Spineyard

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Spineyard
Pl spineyard.png
Basic Information
Map type: Payload
File name: pl_spineyard
Released: October 9, 2023 Patch
(Scream Fortress XV)
Developer(s): Matthew "Panckakebro" Hiller
Elián "iron" Rodríguez
Denis "xB33" Varchulik
Norman "Mikusch" Masanek
Map Info
Environment: City / Halloween
Setting: Nighttime
Hazards: Pitfalls, pumpkin bombs,
skeletons,
Payload cart explosion
Magic spells: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×16  •  Mediumhealth.png ×14  •  
Largehealth.png ×2
Ammoico.png Ammo Boxes: Smallammo.png ×5   •   Mediumammo.png ×16   •  
Largeammo.png ×7
TF2 crosshair.png Special: Gargoyle Ghost.png   •   Pumpkin.png
Map Photos
Loading screen photos.
Map overview
Spineyard overview.png
Map Stamp
Item icon Map Stamp - Spineyard.png
Supporters Leaderboard
Here, you’ll find not only grapes, but also graves! Push a cart full of explosives through a haunted landscape of creepy coffins, eerie effigies, and scariest of all, Italians!
Spineyard publicity blurb

Spineyard is a community-created Payload map that was added with the Scream Fortress XV update. It is set in an Italian coastal city with an ancient castle that holds both a winery and a missile base. It is a Halloween version of the custom map Vineyard.

At certain points during the round, as well as when a point is captured, a bell rings, signaling the appearance of the undead mafia: skeletons dressed in fancy suits and armed with Tommy guns who shoot at players on both teams and drop a magic spell each when defeated.

The setup timer is 1 minute and 20 seconds.

Spineyard was contributed to the Steam Workshop.

Locations

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

Checkpoint A – The City

  • First BLU Spawn: A building with three exits, two on the ground level near the cart and an elevated one behind the cart. A single resupply cabinet sits in-between the ground level exits.
  • Vino Dalla Vigna: A building right in front of BLU's spawn. Its roof can be easily accessed by a pair of stairs, one on each side.
  • Three Connected Buildings': Three buildings with connected interiors. The doorway behind Vino Dalla Vigna leads to a drop onto the middle building's interior. From here, an exit below the drop takes players just past checkpoint A; the exit on the opposite side leads to the Fountain.
  • Two-Storey Building: A building right next to BLU's initial spawn. The only ground level entrance is close to the cart's starting point, which is right in front of a flight of stairs. Two windows, one with and one without glass, offers a view of the Fountain, the Alley, and the first checkpoint. Turning back reveals another flight of stairs, though much shorter, that leads to a room with another window to the Fountain and a path back to the Vino Dalla Vigna's roof.
  • Fountain: A roundabout with a fountain in its center. The cart must go around the fountain before reaching the final ramp and curve leading to the first checkpoint.
  • Alley: A path that connects the Fountain to checkpoint A, passing by one of the doors of the Second BLU Spawn. The area close to the Fountain is in a lower level, while the part close to the point is an elevated ledge. Scouts can easily go up this ledge, but a green car and a trash bag serve as steps for other classes.
  • Second BLU Spawn: BLU's spawn once checkpoint A is captured. It has two exits, each with a resupply cabinet: one in the Alley and one in a corridor that takes players to the Hotel.
  • Checkpoint A: The area around the point offers a good number of cover options, though mostly for RED.

Checkpoint B – The Road

  • Castle Stairs: A flight of stairs that leads to a vantage point over the area just after the ramp the cart must go up once A is captured.
    • One-way Gate: Attached to the Castle Stairs is a building with a gate only openable from the direction of checkpoint A. It leads to checkpoint B's left flank as well as to the other side of the Tunnel, a small ledge overseeing the Lone Gravestone, an underground passage to the Lone Gravestone, and a drop just before checkpoint B.
  • Hotel: A white building that leads to a ledge overseeing the area after the ramp following A's capture.
    • Hotel Backyard: Behind the hotel is a small patch of ground connecting to the Second Alleyway.
  • Second Alleyway: A path that passes behind two buildings. The first area (going from checkpoints A to B) is lower than the main path; the second area offers access to a ramp that leads to a vantage point over the Lone Gravestone, the top of the Tunnel, and the Castle's One-Way Gate; and the third area is another vantage point over the Lone Gravestone.
  • Tunnel: An arch the cart must pass under, but dark enough to look like a tunnel. When the car passes by the exclamation mark sign on the wall, the Castle's One-Way Gate becomes accessible.
  • Lone Gravestone: An open area with a single gravestone in its lower part, right in front of the third BLU spawn. It offers a side route to point B.
  • Third BLU Spawn: A small room in the Lone Gravestone's area which becomes active once checkpoint B is captured. It has one resupply cabinet and one exit.
  • First RED Spawn: The backyard of a building with a large wine rack right next to checkpoint B.
  • Checkpoint B: Once checkpoint B has been captured, the cart must advance a bit before the Gate in front of it opens. There are side routes through the buildings on each side of the Gate.

Checkpoint C – The Restaurant

  • Second RED Spawn: An underground storage for wine barrels. It has one resupply cabinet and one exit. RED's spawn is moved here with the capture of checkpoint A.
  • Lone Coffin: The area right in front of the second RED spawn and just past the gate in front of checkpoint B, with a lone coffin standing against a wall. When the cart passes by the yellow and black striped signs on the floor, the building directly in front of the cart becomes accessible, granting access to a small platform with an overview of the area.
  • Steep Incline: A short wooden ramp the cart must go up, with yellow and black striped signs on both sides of the track. The cart rolls back if left unattended while going up.
  • Villa: Just before the Steep Incline is a long house that is connected to the fourth BLU spawn.
  • Fourth (Final) BLU Spawn: A white building right next to checkpoint C. It has two exits and a resupply cabinet. The exit with the "Exit" sign leads to the rest of the building, which includes a stair to a terrace and part of the remaining cart tracks; the other exit leads to a small room overseeing checkpoint C. BLU Begins spawning here once checkpoint C has been captured.

Checkpoint D – The Winery

  • Third RED Spawn: A room with floral wallpaper and two bookshelves. It has two exits and one resupply cabinet. RED's spawn is moved here following the capture of checkpoint B.
  • Wooden Catwalk: Once the cart has made a right turn after checkpoint C was captured, it proceeds underneath a wooden catwalk housing a pumpkin bomb.
  • Building Overpass: A corridor connecting two buildings that the cart must go under, accessible from the stairs right next to it. The building on the right, where the corridor drops players onto, offers an overview of the Second-to-last Yard. The other building also offers an overview of the Second-to-last Yard, as well as a series of flank routes to the Winery Yard.
  • Second-to-last Yard: The white signs with black arrows point to flank routes. The single-headed arrow points to a flank route that can take players either directly to the Pit or to a veranda overseeing the Winery Yard; the double-headed arrow points to that same route (going left) and to a different route (going right) that leads behind to the back of the Winery Yard.
  • Cliffside Flank On the left side of the Second-to-last Yard is a flank route following along a pitfall's edge. It leads to the Oasis.
  • Oasis: A small garden with an artificial pond. Located on the left side of the Winery Yard.
  • Winery Yard: The last area of the map, containing BLU's goal - the Pit.
  • The Pit: The hole in the ground where BLU must throw the cart into in order to win.
  • Fourth (final) RED Spawn: A big room with two floors, each with an exit and a resupply cabinet. The top floor leads to the catwalks above and around the Pit, and the lower floor leads behind and below the Pit. This spawn becomes active following the capture of checkpoint C.

Strategy

Main article: Community Spineyard strategy

Update history

October 9, 2023 Patch 1 (Scream Fortress XV)
  • Added Spineyard to the game.

October 13, 2023 Patch

  • Replaced some of the materials and models.
  • Fixed a missing material.
  • Significantly improved skeleton navigation.
  • Reduced the health of skeletons to 130 HP.
  • Increased the weapon spread of skeletons to reduce their long range damage.
  • Increased the number of pumpkin bomb spawns.
  • Improved sound effects.
  • Various detail fixes.
  • Fixed being able to build in the first Blue spawn.

October 19, 2023 Patch

  • Fixed an exploit that allowed players to get outside of the map.
  • Fixed missing cubemaps.

Changelog

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

RC1 Changelog (August 31, 2023)

  • Release Rc1:
    • Ready to play!

RC2 Changelog (September 3, 2023)

  • Release rc2:
  • Changed the NPC to use actual nextbot locomotion (added in yesterdays update)
  • Fixed skeletons shooting at invis players if they happened to get into the crosshair
  • Fixed muzzle flash and bullet tracer being completely mispositioned
  • Added mini waves of skeletons
  • Skeletons now do less damage
  • Misc map bug fixes

Bugs

  • If a player is killed by a skeleton they have damaged, the deathcam identifies the skeleton as "%killername%" and focuses on their feet.[1]
  • Skeletons have trouble navigating the map and can get "stuck" trying to walk against walls in order to reach an enemy.[2]
  • Half of the guardrail of the veranda overseeing the Pit is missing collision.[3]

Gallery

References