Castaway MGE

Maps, textures, props, sounds, and anything related for Team Fortress 2
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Gabber
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Castaway MGE

#1 Post by Gabber »

We have just started experimenting with MGE for Castaway, and it hasn't taken long before we noticed how many maps that we play on the server are missing from the list of arenas, even though they would be a lot of fun to 1v1 on.

Because of this, the idea for making our own version of MGE is a natural one.
Someone @mirajaded is volunteering to work on this already, but an idea i have is instead of letting 1 person work on this it would be fun to do this as a sort of joint community project, a bunch of people who have the know-how could share the workload on this and work on adding separate arenas into the same map (mge_castaway).

The first order of business should be to learn our limitations - how many arenas could we even add into the map before things start breaking? Hopefully someone reading this can answer that question.
It would be cool if someone who knows their shit could explain how the entire process of making an arena that we could add into the map works. This isn't just map-making, this is a map-inside-a-map-inside-a-map-making. Serious business.

Anyway, if you think you can contribute to making the map or have any feedback regarding Castaway MGE post here.

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Re: Castaway MGE

#2 Post by Gabber »

Potential arenas:

Doomsday mid
Asteroid mid
5gorge last
5gorge second
5gorge mid
Coldfront mid
Freight mid
Fastlane mid
Fastlane 2nd
Foundry mid
Foundry 2nd
Foundry last
Yukon mid
Yukon 2nd
Yukon last
Well mid (both CTF and 5CP versions could work)
King mid
Nucleus mid
Harvest mid
Rocktop mid
Slaughter mid
Croissant mid
Arctic mid
Turbine mid
Doublecross mid
Garbage day
Mojave 1st point
Lumberyard log
Offblast mid
Offblast cliff
Obscure mid
Obscure 2nd
Brickyard mid
Specific areas of Hydro e.g: The point with the laser dish, or the cave
etc, etc.

Obviously these are just some examples to start with. You can get creative here, it would be interesting to see if we could get something out of plr maps like pipeline or even just payload maps work for this.

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Re: Castaway MGE

#3 Post by Kvasorob »

total amount of arenas that can be squeezed in depends on the maximum possible size of a tf2 map (which is 32768x32768 hu) and limits of entities of displacements, point and brush entities and etc, these can be increased by trimming down unplayable areas and props and decoration that doesn't affect gameplay.

Image Image Image

here's the current map as an example, everything inside of black is available space, and blue-yellow squares are already existing arenas, so there's plenty of free estate.

This being said, I don't think we should try and cram every single map in castaway's rotation into an mge map, there's a reason only few (mostly competitive or popular and old) maps were added to this to begin with, along with some contributed custom maps.
Asteroid and hydro arenas are no brainers and I'd advocate for them simply from the iconic value of them being basically THE castaway's maps, as only castaway plays them, but with other maps I'd rather be careful, we have map trends too where periodically we play same set of maps for months on end every day and everyone go like "this is the castaway map! we play it every day", only to later get bored of them and switch to next thing. asteroid and hydro are the only maps that are actually played consistently for 2 years now, not to pester my ego but I think in part thanks to my efforts :P

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Re: Castaway MGE

#4 Post by random »

I don't think it needs to be that comprehensive. In my opinion it'd be best to take the top 2 maps that we like from each gamemode (that actually can be mge-ified, harvest is a bad example for instance) and add them in. Necessarily this would probably mean asteroid, doomsday, and hydro get in as they're the only ones for those gamemodes (radiant doesn't count as it's too new).

This way you can practice on all our most popular maps. Foundry, Turbine, Garbage day? (maybe too big), etc. But adding in too many is going to bloat the map. To be clear with some optimizations I don't think we'd be hitting brush limits, I just don't think an MGE maps needs to be THAT comprehensive. 10 or so unique areas seems good to me, or a number around that.

Symmetric gamemodes are usually used for mge for a reason, something like Mojave I feel wouldn't work very well for MGE as an uneducated guess

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Re: Castaway MGE

#5 Post by Asmo »

random wrote: Fri Feb 27, 2026 3:22 pm

Necessarily this would probably mean asteroid, doomsday, and hydro get in as they're the only ones for those gamemodes (radiant doesn't count as it's too new).

There are so many potential areas for a Hydro MGE arenas that it could even be it's own map.

A few obvious choices are:

  • Radar Dish
    Image

  • Power Plant
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  • Bridge
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  • Red Base
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  • Blu Base
    Image

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Re: Castaway MGE

#6 Post by Kvasorob »

Asmo wrote: Fri Feb 27, 2026 5:16 pm
random wrote: Fri Feb 27, 2026 3:22 pm

Necessarily this would probably mean asteroid, doomsday, and hydro get in as they're the only ones for those gamemodes (radiant doesn't count as it's too new).

There are so many potential areas for a Hydro MGE arenas that it could even be it's own map.

A few obvious choices are:

  • Radar Dish
    Image

  • Power Plant
    Image

  • Bridge
    Image

  • Red Base
    Image

  • Blu Base
    Image

I don't think BLU's base would play that well, it's really rather clausthrophobic and is just an empty box with like 1 or 2 walls to hide behind basically, not to mention it's flat. Most people who MGE will probably play soldiers or scouts - high mobility classes, that make great use of verticality and wide open and most importantly TALL spaces, maps overall benefit from verticality, and in that regard RED base on hydro is much better, it has plenty of verticality, it's round and has some cover and generally interesting to duel in.

Another thing to say, I feel like most people involved in this conversation don't comprehend how HUGE most of these maps are. 5gorge's mid 2nd and 1st are huge wide open areas, hydro is largest map in the game and I am pretty sure it approaches engine's limitations by itself. Granted that's because of amount of optimization and logic elements it has, which can be removed, but that is to say we should be careful and think out what to add and what's worth adding, instead of adding 1488 random maps we played like once, like obscure which literally noone likes but the founder of this thread.
It's also worth mentioning not that many people would probably be willing to download a 100+ MB map or something.

Also yeah, basically all maps in MGE are symmetrical with the exception of badlands spire, gravelpit's C (with huts removed) and granary's first, decisions which I assume were influenced by popularity of these maps at the time and a lot of verticality allowing for good flow and to actually practice. I think hydro's areas and asteroid's B would work well despite assymetricality for similar reasons, but yeah there's a reason, say, dustbowl is not in classic MGE so I don't see a reason in mojave or etc.
Garbage day might work similarly to 5gorge with removing underground passage and elevator together with spawns.
But the issue with arena/koth maps I feel is they are already basically DM maps, they typically have a lot of off space on which you already can duel someone if you want, which is not the same as 5cp, so including them into mge would be redundant, not to mention a lot of them share a lot of similar design choices which also makes it needless to add basically same variations of essentially same layout, there's also a reason only viaduct was chosen for regular mge.

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Re: Castaway MGE

#7 Post by mirajaded »

Gabber wrote: Fri Feb 27, 2026 9:38 am

Because of this, the idea for making our own version of MGE is a natural one.
Someone @mirajaded is volunteering to work on this already, but an idea i have is instead of letting 1 person work on this it would be fun to do this as a sort of joint community project, a bunch of people who have the know-how could share the workload on this and work on adding separate arenas into the same map (mge_castaway).

The first order of business should be to learn our limitations - how many arenas could we even add into the map before things start breaking? Hopefully someone reading this can answer that question.

100% agree, it can't just be a solo project. I think it'd be a good idea to make an open steam chat for however many are doing active map work on this, while people here discuss the map roster.

We could likely fit around 12-16 mge arenas in the one map, if we start from scratch. 12 is the safe amount if you assume every map you add contributes heavily to the map limits. mge_training has 18 maps, but it's got several small maps in it like ammomod.

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