Art: Warning Sticker.

The text was simply to have something interesting to say, not based on any real sticker.
The thickness makes it seem less of a sticker, so maybe it’s some sort of tag. Background is mostly throwaway, though hopefully a little interesting.
I’ve been playing the Team Fortress 2 summer update. The maps are mostly good, so a brief overview:
- Applejack: A capture-the-flag map.
Lots of fun, with a hard-to-push flag spawn. Only real issue I have with it is the player spawns being so close that you practically have to do spawn suppression if you want to attack from that side. (I’m opposed to spawn camping and basically will never attack spawn outside of when killing teleporter entrances.) - Atomsmash: A player-destruction map.
I’ve played the Scream Fortress version for years, so this isn’t as much of a new map as an old map with a different look. The Scream Fortress version was always a blast, player-destruction being among my favorite modes, and this one’s a smash.
I’ll agree with others who have said it should have a finale. - Burghausen: A multi-stage medieval mode map.
Fun map for demoknights. I’m not that big of a medieval mode player, but I don’t mind the occasional match. This one definitely adds a cool alternative to DeGroot Keep. - Cachoeira: A king-of-the-hill map.
Fun map with a nice control point setup, but I’d be lying if I said I knew the way to go from spawn. From either team spawn, you have a quarter-turn into one of two routes to mid, and that still confuses me. - Canaveral: A five-control-points map.
I’ve enjoyed this the few times I had a full match. The finale is fun to watch, the layout is fun and versatile. - Embargo: A payload map.
Highly lore driven, pretty map that takes place in Cuba. There’s a lot of character and style here. I’m of a mixed mind though. It’s better than some of the other gimmicky payload maps out there, but I think there’s a limit to how much personality a map needs. It’s not a bright line, but most of the personality in TF2 comes from the players and the characters, with the environment mostly needing to give the players the chance to do their things. But its gameplay isn’t bad. Just feels a bit over the top for my taste. - Hadal: An attack-defend-with-open-last map.
Similar to Steel, this features a last point that the attackers can take to win at any time. Similar to steel it has a bit of a confusing layout that will take awhile to get comfortable with. But it’s a fun map. Biggest note would be that point C seems a bit underused in the matches I had on it, but that may be caused by my limited sample. - Megaton: A king-of-the-hill map.
Very open, great finale. If you don’t get sniped at least once while playing Megaton, you joined after the match ended. I’ve not played this too much, so I can’t say I’ve had an excellent match on it yet, but the matches I have had were mostly mid-to-good. - Odyssey: A payload map.
It’s highly styled, like Embargo, but not to that extreme. It’s grown on me, even if it can be a tough tough map for attackers. Sometimes you want tough tough. I also enjoyed the way the last point turns into a capture point after the cart gets there, though I’ve only seen it a handful of times from either side over say 20 plays. - Overgrown: An attack-defend map.
I played this a long time ago when it was in beta. It’s a decent map. I think the train running along the flank is a bit out of the way and should be closer to the action. That would make it more useful, more contested, and result in more hilarious environmental deaths (a la Banana Bay). Other than that, it’s solid. The detailing is maybe a touch high, but it mostly works.
Lots of fun maps once you get their layouts straight and assuming the matchmaker doesn’t put you on too-imbalanced teams. I’m very glad that Valve added summer maps back into the mix, as Scream Fortress and Smissmas have their own themes that left out a lot of good maps.