Fortezza
| Fortezza | |
|---|---|
|   | |
| Basic Information | |
| Map type: | Attack/Defend | 
| File name: | cp_fortezza | 
| Released: | December 11, 2024 Patch (Smissmas 2024) | 
| Developer(s): | Josh "Gruppy" Baughman Nickolas "KrazyZark" Fenech Kubie Alien31 | 
| Map Items | |
|  Health Kits: |  ×5  •  ×6 | 
|  Ammo Boxes: |  ×3   •  ×10 | 
| Map Photos | |
| Map overview | |
| Map Stamp | |
|   | |
| Supporters Leaderboard | |
| “ | In a small village somewhere deep within the Italian Alps, BLU team lays siege to a suspected RED munitions depot.  — Fortezza publicity blurb | ” | 
Fortezza is a community-created Attack/Defend Control Point map added in the Smissmas 2024 update. It is set in a snowy village within the Italian Alps, where BLU assaults the RED-owned Moschetto munitions depot.
Fortezza was contributed to the Steam Workshop.
Contents
Locations
Control point A
Control point A is located right in front of a double portcullis, that lifts up and clears the way once it is captured. In front of the point is a well.
- BLU Spawn: BLU team has a single spawn room featuring two exits.
- Flank House: Located just to the right of BLU spawn, it serves as a flank route around the Bell Passage.
- Bell Arch: Two church bells and their adjacent supports form an arch over the main street that leads to control point A.
- Stove House: After passing through the Bell Arch, the Stove House, named for having a cast iron stove, is located to the left. Sandwiched between it and the Shortcut is a path leading to control point A.
- Street Underpass: On the right side of the Stove House is a gently descending street that passes underneath a small balcony.
- First Shortcut: The First Shortcut is located just to the left of BLU spawn. Once control point A is captured, its double wooden doors open up, allowing BLU to bypass the Bell Arch.
Control point B
The second control point can be found just before the "Moschetto" ammunition factory and the RED spawn inside it.
- Second Shortcut: The Second Shortcut is located just to the left of control point A. It is used to bypass the locked portcullis behind the first control point.
- Low passage: Located within the Second Shortcut it a small opening in the wall, just tall enough to allow crouching players to traverse it, that leads to a medium health and ammo pack. It starts out closed, but eventually opens up following the capture of control point A.
 
- Warehouse: A large building made out of mortar that leads to the Overlooking Hut.
- Wine Cellar: Below the main street that leads to control point B is a large basement containing Wine Barrels.
- Overlooking Hut: When viewed from RED's perspective, it is a small brick building located to the left of control point B. Due to its slight elevation advantage, it offers a good view on the majority of the final point.
- Battlements: Behind the second control point and overlooking it is a terrace connected to the RED team's spawn.
- RED Spawn: RED team has a single spawn room featuring two exits.
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 | 
Control Point timing
| Control Point | Multiplier | Seconds | ||
|---|---|---|---|---|
| Control Point 1 | ×1 | 
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| ×2 | 
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| ×3 | 
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| ×4 | 
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| Control Point 2 | ×1 | 
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| ×2 | 
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| ×3 | 
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| ×4 | 
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Update history
- Fortezza was added to the game.
- Removed sniper(sic) window leading into last.
- Fixed Engineer being able to build in some doors.
- Fixed some props being solid.
- Slight art pass update.
- Detail improvements.
- Improved clipping.
- New radio model for spawn rooms.
- Changed sentry shack ammo pack on last to a medium.
- Adjusted health pickups throughout the map.
- Changed kill volume on Cap A double doors to be more consistent with visuals.
- Improved bot support.
July 24, 2025 Patch (Summer 2025 Update)
- Reworked routes between Point A and Last.
- Improved lighting and visuals across the map.
- Clipping fixes.
- Added more cover to Last.
- Added defensive hold for Engineer's holding valley between A and B.
- Rebalanced pickups in some areas.
- Lighting improvements.
- Reduced file size of the map.
- Managed Sniper sightlines on last.
- Added new cover object to first point.
- Improved clipping in areas.
- Managed problematic Sniper sightline on point A.
Changelog
- Made red spawn last less defender sided
Changelog a1b (February 4, 2023)
- Made spawn exit doorways a little larger
- Made control point capture areas larger
- Removed some weird sightlines
- Changed some pickup placements
Changelog a2 (February 5, 2023)
- Changed respawn times for Red and Blue
- Removed shortcut between A and B
- Rebalanced pickups around A
- Fixed some collision issues with lanterns
Changelog a2a (February 6, 2023)
- Removed some custom assets
- Weakened some sniper positions
Changelog a3 (February 7, 2023)
- Redesigned last point
- Red can no longer get into blue's forward hold on second for free
- Managed some sniper lines
- Fixed respawn times
Changelog a3b (February 7, 2023)
- Changes Red spawn
- Managed more sniper lines between A - B connector
Changelog a3c (February 8, 2023)
- Adjustments to last
Changelog a4 (February 10, 2023)
- Gave blue flank to bypass sniper sightline on B point
- Added cubby to B forward hold for blue to set up in
- Reduced red respawn time for A point to 7 from 8
- More metal pickups for defenders on A and B
- Fixed issue with tape not outlining point correctly
Changelog a4a (February 11, 2023)
- Misc changes
Changelog b1 (February 19, 2023)
- Little bit of artpass added
- Removed one way door
- Removed lil route down to A point
- Rebalanced some HP pickups
- New engi spot on A
- Last is now a lil bigger
- Added small health and ammo for defenders on last
- More cover added for blue on A
Changelog b2 (February 22, 2023)
- Changed roof heights to make things less uniform
- Re-added one way door to A flank
- A flank now leads into A point building
- Closed off balcony overlooking A point until A is capped
- Added soundscapes
Changelog b2a (February 25, 2023)
- Lighting is now a lil brighter
- Medium HP kit before A is now accessible
- Changed ammo kit before B point from small to medium
- Red side route into last is now a dropdown
- Added more cover to last
- Sentry window on last is now more open
- Some clippings
Changelog b3a (July 26, 2023)
- More health and ammo around second point for attackers
- Changes to first point
- Changes to scale of some buildings
- Artpass
Changelog s2/a1 (July 30, 2023)
- Stage 2
Changelog b2(sic) (August 18, 2023) Combined the stages together
- Removed a cubby on first point stage 1
- Second point stage 1 now has more cover for attackers pushing in
- Increased distance between blue spawn and first point on second stage
- Added stairs for team to rotate between highground better on first point second stage
- Added more room for the route leading to last point on the second stage
- Added a few support pickups around second stage last
- Added engineer cubby in the point pit on stage 2 last point
- Blocked out more buildings
Changelog b3(sic) (November 25, 2023)
- Redid some defensive positions on stage 2.
- Increased red respawn time on last point stage 2 to 24 secs.
- Some artpass stuff
Changelog b4 (January 15, 2024)
- Updates
Changelog b5 (January 21, 2024)
- Reduced defender times
Changelog b5a (January 22, 2024)
- Updates
Changelog b6 (January 24, 2024)
- Changed some routing on Stage 2.
Changelog b6a (January 25, 2024)
- Routing on first point
Changelog b6b (January 25, 2024)
- Timer changes
Changelog b6c (January 26, 2024)
- Fixed issue
Changelog b7 (May 31, 2024)
- Converted to 3cp
- Layout changes brought over from VIP version
- Artpass
- Clipping pass
Changelog b8 (June 13, 2024)
- New last
- More artpass
- Slight layout changes on first point
- New side flank on second.
Changelog b8a (June 13, 2024)
- New route on last
- Fixed an issue where players could block a door
Changelog b8b (June 14, 2024)
- Unrestricted the amount of time that can be on round timer
- Large ammo pack on second is now medium
- Added force respawn for red last defense
- New one-way route for blue into second
- Some clipping issues fixed
Changelog b8c (June 17, 2024)
- New balcony for blue overlooking first point
Changelog b8d (June 20, 2024)
- Removed prop jump to blue flank on second
- Widened door chokes into points
- Moved red spawn back on second
Changelog b8e (June 23, 2024)
- Adjusted some health pickups on A point to favor blue.
- Removed door choke on A first point, made approach to point tighter.
Changelog b9 (July 22, 2024)
- Update
Changelog b10 (October 7, 2024) Artpass
- Minor layout changes
Changelog b11 (October 9, 2024)
- Removed old last, map is now 2CP
- New route leading into last point
- Increased blue spawn time for CP1 to 4 seconds
- Increased cap time for CP2 to 8 seconds
- Soundscape changes
- Clipping updates
Changelog b11a (October 13, 2024)
- Removed 2 mins from round start timer, Blue now only has 4 mins to cap A.
- Removed arch funnel on A
- Streamlined routes leading into point B
- Widened some routes leading into point B
- Brightened some areas of the map
- More spec cameras
- New snow roof models on some roofs at last
Changelog b11c (October 15, 2024)
- New sentry position on last
- Added snow particles
- Lowered red respawn time for cp1
- Fixed sentry shooting through door
Changelog b12 (October 23, 2024)
- Buffed defensive positions for red on last
- Blue team respawn wave set to 3 from 2 for last
- Snow roof models
- OOB artpass
Changelog b12a (October 24, 2024)
- Lighting pass
Changelog b12c (October 25, 2024)
- 3D skybox
- Added crows
- Clipping fixes
Changelog b12d (October 27, 2024)
- Lighting pass
- Skybox pass
- Art pass
Changelog b12e (October 28, 2024)
- New shortcut connecting blue spawn to A point, unlocks after A is capped.
Changelog b13 (October 31, 2024)
- More artpass
- Skybox pass
Changelog b14 (November 2, 2024)
- Fixed z-fighting issues
Bugs
- Standing behind one of the barrels in the Wine Cellar causes the front to render on top of the side.
Trivia
- Just above the entrance to the Wine Cellar is an out-of-bounds room that used to provide a sightline onto the Warehouse, but was sealed off in the December 16, 2024 Patch.
- Another unused room is located behind the Overlooking Hut.
- Scattered throughout the map are picture frames depicting other Team Fortress 2 maps, namely 2Fort, Dustbowl, and Gold Rush.
- Two musical soundtracks can occasionally be heard in each of the spawn rooms. The first one is an opera tilted E Il Sol Dell'anima...Addio addio, while the second one is a solo guitar song Rossiniana No. 2, Op. 120.
Gallery
- Signs and posters
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