Fulgur
| Fulgur | |
|---|---|
| Basic Information | |
| Map type: | Attack/Defend |
| File name: | cp_fulgur
|
| Released: | July 24, 2025 Patch (Summer 2025 Update) |
| Developer(s): | Michał "AsG_Alligator" Byczko Aeon "Void" Bollig Kimberly "iiboharz" Riswick Alex "Rexy" Kreeger Juniper Berry Maxime "Fubar" Dupuis |
| Map Info | |
| Environment: | Jungle |
| Setting: | Daylight, overcast |
| Hazards: | Pitfalls |
| Map Items | |
| Map Photos | |
| Map overview | |
| Map Stamp | |
| Supporters Leaderboard | |
Fulgur is a community-created Attack/Defend Control Point map released during the Summer 2025 Update. The map takes place within a Rockomann Aeronautics mission control facility built within a high-altitude cliffside located in a tropical jungle.
Fulgur was contributed to the Steam Workshop.
Contents
Locations
The following locations are described from the BLU perspective.
Control point A
- First BLU Spawn: The initial BLU spawn begins inside a decrepit, mossy building featuring three distinct exits.
- Right Tunnel: In front of the BLU spawn is a steep hill with two tunnels through it. The right tunnel is a large cave leading to the Helicopter Pad.
- Left Tunnel: The left tunnel is a hallway that also leads to the Helicopter Pad as well as to a stealthy flank following the cliff's edge.
- Cliff: Following along the left side of the first control point and the wider area around it is a deadly cliff.
- Helicopter Pad: Control point A is located on a large helipad suspended above a pitfall, with three bridges connecting it to the surrounding area. A medium ammo pack and some crates can also be found on it.
Control point B
- Second BLU spawn: Capturing the first control point moves BLU team's spawn to a building located to the right of the Helicopter Pad.
- Antenna Building: Located just behind the first control point is a curved structure featuring green window panes and an antenna dish on its roof.
- Rockomann Aeronautics: The main part of the map. This is a large building complex containing the last two control points.
- Entrance Hall: Found just behind the Antenna Building is the main entrance to the Rockomann Aeronautics. It eventually branches off into three additional hallways.
- Ventilation Duct: Located above said entrance is a small ventilation duct leading to the Film Storage room which unlocks after control point A's capture.
- Dropdown: To the right of the Entrance Hall is a opening in the floor that leads directly to the Hanging Catwalk.
- Hanging Catwalk: One of the doorways in the Entrance Hall leads to an outside catwalk hanging right above a deadly pitfall.
- Film Storage: Ahead of the Entrance Hall is a small white room containing film discs lined up on shelfs. A large ammo pack and a medium health pack can be found here.
- Waterfall: To the right of the Film Storage is a staircase passing by an artificial indoor waterfall. The staircase leads to the Observation Chamber, while another path flanks behind the waterfall to a one-way gate that leads to the Upper Floor.
- Observation Chamber: The area where control point B is located. It is a spacious room with large window panes in place of its left wall. Also running along the left wall is an elevated catwalk connected to the Film Storage.
- Third BLU Spawn: After control point B is captured, BLU's spawn is relocated to a room slightly behind the Observation Chamber.
Control point C
- Main Lobby: After the Observation Chamber comes an even larger room that is deeply embedded within the surrounding mountain. Attached to its walls are various office spaces separated from the playable area by glass panes.
- First RED Spawn: The first RED spawn is found to the right of the Main Lobby.
- Upper Floor: Following the Main Lobby's right side is an elevated area overlooking control point C in the next room over.
- Rocket Booster: The final control point is located in an area with an extremely tall ceiling that also houses a huge RED rocket pointed towards the sky. In the room's back wall is a large window, through which a radio telescope can be observed in the distance. There are four ways to access the Rocket Booster chamber, not counting the second RED spawn.
- Central Chokepoint: Directly connecting the Main Lobby and the Rocket Booster room is a chokepoint.
- Windows Flank: To the left of the Central Chokepoint is a flank route that takes players to secluded space filled with servers and separated from the rest of the Rocket Booster chamber with large glass panes.
- Fan: In between the two aforementioned pathways is a small hole in the wall where a ventilation fan used to reside.
- Second RED Spawn: RED is moved here after control point B's capture. Located to the right of the final control point.
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 A | ×1 |
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| ×2 |
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| ×3 |
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| ×4 |
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| Control Point B | ×1 |
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| ×2 |
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| ×3 |
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| ×4 |
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| Control Point C | ×1 |
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| ×2 |
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| ×3 |
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| ×4 |
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Update history
July 24, 2025 Patch (Summer 2025 Update)
- Added Fulgur to the game.
- Fixed clipping in the exterior area.
- Replaced one of the outdated spytech assets with newer version.
- Added an extra dropdown path between B and C
- Fixed particle manifest naming
Changelog
- Stuff and things
Changelog A7 (August 14, 2019)
- Added paint strips to windows around the map to make it easier to distinguish where glass is.
- Redone B-C connector.
- Redone blu spawn - A connector and yard.
- Lighting improvements.
Changelog A8 (August 17, 2019)
- Did some more alterations to C.
- Changed the position of the ramp leading up to the vent route.
- Clipping fixes.
Changelog A9 (August 19, 2019)
- Red now spawns on C after A is captured.
- Adjusted spawn times.
- Detailed part of the map.
- Clipping fixes.
Changelog A10 (August 20, 2019)
- Added a door to the upper balcony on C.
- Clipping fixes.
Changelog A11 (August 23, 2019)
- Closed off top route to C.
- Added stairs to the old top route area exiting below the top balcony.
- Disabled BLU first forward spawn as a test.
- Clipping fixes.
Changelog A12 (August 25, 2019)
- Spawn tweaks.
Changelog A12a (August 25, 2019)
- Fixed lighting.
- Increased RED spawntime for B.
Changelog A13 (August 26, 2019)
- Adjusted some pickup placements.
- Added a jump route for scouts to A.
- Replaced the messy barrier cover at A with a cleaner brush cover piece.
- Some detailing to A and B areas.
- Made left-side cliffside path to A a dropdown allowing BLU to gather in the cliffside area for a push safely.
Changelog A14 (August 29, 2019)
- Shifted 2nd BLU forward spawn a bit further from C.
- Clipping fixes.
Changelog A15 (September 6, 2019)
- Added lower path on A.
- Removed a piece of glass cover on B.
- Clipping fixes.
Changelog A16 (September 7, 2019)
- Added some sightline blockers and cover to make the lower path under A safer for attackers. Also made the path more noticable(sic) from the cliffside area.
- Clipping fixes.
Changelog A17 (September 8, 2019)
- Removed medium healthkit at C.
- Lowered highground at C and C point slightly.
- Flipped the stairwell leading to the upstairs area before C.
- Increased max time from 6 to 9 minutes.
- Clipping fixes.
Changelog A18 (September 11, 2019)
- Added catwalk connecting both entrances to C allowing BLU to access both from the highground in the area before.
- Increased RED spawntime for C to 16s.
- Fixed clipping above BLU spawn.
Changelog B1 (September 17, 2019)
- First artpass of the map, 3d skybox and some known issue are still present (fucked up floor cubemaps are one of the latter).
Changelog B2 (September 21, 2019)
- Fixed incorrect reflections on the floor in indoor areas.
- Fixed missing clipping on certain objects.
- Fixed stickies bouncing from glass walls.
- Added 3D skybox.
- Fixed missing lower exit door in final RED spawn.
Changelog B3 (September 25, 2019)
- Increased respawn time for RED on B.
- Fixed some clipping issues.
- Added a few lights to A area.
- Added stairs to the curved section for access to the top area.
- Fixed cap point not changing its skin on C.
Changelog B4 (September 27, 2019)
- Clipping fixes.
- Changed the exterior appearance of BLU base.
- Fixed missing func_respawnroom volume for BLU first spawn.
Changelog B5 (September 29, 2019)
- Some changes to B andA-B(sic) connector to make it a bit easier to attack and make 2nd BLU forward spawn less spawncampable.
Changelog B6 (October 6, 2019)
- Added some cover to B point.
- Reworked the stairs room to the side of B.
- Fixed the trigger wall at B.
Changelog B7a (October 24, 2019)
- Changed the stairwell at C.
- Added railings to the catwalk in B-C connector.
- Closed off the RED highground at B.
- Removed the weird B point console thing.
- Extended B cap zone a bit.
Changelog B8 (October 27, 2019)
- Added glass windows on the catwalk in B-C lobby to prevent spawncamping of reds' forward spawn.
- Lighting adjustments on C.
- Added arrow signs for red and blu forward spawns.
- Added areaportalwindows to a few doorways and the window at C.
- Clipping fixes.
Changelog B9 (November 2, 2019)
- Layout changes to the top area of the A-B connector.
- Reworked the 2nd blu forward spawn and the lobby it connects to.
- Some other minor changes and fixes.
- Known issue: Stairs in curved area between A and B have shit lighting.
Changelog B10 (November 2, 2019)
- Fixed missing glass textures.
- Fixed material weirdness on computers on C.
- Fixed incorrect lighting on stairs in A-B connector.
Changelog B11 (November 10, 2019)
- Closed off the top route in A-B connector to test the impact on overall gampleay(sic) between the 2 points.
- Moved 2nd blu forward spawn to the connector between the curved bit and B.
- Added an inner spawn door and moved spawnpoints back in blu first spawn.
- Clipping fixes.
Changelog B12 (December 21, 2019)
- Honestly it has been so long since I worked on this I forgot what changed from last version.
Changelog B13 (February 25, 2020)
- Finished artpassing the side room at B.
- Fixed the minor stuff from last version.
- Few things:
- Reflections in the waterfall room are incorrect, I forgot to place cubemaps there.
- I am planning to add a 3d skybox mountain where the C point is.
- I forgot to get rid of the jarate pickup, so it is still there for now.
- Deathpits still fling ragdolls on kill.. Forgot to adress that.
Changelog B13a (February 27, 2020)
- Fixed missing content
Changelog B14 (April 16, 2020)
- Minor fixes and improvements.
Changelog B15 (April 17, 2020)
- Fixed LDR (fuck you CompilePal).
Changelog RC1 (April 21, 2020)
- Fixed some clipping issues
- Removed piss
- Fixed deathpits launching ragdolls.
- Fixed one way door at B opening from the wrong side.
- Added HDR
Changelog RC2 (April 28, 2020)
- Fixed numerous clipping issues.
- Removed bogus pickup patch.
- Optimization pass
- Minor visual improvements
Changelog RC2a (November 25, 2020)
- Fixed an exploit with a misaligned player clip.
Changelog RC3 (May 12, 2023)
- Cliffside path under A is now a one-way dropdown for BLU.
- Added some extra detailing in the interior bit of the cliffside area between A and BLU spawn.
Trivia
- The map's design is inspired by the older James Bond movies and the animated superhero movie The Incredibles.
Gallery
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