Farmageddon

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Farmageddon
Pd farmageddon.png
Basic Information
Map type: Player Destruction
File name: pd_farmageddon
Released: October 5, 2021 Patch
(Scream Fortress XIII)
Developer(s): Matthew "MegapiemanPHD" Simmons
Patrick "Zeus" Hennessy
Alex "FGD5" Stewart
Benjamin "blaholtzen" Blåholtz
Al "Square" Rodgers
Tim "SediSocks" Brown Lees
Juniper
Aeon "Void" Bollig
Seb "Tianes" Necula
Liran "Ducksink" Ohana
Map Info
Environment: Farmland
Setting: Night
Hazards: Skeletons, Combine harvester,
Crushing, Pumpkin bombs
Hazards (Underworld): Acid
Map Items
Healthico.png Health Kits: Healthbar.png ×1  •  Healthpie.png ×4
Ammoico.png Ammo Boxes: Mediumammo.png ×4   •  
Largeammo.png ×1
TF2 crosshair.png Special: Gargoyle Ghost.png   •   Pumpkin.png
Map Photos
Loading screen photos.
Map overview
Farmageddon overview.png
Map Stamp
Item icon Map Stamp - Farmageddon.png
Supporters Leaderboard
Badlands' Biggest Pumpkin has come to life and is going on a rampage. Both Blu and Red have been hired to deal with it, and you know they aren't going to work together.
Farmageddon publicity blurb

Farmageddon is a community-created Player Destruction map that was added with the Scream Fortress XIII update. It takes place on a large farm after a record-breaking pumpkin named Gourdon[1] has mutated into a monster.

The mercenaries have been tasked with collecting Weed Killer in order to stop the pumpkin’s reign of havoc. During the match, the pumpkin lies dormant, but periodically waking up for the players to go inside of it to deposit Weed Killer pickups. Players entering are transported inside the pumpkin and have to navigate to its beating heart to deposit the Weed Killer and escape back to the main match. During the times where the pumpkin is awake, scarecrows, who are reskinned Skeletons, spawn and attack anyone close enough, dropping large Weed Killers on death.

This map features its own announcer, the Farmer, who hired RED and BLU to destroy the mutated pumpkin.

Farmageddon was contributed to the Steam Workshop.

Locations

  • Grain Shed: The barrier building between Spawn and the Machine Shed.
  • Road: Flanking around the Grain Shed is a dirt road. Several medium health and ammo packs are found here, in addition to pumpkin bombs.
    • Hayrack Ride: Elevated platform on the outer bend of the Road.
  • Machine Shed: This is the largest building on the map, encompassing the entire central section of Farmageddon and containing the monster pumpkin that players fight around.
    • Combine: There is a deadly combine on one side of Machine Shed. Acting as an environmental death, it swiftly shreds anyone who dares to get too close.
    • Machine Room: Opposite the Combine, a small wooden ledge with humming machines can be found. It offers good high ground advantage and leads up to the pumpkin's top.
  • Inside the Pumpkin: An area only accessible for short periods of time when the pumpkin opens its mouth. When the pumpkin closes, players begin to take damage and the area fills with acid that quickly depletes the player's health.
    • Heart of the Pumpkin: At the center of the pumpkin lies its heart. This also acts as the deposit zone and contains a portal that brings players back to the outside.

Pumpkin lines

Morice is voiced by blaholtzen , imitating Nolan North's voice for the "Pumpkin Bomb".

Pumpkin.png  Being approached

Soul Gargoyle Locations

Soul Gargoyle locations in Farmageddon

Strategy

Main article: Community Farmageddon strategy

Update history

October 5, 2021 Patch (Scream Fortress XIII)
  • Added Farmageddon to the game.

October 8, 2021 Patch

  • Optimizations.
  • Fixed asymmetrical doorways.
  • Fixed players being pushed into the ground instead of killed when Gourdon's mouth closes.

October 22, 2021 Patch

  • Minor lighting changes to brighten up a few spots.
  • Updated .nav mesh to fix scarecrows not chasing players.
  • Minor detail changes.
  • Updated announcer lines so they are easier to hear.
  • Removed general damage in the capture area while the point is unlocked.

October 28, 2021 Patch

  • Underworld hurt trigger now works as last update explained.
  • Fixed visable(sic) nodraw entity.

November 15, 2021 Patch

  • Updated scarecrow logic to make damaging them more consistent.
  • Fixed incorrect farmer line playing sometimes when the cap opens.
  • Added func_respawnflag back to the acid area in cap zone that mysteriously vanished.
  • Fixed some floating props and beams.
  • Added team specific teleporter destinations for teleporting players out of the cap zone when a round is over. This should stop players getting stuck in each other.
  • Cap point open sprite should no longer appear at the start of a round if the cap opened during "waiting for players".
  • Blocked off sentry spot under the ramps at mid because it was too advantageous.

October 20, 2022 Patch

  • Lighting changes.
  • Minor detail changes.
  • Reworked scarecrow logic to make use of the setmodel and ondeath commands.
  • Set scarecrow health to 500.
  • Updated menu text.

November 4, 2022 Patch

  • Updated pd_farmageddon to fix one of the point lines that said closing instead of opening.

October 9, 2023 Patch #1 (Scream Fortress 2023)

  • Updated pd_farmageddon to fix blood particles for the scarecrows.

October 13, 2023 Patch

  • Updated .res file to work with custom huds (Thanks Aar).

October 30, 2023 Patch

  • Fixed instances where players can get stuck when leaving the cap zone (Thanks Lo-fi).
  • Added custom announcer lines for gargoyle spawn.

November 4, 2024 Patch

  • Revoked scarecrow gym membership which lowered their health from 500 to 350.

Changelog

This is the changelog of the map before it was added to the game.
Changelog:
Changelog #1 (June 8, 2020)
  • fixed some messed up logic
  • redesigned underworld/capture zone area

Changelog #2 (June 24, 2020)

  • attempted to make the map less scattered and more streamlined
  • changed capture point gimmick from a teleporter to a pit players fall into to access the capture zone
  • moved around a lot of cover and paths to make routes better fighting areas
  • moved side spawn door to help point players in the right direction when leaving spawn
  • moved "underworld" exit teleporters to help direct players back to mid
  • moved around spawns in spawn rooms to help players see exit options better
  • decreased damage done in "underworld" capture zone area
  • added collision mesh to stalactite props
  • other stuff

Changelog #3 (June 27, 2020)

  • added a cover building by cliffs between pit and transition building
  • lowered setup time to 4 seconds to match watergates time and stop medics from getting full ubercharge during it
  • attempted to make it more obvious when the pit is closing both visually, audioly, and with on screen text
  • refined collision mesh for stalactites (thanks Zeus!)
  • lowered one of the fences by spawn to make it less likely for players to get caught up on after exiting the "underworld" area
  • clipping edits
  • other things probably

Changelog #4 (July 2, 2020)

  • made the area around the crane less flat, open, and empty
  • changed the bridges to the mid barn to partially be full walls that block sightlines and add more height variety
  • added back path around the back of the upper wall at mid so players can get from one side to the other easily
  • spread out "underworld" spawn areas to try and stop spawn camping there
  • lighting changes to make play areas less dark
  • possibly other things I've forgotten

Changelog #5 (July 6, 2020)

  • lighting changes to try and make it better
  • lots of route changes to try and improve flow
  • added some stairs by the barn to help safely navigate the height variety there
  • adjusted some rocks used for cover
  • pushed fence behind crane closer to it to close off the awkward upper area back there
  • removed short fence in spawn rooms
  • some optimization

Changelog #6 (July 14, 2020)

  • lots of changes to mid to try and make paths feel less cramped
  • opened up transition building between spawn and mid to try and make it less cramped
  • lighting improvements
  • removed place holder crane brushes and replaced them with a combine harvester prop
  • lowered height around mid to make it's advantage less extreme
  • displacement cleanups

Changelog #7 (July 20, 2020)

  • redesigned mid and the areas around it

Changelog #8 (July 24, 2020)

  • remade underworld
  • other stuff

Changelog #9 (July 28, 2020)

  • fully remade the whole map from scratch

Changelog #10 (August 1, 2020)

  • flipped spawn rooms to direct players to the lower side of the map.
  • adjusted routes to capitalize on those changes
  • cut water raising speed in half in underworld
  • made high lofts in mid barn more spacious and changed the outside path near it to be a staircase inside path
  • fixed incorrect doors in blue spawn
  • removed purgatory and replaced it with a fake version to have control over the bell sound that plays when players leave
  • lowered damage done in underworld to let players cap without as much risk of dying

Changelog #11 (August 6, 2020)

  • widened doorways
  • blocked sightlines
  • removed walls

Changelog #12 (August 7, 2020)

  • skelemans
  • other things

Changelog #13 (August 8, 2020)

  • lessened skelemans and changed their spawn locations
  • lowered water level in underworld and slowed it's speed when rising
  • added some sound effects for the underworld cap zone portal opening, being open, and closing
  • shrunk cap zone in underworld
  • set cap zone in underworld to block captures when both teams are on it at the same time
  • added a few spells, may remove later
  • clipping fixes
  • played around with custom soundscapes for the why nots

Changelog #14 (August 11, 2020)

  • removed spells
  • tried to make underworld geometry more interesting
  • changed some layout bits between transitional building and mid
  • moved around skelemans spawn areas
  • changed geometry by underworld entrance teleporters to make it more difficult for a class like the pyro to get to players as they appear there
  • fixed players getting stuck in underworld exit teleport door
  • made the teleport to the underworld area more obvious with visual cues
  • probably some other stuff I don't remember.*

Changelog #15 (August 13, 2020)

  • skelemans now drop points on death
  • skelemans no longer split into smaller ones on death
  • the harvester will kill you now, so look out
  • changed text from the tf version to the hl2 version so it shows up with minimal hud settings
  • upped cap time from .8 sec to 1.1 sec for how long it takes to cap points
  • other stuff

Changelog #16 (August 14, 2020)

  • removed klaxon sound while cap teleport is open
  • changed up higher geometry at mid
  • changed up left side of the map between spawn and mid
  • water no longer kills you flat out, but does damage over time instead. This should help players who don't notice it's rising not die to something they don't understand
  • fixed combine spindle stop spinning
  • other stuff probably that I've forgotten

Changelog #17 (August 24, 2020)

  • art passed the overworld
  • did not art pass the underworld cap zone
  • clipping fixes and changes
  • optimization attempts
  • skybox brush adjustments

Changelog #16 (September 4, 2020)

  • detailing
  • replaced some major placeholder assets
  • clipping
  • moved around skeleman/scarecrow spawn locations
  • edited nav mesh
  • added custom hud icons

Changelog #16a (September 4, 2020) -uploaded correct b2 file

Changelog #17 (September 16, 2020)

  • detailing
  • optimization
  • pumpkin monster model has been cut back (lost the stem)
  • scarecrow models stand out from the background more
  • added custom announcer
  • changed morice's lines and voice
  • added 3d skybox
  • added respawnroom visualizers to underworld as a way to try and stop camping the enterance
  • removed unintended custom textures
  • haybales are now less phallic
  • other things

Changelog #18 (September 22, 2020)

  • detailing
  • optimization
  • clipping fixes
  • underworld is now fully detailed (done by void)
  • lighting changes
  • other stuff probably

Changelog #19 (September 18, 2021)

  • optimization pass
  • lighting pass
  • detail changes
  • implemented finale event
  • implemented wip monster pumpkin animations
  • replaced ducks with weed killer jugs
  • possibly some other things-if someone says the lighting is too dark now I will look for you, I will find you, and I will eat your lunch

Changelog #20 (September 18, 2021)

  • fixed missing pickup texture
  • some lighting adjustments
  • very minor detail changes

Changelog #21 (September 18, 2021)

  • fixed scarecrows dropping money
  • updated some prop fade distances

Changelog #21a (September 18, 2021)

  • Fixed being able to teleport to the underworld while the pumpkin explodes if that happens while the underworld is open

Changelog #22 (September 24, 2021)

  • optimization changes
  • minor lighting changes to hide ghost lights better
  • fixed spots where things like the wrap assassin bauble would autobreak when used
  • added nobuild under combine spindle (no troll teleports for you, you know who you are)
  • fixed players being able to stand on things they shouldn't be able to stand on
  • probably some other stuff too

Changelog #23 (October 7, 2021)

  • updated to match release version

Trivia

  • The map's name is a portmanteau of the words "Farm" and "Armageddon", the latter of which is a term generally used for end of the world scenarios.
  • The big pumpkin's name, Gourdon, is a portmanteau of gourd and the name Gordon.
  • The painting of a boy holding corn in the RED team's spawn is a reference to the painting Boy with Apple from the film The Grand Budapest Hotel, as well as the 1984 film Children of the Corn and the 1995 film Village of the Damned.[2]
  • The voice line "Ey, I'm pumpkin here!" is a reference to Dustin Hoffman's line "I'm walkin' here! from the movie Midnight Cowboy.[3]

Gallery

References

  1. October 8, 2021 Patch notes
  2. Creator confirming the painting reference.
  3. Creator confirming the voice line reference.