Frankenizer

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Frankenizer
PD Frankenizer.png
Basic Information
Map type: Player Destruction
File name: pd_frankenizer_b6
Version: Beta 6
Released: July 29, 2025
Last updated: September 10, 2025
Developer(s): Diva Dan, Lizard Of Oz, Sedisocks, Tianes, catfishes, blaholtzen, Эмil
Link(s): TF2Maps
Map Info
Environment: Mountains, Forest
Setting: Night, Cloudy
Hazards: Cliff
Map overview
Frankenizer overview.png
Fasten your fetid seat-belts, because with the RANDOMIZER around, this Player Destruction map is all gas and NO brakes!
Frankenizer publicity blurb

Frankenizer is a community made Player Destruction map. It is within the confines of a large haunted gothic style church on a forested mesa. There are two different delivery points at either side of the map that open in an alternating pattern. This map features updated map-specific variation of the server modification "Randomizer".

A standard version of the map was released in the Smissmas 2025 update.

Randomizer

Players spawn as a random class and given a random primary, secondary, and melee weapon. These weapons can be from any of the nine classes, as long as they are within their proper weapon slots. However, there are a few exceptions to this:

  • The Engineer's PDA weapons are exclusive to him. He is also the only class able to build, upgrade, and repair buildings.[1]
  • If a player constructs a building as an Engineer and switches classes, they will remain until they are destroyed.
  • Medi Guns are exclusive to the Medic and will always have their Secondary set as one.[2]
  • The Spy's PDA and Buildings weapons are exclusive to him and will always have their PDA and Buildings set as one.[3]
  • The B.A.S.E. Jumper, Short Circuit, and Wrangler are not included in weapons possible to roll.[4]
  • Weapon Reskins are not included within the weapons possible to roll.

In place of resupply cabinets, this map contains custom dice pickup that appears in either teams spawn and at either end of the map. Walking into one of these dice pickups will "reroll" your loadout, changing your class, assigning you new weapons, and fully refilling your health and ammo reserve. They respawn every 10 seconds.


Locations

  • Spawns: Both spawns have an identical layout with three exits. One exit to each control point, and a side exit on the far-right/far-left. Instead of resupply lockers, there are 3 different pedestals marked by medical crosses with 3 large ammo and health pickups. In front of the exits features a dice pickup.
  • Team Courtyard: Immediately outside the spawn is an open yard with multiple passages to the rest of the map. Down the middle are two huge arches beyond which lays the Centre. On either side of the arches are two additional flank routes, the Overlooking Towers and the Cliffside. A medium health and ammo pack are located between the two middle arches.
  • Centre: Going through the two arches leads to huge, octagonal spire, located in between the two control points. Inside it is an vent spewing green gas that can boost players into the air, with four medium health kits located on the window perches that are up for grabs.
  • Cliffside: The left/right route is a set of descending stairs which take players to a flat plateau which borders the cliff. From here on out, players can pass through yet another double arch (this one much smaller), in order to access Point A.
    • Island: Emerging from the river below is a tall boulder, on which a medium health and ammo pack are located.
  • Trees: Further along the Cliffside is a stone building, overgrown by dead trees, located right in front of Delivery Point A. It has three entrances/exits, two on the ground level and one through an elevated balcony.
  • Delivery Point A: Delivery Point A is inside a broken-down and abandoned cathedral with debris scattered everywhere. To the left/right of the point is the Tombstone, and to the right/left is the Centre.
  • Tombstone: Beside Point A and in between the two Trees buildings lays the continuation of the Riverside and its accompanying lethal fall. Found here is a lone tombstone, beneath which sits a dice pickup.
  • Overlook Tower: Alternatively, players can choose the opposite way from the one described above by taking the right/left route, which leads up a curving staircase to a building overlooking Point B. Located below the Overlook Tower, on the same level as Point B, is a small room containing a medium health kit and medium ammo pack.
  • Delivery Point B: Delivery Point B is a circular concrete pad with a large tesla bulb in the center.
  • Platform: Beyond the castle walls near the tesla bulb two pathways that lead up to a platform. From then on, a pair of air vents boost players up to the Overlook Tower, connecting it to Delivery Point B. Found in the center of the platform is a dice pickup.

Changelog

Changelog:
Changelog A1 July 29, 2025
  • Frankenizer is created.

Changelog A1b (July 30, 2025)

  • Fixed countdown timers
  • Fixed missing hud icons

Changelog A1c (August 2, 2025)

  • Removed pick up and drop flag sounds
  • Fixed issues with texture overflow
  • Added resupply cabinets
  • Fixed door issues

Changelog A2 (August 6, 2025)

  • Lowered PD point requirement per player from 5 to 4
  • Lowered intermission period between capture zones from 45 to 30 seconds
  • Added a gradient around the active capture zone
  • Updated pickup/drop noises and pickup model
  • Updated audio and HUD for when the zones are locking and unlocking
  • Widened the entire map to allow more breathing room around the church and the objectives
  • Smoothed out the steep hill outside of the ruins
  • Replaced each side's hay cover with a more solid shack
  • Added small high ground rooms to each team's battlements accessible by the cliffside staircases
  • Removed full ammo pack from ruins cliff
  • Fixed missing collisions on some hero props
  • Changed the pickups on the ruins-side cliff faces to be across a risky jump instead of behind a safe rock
  • Added ambient sounds and particles to bounce pads
  • Added placeholder soundscapes
  • Updated the ruins capture zone
    • Shifted the ruins closer toward the cliff
    • Simplified ruins high ground and turned it into a belltower entrance
    • Shrunk the small crypt and opened up the capture zone
    • Removed small pickup cubby
  • Updated the coil capture zone
    • Opened up the rock-embedded pickup house and turned it into a pit
    • Added jump pads to this new pit that launch you up to the cliff high ground
    • Attached a canopy to the sewer cubbies
    • Changed medium ammo kits to small
  • Updated the church
    • Widened all upper floor exits
    • Replaced battlements-facing catwalks with balconies and boxes
    • Changed lower floor entrances to be only on the diagonals instead of 2 diagonals and one cardinal

Changelog A2a (August 8, 2025)

  • Adjusted cliff air vent triggers to prevent fall damage when coming at them from above
  • Adjusted coil cap zone cubbies to be a bit more recessed
  • Added small bits of cliff terrain you can jump on near the coil cap zone so you can parkour from the cubbies to the cliff
  • Updated various stone archways around the map to free up clipping by adding harmful spikes

Changelog A2b (August 8, 2025)

  • Fixed wrong orientation of red spawn doors
  • Fixed respawn room trigger opening the alt spawn door (???)
  • Clipped the spiral stairs

Changelog A2d (August 21, 2025)

  • Added the Randomizer! There's a couple of weapons that aren't working yet, but it's still work in progress

Changelog B1 (August 22, 2025)

  • Partial artpass
  • Made the ramps into the battlements steeper to enforce more highground advantage
  • Upgraded coil zone ammo pickups to medium
  • Added sneaky cliff flank to the ruins
  • Changed up the jump pad cliff near the coil to give it some two-lane traffic
  • Changed respawn timer mechanic to be significantly less punishing
  • Hopefully fixed bizarre spawn door behavior
  • Widened church entrance doorways
  • Extended interior ruins platform

Changelog B1a (August 22, 2025)

  • fixed

Changelog B3 (August 30, 2025)

  • Gamemode Updates:
    • You can no longer smuggle PD pickups into your spawn.
    • Demoshields and Banners are now in the pool.
    • Randomizer Dices at spawn have shorter cooldown if there's multiple players waiting nearby.
    • Fixed Spy not dropping his disguise when melee attacking.
    • Fixed error viewmodels for Heavy and Soldier.
    • Fixed the Dice Lightning sound being global.
    • Fixed cases when you don't get any weapons after a Dice reroll.
  • Map Updates:
    • Full artpass
    • Pushed spawn further back
    • Shortened respawn times
    • Lightened up the entire map
    • Added new SFX for point lock/unlock
    • Removed clipping over the big arches and tarped crates in the battlements and replaced them with spikes and push triggers
    • Fixed slippery capture zone floor
    • Embiggened church jump pad trigger
    • Increased church jump pad vertical distance
    • Changed church health kits into medium
    • Changed coil point shack health kits into medium, and recessed the room further into the wall
    • Updated ruins cliffside houses to each have a balcony with dice spawns
    • Dice pickups are now marked with green spotlights
    • Changed the gravesite dice into full health and ammo
    • Added brick and metal sightline blockers outside cliffside spawn exits
    • Raised spawn exit elevation

Changelog B4 (September 4, 2025)

  • Workshop version!
  • There's a LOOOOOOOOOOOOT of changes, too many to list, but basically, the map is fully artpassed and the game mode has massively improved.

Changelog B5 (September 7, 2025)

  • Frankenizer b5 changes:
    • Fixed holes in map geometry
  • Randomizer changes:
    • Fixed Heavy holding invisible weapons
    • Fixed players preserving their overheal buff while being rerolled
    • Fixed spies dealing mini-crits from behind with ranged weapons- he can still minicrit with melee weapons, as intended
    • Updated the Dice to have less abrasive visuals and sounds

Changelog B5a (September 7, 2025)

  • Demoman shields are now attached to everybody’s left arm in both first- and third- person.
  • Visual improvements to the cross-class animations.
  • Fixed being unable to headshot under certain conditions.
  • Fixed a bug that caused the Dice Reroll to happen twice in a row.
  • Fixed botkillers being stuck in your face.
  • Purchasable taunts and the post-round loser state now use your class' base animations.
  • Fixed inconsequential console spam on 32-bit Windows servers.
  • Fixed minor code execution errors.
  • Community servers can now create server addons, similar to VSH. The folder is scripts/vscripts/randomizer_addons/

Changelog B6 (January 5, 2025)

  • Demoman shields are now attached to everybody’s left arm in both first- and third- person.
  • Visual improvements to the cross-class animations.
  • Fixed being unable to headshot under certain conditions.
  • Fixed a bug that caused the Dice Reroll to happen twice in a row.
  • Fixed botkillers being stuck in your face.
  • Purchasable taunts and the post-round loser state now use your class' base animations.
  • Fixed inconsequential console spam on 32-bit Windows servers.
  • Fixed minor code execution errors.
  • Improved performance.
  • Community servers can now create server addons, similar to VSH. The folder is scripts/vscripts/randomizer_addons/

Notes

This map features minor balance changes:

  • Spies do Mini-Crit damage when hitting a target in the back with any non-knife melee.[5]
  • All-Classes receive a 40% damage reduction from rockets when rocket jumping.[6]

Gallery

References

Pictogram comment.png When updates release, the code will likely have shifted a few lines or have moved somewhere else entirely.

  1. randomizer\weapon_selection.nut:L37-47
  2. randomizer\weapon_selection.nut:L22-30
  3. randomizer\weapon_selection.nut:L13-21
  4. randomizer\character\weapon_table.nut
  5. randomizer\character.nut:L85-103
  6. randomizer\character.nut:L140-149