phasing, he can still carry the ball while under the influence of Bonk!.
  
*'''Spawn Building''' RED Engineers can build inside their spawn area by crouching on the office chair and facing the computer panel to its right. Once the vertical position of the blueprint changes to match the visible height of the panel (which only occurs in a particular spot), the Engineer can place their construction at a specific mid-air point (this essentially means repeatedly jumping while spamming the keys bound to Crouch and Primary Fire).
+
====== [[Pipeline]] ======
 +
*'''Entering Enemy's Spawn''' - In the third map rotation, an Engineer can build a teleporter on the scale and let enemy Spies into the spawn room.
  
*'''Under Map 1''' Cap A.  By using the "Crouch Jump" exploit, you can get under the map at Gravel Pit Cap A. To do this, go to the tunnel next to Cap A. Build a Dispenser and use the "Crouch Jump" exploit to build a teleporter exit.  After using the teleporter you built, you will need to crouch jump over a little gap in the small room you teleported into and you will be able to build Sentry Guns under the map.
+
====== [[Sawmill]] ======
 +
* There is a rock formation between the waterfall and the small health kit that has bugged collision. It is possible to jump inside this rock formation, which can lead to unfair matchups against unaware enemies.
 +
** Keep in mind that bullets can still pass through the rock, so enemies can shoot you if they know you are there.
  
*'''Under Map 2''' Cap B.  By using the "Jump through Walls" exploit, you can get under Cap B Gravel Pit.  Go to the area, with the ramp, and then jump through the wall next to it.
+
====== [[Double Cross]] ======
 +
* One of the spawn room doors isn't properly set up to disallow building.
  
=== Hydro ===
+
== Patched Exploits in Steam Version ==
Skywalking is possible in one spot with the help of someone from the other team. To do this, simply have a Spy or Scout on the other team crouch jump on to your Dispenser, and then have them move over to one side of it, while you get on it. Then while they are crouched, crouch jump on top of them. Then have them stand up, and both of you crouch jump to get yourself on top of the lamp next to the door. Then try to crouch jump over to the spot where the teleporter was built, and try to build it there while you are jumping. Another way would be to have a Demoman or solidier shoot at your feet to boost you up to the top of the lamp.
+
A list of some notable exploits patched within the Steam version of TF2.
 +
{| class="wikitable" border=0 cellspacing=2 cellpadding="2" align=center
 +
! class="header" width=150 | Title
 +
! class="header" width=350 | Description
 +
! class="header" width=70 | Exists on Steam
 +
! class="header" width=70 | Exists on 360
 +
! class="header" width=70 | Exists on PS3
 +
|-
 +
! style="background:#FFDDAD;" | Bunny Hopping
 +
| A jumping technique that allowed players to move faster than they should by bypassing the velocity cap.
 +
|| No || No || Yes
 +
|-
 +
! style="background:#FFDDAD;" | Backstab no disguise break
 +
| Whereby a [[Spy]] could backstab while retaining their [[disguise]].
 +
|| No || Yes || Yes
 +
|-
 +
! style="background:#FFDDAD;" | Cloaked backstab
 +
| Whereby a [[Spy]] could backstab while remaining [[Cloak]]ed.
 +
|| No || No || Yes
 +
|-
 +
! style="background:#FFDDAD;" | Critical hit storing
 +
| Whereby players are able to store Critical hits in their weapon.
 +
|| No || No || Yes
 +
|-
 +
! style="background:#FFDDAD;" | Crouch jump
 +
| Whereby players are able to build Teleporters in places that they should not be able to, such as spawn rooms.
 +
|| No || No || No
 +
|-
 +
! style="background:#FFDDAD;" | config.cfg rebinding
 +
| Whereby players could use an external program to rebind controls to console commands, could also be used to open the developer console on the console versions.
 +
|| Never Existed || No || Yes
 +
|-
 +
! style="background:#FFDDAD;" | Heavy Minigun Rev
 +
| Whereby a [[Heavy]] was able to run and simultaneously rev up or fire their [[Minigun]].
 +
|| No || No || Yes
 +
|-
 +
! style="background:#FFDDAD;" | Huntsman quick reload
 +
| By switching to a different weapon and quickly switching back, it was possible to reload the [[Huntsman]] faster than intended.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
!style="background:#FFDDAD;" | Item Schema manipulation
 +
| An exploit that had been found by Gamemaster1379 on Reddit, he was able to edit the game files to change the data of the [[Giftapult]] to work as a [[Mann Co. Supply Crate Key]], essentially allowing them to open any crate for 10c. It had been able to work since 2010 but was later patched in 2014.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Infinite Sentry health
 +
| Whereby a [[Spy]] and an [[Engineer]] working together can infinitely increase the health of a [[Sentry Gun]] by using the [[Red-Tape Recorder]]
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Infinite Heavy overheal
 +
| Whereby a [[Heavy]] could use a [[Dalokohs Bar]] and the [[Gloves of Running Urgently]] to infinitely increase his overheal.<ref name="heavyoverheal">''Earliest record'' [https://www.youtube.com/watch?v=cTdk0Z-YLbg&t=182s YouTube - Meet the infinite overheal Heavy (Jungle Inferno update) <nowiki>[FIXED]</nowiki>] (2017-10-23), retrieved 2017-10-21.</ref>
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Infinite Frontier Justice Crits
 +
| An Engineer that had revenge Crits on the [[Frontier Justice]] could abuse a loadout-related glitch to gain infinite Crits for all weapons, including ones that don't normally Crit (such as the [[Southern Hospitality]]).
 +
|| No || Never Existed || Never Existed
 +
|-
 +
!style="background:#FFDDAD;" | Infinite Scout jump
 +
| If a Scout enters the [[Civilian]] pose or "Reference pose", the Scout will be able to infinitely jump.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Infinite Teleporter health
 +
| Whereby an [[Engineer]] could infinitely increase the health of a [[Teleporter]] by moving and destroying the entrance.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Invisible buildings
 +
| Any Engineer picking up a building and immediately taunting would be able to use the weapon they taunted with whilst holding this building. If placed back down with the "build x" commands, these buildings would be invisible, leaving only the sentry shadow, Dispenser screen or teleporter effect.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Invisible Sappers
 +
| [[Spies]] can place [[Sappers]] on Buildings while being invisible. They can use the [[Red-Tape Recorder]] to make the sentry unbuild itself without having the Engineer being able to fix it.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Level 3 [[Combat Mini-Sentry]]
 +
| Whereby an Engineer could build a [[Combat Mini-Sentry]] that fires rockets by building a Level 3 [[Sentry Gun]], switching to [[Gunslinger]] (either by respawning or using [[Respawn#Resupply|resupply lockers]]), then re-deploying the Sentry Gun. The resulted Sentry Gun would take only 2.5 seconds to build like a Combat Mini-Sentry, but fired rockets like a normal Sentry Gun.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Melee damage stacking
 +
| Whereby players could attack and then instantly switch to another weapon and back again, making the next attack with the melee weapon land instantly, and stack on the attack they were already making.
 +
|| No || No || Yes
 +
|-
 +
! style="background:#FFDDAD;" | Multiple buildings
 +
| Several methods where the Engineer (or in some cases the Spy) could build multiple copies of all his buildings.
 +
|| No || No || No
 +
|-
 +
! style="background:#FFDDAD;" | Multiple buildings #2
 +
| An Engineer could pick up a building with the "Automatically respawn after loadout changes in respawn zones" option and change their loadout hereby glitching them into having a building being "carried" and allowing the Engineer to build multiple buildings using the "build x" commands.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Multiple buildings #3
 +
| Whereby an [[Engineer]] can build an unlimited number of [[building]]s by using the commands, "build 0 x", "build 1 x", and "build 2 x" (where x is the number of the building), and a [[Spy]] can build an unlimited number of [[Dispenser]]s using "build 0 x" (where x is the number of the building).
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Needle Boosting
 +
| Whereby players could be boosted by the Medic's [[Syringe Gun]] needles.
 +
|| No || Yes || Yes
 +
|-
  
=== Steel ===
+
! style="background:#FFDDAD;" | Occlusion visualization cheat (cvar)
*'''BLU Spawn''' Jumping above the blue teams exit door to B before the round starts can cause the door to get stuck, making BLU team not able to leave through the B exit door.
+
| Allowed players to make use of the built-in Performance UI to enable visible occluders which would let you then see through walls.
 +
|| No || No || No
 +
|-
 +
! style="background:#FFDDAD;" | Payload cart upgrading
 +
| Where BLU Engineers could "upgrade" the Dispenser on the cart by hitting where the blue stream comes out of the pipe on the cart, allowing it to dispense health faster than normal.<ref name="cartupgrade">''LotusClanChannel'' [http://youtube.com/watch?v=fkXLzZ0O8_A YouTube - Building a dispenser on the payload cart] (2008-12-12), retrieved 2010-10-22.</ref>
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Payload last point early explosion
 +
| A player can continuously swap weapons on top of last point until weapon falls through hole and explodes with no Cart needed, causes the Cart to be invisible.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Permanent [[ÜberCharge]]
 +
| Whereby a disconnected Medic could continue to ÜberCharge his target indefinitely.
 +
|| No || No || Yes
 +
|-
 +
! style="background:#FFDDAD;" | Permanent [[ÜberCharge]] #2
 +
| Whereby a Medic is able to give himself an ever-lasting ÜberCharge for the rest of the round. It requires a player to have unlocked the [[Kritzkrieg]], and is done by switching to the Kritzkrieg whilst deploying the Über in the team respawn room. This can also be done the opposite way around - by switching to the [[Medi Gun]], giving the player infinite [[Critical hits]] for the rest of the round. Standing near a [[Dispenser]] (or [[Payload]] while attacking), healing a teammate, or being healed by a teammate will however end the charge.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Permanent [[Bonk! Atomic Punch|Atomic Punch]]
 +
| Where a Scout becomes permanently under the effect of [[Bonk! Atomic Punch]] by drinking the item while moving into a supply cabinet.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Permanent [[Bonk! Atomic Punch|Atomic Punch]] #2
 +
| Where a Scout becomes permanently under the effect of [[Bonk! Atomic Punch]] by drinking the item and disconnecting from the internet.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Permanent Regeneration
 +
| By disconnecting from the server mid-taunt with the [[Amputator]], the [[healing]] effect would stay on all in the healing radius (through death and class change), until they disconnected or the map changed.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Powerjack afterburn heal
 +
| A [[Pyro]] could switch to the [[Powerjack]] before an ignited enemy died from afterburn and still get the +75 health.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Quantum crouch
 +
| Where crouching was used to see outside of the playable area. This could be exploited to place buildings at invalid locations.
 +
|| No || Yes || Yes
 +
|-
 +
! style="background:#FFDDAD;" | Sapper wall sap
 +
| Whereby a Spy could attach a [[Sapper]] to enemy buildings through thin walls.
 +
|| No || No || Yes
 +
|-
 +
! style="background:#FFDDAD;" | Surviving Grenade taunt
 +
| Performing the [[Grenade (taunt)|Grenade taunt]] with the [[Rocket Jumper]] equipped to the primary slot will allow the [[Soldier]] to survive the taunt with no blast damage. This was removed and later re-implemented as a feature.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Stuck PASS Time jack
 +
| On Warehouse, if someone throws the ball between the crates and the wall, the ball can no longer be scored for either team.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Spectator Halloween gift grab
 +
| Briefly during the 2010 Halloween event, it was possible to pick up gifts whilst in spectator mode simply by running the free camera into them.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Spectator earn achievements
 +
| Whereby players could complete [[achievements]] by spectating other players who earned them.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Teleporter door block
 +
| Allowed Engineer players to block spawn doors with the help of Teleporters.
 +
|| No || No || Yes
 +
|-
 +
! style="background:#FFDDAD;" | Teleport Intelligence 
 +
| An exploit that allowed a player to teleport with the intelligence by dropping it next to the Teleporter, then picking it up as they were teleported.
 +
|| No || Yes || Yes
 +
|-
 +
! style="background:#FFDDAD;" | Teleporter point gain
 +
| Whereby an Engineer could earn himself large amounts of points by using his own teleporter repeatedly.
 +
|| No || Yes || Yes
 +
|-
 +
! style="background:#FFDDAD;" | The Classic floating lasers
 +
| A [[Sniper]] using [[The Classic]] can commit suicide after charging the shot, leaving the laser in midair. Doing this repeatedly could crash the server.
 +
|| No || Never Existed || Never Existed
 +
|-
 +
! style="background:#FFDDAD;" | Teleporter behind RED bamboo
 +
| On Suijin, it is possible for an Engineer to build a teleporter exit behind the bamboo across from the front spawn door on the RED side of the map, trapping them. Does not happen to the BLU side.
 +
|| No || Never Existed || Never Existed
 +
|}
  
=== Well ===
+
== Update history ==
*'''Glitched Area''' Backroom (Final Control points in CP_Well and Intelligence room in CTF_Well) - Allows Soldiers, Demomen, and Engineers to get into the roof area and on the beams. Unconfirmed if an exploit or not as both teams can use it, higher areas are blocked by invisible walls and hasn't been fixed by Valve even though it's been around a while.<!-- it's an exploit, at least the Engineer part is -->
+
{{Update history | '''{{Patch name|9|20|2007}}'''
 +
* Exploit fix related to "<code>join_team</code>"
  
=== Upward ===
+
'''{{Patch name|10|5|2007}}'''
* It is possible to rocket/sticky jump out of a hole in the roof and manage to get enemies, before the setup time has finished.
+
* Fixed teleporter/[[spawn]] doorway exploit.
* It is also possible to sticky jump around cliffs, from a set of stairs on to the roof of the BLU base and kill enemies inside.
 
  
== List of Patched Exploits ==
+
'''{{Patch name|10|25|2007}}'''
 +
* Fixed a Spy backstab exploit where you could stab a player who was not facing away from you.
  
*'''Backstab Not Breaking Disguise''' - Whereby a Spy could backstab while retaining their [[disguise]] (patched in the PC and 360 versions; broken in the PS3 version).
+
'''{{Patch name|10|31|2007}}'''
 +
* Added anti-bunny hopping code.
 +
* Fixed a weapon switching exploit that allowed Snipers to fire slightly faster than intended.
  
*'''Bunny Hopping''' - A jumping technique that allowed players to move faster than they should by bypassing the velocity cap. Patched [[October 31, 2007 Patch|October 31, 2007]].
+
'''{{Patch name|11|7|2007}}'''
 +
* Fixed exploit that allowed players to teleport with the intelligence.
 +
* Fixed several melee weapon switching exploits.
  
*'''Civilian Heavy''' - Whereby a Heavy could go into a strange pose by spinning the Minigun in spawn and switching class to Heavy. This is still performable, but another method is required. (Patched in PC and 360, unsure with PS3).
+
'''{{Patch name|11|15|2007}}'''
 +
* Fixed exploit where [[spectators]] could spawn into the world without actually joining a team.
 +
* Fixed an exploit that would allow players to jump out of the map in [[Hydro]].
  
*'''Cloaked Backstab''' - Whereby a Spy could backstab while remaining [[Cloak]]ed (patched in the PC and 360 versions; broken in the PS3 version).
+
'''{{Patch name|11|20|2007}}'''
 +
* Fixed jump/taunt exploit.
  
*'''Critical Hit Storing''' - Whereby players are able to store Critical hits in their weapon, especially annoying for Spies one-shotted by an Engineer's [[Wrench]]. (Patched in PC and 360 version; broken in the PS3 Version).
+
'''{{Patch name|11|21|2007}}'''
 +
* Took a more aggressive approach to solving the exploit that would allow players to get underneath terrain in Team Fortress 2.
  
*'''Crouch Jump''' - Whereby players are able to build Teleporters in places that they should not be able to, like in the enemy's or their own spawn.  To do this, click crouch and then click jump to boost yourself through roofs partially, and you should be able to build if you are jumping correctly in the correct spot, like in the exploit at Dustbowl stage 1, cap 2.  If you click crouch then jump then crouch again you will get stuck in the roof and may be able to build, if you are in the correct spot.  You can also do this on top of your Sentry Gun/Dispenser, if you crouch jump onto it, or other objects in the game, like boxes and crates. (Patched in PC version only)
+
'''{{Patch name|12|20|2007}}'''
 +
* Fixed exploit where the Medi Gun ÜberCharge wouldn't drain if you switched weapons.
  
*'''Demo Achievements''' - Whereby players could complete [[achievements]] by spectating other players who earned them.
+
'''{{Patch name|12|31|2007}}'''
 +
* Fixed Sniper quick-switch exploit allowing them to avoid zoom/unzoom times.
 +
* Fixed an exploit allowing players to spawn into the enemy territory at the start of a round.
  
*''' Door Block Exploit ''' - Allowed an Engineer to block spawn doors with the help of Teleporters. (Patched in PC and Xbox 360 versions; broken in the PS3 version).
+
'''{{Patch name|2|19|2008}}'''
 +
* Fixed Badlands exploits and missing textures.
  
*'''Heavy Minigun Exploit''' - Whereby a [[Heavy]] was able to run and simultaneously rev up or fire their [[Minigun]] (Patched in both versions; broken in the PS3 version).
+
'''{{Patch name|3|20|2008}}'''
 +
* Plugged an exploit where the server could send executable code to the client.
  
*'''Intelligence Teleportation''' - An exploit that allowed a player to teleport with the intelligence by dropping it next to the Teleporter, then picking it up as you teleported.
+
'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])
 +
* Fixed exploit where clients could start benchmark mode on servers.
 +
* Fixed drowning exploit that allowed players to regenerate health.
 +
* Fixed reload exploit that allowed plays to fire instantly after switching weapons.
 +
* Minor fix to stat gathering to prevent players using sv_cheats to easily garner achievements.
 +
* Fixed a clip brush exploit outside blue Sniper deck on 2Fort.
  
*'''Melee Weapon Switching Exploits''' - Whereby players could attack and then instantly switch to another weapon and back again, making your next attack with the melee weapon land instantly, and stack on the attack you are already making. (Patched in the PC and 360 versions; broken in the PS3 version).
+
'''{{Patch name|4|30|2008}}'''
 +
* Fixed potential "nuke" exploit in rcon subsystem.
  
*'''Needle Boosting''' - Whereby players could be boosted by the Medic's [[Syringe Gun]] needles. (Patched in PC version only; broken for Xbox 360 and PS3 versions).
+
'''{{Patch name|5|2|2008}}'''
 +
* Fixed exploit where players could drop weapons onto the ground for other players to pickup.
  
*''' Occlusion Visualization Cheat (cvar) ''' - Allowed you to make use of the built-in Performance UI to enable visible occluders which would let you then see through walls (Patched in PC version).
+
'''{{Patch name|2|18|2009}}'''
 +
* Fixed loadout exploit.
  
*'''Permanent [[ÜberCharge]]'''
+
'''{{Patch name|7|14|2009}}'''
:*Whereby a disconnected Medic could continue to [[ÜberCharge]] his target indefinitely.
+
* Fixed <tt>setinfo</tt> exploit that allowed restricted convars to be set while connected to a server.
:*Whereby a Medic is able to give himself an ever-lasting ÜberCharge for the rest of the round. It requires a player to have unlocked the [[Kritzkrieg]], and is done by switching to the Kritzkrieg whilst deploying the Über in the team respawn room. This can also be done the opposite way around - by switching to the [[Medigun]], giving the player infinite Critical hits for the rest of the round. Standing near a Dispenser (or [[Payload]] while attacking), healing a team-mate, or being healed by a team-mate will however end the charge.
+
* Fixed "<tt>jointeam unassigned</tt>" exploit.
 +
* Fixed being able to [[respawn]] during the chat time before a level change.
 +
* Prevented some exploits based on <tt>mat_dxlevel</tt> being changed in-game.
  
*'''[[Teleporter]] Exploit''' - Whereby an Engineer could earn himself large amounts of points by using his own teleporter repeatedly. You can no longer earn points by using your own teleporter. (Patched in PC version; broken in the PS3 version).
+
'''{{Patch name|8|13|2009}}'''
 +
* Fixed an exploit where the [[Huntsman]] could be reloaded faster than intended.  
  
*'''Wall Sap''' - Whereby a Spy could attach an [[Electro Sapper]] to enemy buildings through thin walls. (Patched in PC and 360 version; broken in the PS3 version).
+
'''{{Patch name|12|7|2009}}'''
 +
* Fixed Spies being able to disguise while performing a taunt.
  
*'''Cart Upgrading''' - Where BLU Engineers could "upgrade" the Dispenser on the cart by hitting where the blue stream comes out of the pipe on the cart, allowing it to dispense health faster than normal.<ref name="cartupgrade">''LotusClanChannel'' [http://youtube.com/watch?v=fkXLzZ0O8_A YouTube - Building a dispenser on the payload cart] (2008-12-12), retrieved 2010-10-22.</ref>
+
'''{{Patch name|4|30|2010}}'''
 +
* Fixed the Engineer being able to build more than one of each type of building.
  
*'''Level 3 [[Combat Mini-Sentry]] Exploit''' - Whereby an Engineer can build a [[Combat Mini-Sentry]] that fires rockets by building a Level 3 [[Sentry Gun]], switching to [[Gunslinger]] (either by respawning or using [[resupply lockers]]), then re-deploying the Sentry Gun. The resulted Sentry Gun will take only 2.5 seconds to build like a Combat Mini-Sentry, but it fires rockets like a normal Sentry Gun. (Patched)
+
'''{{Patch name|7|9|2010}}'''
 +
* Fixed a bug that allowed sapped buildings to be picked up by the Engineer.
  
*'''[[Combat Mini-Sentry]] Exploit - Whereby an Engineer could build multiple Combat Mini-Sentries by building a [[Combat Mini-Sentry]],Taunting and picking it up at the same time, switching Shotguns (either by respawning or using [[resupply lockers]]), then using the console command build  # they could build as many Mini-Sentries. It could be done with any type of Build. (Patched)
+
'''{{Patch name|7|13|2010}}'''
 +
* Fixed an exploit where [[Engineer]]s could create level 3 [[Mini-Sentry|mini-Sentry Guns]].
 +
 
 +
'''{{Patch name|7|19|2010}}'''
 +
* Fixed a bug where Teleporters could be given more than their normal amount of health.
 +
 
 +
'''{{Patch name|7|21|2010}}'''
 +
* Fixed a speed exploit related to benchmarks.
 +
 
 +
'''{{Patch name|10|18|2010}}'''
 +
* Fixed a Sentry Gun exploit that let Engineers build multiple {{botignore|sentries}}.
 +
* Fixed Engineers being able to build level 3 {{botignore|mini-sentries}} using The Wrangler.
 +
 
 +
'''{{Patch name|10|19|2010}}'''
 +
* Fixed another Sentry Gun exploit that let Engineers build multiple {{botignore|sentries}}.
 +
* Fixed Engineers being able to build level 3 {{botignore|mini-sentries}} using The Wrangler for real this time.
 +
 
 +
'''{{Patch name|12|2|2010}}'''
 +
* Fixed Engineers being able to destroy sapped buildings by issuing the command directly in the console.
 +
 
 +
'''{{Patch name|2|22|2011}}'''
 +
* Fixed a server crash exploit caused by malformed network packets.
 +
 
 +
'''{{Patch name|2|24|2011}}''' ([[Community Map Pack Update]])
 +
* Fixed another server crash exploit caused by malformed network packets.
 +
 
 +
'''{{Patch name|3|10|2011}}''' ([[Shogun Pack]])
 +
* Fixed clients being able to use particle exploits on sv_pure servers.
 +
 
 +
'''{{Patch name|5|6|2011}}'''
 +
* Removed ConVars "r_portalscloseall" and "r_flashlight_version2" to fix a wallhack exploit.
 +
 
 +
'''{{patch name|6|23|2011}}'''
 +
* {{undocumented}} Fixed an exploit with the [[Chargin' Targe]] that allowed greater turning control than intended.
 +
 
 +
'''{{patch name|7|1|2011}} #2'''
 +
* Fixed an exploit with the [[Heavy]]'s [[Buffalo Steak Sandvich]].
 +
 
 +
'''{{patch name|7|7|2011}}'''
 +
* Various clipping and exploit fixes on [[Barnblitz]].
 +
 
 +
'''{{patch name|8|23|2011}}'''
 +
* Fixed an infinite [[Crit]]s exploit using The [[Diamondback]]
 +
 
 +
'''{{patch name|9|2|2011}}'''
 +
* Fixed a [[server]] crash exploit caused by invalid player viewangles.
 +
 
 +
'''{{patch name|9|15|2011}}'''
 +
* Fixed several exploit areas on [[Upward]].
 +
 
 +
'''{{patch name|10|13|2011}}'''
 +
* An exploit with non-printable characters causing lag on Windows [[server]]s has been fixed.
 +
* Various geometry fixes on [[Frontier]].
 +
 
 +
'''{{patch name|11|16|2011}}'''
 +
* Fixed an exploit that allowed [[trade|untradable]] items to be traded with Steam trading.
 +
* Fixed a teleporter griefing position near control point B on Upward.
 +
 
 +
'''{{patch name|12|16|2011}}'''
 +
* Fixed an exploit with The [[Eureka Effect]] and The [[Phlogistinator]] where the effects could activate without [[taunt]]ing in high-[[lag]] situations.
 +
 
 +
'''{{patch name|12|23|2011}}'''
 +
* Fixed a [[Spy-cicle]] exploit.
 +
 
 +
'''{{patch name|2|2|2012}}'''
 +
* Fixed Nobuild exploits on [[Foundry]].
 +
 
 +
'''{{patch name|2|23|2012}}'''
 +
* Adjusted Blue team's func_respawnroom in stage 1 to be flush against the door on [[Dustbowl]].
 +
 
 +
'''{{patch name|4|17|2012}}'''
 +
* Fixed being able to place buildings in nobuild zones.
 +
* Fixed Red team Pyros being able to grief teammates by attacking them with the Flame Thrower and then switching to team Spectator during the attack.
 +
 
 +
'''{{patch name|5|10|2012}}'''
 +
* Fixed a bug that allowed buildings to be built in nobuild/respawn volumes.
 +
 
 +
'''{{patch name|6|28|2012}}'''
 +
* Fixed exploit that allowed [[Beggar's Bazooka]] to indefinitely hold rockets in the chamber without misfiring.
 +
* Engineers can no longer build Teleporters behind the spawn on [[Doomsday]].
 +
 
 +
'''{{patch name|7|2|2012}}'''
 +
* Fixed exploit where the [[Scorch Shot]] could fire its short range kill pellet at the very beginning of the taunt.
 +
 
 +
'''{{patch name|8|10|2012}}'''
 +
* Fixed a [[Medi Gun]] exploit that could leave players indefinitely invulnerable.
 +
 
 +
'''{{patch name|9|4|2012}}'''
 +
* Added nobuild to stairs on center building where Engineers could build out of reach of Sentry Busters.
 +
* Fixed an exploit on Mannworks to prevent players from getting to normally unreachable areas.
 +
 
 +
'''{{patch name|11|16|2012}}'''
 +
*Fixed an Mann vs. Machine exploit that allowed permanent ubercharge/critboost effects on non-Mann-Up servers.
 +
 
 +
'''{{patch name|12|20|2012}}'''
 +
* Fixed an exploit that allowed players to be permanently invulnerable.
 +
 
 +
'''{{patch name|02|1|2013}}'''
 +
* Fixed exploit where players could be pushed into enemy spawn rooms by the Payload cart.
 +
* Fixed a ConVar exploit that allowed malformed values to circumvent range checks.
 +
 
 +
'''{{patch name|07|2|2013}}'''
 +
* Fixed a case where a Medic deploying [[Kritzkrieg]] on a Spy would sometimes result in permanent Crit boost.
 +
 
 +
'''{{Patch name|9|16|2013}}'''
 +
* Fixed a noclip exploit related to dueling and coaching.
 +
 
 +
'''{{Patch name|6|11|2014}}'''
 +
* Fixed an exploit where [[teleporter]]s could build up a large amount of [[health]].
 +
 
 +
'''{{Patch name|7|24|2014}}'''
 +
* Fixed a case where move speeds could be exploited using player angles.
 +
* Fixed an exploit related to Bonk! Atomic Punch and [[Crit-a-Cola]].
 +
* Fixed a bug related to cancelling the Eureka Effect taunt and teleporting immediately.
 +
 
 +
'''{{Patch name|8|13|2014}}'''
 +
* Fixed an exploit where Engineers could build level 3 mini-Sentry Guns.
 +
 
 +
'''{{Patch name|9|15|2014}}'''
 +
* Fixed an exploit where players could circumvent successful kick votes.
 +
 
 +
'''{{Patch name|10|1|2014}}'''
 +
* Fixed an exploit that allowed item nametags to go beyond the 40 character limit.
 +
 
 +
'''{{Patch name|10|15|2014}}'''
 +
* Fixed an exploit related to clients uploading files to servers.
 +
 
 +
'''{{Patch name|10|20|2014}}'''
 +
* Fixed another exploit that allowed clients to have an out-of-date, corrupt, or modified version of items_game.txt.
 +
 
 +
'''{{Patch name|10|29|2014}}'''
 +
* Fixed an exploit that allowed players to remove the ghost condition.
 +
 
 +
'''{{Patch name|11|4|2014}}'''
 +
* Fixed players using the tiny-melee-only curse to get outside of the playable area of the map.
 +
 
 +
'''{{Patch name|11|5|2014}}'''
 +
* Fixed the Rescue Ranger being able pick-up buildings through walls.
 +
* Fixed Engineers being able to pick-up buildings during Merasmus's third-person curses.
 +
 
 +
'''{{Patch name|11|13|2014}}'''
 +
* Fixed an exploit that involved players killing teammates with the meteor spell by switching to [[Spectator]].
 +
* Fixed a bug that allowed weapons to be equipped in invalid loadout slots.
 +
 
 +
'''{{Patch name|1|15|2015}} #1'''
 +
* Fixed an exploit related to the [[Sniper]]'s scope [[Heads-up display|HUD]] panel.
 +
 
 +
'''{{Patch name|2|11|2015}} #1'''
 +
* Fixed an exploit related to the "connect" command allowing servers to redirect clients when they should not be able to.
 +
 
 +
'''{{Patch name|3|12|2015}}'''
 +
* Fixed an exploit related to [[vdc:Material|material]] {{code|.vmt}} files and playing on servers using {{cvar|sv_pure}}.
 +
* Fixed an exploit where clients could bypass the name change timer.
 +
* Fixed an exploit related to the [[Gunslinger]] and hitting teammates to generate a guaranteed third hit that is [[Critical hits|critical]].
 +
 
 +
'''{{Patch name|6|2|2015}}''' ([[Gun Mettle Update]])
 +
* Fixed a .wav file exploit
 +
* Fixed a .bsp file exploit
 +
 
 +
'''{{Patch name|9|14|2016}}'''
 +
*Fixed an exploit related to placing buildings outside of the playable space.
 +
 
 +
'''{{Patch name|9|15|2016}}'''
 +
* Fixed a case where crouching was used to see outside of the playable area. This could be exploited to place buildings at invalid locations.
 +
 
 +
'''{{Patch name|4|20|2017}}'''
 +
* Fixed an exploit where players could remain [[ÜberCharge|Übercharge]]d beyond the normal time period.
 +
 
 +
'''{{Patch name|3|29|2018}}'''
 +
* Fixed an issue that made it possible for a [[Scout]] to Infinitely jump using the [[Civilian]] pose due to the 3/28/2018 Update.
 +
 
 +
'''{{Patch name|7|25|2019}}''' ([[Summer 2019 Pack]])
 +
* Fixed and{{sic}} exploit where [[Stickybomb Launcher|stickybombs]] could not be destroyed or pushed by the enemy team.
 +
 
 +
'''{{Patch name|1|18|2020}}'''
 +
* Fixed an exploit related to the Heavy being invisible.
 +
 
 +
'''{{Patch name|4|7|2020}}'''
 +
* Fixed a server crash exploit.
 +
 
 +
'''{{Patch name|4|27|2020}}'''
 +
* Fixed Heavy exploit related to infinite overheal.
 +
 
 +
'''{{Patch name|6|22|2021}}'''
 +
* Added check to prevent players without admin access using the dump_all_caches server command
 +
* Kick votes will end early and automatically pass if the vote target leaves the match during the vote
 +
 
 +
'''{{Patch name|9|16|2021}}'''
 +
* Fixed an exploit related to players impersonating other Steam accounts
 +
* Fixed an exploit related to creating unnamed Normal quality items
 +
* Fixed the Heavy being able to crouch and jump while stunned
 +
 
 +
'''{{Patch name|4|18|2024}}'''
 +
* Fixed an exploit related to uploading invalid custom [[Decal Tool|decals]] that would crash other clients
 +
 
 +
'''{{Patch name|7|18|2024}}'''
 +
* Fixed Workshop <code>sv_cheats</code> exploit
 +
 
 +
'''{{Patch name|8|13|2024}}'''
 +
* Fixed record/stop .dem file exploit that was used to reveal cloaked Spies}}
 +
 
 +
== See also ==
 +
*[[Exploits (Classic)|Team Fortress Classic Exploits]]
  
 
== References ==
 
== References ==
 +
<references />
  
<references />
+
[[Category:Gameplay]]

Latest revision as of 07:30, 15 November 2024

I have considered an appropriate punishment for the good-for-nothings responsible for this horrendous breach of conduct. Death, of course—but death is too good for disappointments such as these.
The Administrator on exploiters

An exploit is a bug or unintended feature of gameplay that is deliberately and knowingly used by the player to gain an advantage. For example, if a bug enables a player to be immune to damage and a player knowingly uses it, it is an exploit. In contrast, bugs or problems which either do not affect gameplay or that are not intentionally triggered are classified as glitches.

General Exploits

T Posing / A Posing

Under certain circumstances, the player can enter the reference pose. See the Civilian page for more.

Projectile Wallbang

  • Sometimes attacks, such as (but not limited to) flame particles from any Flame Thrower and taunt kills, can travel through the door gates used mostly on Payload maps, due to clipping issues.

Instant Respawn

  • This exploit allows for instantly teleporting back to spawn without suiciding.

Fake Partner taunt

  • This exploit allows for faking a partner taunt, so players attempting to accept the partner taunt will fail.

Warp Glitching

  • Spamming certain commands allows for warp like effects, however you are unable to hold a warp after charging, as you immediately teleport after charging.
    • Warning: This exploit may crash or hang the game for low end computers.

Reverse Quantum Crouch

  • This exploit allows the player to appear standing while crouched.

Fake Latency

  • Using certain commands will freeze your client, causing your ping to increase after the game finishes freezing
    • However, the real ping can still be seen by typing 'ping' into the in-game console.
    • Warning: This exploit may crash or hang the game for low end computers.

Equip Conflicting Cosmetics

Anti-Autobalance

  • By typing a certain command in the console before you get autobalanced, you can avoid being autobalanced and reconnect back to your original team prior to reconnecting.
    • However, this command will reset all of your stats you earned before you used the command.

Doubletap glitching

  • Similar to warping, spamming the command used for warping allows for doubletap like effects.
    • However, this exploit is not viable in-game, as you will have a fraction of a second to aim before you can doubletap.
    • You will also need to stop pressing movement keys while the game is frozen, otherwise you will teleport to the location where you were holding the movement key.

Crouch Speed Boost

  • This exploit allows for a 33% boost in movement speed.

Self Votekick

  • This exploit allows you to votekick yourself through the use of console commands.
    • Step 1: Open console (~) and type "status"
    • Step 2: Find your nickname, there should be a number before it.
    • Step 3: Type in without brackets "callvote kick (your number)".

Edgebug

  • This exploit allows for nullifying fall damage by sliding off of an edge or a ramp.

Jumpbug

  • This exploit allows for nullifying fall damage by holding crouch midair, release crouch before hitting the floor, and jump the instant you touch the floor.

sv_pure bypass

  • This exploit allows for bypassing certain sv_pure restrictions before joining a game.
    • However, only certain modifications can be bypassed, such as animations.

File overriding

sv_pure Exploit

The game has a console variable sv_pure that controls which files clients are allowed to override. By default, a server uses sv_pure 0 unless the server manager decides otherwise. This can be abused to use tampered materials that render on top of walls and other trickery.

There are four modes for the variable:

-1
Does not apply any rules or restrictions which files the client may load
0
Applies the rules from cfg/pure_server_minimal.txt only (forcing the purity of only a few critical files such as the executables)
1
Applies the rules from cfg/pure_server_full.txt and then the ones from cfg/pure_server_whitelist.txt (forcing the purity of the files chosen by the server manager)
2
Applies the rules from cfg/pure_server_full.txt. (forcing all files to be pure)

Console Version

Exploits that are present in the console version of Team Fortress 2.

By Class

Exploits that only work on specific classes.

Building and Engineer Exploits
  • An Engineer can constantly use their Teleporter to farm points, as they are awarded one half-point for every time they take their own Teleporter.
Medic Exploits
  • "Needle Boosting" involves a player standing over a Medic, who then proceeds to shoot their Syringe Gun upward as the player jumps. Due to a physics error, the Medic's Syringe Gun needles propel the target upward.
Spy Exploits

Map Specific

Exploits that are map specific, these can usually get players out of bounds or get into enemy spawns. Exploits that are present in the Steam version work on console as well.

2Fort
  • Entering Enemy's Spawn In both bases, an Engineer can build a Teleporter using the hole which lets players leave the left spawn room. They must build a Sentry Gun under the hole and jump onto it, then crouch jump whilst repeatedly attempting to build a Teleporter Exit inside the spawn room, which enemy Spies can use to enter the base. This exploit works as there is no func_nobuild brush stopping Engineers from building from under the spawn.
  • Entering Enemy's Spawn 2 A hole in the lower, right side of the No Enter symbol for BLU's base (the one next to the haystacks) can be used by RED players to get into the BLU spawn room.
  • Pointless Room - There is a spot in each Intelligence room, where a player can get other players stuck. This is a dead-end, because players cannot escape, unless they suicide. By building a Dispenser on the left wall of the left corridor (the one facing the Intelligence) and then by using the "jump through roofs" exploits to build a Teleporter Exit, a player can trap other players on their team. Enemies cannot be damaged from here.
Gravel Pit
  • Spawn Building - RED Engineers can build inside their spawn area by crouching on the office chair and facing the computer panel to its right. Once the vertical position of the blueprint changes to match the visible height of the panel (which only occurs in a particular spot), the Engineer can place their construction at a specific mid-air point (this essentially means repeatedly jumping while spamming the keys bound to Crouch and Primary Fire). (Fixed in Steam version, present in 360 and PS3 versions)
Dustbowl
  • Hiding in barrels - This exploit allows a player to phase through the barrel and be partly hidden. You can run out of it at any point but it requires you to repeat the process to phase into the barrel to get back in it. This can also block enemy attacks until the barrel breaks.

Steam Version

Exploits that are present in the Steam version of Team Fortress 2.

By Class

Exploits that only work on specific classes.

Scout Exploits
  • With the Flying Guillotine, if the player runs towards a thin wall and throws the projectile, the projectile can go through the wall.
  • With the Boston Basher, if the player initiates a melee attack facing an enemy within range, but does not hit the enemy after the swing has finished, the Scout will not receive any self damage.
Soldier Exploits
  • After gaining a full rage meter for any banner item (Buff Banner, Battalion's Backup, or Concheror), equipping a different banner and blowing the horn while touching a resupply locker will transfer the rage to that banner.
  • The Cow Mangler 5000 can be fired through thin walls. This is mostly noticeable in Thunder Mountain's spawn gates.
  • The Grenade taunt can be used to kill enemies on the other side of a closed setup gate or a thin wall without being killed.
  • The Beggar's Bazooka can be loaded up to 3 rockets, these rockets can be stored with certain methods to allow you to prevent the rockets from firing.
Pyro Exploits
  • With the use of any of the Pyro's Flamethrowers, it is possible for the flames to travel through thin walls.
  • The Flare Gun, Detonator, and Scorch Shot projectiles may sometimes be able to launch itself through thin walls.
  • Taunting with the Balloonibouncer in front of a wall will cause the player to submerge into the wall, causing the Pyro to be not visible or to be visible on the other side of the wall if the wall is thin enough.
  • Using the Dragon's Fury you can shoot through certain walls.
  • An exploit using the Thermal Thruster allows the player to equip a different secondary weapon while still having the stomping damage ability and the heavily reduced fall damage attribute that is gained from the use of a jetpack charge. However, the player will be susceptible to being Mini-Crit by the Direct Hit whether if they are airborne or not (until death) and the distinct "flying" sound while midair from a Rocket Jumper rocket jump will continuously loop (until death or the use of the snd_restart command) due to the game still thinking they are airborne from performing the exploit.
  • Under certain conditions, the Scorch Shot's Execution taunt is guaranteed to perform a Critical hit. However, this nullifies the close range damage, instead doing the critical damage a flare from the Scorch Shot would do.
Demoman Exploits
  • Performing a reverse Schrodinger's Crouch will render the player immune to Sentry Gun fire while crouching.
    • However at certain angles, it is still possible for a Sentry Gun to damage you.
Building and Engineer Exploits
  • If an Engineer switches to a different Wrench while having the Gunslinger equipped, holding an undeployed Mini Sentry Gun toolbox inside of a spawn room, the player can still place down a Mini-Sentry Gun.
  • An Engineer can use a Payload cart to push himself inside his own buildings, allowing the Engineer to perform a Stucklaunch.
Spy Exploits
  • A player can get an infinite Killstreak without ending an enemy Spy's Killstreak if the Spy feigns death with the Dead Ringer.
  • If the Spy is near the enemy spawn, and changes his loadout, he can instantly respawn in his own spawn.

Map Specific

Exploits that are map specific, these can usually get players out of bounds or get into enemy spawns.

Frontier
  • A Heavy wielding an all-class melee weapon can suicide on the cart, then another Heavy wielding any kind of Glove can pick up the dropped melee weapon, resulting in the heavy dropping the gloves into the world. The model for the various forms of gloves can be placed into the cart by repetitively switching between the two weapons, until the glove model is stuck into the train, separating the platform from the train, and the head of the train keeps moving while the platform is stopped. (so long as the BLU team stays on the disconnected platform.)
  • A RED Engineer can build a teleporter in the final spawnroom near the Resupply cabinet which makes it possible for BLU Spies to get into the RED spawn room.
  • Snipers can shoot through a window frame near the last control point.
  • Li'l Chew Chew can be glitched so that the platform will be far behind the actual engine. This lets the BLU team push the train without being near the engine.
  • When the final point is capped, any BLU players who were set to respawn at that time will appear in RED's final spawn room, instead of BLU's intended final spawn room.
  • Players can camp RED team's second spawn (BLU's 3rd) by using sticky bombs and firing at the top of a wall where the invisible walls cause the bombs to fall into the spawn area.
  • Engineers can place buildings in the pit at the end of the map, allowing players to teleport there.
2Fort
  • Holding Enemy Spawn Doors Open - Both teams can hold open the enemy's spawn door at the hay room by running into it while it is open. Should a member of the RED team attempt this, there is a chance for the player to get stuck in the door, unable to move, and end up getting dragged up and down with the door as the BLU team enters and leaves the spawn area.
  • Airduct Stickies - A Demoman can shoot stickies into the airducts of either team's Basement area. Sometimes the stickies aren't completely hidden, as the space in the airducts are thin.
Badwater Basin
  • BLU 1st Spawn
    • The tall pillar of rock in the middle of the respawn wall has a small place to stand on near the top. Soldiers and Demomen can camp up here.
    • The corner rock by the leftmost exit can have a sentry placed if the Engineer has the Wrangler and sentry jumps there.
Well (Control Point) and Well (Capture the Flag)
  • Glitched Area - Backroom (Final Control points in cp_well and Intelligence room in ctf_well) - Allows Soldiers, Demomen, and Engineers to get into the roof area and on the beams. It is unconfirmed if this is an exploit or not as both teams can use it, higher areas are blocked by invisible walls and this hasn't been fixed by Valve, despite it having been in the game for a long time.
Suijin
  • Infinite Grenade Taunt - If a Soldier goes under one of the bridges in the middle he can repeatedly perform the Grenade taunt without dying. *The aforementioned bridge can also be used by a Medic with the Meet the Medic (taunt) to infinitely store entities, potentially crashing the server.
Upward
  • Taunt kill through floor - If a Soldier approaches a staircase near the 2nd RED spawn room, it is possible for him to kill enemies with the Grenade taunt through the floor and survive, despite dying anywhere else.
  • Attacking first from last - On the path right outside the building housing the last point, it is possible to shoot over the wall into BLU's first spawn, as well as onto the path between the cart's initial position and the first point. However, this is extremely inefficient as only certain projectile weapons can achieve this alone.
Brickyard
  • Bonk Scout - If a Scout drinks Bonk! Atomic Punch and begins phasing, he can still carry the ball while under the influence of Bonk!.
Pipeline
  • Entering Enemy's Spawn - In the third map rotation, an Engineer can build a teleporter on the scale and let enemy Spies into the spawn room.
Sawmill
  • There is a rock formation between the waterfall and the small health kit that has bugged collision. It is possible to jump inside this rock formation, which can lead to unfair matchups against unaware enemies.
    • Keep in mind that bullets can still pass through the rock, so enemies can shoot you if they know you are there.
Double Cross
  • One of the spawn room doors isn't properly set up to disallow building.

Patched Exploits in Steam Version

A list of some notable exploits patched within the Steam version of TF2.

Title Description Exists on Steam Exists on 360 Exists on PS3
Bunny Hopping A jumping technique that allowed players to move faster than they should by bypassing the velocity cap. No No Yes
Backstab no disguise break Whereby a Spy could backstab while retaining their disguise. No Yes Yes
Cloaked backstab Whereby a Spy could backstab while remaining Cloaked. No No Yes
Critical hit storing Whereby players are able to store Critical hits in their weapon. No No Yes
Crouch jump Whereby players are able to build Teleporters in places that they should not be able to, such as spawn rooms. No No No
config.cfg rebinding Whereby players could use an external program to rebind controls to console commands, could also be used to open the developer console on the console versions. Never Existed No Yes
Heavy Minigun Rev Whereby a Heavy was able to run and simultaneously rev up or fire their Minigun. No No Yes
Huntsman quick reload By switching to a different weapon and quickly switching back, it was possible to reload the Huntsman faster than intended. No Never Existed Never Existed
Item Schema manipulation An exploit that had been found by Gamemaster1379 on Reddit, he was able to edit the game files to change the data of the Giftapult to work as a Mann Co. Supply Crate Key, essentially allowing them to open any crate for 10c. It had been able to work since 2010 but was later patched in 2014. No Never Existed Never Existed
Infinite Sentry health Whereby a Spy and an Engineer working together can infinitely increase the health of a Sentry Gun by using the Red-Tape Recorder No Never Existed Never Existed
Infinite Heavy overheal Whereby a Heavy could use a Dalokohs Bar and the Gloves of Running Urgently to infinitely increase his overheal.[1] No Never Existed Never Existed
Infinite Frontier Justice Crits An Engineer that had revenge Crits on the Frontier Justice could abuse a loadout-related glitch to gain infinite Crits for all weapons, including ones that don't normally Crit (such as the Southern Hospitality). No Never Existed Never Existed
Infinite Scout jump If a Scout enters the Civilian pose or "Reference pose", the Scout will be able to infinitely jump. No Never Existed Never Existed
Infinite Teleporter health Whereby an Engineer could infinitely increase the health of a Teleporter by moving and destroying the entrance. No Never Existed Never Existed
Invisible buildings Any Engineer picking up a building and immediately taunting would be able to use the weapon they taunted with whilst holding this building. If placed back down with the "build x" commands, these buildings would be invisible, leaving only the sentry shadow, Dispenser screen or teleporter effect. No Never Existed Never Existed
Invisible Sappers Spies can place Sappers on Buildings while being invisible. They can use the Red-Tape Recorder to make the sentry unbuild itself without having the Engineer being able to fix it. No Never Existed Never Existed
Level 3 Combat Mini-Sentry Whereby an Engineer could build a Combat Mini-Sentry that fires rockets by building a Level 3 Sentry Gun, switching to Gunslinger (either by respawning or using resupply lockers), then re-deploying the Sentry Gun. The resulted Sentry Gun would take only 2.5 seconds to build like a Combat Mini-Sentry, but fired rockets like a normal Sentry Gun. No Never Existed Never Existed
Melee damage stacking Whereby players could attack and then instantly switch to another weapon and back again, making the next attack with the melee weapon land instantly, and stack on the attack they were already making. No No Yes
Multiple buildings Several methods where the Engineer (or in some cases the Spy) could build multiple copies of all his buildings. No No No
Multiple buildings #2 An Engineer could pick up a building with the "Automatically respawn after loadout changes in respawn zones" option and change their loadout hereby glitching them into having a building being "carried" and allowing the Engineer to build multiple buildings using the "build x" commands. No Never Existed Never Existed
Multiple buildings #3 Whereby an Engineer can build an unlimited number of buildings by using the commands, "build 0 x", "build 1 x", and "build 2 x" (where x is the number of the building), and a Spy can build an unlimited number of Dispensers using "build 0 x" (where x is the number of the building). No Never Existed Never Existed
Needle Boosting Whereby players could be boosted by the Medic's Syringe Gun needles. No Yes Yes
Occlusion visualization cheat (cvar) Allowed players to make use of the built-in Performance UI to enable visible occluders which would let you then see through walls. No No No
Payload cart upgrading Where BLU Engineers could "upgrade" the Dispenser on the cart by hitting where the blue stream comes out of the pipe on the cart, allowing it to dispense health faster than normal.[2] No Never Existed Never Existed
Payload last point early explosion A player can continuously swap weapons on top of last point until weapon falls through hole and explodes with no Cart needed, causes the Cart to be invisible. No Never Existed Never Existed
Permanent ÜberCharge Whereby a disconnected Medic could continue to ÜberCharge his target indefinitely. No No Yes
Permanent ÜberCharge #2 Whereby a Medic is able to give himself an ever-lasting ÜberCharge for the rest of the round. It requires a player to have unlocked the Kritzkrieg, and is done by switching to the Kritzkrieg whilst deploying the Über in the team respawn room. This can also be done the opposite way around - by switching to the Medi Gun, giving the player infinite Critical hits for the rest of the round. Standing near a Dispenser (or Payload while attacking), healing a teammate, or being healed by a teammate will however end the charge. No Never Existed Never Existed
Permanent Atomic Punch Where a Scout becomes permanently under the effect of Bonk! Atomic Punch by drinking the item while moving into a supply cabinet. No Never Existed Never Existed
Permanent Atomic Punch #2 Where a Scout becomes permanently under the effect of Bonk! Atomic Punch by drinking the item and disconnecting from the internet. No Never Existed Never Existed
Permanent Regeneration By disconnecting from the server mid-taunt with the Amputator, the healing effect would stay on all in the healing radius (through death and class change), until they disconnected or the map changed. No Never Existed Never Existed
Powerjack afterburn heal A Pyro could switch to the Powerjack before an ignited enemy died from afterburn and still get the +75 health. No Never Existed Never Existed
Quantum crouch Where crouching was used to see outside of the playable area. This could be exploited to place buildings at invalid locations. No Yes Yes
Sapper wall sap Whereby a Spy could attach a Sapper to enemy buildings through thin walls. No No Yes
Surviving Grenade taunt Performing the Grenade taunt with the Rocket Jumper equipped to the primary slot will allow the Soldier to survive the taunt with no blast damage. This was removed and later re-implemented as a feature. No Never Existed Never Existed
Stuck PASS Time jack On Warehouse, if someone throws the ball between the crates and the wall, the ball can no longer be scored for either team. No Never Existed Never Existed
Spectator Halloween gift grab Briefly during the 2010 Halloween event, it was possible to pick up gifts whilst in spectator mode simply by running the free camera into them. No Never Existed Never Existed
Spectator earn achievements Whereby players could complete achievements by spectating other players who earned them. No Never Existed Never Existed
Teleporter door block Allowed Engineer players to block spawn doors with the help of Teleporters. No No Yes
Teleport Intelligence An exploit that allowed a player to teleport with the intelligence by dropping it next to the Teleporter, then picking it up as they were teleported. No Yes Yes
Teleporter point gain Whereby an Engineer could earn himself large amounts of points by using his own teleporter repeatedly. No Yes Yes
The Classic floating lasers A Sniper using The Classic can commit suicide after charging the shot, leaving the laser in midair. Doing this repeatedly could crash the server. No Never Existed Never Existed
Teleporter behind RED bamboo On Suijin, it is possible for an Engineer to build a teleporter exit behind the bamboo across from the front spawn door on the RED side of the map, trapping them. Does not happen to the BLU side. No Never Existed Never Existed

Update history

September 20, 2007 Patch
  • Exploit fix related to "join_team"

October 5, 2007 Patch

  • Fixed teleporter/spawn doorway exploit.

October 25, 2007 Patch

  • Fixed a Spy backstab exploit where you could stab a player who was not facing away from you.

October 31, 2007 Patch

  • Added anti-bunny hopping code.
  • Fixed a weapon switching exploit that allowed Snipers to fire slightly faster than intended.

November 7, 2007 Patch

  • Fixed exploit that allowed players to teleport with the intelligence.
  • Fixed several melee weapon switching exploits.

November 15, 2007 Patch

  • Fixed exploit where spectators could spawn into the world without actually joining a team.
  • Fixed an exploit that would allow players to jump out of the map in Hydro.

November 20, 2007 Patch

  • Fixed jump/taunt exploit.

November 21, 2007 Patch

  • Took a more aggressive approach to solving the exploit that would allow players to get underneath terrain in Team Fortress 2.

December 20, 2007 Patch

  • Fixed exploit where the Medi Gun ÜberCharge wouldn't drain if you switched weapons.

December 31, 2007 Patch

  • Fixed Sniper quick-switch exploit allowing them to avoid zoom/unzoom times.
  • Fixed an exploit allowing players to spawn into the enemy territory at the start of a round.

February 19, 2008 Patch

  • Fixed Badlands exploits and missing textures.

March 20, 2008 Patch

  • Plugged an exploit where the server could send executable code to the client.

April 29, 2008 Patch (Gold Rush Update)

  • Fixed exploit where clients could start benchmark mode on servers.
  • Fixed drowning exploit that allowed players to regenerate health.
  • Fixed reload exploit that allowed plays to fire instantly after switching weapons.
  • Minor fix to stat gathering to prevent players using sv_cheats to easily garner achievements.
  • Fixed a clip brush exploit outside blue Sniper deck on 2Fort.

April 30, 2008 Patch

  • Fixed potential "nuke" exploit in rcon subsystem.

May 2, 2008 Patch

  • Fixed exploit where players could drop weapons onto the ground for other players to pickup.

February 18, 2009 Patch

  • Fixed loadout exploit.

July 14, 2009 Patch

  • Fixed setinfo exploit that allowed restricted convars to be set while connected to a server.
  • Fixed "jointeam unassigned" exploit.
  • Fixed being able to respawn during the chat time before a level change.
  • Prevented some exploits based on mat_dxlevel being changed in-game.

August 13, 2009 Patch

  • Fixed an exploit where the Huntsman could be reloaded faster than intended.

December 7, 2009 Patch

  • Fixed Spies being able to disguise while performing a taunt.

April 30, 2010 Patch

  • Fixed the Engineer being able to build more than one of each type of building.

July 9, 2010 Patch

  • Fixed a bug that allowed sapped buildings to be picked up by the Engineer.

July 13, 2010 Patch

July 19, 2010 Patch

  • Fixed a bug where Teleporters could be given more than their normal amount of health.

July 21, 2010 Patch

  • Fixed a speed exploit related to benchmarks.

October 18, 2010 Patch

  • Fixed a Sentry Gun exploit that let Engineers build multiple sentries.
  • Fixed Engineers being able to build level 3 mini-sentries using The Wrangler.

October 19, 2010 Patch

  • Fixed another Sentry Gun exploit that let Engineers build multiple sentries.
  • Fixed Engineers being able to build level 3 mini-sentries using The Wrangler for real this time.

December 2, 2010 Patch

  • Fixed Engineers being able to destroy sapped buildings by issuing the command directly in the console.

February 22, 2011 Patch

  • Fixed a server crash exploit caused by malformed network packets.

February 24, 2011 Patch (Community Map Pack Update)

  • Fixed another server crash exploit caused by malformed network packets.

March 10, 2011 Patch (Shogun Pack)

  • Fixed clients being able to use particle exploits on sv_pure servers.

May 6, 2011 Patch

  • Removed ConVars "r_portalscloseall" and "r_flashlight_version2" to fix a wallhack exploit.

June 23, 2011 Patch

  • [Undocumented] Fixed an exploit with the Chargin' Targe that allowed greater turning control than intended.

July 1, 2011 Patch #2

July 7, 2011 Patch

  • Various clipping and exploit fixes on Barnblitz.

August 23, 2011 Patch

September 2, 2011 Patch

  • Fixed a server crash exploit caused by invalid player viewangles.

September 15, 2011 Patch

  • Fixed several exploit areas on Upward.

October 13, 2011 Patch

  • An exploit with non-printable characters causing lag on Windows servers has been fixed.
  • Various geometry fixes on Frontier.

November 16, 2011 Patch

  • Fixed an exploit that allowed untradable items to be traded with Steam trading.
  • Fixed a teleporter griefing position near control point B on Upward.

December 16, 2011 Patch

December 23, 2011 Patch

February 2, 2012 Patch

February 23, 2012 Patch

  • Adjusted Blue team's func_respawnroom in stage 1 to be flush against the door on Dustbowl.

April 17, 2012 Patch

  • Fixed being able to place buildings in nobuild zones.
  • Fixed Red team Pyros being able to grief teammates by attacking them with the Flame Thrower and then switching to team Spectator during the attack.

May 10, 2012 Patch

  • Fixed a bug that allowed buildings to be built in nobuild/respawn volumes.

June 28, 2012 Patch

  • Fixed exploit that allowed Beggar's Bazooka to indefinitely hold rockets in the chamber without misfiring.
  • Engineers can no longer build Teleporters behind the spawn on Doomsday.

July 2, 2012 Patch

  • Fixed exploit where the Scorch Shot could fire its short range kill pellet at the very beginning of the taunt.

August 10, 2012 Patch

  • Fixed a Medi Gun exploit that could leave players indefinitely invulnerable.

September 4, 2012 Patch

  • Added nobuild to stairs on center building where Engineers could build out of reach of Sentry Busters.
  • Fixed an exploit on Mannworks to prevent players from getting to normally unreachable areas.

November 16, 2012 Patch

  • Fixed an Mann vs. Machine exploit that allowed permanent ubercharge/critboost effects on non-Mann-Up servers.

December 20, 2012 Patch

  • Fixed an exploit that allowed players to be permanently invulnerable.

February 1, 2013 Patch

  • Fixed exploit where players could be pushed into enemy spawn rooms by the Payload cart.
  • Fixed a ConVar exploit that allowed malformed values to circumvent range checks.

July 2, 2013 Patch

  • Fixed a case where a Medic deploying Kritzkrieg on a Spy would sometimes result in permanent Crit boost.

September 16, 2013 Patch

  • Fixed a noclip exploit related to dueling and coaching.

June 11, 2014 Patch

July 24, 2014 Patch

  • Fixed a case where move speeds could be exploited using player angles.
  • Fixed an exploit related to Bonk! Atomic Punch and Crit-a-Cola.
  • Fixed a bug related to cancelling the Eureka Effect taunt and teleporting immediately.

August 13, 2014 Patch

  • Fixed an exploit where Engineers could build level 3 mini-Sentry Guns.

September 15, 2014 Patch

  • Fixed an exploit where players could circumvent successful kick votes.

October 1, 2014 Patch

  • Fixed an exploit that allowed item nametags to go beyond the 40 character limit.

October 15, 2014 Patch

  • Fixed an exploit related to clients uploading files to servers.

October 20, 2014 Patch

  • Fixed another exploit that allowed clients to have an out-of-date, corrupt, or modified version of items_game.txt.

October 29, 2014 Patch

  • Fixed an exploit that allowed players to remove the ghost condition.

November 4, 2014 Patch

  • Fixed players using the tiny-melee-only curse to get outside of the playable area of the map.

November 5, 2014 Patch

  • Fixed the Rescue Ranger being able pick-up buildings through walls.
  • Fixed Engineers being able to pick-up buildings during Merasmus's third-person curses.

November 13, 2014 Patch

  • Fixed an exploit that involved players killing teammates with the meteor spell by switching to Spectator.
  • Fixed a bug that allowed weapons to be equipped in invalid loadout slots.

January 15, 2015 Patch #1

  • Fixed an exploit related to the Sniper's scope HUD panel.

February 11, 2015 Patch #1

  • Fixed an exploit related to the "connect" command allowing servers to redirect clients when they should not be able to.

March 12, 2015 Patch

  • Fixed an exploit related to material .vmt files and playing on servers using sv_pure.
  • Fixed an exploit where clients could bypass the name change timer.
  • Fixed an exploit related to the Gunslinger and hitting teammates to generate a guaranteed third hit that is critical.

June 2, 2015 Patch (Gun Mettle Update)

  • Fixed a .wav file exploit
  • Fixed a .bsp file exploit

September 14, 2016 Patch

  • Fixed an exploit related to placing buildings outside of the playable space.

September 15, 2016 Patch

  • Fixed a case where crouching was used to see outside of the playable area. This could be exploited to place buildings at invalid locations.

April 20, 2017 Patch

  • Fixed an exploit where players could remain Übercharged beyond the normal time period.

March 29, 2018 Patch

  • Fixed an issue that made it possible for a Scout to Infinitely jump using the Civilian pose due to the 3/28/2018 Update.

July 25, 2019 Patch (Summer 2019 Pack)

  • Fixed and(sic) exploit where stickybombs could not be destroyed or pushed by the enemy team.

January 18, 2020 Patch

  • Fixed an exploit related to the Heavy being invisible.

April 7, 2020 Patch

  • Fixed a server crash exploit.

April 27, 2020 Patch

  • Fixed Heavy exploit related to infinite overheal.

June 22, 2021 Patch

  • Added check to prevent players without admin access using the dump_all_caches server command
  • Kick votes will end early and automatically pass if the vote target leaves the match during the vote

September 16, 2021 Patch

  • Fixed an exploit related to players impersonating other Steam accounts
  • Fixed an exploit related to creating unnamed Normal quality items
  • Fixed the Heavy being able to crouch and jump while stunned

April 18, 2024 Patch

  • Fixed an exploit related to uploading invalid custom decals that would crash other clients

July 18, 2024 Patch

  • Fixed Workshop sv_cheats exploit

August 13, 2024 Patch

  • Fixed record/stop .dem file exploit that was used to reveal cloaked Spies

See also

References

  1. Earliest record YouTube - Meet the infinite overheal Heavy (Jungle Inferno update) [FIXED] (2017-10-23), retrieved 2017-10-21.
  2. LotusClanChannel YouTube - Building a dispenser on the payload cart (2008-12-12), retrieved 2010-10-22.