Team Fortress 2

Team Fortress 2

421 ratings
Other: Smissmas, Night
Game Mode: Payload
File Size
21.285 MB
Nov 6, 2016 @ 1:40pm
Dec 16, 2020 @ 2:53pm
12 Change Notes ( view )

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In 1 collection by ICS
ICS TF2 Maps Collection
16 items
Hell has frozen ages ago but some of the halloween spirit still lives in this map. A new version consisting competitive changes from UGC league and Halloween changes from few years back are now incorporated into the same map. As well as everything that has changed within the past 3 years since!

The map has been chrismas spirited with smismass theme and some bugs were fixed 17th of December 2020.

- Played two times in UGC Highlander league. Season 20 & also in the grand finale! Map was also played on season 22!
- Won 2nd place in winter worlds mapping contest[]
- Original map for the official Halloween themed map Hellstone. However, this map is very different from that regarding how it plays and has extra ways in and out.
- Was played on Highlander Experimental Cup on 16th of Dec 2018!

Map by ICS
Festive Payload cart[] by MaccyF
Gift box models[] by tyler

Big thanks to Chicobo, brick, Dr. Alto H. Clef (you know who you are), Kumori, End3r, icewind1991, exa and everyone of the UGC map test team for helping out to shape the map for the better! Also to everyone who reported issues, thanks!
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ICS  [author] Apr 14 @ 7:59am 
ShadowMan44 Apr 13 @ 8:03pm 
I hope at the very least this makes it into this year's Smissmas update.
ICS  [author] Feb 28 @ 3:16am 
Mountain Man Feb 27 @ 2:07pm 
Love it! Adding this to my server rotation :steamthumbsup:
ICS  [author] Dec 16, 2020 @ 2:45pm 
New update out to the map. Now even more christmas decorated and several visual and some gameplay issues resolved. Perhaps you will see maps like this one in future smismass updates. If one ever gets done again, rather than some of the maps you saw in it in 2020. I do hope it would be included in the game, because its a solid map, tested competitively even and plays good.

This map has always been a bit special for me, as it was the first TF2 map i ever created. Its been aged in 10 years quite a bit. Thanks to everyone who has been with be along this journey.
ICS  [author] Dec 2, 2018 @ 1:20am 
That being said, i know competitive community rather has gameplay over visual. But the balcony you suggested, would propably look ugly when covered with slanted roof. Players usually learn out anyway which areas area accessible and which are not with 1 jump so i'd rather not change that rooftop for now.

Thanks for the input. If I understood you wrong, please correct me!
ICS  [author] Dec 2, 2018 @ 1:20am 
I actually have tested the suggestion you have for the sniper sightline, If i understood you correctly. This basically also nullifies the BLU snipers sights towards the last and RED snipers sights towards the 4th. Makes it a lot easier for BLU to push on. There are only few limited ways forth and back at the last, so it makes BLU more dominant on that area.

Map designing is not always easy and theres more than 100 versions of this map out there. This is the oldest map that i have done, started 8 years ago and slowly been refined into a better map. Even better playing than the halloween version thats already in the game while this isnt. (1/2)
mr. bitches Dec 1, 2018 @ 11:52pm 
Hello, ICS!! I'm a huge fan of Millstone. Been one since I first played it in highlander. As an engineer enthusiast there is no shortage of creative plays I can make, although the one portion of the map I have always believed could be improved on was the last point. As I'm sure you know, sniper is a very dominant class in TF2, and having to constantly play around a class that can take you down from any range can be quite frustrating. I feel like last greatly exemplifies how dominant the red sniper can be due to the vast sightlines, even with the large shack in the middle, due largely to the fact that with proper coordination there is little that can contest him aside from an opposing sniper.
mr. bitches Dec 1, 2018 @ 11:51pm 
Something I would like to suggest would be to move the shack and the path next to it that leads to red spawn slightly closer to the 4th point in order to slightly impede the red sniper's sightline on players that are pushing out of 4th into last. This allows the blue team to push further into last without having to rely solely on their sniper or other pick classes to take out the main threat when pushing. Another much smaller suggestion is purely cosmetic and in no way affects gameplay significantly. The top balcony on the shack in the middle looks as if it were accessible via explosive jumping, although that is not the case. I suggest removing it or replacing it with a slanted roof so as to not confuse players who attempt to take high ground. Thanks for reading and again I really love this map. :)
ICS  [author] Dec 1, 2018 @ 3:12pm 
A major update is out to the map! We discussed the changes to the map and played it while back with the UGC test team and this is the result of those talks. Please let me know any issues you find. Thanks!

Millstone is also 3rd map played in Experimental Highlander League at on December 15-16th 2018!