Team Fortress 2's community-made Harvest map
In Why I Love, PC Gamer writers pick an aspect of PC gaming that they love and write about why it's brilliant. Today, Phil sings the praises of KOTH_Harvest in TF2.
Team Fortress 2 has some great battlegrounds, andāunlike pre-Global Offensive era CounterStrikeāits community never settled for just a handful of favourites. Some, such as ctf_2fort, _dustbowl or pl_goldrush, are more easily found than others. Its seemingly endless server list always contains a few packed-out servers for just about every map. Even Hydro.
My favourite is Harvest, a community-made map taken on by Valve as an official part of the game. Itās a King of the Hill map, a mode introduced two years into TF2ās now almost decade-long life. King of the Hill was based on the philosophy of small, compact environments, first introduced in Arena mode. It doesnāt have Arenaās restrictions, though, meaning thereās no single life or limited player count. King of the Hill maps work just like any other TF2 map, only theyāre condensed around a single capture point. Your teamās job is to capture that point and hold it for three minutesāwith the time remaining for both teams ever present as part of the interface.
Naturally, for this to work with TF2ās standard compliment of 24 players, the map design has to be really good. Largely, it is. King of the Hill maps are a patchwork of tight, balanced sections that naturally favour certain classes, but that always gives the player a possible counter to prevent any one class from dominating. Often these are heightened with the unpredictability of environmental elements. Sawmill has twin saw blades around its capture points, a sadistic boon for a Pyro or a Scout with a Force-A-Nature. Nucleus has a network of precarious catworks that hang over a deadly drop.
Harvest has no such gimmickāat least not in its regular variant, that is. Itās a symmetrical map with a dilapidated shed housing its central control point, and two large farmhouses situated opposite each teamās spawn. This is all it needs to house each of TF2ās nine classes. Itās a beautifully intricate space, giving each class a location to shine and each opponent a way to counter or circumnavigate that threat.
Snipers, for instance, can take residence at the back of the mapātowards the side of either farmhouse, or even standing on either of the small side-sheds. As always, itās a perilous position. The sight lines are long, but narrow. Snipers are vulnerable to enemy players using cover for a sneak attack, or to long-range classes firing down the spawn trench. Pyros, meanwhile, can revel in the ambush potential afforded by the enclosed control point, but are at the mercy of Soldiers and Demomen who, with a simple rocket-jump, can fire through the exposed roof.
Seemingly innocuous details provide potential windows of situational safety. Players might not think twice about the small section of fence that extends out next to the spawn point. For a seasoned Spy, though, itās the perfect decloaking point to re your āteamā in a natural looking wayāat least until a Pyro gets wise to the tactic. Each farmhouse, too, is its own minibattleground, simultaneously used for alternate routes to the central area, a potential respite from danger, and a direct means of reaching the Soldier whoās inevitably camped on its roof.
In motion, the interplay between classes across these conflict hotspots paints a picture of beautiful carnage. The lack of space gives King of the Hill maps a sense of chaos and immediacy. After rounding the corner of Harvestās farmhouse, youāre forced to make a series of snap decisions as to where youāll be the biggest credit to your team. Itās guaranteed that at least three miniature battles will be occurring at once, and all could be potentially crucial in capturingāor holdingāthe objective. Itās a great map to spectate, purely in of violence per square foot.
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How much do I love Harvest? I paid real money for a Map Stamp to reward its creator, Sean āHeyoā Cutino. Iād barely be prepared to do that for most Valve-made maps. Especially Hydro.

Phil has been writing for PC Gamer for nearly a decade, starting out as a freelance writer covering everything from free games to MMOs. He eventually ed full-time as a news writer, before moving to the magazine to review immersive sims, RPGs and Hitman games. Now he leads PC Gamer's UK team, but still sometimes finds the time to write about his ongoing obsessions with Destiny 2, GTA Online and Apex Legends. When he's not levelling up battle es, he's checking out the latest tactics game or dipping back into Guild Wars 2. He's largely responsible for the whole Tub Geralt thing, but still isn't sorry.