Bug: Nucleus: The projectiles for the Righteous Bison, Pomson 3000, and the Wrap Assassin can not pass through the control point area of the map for some reason. They just disappear at that point.
Quantom X
26th Oct 2018
Team Fortress 2
26th Oct 2018
Team Fortress 2
5th Oct 2018
Team Fortress 2
5th Oct 2018
Team Fortress 2
5th Oct 2018
Team Fortress 2
20th Sep 2018
Team Fortress 2
23rd Aug 2018
Team Fortress 2
24th Jul 2018
Team Fortress 2
24th Jul 2018
Team Fortress 2
25th Feb 2015
Team Fortress 2
17th Nov 2014
Team Fortress 2
Bug: Scream Fortress 2014 - Carnival of Carnage: once the tickets are successfully taken to the top of the Strong Man game, Marasmus will send all players into a team decided bumperkart death match. But also on this map Marasmus will periodically cast one of three spells over all players, one of which is underwater mode. Well it's actually under Jarate, but it's technically still called underwater mode. The system for Marasmus' spells runs independently of the bumperkart system and they sometimes overlap. But the spells are not supposed to affect the bumperkarts. However, if Marasmus happens to be casting a random spell, and that random spell is underwater mode, and is cast at the exact moment everybody is sent to the bumperkart track, a glitch happens where the bumperkart track is underwater mode as well. This causes zero gravity which makes dying almost impossible, and if the bumperkart game happens to be Falling Platforms, then the match will carry on indefinitely until a full team either leaves the server or swims down to the teeth for suicide. It also makes Duck Collection and Bumpercar Soccer extremely difficult to play. In bumperkart games, any Marasmus spells that happen to be cast as the bumperkart match starts (Big Heads, Melee Only, or Underwater) will linger in bumperkart mode without a time limit. Big head does not really effect the bumperkart games, and melee only has no effect at all, but underwater is a total game breaking game changer.
21st Sep 2014
Team Fortress 2
21st Sep 2014
Team Fortress 2
21st Sep 2014
Team Fortress 2
21st Sep 2014
Team Fortress 2
21st Sep 2014
Team Fortress 2
21st Sep 2014
Team Fortress 2
21st Sep 2014
Team Fortress 2
28th Aug 2014
Team Fortress 2
Bug: For the longest time, since they came out with taunting in the game, there has been a glitch where you can move while taunting. A player runs at a ledge and taunts right before they reach the edge. From the player's perspective, the view would switch to third person as it usually does while taunting, but only for a split second before snapping back to first person as the player goes over the edge and they can move unrestricted. And any dialog the character would say while taunting would be cut off. But to any other players watching, it would appear the player's model would continue the taunting animation, but drop off the ledge and be sliding around while taunting. This lead to an exploit as well involving the High Five Taunt that could be held indefinitely, and would throw off the player model's hit box and making it difficult to hit, especially troublesome for snipers. (This glitch has been fixed now as of the update of May 19th, 2014, preparing for the new taunts to be added to prevent exploiting).
27th Aug 2014
Team Fortress 2
Bug: Sometimes when a player wearing an Unusual hat leaves the server, the effect of the Unusual will stay hovering in the air where they last were and will stay there until the server resets. It will only be visible to some players though. For example, a player has on an Unusual hat with the Orbiting Planets effect. They leave the server and another player goes to the spot where they last were and can see just random miniature planets circling around in a spot levitating above the ground at about eye level.
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