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Sinshine has multiple variations, including Control Point.
Cp sunshine event.jpg
Basic information
Map type Control Point
File name: cp_sunshine_event
Release date: October 28, 2015 Patch
(Scream Fortress 2015)
Developer(s): Rebecca "phi" Ailes
Kimberly "iiboharz" Riswick
Harlen "UEAKCrash" Linke
Map Info
Environment: Halloween
Setting: Nighttime
Hazards: Pitfall, Pumpkin bombs
Map Items
Healthico.png Health Kits: Smallhealth.png ×10  •  Mediumhealth.png ×10
Ammoico.png Ammo Boxes: Smallammo.png ×4   •   Mediumammo.png ×14
TF2 crosshair.png Special: Pumpkin.png
Map Overview
Sinshine overview.png
Map Stamp
Item icon Map Stamp - Sunshine Event.png
Supporters Leaderboard

Sinshine is a community-created symmetrical control point map added in the Scream Fortress 2015 update.

It features the standard 5CP layout with a mid, two seconds, and two lasts, with forward spawns for each point beyond mid owned. Contrary to what some believe, Sinshine is not directly inspired by any other 5CP but does place the second point on a spire-like structure with two small chokes going to mid. Badlands and Process do this as well.

Sinshine was contributed to the Steam Workshop.


Note: If you are having trouble with finding the locations listed here, you can scroll down to the Helpful overview section to see their exact position marked on the map.

Control Point 3

  • ClockTower: The Clocktower serves as the middle control point. It is accessed from the sides with openings in the front and back for fire. There is a small platform above for jumping classes and a small health kit. Directly beneath the point is a pool of lava with a Large health kit cauldron on a small platform.
  • Shacks: On each of the four corners of the Bell Tower are small wooden shacks that can be used as cover.
  • Valley: One of the ways to get to the middle control point is to go through the Valley, a relatively open area that leads from the second and the fourth control point to the middle one.
  • Cafe: Another way to reach control point 3 is to head through the Cafe, a large stone buildings which are in front and behind the Bell Tower.
  • Chokepoints: The main entrance to the middle point for both teams.

Control Point 2 & 4

  • Deteriorated Clocktower: Both teams have a worn-down clock tower that serves as the second and fourth control points.
  • Platforms:On the left of the Lighthouse (or the right when looking from the attacking team perspective) is a wooden platform that leads into the Valley.
  • Staircase: Just behind the Lighthouse is a set of stairs that lead down to the tunnel.
  • Wooden Warehouse: Further behind the Lighthouse is the Warehouse, a giant three-story structure that acts as a gate from the last point to the second/fourth one and reverse.

Control Point 1 & 5

  • Control point platform: This is the location of the first/fifth control point.
  • Elevation: To the left of the Missile platform (from defending team side) is an elevated platform that overlooks the point.
  • Crates: On the right of the capture point is a set of barrels and crates.
  • Wall: There is a chain-link fence just behind the Missile Platform.

Helpful overview

Sinshine's locations
7.Wooden Warehouse 
9.Wall and the area behind it
Red/blue diagonal lines: Red/Blu first spawn
Red/blue double diagonal lines: Red/Blu second spawn
Red/blue double diagonal lines w/ a circle: Red/Blu third spawn
Dark red circle: Third/middle point and the Clocktower
Yellow circles: Second/fourth points and the Deteriorated Dlocktower
Green circles: First/fifth points and the control platform


Main article: Community Sinshine strategy

Control Point timing

Control Point Multiplier Seconds
Control Point 1 and 5 ×1
4 .600
3 .067
2 .509
2 .208
Control Point 2 and 4 ×1
14 .000
9 .333
7 .636
6 .720
Control Point 3 ×1
22 .000
14 .667
12 .000
10 .560

Update history

October 28, 2015 Patch (Scream Fortress 2015)

  • Added Sinshine to the game.

November 2, 2016 Patch

  • Fixed multiple visible nodraws and other texture bugs.
  • Fixed nonsolid pumpkin in lobby.
  • Fixed trigger bounds in RED spawn.
  • Various lighting changes.