{"id":3825,"date":"2026-10-27T17:12:05","date_gmt":"2026-10-27T14:12:05","guid":{"rendered":"https:\/\/gameteam.io\/blog\/team-fortress-2-dedicated-server-guide\/"},"modified":"2026-10-27T17:12:05","modified_gmt":"2026-10-27T14:12:05","slug":"team-fortress-2-dedicated-server-guide","status":"publish","type":"post","link":"https:\/\/gameteam.io\/blog\/team-fortress-2-dedicated-server-guide\/","title":{"rendered":"Team Fortress 2 Dedicated Server: How to Make a TF2 Server (Setup, Ports, server.cfg, Bots)"},"content":{"rendered":"<p><strong>A Team Fortress 2 dedicated server is the free TF2 server program (Steam app 232250) running on its own machine, so your community has a server that stays up whether or not anyone is playing.<\/strong> To make a TF2 server you download it with SteamCMD, write a <code>server.cfg<\/code>, register a free Game Server Login Token so it shows in the server browser, open port 27015, and start it with a map. Plan on 2\u20134 GB of RAM for a real community server with plugins. This guide covers every step on Windows and Linux, then bots, Workshop maps, SourceMod, the popular community server types and the problems people hit.<\/p>\n<h2 id=\"listen-server-vs-dedicated-server\">Listen server vs. dedicated server<\/h2>\n<p>TF2 gives you two ways to host. The <strong>Create Server<\/strong> button on the main menu starts a listen server inside your own game client: quick, fine for a LAN or a few friends, but the server dies when you quit and your PC runs the game and the server at once. A dedicated server is a separate program with no graphics that runs around the clock, and it is what every community server in the browser is.<\/p>\n<table>\n<thead>\n<tr>\n<th><\/th>\n<th>Listen server (Create Server)<\/th>\n<th>Dedicated server<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Runs without you in game<\/td>\n<td>No<\/td>\n<td>Yes, 24\/7<\/td>\n<\/tr>\n<tr>\n<td>Plugins (SourceMod)<\/td>\n<td>Limited<\/td>\n<td>Yes, the standard way communities run them<\/td>\n<\/tr>\n<tr>\n<td>Players<\/td>\n<td>A handful before your PC struggles<\/td>\n<td>Up to 32 on a normal setup<\/td>\n<\/tr>\n<tr>\n<td>Best for<\/td>\n<td>Testing a map, LAN night<\/td>\n<td>A private server for friends or a public community<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h2 id=\"team-fortress-2-dedicated-server-requirements\">Team Fortress 2 dedicated server requirements<\/h2>\n<p>TF2&#8217;s server is light by modern standards, and the numbers below cover most setups. Valve&#8217;s own baseline for a Source server is 512 MB of RAM, with 1 GB enough for 60 slots, but it recommends 4 GB or more on current Windows. In practice a 24-slot server with SourceMod and a few custom maps sits at 2\u20134 GB.<\/p>\n<ul>\n<li><strong>RAM:<\/strong> 2\u20134 GB for the server. More plugins and bigger custom maps push you toward the top.<\/li>\n<li><strong>CPU:<\/strong> fast single-core speed matters more than core count. Each server instance is one busy game thread.<\/li>\n<li><strong>Disk:<\/strong> about 8 GB free for the server files, more if you collect custom maps.<\/li>\n<li><strong>OS:<\/strong> Windows, or Linux with glibc 2.3.6 or newer and the 32-bit compatibility libraries.<\/li>\n<li><strong>Network:<\/strong> a solid upload. The server sends far more than it receives, and a home line behind CGNAT can&#8217;t host at all.<\/li>\n<\/ul>\n<h2 id=\"how-to-make-a-tf2-server-on-windows\">How to make a TF2 server on Windows<\/h2>\n<p>On Windows the whole install is one SteamCMD command and one shortcut. SteamCMD logs in anonymously, so you don&#8217;t need to sign in with your own Steam account to download the files. Keep the server folder separate from the SteamCMD folder, or updates get messy.<\/p>\n<ol>\n<li>Download SteamCMD from Valve and unzip it to <code>C:\\steamcmd<\/code>.<\/li>\n<li>Open a Command Prompt in that folder and download the server (the same line updates it later):\n<pre><code>steamcmd +force_install_dir C:\\tf2_server +login anonymous +app_update 232250 validate +quit<\/code><\/pre>\n<p>    The first download is large and can take a while. Run it again until it reports <code>Success! App '232250' fully installed<\/code>. Save the line as <code>update.bat<\/code> so updating is a double-click.<\/li>\n<li>Create <code>C:\\tf2_server\\tf\\cfg\\server.cfg<\/code> (see <a href=\"#servercfg\">the server.cfg section<\/a>). Make sure Windows didn&#8217;t save it as <code>server.cfg.txt<\/code>.<\/li>\n<li>Create a shortcut to <code>C:\\tf2_server\\srcds.exe<\/code> with this target:\n<pre><code>\"C:\\tf2_server\\srcds.exe\" -console -game tf +sv_pure 1 +map ctf_2fort +maxplayers 24 +sv_setsteamaccount YOURTOKEN<\/code><\/pre>\n<p>    Set <em>Start in<\/em> to <code>C:\\tf2_server<\/code>, run it, and allow it through the Windows firewall when asked.<\/li>\n<\/ol>\n<p>That starts a 24-slot pure server on 2Fort. Swap <code>+map ctf_2fort<\/code> for <code>+randommap<\/code> to start on a random map from your rotation.<\/p>\n<h2 id=\"tf2-linux-dedicated-server-setup\">TF2 Linux dedicated server setup<\/h2>\n<p>A TF2 Linux dedicated server is the usual choice for a server that runs for months. The server binary still needs 32-bit libraries, which is the cause of most failed first starts. Run it as its own user, never as root.<\/p>\n<ol>\n<li>Install the 32-bit libraries. On Debian or Ubuntu:\n<pre><code>sudo dpkg --add-architecture i386\nsudo apt update\nsudo apt install lib32z1 libncurses5:i386 libbz2-1.0:i386 lib32gcc-s1 lib32stdc++6 libtinfo5:i386 libcurl3-gnutls:i386 libsdl2-2.0-0:i386<\/code><\/pre>\n<p>    Package names vary on newer releases and other distros; install the equivalents.<\/li>\n<li>Create a user and install SteamCMD:\n<pre><code>sudo useradd --create-home gameserver\nsudo -iu gameserver\nmkdir ~\/hlserver &amp;&amp; cd ~\/hlserver\nwget https:\/\/steamcdn-a.akamaihd.net\/client\/installer\/steamcmd_linux.tar.gz\ntar zxf steamcmd_linux.tar.gz<\/code><\/pre>\n<\/li>\n<li>Download the server:\n<pre><code>.\/steamcmd.sh +force_install_dir ~\/hlserver\/tf2 +login anonymous +app_update 232250 +quit<\/code><\/pre>\n<\/li>\n<li>Write <code>~\/hlserver\/tf2\/tf\/cfg\/server.cfg<\/code>, then a launch script <code>~\/hlserver\/tf2\/tf2.sh<\/code>:\n<pre><code>#!\/bin\/sh\ncd ~\/hlserver\/tf2 || exit 1\nexec .\/srcds_run -console -game tf +map ctf_2fort +sv_pure 1 +maxplayers 24 +sv_setsteamaccount YOURTOKEN<\/code><\/pre>\n<p>    <code>chmod +x tf2.sh<\/code> and start it inside <code>screen -S tf2 .\/tf2.sh<\/code> so it survives your SSH session, or make it a systemd service so it starts on boot.<\/li>\n<\/ol>\n<p>Prefer containers? The TF2 wiki points to the community <code>cm2network\/tf2<\/code> Docker image, which takes the token as <code>SRCDS_TOKEN<\/code> and updates itself on restart. <a href=\"https:\/\/linuxgsm.com\/servers\/tf2server\/\">LinuxGSM<\/a> also manages TF2 servers with one script for install, start, stop and update. If you don&#8217;t want a Linux box at all, <a href=\"https:\/\/gameteam.io\/team-fortress-2-server-hosting\">Team Fortress 2 server hosting<\/a> gives you the same server with the install already done.<\/p>\n<h2 id=\"the-steam-token-why-your-tf2-server-isnt-in-the-browser\">The Steam token: why your TF2 server isn&#8217;t in the browser<\/h2>\n<p>A TF2 server needs a Game Server Login Token (GSLT) to show up in the server browser; without one, friends can still type your IP, but nobody finds you by searching. The token is free and takes a minute to create, and it also lets the server download Workshop maps. Put it on the launch line with <code>+sv_setsteamaccount<\/code>.<\/p>\n<ol>\n<li>Go to <a href=\"https:\/\/steamcommunity.com\/dev\/managegameservers\">Steam Game Server Account Management<\/a> and sign in.<\/li>\n<li>Enter app ID <strong>440<\/strong> (Team Fortress 2, not the server&#8217;s 232250) and a memo such as &#8220;tf2 main&#8221;.<\/li>\n<li>Copy the token into your launch line. One token per running server.<\/li>\n<\/ol>\n<p>Valve&#8217;s rules for the account: it must have TF2 in its library, a registered phone, and must not be limited or community banned. A token that sits unused for a long time expires, and resetting your Steam password regenerates all of them. If the console says <em>Could not establish connection to Steam servers<\/em> with result 18 or 106, regenerate the token.<\/p>\n<h2 id=\"tf2-dedicated-server-ports\">TF2 dedicated server ports<\/h2>\n<p>Forward UDP 27015 for players and TCP 27015 if you use remote RCON; that&#8217;s all most servers need. Add UDP 27020 only if you run SourceTV for spectators. The other two ports are traffic the server starts itself, so a normal router lets them out.<\/p>\n<table>\n<thead>\n<tr>\n<th>Port<\/th>\n<th>Protocol<\/th>\n<th>Used for<\/th>\n<th>Change with<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>27015<\/td>\n<td>UDP<\/td>\n<td>Game traffic and server browser queries<\/td>\n<td><code>-port<\/code><\/td>\n<\/tr>\n<tr>\n<td>27015<\/td>\n<td>TCP<\/td>\n<td>RCON (remote console)<\/td>\n<td><code>-port<\/code><\/td>\n<\/tr>\n<tr>\n<td>27020<\/td>\n<td>UDP<\/td>\n<td>SourceTV<\/td>\n<td><code>+tv_port<\/code> (or turn it off with <code>-nohltv<\/code>)<\/td>\n<\/tr>\n<tr>\n<td>27005<\/td>\n<td>UDP<\/td>\n<td>Client port<\/td>\n<td><code>-clientport<\/code><\/td>\n<\/tr>\n<tr>\n<td>26900<\/td>\n<td>UDP, outgoing<\/td>\n<td>Steam<\/td>\n<td><code>-sport<\/code><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Running a second server on the same machine? Give it <code>-port 27016<\/code> and add <code>-strictportbind<\/code>, so it quits instead of silently grabbing the next free port. On Linux, open the ports with <code>ufw allow 27015\/udp<\/code> and <code>ufw allow 27020\/udp<\/code>.<\/p>\n<h2 id=\"servercfg\"><span id=\"tf2-server-cfg-the-settings-that-matter\">TF2 server.cfg: the settings that matter<\/span><\/h2>\n<p>Your TF2 server config lives in <code>tf\/cfg\/server.cfg<\/code>, and the server runs it on every map change. Set the name, the passwords and the round rules there; anything you&#8217;d type into the server console can go in the file. Here is a working starting point with the settings you&#8217;ll actually touch:<\/p>\n<pre><code>\/\/ tf\/cfg\/server.cfg\nhostname \"Payload Night | 24 slots\"\nsv_password \"\"                 \/\/ set one to make it a private server\nrcon_password \"long-random-string\"\nsv_contact \"you@example.com\"\nsv_region 3                    \/\/ 0 US east, 1 US west, 2 S. America, 3 Europe, 4 Asia, 5 Australia, 6 Middle East, 7 Africa, -1 world\n\nmp_timelimit 30                \/\/ minutes per map, 0 = never rotate on a timer\nmp_maxrounds 10\nmp_autoteambalance 1\nmp_teams_unbalance_limit 1\nmp_idlemaxtime 5               \/\/ minutes before an idle player is dealt with\nmp_idledealmethod 2            \/\/ 1 = move to spectator, 2 = kick\n\nsv_allowupload 1               \/\/ sprays\nsv_allowdownload 1             \/\/ custom maps and content\nnet_maxfilesize 15\nsv_alltalk 0\nsv_cheats 0\ntf_birthday 0                  \/\/ party mode<\/code><\/pre>\n<p>Three more files sit next to it in <code>tf\/cfg<\/code>: <code>mapcycle.txt<\/code> (one map name per line, no <code>.bsp<\/code>), <code>motd.txt<\/code> (the welcome screen, plain text or a URL, 2 KB max) and <code>pure_server_whitelist.txt<\/code>. Copy the <code>_default<\/code> versions as a start.<\/p>\n<h3 id=\"sv_pure-and-cheating\">sv_pure and cheating<\/h3>\n<p>VAC is on unless you launch with <code>-insecure<\/code>, so leave that flag off. <code>sv_pure<\/code> decides which custom files players may load: <code>0<\/code> applies a minimal rule list, <code>1<\/code> applies the full list plus your whitelist (the usual community choice), and <code>2<\/code> forces official content only, which also blocks custom sprays. Tickrate is fixed on TF2, so ignore any guide that tells you to add <code>-tickrate<\/code>.<\/p>\n<h2 id=\"how-to-join-your-tf2-server-and-invite-friends-to-a-private-server\">How to join your TF2 server (and invite friends to a private server)<\/h2>\n<p>Friends join by address: open the developer console and type <code>connect<\/code> with your IP and port. Your public IP is what people outside your home use; the server prints its own address in the console on start, in a line that begins <code>Network: IP<\/code>. For a private server with friends, set <code>sv_password<\/code> and share it with the IP.<\/p>\n<pre><code>connect 203.0.113.25:27015\npassword friends-only<\/code><\/pre>\n<p>Once they&#8217;ve joined once, the server is in their <strong>History<\/strong> tab, and right-click &gt; <em>Add server to favorites<\/em> keeps it one click away. If you leave <code>sv_password<\/code> empty and have a token, anyone can search for your hostname in the community server browser. Players on your own network find it under the <strong>LAN<\/strong> tab.<\/p>\n<h2 id=\"add-bots-to-a-tf2-server\">Add bots to a TF2 server<\/h2>\n<p>TF2&#8217;s AI bots (TFBots) work on a dedicated server without cheats, and achievements stay on while they play. Add them from the server console or through RCON with <code>tf_bot_add<\/code>, or set a quota so the server tops itself up. Bots need a navigation mesh, which several official maps ship with; on other maps you generate one first.<\/p>\n<table>\n<thead>\n<tr>\n<th>Command<\/th>\n<th>What it does<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td><code>tf_bot_add 3 heavyweapons red easy<\/code><\/td>\n<td>Adds three easy Heavy bots to RED. Every argument is optional: count, class, team, difficulty, name.<\/td>\n<\/tr>\n<tr>\n<td><code>tf_bot_difficulty 2<\/code><\/td>\n<td>Skill for bots added from now on: 0 easy, 1 normal (default), 2 hard, 3 expert.<\/td>\n<\/tr>\n<tr>\n<td><code>tf_bot_quota 12<\/code> + <code>tf_bot_quota_mode fill<\/code><\/td>\n<td>Keeps 12 players in the game, removing a bot each time a human joins.<\/td>\n<\/tr>\n<tr>\n<td><code>tf_bot_quota_mode match<\/code><\/td>\n<td>Keeps a ratio instead: with quota 2, two bots per human.<\/td>\n<\/tr>\n<tr>\n<td><code>tf_bot_join_after_player 0<\/code><\/td>\n<td>Lets quota bots play on an empty server (default 1: they wait for a human).<\/td>\n<\/tr>\n<tr>\n<td><code>tf_bot_kick all<\/code><\/td>\n<td>Removes every bot.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>To use bots on a map without a nav mesh: set <code>sv_cheats 1<\/code>, run <code>nav_generate<\/code>, wait for the map to reload, then set <code>sv_cheats 0<\/code> and restart so achievements come back on. The mesh is saved, so it&#8217;s a one-time job per map. Don&#8217;t edit the mesh with bots in the game; it tends to crash.<\/p>\n<p>A note for Strange farming: kills on bots don&#8217;t raise a Strange weapon&#8217;s counter. Only a <em>Strange Part: Robots Destroyed<\/em> counts them. A bot server is great for practice and for a private server with bots when friends are offline, not for leveling Strange stats.<\/p>\n<h2 id=\"custom-maps-and-workshop-maps\">Custom maps and Workshop maps<\/h2>\n<p>A custom map is a <code>.bsp<\/code> file in <code>tf\/maps<\/code> plus a line in <code>mapcycle.txt<\/code>. Workshop maps are easier: a server with a token fetches them itself when you change to them. The catch on custom maps is downloads. Players who don&#8217;t have the map must get it from your server, and the slow in-game download is where most people give up.<\/p>\n<ul>\n<li><strong>Workshop maps:<\/strong> use the map&#8217;s Workshop ID. <code>changelevel workshop\/123456789<\/code> loads it, and the same <code>workshop\/123456789<\/code> line works in <code>mapcycle.txt<\/code>. <code>tf_workshop_map_sync 123456789<\/code> downloads it ahead of time so the first switch isn&#8217;t slow.<\/li>\n<li><strong>Fast download:<\/strong> for maps you host yourself, upload the map files to a web server and point <code>sv_downloadurl<\/code> at it, with <code>sv_allowdownload 1<\/code>. Clients then download at web speed instead of through the game connection.<\/li>\n<\/ul>\n<p>Most community maps carry a prefix that tells players the mode: <code>cp_<\/code>, <code>ctf_<\/code>, <code>pl_<\/code>, <code>plr_<\/code>, <code>koth_<\/code>, <code>arena_<\/code>, <code>mvm_<\/code>.<\/p>\n<h2 id=\"sourcemod-and-plugins-how-community-servers-get-their-modes\">SourceMod and plugins: how community servers get their modes<\/h2>\n<p>Almost every TF2 community server runs MetaMod:Source and SourceMod. They add admin tools (kick, ban, map votes) and load plugins that change the game. Install MetaMod first, then SourceMod, by extracting both into the <code>tf<\/code> folder so you end up with <code>tf\/addons\/metamod<\/code> and <code>tf\/addons\/sourcemod<\/code>.<\/p>\n<ol>\n<li>Restart the server completely and type <code>meta list<\/code> in the server console. SourceMod should be listed.<\/li>\n<li>Add yourself as admin: put <code>\"STEAM_0:1:12345\" \"99:z\"<\/code> (your Steam ID from the <code>status<\/code> command) on a new line in <code>addons\/sourcemod\/configs\/admins_simple.ini<\/code>, then run <code>sm_reloadadmins<\/code>.<\/li>\n<li>In game, type <code>sm_admin<\/code> in the console (or <code>!admin<\/code> in chat) for the admin menu.<\/li>\n<li>Plugins are <code>.smx<\/code> files in <code>addons\/sourcemod\/plugins<\/code>. <code>sm plugins list<\/code> shows what loaded.<\/li>\n<\/ol>\n<p>Valve updates sometimes break SourceMod until it catches up. A plugin built for a different SourceMod version can load without an error and then quietly stop working, so check <code>addons\/sourcemod\/logs<\/code> first when one feature dies after an update.<\/p>\n<h2 id=\"popular-tf2-community-server-types\">Popular TF2 community server types<\/h2>\n<p>Look at the community server browser and most of what you see is a mode built from plugins and custom maps, not stock TF2. If you want to run one, this is roughly what each needs.<\/p>\n<table>\n<thead>\n<tr>\n<th>Server type<\/th>\n<th>What it is<\/th>\n<th>What you&#8217;d set up<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Trade \/ trading server<\/td>\n<td>A hangout for TF2 trading: players swap hats, unusual effects and refined metal through Steam&#8217;s trade window while they chat, and traded items land in the in-game backpack and Steam inventory<\/td>\n<td>Trade maps, long or no time limit, chat plugins<\/td>\n<\/tr>\n<tr>\n<td>MGE<\/td>\n<td>1v1 duel arenas for Soldier and Demo practice<\/td>\n<td>An MGE plugin and an MGE map<\/td>\n<\/tr>\n<tr>\n<td>DM \/ deathmatch<\/td>\n<td>Instant respawn, no objective, just fights<\/td>\n<td>Respawn and deathmatch plugins<\/td>\n<\/tr>\n<tr>\n<td>Jump \/ rocket jump<\/td>\n<td>Jump maps where you practice rocket jumping and sticky jumping courses<\/td>\n<td>Jump maps, regen and checkpoint plugins<\/td>\n<\/tr>\n<tr>\n<td>x10, x100, x1000, x10000<\/td>\n<td>Silly servers where weapon stats are multiplied<\/td>\n<td>A multiplier plugin; expect balance to go out the window<\/td>\n<\/tr>\n<tr>\n<td>Randomizer<\/td>\n<td>Random class and random weapons from any class&#8217;s loadout<\/td>\n<td>A randomizer plugin<\/td>\n<\/tr>\n<tr>\n<td>Custom weapons<\/td>\n<td>Weapons that don&#8217;t exist in the stock game<\/td>\n<td>A custom weapon plugin with its config<\/td>\n<\/tr>\n<tr>\n<td>Rebalance<\/td>\n<td>Stock weapons with changed stats, often older &#8220;pre-nerf&#8221; versions<\/td>\n<td>A weapon rebalance plugin<\/td>\n<\/tr>\n<tr>\n<td>Achievement \/ idle<\/td>\n<td>Maps built to unlock achievements or to sit on<\/td>\n<td>Specific maps; raise <code>mp_idlemaxtime<\/code> or turn idle kicking off<\/td>\n<\/tr>\n<tr>\n<td>Friendly<\/td>\n<td>A no-fighting hangout where players taunt, spray and chat<\/td>\n<td>Plugins that stop damage or mark players as friendly<\/td>\n<\/tr>\n<tr>\n<td>Jailbreak, zombie, Saxton Hale, prop hunt, dodgeball, surf<\/td>\n<td>Whole game modes built by the community<\/td>\n<td>The mode&#8217;s plugin plus its own maps<\/td>\n<\/tr>\n<tr>\n<td>Mann vs. Machine<\/td>\n<td>Valve&#8217;s co-op mode against robot waves, up to six players<\/td>\n<td><code>mvm_<\/code> maps and <code>+maxplayers 32<\/code>: the dedicated server exits on an MvM map with fewer<\/td>\n<\/tr>\n<tr>\n<td>Map-specific (24\/7 Hightower, 2Fort)<\/td>\n<td>One map, all day. Hightower is a Payload Race map<\/td>\n<td>A one-line <code>mapcycle.txt<\/code><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Want a server that plays like the old days? Medieval Mode is a cvar (<code>tf_medieval 1<\/code>) on a Medieval map. And TF2 Classified (formerly TF2 Classic) is a separate mod with its own server, not a TF2 plugin; see <a href=\"https:\/\/gameteam.io\/team-fortress-2-classic-server-hosting\">TF2 Classic server hosting<\/a> for that one.<\/p>\n<h2 id=\"useful-tf2-server-commands\">Useful TF2 server commands<\/h2>\n<p>These work in the server console, or from your game through RCON after <code>rcon_password yourpassword<\/code>. Start every RCON command with <code>rcon<\/code>, for example <code>rcon changelevel pl_upward<\/code>.<\/p>\n<table>\n<thead>\n<tr>\n<th>Command<\/th>\n<th>Use<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td><code>status<\/code><\/td>\n<td>Players, their Steam IDs and the server&#8217;s address<\/td>\n<\/tr>\n<tr>\n<td><code>changelevel &lt;map&gt;<\/code><\/td>\n<td>Switch map without kicking anyone<\/td>\n<\/tr>\n<tr>\n<td><code>kickid &lt;userid&gt;<\/code> \/ <code>banid<\/code><\/td>\n<td>Kick a player, or add their ID to the ban list; <code>writeid<\/code> saves permanent bans to <code>banned_user.cfg<\/code><\/td>\n<\/tr>\n<tr>\n<td><code>mp_restartgame 5<\/code><\/td>\n<td>Restart the round in 5 seconds<\/td>\n<\/tr>\n<tr>\n<td><code>exec server.cfg<\/code><\/td>\n<td>Reload your config after editing it<\/td>\n<\/tr>\n<tr>\n<td><code>sv_password \"\"<\/code><\/td>\n<td>Remove the password on the fly<\/td>\n<\/tr>\n<tr>\n<td><code>quit<\/code><\/td>\n<td>Stop the server cleanly<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h2 id=\"keep-your-tf2-server-updated\">Keep your TF2 server updated<\/h2>\n<p>When Valve patches TF2, players on the new version can&#8217;t join an old server. Stop the server, run your SteamCMD line again (<code>app_update 232250<\/code>), and start it. Then check that MetaMod and SourceMod still load with <code>meta list<\/code>, because game updates are when plugins break. To try upcoming changes, add <code>-beta prerelease<\/code> to the <code>app_update<\/code> line on a test server.<\/p>\n<h2 id=\"tf2-server-problems-and-fixes\">TF2 server problems and fixes<\/h2>\n<table>\n<thead>\n<tr>\n<th>Problem<\/th>\n<th>Likely cause<\/th>\n<th>Fix<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Server not in the browser<\/td>\n<td>No token, or it expired<\/td>\n<td>Create or regenerate a GSLT and set <code>+sv_setsteamaccount<\/code><\/td>\n<\/tr>\n<tr>\n<td>&#8220;Server is not responding&#8221;<\/td>\n<td>UDP 27015 blocked, a CGNAT connection, or the server is still loading its first map (it answers no queries until a map is up)<\/td>\n<td>Wait for the map, check the port forward and firewall, then test from outside your network<\/td>\n<\/tr>\n<tr>\n<td>Server only visible on LAN<\/td>\n<td><code>sv_lan 1<\/code>, or the Linux server is in LAN-only mode<\/td>\n<td>Set <code>sv_lan 0<\/code>; on Linux, add a <code>steam_appid.txt<\/code> containing <code>232250<\/code><\/td>\n<\/tr>\n<tr>\n<td>Linux: segmentation fault on start<\/td>\n<td>Missing 32-bit libraries<\/td>\n<td>Install the i386 packages above<\/td>\n<\/tr>\n<tr>\n<td>Linux: missing steamclient.so<\/td>\n<td>Steam SDK file not where the server looks<\/td>\n<td>Copy <code>steamclient.so<\/code> to <code>~\/.steam\/sdk32\/<\/code><\/td>\n<\/tr>\n<tr>\n<td>RCON won&#8217;t connect<\/td>\n<td>Server bound to the wrong address<\/td>\n<td>Add <code>+ip 0.0.0.0<\/code> to the launch line and set <code>rcon_address 0.0.0.0<\/code><\/td>\n<\/tr>\n<tr>\n<td>Crashes when joining one server only<\/td>\n<td>Its custom content (maps, sounds, sprays)<\/td>\n<td>Players can filter custom downloads in Options &gt; Multiplayer; as owner, re-upload the map files<\/td>\n<\/tr>\n<tr>\n<td>Bots stand still or don&#8217;t spawn<\/td>\n<td>No nav mesh, or quota bots waiting for a human<\/td>\n<td>Run <code>nav_generate<\/code>, or set <code>tf_bot_join_after_player 0<\/code><\/td>\n<\/tr>\n<tr>\n<td>MvM map shuts the server down<\/td>\n<td><code>maxplayers<\/code> under 32<\/td>\n<td>Launch with <code>+maxplayers 32<\/code><\/td>\n<\/tr>\n<tr>\n<td>A plugin stopped working after a patch<\/td>\n<td>SourceMod or the plugin is out of date<\/td>\n<td>Update MetaMod, SourceMod and the plugin; read <code>addons\/sourcemod\/logs<\/code><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h3 id=\"is-it-tf2-thats-down-or-my-server\">Is it TF2 that&#8217;s down, or my server?<\/h3>\n<p>When people search &#8220;tf2 server down,&#8221; they often mean Valve&#8217;s side, such as Casual matchmaking or the item server, rather than one community server. If only your server can&#8217;t be reached, work through the table above.<\/p>\n<h2 id=\"skip-the-setup-rent-a-tf2-server\">Skip the setup: rent a TF2 server<\/h2>\n<p>Self-hosting a TF2 server means a machine that stays on, forwarded ports, a token that expires, a fast download host for custom maps, and SourceMod to re-check after every patch. If you&#8217;d rather spend that time playing, <a href=\"https:\/\/gameteam.io\/team-fortress-2-server-hosting\">Team Fortress 2 server hosting<\/a> on GameTeam is live in minutes. You pay per GB of RAM, from $0.49\/GB a week (or $1.99\/GB billed monthly), with unlimited slots; TF2 itself caps a normal server at 32. DDoS protection is included, and the first 72 hours are money-back. The built-in AI copilot takes the tedious server admin off your hands. Tell it &#8220;set a 30-minute timelimit, put Hightower and Upward in the map cycle and password the server&#8221; and it edits <code>server.cfg<\/code> and <code>mapcycle.txt<\/code>, then restarts. Ask &#8220;why did my map vote plugin stop working?&#8221; and it reads the SourceMod log and names the plugin that failed.<\/p>\n<h2 id=\"faq\">FAQ<\/h2>\n<h3 id=\"is-a-tf2-dedicated-server-free\">Is a TF2 dedicated server free?<\/h3>\n<p>Yes. The server software is a free anonymous download through SteamCMD, and the token is free too. What costs money is the machine and connection it runs on, or a host.<\/p>\n<h3 id=\"how-many-players-can-a-tf2-server-hold\">How many players can a TF2 server hold?<\/h3>\n<p>Up to 32 with <code>+maxplayers 32<\/code>. 24 is the default, and it was the size Valve&#8217;s old Quickplay system expected from community servers. Mann vs. Machine needs <code>maxplayers<\/code> set to 32 even though only six humans play.<\/p>\n<h3 id=\"how-do-i-make-a-private-tf2-server-with-friends\">How do I make a private TF2 server with friends?<\/h3>\n<p>Set <code>sv_password<\/code> in <code>server.cfg<\/code>, start the server, and give your friends the IP and password. They type <code>connect ip:27015<\/code> in the console and enter the password when asked. For a quick private game on one PC, the Create Server button works too, but it closes when you leave.<\/p>\n<h3 id=\"how-do-i-add-bots-to-a-tf2-private-server\">How do I add bots to a TF2 private server?<\/h3>\n<p>Type <code>tf_bot_add 6<\/code> in the server console, or set <code>tf_bot_quota<\/code> with <code>tf_bot_quota_mode fill<\/code> to keep the teams topped up. No cheats needed on maps that ship with a nav mesh.<\/p>\n<h3 id=\"how-do-i-make-bots-move-in-tf2\">How do I make bots move in TF2?<\/h3>\n<p>Bots that stand still are missing a navigation mesh for that map. Enable cheats, run <code>nav_generate<\/code>, let the map reload, then turn cheats off and restart the server.<\/p>\n<h3 id=\"can-i-play-achievements-and-earn-drops-with-bots-on-my-server\">Can I play achievements and earn drops with bots on my server?<\/h3>\n<p>AI bots don&#8217;t need cheats, so achievements stay enabled. Kills on bots don&#8217;t count toward Strange weapon stats, except on a Strange Part: Robots Destroyed.<\/p>\n<h3 id=\"do-i-need-linux-to-run-a-tf2-dedicated-server\">Do I need Linux to run a TF2 dedicated server?<\/h3>\n<p>No. The same server runs on Windows and Linux. Linux is popular for servers that stay up for months, but if you&#8217;re on Windows already, the Windows steps above work fine.<\/p>\n<h3 id=\"are-tf2-community-servers-still-active\">Are TF2 community servers still active?<\/h3>\n<p>Yes. The community server browser still lists servers of every kind, from stock 24-slot payload to trade, jump and x10. Quickplay is gone (Valve replaced it with Casual matchmaking), so new players find community servers through the browser, Favorites and the community&#8217;s own Discord server.<\/p>\n<p>Running Source games for more than one crowd? Our <a href=\"https:\/\/gameteam.io\/blog\/left-4-dead-2-dedicated-server-guide\/\">Left 4 Dead 2 dedicated server guide<\/a> and <a href=\"https:\/\/gameteam.io\/blog\/counter-strike-source-dedicated-server-guide\/\">Counter-Strike: Source dedicated server guide<\/a> cover what&#8217;s different in each.<\/p>\n","protected":false},"excerpt":{"rendered":"A Team Fortress 2 dedicated server is the free TF2 server program (Steam app 232250) running on its&hellip;\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[178],"tags":[],"class_list":["post-3825","post","type-post","status-publish","format-standard","category-team-fortress-2-tutorials","vision-entry","vision-video-wrap"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Team Fortress 2 Dedicated Server: How to Make a TF2 Server (Setup, Ports, server.cfg, Bots) - 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