As was said before, it depends upon the definition of "official" and what use of teleport you're trying to apply countermeasures to.
If official is only SRD stuff, you've got Dimensional Anchor, dim anchor tied to unhallow, forbiddance (prevents entrance but not exit), and dimensional lock. If you allow WotC stuff, you've got the anticipate teleportation spells. If you look beyond that, you've got teleport tracer and teleport redirect from Monte Cook's Book of Eldritch Might and probably some more that I don't know of.
Then, there's the question of what your countermeasures are for.
If it's for a teleporting retreat, you have Complete Warrior's Standard of No Retreat as well as the spells above. Counterspelling also prevents this (and note feats like reactive counterspell, improved counterspell, and spells like Complete Arcane's Duelward that will help to make this more practical). There's also any spell or item that separates the party as well as spells like enervation and energy drain that reduce caster level and suck up prepared spells. In addition, there are several more options to make it less attractive:
1. Reinforcements
2. Specific preparation
3. Retreat
4. Pursuit (via scry+teleport or discern location+teleport or supernatural teleportation abilities.
There are a few further countermeasures that a DM can adopt such as giving the PCs something immobile to defend or a group of people to defend who can't be teleported away (though shadow walk might still work for the latter case).
If it's scry/buff/teleport you're worried about, countermeasures can target any of those steps (though the buff step is difficult to target so the first and last are the easiest). Good will saves, misdirection, mordenkienen's private sanctum, nondetection, detect scrying, false vision, and mind blank as well as extra dimensional spaces (like Mordenkeinen's magnificant mansion) and being on another plane all work to prevent scrying. For teleportation, there are spells like forbiddance, etc. as well as spells like anticipate teleportation and teleport redirect which can turn the tables on the would-be assassins.
What countermeasures there are will depend upon what you're trying to counter.
Now, if you want the PCs to be trapped and hunted, but don't want to nerf teleport by fiat, there are some basic options:
1. Make it so teleport doesn't matter. This means a foe who can follow the teleporting players with ease or a group of foes who are present in most places the PCs would want to teleport to. The PCs literally cannot escape by teleporting. The enemy is either waiting for them or will teleport after them. (Teleport Tracer is a good spell for this application).
2. Make it so that escape doesn't matter. In this case, you would take your cue from the Terminator movies. Escaping from the Terminator was relatively easy--or at least possible. In every movie, the main characters escaped from the pursuing Terminator several times. But the Terminator was still too powerful for them to take in a straight-up fight and they were unable to inflict lasting damage on it. It could turn up at any time and when it did turn up, they needed to run or they would die. By adapting this, it probably means an enemy with limited teleportation abilities of its own and limited scrying abilities. The PCs always need to have a teleport or two on tap so that they can get away from the creature.
3. Introduce a mcguffin that prevents teleportation. If the PCs are defending the one ring (or the heir to the throne) and the one ring can't be teleported for some reason or other (maybe it counts as a creature and puts the PCs over the limit or maybe it radiates a permanent dimensional lock--a beefed up standard of no retreat would be good for this but it prevents normal retreat as well). The PCs can't abandon the mcguffin but unless they do they can't teleport.
4. Trap the PCs on another plane--especially a hostile one. If the PCs find themselves on Carceri, they can teleport all they want, but it is neither able to find them a place of real safety nor to let them escape the plane. At that point, they are trapped and need to find a way out; and since the plane is rather hostile, they will feel hunted. Best of all, as long as it's not the entire campaign, it won't feel like a fiat nerf because that's the way the planes have always worked in D&D.
Felon said:
Most of that's OK though. It moves the adventure along, gets them from one scrape to the next, and it even gives diferent characters a chance to shine. Teleport puts back in the safety of their most fortified sanctums. Adventure over.
I've pretty much got the answer--there is little in the way of an official countermeasure (although the mention of the Anticipate Teleportation spell was helpful)--so it's either a fiat nerf or bleed the teleports out and don't give them a chance to rest. Or do the adventure in the underdark.