Hassle Castle
Hassle Castle | |
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Basic Information | |
Map type: | Payload |
File name: | pl_hasslecastle
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Released: | October 1, 2020 Patch (Scream Fortress XII) |
Variants: | Upward |
Developer(s): | Smiley The Smile |
Map Info | |
Environment: | Halloween |
Setting: | Night |
Hazards: | Skeletons, Pitfalls |
Magic spells: | Yes |
Bot support: | Yes |
Map Items | |
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Map Photos | |
Map overview | |
Map Stamp | |
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Supporters Leaderboard |
“ | RED found out about Frankenstein's shenanigans and had a brilliant idea to resurrect Redmond Mann and get their jobs back. ...Little did they know, that the BLU team found out about this whole thing too, albeit a few days later, and had exactly the same idea. ...Will they bring their leader back to life, or will RED prevent them from doing that?
You decide! — Hassle Castle publicity blurb
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” |
Hassle Castle is a community-created Payload map included with the Scream Fortress 2020 update. It takes place in and around Frankenstein's castle, located at the top of a mountain. BLU must push the cart carrying a corpse into the tower with a lightning rod, at which point the corpse is raised into the sky and struck by lightning.
The setup timer is 1 minute and 10 seconds.
Hassle Castle was contributed to the Steam Workshop.
Contents
Magic Spells
While this map has no Rare magic spells, it does have many regular magic spell pickup locations that respawn every 10 seconds, and even more that spawn with skeletons, making this map a spell-slinging spectacle. Three of these are located within the first BLU spawn.
Skeletons
Groups of skeletons spawn at every point capture. Additional groups of skeletons spawn as the cart passes two other locations; the coffin under the tracks in the Mine and the end of the Wooden Bridge.
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.
The following locations are described from the BLU perspective.
Checkpoint A
- First BLU Spawn: A large spawn with three exits. The left exit begins to lead to the Slope, the middle exit leads to Cart Start, and the right exit takes the form of a narrow corridor under the Roof.
- Cart Start: The cart starts in front of BLU Spawn's middle exit. To reach the first checkpoint, the cart needs to go through a gap in between the two Slopes and pass a small house.
- Roof: The BLU's right spawn exit is actually a long building extending deep into the map. Both teams can stand on the roof of this building, giving players an overview of the entire area before the two Slopes.
- Behind Roof: There is a barren and desolate area to the right of the Roof, bordering the edge of the pitfall.
- Slopes: The area leading to checkpoint A is split in two by the two Slopes; two gentle inclines spanning from BLU's left spawn exit and extending all the way to the area behind the Roof. Located behind the two Slopes is the House as well as the first checkpoint itself. The left most Slope leads to the Cliff, while the right one takes players to a flank around the House. There is a small gap in between the two Slopes, which is meant for the cart to pass through on its way to B.
- House: Just behind the Slopes is small, two-story house right next to checkpoint A. It contains a medium health pack as well as a large ammo pack behind it.
- Cliff: Opposite the House, across the tracks, is a small cliff hugging the side of a stone wall.
Checkpoint B
- Hill: Separating checkpoints A and B is a long hill which stretches inbetween them.
- Tunnel: The cart itself does not go atop the Hill, instead it travels through a tunnel located under it. Both the entrance and the exit of the Tunnel are located near checkpoints A and B respectively.
- Second BLU Spawn: A small single spawn room with one exit. It is located halfway in the Tunnel, and is unlocked when BLU captures checkpoint B.
- Cliffside: One part of the Tunnel branches out from the tracks and "breaks out" to the side of the Hill that borders a large pitfall. From here, a narrow Cliff slithers its way alongside the lethal fall until it reaches the B Hut.
- Giant Tree: Atop of the Hill is a large deciduous tree that splits the Hill into two.
- B Hut: There is a small wooden hut that sits right across the Tunnel exit and is positioned side-by-side with checkpoint B.
- Platform: Exiting RED's first spawn building leads to the Platform, a wooden slab located behind the second checkpoint.
- Apartments: Located above and to the side of the Platform is a small room with windows with an overview of checkpoint B.
- First RED Spawn and Third BLU Spawn: The building behind the Platform serves as the first RED spawn until the capture of checkpoint B. Once checkpoint C is captured, it becomes BLU's third spawn.
Checkpoint C
- Piano room: Located below the first/third spawn area is a room containing a piano and some paintings.
- Spiraling Bridge: A wooden bit of scaffolding that spirals up directly to the third checkpoint.
- Under Bridge: A concealed walkway located under the Spiraling Bridge that leads to the C Hut.
- C Hut: A small hut to the right of the checkpoint. It contains a medium ammo pack inside it at the bottom of the stairs.
- Balcony: Located opposite the C Hut, or on the left side of checkpoint C, is an elevated Ledge that leads to the Stairwell and the Shortcut.
- Shortcut: The Shortcut allows RED players to directly access the third checkpoint without needing to take the long route through the Valley. It is located on the Defender's Terrace. Once checkpoint C is captured, the Shortcut is sealed off with a shutter door and becomes permanently locked until the end of the match.
Checkpoint D
- Valley: After the Spiraling Bridge is a large open space through which the cart must be pushed. It leads to the Final Area and connects to the Stairwell.
- Castle: The last checkpoint of the map is located within a huge stone castle with a Pit in its middle. On one side of the Castle's interior is the final RED spawn, while on the other is the Tiles Building. The Castle can be accessed through the main chokepoint (the one through which the cart passes) or through the paths from the Stairwell.
- Pit: A large hole right in the center of the Castle.
- Ringed Tower: Rising from the Pit's middle is a tall circular structure with a balcony. BLU must push the cart into the said structure in order to win.
- Tiles Building: A set of buildings sitting opposite the RED spawn on the other side of the Ringed Tower.
- Stairwell: Located in the same building that houses the Balcony and the Shortcut. One part of the Stairwell descends down, taking players to a hidden area below the cart's tracks as wells as to a room with a large health pickup, while the other leads to the Tiles Building.
- Defender's Terrace: An elevated balcony which is apart of the final RED spawn. It provides an overview of the entire Castle interior.
- Second RED Spawn: The final RED spawn has three exits. Two that lead to the Pit and one that leads to the Defender's Terrace.
Helpful overview
1.Roof 2.Behind Roof 3.Slope 4.Slope 5.House 6.Cliff 7.Hill 8.Rocks 9.Flanking cliff 10.B hut 11.Apartments 12.Platform 13.Balcony 14.Spiraling bridge 15.Under bridge 16.C hut 17.Valley 18.Tiles Building
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/RED third spawn
Yellow circle: First checkpoint White circle: Second checkpoint Dark red circle: Third checkpoint Green circle: Final checkpoint and the Pit
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 Hassle Castle to the game.
- Added occluders to improve optimization.
- Added a spell book near the first RED spawn and the first BLU spawn.
- Brightened up some areas.
- Fixed some texture misalignments.
- Reduced the saturation of purple spell book patches.
- Changed the ending when BLU wins.
- Fixed the arrow signs not changing near the first RED spawn.
- Fixed an out-of-bounds exploit near the first point.
- Fixed an out-of-bounds exploit in the second BLU spawn.
- Fixed an out-of-bounds exploit near the cliff at the second-to-last point.
- Changed the doors in the second BLU and the first RED spawn rooms to standard ones.
- Fixed a displacement error near the entrance to the last point.
- Moved the resupply cabinet from the second BLU spawn out of the wall.
- Updated the "Kill with a pumpkin bomb" bonus objective to be "Win a round."
- Fixed some texture errors.
- Brightened up the map.
- General improvements.
- Fixed BLU players spawning in the wrong spawn room.
- Fixed Engineers building Teleporters the first BLU spawn room.
- General improvements.
- Fixed more out-of-bounds exploits.
- Improved clipping.
- General improvements.
- Fixed invisible playerclip blocking part of the left exit door in RED's spawn room for the final cap.
- Fixed exploit that allowed buildings to be built in an area that is later shut off from both teams.
Changelog
RC1 Changelog (November 1, 2017)
- Fixed a few issues I forgot to fix before the release
- Skeletons can now move
- Added custom mission briefing and photos
- Added ghost lightning
- Improved Hell
- Accidentally screwed up the lighting in Hell
- Removed the Giant Dancing Skeleton
RC2 Changelog (November 4, 2017)
- Removed the tree on the second point
- Made the enviromental lighting a little brighter
- Spookified the Frankenstein Crypt
- Added a Sneaky Dancing Skeleton (Can you find him?)
- Changed the layout of the last a bit
- Improved the clipping
- Overall fies(sic)/improvements
Bugs
- Players are able to get on top of the tree on Slope, where they can walk and build.
- Players standing on top of the cart are ignored by skeletons.
Trivia
- Scattered across the map in several places are signs with green sigils written in alchemical symbols that reads "frankenstein crypt" when deciphered.
Gallery
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