Team Fortress 2's community-made Harvest map

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WHY I LOVE

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.

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Harvest has no such gimmick—at least not in its regular variant, that is. It’s a symmetrical map with a dilapidated shed housing its central control point, and two large farmhouses situated opposite each team’s spawn. This is all it needs to house each of TF2’s nine classes. It’s 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 map—towards the side of either farmhouse, or even standing on either of the small side-sheds. As always, it’s 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, it’s the perfect decloaking point to rejoin your ‘team’ in a natural looking way—at 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 who’s inevitably camped on its roof.

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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 Harvest’s farmhouse, you’re forced to make a series of snap decisions as to where you’ll be the biggest credit to your team. It’s guaranteed that at least three miniature battles will be occurring at once, and all could be potentially crucial in capturing—or holding—the objective. It’s a great map to spectate, purely in terms of violence per square foot.

How much do I love Harvest? I paid real money for a Map Stamp to reward its creator, Sean ‘Heyo’ Cutino. I’d barely be prepared to do that for most Valve-made maps. Especially Hydro.

Phil Savage
Editor-in-Chief

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 joined 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 passes, 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.