Cowerhouse

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Cowerhouse
Cp Cowerhouse.png
Basic Information
Map type: Control Point
File name: cp_cowerhouse
Released: October 9, 2025 Patch
(Scream Fortress XVII)
Variants: Powerhouse
Developer(s): CanadianBill
Alex "FGD5" Stewart
Patrick "Zeus" Hennessy
Liam "Diva Dan" Moffitt
PearForceOne
Map Info
Environment: Castle, Bavarian town
Setting: Night
Hazards: Pitfall, Pumpkin Bombs, Drowning, Health drain, Fire
Deep Water: Yes
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×9  •  Mediumhealth.png ×9  •  
Largehealth.png ×2
Ammoico.png Ammo Boxes: Smallammo.png ×3   •   Mediumammo.png ×12   •  
Largeammo.png ×2
TF2 crosshair.png Special: Gargoyle Ghost.png   •   Pumpkin.png
Map Photos
Loading screen photos.
Map overview
Cowerhouse overview.png
Map Stamp
Item icon Map Stamp - Cowerhouse.png
Supporters Leaderboard

Cowerhouse is a community-created Control Point Halloween map released during the Scream Fortress 2025 update. It is set in a European mountainous region featuring two warring sides: a Gothic castle estate on the BLU side and a Bavarian village theme on the RED side.

The map is littered with robots, which the villagers have now protested against by way of incinerating one at the stake in the town square. The BLU castle hides a gargantuan Heavy Robot underneath its control point. Each time a point gets captured, an organ plays in the background.

Occasionally, a route underneath the map opens up that connects to each team's final control point, as well as a one-way exit to the middle point. Additionally, the map features custom HUD elements indicating when this route opens, with floating arrows pointing towards the entrances.

Upon capture of the final control point, each side has a special event which plays out. When RED wins, the gantry over the gargantuan Heavy robot opens upward, then as the robot Heavy rises a large overhead raygun energizes the Heavy and converts him to RED.[1] When BLU wins, a giant Heavy robot bursts up through the grate the control point sits upon, extinguishing the burning small Heavy robot, who then jumps down and thanks his saviors[2].

Cowerhouse was contributed to the Steam Workshop.

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.

  • Spawn: The spawn room has two exits: one in the rear to the rear of the final control point and one towards a small hallway that connects to the front of the final control point and the Main Hall.
  • Final Control Point: The spawn room is attached to the side, with the timed connection to the Underground Chasm in the rear and passageways to the rest of the area in the front. There is 1 medium and 1 small health kit, as well as 2 medium ammo kits.
  • Attic: The Attic is a room overlooking the Final Control point. The room provides access to one route that leads to the control point. There are doorways through on the top and on the bottom. Inside are a large health and ammo kit.
  • Main Hall: The Main Hall is a large space which connects the Attic, Final Control Point, Spawn, and Middle Control Point. There is a medium health and ammo kit on the floor, and one small health kit on the stairs outside the Battlements. There is a timed one-way entrance to the Underground Chasm in the connection between the Main Hall and Final Control Point which opens only when that team controls the Middle Control Point.
  • Battlements and Garage: The Battlements have three windows (1 open and 2 closed) which overlook the Middle Control Point and directly faces the opposing team's Battlements. In addition to the window there are two connections: one to the Main Hall and one to stairs leading down towards the Middle Control Point (through a side garage-like space). Inside are a small health and ammo kit.
  • Middle Control Point: The control point is located on a wooden bridge spanning a river. It is accessible from ramps on each side and from the water. Slightly to the side and above the control point is a narrow path additionally connecting each side.
  • Team Sides: On both sides of the river are cobblestone paths with barriers for cover. The above battlements also lead to a narrow external ledge. On both sides there are medium health and ammo kits.
  • Water: There is a small river that is deep enough to drown in. The only way back up if the player falls in is through the control point.
  • Tunnel: There is a flank tunnel crossing the centerline on the opposite side from the Middle Control Point with rooms containing a health kit and an ammo kit. There is an object next to the raised platform in each room to enable crouch-jumping to get on top which was previously only accessible by classes with increased mobility.
  • Underground Chasm: Located behind the Tunnel is the Underground Chasm that directly connects the final control points of the two teams. The entrances to the Chasm initially start out locked, but after the middle control point is captured, a timer with a duration of 90 seconds begins counting down. Upon its conclusion, the two entrances near both team's final control points, as well another third entrance for the team which controls the middle point, temporarily open up. They remain open for 90 seconds, at which point they close and any players still remaining in the Chasm start having their health drained, forcing them to take the Exit Waterfall or face death. The cycle then repeats.
    • Exit Waterfall: At the bottom-center portion of the U-shaped space is a river which can be ridden as a one-way exit to the Middle Control Point.
    • Forward Entryway Waterfalls: Near the exit waterfall are two waterfalls, one on each side, which is a forward one-way entry into the underground chasm when the door is open (timed entry, and open only on the side which captured mid).
    • Path: At either end of the path are stairs leading to the rear of each team's Final Control Point with a small health and medium ammo kit.
    • Chasm: The middle section of the U-shaped space is a chasm with a pitfall and one medium health kit on a stalagmite which must be jumped to reach from either side.

Helpful overview

Cowerhouse's locations
Bottom half: Number references for named locations, top half: lines denoting area joining, X marks: control points
1. Spawn
2. Final Control point
3. Spawn hallway
4. Attic
5. Main Hall
6. Battlements
7.Connection to middle
8. Garage 
9. Middle Control Point
10. Middle flank tunnel route
11. Underground chasm flank route (timed)

Strategy

Control Point timing

Control Point Multiplier Seconds
Control Point 1 and 3 ×1
12 .000
×2
8 .000
×3
6 .545
×4
5 .760
Control Point 2 ×1
20 .000
×2
13 .333
×3
10 .909
×4
9 .600


Update history

October 9, 2025 Patch (Scream Fortress XVII)

  • Added Cowerhouse to the game.

Changelog

This is the changelog of the map before it was added to the game.
Changelog:

Changelog B2 (August 23, 2024)

  • Features
    • Added round-end finale events/animations
    • Added visual effects for the ghostly locks disappearing/reappearing
    • Added a ghostly Easter Egg
    • Added a roaring Easter Egg
    • Added a deep Easter Egg
    • Added two fashionable Easter Eggs
  • Tweaks
    • Replaced railing with wood fence in RED lobby
    • Replaced potion models with remade custom color and lower-LOD versions
    • Raised stone wall on the BLU side of the MID river to better match RED's fence height
    • Added some stone crack decals in the BLU castle ceilings
    • Added mud footprint decal at RED last OOB cliff gate
    • Added player clip in RED lobby under watchtower to prevent flying players from getting caught on a lip going up
    • Simplified RED-side displacement in the UNDERGROUND, fixed projectile collisions with the OOB boulders
    • Added a playerclip around the plague box in RED battlements
    • Replaced the RED last shop window textures to be medieval-esque
    • Renamed dev reset trigger to be consistent with others
  • Fixes
    • Fixed qhull precision error during 64-bit compile
    • Aligned the upper stone texture on RED last border
    • Fixed floating pumpkins in RED spawn
    • Disabled shadows on spooky eyes, braizers in MID-to-lobby tunnels, self-vertex lighting on shrubs
    • Added a failsafe for animating spooky eyes at round start
    • Fixed being able to see up from under the MID cap point model

Changelog B2E (August 27, 2024)

  • Features
    • Added arrows directing players from spawn to MID
  • Tweaks
    • Made brazier prop model collisions more consistent (mostly by enabling collision on almost all of them)
    • Disabled shadows on boulders around the BLU last cave ceiling hole
    • Adjusted the trigger_hurt and playerclip around the RED last robot heavy on the pyre
    • Adjusted playerclip and blockbullets on the stairs in the MID side path rooms
    • Added a jack-o-lantern in the MID BLU-side side path room for better visibility in a corner
  • Fixes
    • Removed unused func_trigger in an easter egg location
    • Fixed pixel walk above BLU battlements on the roof that protrudes from their garage
    • Fixed pixel walk on the RED last's corner house's slanted roof
    • Fixed a gap in the spawnrooms that allowed buildings to be constructed
    • Fixed minor collision clipping into the ceiling of the MID RED-side side path room
    • Fixed a gap in the cave rockface displacement above the BLU last attic balcony
    • Swapped out accidental custom texture near BLU last attic balcony's stairs

Changelog B2F (August 28, 2024)

  • Tweaks
    • Tweaked the prop shadows of the gibs on the stretched in the BLU spawn operating room
  • Fixes
    • Fixed visible tool texture in MID above on the cliffs introduced in last update

Changelog B2G (September 5, 2024)

  • Features
    • Added custom HUD for underground chasm countdown timer
  • Tweaks
    • Adjusted underground random closed time from 60 -> 90 (any number) to 60 -> 100 (in 10 sec intervals)
    • Rephrased "flank cave" to "underground chasm"

Changelog B2H (September 8, 2024)

  • Tweaks
    • Tweaked floor texture in OOB area behind bar in upstairs RED attic
    • A lot of lighting tweaks (mostly prop shadow adjustments)
    • Replaced wall texture to be consistent in RED garage on back wall
    • Adjusted wall texture of white brick wall by HP pack in RED lobby
  • Fixes
    • Fixed `trigger_push` force on RED last cap finale not launching players up

Changelog B2I (September 16, 2024)

  • Features
    • Added soul gargoyle spawns
    • Added ghostly arrows for underground chasm doors
  • Tweaks
    • Adjusted underground chasm timing (initial time from 180s -> 90s and subsequent time range from 60-100s -> 45-90s)
    • Increased lighting brightness of outdoors areas and BLU last
    • Increased frequency of BLU castle window lights cycle
    • Made barn door open more as part of the Easter egg
    • Decreased lightmap fidelity for (more) farther out-of-bounds ground textures
    • Added particles to BLU lobby's balcony lectern
    • Refactored some underground chasm map logic which now also has the text dialogs distinguish between the doors closing and timer being reset
  • Fixes
    • Disabled clipping of a stone trim in the RED garage alongside the barn doors wall to prevent snags
    • Fixed sliver of nodraw texture being visible on top of a column in the BLU side of the underground chasm

Changelog B2I (May 18, 2025)

  • Features
    • Added custom control point HUD icons
    • Redid underground chasm HUD (new background and icons)
    • Added floating animation to ghostly arrows
  • Tweaks
    • Added playerclip to signs in RED & BLU lobby-to-mid tunnels
    • Added playerclip to window frames in MID battlements
    • Added subtle lighting for potions in the RED last potion shop
    • Cleaned up center bottom column behind waterfalls in MID
    • Cleaned up wall on RED-side side tunnel door to MID (primarily cleaning up the textures)
    • Added support beam on ceiling in RED forward underground chasm entrance for improved aesthetics
    • Added more decorations in RED spawn
    • Added effect to prop removal in BLU last finale
    • Disabled shadows on wood planks on the MID RED-side barricades
    • Added wood planks on barrel in RED lobby to support jack-o-lantern more convincingly
    • Slightly tweaked jack-o-lantern angles on top of the barrel in BLU lobby to better match how it's placed
  • Fixes
    • Collisions for the end-round finales (BLU gantry opening and RED pit grate blowing open) reworked from using `func_brush`es to `prop_dynamic`s because sticky bombs don't stick to any `func_` brushes
    • Fixed missing collision brushes underneath the RED last gargoyle statue bases

Bugs

  • The map's HUD elements may fail to load, showing missing textures instead.
  • Sometimes the giant robots and burning stake on BLU's Final Control Point may fail to load.

Trivia

  • Knocking down each cow wood standee in the RED Garage (near the RED side middle point health and ammo kit) results in them returning as ghost cows.[3]
  • Shooting at the creatures' glowing eyes at the end of the rear boarded-up large passageway behind the BLU Final Control Point results in the appearance of a much larger, roaring, glowing-eyes creature.
  • There is a small inset cavern hidden near the bottom of the underground chasm, containing two jack-o-lanterns and a large frog, accessible from a well-aimed fall.
  • There is a small wood crate slightly out-of-bounds in each spawn, which when broken, reveals a jack-o-lantern with the Sunbeams Unusual effect.
  • Near the RED garage, in an out-of-bounds building, is a red summoning circle surrounded with wooden cutouts of cows.

Gallery

References