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Basic Information
Map type: Payload
File name: pl_millstone_v4
Released: November 6, 2016
Last updated: December 16, 2020
Developer(s): Tomi "ICS" Uurainen
Map Info
Environment: Snowy
Setting: Dark, cold
Hazards: Pitfall
Map Items
Healthico.png Health Kits: Smallhealth.png ×15  •  Mediumhealth.png ×5  •  
Largehealth.png ×1
Ammoico.png Ammo Boxes: Smallammo.png ×10   •   Mediumammo.png ×11   •  
Largeammo.png ×6
Overview of Millstone.
Hell has frozen ages ago but some of the halloween spirit still lives in this map. A new version consisting competitive changes from UGC league and Halloween changes from few years back are now incorporated into the same map. As well as everything that has changed within the past 3 years since!
Millstone publicity blurb

Millstone is a custom Payload map. A Halloween version named Hellstone was later created, which was added to Team Fortress 2 on Scream Fortress 2015. It takes place on a snowy, moonlit night within RED and BLU shipping companies. Presents of various sizes are littered in and around the map. The ultimate goal for BLU is to deposit a special Payload, which contains multiple presents instead of a bomb, into a pit containing large gifts and radioactive barrels.

Millstone was contributed to the Steam Workshop.



  • Road: The cart path starts as a long and narrow winding road with three side passages. BLU can exit via a forked pair of doorways or a far-right exit hidden behind shipping containers.
  • Freight House: The first side passage: The doorway overlooks the entire BLU spawn area. Entering from RED's side, a staircase descends into a lower area, adjacent to a fenced upper area. While not high enough to be a damage risk to jump down from, players need more height than a regular jump to reach this area.
  • Cubby Hole: The small room after the first U-bend of the tracks is a common ambush.


  • Yard: The road widens at the "Oilpipe", which is opposite RED spawn.


  • Shack: A central building containing health and ammo has points of entry on all four sides, as well as wooden planks connecting its roof to the surrounding buildings.
  • The cart has to be pushed uphill before U-turning into the hall.


  • A single small room with six flanking access points on two levels.

Millstone Pit

  • RED spawn: The final RED spawn overlooks the final Millstone Pit fighting area.
  • On the other side of the pit from the tracks, there is a metal walkway. This can also be reached by falling through a hole from the second floor of the "Doorway."
  • A building exists with a fenced window, suspended over the pit by beams.


November 8 2016
  • Fixed nav being in wrong dir and it failed to work.

April 8 2017

  • Moved RED 1st spawn left side door little to the other direction to cut off sniper visibility from long distance.
  • Added a small fence prop to limit sniper view/shooting distance to the RED spawn door.
  • Blocked off the small gap near 2nd cap area between piles of wood that caused unfair RED advantage in some cases.
  • Improved clipping on some areas, so you don't bump into corners and props.
  • Added a fence at last area over to the corner at pit so players do not accidentally fall off while going backwards.
  • Shortened the ramp over the last pit right in front of the RED base from the left side, cutting sniper sightline to the mine exit.
  • Fixed a spot on top of a crate near 4th D point by adding crate on top of it. Now "heavy headglitch" has been dealt with
  • Fixed cart rolling backwards between B and C points uphill when enemy came close to the cart.
  • Added a small crate near D point to help scouts travel upward ramps by using it.
  • Added back precipitation snow, as it had little to zero effect on map framerate and most fps configs disable it in the first place.

April 18 2017

  • Fixed the texture issues regarding file packing.

April 22 2017

  • Fixed possible exploit.
  • Map is now packed properly.
  • Added missing bot navigation file.

December 6 2017

  • Fixed several bugs found in few years.
  • Added up some frozen assets from Hellstone.

December 1 2018

  • Added a new route to the final area rooftops from the inside of last RED building (not connected to spawn).
  • Added missing soundscape for the upper door of the red roof spawn door at last area.
  • Added a hole into the small building near A site. Now you can walk through it.
  • Added extra sign for BLU to guide them more towards proper direction after 1st spawn change.
  • Raised up ceiling inside the route next to cart towards CP 1.
  • Made some railings non-solid.
  • Widened doorway to outside of the tunnels, when exiting lower exit of the BLU 2nd forward base.
  • Fixed players falling through side of wooden bridge near D point, entering last area.
  • Fixed some misaligned textures.
  • Fixed possible out of the map exploit.
  • Improved clipping on all areas, especially at doors.
  • Moved control point 2 slightly forward.
  • Moved traffic lights for the cart(s) from floor to ceiling/wall.
  • Removed crate from D capture point.
  • Removed crate from corridor leading to the last pit area (house dropdown).
  • Removed small shack from side of A point (after corner).
  • Increased light range on top of the shack at last area E.
  • Lit up a roof at BLU spawn to allow players to be seen more clearly.
  • Lit up some windows at BLU 1st spawn area.
  • Removed pumpkin remains from few spots of the map that ended up in accidentally in previous version.
  • Improved the IsSmismass features within the map (seen only for a limited time when Valve triggers smismass on).

December 20 2018

  • Fixed RED 1st base lighting going off when its Smismass time.

December 20 2020

  • Added more giftboxes around the map. Santa accidentally dropped them off the sledge.
  • Improved some areas visual layout.
  • Fixed many textures being off or misaligned.
  • Fixed map nav file to feature recently changed areas, it was lagging behind.
  • Many slight changed and bugfixes.