|“I built that.”
This page contains information about a custom map that is not an official Team Fortress 2 map.
To see official TF2 maps, go to here.
|Map type||King of the Hill|
|File name:|| |
|Release date:||October 5, 2010|
|Hazards:|| Health drain in spawns|
(similar to Fire)
|Health Kits:||×0 • ×0 • ×0|
|Ammo Boxes:||×0 • ×0 • ×0|
Achievement Idle is a King of the Hill map intended as an Achievement map. It is a very small and simple map consisting of two spawns, where players slowly lose health, joined by defilade hallways to a central room with an uncapturable control point.
The map was a part of the unofficial community-made Mechanical Engineer Update. As it was the first map of its kind, it became popular and is the basis of several derivative map designs.
Popular variants in include:
- Achievement Idle Noglass, versions in which the glass walls are removed to increase the firefight intensity, increase variability in gameplay, and facilitate scripted automated weapon attacks.
- Achievement Idle Awesomebox, variants that add several features and play areas built around the Achievement Idle core, including a conveyor for serving up idle players as targets, a boxing ring, a surfing ramp, jump features, and means for skilled players to enter the opposing spawn.
The central room is the only space accessible to players of both teams. It contains the central point and provides a common space for continuous firefights from either hallway, for cooperative practice of skills, or for cooperative accomplishment of achievements, e.g. Spies on opposing teams cooperating on the achievement Spies Like Us.
The spawns are set facing the central room; all activity in the central room and the opposing spawn is viewable through large glass walls. The spawn areas are designed to gradually drain health from players to the point where they die and respawn; this property prevents idling players from recording artificially long lives in their performance reports.
The side halls provide player access between the spawns and the central room. Players are blocked from entering the opposing team's hallways. Two corner turns in each hallway prevent players from firing directly into the opposing spawn and provide general shelter from enemy fire, although Demoman grenades can reach most of the enemy hallway.
Primarily, the map was designed for idling and for working on Achievements. Variants have also come to be used for leveling. The uncapturable control point makes for never-ending rounds, so players can fight, level, or idle without interruption (a version has a captureable control point).
Changes in the Item drop system that happened after this map's release greatly reduced this map's usefulness for idling to acquire item drops. However, the basic map design is still popular for working on achievements and leveling strange items.
- As one intent of this map is the accomplishment of Achievements, it is helpful to other players to equip with whatever items that you own that help them with their achievements, especially on noglass versions of this map (e.g. Equalizer, Ghastlier Gibus, Pyrovision Goggles, and Balloonicorn).
Control point timing
|Control point||× ∞||Infinite|
- While not a bug of the original map per se, in common variants, it is possible for idling players to be knocked into the side halls, defeating the intention of the health drain in the spawn areas.
- To counter this, some servers periodically restart the map, returning all players to the spawn areas.