Difference between revisions of "Demolition"
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{{Map infobox | {{Map infobox | ||
| map-status = community | | map-status = community | ||
Line 9: | Line 8: | ||
| map-environment = Industrial | | map-environment = Industrial | ||
| map-setting = Daylight, sunny | | map-setting = Daylight, sunny | ||
− | | map-hazards = [[Environmental death# | + | | map-hazards = [[Environmental death#Pitfall|Pitfall]], [[Environmental death#Fire|Fire]], [[Environmental death#Deer|Deer]] |
| map-pickups-health-small = 4 | | map-pickups-health-small = 4 | ||
| map-pickups-health-medium = 3 | | map-pickups-health-medium = 3 | ||
− | | map-pickups-ammo-small = | + | | map-pickups-ammo-small = 4 |
| map-pickups-ammo-medium = 2 | | map-pickups-ammo-medium = 2 | ||
}} | }} | ||
Line 22: | Line 21: | ||
Demolition was [https://steamcommunity.com/sharedfiles/filedetails/?id=3473618662 contributed] to the Steam Workshop. | Demolition was [https://steamcommunity.com/sharedfiles/filedetails/?id=3473618662 contributed] to the Steam Workshop. | ||
− | == Locations == | + | == {{heading|Locations}} == |
* '''Spawn''': The two spawns are located directly opposite each other, with only a gap composed of deadly water separating the two. Each spawn has two exits, with the main exit facing away from the control point. | * '''Spawn''': The two spawns are located directly opposite each other, with only a gap composed of deadly water separating the two. Each spawn has two exits, with the main exit facing away from the control point. | ||
Line 52: | Line 51: | ||
* '''Offices''': On the {{font colour|blue|left}}/{{font colour|red|right}} side of the control point is a medium-sized brick building with two floors and a basement. | * '''Offices''': On the {{font colour|blue|left}}/{{font colour|red|right}} side of the control point is a medium-sized brick building with two floors and a basement. | ||
** '''Back Catwalk''': Attached to the back side of the Offices is a metal catwalk hanging right above the deadly waters below. Going below the catwalk is a ruptured gas pipe spewing out deadly [[Environmental death#Fire|fire]]. A one-way gate separates the Back Catwalk from the interior of the Offices. | ** '''Back Catwalk''': Attached to the back side of the Offices is a metal catwalk hanging right above the deadly waters below. Going below the catwalk is a ruptured gas pipe spewing out deadly [[Environmental death#Fire|fire]]. A one-way gate separates the Back Catwalk from the interior of the Offices. | ||
− | ** '''Basement''': The lowest level of the Offices can be accessed by an outside staircase originating from behind the Furnace; it contains a medium | + | ** '''Basement''': The lowest level of the Offices can be accessed by an outside staircase originating from behind the Furnace; it contains a medium health pack. |
− | * '''Crane''': To the right of the control point is a concrete platform holding a massive crane, beneath which is a small | + | * '''Crane''': To the right of the control point is a concrete platform holding a massive crane, beneath which is a small health pack as well as a pad that launches players towards the control point when touched. |
* '''Control Point''': The central control point is suspended on a platform, in between the Crane and the Offices. It is connected to each team's side by a wooden gangway. Capturing the control point sounds a loud, team-coloured whistle on top of the Crane. As long as a team is in possession of the control point their Shortcut is sealed off, requiring them to go through the Helicopter Pad and then through the Furnace to reach the battlefield. | * '''Control Point''': The central control point is suspended on a platform, in between the Crane and the Offices. It is connected to each team's side by a wooden gangway. Capturing the control point sounds a loud, team-coloured whistle on top of the Crane. As long as a team is in possession of the control point their Shortcut is sealed off, requiring them to go through the Helicopter Pad and then through the Furnace to reach the battlefield. | ||
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File:Demolition backside of office building.png|Backside of Offices. | File:Demolition backside of office building.png|Backside of Offices. | ||
File:Demolition back catwalk and exposed pipe.png|Back Catwalk and the exposed pipeline. | File:Demolition back catwalk and exposed pipe.png|Back Catwalk and the exposed pipeline. | ||
− | File:Demolition | + | File:Demolition interior of office building.png|Interior of Offices. |
File:Demolition more interior of office building.png|Another inside view of the Offices. | File:Demolition more interior of office building.png|Another inside view of the Offices. | ||
File:Demolition basement of office building.png|Basement of the Offices. | File:Demolition basement of office building.png|Basement of the Offices. | ||
Line 66: | Line 65: | ||
File:Demolition base of the crane.png|Base of the Crane | File:Demolition base of the crane.png|Base of the Crane | ||
File:Demolition RED side.png|RED team side. | File:Demolition RED side.png|RED team side. | ||
+ | File:Demolition control point.png|The control point. | ||
</gallery> | </gallery> | ||
− | + | == {{heading|Strategy}} == | |
− | == Strategy == | ||
{{map strategy link|Demolition|main=yes|stub=yes}} | {{map strategy link|Demolition|main=yes|stub=yes}} | ||
− | == Update history == | + | == {{heading|Update history}} == |
{{Update history | '''{{Patch name|7|24|2025|major=Summer 2025 Update}}''' | {{Update history | '''{{Patch name|7|24|2025|major=Summer 2025 Update}}''' | ||
* Added Demolition to the game | * Added Demolition to the game | ||
Line 95: | Line 94: | ||
* Clipped the open window inside the office building so demos can lob pipes through it. | * Clipped the open window inside the office building so demos can lob pipes through it. | ||
* Moved a prop on BLU spawn to prevent it from clipping inside a floor light. | * Moved a prop on BLU spawn to prevent it from clipping inside a floor light. | ||
− | * Changed the lights on the shortcuts to be more vibrant and have better illumination and fading.}} | + | * Changed the lights on the shortcuts to be more vibrant and have better illumination and fading. |
+ | |||
+ | '''{{Patch name|8|1|2025}}''' | ||
+ | * Fixed a prop on the [[RED]] helipad building being inside a wall | ||
+ | * Fixed two props missing particle effect on the helipad buildings | ||
+ | * Fixed a small bug with the shortcuts where sometimes they stayed closed after players exited them even when other players were on the trigger | ||
+ | * Fixed [[vdc:Nav Mesh|nav mesh]] (thanks Katsu for editing it) | ||
+ | * Added missing spectator cameras around the map | ||
+ | * Added the "evil deer" on the boat hanging above the sea, do not touch it | ||
+ | * Raised the water kill trigger slightly | ||
+ | * Changed the type of the water kill trigger from drown to fall so it displays the message " fell to a clumsy and painful death" | ||
+ | * Reduced the damage of the water kill trigger from 9999 to 2000 to avoid issues with physic objects | ||
+ | |||
+ | '''{{Patch name|10|9|2025|major=Scream Fortress 2025}}''' | ||
+ | * Updated steam whistle sounds | ||
+ | * Reduced {{ent|ambient_generic}} across the map to avoid problems with sounds not playing | ||
+ | * Adjusted [[RED]] side wooden signs on the lower flank to match [[BLU]] side | ||
+ | * Adjusted spawn points to point at the main door | ||
+ | * Removed trimp spot on the crane platform | ||
+ | * Moved healthpack on the crane platform forward so players don't need to make an U turn to reach the control point | ||
+ | * Added jump pad on the crane platform to allow less mobile classes to get back to the control point if they get stuck there | ||
+ | * Added Critical hit particles to the "evil deer" when it kills players | ||
+ | * Added collision to some pipes near the control point platform so players can stand on them | ||
+ | * Adjusted [[vdc:Nav Mesh|nav mesh]] to accommodate the new changes (thanks again Katsu)}} | ||
+ | |||
+ | == {{heading|Changelog}} == | ||
+ | {{Changelog note}} | ||
+ | {{Changelog|'''Changelog B1A (December 17, 2024)''' | ||
+ | *Fixed BLU spawn doors being tied to RED spawn doors | ||
+ | *Fixed clipping issue on top of windows and doors frames | ||
+ | *Fixed being able to shoot through a gap from spawn to the capture point | ||
+ | *Decreased volume of cap steam whistles | ||
+ | *Removed clip brush from the pipe behind the middle building | ||
+ | *Added blocking gates on the shortcuts when they are closed | ||
+ | *Added broken rail path to the exterior of the shortcut | ||
+ | *Added broken rail path to the pipe behind the middle building to add new route | ||
+ | *Added trigger_hurt to the fire on the pipe behind the middle building | ||
+ | *Added an extension to the spawns | ||
+ | *Added physics props | ||
+ | *Improved nobuild so players cant build on doors | ||
+ | |||
+ | '''Changelog B1B (December 29, 2024)''' | ||
+ | *Removed 3D skybox temporarely | ||
+ | *Removed func_nobuild on the hanging catwalk | ||
+ | *Fixed clipping on windows and door frames that needed them | ||
+ | *Replaced trigger_hurt with ignite on the fire pipe | ||
+ | *Relocated black barrels inside office building | ||
+ | *Added one way door from the catwalk to the interior of the office building | ||
+ | *Changed size of walls on the upper part of office building to be less chocky{{sic}} | ||
+ | *Fixed func_nobuild on doors to avoid buildings facing through them | ||
+ | *Added a spawn extension with roof to avoid airstrike soldiers shooting to point | ||
+ | *Fixed clipping allowing snipers to shoot to the point through spawn | ||
+ | *Made gap in broken wall bigger and added a plank | ||
+ | *Replaced Crane model with brushwork (now players can stand in the crane area but not build) | ||
+ | *Replaced steam whistle sounds for more fitting ones | ||
+ | *Improved soundscapes | ||
+ | *Added underpath under the office building to allow flanking more easily | ||
+ | *Replaced catwalks on the spawn exit with a new path going through a new helicopter platform | ||
+ | *Reworked RED and BLU platforms before the point, changing container positions and adding a new building interior | ||
+ | |||
+ | '''Changelog B2 (January 19, 2025)''' | ||
+ | *Fixed shortcut being blocked by players if standing on the trigger while it was closed (thanks Meff and Goom) | ||
+ | *Fixed clipping on some props near ledges and barricade (thanks Fluury) | ||
+ | *Fixed clipping under the point to avoid explosive damaging players standing on the point | ||
+ | *Fixed clipping in broken walls next to the spawns | ||
+ | *Added clipping on all catwalks (and point) to make the smooth (thanks Half) | ||
+ | *Added blockbullets with wood, metal and grate sound on areas of the map for better footstep sounds | ||
+ | *Added faster captime [7 seconds for a single scout] (thanks Goom) | ||
+ | *Reworked crane platform to add more life to it | ||
+ | *Replaced platform support with new ones | ||
+ | *Added metal beams to support the platforms | ||
+ | *Removed invisible walls near the crane platform (thanks Lizard Of Oz) | ||
+ | *Changed health and ammo pack on office building and helipads from medium to small | ||
+ | *Moved light props on the point platform to give easier access | ||
+ | *Changed broken walls near spawn for new ones with more detail and easier access | ||
+ | *Changed clipping on doors and windows to make them more smooth and less likely to get stuck | ||
+ | *Added small details on some areas | ||
+ | *Lowered skybox (thanks Rala) | ||
+ | *Made water deeper (thanks Seacat) | ||
+ | *Added new particles for the point when neutral and captured | ||
+ | *Added capture particles to the point | ||
+ | *Added win particles to the point | ||
+ | *Made so point is no longer see through from under it | ||
+ | |||
+ | '''Changelog B3 (January 22, 2025)''' | ||
+ | *Replaced Red Beams and Red Metal with the textures made by Seacat | ||
+ | *Replaced Yellow Beams and Grey Beams with new textures made by Seacat (fixing a blue line appearing when tiling) | ||
+ | *Replaced the support beam props under each platform with new ones with a better collission{{sic}} | ||
+ | *Removed heatwave from all furnaces and fire pipe so players dont{{sic}} mistake it for cloaked spies | ||
+ | *Removed doors on furnace rooms (suggestion by multiple people) | ||
+ | *Added Mann.Co logo on both sides of the crane | ||
+ | *Made the broken catwalk on the crane platform smaller | ||
+ | *Added hint/skip in several areas to improve performance | ||
+ | *Added occluders in helipad platforms when looking at the point to improve performance | ||
+ | *Added func_dustmotes on lamps for visual charm | ||
+ | |||
+ | '''Changelog B4 (February 26, 2025)''' | ||
+ | *Fixed soundscape missing a character in line 60 (thanks Mr Burguers) | ||
+ | *Fixed players being able to block the shortcut when closed (thanks Lo-fi Longcat) | ||
+ | *Separated the crane into smaller segments (thanks Seacat) | ||
+ | *Updated crane textures | ||
+ | *Scaled the water texture (thanks a freakin' knight) | ||
+ | *Added a ramp to the crane platform for demoknights to trimp on (thanks stinky) | ||
+ | *Made props pop (thanks seacat) | ||
+ | *Removed dustmotes on open buildings | ||
+ | *Reworked the furnaces | ||
+ | *Added new lighting in most rooms | ||
+ | *Reworked inside corners on the helipad buildings | ||
+ | *Added new decorative props across the map | ||
+ | *Added new decorative brushwork across the map | ||
+ | *Added new decorative ropes across the map | ||
+ | *Added new decorative shine spries across the map | ||
+ | *Added 3D Skybox back | ||
+ | *Added underwater fog | ||
+ | *Replaced control point with goobert's control point | ||
+ | *Added block bullets around spawns to avoid cheese | ||
+ | |||
+ | '''Changelog RC1 (March 4, 2025)''' | ||
+ | *New Logos overlays! | ||
+ | **Choose RED (Reliable Extraction Division) or BLU (Butane Liquidation Unit) to fight in this half demolished oilrig | ||
+ | |||
+ | *Block Bullets above spawns replaced with Skybox brush (thanks catboy) | ||
+ | *Fixed lights being too bright in some areas (thanks Buffer, Brokk and Ashie) | ||
+ | *Fixed planks to point being too thick (thanks Goom) | ||
+ | *Fixed water transitioning to 3D skybox (thanks Bladex64 and Zythe for the help) | ||
+ | *Reduced the amount of bottles (thnaks Buffer) | ||
+ | *Moved down cones on crane platform (thanks Midite) | ||
+ | *Changed top trims on helipad interiors to be less shiny (thanks Midnite) | ||
+ | *Fixed a prop where you could see through it (thanks Midnite) | ||
+ | *Fixed some prop collission and made some brushes illusionary (thanks Midnite and Brokk) | ||
+ | *Added a light on top of the resuply cabinets (thanks hombzy) | ||
+ | *Removed props on areas players cannot see to improve performance (thanks Brokk) | ||
+ | *Removed props to aliviate the visual noise (thanks Midlou) | ||
+ | *Change the shortcut gate for a new one | ||
+ | *Removed ropes to aliviate visual noise | ||
+ | *Added new overlays for health and ammo packs | ||
+ | *Fixed some brushes not being func_detail | ||
+ | *Fixed some lighting issues | ||
+ | *Fixed func_dustmotes on spawns | ||
+ | *Added a blockbullets under the streetlight posts to avoid hidden stickies (thanks Midnite) | ||
+ | *Made space outside the platforms a bit bigger (thanks Brokk and Rhamkin) | ||
+ | *Pushed the skybox brush farther from the end of playable area (thanks Rhamkin) | ||
+ | *Made crane joint non solid to avoid soldiers perching on it (thanks Rhamkin0 | ||
+ | |||
+ | '''Changelog RC2 (March 6, 2025)''' | ||
+ | *Added more skybox brush around spawn to avoid demos using the base jumper to try spawncamping | ||
+ | *Added blockbullets on top of the radio building to avoid projectiles phasing through the fences | ||
+ | *Removed the small ammo pack from the office building and centered the small healthpack | ||
+ | *Fixed water being metallic and weird (thanks a lot Custard for the help with it) | ||
+ | *Fixed broken lighting on pillars (thanks again Custard) | ||
+ | *Compiled with vertex light (thanks Custard and Midnite) | ||
+ | *Increased respawn time to the team holding the point | ||
+ | |||
+ | *Well, the water is fixed, finally, it was bout time this pane and heartache ended. I cannot express how grateful Im to Custard for helping me with the water and lighting. | ||
+ | |||
+ | '''Changelog RC3 (April 30, 2025)''' | ||
+ | * Sorry its being so long for once I dont have a proper changelog. Just optimization by me and Doomtrain and replacing some textures | ||
+ | |||
+ | '''Changelog RC4 (May 1, 2025)''' | ||
+ | *Removed collision in one of the supports to avoid being able to float mid air | ||
+ | *Removed collision of some props | ||
+ | *Fixed some no build being slightly disaligned | ||
+ | *Fixed missing overlays | ||
+ | *Fixed collision on some props | ||
+ | *Fixed texture error on railway stairs | ||
+ | *Fixed control point unlocking countdown not playing | ||
+ | |||
+ | '''Changelog Final (May 2, 2025)''' | ||
+ | *Turned roofs to displacements | ||
+ | *Adjusted clipping so blast jumping players no longer bonk against roofs | ||
+ | *Adjusted clipping to avoid getting stuck behind the wooden arrows | ||
+ | *Adjusted the trigger of the oneway door behind the office building to be smaller, allowing players to walk behind without opening the door | ||
+ | *Added block bullets metal on the fire pipe to allow soldiers and demos to blast jump on it | ||
+ | *Fixed being able to stand on top of the security net in the radio buildings | ||
+ | |||
+ | *Well, lads, I will see you in the workshop | ||
+ | }} | ||
− | == Trivia == | + | == {{heading|Trivia}} == |
− | * On the crane at the center of the map is a hidden message reading "TRANS RIGHTS" in bright red text. This is only visible using {{code|r_drawclipbrushes 2}}. | + | * On the crane at the center of the map is a hidden message reading "[[w:Transgender rights movement|TRANS RIGHTS]]" in bright red text. This is only visible using {{code|r_drawclipbrushes 2}}. |
* Out-of-bounds is a room containing fullbody avatars of the map creators. | * Out-of-bounds is a room containing fullbody avatars of the map creators. | ||
+ | * A wooden cutout of a deer is located below the RED part of the oilrig, floating on a small rowboat. Touching it kills the player instantly with a 2000 damage Critical hit. | ||
− | == Gallery == | + | == {{heading|Gallery}} == |
<gallery> | <gallery> | ||
+ | File:Demolition HiddenMessage.png|The hidden message seen in-game. | ||
+ | File:Demolition deer.png|The deer below the playable area. | ||
File:Steamworkshop tf2 Demolition thumb.jpg|Steam Workshop thumbnail for Demolition. | File:Steamworkshop tf2 Demolition thumb.jpg|Steam Workshop thumbnail for Demolition. | ||
− | File:Demolition | + | </gallery> |
+ | |||
+ | ; Logos | ||
+ | <gallery> | ||
+ | File:Demolition BLU logo.png|The BLU team's logo. | ||
+ | File:Demolition RED logo.png|The RED team's logo | ||
+ | File:Demolition BLU spawn logo.png|The BLU team's logo inside spawn. | ||
+ | File:Demolition RED spawn logo.png|The RED team's logo inside spawn. | ||
+ | </gallery> | ||
+ | |||
+ | ; Creator's drawings | ||
+ | <gallery> | ||
+ | File:Demolition creators1.png|Drawing of map creator {{steamid|76561199039628923|Entropy Tempus}}. | ||
+ | File:Demolition creators2.png|Drawing of map creator {{steamid|76561198073652187|Andrea "DoctorDoomtrain64" DeStephan}}. | ||
+ | File:Demolition creators3.png|Drawing of map creator {{steamid|76561198428628487|Hunter "Seacat08" Way}}. | ||
File:Demolition SecretAvatars.png|The map creator's avatars as seen in-game. | File:Demolition SecretAvatars.png|The map creator's avatars as seen in-game. | ||
+ | </gallery> | ||
+ | |||
+ | ; {{tooltip|Teufort Bystander pages|With the exception of the titles, the main body of the newspapers is composed of filler Lorem ipsum}} | ||
+ | <gallery> | ||
+ | File:Demolition newspaper1.png|New deposit of enriched petroleum found in the the{{sic}} [[w:Gulf of Mexico|Gulf of Mexico]]. | ||
+ | File:Demolition newspaper2.png|[[TF Industries]] finalizes construction of the fort water rig no. 2. | ||
+ | File:Demolition newspaper3.png|Fort water rig no. 2 to be demolished due lack of profits{{sic}}. | ||
+ | File:Demolition newspaper4.png|New liquid [[Australium]] deposits found under fort water rig no. 2. | ||
</gallery> | </gallery> | ||
{{Summer 2025 Update Nav}} | {{Summer 2025 Update Nav}} | ||
{{Maps Nav}} | {{Maps Nav}} |
Latest revision as of 17:11, 16 October 2025
Demolition | |
---|---|
![]() | |
Basic Information | |
Map type: | King of the Hill |
File name: | koth_demolition
|
Released: | July 24, 2025 Patch (Summer 2025 Update) |
Developer(s): | Entropy Tempus Andrea "DoctorDoomtrain64" DeStephan Hunter "Seacat08" Way Goobert |
Map Info | |
Environment: | Industrial |
Setting: | Daylight, sunny |
Hazards: | Pitfall, Fire, Deer |
Map Items | |
![]() |
![]() ![]() |
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![]() ![]() |
Map Photos | |
Map overview | |
Map Stamp | |
![]() | |
Supporters Leaderboard |
“ | Mann.Co has found a new deposit of liquid australium beneath an old oil rig that was set to be demolished. After the news of this deposit RED (Reliable Extraction Division) and BLU (Butane Liquidation Unit) rushed to what is left of the oil rig. Now, both teams must fight while the oil rig burns the remaining petroleum in order to claim this deposit of australium for themselves.
— Demolition publicity blurb
|
” |
Demolition is a community-created King of the Hill map released during the Summer 2025 Update. Taking place on an oil rig, it features an industrial theme and has multiple flank routes.
Demolition was contributed to the Steam Workshop.
Locations
- Spawn: The two spawns are located directly opposite each other, with only a gap composed of deadly water separating the two. Each spawn has two exits, with the main exit facing away from the control point.
- Antenna Tower: Directly infront of the spawns is a large radio mast with a small room at its base. It leads to the Helicopter Pad building.
- Shortcut: Separating the spawns from the control point is a wall with a one-way gate, accessible by taking a right/left turn after exiting the spawn. The gate can only be opened by the team whose side it belongs to, and even then it cannot be opened from the direction of the control point. Furthermore, the team which captures the control point has their Shortcut temporarily closed. Above the wall is an invisible barrier preventing players from simply jumping over it.
- Helicopter Pad: Adjacent to the Shortcut is a square building with an occupied helicopter landing pad on its roof. Going through it takes one to the Furnace room.
- Furnace: A small building containing a coal-fired furnace and two large funnels. Its exit leads to the other side of the Shortcut and to the main control point.
- Offices: On the left/right side of the control point is a medium-sized brick building with two floors and a basement.
- Back Catwalk: Attached to the back side of the Offices is a metal catwalk hanging right above the deadly waters below. Going below the catwalk is a ruptured gas pipe spewing out deadly fire. A one-way gate separates the Back Catwalk from the interior of the Offices.
- Basement: The lowest level of the Offices can be accessed by an outside staircase originating from behind the Furnace; it contains a medium health pack.
- Crane: To the right of the control point is a concrete platform holding a massive crane, beneath which is a small health pack as well as a pad that launches players towards the control point when touched.
- Control Point: The central control point is suspended on a platform, in between the Crane and the Offices. It is connected to each team's side by a wooden gangway. Capturing the control point sounds a loud, team-coloured whistle on top of the Crane. As long as a team is in possession of the control point their Shortcut is sealed off, requiring them to go through the Helicopter Pad and then through the Furnace to reach the battlefield.
Strategy
![]() | “Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Update history
- Added Demolition to the game
- Replaced pillars under the crane using the red texture with ones using the yellow texture.
- Fixed the HDR to allow so lights aren't super bright.
- Replaced the helicopters with ones not using the Yeti Park logo.
- Replaced the Coaltown(sic) frames with new ones using newspapers talking about story of the oilrig.
- Added a decal showing the oilrig name (Fort Water Rig No. 2) next to the spawns.
- Updated the luxel scale in multiple places of the map
- Replaced old
blockbullets
with newblockbullets
for better footsteps sfx - Replaced the health and ammo pack stands with new ones, metal for outdoors and wooden for indoors.
- Added a mini ammo on the furnace rooms.
- Added new clipping on top of the furnace rooms to avoid demos and Soldiers spamming the point from far away
- Improved the clipping on the spawn platforms to not allow stickies to stick mid air.
- Added a wooden sign pointing to the shortcut and long path.
- Added new signs that toggle depending on the state of the shortcut to help players navigate the map.
- Reworked the art pass inside the helipad platform.
- Added a new catwalk behind the furnace buildings to give players more routes on the map.
- Adjusted the stairs inside the office building.
- Clipped the open window inside the office building so demos can lob pipes through it.
- Moved a prop on BLU spawn to prevent it from clipping inside a floor light.
- Changed the lights on the shortcuts to be more vibrant and have better illumination and fading.
- Fixed a prop on the RED helipad building being inside a wall
- Fixed two props missing particle effect on the helipad buildings
- Fixed a small bug with the shortcuts where sometimes they stayed closed after players exited them even when other players were on the trigger
- Fixed nav mesh (thanks Katsu for editing it)
- Added missing spectator cameras around the map
- Added the "evil deer" on the boat hanging above the sea, do not touch it
- Raised the water kill trigger slightly
- Changed the type of the water kill trigger from drown to fall so it displays the message " fell to a clumsy and painful death"
- Reduced the damage of the water kill trigger from 9999 to 2000 to avoid issues with physic objects
October 9, 2025 Patch (Scream Fortress XVII)
- Updated steam whistle sounds
- Reduced
ambient_generic
across the map to avoid problems with sounds not playing - Adjusted RED side wooden signs on the lower flank to match BLU side
- Adjusted spawn points to point at the main door
- Removed trimp spot on the crane platform
- Moved healthpack on the crane platform forward so players don't need to make an U turn to reach the control point
- Added jump pad on the crane platform to allow less mobile classes to get back to the control point if they get stuck there
- Added Critical hit particles to the "evil deer" when it kills players
- Added collision to some pipes near the control point platform so players can stand on them
- Adjusted nav mesh to accommodate the new changes (thanks again Katsu)
Changelog
- Fixed BLU spawn doors being tied to RED spawn doors
- Fixed clipping issue on top of windows and doors frames
- Fixed being able to shoot through a gap from spawn to the capture point
- Decreased volume of cap steam whistles
- Removed clip brush from the pipe behind the middle building
- Added blocking gates on the shortcuts when they are closed
- Added broken rail path to the exterior of the shortcut
- Added broken rail path to the pipe behind the middle building to add new route
- Added trigger_hurt to the fire on the pipe behind the middle building
- Added an extension to the spawns
- Added physics props
- Improved nobuild so players cant build on doors
Changelog B1B (December 29, 2024)
- Removed 3D skybox temporarely
- Removed func_nobuild on the hanging catwalk
- Fixed clipping on windows and door frames that needed them
- Replaced trigger_hurt with ignite on the fire pipe
- Relocated black barrels inside office building
- Added one way door from the catwalk to the interior of the office building
- Changed size of walls on the upper part of office building to be less chocky(sic)
- Fixed func_nobuild on doors to avoid buildings facing through them
- Added a spawn extension with roof to avoid airstrike soldiers shooting to point
- Fixed clipping allowing snipers to shoot to the point through spawn
- Made gap in broken wall bigger and added a plank
- Replaced Crane model with brushwork (now players can stand in the crane area but not build)
- Replaced steam whistle sounds for more fitting ones
- Improved soundscapes
- Added underpath under the office building to allow flanking more easily
- Replaced catwalks on the spawn exit with a new path going through a new helicopter platform
- Reworked RED and BLU platforms before the point, changing container positions and adding a new building interior
Changelog B2 (January 19, 2025)
- Fixed shortcut being blocked by players if standing on the trigger while it was closed (thanks Meff and Goom)
- Fixed clipping on some props near ledges and barricade (thanks Fluury)
- Fixed clipping under the point to avoid explosive damaging players standing on the point
- Fixed clipping in broken walls next to the spawns
- Added clipping on all catwalks (and point) to make the smooth (thanks Half)
- Added blockbullets with wood, metal and grate sound on areas of the map for better footstep sounds
- Added faster captime [7 seconds for a single scout] (thanks Goom)
- Reworked crane platform to add more life to it
- Replaced platform support with new ones
- Added metal beams to support the platforms
- Removed invisible walls near the crane platform (thanks Lizard Of Oz)
- Changed health and ammo pack on office building and helipads from medium to small
- Moved light props on the point platform to give easier access
- Changed broken walls near spawn for new ones with more detail and easier access
- Changed clipping on doors and windows to make them more smooth and less likely to get stuck
- Added small details on some areas
- Lowered skybox (thanks Rala)
- Made water deeper (thanks Seacat)
- Added new particles for the point when neutral and captured
- Added capture particles to the point
- Added win particles to the point
- Made so point is no longer see through from under it
Changelog B3 (January 22, 2025)
- Replaced Red Beams and Red Metal with the textures made by Seacat
- Replaced Yellow Beams and Grey Beams with new textures made by Seacat (fixing a blue line appearing when tiling)
- Replaced the support beam props under each platform with new ones with a better collission(sic)
- Removed heatwave from all furnaces and fire pipe so players dont(sic) mistake it for cloaked spies
- Removed doors on furnace rooms (suggestion by multiple people)
- Added Mann.Co logo on both sides of the crane
- Made the broken catwalk on the crane platform smaller
- Added hint/skip in several areas to improve performance
- Added occluders in helipad platforms when looking at the point to improve performance
- Added func_dustmotes on lamps for visual charm
Changelog B4 (February 26, 2025)
- Fixed soundscape missing a character in line 60 (thanks Mr Burguers)
- Fixed players being able to block the shortcut when closed (thanks Lo-fi Longcat)
- Separated the crane into smaller segments (thanks Seacat)
- Updated crane textures
- Scaled the water texture (thanks a freakin' knight)
- Added a ramp to the crane platform for demoknights to trimp on (thanks stinky)
- Made props pop (thanks seacat)
- Removed dustmotes on open buildings
- Reworked the furnaces
- Added new lighting in most rooms
- Reworked inside corners on the helipad buildings
- Added new decorative props across the map
- Added new decorative brushwork across the map
- Added new decorative ropes across the map
- Added new decorative shine spries across the map
- Added 3D Skybox back
- Added underwater fog
- Replaced control point with goobert's control point
- Added block bullets around spawns to avoid cheese
Changelog RC1 (March 4, 2025)
- New Logos overlays!
- Choose RED (Reliable Extraction Division) or BLU (Butane Liquidation Unit) to fight in this half demolished oilrig
- Block Bullets above spawns replaced with Skybox brush (thanks catboy)
- Fixed lights being too bright in some areas (thanks Buffer, Brokk and Ashie)
- Fixed planks to point being too thick (thanks Goom)
- Fixed water transitioning to 3D skybox (thanks Bladex64 and Zythe for the help)
- Reduced the amount of bottles (thnaks Buffer)
- Moved down cones on crane platform (thanks Midite)
- Changed top trims on helipad interiors to be less shiny (thanks Midnite)
- Fixed a prop where you could see through it (thanks Midnite)
- Fixed some prop collission and made some brushes illusionary (thanks Midnite and Brokk)
- Added a light on top of the resuply cabinets (thanks hombzy)
- Removed props on areas players cannot see to improve performance (thanks Brokk)
- Removed props to aliviate the visual noise (thanks Midlou)
- Change the shortcut gate for a new one
- Removed ropes to aliviate visual noise
- Added new overlays for health and ammo packs
- Fixed some brushes not being func_detail
- Fixed some lighting issues
- Fixed func_dustmotes on spawns
- Added a blockbullets under the streetlight posts to avoid hidden stickies (thanks Midnite)
- Made space outside the platforms a bit bigger (thanks Brokk and Rhamkin)
- Pushed the skybox brush farther from the end of playable area (thanks Rhamkin)
- Made crane joint non solid to avoid soldiers perching on it (thanks Rhamkin0
Changelog RC2 (March 6, 2025)
- Added more skybox brush around spawn to avoid demos using the base jumper to try spawncamping
- Added blockbullets on top of the radio building to avoid projectiles phasing through the fences
- Removed the small ammo pack from the office building and centered the small healthpack
- Fixed water being metallic and weird (thanks a lot Custard for the help with it)
- Fixed broken lighting on pillars (thanks again Custard)
- Compiled with vertex light (thanks Custard and Midnite)
- Increased respawn time to the team holding the point
- Well, the water is fixed, finally, it was bout time this pane and heartache ended. I cannot express how grateful Im to Custard for helping me with the water and lighting.
Changelog RC3 (April 30, 2025)
- Sorry its being so long for once I dont have a proper changelog. Just optimization by me and Doomtrain and replacing some textures
Changelog RC4 (May 1, 2025)
- Removed collision in one of the supports to avoid being able to float mid air
- Removed collision of some props
- Fixed some no build being slightly disaligned
- Fixed missing overlays
- Fixed collision on some props
- Fixed texture error on railway stairs
- Fixed control point unlocking countdown not playing
Changelog Final (May 2, 2025)
- Turned roofs to displacements
- Adjusted clipping so blast jumping players no longer bonk against roofs
- Adjusted clipping to avoid getting stuck behind the wooden arrows
- Adjusted the trigger of the oneway door behind the office building to be smaller, allowing players to walk behind without opening the door
- Added block bullets metal on the fire pipe to allow soldiers and demos to blast jump on it
- Fixed being able to stand on top of the security net in the radio buildings
- Well, lads, I will see you in the workshop
Trivia
- On the crane at the center of the map is a hidden message reading "TRANS RIGHTS" in bright red text. This is only visible using
r_drawclipbrushes 2
. - Out-of-bounds is a room containing fullbody avatars of the map creators.
- A wooden cutout of a deer is located below the RED part of the oilrig, floating on a small rowboat. Touching it kills the player instantly with a 2000 damage Critical hit.
Gallery
- Logos
- Creator's drawings
Drawing of map creator Entropy Tempus.
Drawing of map creator Andrea "DoctorDoomtrain64" DeStephan.
Drawing of map creator Hunter "Seacat08" Way.
- Teufort Bystander pages
New deposit of enriched petroleum found in the the(sic) Gulf of Mexico.
TF Industries finalizes construction of the fort water rig no. 2.
New liquid Australium deposits found under fort water rig no. 2.
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