Devilcross
| Devilcross | |
|---|---|
| Basic Information | |
| Map type: | Capture the Flag |
| File name: | ctf_doublecross_event
|
| Released: | October 9, 2025 Patch (Scream Fortress XVII) |
| Variants: | Double Cross, Doublefrost |
| Developer(s): | Harlen "UEAKCrash" Linke Liam "Diva Dan" Moffitt Daniel "DJ" Bennett |
| Map Info | |
| Environment: | Hell |
| Setting: | Underworld, Hell |
| Hazards: | Ghost Train, Pumpkin bombs, Crushing, Lava fire, Pitfalls |
| Magic spells: | Yes |
| Map Items | |
| Map Photos | |
| Map overview | |
| Map Stamp | |
| Supporters Leaderboard | |
| “ | Choke on the thick spooky atmosphere in this chaotic stock CTF map reskin with a plethora of spells and new death pits to stumble into, also known as hell.
— Devilcross publicity blurb
|
” |
Devilcross is a community-created Capture the Flag map released during the Scream Fortress 2025 update.
Devilcross was contributed to the Steam Workshop.
Locations
- Main Bridge: Directly opposite each team's spawn room on the floor below lies the Main Bridge, linking the two bases. A truck, crates, and magic spells are scattered across it, partially blocking sight-lines. There is a single toll booth on both sides, each with a small health kit inside. This bridge offers a direct route to the enemy Courtyard and Intelligence room.
- Train Bridge: Below and perpendicular to the Main Bridge is the Train Bridge. This can be reached from the Main Bridge via a set of stairs on either side. The Train Bridge offers access to each base's extensive sewer system. A bottomless pit lies below it - falling off this bridge is certain death. The two raised structures standing either side of the Main Bridge are can be jumped over or on top of them similar to the roofing above the Battlements.
- Intelligence Room: The Intelligence sits in the middle of a small room below and to the left of each team's spawn room. It has three access points: an upper gantry leading towards the spawn, the main doorway leading to the Courtyard, and another doorway leading to a refuge area, which can be reached from the Battlements.
- Courtyard: Opposite the main base entrance and below the spawn room is the Courtyard. This open area links the Main Bridge to the Intelligence room, as well as the spawn to the Intelligence room via an upper gantry. There is a small shed here, providing access to the Sewers via a short drop. A small health kit and ammo pack can be found underneath the gantry.
- Battlements: A small deck can be accessed from the spawn room. This runs parallel to and looks out over the Main Bridge, with each team's deck opposite the other. From here the Intelligence room may also be accessed via a short drop into the refuge area.
- Sewers: The bottom level of each base is comprised of a network of tunnels and maintenance rooms. They are accessed from either inside the base via stairwell near the entrance, the shed in the Courtyard, or from a one-way chute in the spawn room. Both sewers exit to the Train Bridge. A small health kit and a medium ammo pack can be found at the foot of the stairs.
Exterior of RED base.
Main Bridge and BLU base.
Basement sewer of RED base.
Entrance to RED base.
The panels in BLU intelligence saturated in hellfire.
Soul Gargoyle Locations
Strategy
Main article: Community Devilcross 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 |
Update history
October 9, 2025 Patch (Scream Fortress XVII)
- Added Devilcross to the game.
- Took significant steps towards improving FPS on the map, especially around the bridge.
- Reduced particle and prop usage around the map.
- Removed the ability to roll the Power Up spell and replaced it with the teleport spell with one charge (Thanks Lizard of Oz).
- Added extensions to the window frames looking through each opposing team's base and made the raised shacks slightly more symmetrical to block Sniper sightline.
- Removed the two spell books from just outside of the doors of each base.
- Increased the respawn time of the rare spell book slightly.
- Added Gargoyle spawns.
- Fixed a number of minor visual issues and clipping bugs (Thanks Lilly, The Rat Man, Dr. Maxi, and everyone else who reported these!).
Changelog
This is the changelog of the map before it was added to the game.
Changelog:
Changelog v2 (August 23, 2023)
- Fixed missing/ red faces
Changelog v4 (September 8, 2023)
- New event added, happens on a random timer
- Burning barrels can now ignite arrows
- Further optimization
Changelog v5 (September 3, 2025)
- Continued detailing pass
- Adjusted spell spawn timer
- Fixed a number of small visual issues
- Theoretically fixed stuck train bug
Changelog v7 (October 17, 2025)
- Experimental version to test before sending an update to Valve
- Took significant steps towards improving FPS on the map, especially around the bridge. Please let me know if this helps if you were having issues before!
- Reduced particle and prop usage around the map
- Removed the ability to roll the minify spell and replaced it with the teleport spell (Thanks Lizard of Oz)
- Added extensions to the window frames looking through each opposing teams base and made the raised shacks slightly more symmetrical to block sniper sightline
- Removed the two spell books from just outside of the doors of each base
- Increased the respawn time of the rare spell book slightly
Gallery
- Intelligence
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