Gorge Event

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Gorge Event
Cp gorge event.png
Basic Information
Map type: Attack/Defend
File name: cp_gorge_event
Released: October 28, 2015 Patch
(Scream Fortress VII)
Variants: 5Gorge, Attack/Defend and Mannpower
Developer(s): Paul "puxorb" Broxup
Map Info
Environment: Halloween
Setting: Nighttime, overcast
Hazards: Bottomless pit, skeletons, Shake
Deep Water: Yes
Bot support: Yes
Map Items
Healthico.png Health Kits: Healthbar.png ×2  •  Healthpie.png ×11
Ammoico.png Ammo Boxes: Mediumammo.png ×10   •  
Largeammo.png ×4
TF2 crosshair.png Special: Gargoyle Ghost.png   •   Pumpkin.png
Map overview
Gorge Event overview.png
Map Stamp
Item icon Map Stamp - Gorge Event.png
Supporters Leaderboard

Gorge Event is a single-stage 2CP Attack/Defend Control Point map added in the Scream Fortress VII update. The first point is on the bridge over the gorge and the second is in the great hall inside Redmond Mann's mansion.

While similar to Attack/Defend style maps like Dustbowl and Egypt, Gorge Event features a single large stage, as opposed to three smaller stages. The map's layout allows for more attacking choices for BLU and fewer high-traffic choke points.

The setup timer is 1 minute and 15 seconds.

Gorge Event was contributed to the Steam Workshop.

Witching Hour

Capturing the first point triggers a Witching Hour. The Game Clock stops and the earth shakes. The clocks on the Tower and over the Great Hall turn green, the clockworks rumble and quickly step the hand from IX to XII and then chime 5 times. A total of 15 Normal Skeletons and the Skeleton King begin to spawn with the shaking. Around the first point, 9 Skeletons spawn in 3 waves of three Normal Skeletons. Around the second point, the Skeleton King spawns and 6 Normal Skeletons spawn in 2 waves of three. As about 50 seconds of time runs out, the Witching Hour ends: the clocks chime once and return to white faces and the Game Clock resumes. The Skeletons remain in play until destroyed.

Locations

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

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.

Point A

  • Entrance Yard: The entrance yard is located outside of BLU's initial spawn area. It is entered by BLU from three different exits that are all respectively located at the far left, right, and center of the BLU spawn mountain wall. The entrance yard is mostly open without any cover except for the toll booth and a small wall on one side. Located up against the side of the BLU spawn is a pile of shipping crates, on top of which is a small health pack.
  • Toll Booth: The toll booth is the small building to one side of the Entrance Yard. Inside is a large ammo pack as well as a medium health pack; the roof can be accessed by walking up a ladder leaning on it.
  • Checkpoint Building: The checkpoint building is the large building separating the Gully area and the Entrance Yard. From the front, it has one main entrance walled off, leaving entrances from two sides. The building's interior is mostly empty, except for a few barrels and water tanks lined up on the walls. There are two exits on the far walls, each of which exits out to the far sides of the Gully. The main exit is atop a twin staircase that exits out in front of control point A. Located underneath the twin staircase is a medium health and ammo pack.
  • Upper Deck: Attached to the Checkpoint Building's left side is a second-floor route with two rooms and staircases at each end, acting as a flank route towards Gully. Found inside it is a large ammo pack and a medium health pack.
  • Bridge: Control Point A is located on a level bridge over the Gully. The gully landmark itself is accessible from various entrances from all directions. The outcrop of the Mansion sports a broken window that can be used to observe the capture point.
  • Gully: With water just deep enough to extinguish burning players, the Gully runs through the entire capture point area, from wall to wall and under the Bridge. There is a medium health pack underneath the Bridge in the Gully. BLU's side of the gully generally slopes to the water while the RED side has some defensive walls that block classes with limited vertical mobility.
  • Maintenance Area: Located at the far left end of the Gully and besides the Mansion, is an open area containing a large ammo pack and a medium health pack.
  • BLU Forward Spawn: Once BLU captures control point A, their spawn room moves to the top of the Checkpoint building, in a position overlooking the Gully and the Mansion. Also when control point A is captured, Control Point B remains locked (so both points are locked) for a short time while the Skeleton King and his minions spawn in the Witching Hour.

Point B

  • Porch Roof: The porch roof at the front of the Mansion and the roof next to it are playable surfaces, giving RED a wide, but exposed elevated battlement. It gives BLU blast jumpers a shortcut to the second floor and BLU non-jumpers a long flank to that opening. Underneath the porch is a medium health and ammo pack.
  • Mansion: Behind Point A and the Gully is a large building housing the entirety of the second control point and the area surrounding it.
  • Main Hallway: The Main Hallway is the long hallway connected to the right entrance, the one nearest the Bridge. It runs through the Mansion from the entrance to the Choke Room. It is connected to the Flank Hallway and has a set of stairs at the end that leads up to platforms above the hallway and the Choke Room.
  • Flank Hallway: The Flank Hallway runs through the Mansion starting at the left-most entrance, going perpendicular to the Main Hallway. It connects to the the Main Hallway near its entrance and is also connected to the Maintenance Area. There is a staircase at its far end that leads to the Second Floor.
  • Second Floor: The Second Floor runs all through the hallways and Choke Room. It is accessible from a set of stairs at the end of the Main Hallway and a set at the end of the Flank Hallway. It runs above the Flank and Main Hallways. From the flank, it leads to a drop-down to the Choke Room.
  • Choke Room: The choke is the room before the final point, separated from it by a chokepoint. Above the barrels lining the wall is the second-floor balcony. There are six entrances/exits: one from the Main hallway, one above that from the Second Floor (closed until the first point is captured), two from the Second-Floor flank, and two exits to the Final Room. In the middle of the room is a pit to Hell, presumably how Redmond escaped Hell.
  • Flank Room: This far flank between the Choke and the Final Room is closed off until the first point is captured.
  • Final Room: The final room is marked by a grand hall in the center where the point is located. Surrounding the grand hall are walkways on the walls that curve around the area.
    • Catwalk: Lining the sides of the Final room is a long L-shaped catwalk. It is accessible from the Main Hallway stairs or by classes with high vertical mobility.
    • RED Spawn: RED spawn is located to the right of the final room.
    • Spawn Flank: From RED Spawn, a flanking hallway runs all of the way around the control point, left and right, and has a number of locations from which to fire into on the control point and into the Choke Room. The stone chimney provides additional cover for RED firing onto the point or into the choke. Redmond and his coffin can be seen in separate rooms off of this hallway.
    • Control Point: The final capture point of the map is situated in the heart of the mansion. The point itself is set on top of a large dining table located deep below, putting it at a height disadvantage. In the right corner of the room is the RED spawn room, and in the other is a similar overlook to the point. Beneath the overhanging ledge within the lower floor are two medium ammo packs.

Helpful overview

Gorge Event's locations
1.Entrance Yard
2.Toll Both
3.Upper Deck
4.Checkpoint Building
5.Gully
6.Flank Hallway
7.Main Hallway
8.Catwalks
9.Spawn Flank
Red/blue diagonal lines: Red/Blu first spawn
Blue double diagonal lines: Blu second spawn
Green circle: First control point
Yellow circles: Second/final control point

Soul Gargoyle Locations

Soul Gargoyle locations in Gorge Event

Strategy

Main article: Community Gorge Event strategy

Control Point timing

Control Point Multiplier Seconds
Control Point 1 ×1
60 .000
×2
40 .000
×3
32 .727
×4
28 .800
×5
26 .277
Control Point 2 ×1
12 .000
×2
8 .000
×3
6 .545
×4
5 .760
×5
5 .255


Update history

October 28, 2015 Patch (Scream Fortress VII)

  • Added Gorge Event to the game.

November 6, 2015 Patch

  • Fixed two of the Gorge Event Merasmissions's objectives not working properly.

Bugs

  • Demomen can place stickybombs on the exterior side of the setup gates, causing them to float in midair after the gates have opened.

Trivia

  • Outside the BLU Team's base there is a door that reads "RESTRICTED AREA authorized personnel only". Inside there is a hidden room containing a Jimi Jam poster, a table with a TV, a bookshelf, and Zepheniah Mann's ghost "sitting" on a couch.
    • It is possible to hear the Team Fortress 2 version of Michael Jackson's Thriller (used on one of Merasmus's spells on Ghost Fort) played very quietly by the TV.
  • Located to the right of RED spawn is an inaccessible room that can only be observed through a window. The room is shrouded in deep red light and contains Redmond Mann and his Life Extender Machine.

Gallery