Spookeyridge

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Spookeyridge
Cp spookeyridge.png
Basic Information
Map type: Attack/Defend
File name: cp_spookeyridge
Released: October 5, 2022 Patch
(Scream Fortress XIV)
Developer(s): Harlen "UEAKCrash" Linke
Joshua "HeyYou" Harris
Seth "xzzy" Graham
PearForceOne
FissionMetroid101
Al "Square" Rodgers
Liam "Diva Dan" Moffitt
Map Info
Environment: Halloween
Setting: Nighttime, overcast
Hazards: Pumpkin Bombs, Skeletons, Pitfalls, Iron maidens, Hex Explosion
Hazards (Underworld): Health Drain
Map Items
Healthico.png Health Kits: Smallhealth.png ×11  •  Mediumhealth.png ×15  •  
Largehealth.png ×2
Ammoico.png Ammo Boxes: Smallammo.png ×3   •   Mediumammo.png ×16   •  
Largeammo.png ×5
TF2 crosshair.png Special: Pumpkin.png
Map Photos
Loading screen photos.
Map overview
Spookeyridge overview.png
Map Stamp
Item icon Map Stamp - Spookeyridge.png
Supporters Leaderboard
Drop a big brutal spike on the bombinomicon and blow that smug grin off his face!
Spookeyridge publicity blurb

Spookeyridge is a community-created Attack/Defend Control Point map added in the Scream Fortress 2022 update. Players are tasked with killing the Bombinomicon by impaling it with a big spike. It is a Halloween version of the custom map Stoneyridge.

The setup timer is 1 minute 15 seconds.

Spookeyridge was contributed to the Steam Workshop.

Locations

Point A

  • Spawn Yard: The area outside of BLU team's first spawn room. There is a small shed in the center, and buildings to the left and right leading to the central hall, with a lower path that leads to the cliffside.
  • Central Hall: The main route to the control point, with exits to the Point A and side area.
  • Cliffside: A small path by a cliff that leads to the railway under the Point, with a doorway into the side area on the right.
  • Side Flank: A room that acts as an alternate route to the control point, with a dropdown to the lower railway and a small platform overlooking a distant tunnel.
  • Railway: The area around Point A is cut into two by a double rail that is laid out from left to right. Two wooden bridges pass over the rail, bridging the two sides. Found at the bottom of the rail is a large health pack.
  • Point A: The main area of the first control point. Two balconies sit on either side, overlooking the open area. BLU's second spawn can be found just across from the Point.
  • Second BLU Spawn: Found in this area is also the second BLU spawn, positioned in one of the corners. BLU begins spawning here after Point A is captured.

Point B

  • Split Path: Just behind the first point is a large garage shutter leading to a split pathway with two separate paths to control point B, one to the left and another to the right.
  • Left Room: A room at the end of the left side of the Split Path. There is an exit to the control point area on the lower floor and a stairway to the Attic just beside it.
  • Attic: A small attic that can act as a flank. There is an open balcony with a sightline to the Point on the right, and a long hallway with a dropdown to the rocket room and another balcony sightline at the end on the left.
  • Rocket Room: A rocket command center behind the Point that can be used to access it from the back. This room can be used to access RED team's spawn via the high ground and vice versa.
  • Point B: The expansive open area encompassing the second control point. The Point itself is on a raised platform, hanging above a large pit. Found on the point is the Bombinomicon itself.
  • Ominous Tower: Constructed right above the final point is a tall make-shift tower, which features a stone spike at its top, hanging right above the point. A red-tinted aura emanates from the spike, which is pointed downwards, ready to fall down onto the point and impale the Bombinomicon.
  • RED Spawn: RED team's spawn is located to the right of the final control point, in a run-down mansion with two exits.

Underworld

The Underworld is a desolate, twisted version of the normal map, featuring a dark and gloomy atmosphere which is accessible via the many shimmering portals scattered around different locations. The Underworld acts as a form of transport, allowing players to enter and exit freely at any time during a round, at the cost of health being drained rapidly while inside. Health will be restored upon exiting the Underworld to slightly more than what the player entered with.

Each Underworld section is isolated to the specific control points that their portals surround. Point A's Underworld consists of the main control point area, the side route, and the cliffside, and Point B's Underworld consists of the entire outer yard that surrounds the control point. There are also smaller, more confined Underworld sections inside of the BLU team's first spawn, as well as inside the Central Hall just before Point A.

Strategy

Main article: Community Spookeyridge strategy

Control Point timing

Control Point Multiplier Seconds
Control Point A ×1
28 .000
×2
18 .667
×3
15 .273
×4
13 .440
Control Point B ×1
14 .000
×2
9 .333
×3
7 .636
×4
6 .720


Update history

October 5, 2022 Patch (Scream Fortress XIV)
  • Added Spookeyridge to the game.

October 18, 2022 Patch

  • Added significant health and ammo packs to underworld.
  • Reduced damage dealt over time in underworld.
  • Updated portal particles to stand out more in overworld (Thanks FissionMetroid!)
  • Added small healthpack to upper drop down area next to last.
  • Adjusted ammo pack sizes around map.
  • Slightly tweaked pumpkin bomb and coffin placement.
  • Fixed a few areas you could get stuck in.
  • Expanded area around coffins that won't allow Teleporters.
  • Fixed some minor clipping/collision issues.
  • Adjusted some prop fades.

October 20, 2022 Patch

  • Updated cp_spookeyridge to fix missing tool brushes.

Changelog

This is the changelog of the map before it was added to the game.
Changelog:
Changelog (September 22, 2017)

Removed snow Refined coffin timing Adjusted teleporter locations Further spooks Other stuff I forget

Changelog (October 3, 2017) Oh god I did so much More artpassing New particles New props Adjusted timings of captures/ spawns for balancing Moved portals around for balance Fixed lots of exploits Fixed finale crash bug Broke other things

Changelog (October 14, 2017) Nav mesh should now work on the workshop version! (any server owners want to test for me?) Optimization pass, blocked a bunch of windows that weren't necessary Balance tweaks Lighting tweaks all over Implemented some new models New model + animation holding the bombinomicon on last New particles on the spike, which change when the final point is contested New particles on the portal entrances, each showing the location you will travel to in them New finale Coffins now shut much faster, lining up with the rest of the sequence Adjusted pumpkin bomb placement Skull has been mohawk'd. New spooky signs from Diva Dan Eastereggs.

Changelog (October 15, 2017)

Oops I forgot to iterate the version on here. :

Bugs

  • Inside the BLU spawn underworld area there is a room with props inside that do not have any collision.

Trivia

  • The Underworld mechanic in this map was inspired by the "Upside Down" from the TV series Stranger Things.[1]
  • In the attic of an out-of-bounds building is a miniature model of a train that is typical across many maps.
  • There is a cutout of a cow on the right side of the Split Path, as well as another train model.
  • In the underworld, the various company posters and prints have been replaced by a more "spooky" variant.
  • A poster is dedicated to a fictional company named after the map's lead developers, Harlen "UEAKCrash" Linke.
    • Found in the map's files is also a promo poster for said developer's real life metal band.

Gallery

Map hazards
Spookified posters

References