Order a 48 Hour Free Trial
No restrictions, experience a full service for 48 hours!
Here’s some important information you need to know before requesting and ordering a trial:
Once purchased, your game server will be deployed instantly by our automated systems, and you'll be playing on the server well within 10 minutes (largely depends on the file size of the game you've chosen). The moment the deployment completes, your gamepanel and server details are emailed directly to you.
We only use the latest greatest hardware, typically Ryzen or EPYC CPUs. Highest single core performance possible (as that's all that really matters for game servers, unlike pretty much all other software). Very high speed DDR5 RAM, not the highest though, as we factor stability into the choice of RAM heavily, as after all, you want a server that stays online all the time.
We have industry leading support, available 24 days a week, every week, all year (24/7/365). We will always do our utmost to assist in any way we can. There's limits of course, as there is with anything, but there's very little we won't or can't help you achieve with your game server.
We're everywhere. All around the world. We've selected some really great datacenters all around the world that specialise in providing the type of network that makes game servers perform flawlessly, low ping, no packet loss, if you don't understand what this means, simply put it means your connection is fast and reliable... no matter where you are around the globe.
We include free web hosting with all of our game servers, giving you a dedicated space to build and grow your community. Whether you want to share gameplay clips, post updates and announcements, host forums, or showcase content related to your server, you’ll have the flexibility to use your website however you need. It’s an easy way to centralize information, engage your players, and extend your server’s presence beyond the game itself.
We provide a simple and intuitive game server switching service, allowing you to change the game your server is hosting at any time. This eliminates the hassle of canceling your current server and placing a new order, saving you both time and effort. With this feature, you can experiment with different games or adapt to your community’s preferences without any interruptions or extra steps.
Benefit from our offsite backup system, that backs up all game servers at 4AM (local server time) - this system is massively beneficial as if the worst happens and your save ends up corrupt - which sadly with some games is not uncommon, we'll be able to restore 95% of your progression, quickly.
DDoS attacks are a pain, and can entirely ruin the game server hosting experience. That's why we have high capacity, intelligient DDoS protection available for all game servers. It is constantly evolving, making sure that all new attack vectors are identified and fought against effectively.
Our Gamepanel is fast, user-friendly, and most of all, customised to provide helpful functions that make game server hosting enjoyable. Things like "Backup", "Restore" and "Wipe" Save Data scripts, automated updates, automated mod updates, automated plugin updated and many more.
We offer a 48-hour money-back guarantee on all game server purchases, starting from the time of initial purchase. This gives you the opportunity to test our hosting, evaluate performance, and ensure it meets your expectations with no risk involved. If you decide within that time frame that our service isn’t the right fit for your needs, you can request a refund and have peace of mind knowing your money hasn't been wasted.
All games* have FTP / FTPs / SFTP Access to almost all files, so you can very easily transfer files from your PC to your game server using your preferred FTP client. You can upload customised configurations, mods and/or plugins fast and securely, so you can build your game server to suit your exact needs.
We have specifically chosen datacenters that provide the lowest ping / latency as well as very stable ping / latency ; as it is critical for optimal gameplay on a game server. We all know how frustrating it is when you're mid battle and high ping strikes, safe to say it's probably one of if not the most frustrating moment when gaming...
Pingperfect is really pro hosting. They have awesome people on support, who deal with a problem night or day. They will help you any time! Thank you pingperfect!
I’ve have had nothing but good experiences on PingPerfect. Really responsive support team who are beyond helpful and more than polite. Loving PingPerfect.
Fantastic support, I was very pleased. After dealing with a bad server host a couple of days ago this was just what I needed and issues were resolved quick and fast!
Unsure on what location is best for you? Perform a latency test to all of our available server locations using the below buttons, and see the results first-hand.
Good
Average
Poor
Up to ~70ms
~70ms to ~140ms
More than ~140ms
*Please note these values are estimations*
EUROPE
RUSSIA
CHILE
CHINA
USA
CANADA
AUSTRALIA
ASIA
BRAZIL
SOUTH AFRICA
Take a look at the below images to see what you can expect from our advanced and feature-packed Gamepanel.
Take our Gamepanel for a spin! Simply click the button below:
Team Fortress 2 Classified Server Rental
Some more information...
Team Fortress 2 Classified is a fresh take on Team Fortress 2, grounded in the game’s original inspirations, tone, and spirit. From that foundation, we’ve layered in modern quality-of-life improvements, restored and reimagined cut content, and expanded the experience through full-scale updates that honor TF2’s enduring style.
Previously known as Team Fortress 2 Classic.
NEW–OLD FEATURES
Meet the Civilian — a brand-new special class inspired by the original Team Fortress character. Escort him (mostly intact) to the objective in the VIP game mode.
Pre-release–inspired weaponry such as the Nail Gun, Dynamite Pack, and Tranquilizer Gun, all rebuilt from scratch to seamlessly fit alongside the existing arsenal.
Multi-Team mayhem, introducing GRN and YLW to Arena, King of the Hill, and other modes—each bringing their own distinct (and suspiciously similar) flavor of chaos.
NEW–NEW FEATURES
All-new game modes, including Domination and VIP Race, playable on polished, official-quality maps—with more on the way.
Original, in-house weapons like jump pads, flak cannons, bricks, and chain-wrapped fists that go far beyond simple sidegrades and fundamentally change how the game is played.
Robust modding support, enabling players to customize visuals and allowing servers to run advanced custom maps and weapon packs.
Major visual upgrades, featuring enhanced textures and models, improved mapping tools, and the return of toon-style shading largely missing from the retail release.
A chicken. Allegedly.
ACTIVELY UPDATED
Development began in 2014, with a formal release in July 2020, meaning Team Fortress 2 Classified has been in active development for over a decade—quite possibly longer than you’ve been alive. Between large, multi-day updates, a dedicated team continues to deliver new content, balance tweaks, and bug fixes.
With the future now looking a little more certain and the existential dread easing, things can only improve from here. Expect new weapons, modes, and characters as Team Fortress 2 Classified continues to grow.
Team Fortress 2 Classified
Hi! Yeah, this is weird for us too. After an exhausting year of porting, which followed an exhausting half-decade of legal uncertainty, Team Fortress 2 Classified is now available on Steam! (Steam is a gaming storefront that's kind of dark-blue, like this page is!)
But suppose you haven't heard of us before, or read our About page, or visited our Wiki, or Googled us, or read the nonsense AI summary that pops up when you Google us. Suppose you learned to read two sentences ago. What is Team Fortress 2 Classified? In short, it's a reimagining of Team Fortress 2, sent back to its release era and then built outwards again with original and restored content. In long, it's got all this in it:
...or Orson Jenkins, as he's known to his employees and debt collectors. Based on the legacy Team Fortress character, the Civilian is a fully-featured special class, complete with his own equipment and voice work. He's playable in games of VIP and VIP Race, waddling urgently to the Escape Zone on a suite of made-in-house maps.
Team Fortress 2 Classified includes special four-team matches, featuring the citrusy colors of Global Radio Network (GRN) and Yard Logistics Workers (YLW). The addition of two extra teams lends a sense of frantic outnumbered mania to select games of Arena, King of the Hill, Domination, and more, provided you're on a map that supports it.
Players have access to 21 new weapons and tools (and counting!) across all 10 classes—nail guns, landmine launchers, lengths of chain, sleep darts, and jump pads, to name a few. Some are homages to long-lost concepts from Team Fortress 2's pre-release, but all were designed from scratch to feel right at home and open up new avenues of gameplay.
The textures, models, particles, and shaders used in Classified are upgraded nearly across the board. This includes consistency changes (like first-person hands matching world models), HD player textures, new gibs, and restored toon-style shading that was absent at Team Fortress 2's release. Many menus are also re-styled to look more distinctly TF2.
Players can freely modify their game client and install mods, without fear of losing access to official servers. (If they think they're so smart...) Also, with new tools for server hosts, community servers can mount custom weapon packs, support advanced custom maps, and make drastic changes to game rules.
To coin a phrase: Team Fortress 2 Classified is constantly updated. Dozens of active developers, from programmers to modelers to music composers to particle editors to Steam announcement writers, contribute to full-sized updates—and now, they won't have to push through scary command-line installers to get them out to players.
Avanti AvantiAvantiAvantiAvantiAvanti
Like good wine (and unlike the Civilian's hairline), some things do improve with age. Avanti is a legacy Attack/Defense map from Team Fortress Classic, totally revamped for VIP mode some 26 years after its first debut. Once set in a picturesque Italian hamlet, it's been reimagined as a Napa Valley winery, where every glass of red carries piquant notes of San Francisco smog.
To reach the safety of his illegally parked car, the Civilian will need to pass through the winery's tasting parlor, its fermentation plant, and a stuck-in-the-past visitor center—all connected by narrow European-style alleys with ample opportunity for RED to box him in. Uncork a bottle of Chateau Jeanquins 1959 "Whoop-Ass", and make the streets flow with red stuff again.
Chopper ChopperChopperChopperChopperChopper
In the world of big business, a billionaire without a secret mountaintop research outpost is hardly a billionaire at all. But, as a less-underpaid secretarial staff might have noticed sooner, this mountain's not big enough for two Civilians, and the only way to get out and buy a different mountain is to stage a daring escape by air.
Nothing bad has ever happened to a rich person in a helicopter, famously, but this old adage is about to be put to the test. Usher your Civilian through this mountain base and to the waiting evac chopper on the enemy helipad, and prove you can be trusted on one of the only VIP maps with a death pit.
Sisyphus SisyphusSisyphusSisyphusSisyphusSisyphus
Sisyphus (named after the Greek god of Payload Race) is GRN and YLW's entry gig into the bomb-pushing business. Four teams, and four carts, are in a mad crowded race to blow up an underground data center, and the colossal mercenary-shredding fan that cools its servers down with cold air from the center of the earth.
Unlike the mythic Sisyphus, your pointless toil won't even come with peace and quiet. Sisyphus's circular, almost clock-like layout has teams spilling into each other's bases almost by accident, and the winding cart route through the quarry will give each team its own individual chance to knock you back downhill.
The in-game HUD has been remade with scalable vector icons, which suit modern resolutions much better, and the chat menu and scoreboard no longer have that bare-bones Source look. Players will also get more information when aiming at another player—for example, Medics can see their patient's held weapon and reserve ammo, and Spies can see what building an Engineer is carrying.
The server browser and options menu are now bright, legible, screen-filling interfaces, with a clear hierarchy of information. Servers will have a thumbnail screenshot of the map they're running, and players will no longer have to drag around ugly spreadsheet columns or open extra windows to see key information like a server's tags or player list.
Subtle immersive audio cues have been added for when damage is dealt or received. Unlike hit sounds, these give more specific info: different damage sources and statuses have different audio feedback (damage dealt by afterburn or bleed sound different than direct gunshots, for example), and Engineers can hear when their buildings take damage. (Fully configurable in Options!)
We've carried over Team Fortress 2's Offline Practice training mode, where new players can learn the basics in singleplayer bot matches. Our version includes select VIP, VIP Race, and Domination maps, and plugs some TF2C-exclusive maps into the other practice gamemodes. Newcomers can even numb themselves to four-team with some rounds on Frigid, Flask, or a balkanized version of Hydro.
General Changes:
Renamed the game to Team Fortress 2 Classified (from Team Fortress 2 Classic)
Map Changes:
Added vip_avanti
Added 4plr_sisyphus
Added vipr_chopper
Added a "4" prefix to all Four-Team map names
For example, "arena_flask" is now "4arena_flask"
Updated 4arena_flask
Refreshed artpass
Overhauled soundscapes
Updated 4koth_frigid
Raised cap timer to 2:30, from 2:00
Refreshed artpass
Now uses unique soundscapes
Updated vip_trainyard
The VIP now has 3 lives (up from 1)
Refreshed artpass
Refreshed visuals and fixed bugs for many Live TF2 maps
Removed ctf_casbah
Removed ctf_penguin_peak
Penguin Peak will return
Removed koth_highpass
Removed koth_king
Removed sd_doomsday
Doomsday will return
Weapon Changes:
Updated the Nail Gun:
Removed -25% spread bonus
Removed damage penalty against buildings
Updated the Brick:
The "Brick" achievement has a newrequirement
No, we will not tell you what it is
Updated the RPG:
New model
Now has unique explosion sounds
Updated the Admiralty Anchor:
Downside now requires a minimum height check when blast jumping
Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)
Updated the Flame Thrower:
Airblast hitbox is now a sphere
Single puffs of flame can hit an enemy multiple times
Updated the Twin Barrel:
Decreased reserve ammo from 12 to 8
Updated reload sounds
Updated the Harvester:
Crits no longer have extra range
Updated the Cyclops:
Reduced combo explosion radius to 131 (from 192)
Adjusted defuse mechanic to affect armed Dynamite Packs that have touched the ground, bringing it in line with how it interacts with Sticky Bombs and Mines
Successfully performing a combo now plays a unique audio cue
Updated explosion sounds
Updated the Mine Layer:
Mines no longer stick to walls
Increased Mine size by 25%
Mine detection radius and detonation timer increased
Demomen can no longer see their mines through walls
Increased max mines and ammo capacity to 4 (from 3)
Note: We are still experimenting with this item, but these changes were positive in most iterations. They made mines more predictable and gave players more tools to remove them, which made falling for a trap feel much more fair.
Updated the Anti-Aircraft Cannon:
Now uses player hitboxes instead of player hulls
Updated the Chekhov's Punch:
No longer loses crits on missed melee swings
Updated the Coilgun:
Removed secondary fire, primary fire now charges when held
New firing and charging animations
Charged shots now have a unique sound
Updated the Rejuvenator:
Base heal on hit reduced to 30 (from 40)
Increased residual heals to 10 hp/s (from 4 hp/s)
Residual heals now only apply on direct hits
Residual heals are now affected by the same modifiers as the Medi Gun
Removed several hidden stats that affected heal rate
Reworked sounds
Updated the Huntsman:
Reworked hit detection
Instead of pinning to the nearest hitbox, the arrow will check in a radius around its path to determine a headshot
This hit detection uses a new projectile: tf2c_projectile_arrow
Updated the drawing animation to sync with the charge meter
Updated the Hunting Revolver:
Increased movement speed while scoped to 160 (from 120)
Updated the SMG:
Removed the hidden "no damage falloff" stat
Updated the Tranquilizer Gun:
Damage reduction debuff has been replaced with a slower firerate debuff
Tranquilizer darts now stick to players
Updated Nail projectiles (Nail Gun and Syringe Gun):
Nails now calculate spread more accurately
Gameplay Changes:
Updated the Spy:
Spy can now fake reload at any time by pressing the Reload key
Added animations for fake reloading on the Revolver
Disguising as a Medic now defaults to you holding the Medi Gun
Reenabled random melee crits in VIP and VIPR
Added a new VIP lives system, used on vip_trainyard
Added a new damage feedback system, which plays different sounds based on the type of damage you deal or receive
This can be customized and modded, entirely separately from hitsounds
Reworked Chickens to be NPCs
Health kits dropped by players in Arena no longer expire
Whittled list of achievements down to 30, with more on the way
UI Changes:
Completely redesigned the main menu, server browser, options panel, and achievements panel, stats panel
Verified servers can now use type_customrules and type_customweapons to display tags in the server browser
Added a search bar to the options menu
Added new keybinds
Added a suite of new default sprays to choose from
Redesigned the loading screen
Redesigned the scoreboard
Redesigned many HUD elements to improve readability, prevent overlap, and add some novelty
Target ID now shows weapons and ammo for Medics and Spies
Fixed filters not working in the chat menu
Redesigned medals
Switched crosshairs, kill icons, and other misc icons to use SVGs, increasing their fidelity
Added new icons for any weapons with a meter
Tweaked the colors of pop-up text to be more subtle
Players can now create Steam Networking servers from the create server dialog
Added new weapon selection sounds in the loadout
Simplified many weapons stat pages
Weapon bucket icons are now on by default in the ammo counter
Medic ammo counters now sit on top of the ubercharge meter
VIP now uses the VIPR HUD where possible
Overhauled class portraits
Visuals:
Improved textures and models on all classes
Faces have updated wrinkle maps to make them more expressive
Added new neck stump models for decapitated players
Revamped player gibs
Updated the achievement icon color palette to match TF2C's palette and to appear distinct from Live's
All impact effects now use particles
Many new surface properties were added, with their own footsteps and impacts
"r_radiosity" is set to 2 by default, for nicer indirect lighting on players and other dynamic models
Burning death animations are now disabled by default
Particles:
Reworked explosion particles to reduce visual noise and support several different radiuses
Added an addon system for explosions in item schemas, allowing for extra effects to be added (e.g. shrapnel) without creating many new systems
Reworked flamethrower particles to reduce visual noise
Model muzzle flashes will now apply to sentries
Mapping Changes:
Maps are no longer limited to 2 or 4 teams, and can use any combination of the existing teams
Added the ability to add or remove teams in the middle of a match
Soundscapes now have all of their improvements from newer Source games, such as the "radius", "origin", and "fadetime" keyvalues, multiple instances of the same looping sound in a single soundscape, and debugging spew being moved to the "soundscape_message" command.
All entities can be selectively lag compensated using a new keyvalue
Removed model entries from lights.rad, our compiler should now always force texture shadows for models unless you use the -radtextureshadows parameter
Custom Weapon Changes:
Custom item schemas now need to go into /scripts/items, instead of the maps folder
Custom weapons now have access to the Live TF2 item schema's attributes
"addcond" attributes can now directly use condition names instead of ID numbers (recommended, in case IDs ever shift)
mod_burstfire is now one attribute with 2 arguments: the burst size, and fire delay
Refactored the default item schema
Removed many unused parameters
Removed prefabs that were unused or were not for shared weapons (e.g. Shotgun)
Inherited From Live TF2:
Added Offline Practice mode
Inherited from Live TF2, this mode includes support for many of our exclusive gamemodes and maps
Servers may now choose to run MvM, Mannpower, PASS Time, Robot Destruction, Player Destruction, VScript gamemodes (e.g. VSH), and the whole suite of wackier custom maps
These modes and maps are currently provided as-is, and do not yet have proper support; expect bugs, crashes, and incompatibilities
Removed the dominance mechanic from Mannpower
All Live assets are now mounted
Misc:
Updated medals
Medals list now pulls from an online API
Updated localization files
Exposed the "sv_soundemitter_flush", "sv_findsoundname", and "sv_soundemitter_filecheck" console commands
EMINOMA
Valve Software
© EMINOMA. Valve, the Valve logo, Steam, the Steam logo, Team Fortress, and the Team Fortress logo are trademarks and/or registered trademarks of Valve Corporation. Team Fortress 2 Classified is a fan creation and is not affiliated with Valve Corporation.