Precipice

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Revision as of 14:12, 25 August 2025 by GrampaSwood (talk | contribs) (mc, First RED Spawn and Third BLU Spawn probably needs a better name as this would be the name it's referred to everywhere. I've split it up into two different names to be more convenient (can be used when talking from attacking/defending perspective))
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Precipice
Precipice main.png
Basic Information
Map type: Payload
File name: pl_precipice_event_final
Released: October 10, 2019 Patch
(Scream Fortress XI)
Developer(s): TheHorseStrangler
TanookiSuit3
Map Info
Environment: Halloween
Setting: Night
Hazards: Pitfalls, Ghosts, Skeletons,
Pumpkin bombs
Magic spells: Yes
Bot support: Yes
Map Items
Healthico.png Health Kits: Healthbar.png ×4  •  Healthpie.png ×9  •  
Health Cauldron.png ×1
Ammoico.png Ammo Boxes: Smallammo.png ×5   •   Mediumammo.png ×13   •  
Largeammo.png ×1
TF2 crosshair.png Special: Pumpkin.png
Map Photos
Loading screen photos.
Map overview
Precipice overview.png
Map Stamp
Item icon Map Stamp - Precipice.png
Supporters Leaderboard
Celebrate the spookiest month of the year: JULY! with precipice.
Precipice publicity blurb

Precipice is a community-created Payload map released during the Scream Fortress 2019 update that takes place between secret bases in abandoned mills built along the edge of a chasm. 

BLU must push a minecart carrying a bubbling witch's cauldron of potion catalyst through the map to dump in the Pool of Souls defended by RED. When the cauldron boils over along the way, watch out!

The setup timer is 1 minute and 15 seconds.

Precipice was contributed to the Steam Workshop.

Cauldron Cart

The cauldron on the Cart contains a brew that sloshes as players capture it. At the start of the round, the content of the cauldron only steams and simmers. After about 15 seconds it starts to boil, and the cauldron starts to bubble over after an additional 15 seconds. After another thirty seconds, for a total of a minute, the cauldron pops off one or more spell effects. These include a large, but brittle, BLU-allied Skeleton that is summoned from the earth on BLU's side of the cauldron, a small random number of BLU Normal Skeletons that jump out of the cauldron, and a "tornado" that can shield pushers from explosions. The cauldron also has a chance to buff healing, either through supercharged healing beams, or a direct three times buff in cart healing rate. Additionally, one to three Magic Spells could spawn around the cauldron. Any combination of these effects can happen at the same time. When any of these effects occur, the cauldron simmers down, resetting the effect timer. This event is also triggered when either of the first two points are captured.

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.

Pictogram comment.png The following locations are described from the BLU perspective.

Checkpoint A

The BLU team starts at their headquarters, with the first checkpoint right around the corner from where they start.

  • Headquarters (BLU First Spawn): The initial respawn and resupply area is in a Blue Corn Co. mill with three exits, two for the left and one for the right. The center-most exit deposits players directly onto the cart in the middle of a field, whereas the far left exit leads to an elevated area to the side of the Payload. The right exit, meanwhile, allows players to take a route slightly further ahead of the Payload. There are two resupply cabinets: one located in the middle of the respawn room and one in the hallway to the right spawn exit.
  • Courtyard: Located directly outside the respawn building is the courtyard where the Payload track starts. This courtyard features basic elevated platforms and partial walling. The only building in this courtyard (other than the BLU spawn) houses the only health kit for this area.
  • Buildings: At the end of the Courtyard lies the first checkpoint. On the left of the checkpoint is a series of buildings, which not only connect from checkpoint A to checkpoint B but also house a RED resupply room. On the right of the checkpoint lies the cliff edge.

RED initially respawns at the neutral spawn about halfway along the map with two gates, one a shortcut to the first point. Capturing the first point closes that short route.

Checkpoint B

Checkpoint B is running parallel to a series of hallways, with the cliff edge running on its other side.

  • Loading Zone: Adjacent to front of the Buildings is an open and spacious area with a concrete foundation as its floor and a parked truck in the middle. Yellow and black hazard stripes outline the perimeter of the area.
  • Second BLU Spawn: Next to the Loading Zone. Activates after checkpoint B's capture.
  • Lean-to: Hanging on the Cliff Edge are two shacks. The first shack is a Lean-to shack bordering the Cliff, located to the left of the single BLU access.
  • Buildings: Continuing on from checkpoint A are a series of elevated hallways running through the two sections. A RED resupply room is featured, as well as a one-way door that allows players to step onto the patio surrounding the cart track. The other end of the hallway deposits directly in front of checkpoint B, with the aforementioned patio circling the outer perimeter of the building.
  • Hollow Building: Located opposite the Lean-to is a single hollowed-out building.
  • Cliff Edge: The cliff also continues from checkpoint A, growing in size to be a more formidable threat.
  • Three-Walled Shack:. The second shack has a staircase leading up to a three-walled room, with health and ammo present.

Checkpoint C

Checkpoint C is located tightly within a Tunnel. At the end of this Tunnel is a hallway, and to the outside is a path running parallel.

  • Hanging Platform: The Three-Walled Shack stops right before the cliff, with a treacherous platform hanging off with ammo on it. This platform is situated directly opposite of the First RED Spawn and Third BLU Spawn, with a sign acting as a barrier between the two.
  • First RED Spawn and Third BLU Spawn: After checkpoint C is captured, BLU is moved into the spawn room that used to be inhabited by RED's initial spawn.
  • Flank: Just before the entrance to the Tunnel lies a one-way gate to the right, only opening from the defending team's side. Once checkpoint C is captured, this gate opens permanently, allowing access from both sides.
  • Tunnel: To the left is the path which the Payload track follows, going into a tight mining tunnel. At the end of this tunnel is a platform, connected to a hallway that ultimately leads to the final control point. There are also two inlays in the center of the tunnel, one with health and ammo.

Checkpoint D

  • Shipping Yard: Between points C and D lies an open yard with various shipping containers and crates. To the left of this yard is a flank that connects C to D. There is also a broken dock, a smaller-scale side route.
  • Pool of Souls: Situated in the center of a hallway complex, the Final Point is a wide, open space directly exposed to pathways both around and above the Payload track.
  • Hallways: A RED respawn room is inside Captain Dan's Wood Pulp mill. This building has multiple narrow, small hallways, with the outside wrapped in patios. This route allows for great visibility on the Payload cart and is easily accessible by either team.
  • Hidden Room: When standing on the balcony on the left side, one can see another balcony on the other side. In this room is a medium health pack and a small ammo pack. A ghost also spawns here and spawns from the door and leaves through the other door on the balcony.
  • RED Second Spawn: After checkpoint B's capture, RED begins spawning in a room behind the final checkpoint.

Helpful overview

Precipice's locations
1.Courtyard
2.Buildings
3.Loading zone
4.Lean-to-Shack
5.Three-walled-Shack
6.Tunnel
7.Flank
8.Shipping yard
9.Hidden Room
Blue/red diagonal lines: Blu/Red first spawn
Blue/red double diagonal lines: Blu/Red second spawn
Blue/red double diagonal lines w/ a circle: Blu/Red third spawn
Yellow circle: First checkpoint
Green circle: Second checkpoint 
Pink circle: Third checkpoint
White circle: Final checkpoint and the Pool of Souls

Strategy

Main article: Community Precipice strategy

Update history

October 10, 2019 Patch (Scream Fortress XI)
  • Added Precipice to the game.

October 16, 2019 Patch

  • Removed the right side path from BLU spawn near control point A to help BLU in keep momentum during coordinated pushes.
  • BLU main spawn has been rearranged to outlet the BLU team to the left of the courtyard.
  • Removed upper balcony for control point D on the RED team's side.
  • Added additional cover near control point A and control point D to block long headshot sightlines.
  • Redesigned RED spawn to support missing balcony level.
  • Added a ramp inside the Cave to allow players to jump up onto the dropdown platform that leads to control point D.
  • Fixed Engineers being able to build in certain doorways.
  • Moved the health cabinet in the neutral spawn closer to the exit doors.
  • Fixed one-way doors closing too soon, trapping players.
  • Fixed the cliff-side one way door not closing properly, leaving behind invisible collision.
  • Added additional health and ammo pickups between control point A and control point C.
  • Fixed several spots players shouldn't be able to reach.
  • Extended spawn room triggers to better encapsulate the neutral forward spawn room.
  • Made several shed rooftops non-buildable areas for Engineers(sic).
  • Added more pumpkin bombs.
  • Spells cast by the cauldron are now helpful for the BLU team. The cauldron will only cast the tornado, jump pad, and skeleton spell. Skeletons will target and attack RED team.
  • Fixed the cauldron spell audio not always playing correctly.

October 17, 2019 Patch

  • Fixed being able to build in BLU spawn in one very particular small spot.
  • Fixed heal spell from the cauldron cart not always applying properly.
  • Fixed being able to damage BLU through the spawn exit on the top balcony of BLU's main spawn before the round has begun.

October 24, 2019 Patch

  • Adjusted prop fade distances for improved performance near control point A and control point B.
  • Adjusted flank route direction between control point C and control point D.
  • Lowered the high-ground flank at control point A to make it accessible for Scouts.
  • Changed the small health kits to medium sized near the cliff edge choke path.

October 8, 2020 Patch

  • Lowered amount of entities on the map to prevent crashing
  • Adjusted some misaligned textures around the map
  • Simplified some detail for better performance
  • Combined some models for better performance
  • Removed some clutter to improve readability and fluid movement
  • Fixed some lighting bugs around the map
  • Added a one way door to left flank on last CP for Blu
  • Removed build limitations on both Shack (CP1) and the isolated balcony (final CP)
  • Adjusted health kits in last to be less favorable to defense

October 9, 2020 Patch

  • Fixed missing models.

Changelog

This is the changelog of the map before it was added to the game.
Changelog:

May 15, 2019

  • Possibly fixed issues with lighting in the map while HDR is disabled.

May 17, 2019

  • Properly fixed the lighting for LDR.

May 20, 2019

  • Changed the layout a bit and refined visuals more.

May 26, 2019

  • LAYOUT CHANGES:
    • Removed lower cliff paths. Was too strong of a flank, for blue early on, useless as a push route toward end cap D.
    • Adjusted forward spawn exits to now outlet to the connector between A and B
    • Added a door blocker to the one-way door in connector. This blocks the one-way after cap A is taken by blue, preventing red from getting behind blu as they push cap B.
    • Added a mini spawn for blu(sic). Blu gets access to this spawn after they cap B.
    • Changed forward spawn ownership after cap B. On cap of B by blu, forward spawn remains dormant for either team. Blu gets access to foward spawn after capping C.
    • Simplified cap D routes and rooms. The skybridge providing blu a flank onto the point is now gone. This should give blu and red a much more defined battle line, helping identify where to expect blu to enter the cap for red, and what areas red can occupy to defend the cap against blu.
    • Added additonal(sic) lighting to cap D to even out readability
    • Added lights in the cave that houses cap C. Readability improvement, etc
    • Added Signage for each cap, helping to direct players. (big goof that we didn't have this earlier)
  • MISC:
    • Removed collision on handrails (whoops)
    • Removed collision on window models.
    • Cleaned up player clipping on mutliple(sic) areas thruou(sic) the map where players would snag doorway beams

May 28, 2019

  • LAYOUT CHANGES:
    • The entrance leading to the final cap has been narrowed.
    • Added signage and door blockers to help direct players thruout(sic) the map
    • Clipped some perch points players should not have been able to access
    • Steadily "halloweened" the map in terms od(sic) detail and art. More to come soon.

June 5, 2019

  • LAYOUT CHANGES:
    • Widened Tunnel cap, this allows blue to get in a little easier, and gives red some defensable positions early on
    • Adjusted proportions of first cap for red, the balconies and walk ways are closer to the cap, allowing red an easier time with sentries
    • Adjusted blu min spawn direction, it now outlets to the direct blu should travel after capping CP B
    • Made the overhang building on the cliffside a one way door until CP C is capped, this again reinforces it as a defensible space for red.
    • Adjusted final cap area, some sniper angles are gone
    • Adjusted sightlines on CP A and B, cleaner reads
  • ART:
    • Candles have been brightened
    • Correctly packed new particles and cubemaps
    • Added lighting in areas that were a little too dark
    • Event elements are added in, but not yet active.

July 10, 2019

  • GAMEPLAY:
    • Added the Underworld event area. Players have the option to enter the Underworld through portals which spawn once a checkpoint has been reached.
    • A full clipping pass to prevent players getting stuck.
    • Lightmap and other general optimization has been done to help keep FPS high.
  • ART:
    • Redesigned blue spawn to look more appropriate to the theme.
    • General polish to wooden buildings.
    • Redesigned barn and house near final cap.

July 14, 2019

  • This should hopefully fix the crash when loading on servers.

July 17, 2019

  • Playtesting version. Has a version number now.

July 22, 2019

  • Should actually fix the server crash bug.

July 23, 2019 #2

  • Models have been packed properly now.

July 23, 2019 #2

  • Version number has been changed.

July 23, 2019 #3

  • Actual version number change.

July 24, 2019

  • Reduced the file size of the map.

August 1, 2019

  • Super duper final version, with less vortex and more skeletons.

Bugs

  • After the third capture, the BLU Normal Skeleton spawns usually fail to crawl back out of the ground.
  • The cart will sometimes appear shaking and turned sideways.
  • Sometimes, the skeletons that are spawned in order to help BLU instead block the cart from being moved.

Trivia

  • A rock with a smiley face drawn onto it can be found by the side around the second point. This is in reference to Rockington, a character featured in a video made by YouTuber JonTron.

Gallery