[[quoteright:344:http://static.tvtropes.org/pmwiki/pub/images/tf2team.jpg]]
[[caption-width-right:344:[-[[ColorCodedMultiplayer Meet the RED team]]. [[SimilarSquad They're like the BLU team]], [[PaletteSwap only red.]]-][[note]]from left to right: [[PyroManiac Pyro]], [[TheTurretMaster Engineer]], [[DoubleReverseQuadrupleAgent Spy]], [[HuskyRusskie Heavy]], [[FriendlySniper Sniper]], [[FragileSpeedster Scout]], [[GeniusDitz Soldier]], [[DemolitionsExpert Demoman]], [[TheMedic Medic]]. Not pictured: [[{{Memes/TeamFortress2}} Many more hats]] and other items.[[/note]]]]

->''"Welcome to ''Team Fortress 2''. After nine years in development, hopefully it will have been worth the wait."''
-->-- '''Gabe Newell''', in developer commentary

[[DescribeTopicHere Pootiscription here]]![[note]]see [[{{Memes/TeamFortress2}} Memes]][[/note]]

A sequel to the classic mod ''VideoGame/TeamFortressClassic'', itself based off of a mod for ''VideoGame/{{Quake|I}}'', '''''Team Fortress 2''''' has the kind of story a multiplayer-only shooter should have: interesting settings, awesome character classes that each have a distinct personality and [[CastOfSnowflakes can be easily recognized just by their silhouette]], and an ExcusePlot that stays AllThereInTheManual. Said plot, in its entirety, is "The other side is the enemy. You've been hired to shoot their asses off." For the average player, it really doesn't get any more complicated than that. [[CerebusSyndrome Crack that manual open]], though, [[JigsawPuzzlePlot and it's a]] different [[SpyFiction story]]...

''Team Fortress 2'' is about a group of [[PunchClockVillain average, everyday, working-class mercenaries]]. Some of them work for the [[AffablyEvil heroically-evil]] demolition company Reliable Excavation & Demolition (RED), founded by Redmond Mann; some work for the [[AntiHero evilly-heroic]] Builders League United (BLU), a construction company founded by [[ThemeNaming Redmond's twin brother]], Blutarch. Both {{MegaCorp}}s are fronts for two opposing intelligence organizations, which each control one-half of the world's governments. Both organizations are both given combat intel by the same [[EvilOverlord Administrator]], who supplies them with weapons provided by Mann Co. (a company which the twins' father left to the [[TestosteronePoisoning Australian Hale family]]), [[WarForFunAndProfit which is a subsidiary of The Administrator's own company,]] [=TFIndustries=]. The Administrator is heavily implied to be [[LetsYouAndHimFight masterminding the entire conflict]], all in a ThanatosGambit by the brothers' deceased father as punishment for their imbecility. Other developments include Australium, a strange element mined in Australia that turns those exposed to it into manly geniuses, and Gray Mann, the long-lost third brother who's actually ''not'' [[MadScientist a moron]].

It was released by Creator/{{Valve|Software}} in October 2007 as the multiplayer component of the Orange Box, which also includes ''VideoGame/{{Half-Life 2}}: Episode 2'' and ''VideoGame/{{Portal}}''. It is now also available as a free-to-play ([[http://www.teamfortress.com/freetoplay/ since June 23, 2011]]) [[http://store.steampowered.com/app/440/ download on Steam]] for Windows, OS X, and Linux. However, because it was first announced in 1998, it was regarded as VaporWare for the longest time.

Since multiplayer games have a tendency to devolve into slapstick and comedy regardless of their setting, the ''Team Fortress 2'' developers decided to cut the middleman and make their game a living cartoon. The environments and music have a sixties spy movie theme to them, and the characters look like they stepped out of a very violent {{Pixar}} movie. Both RED and BLU teams use the same models, with only [[PaletteSwap Palette Swapping]] to show team affiliation. The characters were intentionally designed to be distinctive as possible, even giving each class its own distinctive accent, making it easy to identify another player's class, weapon, and team affiliation in short order. Maps are likewise designed for easy navigation, with BLU incorporating concrete and steel, RED using wood, brick, and sheet metal, and each team's section being textured primarily in their respective colors.

There are nine basic gameplay types so far:

[[folder:TF2 Gametypes]]

* The '''Control Point''' gametype works on the premise of seizing territory to shift the focus of battle. Both teams compete for control points--large immovable metal pads -- which must be captured by standing on them while no enemies are around. The team who forces their enemies into submission and captures all the points wins. In most control point maps, the points need to be captured in a linear fashion, but some allow a more open-ended approach.
** Variants include '''[[RiskStyleMap Territorial Control]]''', where the map is divided into mini-maps with two control points each, and '''[[HoldTheLine Attack/Defense]]''', where RED owns all the control points from the start, and wins if [[HoldTheLine time runs out before the other side captures all the control points]]. This isn't always as simple for RED as it sounds, because they can't retake control points that BLU has managed to capture, plus BLU gets time extensions for every point they capture.
** '''[[NoItemUseForYou Medieval Mode]]''' is an alternative Attack/Defense Control Point map set in a castle in the distant past ([[AWizardDidIt the Soldier angered a magician]]). What makes this mode special is that, like in ''{{Franchise/Terminator}}'', guns (and other weapons too futuristic for the 10th century, except grenades) can't be brought back in time. Thus, all characters can only fight with melee weapons (with the exception of arrows and the like). Unlike ''Terminator'', clothes can be brought back in time because Robin Walker wanted hats to be in the game mode. [[AscendedMeme He wants hats everywhere.]] Currently, there is only one official map in this mode.
* In [=TF2=]'s take on '''CaptureTheFlag''', the flag is a large briefcase containing "enemy intelligence," which [[StealthPun trails papers]] behind it when an opposing player carries it. Unlike many other games, one can score while their own team's intel is not in the base, and touching dropped friendly intel won't immediately send it home. Instead, it must be defended in place until a timer elapses, during which any opponent can pick it up again.
** '''Mannpower''' is a variant of Capture the Flag. Its most notable features include powerups and a {{grappling hook|Pistol}} for all classes to use. The rules are slightly altered. Like many other games with Capture the Flag, the intel must be in one team's base before the other can capture, and touching a dropped friendly intel sends it back to the base. Random critical hits on non-melee weapons are disabled and respawn times are much shorter. Capture limits are significantly higher, requiring ten captures to win compared to three for normal Capture the Flag. All Mannpower maps take place on existing maps that have been modified to work with the game mode. This game mode is currently in beta as a Mann Co. Beta Test.
* In '''[[EscortMission Payload]]''', a mine cart with a bomb on it sits on a track. Attacking players (again, virtually always BLU) crowd around the cart to push it along the track towards the enemy's base. The more players present, the faster they can push.[[note]](albeit with a 3x limit for balancing -- meaning the fourth player onwards provides no additional boost)[[/note]] The cart must pass through several segments of the map for the attackers to reach the end point. If the attacking players fail to push the cart for 30 seconds, it will slowly move backwards or roll back down hills until it is pushed again or reaches the last checkpoint passed. [[HoldTheLine The defenders win if they can manage to hold back the cart for a certain length of time]], though unfortunately for them, the attacking team gets a time extension for every checkpoint reached, and the cart contains a level one dispenser.
** '''[[WackyRacing Payload Race]]''' is a variation of Payload, introduced in the Sniper/Spy update, that is [[ShapedLikeItself Payload times two]]: Both teams have a bomb, and the first team to get their bomb to the other team's base wins. Things get crazy when you factor in the little fact that each team can interfere with the other's progress. This has a tendency to stall if the two carts end up adjacent, as the lines tend to criss-cross and meet at bottlenecks and tunnels. Furthermore, unlike in standard Payload, there are no checkpoints and carts only roll backwards if unattended on a hill or ramp, which sends them to the bottom.
* '''[[DwindlingParty Arena]]''' puts the two teams in a much smaller map, with little-to-no health packs or water, and no respawns. Last team standing wins. After one minute, a single control point in the center of the map activates, and the round ends when it's capped if the other team hasn't been killed yet. Fast, frantic fun.
* '''King of the Hill''' is arguably a variant of Arena, using similar small maps built around a central control point, where the teams work their way up to the middle of a map to a point that is initially locked. After a short amount of time, it becomes available and the team that captures it has to defend the point for 3 minutes. If the enemy team recaptures the point, the other's timer freezes; it counts down again if once again recaptured from that time. Unlike Arena, players can respawn.
* '''Special Delivery''' is a mode that could be considered a combination of Capture the Flag and Payload. The objective of this game is to transport a suitcase full of volatile Australium to the space shuttle of Poopy Joe, the all-American monkeynaut. Naturally, the enemy team wants to deliver the Australium as well in order to "make history", and you have to ride an incredibly slow elevator to reach Joe's rocket. Good luck. There is currently only one official map with this mode: Doomsday.
* '''[[ManVersusMachine Mann vs. Machine]]''' is a 6-player co-op defense mode. Here, RED and BLU must [[EnemyMine team up]] and take down [[TheWarSequence massive waves of robots]] ([[MoneySpider which drop money when defeated]]) in order to keep the robots from blowing up [[ArmsDealer Mann Co.]][[note]]In-game, however, only RED team is playable, [[ColorCodedForYourConvenience with the robots being BLU]].[[/note]] The robot horde is armed with basic stock weaponry, but there are special robots with unique capabilities (mostly due to their loadout) and a [[GiantMook giant robot]] every now and then. There are six[[labelnote:*]]seven if you count the reskin map Ghost Town[[/labelnote]] official Mann vs. Machine maps, each of which have a variety of missions.
* '''Robot Destruction''' is a unique mode currently still in beta, and is limited to one official map. Each team starts with three tiers of defenseless robots in their base, which must be destroyed for their collectable Power Cores until one team acquires enough. However, players also have the power to steal the enemy's points by holding the reactor core spawn area; holding the area for longer means more points will be stolen. This mode, along with its first map Asteroid, debuted as part of the Mann Co. Beta Maps program, an in-game beta test function.
* '''PASS Time''' is a unique mode currently in beta. It is a blood sport compared to hockey, basketball, and soccer. Conflict takes place over a "jack," a ball-like spike-studded contraption. Carrying the jack replaces the holder's weapons, but gives him several helpful boosts, such as health regeneration, brief invulnerability and speed boost, and the ability to see all players on the map. Jump and boost pads are included to help players reach the other team's goal.
[[/folder]]

%%In any game mode, a player has a chance to score a CriticalHit on any given shot. The crit chance rises with the amount of damage dealt recently, to encourage aggressive playstyles, and melee weapons have a higher chance. For instance, all the comedic melee weapons have an elevated chance to crit, giving players a legitimate reason to choose them when they are in range. Some weapons replace random crits with the ability to crit or mini-crit when certain critera are fulfilled, but usually only for a short time (for example, the Sniper's [[http://wiki.teamfortress.com/wiki/Jarate "Jarate"]], which causes players coated in it to recieve mini-crits for a short period)

%%Why do we need an entire section on crit mechanics in the lead?

All nine characters (In the following order: Heavy, Soldier, Engineer, Demoman, Scout, Sniper, Spy, Medic and Pyro) and one delicious food item (Sandvich, released between the Sniper and Spy videos) have also been introduced in supplementary [[http://www.teamfortress.com/movies.php "Meet the Team" videos]].

[[Characters/TeamFortress2 Tropes for specific classes can be found on the Characters page]].

Valve have regularily added major content updates for free, including achievements, bot support, custom weapons, maps, and balance changes. The Pyro Update introduced the concept of weapons other than the default, which can now be randomly found after a period of time. They (generally) act as a situational sidegrade to whatever function the default weapon performs. The Sniper vs. Spy Update also introduced cosmetics, which drop the same way but at a much lower rate. They don't do anything [[AndYourRewardIsClothes but look cool]], though players like to show off their wealth. With any new update, players can expect a massive BrokenBase.

In addition to major updates, Valve regularly adds unannounced user-contributed cosmetics and weapons to the PC version. Ports didn't fare too well for console players: [[ExecutiveMeddling Microsoft wouldn't allow Xbox 360 updates for free]], meaning their version was last updated [[PortingDisaster in July 2009]]. Playstation 3 is trailing even further behind, with the last last update from March 2008. Active servers are hard to find on these versions, as there is much less content avaliable than on desktop versions.

For manageability, this page has many separate pages for tropes that fit better under specific headers, all of which can be found at the top of this page.

!!Outside of those subcategories, ''Team Fortress 2'' provides examples of the following tropes:
[[index]]
* TeamFortress2/TropesAToG
* TeamFortress2/TropesHToP
* TeamFortress2/TropesQToZ
[[/index]]
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