Difference between revisions of "Hellstone"

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{{Quotation|'''Hellstone''' publicity blurb|Millstone has been haunted and turned to Hellstone! This time you won't teleport into hell (a lie). You push the ghost cart into the hell! Help the friendly ghost to get there! Meet also the horrors from the past halloweens and join the fun!}}
 
{{Quotation|'''Hellstone''' publicity blurb|Millstone has been haunted and turned to Hellstone! This time you won't teleport into hell (a lie). You push the ghost cart into the hell! Help the friendly ghost to get there! Meet also the horrors from the past halloweens and join the fun!}}
  
'''Hellstone''' is a [[Steam Workshop|community-created]] [[Payload]] map added in the [[Scream Fortress 2015]] update. It portrays [[Non-Player Characters#Zepheniah Mann|Zepheniah Mann]]'s [[Australium]] mine in the [[Badlands (Region)|Badlands]], and a [[:File:Australium Poster.png|poster]] in the mine is dated to late [[:File:Engineercomic04.jpg|1850]], the year of Zephaniah's death. The entire map is modeled in dilapidated RED-themed wood construction, with the single exception of the Veikko Industrial building<!-- sign viewable in noclip--> housing the BLU Base. It is a [[Halloween map|Halloween version]] of the [[custom map]] [[Millstone]]. The [[Setup time|setup]] timer is 1 minute and 10 seconds.
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'''Hellstone''' is a [[Steam Workshop|community-created]] [[Payload]] map added in the [[Scream Fortress 2015]] update. It portrays [[Non-Player Characters#Zepheniah Mann|Zepheniah Mann]]'s [[Australium]] mine in the [[Badlands (Region)|Badlands]], and a [[:File:Australium Poster.png|poster]] in the mine is dated to late [[:File:Engineercomic04.jpg|1850]], the year of Zephaniah's death. The entire map is modeled in dilapidated RED-themed wood construction, with the single exception of the Veikko Industrial building<!-- sign viewable in noclip--> housing the BLU Base. It is a [[Halloween map|Halloween version]] of the [[custom map]] [[Millstone]].  
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The [[Setup time|setup]] timer is 1 minute and 10 seconds.
  
 
Hellstone was [https://steamcommunity.com/sharedfiles/filedetails/?id=531384846 contributed] to the Steam Workshop.
 
Hellstone was [https://steamcommunity.com/sharedfiles/filedetails/?id=531384846 contributed] to the Steam Workshop.
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=== Checkpoint A (Road to Hell) ===
 
=== Checkpoint A (Road to Hell) ===
* '''First BLU Spawn''': BLU's initial spawn is located besides the cart, opposite the large health pack area. It has three exits. There is a guaranteed Magic spell book beneath one of the catwalks within the spawn.
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* '''First BLU Spawn''': BLU's initial spawn is located besides the cart, opposite the large health pack area. It has three exits. There is a guaranteed magic spell book beneath one of the catwalks within the spawn.
 
* '''Road''': The cart path starts as a long and narrow winding road with three side passages.
 
* '''Road''': The cart path starts as a long and narrow winding road with three side passages.
 
* '''Freight House:''' The first side passage: The doorway overlooks the entire BLU spawn area. When the round starts, a Ghost spawns from the third BLU spawn to the front and left of the Freight House and [[Stun|haunts]] the first stage of the "Road to Hell", taking a single rectangular route.
 
* '''Freight House:''' The first side passage: The doorway overlooks the entire BLU spawn area. When the round starts, a Ghost spawns from the third BLU spawn to the front and left of the Freight House and [[Stun|haunts]] the first stage of the "Road to Hell", taking a single rectangular route.
 
* '''Cubby Hole:''' The small room after the first U-bend of the tracks. Some of the skeletons from the first wave can spawn from this room.
 
* '''Cubby Hole:''' The small room after the first U-bend of the tracks. Some of the skeletons from the first wave can spawn from this room.
 
* '''Mine Shack:''' The second side passage overlooks both the road and the RED spawn yard. A one-way gate closes after the first point is captured.
 
* '''Mine Shack:''' The second side passage overlooks both the road and the RED spawn yard. A one-way gate closes after the first point is captured.
* '''Second Spawn:''' The third side passage is the location of the BLU spawn after the Horsemann's House is captured. Skeletons spawn at either end of the passage, depending on the progress of the cart.
 
  
 
<gallery widths=150px heights=80px>
 
<gallery widths=150px heights=80px>
 
File:Hellstone BLU spawn exterior.png|First BLU spawn exterior.
 
File:Hellstone BLU spawn exterior.png|First BLU spawn exterior.
 
File:Hellstone BLU spawn interior.png|First BLU spawn interior.
 
File:Hellstone BLU spawn interior.png|First BLU spawn interior.
File:Hellstone spell spawn inside BLU spawn.png|The Magic spell inside BLU Spawn..
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File:Hellstone spell spawn inside BLU spawn.png|The magic spell inside BLU Spawn..
 
File:Hellstone freight house.png|Freight House.
 
File:Hellstone freight house.png|Freight House.
 
File:Hellstone freight house interior.png|Freight House inside view.
 
File:Hellstone freight house interior.png|Freight House inside view.
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=== Checkpoint B (Horsemann's House) ===
 
=== Checkpoint B (Horsemann's House) ===
* '''Second BLU Spawn''': Inside the building opposite the Mine Shack is the Second BLU spawn, which becomes active once checkpoint B is captured.
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* '''Second BLU Spawn''': Inside the building opposite the Mine Shack, on the other side of the tracks, is the Second BLU spawn, which becomes active once checkpoint B is captured. Skeletons spawn at either end of the passage, depending on the progress of the cart.
* '''Yard''': The road widens at the "Horsemann's House", which is opposite RED spawn. At the first Witching Hour (one gong), three skeletons spawn in the rear of the Yard behind the lumber stack, and three more spawn next to the second BLU spawn exit under Clock Tower.
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* '''Yard''': The road widens at the "Horsemann's House", which is opposite the First RED spawn. At the first Witching Hour (one gong), three skeletons spawn in the rear of the Yard behind the lumber stack, and three more spawn next to the second BLU spawn exit under Clock Tower.
 
* '''Horsemann's House''': The Horseless Headless Horsemann spawns in a rear ground floor room of this building, which opens when the second checkpoint is captured. A rare Magic Spell is located in the same room as the Horsemann's spawn.
 
* '''Horsemann's House''': The Horseless Headless Horsemann spawns in a rear ground floor room of this building, which opens when the second checkpoint is captured. A rare Magic Spell is located in the same room as the Horsemann's spawn.
 
* '''First RED Spawn''': A small room with a single exit, located far behind the second checkpoint. It is no longer used by RED following checkpoint B's capture.
 
* '''First RED Spawn''': A small room with a single exit, located far behind the second checkpoint. It is no longer used by RED following checkpoint B's capture.
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* '''Foyer:''' A room with flanking cover and a Pitfall.  
 
* '''Foyer:''' A room with flanking cover and a Pitfall.  
 
* '''King spawn:''' The Skeleton King spawns at the base of the stairs across from the "Hells Bells" capture point, beneath the sign that reads "CAUTION CROCODILES AND GORILLAS BEYOND THIS POINT".  
 
* '''King spawn:''' The Skeleton King spawns at the base of the stairs across from the "Hells Bells" capture point, beneath the sign that reads "CAUTION CROCODILES AND GORILLAS BEYOND THIS POINT".  
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* '''Shortcut''': In the back of the Foyer is one-way gate that leads to the Wet Paint dropdown.
  
 
<gallery widths=150px heights=80px>
 
<gallery widths=150px heights=80px>
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* '''Monoculusmos Monsterinus:''' A single small room with six flanking access points on two levels.
 
* '''Monoculusmos Monsterinus:''' A single small room with six flanking access points on two levels.
 
* '''Third BLU Spawn''': With checkpoint D Captured, BLU is moved to their final spawn, which is embedded into the back wall of Monoculusmos Monsterinus.  
 
* '''Third BLU Spawn''': With checkpoint D Captured, BLU is moved to their final spawn, which is embedded into the back wall of Monoculusmos Monsterinus.  
* '''Caved-in-Tunnel''': One of Third BLU Spawn's exits leads to a tunnel system that acts as a Shortcut to checkpoint E. It is guaranteed to contain a rare Magic Spell. The first BLU player that enters the tunnel explodes the cave in, freeing the rare magic spell and clearing the tunnel.
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* '''Caved-in-Tunnel''': One of Third BLU Spawn's exits leads to a tunnel system that acts as a shortcut to checkpoint E. It is guaranteed to contain a rare magic Spell. The first BLU player that enters the tunnel explodes the cave-in, freeing the rare magic spell and clearing the tunnel.
  
 
<gallery widths=150px heights=80px>
 
<gallery widths=150px heights=80px>
 
File:Hellstone Monoculus Room.png|The room where Monoculus is encountered.
 
File:Hellstone Monoculus Room.png|The room where Monoculus is encountered.
File:Hellstone Cave In.png|Caved-in tunnel hiding a rare Magic Spell.
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File:Hellstone Cave In.png|Caved-in tunnel hiding a rare magic Spell.
 
File:Hellstone checkpoint D.png|Checkpoint D.
 
File:Hellstone checkpoint D.png|Checkpoint D.
 
</gallery>
 
</gallery>
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* '''Wet Paint''': A wooden shed located just above the Hell Pit. It can be accessed via a pair of wooden planks. It contains a dropdown leading out of the Monoculusmos Monsterinus.
 
* '''Wet Paint''': A wooden shed located just above the Hell Pit. It can be accessed via a pair of wooden planks. It contains a dropdown leading out of the Monoculusmos Monsterinus.
 
* '''Shack''': A small shack which lies in the corner of the area, opposite the RED spawn.
 
* '''Shack''': A small shack which lies in the corner of the area, opposite the RED spawn.
* '''Roof''': The entire RED spawn is covered by a metal roof on which players can stand on. A rare Magic Spell is located on the lean-to rooftop over RED's spawn gates.
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* '''Roof''': The entire RED spawn is covered by a metal roof on which players can stand. A rare magic Spell is located on the lean-to rooftop over RED's spawn gates.
  
 
<gallery widths=107px heights=80px>
 
<gallery widths=107px heights=80px>
 
File:Hellstone shack.png|Shack.
 
File:Hellstone shack.png|Shack.
 
File:Hellstone Wet Paint!.png|Wet Paint.
 
File:Hellstone Wet Paint!.png|Wet Paint.
File:Hellstone wet paint interior.png|Wet Paint interior.
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File:Hellstone wet paint interior.png|Wet Paint's interior.
 
File:Hellstone Pit of Hell.png|The Hell Pit.
 
File:Hellstone Pit of Hell.png|The Hell Pit.
 
File:Hellstone Pit 2.png|The Hell Pit from a different angle.
 
File:Hellstone Pit 2.png|The Hell Pit from a different angle.
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* '''Purgatory''' and '''Hell''' are Underworld locations that are reachable only through portals that are created when MONOCULUS teleports or is killed, respectively.
 
* '''Purgatory''' and '''Hell''' are Underworld locations that are reachable only through portals that are created when MONOCULUS teleports or is killed, respectively.
 
** Players jumping through the purple teleport portals are restored to full health and transported to the top of a rock in Purgatory. Here, players suffer the [[Environmental death#Health drain|Underworld health drain]], increasing in damage with time. Crossing a short jump and stepping into the white portal instantly teleports a player back into the main map, granting invulnerability, a 200% [[overheal]], a speed boost, and a [[critical hits|Crit boost]] for a limited time.
 
** Players jumping through the purple teleport portals are restored to full health and transported to the top of a rock in Purgatory. Here, players suffer the [[Environmental death#Health drain|Underworld health drain]], increasing in damage with time. Crossing a short jump and stepping into the white portal instantly teleports a player back into the main map, granting invulnerability, a 200% [[overheal]], a speed boost, and a [[critical hits|Crit boost]] for a limited time.
** Players entering the floating [[Non-Player Characters#Bombinomicon|Bombinomicon]] that appears if MONOCULUS is killed are teleported to a location in Hell that also has health drain. Several rare Magic spells are scattered about and Bombinomicon greets players that make it to his end of Hell. Players entering the Bombinomicon portal are teleported back to the map with a series of buffs.
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** Players entering the floating [[Non-Player Characters#Bombinomicon|Bombinomicon]] that appears if MONOCULUS is killed are teleported to a location in Hell that also has health drain. Several rare magic spells are scattered about and Bombinomicon greets players that make it to his end of Hell. Players entering the Bombinomicon portal are teleported back to the map with a series of buffs.
  
 
<gallery>
 
<gallery>
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* '''Second point capture''': The Horseless Headless Horsemann spawns, and the second half of the map opens up its gates. The gates can also be opened when clock first hits midnight.
 
* '''Second point capture''': The Horseless Headless Horsemann spawns, and the second half of the map opens up its gates. The gates can also be opened when clock first hits midnight.
 
* '''Third point capture''': The Skeleton King spawns with his minions, and three bell sounds are heard with an evil laugh. When a small switch is triggered soon after the third point, a mine cart is let loose and travels through a small passageway before opening up a new path to the final area.
 
* '''Third point capture''': The Skeleton King spawns with his minions, and three bell sounds are heard with an evil laugh. When a small switch is triggered soon after the third point, a mine cart is let loose and travels through a small passageway before opening up a new path to the final area.
* '''Fourth point capture''': MONOCULUS spawns near the last point, generally around the Hell Pit.
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* '''Fourth point capture''': MONOCULUS (or multiple of them) spawn near the last point, generally around the Hell Pit.
 
* '''Fifth and final point capture''': The ghost travels down into the Hell Pit entrance and the round ends.
 
* '''Fifth and final point capture''': The ghost travels down into the Hell Pit entrance and the round ends.
  

Revision as of 13:28, 25 August 2025

Hellstone
Pl millstone event.png
Basic Information
Map type: Payload
File name: pl_millstone_event
Released: October 28, 2015 Patch
(Scream Fortress VII)
Developer(s): Tomi "ICS" Uurainen
Map Info
Environment: Halloween
Setting: Nighttime, overcast
Hazards: Payload Cart explosion, Pitfall, Pumpkin bombs, Ghost,
Skeletons, MONOCULUS, Lava
Horseless Headless Horseman
Hazards (Underworld): Health drain, Infernal Lava
Magic spells: Yes
Bot support: Yes
Map Items
Healthico.png Health Kits: Healthbar.png ×15  •  Healthpie.png ×5  •  
Health Cauldron.png ×1
Ammoico.png Ammo Boxes: Smallammo.png ×10   •   Mediumammo.png ×11   •  
Largeammo.png ×6
TF2 crosshair.png Special: Pumpkin.png
Map Photos
Loading screen photos.
Map overview
Hellstone overview.png
Map Stamp
Item icon Map Stamp - Millstone Event.png
Supporters Leaderboard
Millstone has been haunted and turned to Hellstone! This time you won't teleport into hell (a lie). You push the ghost cart into the hell! Help the friendly ghost to get there! Meet also the horrors from the past halloweens and join the fun!
Hellstone publicity blurb

Hellstone is a community-created Payload map added in the Scream Fortress 2015 update. It portrays Zepheniah Mann's Australium mine in the Badlands, and a poster in the mine is dated to late 1850, the year of Zephaniah's death. The entire map is modeled in dilapidated RED-themed wood construction, with the single exception of the Veikko Industrial building housing the BLU Base. It is a Halloween version of the custom map Millstone.

The setup timer is 1 minute and 10 seconds.

Hellstone was contributed to the Steam Workshop.

Features

From that base, BLU is contracted to carry "the friendly ghost" to Hell. The Payload cart holds Veikko's ghost, and any RED player who approaches the cart will be scared. When certain checkpoints are reached by BLU, ghosts, skeletons, the Horseless Headless Horsemann, and MONOCULUS spawn.

Magic spells are scattered around the map for players to use. Accesses to non-spawning rare magic spells are unlocked as certain points are captured. The Skeleton King drops an additional rare magic spell when defeated. Two respawning rare magic spells are found in the Purgatory underworld that is accessed by jumping through the purple portals left behind by MONOCULUS, and several rare magic spells are scattered in the Hell that opens up when a MONOCULUS is defeated.

Some of the few rare magic spells are unlocked in locations advantageous to the RED team's defense; however, if cart progress is slow, the monsters will spawn in or behind RED's defense.

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.
The first two stages of this map follow a narrow road that enters into a wider yard before winding through a two-story building and entering the final Hell Pit stage.

Checkpoint A (Road to Hell)

  • First BLU Spawn: BLU's initial spawn is located besides the cart, opposite the large health pack area. It has three exits. There is a guaranteed magic spell book beneath one of the catwalks within the spawn.
  • Road: The cart path starts as a long and narrow winding road with three side passages.
  • Freight House: The first side passage: The doorway overlooks the entire BLU spawn area. When the round starts, a Ghost spawns from the third BLU spawn to the front and left of the Freight House and haunts the first stage of the "Road to Hell", taking a single rectangular route.
  • Cubby Hole: The small room after the first U-bend of the tracks. Some of the skeletons from the first wave can spawn from this room.
  • Mine Shack: The second side passage overlooks both the road and the RED spawn yard. A one-way gate closes after the first point is captured.

Checkpoint B (Horsemann's House)

  • Second BLU Spawn: Inside the building opposite the Mine Shack, on the other side of the tracks, is the Second BLU spawn, which becomes active once checkpoint B is captured. Skeletons spawn at either end of the passage, depending on the progress of the cart.
  • Yard: The road widens at the "Horsemann's House", which is opposite the First RED spawn. At the first Witching Hour (one gong), three skeletons spawn in the rear of the Yard behind the lumber stack, and three more spawn next to the second BLU spawn exit under Clock Tower.
  • Horsemann's House: The Horseless Headless Horsemann spawns in a rear ground floor room of this building, which opens when the second checkpoint is captured. A rare Magic Spell is located in the same room as the Horsemann's spawn.
  • First RED Spawn: A small room with a single exit, located far behind the second checkpoint. It is no longer used by RED following checkpoint B's capture.

Checkpoint C (Hells Bells)

  • Foyer: A room with flanking cover and a Pitfall.
  • King spawn: The Skeleton King spawns at the base of the stairs across from the "Hells Bells" capture point, beneath the sign that reads "CAUTION CROCODILES AND GORILLAS BEYOND THIS POINT".
  • Shortcut: In the back of the Foyer is one-way gate that leads to the Wet Paint dropdown.

Checkpoint D (Monoculusmos Monsterinus)

  • Monoculusmos Monsterinus: A single small room with six flanking access points on two levels.
  • Third BLU Spawn: With checkpoint D Captured, BLU is moved to their final spawn, which is embedded into the back wall of Monoculusmos Monsterinus.
  • Caved-in-Tunnel: One of Third BLU Spawn's exits leads to a tunnel system that acts as a shortcut to checkpoint E. It is guaranteed to contain a rare magic Spell. The first BLU player that enters the tunnel explodes the cave-in, freeing the rare magic spell and clearing the tunnel.

Checkpoint E (The Hell Pit)

  • RED second spawn: The final RED spawn overlooks the final Hell Pit fighting area. One of RED Spawn's exits lead to the Roof.
  • Hell Pit: The central location of the final area. It is a giant pitfall with lava at its bottom; instantly lethal to anyone who falls inside it.
  • Wet Paint: A wooden shed located just above the Hell Pit. It can be accessed via a pair of wooden planks. It contains a dropdown leading out of the Monoculusmos Monsterinus.
  • Shack: A small shack which lies in the corner of the area, opposite the RED spawn.
  • Roof: The entire RED spawn is covered by a metal roof on which players can stand. A rare magic Spell is located on the lean-to rooftop over RED's spawn gates.

Purgatory and Hell

  • Purgatory and Hell are Underworld locations that are reachable only through portals that are created when MONOCULUS teleports or is killed, respectively.
    • Players jumping through the purple teleport portals are restored to full health and transported to the top of a rock in Purgatory. Here, players suffer the Underworld health drain, increasing in damage with time. Crossing a short jump and stepping into the white portal instantly teleports a player back into the main map, granting invulnerability, a 200% overheal, a speed boost, and a Crit boost for a limited time.
    • Players entering the floating Bombinomicon that appears if MONOCULUS is killed are teleported to a location in Hell that also has health drain. Several rare magic spells are scattered about and Bombinomicon greets players that make it to his end of Hell. Players entering the Bombinomicon portal are teleported back to the map with a series of buffs.

Monster spawns at control point captures

The various monsters spawn at captures of specific stages. Also, if the points are not captured soon enough, additional skeletons and certain boss monsters spawn.

  • First point capture: Skeletons spawn from small areas behind and in front of the cart.
  • Second point capture: The Horseless Headless Horsemann spawns, and the second half of the map opens up its gates. The gates can also be opened when clock first hits midnight.
  • Third point capture: The Skeleton King spawns with his minions, and three bell sounds are heard with an evil laugh. When a small switch is triggered soon after the third point, a mine cart is let loose and travels through a small passageway before opening up a new path to the final area.
  • Fourth point capture: MONOCULUS (or multiple of them) spawn near the last point, generally around the Hell Pit.
  • Fifth and final point capture: The ghost travels down into the Hell Pit entrance and the round ends.

Witching Hour

1st Witching Hour
2nd Witching Hour

The Hellstone Witching Hour feature consists of two non-repeating events. The clock face has two minute hands. These hands step around the clock face at different paces. After 5 minutes, the faster hand reaches 12, the clock face turns green, and 6 skeletons spawn in two groups at opposite ends of the Yard. At almost 8 minutes, the other minute hand reaches 12 and a MONOCULUS spawns near the Hells Bells point. Both of these two events are designed to spawn monsters in the rear of a fast BLU ​offense ​​or in the middle of a strong RED defense.

If there is more than one MONOCULUS active after the fourth point, their health bars share the same space in the HUD. The most recently damaged MONOCULUS shows its health on top.

Helpful overview

Hellstone's locations
1.Freight house
2.Cubby Hole
3.Mine Shack
4.Horsemann's House
5.Yard
6.Hells Bells

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/Rd third spawn
Yellow circle: First checkpoint
Green circle: Second checkpoint
Pink circle: Third checkpoint
Purple circle: Fourth checkpoint
White circle: Final checkpoint

Strategy

Main article: Community Hellstone strategy
See also: Community Mann Manor strategy for Horseless Headless Horsemann

Update history

October 28, 2015 Patch (Scream Fortress VII)
  • Added Hellstone to the game

November 3, 2015 Patch

  • Fixed getting out of the map using spells
  • MONOCULUS moves now around the end area of the map instead of staying near final pit
  • Made spells spawn a bit less frequently
  • Fixed ghost long arms, now it travels/arrives to hell
  • Performance optimizations
  • Updated the navigation file

November 6, 2015 Patch

  • Fixed door near final pit so players no longer get stuck in it
  • Decreased ghost cart stun area. Now you have to be closer to the cart as RED to get scared
  • Fixed odd cable appearing sometimes in the ground near BLU spawn
  • Fixed being able to shoot spells into BLU spawn during setup time
  • Fixed Monoculus dropping down into a pit in rare cases

October 12, 2016 Patch

  • Updated bot navigation file, bots now use all routes, won't get stuck so easily and are smarter
  • Fixed woodpile spot where HHH could get stuck
  • Improved clipping on wood piles
  • Fixed missing rooftop texture
  • Fixed a few props flashing at certain angles
  • Fixed a spot in the last area where you could place stickies underground
  • Fixed Monoculus not getting stunned when hit by players exiting purgatory

November 10, 2016 Patch

  • Fixed an exploit where you could trap Horseless Headless Horsemann in place
  • Fixed some door frames from being able to shoot through them
  • Fixed a texture error
  • Fixed a barrel that you could walk through
  • Improved navigation file for better bot movement
  • Fixed being able to shoot through building wall located front of RED 1st base
  • Community request: Added OnTruceStart and OnTruceEnd outputs to the tf_gamerules entity for maps

October 30, 2018 Patch

  • Fixed an issue where players were able to trap Headless Horseman above the death pit

December 19, 2018 Patch (Smissmas 2018)

  • Fixed a spot where players could trap players with teleport exit
  • Headless Horseman getting stuck in B area house staircase

Unknown Patch

  • [Undocumented] Objective text was changed

Changelog

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

RC1 Changelog (October 15, 2015)

  • Changed how monoculus spawns. It now arrives later and instead of it earlier, skeletons will spawn.
  • When exiting the mystery place where you end up using monoculus teleport, you teleport now to different location than before.
  • You get 10 second ubercharge when exiting mystery place
  • When exiting hell after defeating monoculus, you also teleport into the same place as before.
  • You get 15 seconds critboost when exiting hell
  • The ghost in the Payload cart scare ara has been deacreased. You can pass safely beside it unless you actually go near the cart
  • Added another clocktower near mid area of the map to display properly the time when something is about to happen (midnight)
  • When first point has been captured, skeletons will spawn without the skeleton king, it only spawns with skeletons on the 3rd point.
  • Changed players teleport exit rotation, you should now teleport in the correct way instead of sideways or backwards
  • Fixed missing image from loading menu / instruction menu

RC2 Changelog (October 17, 2015)

  • Spells now spawn less frequently to avoid too much chaos going around the map
  • Monoculus now spawns in different locations all over the end area of the map
  • Some sounds now play properly, without other sounds fading them out
  • Improved navigation file or bots and for HHH
  • Added several small props to make the map more halloweeny looking
  • Skeletons now spawn in different positions than before
  • Big ghost doesn't scare people through wall anymore
  • Several other changes of fine tuning and small fixing

RC3 Changelog (October 17, 2015)

  • Fixed navigation (.nav) file for bots, there was few spots that were unmarked
  • Added a scene where the friendly ghost moves down to hell after pit blows up
  • Fixed a spawn issue, there was nothing happening with the clock hitting midnight for the first time
  • Added Crit buff when exiting mystery place in addition of the previous ubercharge
  • Small fixed, here and there

RC4 Changelog (October 19, 2015)

  • Fixed a case where teleporting player could get stuck if he got back to his own size from spell
  • Fixed duplicate playing sounds when capping points 2 and 4
  • Fixed green glock face going off too quicly (sic) on 2nd time
  • Fixed faulty/missing cubemaps
  • Added some heat to final RED base

RC5 Changelog (October 19, 2015)

  • Fixed wrong sound playing when exiting hell/mystery place
  • Fixed seeing ghost from RED 1st base above
  • Fixed one crack on the ground which you could see through
  • Fixed (hopefully!) navigation file crashing the map if it was uploaded to workshop along with main file
  • Added separate navigation file download to description

RC6 Changelog (October 25, 2015)

  • Added more clear sounds when skeletons spawn and 3rd point is captured to guide players more
  • Made bombinomicon heard more properly in Hell
  • Fixed Hell so that it doesn't kill players accidentally when they enter it second time after 2nd monoculus is killed
  • Fixed some misaligned textures
  • Added fence prop in last BLU spawn to prevent red team shooting grenades directly at the spawn door using wall as a booster
  • Improved lighting in few dark places
  • Several slight changes here and there
  • Improved bot navigation file

Trivia

  • A frog is hidden behind the middle generator behind the window in BLU's first Spawn, viewable only by using noclip.
  • There is an out of bounds sign by the cart's starting position that reads "MAP BY ICS". Referring to ICS, the map's creator.

Gallery