Gravestone

From Team Fortress Wiki
Jump to: navigation, search
Gravestone
Pl rumble event.png
Basic Information
Map type: Payload
File name: pl_rumble_event
Released: October 19, 2018 Patch
(Scream Fortress X)
Developer(s): Tomi "ICS" Uurainen
Riley "Sheltr" Aanestad
Michał "AsG_Alligator" Byczko
Zach "Exactol" Matuson
Liam "Diva Dan" Moffitt
Map Info
Environment: Halloween
Setting: Nighttime, overcast
Hazards: Bubbling Cauldron, Saw blades,
Pumpkin bombs, Ghosts,
Skeletons, MONOCULUS,
Pitfall,
Horseless Headless Horsemann,
Visual effects only:
Steam, Shake
Hazards (Underworld): Health drain (Island and Graveyard),
Stygian waters,
Merasmus (Bumper Car Race),
Skeletons (Bumper Car Race)
Deep Water: No
Magic spells: Yes
Bot support: Yes
Map Items
Healthico.png Health Kits: Healthbar.png ×8  •  Healthpie.png ×5  •  
Health Cauldron.png ×2
Ammoico.png Ammo Boxes: Smallammo.png ×1   •   Mediumammo.png ×8   •  
Largeammo.png ×5
TF2 crosshair.png Special: Gargoyle Ghost.png   •   Pumpkin.png
Map Photos
Loading screen photos.
Map Overview
Gravestone overview.png
Map Stamp
Item icon Map Stamp - Gravestone.png
Supporters Leaderboard
Push the scrumpy bottle cart into the RED teams(sic) cauldron and ruin their cooking!
Gravestone — opening instructions to BLU

Gravestone is a community-created Payload Halloween map added in the Scream Fortress 2018 update.

To win the round, BLU must push the scrumpy into the giant witch's cauldron. Magic Spells spawn from cauldrons scattered around the map. Ghosts wander the map. MONOCULUS and the Horseless Headless Horsemann may appear. Soul Gargoyles also appear. It is a Halloween version of the custom map Rumble.

Gravestone was contributed to the Steam Workshop.

Witching Hour

Every Witching Hour, accompanied by the sounds of either witch cackles or the Misfortune Teller, two doors and three coffin lids around the map open white portals through which players can enter an Underworld Island. Players entering the Island at full Heath receive an Overheal and a very brief Invulnerability while injured players receive only a brief Healing. While on the Island, players suffer Underworld Health drain and are killed if they touch the Stygian waters; however, they may pick up respawning Rare Magic Spells there before dying or exiting. Players that use the glowing white exit portal receive Overheal, Invulnerability, and Critical hits.

  • This Witching Hour runs 23.5 seconds about every 3 and a half minutes.
  • The Island is one of the locations for the Soul Gargoyle spawns.

Graveyard

Entering a purple MONOCULUS portal takes players to a small Graveyard. Every time the MONOCULUS tele-portal opens, one Rare Magic Spell spawns in the Graveyard for some player to pick up; however, when a MONOCULUS death-portal opens, there are five Rare Magic Spell to pick up. The Graveyard may be exited through the glowing white portal surrounded by Pitfall. Staying too long will drain the player's health. Players that use that exit portal receive a brief Healing.

Bumper Car Race

When a Payload round ends, all players are transported to a Mansion in the Underworld. Winners of the Payload round are given a head start in a Bumper Car Race to the top floor of the Mansion. Shortly after the start, Merasmus and Skeletons appear in the Yard, following the racers and attacking the slowpokes whose only defense is to drive! Shortly after a player wins the race, two more Skeletons appear in the circles near the finish line and work their way down to wipe out the remaining losers.

Locations

The map has three distinct sections for the Payload. Locations are also given for the Bumper Car Race:

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.

Checkpoint A (Clock hill)

  • BLU Spawn: The room in which the BLU team spawns, it has 5 exits.
  • Shack: Located right besides the cart's starting position; contains large a health pack and large ammo pack.
  • Red Barn: Overlooks the first point from the right side (when viewed from BLU).
  • Jimi Jam: A flank containing one of the portal doors, located to the right of the cart's path.
  • Loading Dock: This is a long hallway from the Shortcut, past the dock (portal door), to a ramp-up to an overlook into the Haunted Sawblades.
  • Shortcut: Located near exits 1 and 2, it quickly takes RED players to point on Tick Tock Clock Hill.

Capturing the point closes the Shortcut from RED Spawn.

Checkpoint B (Haunted Sawblades)

  • Binski Logging Sawmill: A large builing which hosts a flock of haunted sawblades flying about to slay any player in the way. The cart enters it after passing the first point and descending down a hill, followed by two 90 degree turns; one to the right and another one to the left. A suspended log bridges the room between the overlooks from the Loading Dock and the forward BLU spawn.
  • Kitchen: Positioned across the Loading Dock is a flank for BLU to use in order to access the Binski Logging Sawmill.

Capturing point releases harmless steam, and shakes the player's screen.

Checkpoint C (Pumpkin Patch)

  • RED Spawn: The spawn room for the RED team, it has 3 exits.
  • Pumpkin Patch: A large open area containing a group of prop Pumpkins surrounding the point. Located just after the Binski Sawmill.
  • Alley: A flank route from the right and middle exits to the Pumpkin Patch.
  • Death Pit Positioned next to the Backyard is a pit with a lethal fall.
  • Backyard: A side path to the forward BLU spawn and a side entrance to the Haunted Sawblades sawmill. There is a cauldron with a spell book in its middle.

Checkpoint D (The Cauldron)

  • Bubbling Cauldron: The final point, which also instantly kills any player that touches the contents. It is located in effectively the same area as the third checkpoint, with the cart only needing a simple u-turn to reach it. When point is captured, BLU team spawn moves forward inside the Sawmill. MONOCULUS also has a small chance of rising from the lake behind the Backyard, from there teleporting around the map.

Bumper Car Race

  • Racers must thread the Gates, cross the Yard and the Bridge over a deadly pond, and take either the Left or Right ramps to the top floor Balcony.

Helpful overview

Gravestone's locations
1. Shack 
2. Jimi Jam  
3. Red Barn 
4. Kitchen 
5. Binski logging sawmill 
6. Backyard 
7. Shortcut 
Blue diagonal lines: BLU first spawn 
Blue double diagonal lines: BLU second spawn 
Red diagonal lines: RED spawn 
Yellow circle: First checkpoint 
Green circle: Second checkpoint 
Brown circle: Third checkpoint 
Purple circle: Final checkpoint

Strategy

Main article: Community Gravestone strategy
See also: Community Skeletons strategy

Update history

October 19, 2018 Patch (Scream Fortress 2018)
  • Added Gravestone to the game.

October 25, 2018 Patch

  • Fixed an exploit related to using the tiny spell and building Sentry Guns inside a wall.
  • Bumper cars are now placed in a random order in underworld, after main world has run out of time or ended by explosion.
  • Fixed bumper car race instructional text not showing to all players.
  • Fixed Merasmus sometimes using his round-beginning lines in the middle of the round.

October 30, 2018 Patch

  • Fixed bumper car head start not being awarded correctly to the winning team of the normal world.
  • Fixed Merasmus announcing winner of the bumper car race twice.
  • Fixed players sometimes getting stuck on closing doors.
  • Added spawn locations for the collectable soul gargoyle in the normal world.
  • Increased sound distance for the flying sawblades so they can be heard from farther away.
  • Improved clipping in the underworld race area.
  • [Undocumented] Fixed MONOCULUS getting stuck.

October 9, 2020 Patch

  • Fixed Merasmus uttering round start voice lines randomly during mid round.
  • Fixed some misaligned textures.
  • Fixed a tree from hovering in underworld.
  • Fixed few models fading too late or too soon.
  • Fixed clock sometimes triggering underworld entrances during bumper kart race.
  • Fixed Merasmus from spawning if the race was already over.
  • Fixed push trigger in underworld being too low.
  • Improved clipping around the map.

Changelog

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

RC10 Changelog (7.10.2018)

  • Added more space between bumper cars at the starting area
  • Added Merasmus counting from five to one during round start
  • Added a teleport that takes people further back to track from the pit, if they drive down in a trap at the end slope upwards
  • Added Soul Gargoyle spawn position
  • Fixed one gravestone (ha, ha) model to be solid instead of non-solid
  • Fixed more visible texture alignments
  • Fixed a bug in underworld where players were able to see blank white, outside of the map
  • Adjusted lighting to be more bright in some areas of the BLU first base
  • Adjusted fade distances of some models
  • Improved clipping on few doorways sides
  • Nodrawed some more faces in the underworld area that illuded my eagle-eye before
  • Tried to exchange the bumper car hud with no success :-(

RC9 Chnagelog (5.10.2018)

  • Fixed bumpercars causing lagging on the next round, they now should init correctly with the minigame itself instead of trigger
  • Fixed payload cart not being totally directed forward, was off 0.5 degrees
  • Fixed a case where player was left alive when he should have died near the pond area outside fence, outside of the map
  • Fixed non-solid tombstone in underworld to solid
  • Fixed merasmus from spawning in underworld after either team had already won the game
  • Fixed players from hitting block in thin air after 1st point if they rocketed/stickyway'd towards the stairs up
  • Moved underworld later coffin/door exit for BLU little outside the building
  • Changed a railing to non-solid near B site
  • Slightly increased explosive pumpkin bomb spawn timer
  • Added missing soundscape file

RC8 Changelog (16.9.2018)

  • Fixed last remaining console error from model vphysics (finally found you!)
  • Fixed misaligned brush faces in the underworld
  • Fixed displacement texture errors in the underworld and upperworld areas
  • Fixed doorframe at the exit of BLU base tunnel being non-solid to solid
  • BLU base inner sliding base door now opens after setup has ended if no one has opened it yet
  • Changed one spell in underworld to common from rare
  • Changed some more models to be non solid outside of the playable area
  • Improved clipping on BLU 1st base and some other spots that needed it
  • Optimized underworld framerate, improving it up to 8% (my machine 200-210 -> 220-235

RC7 Changelog (2.9.2018)

  • Enhanced the loot area that you can get into from monoculus death point
  • Changed so that when you enter regular monoculus warp portal, you end up in loot area without special loot
  • Replaced tree from the middle of the yard near the big cauldron with a pile of crates and pumpkins
  • Repainted the small spell cauldron with a proper texture, no more cracks in it
  • Fixed a bug where player could get stuck while spawning
  • Fixed a spot sky high where players could stand on
  • Fixed few texture errors
  • Fixed some models fading out too soon
  • Fixed some models not being visible at all directx levels
  • Fixed a case where people would die once they use monoculus portal
  • Fixed players sometimes not dying into the deathpit by getting stuck at the drop
  • Fixed one of the underworld leading doors not to stick out of the wall
  • Fixed all but 1 console error, that still illudes me
  • Updated the mission texts to be more descriptive and scary
  • Updated and improved bot navigation data file
  • Optimized the map file size

RC6 Changelog (22.10.2017)

  • Added new area for monoculus death loot
  • Adjusted some props fade distances
  • Adjusted lighting in some areas
  • Improved visual look of underworld area
  • Improved clipping in certain areas
  • Slight improvements to the small cauldron texture
  • Fixed players seeing into emptyness(sic) in underworld area while dead as ghosts
  • Fixed few high areas where players could stand and stay
  • Fixed potion smoke in payload cart being a bit off from bottle
  • Removed skeletons that spawned after point capture
  • Changed BLU base inside door behaviour, now it stays open after opened once

RC5 Changelog (9.10.2017)

  • Fixed a clipping error that allowed players to get out of the map (Thanks Adenis!)
  • Fixed door frame showing through near last area
  • Fixed monoculus getting stuck sometimes behind the wall
  • Fixed monoculus getting stuck at the trees
  • Fixed players sometimes dropping off to their deaths by using monoculus portal
  • Fixed players dropping to death in purgatory when they had too much velocity
  • Moved 2nd spot where BLU team spawns from underworld
  • Added some spooky overlays

RC4 Changelog (1.10.2017)

  • Fixed a crashbug that was accidentally introduced in the previous patch

RC3 Changelog (1.10.2017)

  • Fixed issue with particle effects not loading properly

RC2 Changelog (1.10.2017)

  • Added railing next to hill between B and C points. Prevents players jumpin(sic) directly to platform from hill side
  • Incresed time on the clock, now underworld area opens less frequently
  • Lit up some more windows in the map
  • Added a blocker to prevent unwanted shortcut taking in the race in underworld
  • Added skeleton(s) to spawn after each cap
  • Added a bone cracking capture sound
  • Added effects for each capture event
  • Merasmus now appears earlier in underworld race - if you dont race and just clown around, you wont survive!
  • Fixed texture error on floor spot near last area
  • Fixed coffin teleporter being active for a second later even when the top was already closed
  • Fixed cart hitting ground at certaina(sic) areas, causing rumbly effect

RC1 Changelog (26.9.2017)

  • Added additional screen markers for bumper car beginning
  • Fixed clipping error on hill after 1st point
  • Fixed round ending when last player alive in underworld from a team died inside underworld
  • Fixed sawblades spinning the wrong way
  • Optimized map bit more

Bugs

  • Sometimes, the Final Point Bubbling Cauldron and the magic spell cauldrons are invisible.
  • If a player joins a round of Gravestone after the bumper car race starts, they spawn in the overworld and are able to move freely though it. During this, the player's HUD remains that of the HUD during the bumper car race.

Trivia

  • Above RED's last spawn behind some crates there is a sign that reads "MAP BY ICS". Reffering to ICS, one of the map's creators.

Gallery