Gavle

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Gavle
Cppl gavle.png
Basic Information
Map type: Payload / Attack/Defend
File name: cppl_gavle
Released: December 9, 2025 Patch
(Smissmas 2025)
Developer(s): Harlen "UEAKCrash" Linke
PearForceOne
Benjamin "blaholtzen" Blåholtz
Daniel "DJ" Bennett
Seb "Tianes" Necula
Alex "FGD5" Stewart
Juniper
Map Info
No. of Stages: 2
Environment: Snowy
Setting: Swedish town
Hazards: Drowning,
Payload cart explosion
Deep Water: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×17  •  Mediumhealth.png ×13  •  
Largehealth.png ×2
Ammoico.png Ammo Boxes: Smallammo.png ×8   •   Mediumammo.png ×19   •  
Largeammo.png ×9
Map Photos
Loading screen photos.
Map overview
Gavle overview.png
Map Stamp
Item icon Map Stamp - Gavle.png
Supporters Leaderboard
Bocken brinner!

Welcome to Gävle!

(Pronounced “Yeah-vleh”)
Gavle publicity blurb

Gavle (/ˈjɛvleɪ/ yev-lay) is a community-created, two-stage Attack/Defend and Payload map released during the Smissmas 2025 update. It is set in the Swedish town of Gävle. The first stage is Attack/Defend, with two capture points. The second stage is a Payload map, which ends in a Gävle goat exploding and catching fire.

The setup timer is 1 minute and 10 seconds for both stages.

Gavle was contributed to the Steam Workshop.

Locations

Pictogram comment.png The following locations are described from the BLU perspective.

Stage 1

Control point A

  • BLU Spawn: BLU team begins in a compact industrial spawn that opens directly into the first yard. The main exit leads into a snow-covered courtyard surrounded by wooden buildings and stone walls, with multiple routes branching forward. The area offers limited cover but quickly funnels BLU toward the first capture point.
  • Carpet: A half-yellow building immediately outside the BLU spawn. It has two floors, with the upper floor being connected to the First Shortcut.
  • Sewer Entrance: To the left of the Carpet building, across the main street, is a structure housing the stairs that descend down to the Sewer Canal, as well as a doorway leading to the Attic.
  • Sewer Canal: Cutting the area around Point A in two is a deep canal, which stretches from the Attic to the Warehouse. It has many branching paths, with one section diverting from the main ditch towards the Back Alley. Three wooden catwalks, one at the ground level, one extending from the Carpet building and one connected to the First Shortcut, bridge the two sides of the canal. Found at the end of the Sewer Canal, below the Warehouse, is a deep pool of water.
  • Attic: An L-shaped building situated in the corner of the map; to the left and behind Point A. It has a one-way gate (only openable from the inside) and a second floor that overlooks the first capture point.
  • First Shortcut: Following the capture of point A, a previously closed shutter to the right of the Carpet opens up.
  • Point A: Point A is located on the other side of the Sewer Canal, in a recessed loading area beneath the Attic: marked by a circular capture platform. It sits slightly below the surrounding ground, with nearby ramps, stairs, and doorways providing access from multiple directions.

Control point B

  • Warehouse: Separating the areas of Points A and B is a large, red house with a medium health and ammo pack. The Warehouse's main passage exits onto the Yard, while another — more covert — hallway leads to a one-way gate exiting directly onto the Metal Platforms.
  • Yard: An open field that sits in front of the second control point.
  • Back Alley: An outdoor section to the left of the Warehouse, completely surrounded by it and other buildings. Found at the end of the alley is a large health and ammo pack, as well as a doorway leading to the Small Balcony.
  • Small Balcony: Found atop some stairs is a terrace that overlooks the Yard and a part of Point B, although its view is mostly obstructed by the Radar building in front of it.
  • Radar: To the left of the Yard, and just a short distance away from the final capture point, is a tall barn containing a medium health and ammo pack.
  • Metal Platforms: To the right of the Point B is a series of multi-layer catwalks that overlook the capture point. Found here is also one of the passages connecting RED spawn to the rest of the map.
  • Capture Point B: Point B is positioned deeper into the complex, in the back of the Yard, surrounded by wooden and brick buildings. Multiple elevation changes, including ramps, balconies, and staircases are found in-and-around the point.
  • RED spawn: The RED team's spawn is situated right behind Point B, but its exits are facing towards the opposite side, requiring defenders to make an U-turn, either left or right, to access the point.

Stage 2

Checkpoint A

  • First BLU Spawn: BLU team spawns in the same location which RED occupied in the previous stage, only difference being that the previously closed shutters found directly in front of the spawn are now open, while the passages that led to the previous stage have been closed shut. After exiting, BLU must traverse through a wide but slim building, whose brick walls, overhead catwalks, and narrow passages give the exit a confined feel while still offering multiple routes out of spawn toward the first objective.
  • Cart Start: The cart's starting location is found in the open area behind the Transition Hall, just outside the right-most exit gates.
  • Transition Hall: Taking the left-most passage leads into the building which blocks off the First BLU Spawn from the rest of the map. From there, multiple paths are available.
    • Fireworks Storage: To the far-left is a dropdown that ends in a room stacked with boxes full of fireworks. A small health pack and a medium ammo pack are present here.
    • Main Catwalk: On the right is a gate leading to an outdoor catwalk, which spans the entire length of the outside area, directly connecting the Transition Hall to the Factory. The catwalk is located behind a closed shutter, which only becomes open following Checkpoint A's capture.
  • Drainage: Below the Main Catwalk, and parallel with it, is another sewage system that follows the cart's tracks. Its middle section is exposed to the outside.
  • Second Shortcut: Once the first checkpoint has been captured, a shutter found near the cart's starting position opens up, leading to the Workshop.
  • Workshop: A small building found on the cart's right side, containing a miniature model of the Gävle goat and a flank route to the Factory.
  • Factory: The first checkpoint lies inside of a large, industrial-esque building with overhanging catwalks and many flank routes. Inside is a medium and a small health pack, as well as a large ammo pack.
  • Third Shortcut: A pair of shutters outside the Factory, within the area to which the Main Catwalk connects to. They open up following the first checkpoint's capture and lead to the Second BLU Spawn.

Checkpoint B

  • Second BLU Spawn: Immediately after exiting the Factory, the cart passes by a building to the left that contains the forward BLU spawn, which becomes active once Checkpoint B is captured.
  • Hedgerows: Two rows of hedges permeate in the area preceding the second checkpoint. Found among them is a large health kit and a large ammo pack.
  • First RED Spawn: Opposite the Second BLU Spawn, on the other side of the Hedgerows, is the initial RED spawn located in a small wine cellar. It is adjacent to the Red House.
  • Red House: To the left of the second checkpoint is a large brick house with a gated front yard.
  • Checkpoint B: The second checkpoint is located in a compact, festive village street lined with wooden buildings and decorative lights. The Payload travels along a winding cobblestone path, with many doorways, windows, and balconies along the way.

Checkpoint C

  • Apartments: The cart passes underneath a row of Apartments that look out onto the Yule Goat. Found within the Apartments is also a dropdown that ends up in the Final Canal.
  • Juke Box: To the right of the Apartments, across the tracks, is a doorway leading to a set of rooms containing a large health kit and a large ammo pack.
  • Restaurant: There is a hole in the back wall of one of the aforementioned rooms which offers access to a secluded dining area.
  • Final Canal: The open area containing the final checkpoint is split into two by a canal that runs perpendicular to the cart's tracks. The tracks pass over the canal over a short wooden bridge.
  • Yule Goat: This area opens into a snow-covered cobblestone yard surrounded by stone walls, wooden buildings, and industrial structures. The Payload track runs straight toward a large decorative yule goat which stands in front of the final objective. Windows, doorways, and raised positions around the courtyard overlook the cart path. Once BLU successfully pushes the Payload to the end of the track, the yule goat explodes as fireworks violently burn down the goat, bringing to end the round.
  • Second RED Spawn: Following Checkpoint A's capture, the RED team's spawn is relocated to a room directly behind the Yule Goat.

Strategy

Main article: Community Gavle strategy

Control Point timing

Control Point Multiplier Seconds
Control Point A ×1
32 .000
×2
21 .333
×3
17 .455
×4
15 .360
Control Point B ×1
8 .000
×2
5 .333
×3
4 .364
×4
3 .840


Update history

December 9, 2025 Patch (Smissmas 2025)

  • Added Gavle to the game.

December 23, 2025 Patch

  • Significant optimization pass, especially around the first point.
  • Fixed a large number of small visual issues.
  • Fixed some clipping issues/bugs around the map.

January 8, 2026 [Item schema update]

Changelog

This is the changelog of the map before it was added to the game.
Changelog:
Changelog A2 (November 15, 2023)
  • Narrowed down last a bit and streamlined the routes on either side of it, especially for defenders
  • Added some health and ammo all over the map
  • Adjusted cover around last
  • Fixed being able to build in blue spawn
  • New sewer flank route added for Red with a one way door, dumps out next to the A point
  • New drop down sewer route for Red going onto the A courtyard to give them another way of pushing that direction if its being held
  • Added a new platform and ramp next to the first capture point for defenders to use
  • Raised capture times for both points
  • Improved signage

Changelog A3 (November 21, 2023)

  • Entirely rebuilt back flank route going from A to B from the lower sewer route
  • Reduced cover on new defender platform next to A
  • Improved cover for defenders on B, especially for a sentry hold next to the cap zone
  • Added hatch and gate that closes the new drop down route going from B to A on capture, removing a route for defenders to get around attackers, also added a kill trigger for anyone *stuck inside of it. Eventually will be more themed to the map. Because it's funny.
  • Adjusted health and ammo around map
  • Added more time to the clock on capture of A

Changelog A4 (December 15, 2023)

  • Dramatically adjusted spawn times for blu
  • Added new door that opens after A is captured
  • Added more time on cap of A
  • Added a few drop downs that limits red's access to routes going into A
  • Added new walkway on B with doorway
  • Added new ramp route coming off Blu's longer flank into B
  • Added new access way going to upper area above A
  • Widened upper area above A
  • Blocked off some of the sewer
  • Adjusted health and ammo a bit
  • Reduced cap times
  • Some other stuff, I dunno, do I look like I know what I'm doing?

Changelog A5 (December 28, 2023)

  • Added custom team colored flat dev textures to help new players know where to go/ which territory generally belongs to which team
  • Adjusted cover around last to benefit defense more
  • Removed clipping over roof covering the flank route exit on second
  • Slightly adjusted cap times lower (this seems to be a trend)
  • Slightly reduced Red's spawn time after first capture
  • Tweaked some small geometry things to improve map flow

Changelog A5a (January 5, 2024)

  • Fixed Red's spawn timer after A, which I broke with the previous update
  • Added ramp coming out of Red spawn onto B, and new doorway leading into the capture zone, this should help make it harder to push into Red spawn for Blu, and direct them up towards *the point faster.
  • Fixed the displacement seam I forgot for 2 updates

Changelog (October 11, 2024)

  • Merged the two halves of the map into one multistage map, with proper vscript HUD switching between rounds

Changelog A8 (October 18, 2024)

  • Redid the back flank area behind the first cap of the second stage, opening it up and simplifying it much more
  • Widened path leading to the building that houses the first cap of stage 2 (part of the above changes)
  • Added some slight high ground on last of stage 2, favoring red, on the water side.
  • Removed some of the cover on last of stage 2, opening it up a bit more.
  • Added new rotation path to retreat from the back flank going into last on stage 1 featuring VENT GAMEPLAY, dropping down into the "main" path going into the last area
  • Fixed a number of small bugs
  • Finally remembered to patch up the displacement seam I've been forgetting about every update

Changelog A8 #2 (October 18, 2024)

  • Fixed broken spawn visualizers that stopped working between versions for some reason?
  • I literally changed nothing about them, lol.

Changelog A8a (October 25, 2024)

  • Fixed the broken dynamic doors on second stage
  • Fixed a few small bugs/ sightlines on the map

Changelog A8b (November 1, 2024)

  • Adjusted spawn timers and health/ ammo placement
  • Tweaked some cover in a few places, especially on last.

Changelog (November 9, 2024)

  • Detail pass
    • It's pretty now

Changelog B3 (November 11, 2024)

  • Fixed a whole pile of visual bugs, clipping issues, exploits and other various jankery (Thanks Midnite, Sono, Casapillar, and everyone else who provided feedback with this latest update!)
  • Did a significant lighting pass to the whole map, refining things a bit more
  • Modified the Gavlebocken prop a bit, preparing it for the finale sequence
  • Some further detailing

Changelog B4 (November 16, 2024)

  • Added 2 seconds to the capture time of Stage 1 Cap B.
  • New burnt version of the Gavlebocken is in place for the finale sequence. Particle effect is still WIP!
  • Further detailing around the map, especially Blu's first spawn
  • A ton more bug/ visual fixes (thanks everyone!)
  • Optimization
  • Some other stuff I dunno, I'm tired

Changelog B5 (December 19, 2024)

  • 3d Skybox added!
  • A bunch of visual tweaks and minor bug fixes, I forget

Changelog B6 (October 17, 2025)

  • Added some new experimental routes to benefit primarily Blu in Stage 1 (one may benefit Red too much, we'll see)
  • Removed the dynamic door below the engineer hold on Stage 1's first capture point
  • Added a new ladder that makes it easier to walk onto the second point of Stage 1

Changelog B7 (October 24, 2025)

  • Overhauled the back flank route/ alley for blu in stage 1, leading to the second point
  • Added a new upper area and one way door for blu in stage 1, leading to the second point (at the drop down)
  • Added a new connector to help blu rotate between the main route and back alley flank
  • Added some more detailing to help draw blu's eye to the lower drop down leading to the back alley flank
  • Adjusted a bunch of little stuff in stage 1, I don't remember it all

Changelog B8 (November 7, 2025)

  • Added a new path from blu spawn to the back flank route going towards A on Stage 1
  • Cleaned up a bunch of stuff, did some light detailing on the new paths
  • Some new areas are still WIP, but I wanted to get a new version to test
  • Adjusted some doorways/ gameplay elements around stage 1 and 2
  • Fixed some overdue bugs

Changelog B9 (November 12, 2025)

  • Cleaned up a number of previously experimental routes and at least partially detailed them
  • Did a number of bug and visual fixes
  • There's still more to be detailed but I wanted to get these gameplay changes out!

Changelog B10 (November 14, 2025)

  • Opened up some areas a little more
  • Removed the lower area route going to A point on Stage 1
  • Streamlined a bunch of routes/ areas
  • Some other stuff I don't remember

Changelog B11 (November 21, 2025)

  • Big artpass overhaul on the map
  • A few small gameplay tweaks

Changelog B12 (November 28, 2025)

  • A bunch more QOL fixes/ clean ups, probably close to RC

Trivia

  • Near the left of the second RED spawn room exit is a cutout of the YouTuber Jeffiot.
  • Scattered throughout the map are several Christmas decorations such as yule goats, advent candelabras, and pomanders.
  • A poster is dedicated to a fictional company named after the map's lead developers, Harlen "UEAKCrash" Linke.
  • The map developer PearForceOne also has a poster for them.
  • There is a small hidden room inside a shed near Point B on stage 1, its interior lined with the aforementioned posters as well as a link to UEAKCrash's YouTube channel and links for the band Bog Wizard.

Gallery

Posters