Seaside is a Team Fortress 2 map I was working on for the Frontline! community update. It was something I started to do over the summer after the update effort was announced and I needed something to do. I’d been a fan of Hammer mapping for a while by then and the update was a great motivator to exercise myself, even if I didn’t continue work on it once the summer was over. Download Link.

The idea behind the update was a bunch of 20th century war content for TF2 powered by a bunch of assets some really talented guys made and slapped together in a package for mappers. I saw this and pretty much started work immediately, using some whiteboard website and a notebook to sketch it out and get a good formula before opening the editor. (this is the biggest picture I have of that layout)


The concept behind the map was a ‘European’ city by the sea, either French or German in design, but taking inspiration from Croatia or Greece with their buildings set on sheer sea cliff faces. The left side of the map was to be set on this cliff with planes and such flying around in the skybox – the right side was to be an assortment of tall buildings and walled off streets to the rest of the city. As the players would start, they would assume the role of pushing the tank payload up a street, past a small park, through an Anti-Air emplacement on a cliff plaza, and up between a row of buildings into a supply depot where it would deliver it’s devastating demolitions.

The design of the map was more careful than my attempts in the past. I made sure to set almost the entire thing uphill in order to break up monotony, making the flat Anti-Air part something of a wide arena to shake up the gameplay in the middle of the flow. There are multiple paths into each section, of course, and the placements for each team spawn moves up after capping the point by the landmines. That’s not to say the design is all finished, however. I’ve only play-tested with real players twice and much remains to be done – there aren’t really enough corners for spies to run around, the scale on some of the indoor areas is far too large, the arena is a bit awkward to fight in due to the amount of props, and the final area might just be a little too long to be realistically¬†achievable with a full team on defense.


I’m no longer working on it, but that’s not to say it’s in the trash! I’ve still got all the files on hand and all the plans in order; if I ever feel like picking it up again it would be easy to do, so it might yet see the light of day.

(2022 Steven says “lol”)