Sidewinder
| “You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. Notes: Locations |
| Sidewinder | |
|---|---|
| Basic Information | |
| Map type: | Capture the Flag |
| File name: | ctf_sidewinder
|
| Released: | December 9, 2025 Patch (Smissmas 2025) |
| Developer(s): | Tanner Lauren Harlen "UEAKCrash" Linke Paul "Brokk" Clausen Kirill "BadassCook" Ruzanov Lauren "Yrrzy" Godfrey |
| Map Info | |
| Environment: | Alpine mountains |
| Hazards: | Train, pitfall, crushing, deadly water |
| Map Items | |
| Map Photos | |
| Map overview | |
| Map Stamp | |
| Supporters Leaderboard | |
Sidewinder is a community-created Capture the Flag map released during the Smissmas 2025 update. It is set around the snow covered alpine train depot, featuring a snowplow train roaring through the center, grinding up and spitting out anything and anyone that gets in the way.
Sidewinder was contributed to the Steam Workshop.
Contents
Locations
Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.
Central area
- Train Bridge: Directly opposite each team’s spawn room, on the floor below, lies the main bridge connecting the two bases. A single train track runs across it, with a power line strung overhead and largely unobstructed sightlines. Beneath the track is a large health kit and a connecting pathway. This track provides a direct route to the enemy’s Intelligence room; when a train approaches, it opens the metal automated doors, but attempting to follow after it will result in being crushed.
- Background: A river flows beneath the bridge, linking a stream to a waterfall; falling into the water results in instant death. Beyond the waterfall, a smaller, narrower train bridge can be seen in the distance.
Bases
- Intelligence Room: The Intelligence sits beneath a raised building in the courtyard, placed on a marked capture platform at ground level. The space is held up by support pillars and offers very little cover, leaving the Intelligence open to attacks from several directions.
- Train Yard: The Train Yard is an open courtyard just outside each team’s base. It connects directly to the Intelligence area and is surrounded by industrial buildings, with multiple entrances leading into it. Because of its open layout, this area often becomes a focal point for combat.
- Battlements: Elevated walkways and windows overlook the Train Yard, giving players clear views into the courtyard and toward the Intelligence. These positions are accessed from inside the base and allow quick drops down into the yard.
- Lower Routes: Paths along ground level run around the edges of the Train Yard, letting players move between buildings without crossing the open center. These routes offer safer approaches to the Intelligence and help avoid long sightlines.
Strategy
| “Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Update history
December 9, 2025 Patch (Smissmas 2025)
- Added Sidewinder to the game
January 8, 2026 [Item schema update]
- Added
ctf_sidewinderto the list of maps for Casual matchmaking.
Changelog
- I'm back! trying mapping again, went through and did some sweeping changes
- mid has been scaled back to a more reasonable size with lots of elements totally redone
- overall map has been adjusted in terms of scale
- pushed spawn back further
- more height variation near intel and a few alternate paths
- intel room tweaked
- snow :)
Changelog A3 (August 30, 2022)
- moved lower spawn doors to avoid clipping into the floor above
- slight prop adjustments
Changelog (September 2, 2022)
- shrunk mid slightly
- changed battlements
- slight prop changes in intel
- new skybox :)
Changelog (September 3, 2022)
- redid mid to hopefully provide some more cover
- blocked up the sides of the trains connecting to mid to cover some cheeky sniper sights
- added more signs
- trying out a oneway door going into intel
- opened a door up in intel to hopefully help with sentries
- changed up some terrain colors
- hopefully got slightly shorter respawn times working
Changelog A5 (September 6, 2022)
- reversed the one way door, will probably end up getting removed but want to try it out
- removed a flank to try and encourage more combat
- added more of a walkway in intel to try and give attackers some more ground to work with
- sign tweaks
- ammo tweaks
Changelog A6 (September 22, 2022)
- trying out more wacky ideas to try and tighten up some routes
- second spawn room 2fort style
- snow removal, prop tweaks
- lots of brush tweaks
- texture tweaks
Changelog A7 (September 28, 2022)
- MAJOR overhaul, testing showed there was some major layout issues that came from the initial design so I got back on and deleted most of it while keeping aspects of it that I thought were solid
- notable new features:
- mid has been completely redone with an underpath and deathpit
- funny hazard train that opens up new routes
- generally tighter routes and a more condensed size
- waterfall for ambience
- too many other changes to list
Changelog (February 20, 2023)
- lower bridge area tweaked
- geometry by spawn tweaked
- spawn room tweaked
- train logic should be mostly fixed(?)
- grate above intel opened up
- probably plenty of other small tweaks I forgot
Changelog (February 26, 2023)
- updated underbridge geometry to allow more wiggle room
- respawn timers tweaked, attackers get reduced respawn timers when in enemy base (may need to be tweaked)
- some canopies have been tweaked for better rocket jumping
- clipped off the roof above intel
Changelog (March 4, 2023)
- respawn timer adjustments
- slight balcony adjustments
- experimenting with a one way door out from the train room
Changelog A11b (July 18, 2023)
- lots of geometry changes to connector areas
- prop changes
- removed front train gate instead creating a longer 'escape' type route
- the windows are no longer boarded up (mostly) just for fun!
- dynamic respawn for attackers was really jank so it has been removed
- tons of other stuff I probably forgot
Changelog A11c (July 24, 2023)
- mostly a recompile & skybox tweaks
Changelog A12 (July 30, 2023)
- adjusted initial train spawn time to avoid giving one team an advantage on round start
- adjusted some connector rooms to possibly improve combat around them
- prop adjustments to try and help against oppressive sentry spots
Changelog B1 (August 3, 2023)
- pushing this map into beta, most of the major layout issues have been dealt with and from here on out will mostly be blocking in visuals and other balance changes that don't require a total overhaul
- also a new proper name!
- other changes include:
- adjustments to the train gates to have more lights and hopefully notify people about the train's arrival better
- slight health pack changes to help attackers
- train logic adjustments (hopefully the train will no longer steal intel)
- prop adjustments near the train gates
Changelog RC0 (October 26, 2023)
- Temporary Description, full changelog to come
Changelog (October 28, 2023)
- Fixes, fixed and more fixes.
Changelog (October 28, 2023 #2)
- Visual Fixes, Additions and Tweaks.
Changelog RC3 (October 30, 2023)
- Workshop ready!
- lots of visual polish
- overlay/displacement adjustments
- adjustments to the train (plow cart attached to the main engine for all the train nerds)
- train has a nice little light
Changelog (October 31, 2023)
- Fixed a few missing assets, shadows, clips and elaborated new cover for spies,
full changelog to come.
Changelog (November 3, 2023)
- Optimization, Sightlines and Frogs.
Changelog RC4a (May 2, 2024)
- File Revision
- Temporary Description
Changelog RC4b (May 12, 2024)
- Temporary Description
Trivia
- The train on this map is connected to a rotary snowplow, a train attachment used to clear heavy snow from the tracks ahead.
- The name of the map during its alpha stage of development was "Garbage".[1]
Gallery
References
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