Proside (competitive)

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This article is for competitive play, based on the standard community competitive format. For the generic article on this topic, see: Lakeside.
The community competitive scene changes frequently. Some or all info may be outdated.
Proside
ProsideThumb.png
Basic Information
Map type: King of the Hill
File name: proside_V1
Version: Version 1
Released: July 9, 2022
Last updated: July 9, 2022
Developer(s): joyful "xobile" chungus
Link(s): TF2Maps
Map Info
Environment: Desert
Setting: Daytime
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×2  •  Mediumhealth.png ×8
Ammoico.png Ammo Boxes: Smallammo.png ×2

Proside is a King of the Hill map in which both teams compete to control a central point situated among Egyptian-themed ruins adjacent to a large lake. The map’s layout combines interconnected courtyards, chokepoints, elevated fortifications, and a dried water temple area, encouraging fights over multiple approaches to the hill. Due to its varied terrain and multiple flanking routes, Lakeside supports dynamic engagements around the control point, with opportunities for vertical play and position control from several surrounding structures.

Locations

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

  • Spawn rooms: Each team spawns in a large room with one Resupply Locker and two exits leading into the team courtyard.
  • Team courtyards: Outside each spawn is a courtyard divided into three chokepoints: a small wooden structure (left/right), a sandstone archway (middle), and a long rock tunnel (right/left). Each tunnel contains two small health pickups. The courtyards feed into the forward fort areas.
  • Forts: Past the courtyard chokepoints is a large area leading to two additional routes. One route leads through a wooden structure toward the control point, while the other leads up a ramp to an elevated deck and room partially shielded by stone pillars. The deck contains two small ammo pickup and a small health pickups. A lower exit beneath the fort leads to the health room, while an upper bridge connects to the ammunition room.
  • Ammunition rooms: Accessible from the forts and tunnel chokepoints, each ammunition room contains a medium ammo pickup and connects to an elevated sandstone platform overlooking the control point approach.
  • Health rooms: Each team has a health room beneath the fort area containing a medium health pack. These rooms are sheltered from direct sightlines to the control point.
  • Central temple: The former water temple has been rebuilt as a dry sandstone chamber with broken obelisks and cloth scaffolding. The shallow pool has been removed entirely. The central podium remains, but the area is now enclosed and provides more cover from sightlines.
  • Control point: The control point is located inside the central temple on a recessed sandstone platform surrounded by pillars and walls, replacing the open obelisk platform from the original layout. Most approaches enter through doorways and ramps, creating tighter, indoor combat around the point.
  • Lower tunnels: Beneath the outdoor courtyards are wooden tunnel areas containing scattered cover and a small ammo pickup. These tunnels provide flanking access between the courtyards and fort areas.
  • Ammunition archway: A small sandstone archway opposite the central temple contains a large ammo pickup but no further exits, serving as a forward resupply point.

Strategy

Mid Control

At the start of each round, both teams prioritize taking control of the forts and surrounding high ground rather than rushing directly onto the control point. Securing elevated positions allows teams to pressure mid while staying protected by the new temple walls and pillars. Early control of the central temple area and its nearby health and ammo pickups often determines which team can sustain the opening fight. Winning teams typically focus on holding terrain around the temple entrances before committing players onto the recessed control point.

Control Point Pressure

The control point is best contested after gaining control of the surrounding high ground and temple doorways rather than pushing straight through a single entrance. Attacking from multiple directions into the temple reduces the effectiveness of spam and close-range denial inside the point room. Über advantages are commonly used to clear the enclosed control point area and the surrounding pillars. Quick capture attempts following a won fight are crucial due to the short travel distance from spawn to mid.

Holding the Point

Teams holding the point should avoid stacking directly on the capture area and instead position players on elevated platforms, temple entrances, and fort walkways. Maintaining control of the forts prevents the enemy from establishing spam angles into the point room. Denying access to nearby health rooms forces attackers to take longer rotations or commit to riskier pushes into the temple.

Retakes

Retakes are most effective when coordinated through multiple temple entrances and flanking tunnels rather than a single choke. The indoor temple layout provides more cover for retakes but also favors defenders if attackers enter one at a time. If a retake fails, teams should fall back to hold exterior high ground and regroup rather than trickling into the enclosed point area.

Gallery