Helltrain

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Helltrain
Ctf helltrain event.png
Basic Information
Map type: Capture the Flag
File name: ctf_helltrain_event
Released: October 5, 2022 Patch
(Scream Fortress XIV)
Developer(s): Matthew "Panckakebro" Hiller
Elián "iron" Rodríguez
Phe
Denis "xB33" Varchulik
Ryan "Chill" Foy
Caleb "Pixenal" Dawson
William "Cheesypuff" Bartley-Bolster
Battoign
Bailey "Glitch2" Hodges
EmNudge
Oliver "OverPovered" Pennanen
James "Piratefoodog" Russell
Map Info
Environment: Halloween
Setting: Nighttime, overcast
Hazards: Pitfall, Pumpkin Bombs
Magic spells: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×8  •  Mediumhealth.png ×7
Ammoico.png Ammo Boxes: Smallammo.png ×6   •   Mediumammo.png ×8
TF2 crosshair.png Special: Gargoyle Ghost.png   •   Pumpkin.png
Map Photos
Loading screen photos.
Map overview
Helltrain overview.png
Map Stamp
Item icon Map Stamp - Helltrain.png
Supporters Leaderboard
All aboard Hell Train as it takes a wild ride through 6 unique dimensions!
Helltrain publicity blurb

Helltrain is a symmetrical community-created Capture the Flag map added in the Scream Fortress 2022 update.

In Helltrain, the teams fight across two gigantic, mansion-sized trains which ride forward through a variety of environments. Each team's Intelligence is stylized as the "coal core" and must be retrieved from deep within the mansion of the opposite train. Both of these mansions are identical, albeit mirrored, to the other.

Every time the trains enter a new environment, a giant slot machine is rolled and applies a random status effect to all players. This can include Jarate, high jump, Crit boost, extended torsos, a speed boost, invisibility, or a trip to the circus environment. Every time a coal core is captured, a train's whistle goes off, using the same sound as heard on Foundry.

Helltrain was contributed to the Steam Workshop.

Locations

Lowest level

  • Broken stairwell: A staircase with a bottomless pit in the floor. Has an exit to the front of the train.
  • Hallway: A long Hall that connects the broken stairwell with the pit outside of the resupply room. There are stairs at the end.
  • Resupply pit: A small pit outside the resupply room. Connects directly or indirectly to the rest of the lowest floor.
  • Resupply room: A small resupply room. Has exits both into and above the connecting pit and has a portal in a vent to the library above the intelligence.

Middle level

  • Boiler: A cramped space connecting to the broken stairwell.
  • Engine room: A large, flat space with pickups in one corner.
  • Grand foyer: A flat arena with a piano, surrounded by stairs.
  • Broken hall: Another staircase room, but with a large hole smashed in one wall.

Highest level

  • Intelligence room: A small sitting room with a fireplace.
  • Back hallway: The farthest back area of the trains. Has outdoor access and a spellbook at the farthest end.
  • Library: The highest point of the trains, directly above the Intelligence room. Contains a resupply cabinet.

Exterior

  • Bridge: The connection between the two trains. There's a platform space under the bridge with launch-pads to the middle level of either train.
  • Roofing: An exterior area of the trains' middle level.
  • Front: A large flat area at the front of each train. With care, the pilots of both trains can be accessed and walked upon or surfed.
  • Ramp: A long ramp that connects all three floors, on the opposite sides of the trains from the connecting bridge. Can only be accessed from the interior.

Environments

  • Floating islands: A giant glowing castle overlooks a town, all suspended on floating islands beneath a purple moon. The train passes under a fractured bridge here.
  • Frame bridge: The train crosses a river beneath a megalithic bridge frame. A forest of dead trees stands to either side of the track.
  • Sea floor: A bridge over a glowing purple crevasse dead in the ocean. Naval mines are scattered about the landscape.
  • Hell: A black castle sits upon a cliff to the right of the trains, and a Volcano rises out an ocean of lava to the left. The train passes beneath an aqueduct of lava here.
  • Canyon: A large canyon. The lights of a circus can be seen up on a nearby cliff.
  • Circus: This scene only occurs if it is rolled on the status effect slot machine. The tracks are suspended high into the air above a town of circus tents, and passes through a gate before plummeting down a sheer drop, passing through a glowing tunnel and then circling a loop-de-loop. The player character screams as this happens.

Underworld Stalemate

If the teams are tied when time runs out, all players are sent to hell for a tie-breaker bonus game. All players are set to third person view and are restricted to melee weapons. They then are set loose on a small area of platforms which sink one at a time into a sea of lava. The last team standing is declared the winner.

Soul Gargoyle Locations

Soul Gargoyle locations in Helltrain

Strategy

Main article: Community Helltrain strategy

Update history

October 5, 2022 Patch (Scream Fortress XIV)

  • Added Helltrain to the game.

Changelog

This is the changelog of the map before it was added to the game.
Changelog:
Changelog Update #1 (June 7, 2018)
  • Optimized
  • Detailed
  • Properly lit
  • Tweaked pickups
  • Reworked mid
  • Added vent teleportation system
  • Added jump pads on back sides
  • Clipping improvements
  • Soundscape
  • Shaking
  • Skybox (not moving)
  • uhhh probably some more stuff I can't think of

Changelog Update #2 (June 11, 2018)

  • Removed trigger hurt dividing the map and replaced it with a trigger push.
  • Removed vent system into the enemy train.
  • Made the attic a second spawn and added a teleportation vent to the lower spawn.
  • Added one way doors out of the intel room.
  • The flank door by lobby is now one way out.
  • Taking the intel now causes whistles to blow and hidden security measures to be unhiden.
  • Taking the intel closes the shortcut route into spawn.
  • Added whistle partical effects.
  • Reworked health kits to attract players to previously unused areas
  • Fixed some props having weird lighting origins

Changelog Update #3 (June 12, 2018)

  • One way doors are now less annoying
  • Reversed flow of doors in intel room
  • Updated skybox and lighting settings
  • Fog
  • Fixed spamming missing collision box messages in console
  • Fixed some unaligned floor textures producing horrific reflections
  • Added a hole in main for players to enter through

Changelog Update #3a (June 12, 2018)

  • The door to the boiler room opens for red players when it is in lock down mode
  • Respawn times are affected by the intel
  • Some more push triggers and greater awareness of where they are

Changelog Update #4 (June 13, 2018)

  • Shortcut door was not behaving correctly
  • Some other stuff

Changelog Update #5 (June 14, 2018)

  • Lighting improvements (Way more spook)
  • Map is a little bit easier to navigate
  • Made it less complicated by removing opening doors, aside from spawn of course
  • Fixed a weird brush

Changelog Update #6 (July 7, 2018)

  • Tons of visual fixes
  • Removed a route out of spawn that let into main, streamlining the route into boiler room
  • Mid overhaul
  • Added another bridge that's faster, but more dangerous
  • Added a garden area at mid
  • Particals!
  • Moving Skybox(es)
  • Explosions
  • Lasers
  • Sound effects
  • Added fast travel between upper and lower spawn
  • Ghosts
  • Some lighting improvements (still working on it)
  • Texture overhaul

Changelog Update #7 (July 10, 2018)

  • Made the bridge a lot wider and gave it some verticality
  • Added jump pad to roofs
  • Made the 2nd bridge safer and clipped it
  • Added more cover to the roof
  • Updated portal model
  • On cap, a portal opens in the fireplace letting players go down quickly
  • Changing soundscapes
  • Reduced respawn times
  • More skybox detail
  • Made some routes easier to navigate

Changelog Update #8 (July 11, 2018)

  • New an improved soundscapes for the farm, desert, and void.
  • Skeletons spawn when you get stunned on the little area in front of the bridge, where you're not supposed to go.
  • Clips on bridge railings

Changelog Update #9 (July 14, 2018)

  • Added some props to boost people to places that they previously had to skill jump to.
  • Widened doors into main and into the little room right before main.
  • Added a window peering into main.
  • Hp rework to lower spawn camping and upper mid camping.
  • Added a nobuild on the suspension bridge.
  • Added a nobuild outside the jump-vent.
  • Improved the void scenery.
  • Better looking portal.
  • Fixed some lighting issues. Next update will add ao on problematic props.
  • Added piston sounds and made the soundscapes more realistic.
  • Added a ramp to each side of lower mid. Lower mid also has a medium hp on it now.
  • Optimized some props and added areaportalwindows to each train's big entrances.
  • Removed bad visclusters that were forcing players to render the rear side of the train while in front of it.

Pre-rc Changelog (July 23, 2018)

  • Improved soundscapes
  • Added another skybox
  • Added a jump pad route to the intel
  • Hp reworks
  • Removed tiny bridge
  • Optimization
  • Wheels part 1
  • Added Wheel of doom
  • Retextured some things to be more distinguishable
  • More directional signs
  • Custom posters
  • Fade fix
  • Better transition sounds
  • New intel models
  • Added window to lobby to help guide people
  • HDR and vertex lighting test

Pre-rc1 Changelog (July 26, 2018)

  • Fixed some cubemaps
  • Removed ugly cc

Pre-rc2 Changelog (July 27, 2018)

  • Intro pics
  • Some last minute detailing fixes
  • An exploit fix
  • Better spiral staircase collisions

Pre-rc3 Changelog (July 28, 2018)

  • Some window frames are now brushes because they were lit wierd
  • Fixed the ghost stun trigger not activating soon enough
  • Lit the front of the red train a tad.

Pre-rc4 Changelog (July 29, 2018)

  • Fixed an exploit with the on-cap-portal-to-spawn, where blue people could get into red spawn.
  • Skeletons spawn camped people during the dance taunt affect, so they are removed.
  • Changed the wheel of doom to spin after teleport, to make it seem less random and out of place.
  • Made the divider between the two trains less confusing. It prevents people from sticky jumping to the other train to instantly cap.
  • Fixed explosion sounds being too loud at close range and too quiet at far range.
  • Upgraded the ghost to warn players when it appears.

Pre-rc5 Changelog (July 30, 2018)

  • Fixed a missing area portal window's brush
  • Cleaned up some old logic artifacts
  • Fixed some overlays with no assigned faces
  • Optimized some beam models and fixed some mistakes
  • Fixed some outdated IO
  • Upgraded the ghost even more. I didn't know that the ghost boo sounds were randomized already in the vo sound script.
  • Made the divider even less confusing
  • Made falling off the train more exciting
  • Fixed some misaligned textures in weird spots
  • Fixed the wod jarate effect not doing anything

Pre-rc6 Changelog (July 31, 2018) Fixed a couple weird textures Fixed a weird reflection Made some areaportalwindows less agressive Fixed a missing shelf in the ghost room

rc1 Changelog (August 2, 2018)

  • Added more detail on the bridge, roofs, and inside the trains
  • Fixed some prop placement
  • Fixed some floating brushes
  • Fixed and added clips to the top roofs, because snipers could abuse the high jump front the wheel of doom and get up there
  • General lighting improvements in various places
  • Now the top of the train doesn't explode at 3 flag caps, but only when a team wins (If the server operator set for example, 6 flag caps to win, the top of the train would explode at *3 anyways, so now it explodes ONLY when a team wins)
  • Significantly reduced the number of tris on some models
  • Added collision meshes to some beam props to prevent evil sticky placement
  • Sorry about the confusing version strings, there were plenty of little things that me and other people noticed and compiling takes a long time.

rc1a Changelog (August 2, 2018)

  • Exploit fixes
  • Beam lighting fixes
  • unmirrored light shaft fix

rc2 Changelog (August 4, 2018)

  • fixed some prop lighting
  • fixed some prop placement
  • fixed an exploit

rc3 Changelog (August 5, 2018)

  • fixed some candle particles
  • fixed some zfighting
  • fixed part of a beam prop sticking out of the train
  • Fixed some exploits reported in this video provided by "TheLazyCWriter"

rc6 Changelog (August 10, 2018)

  • Fixed a visible nodraw

rc7 Changelog (August 13, 2018)

  • Cleaned some geometry
  • Fixed a visible nodraw
  • Texture fixes on the boiler
  • Clipping improvement by the slide
  • Made some brushes fade for performance
  • Fixed a soundscape issue
  • Added some more mid lighting
  • Better piston lighting
  • Better portal timing
  • Cleaned up a model
  • Fixed the shake not starting sometimes

rc8 Changelog (August 15, 2018)

  • A ton of clipping fixes
  • Fixed visible nodraws
  • Portal timing fix
  • Made some more brushes fade for performance
  • Significantly increased the front wheel model performance
  • More ghost sounds
  • Made the spiral staircase models better
  • Texture fixes

rc9 Changelog (August 16, 2018)

  • Propper hint/skips
  • Made some windows into skybox brushes to seal them off, as all you could see through them was the skybox
  • Removed 10 area portal windows because ^
  • More prop fades
  • Major geometry cleaning pass, no longer embarassing :]

rc10 Changelog (August 17, 2018)

  • A little bit more hint skipping, to make lower spawn, main, and boiler better
  • Got rid of 1600 unnecessary faces on models

rc11 Changelog (August 19, 2018)

  • Players can no longer stand on top of the trees
  • More optimization
  • Made the ocean's ambient bubbles less taxing by halving the spawn rate

rc12 Changelog (August 25, 2018)

  • Added jump pads to mid.
  • Blocked some sight lines at mid.
  • Re-detailed the coal room.
  • Fixed a window detail in spawn not being visible from the inside.
  • Fixed being able to shoot through some stair props.
  • Some optimization.

rc12a Changelog (August 26, 2018)

  • Added jump pads to mid.
  • Blocked some sight lines at mid.
  • Re-detailed the coal room.
  • Fixed a window detail in spawn not being visible from the inside.
  • Fixed being able to shoot through some stair props.
  • Some optimization.

Changelog Update final (October 15, 2018)

  • Custom slot machine wheel of doom, with 8 effects
  • Custom announcer voice over
  • Texture cleanup and improvements
  • Detailing cleanup and improvements
  • Internal logic improvements
  • Optimization
  • Reduced the number of edicts by 400

Changelog Update final1 (October 15, 2018)

  • Fixed some missing vo
  • Fixed some vo being quiet

Changelog Update final2 (October 18, 2018)

  • Fixed some vo not playing

Changelog Update 2022 #1 (June 22, 2022)

  • Simplified the workshop upload for Helltrain by hiding outdated versions I don't want players accidentally putting on their servers
  • Added a 20 minute timer
  • Added a stalemate minigame so someone always wins
  • Logic improvements
  • Optimization
  • Layout improvements

Changelog Update 2022 #2 (June 23, 2022)

  • Bug Fixes with the overtime minigame

Changelog Update 2022 #3 (September 2, 2022)

  • Added pumpkin bombs
  • Visual touch ups
  • Removed the teleport to mid effect when the roller coaster appears

Trivia

  • Far away from the map, there is a small cell used to store ghosts when they are not on the map. Inside, a lone misaligned ghost with a hat never seems to be called out into the play area.

Gallery

See also