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Ctf cloudburst.jpg
Basic information
Map type Capture the Flag
File name: ctf_cloudburst_b5
Version: Release Candidate 1
Release date: January 17, 2010
Last updated: May 3, 2010
Developer(s): Aly
Map Items
Healthico.png Health Kits: Smallhealth.png ×6   •   Mediumhealth.png ×4
Ammoico.png Ammo Boxes: Smallammo.png ×10   •   Mediumammo.png ×2   •   Largeammo.png ×2
Map Overview
Cloudburst overview.png

Cloudburst is a community-made Capture the Flag map created for the Competitive CTF Contest. It placed 5th overall with 73 points, tying it with Wiretap.


  • Battlements: Each team shares a battlements on the right of mid.
  • Cabin: This is the building to the left of the Intelligence hut. The cabin has a set of stairs that go towards the balcony that connects the cabin with the Intelligence room.
  • Cave: This cave covers the whole of mid. The left entrances are be reach through lobby although there are two entrances towards the right side.
  • Intelligence: This is located within the 1st floor of the hut to the right of spawn.
  • Lobby: The building in front of river, it has two side entrances and offers itself as the left entrance to mid.
  • Mid: Refers to the middle of the map. This is where a majority of fighting occurs. The central pillar has an elevated platform.
  • River: A frozen river that runs in front of the railway track.

Update history

Last update: May 3, 2010

Release Candidate 1:
  • RC1. Except it's named b5. Don't judge me!

Beta 4

  • Lightmap optimized, shaved a hefty 4mb off the filesize! >.>
  • Fixed various clipping issues
  • Made some shadows sexier
  • General polishes
  • Clipping and Solidity fixes (Thanks owl!)

Beta 3

  • Added some more ammo into the mid
  • Fixed various clipping and solidity issues
  • Changed a boring cliffface into something more interesting on both sides
  • Changed HDR values so they don't blind you
  • Added some boxes for cover on the ledges
  • Removed logs in Intelligence room to disable an op sentry spot

Beta 2

  • Moved the carts away from the building
  • Clipping and Solidity issues
  • Visual improvements, mainly the cliffs

Beta 1A

  • Fixed HDR lighting in cave
  • Fixed areaportals causing skybox to be shown on the spawn doors
  • Removed train car that wasn't very useful
  • widened the bridge

Beta 1 (Unreleased to public because of the problems that were fixed in b1a)

  • Beta!
  • Many clipping fixes
  • Added some more 3D skybox like rotating clouds and trees

Alpha 12A

  • Nothing. I had to save the file as something so _a12.vmf was the backup.

Alpha 12

  • Displaced mid area
  • Fixed some clipping
  • Added some clipping so you don't get stuck
  • Added a 3D skybox

Alpha 11

  • Detailed all the buildings
  • Detailed various areas
  • Added some posters
  • Fixed some clipping problems including:
  • Log ramp
  • Displacement lump outside of Intelligence room
  • Added some cover via detailing
  • Added another window into the Intelligence room
  • Fixed spectator cameras
  • Optimized some with various hint blocks, though I doubt they'll have much of an effect
  • Removed touch return, many people didn't like it including myself, it just made the Intelligence too hard to cap.

Alpha 10

  • Quick-Fix because the intels weren't working.

Alpha 9

  • Moved in cliffs and moved a path for tighter gameplay
  • Lowered ice
  • Added another way into the Intelligence
  • Implemented touch return
  • Added some more cover and sightline breakers to mid

Alpha 8

  • Made some changes to mid to make it neater as well as play better
  • Clipped the top of the tunnel so soldiers/demos cant camp on top
  • Cubemap improvements (Seams on the ice, mostly)

Alpha 7

  • Finalized new middle.
  • Moved some health packs and ammo packs around in mid.
  • Added two logs as a ramp up to the ledge
  • Textured spawn room...sort of
  • Fixed some optimization issues
  • Moved train cars apart a bit for easier access
  • Fixed some clips
  • etc

Alpha 6

  • Test for new mid, unreleased to public

Alpha 5

  • Made the ledges on the side a bit more interesting.
  • Added some wooden ramps and decks in the middle building.
  • Optimized some more
  • Added a few more windows
  • Added glass in the windows above Intelligence
  • Fixed some clipping issues
  • Moved some health packs to make the flow better

Alpha 4

  • Took out cliff. It was too chokepointy and unfun.
  • Optimized a lot with areaportals and hints.
  • Added lights into Intelligence room
  • Displaced a few ledges
  • Player clipped the tunnel model

Alpha 3

  • Fixed blue ressuply locker
  • Cliff through the middle to stop Demomen jumping length of map.
  • Moved Intelligence again, to make it better and more defendable.

Alpha 2

  • Opened up Intelligence 'room' to make it less engie-campy and let solders/Demoman cap easier.
  • Fixed some sightlines by moving props around.
  • Replaced all the lights with better ones.
  • Added a "ledge" at either end of the frozen lake for soldiers/Demomen.

Alpha 1

  • Release