Terror
Terror | |
---|---|
![]() | |
Basic Information | |
Map type: | Payload |
File name: | pl_terror_event
|
Released: | October 5, 2021 Patch (Scream Fortress XIII) |
Variants: | Chilly |
Developer(s): | Tomi "ICS" Uurainen |
Map Info | |
Environment: | Halloween |
Setting: | Night |
Hazards: | Pumpkin bombs, Pitfalls, Stygian waters, Ghost, Skeletons |
Hazards (Underworld): | Health drain, Lava |
Magic spells: | Yes |
Bot support: | Yes |
Map Items | |
![]() |
![]() ![]() |
![]() |
![]() ![]() ![]() |
![]() |
![]() ![]() |
Map Photos | |
Map overview | |
Map Stamp | |
![]() | |
Supporters Leaderboard |
Terror is a community-created Payload map released during the Scream Fortress 2021 update. It is set in an area located somewhere between Carnival of Carnage and Gravestone where Gonzo, the brother of the Ancient Sumerian circus god Bonzo, inhabits. BLU team is tasked with pushing the Payload into the maw of Gonzo whereas RED is tasked with defending him. Like Brimstone, the track has a point where the Cart can take one of two alternate routes.[1]
Once the game has progressed enough, several coffins around the map open and reveal a shining bright light. Approaching the coffin takes the player to the Underworld, where several rare magic spells are located.
Terror was contributed to the Steam Workshop.
Contents
[hide]Locations
Checkpoint A
- Front Yard: Usually the first battlefield on the map, located right outside of the BLU spawn. It is a relatively open area containing rocks and boulders.
- Low-Hanging Roof: Adjacent to the BLU's spawn building is a section of the roof on which players can freely stand.
- RED Shed: A wide wooden building that separates the Front Yard from checkpoint A. Located within it is one of the possible paths for the cart.
- Alternate Paths: Slightly ahead of the RED Shed is a point from which the cart's tracks branch off into two distinct paths. The path that the cart ends up choosing is randomly chosen every round. The first path sees the cart entering the RED Shed from the left before exiting from the middle. The other path leads the cart to the RED Shed's right side where it passes underneath a wooden bridge before reaching checkpoint A. The two alternate paths converge on checkpoint A.
- Rocks: A group of large boulders that surround the first checkpoint.
Checkpoint B
- Crossing: A building reminiscent of a border crossing. It separates the Slope from the area of checkpoint A.
- Shortcut: Attached to the Crossing is a building located parallel to the Slope. It also serves as a flank route to the Cliffside Shed.
- Slope: Once the first checkpoint is captured, the Cart makes a turn to the left and starts descending down a gentle incline. The slope itself is located in between the Shortcut and the Old Geeser.
- Old Geeser: Located opposite the Shortcut is a tiny house that flanks around checkpoint B.
- Cliffside Shed: Found right next to the second checkpoint is a wooden shed hanging of a Cliff.
Checkpoint C
- Bridge: After capturing checkpoint B, the cart makes an u-turn and starts climbing up another slope, this time going in the opposite direction from the way it came. On its way it passes beneath a wooden bridge that connects the Old Geeser to the Manor.
- Manor: A large, luxurious mansion that connects the areas of checkpoint B and C. It also contains the first RED spawn.
- Tree: In one of the corners, located slightly before checkpoint C, stands a dead tree surrounded by a group of rocks.
Checkpoint D
- Casali Shafting: The entire Checkpoint D, as well as the area around it, is located inside the massive Casali Shafting complex. This structure can be accessed from 6 different entrances. The cart enters and exits the Casali Shafting through two chokepoints, but there are also two additional flank routes on both sides of the cart's main path. Two additional structures, namely the Flank House and BLU's third spawn, are also a part of the building.
- Flank House: On the side of the Casali Shafting that is facing toward the RED's final spawn is a another flank route, offering the fifth way to enter the large building.
Checkpoint E
- Overlooking Platform: Located next to the cart's tracks is a separate balcony accessible from the Casali Shafting.
- Outhouse: There is a small outhouse hanging by the Pit. It sometimes contains a couple of spells.
- Quick Exit: A section of RED final spawn that leads directly to the Outhouse.
- Pit: The giant hole in which BLU must throw the cart in order to win the round.
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 Terror to the game.
- Fixed RED players sometimes spawning into 2nd RED spawn instead of 1st one.
- Fixed a cosmetic issue with RED spawn door in the 2nd spawn area.
- Fixed players being able to see out of map.
- Added a 2 spots for collectable gargoyle to spawn in.
- Added missing nav for bots in the underworld.
- Fixed few exploits where players could get out of the map.
- Increased spawn time interval of normal spellbooks.
- Fixed visual issue during warmup period regarding track models floating in air.
- Adjusted Payload track select logic to fix rare issue with cart going off track.
- Improved clipping.
- [Undocumented] Fixed out of bounds exploits
- [Undocumented] Improved clipping
Changelog
RC9 Changelog (24.5.2021)
- Underworld overhaul, now more visually pleasing and rich
- Added kill trigger to underworld so players wont try to stay there forever
- Added some minor details to the map
- Door in front of RED 1st base is now closed, opens when CP1 is capped
- Improved visual look on some areas
- Fixed remaining RED players inside respawns not being teleported to new one when spanws(sic) change
- Fixed RED 2nd base not locking when they move off to 3rd base
- Fixed cart riding players getting stuck in bridge between CP2 and CP3
- Fixed some more too soon fading props
- Fixed some hovering windows
- Fixed some models being non*solid
- Fixed odd shadows on some overlays
- Fixed misaligned displacements
- Improved clipping around the map
- Optimized the map regarding resource/asset usage and filesize
- Updated nav file to match changes within the map
RC8 Changelog (29.1.2021)
- Improved BLU 1st base visual look inside
- Improved BLU 2nd base visual look and structure indoors
- Improved RED 1st base inside and outside area visual looks and structure indoors
- Improved RED 2nd base visual look
- Improved RED last base visual look
- Overall gameplay changes tweaking movement and clipping in certain areas
- Lowered sideroute from higher to lower between CP1 and CP2
- Fixed BLU last base door block opening before CP4 was capped
- Fixed several too soon fading props
- Fixed merasmus zap coming from last area instead of first one in first of the round
- Optimized the map more, average fps increase 10*15% and even more in certain areas
- Updated nav file to be inline with the changes
- Several changes and improvements that i dont remember to list.
RC7 Changelog (4.10.2020)
- Added missing navigation file for bots
RC6 Changelog (4.10.2020)
- Added somehow missing resupply cabinets to the last RED base
- Added some additional details some areas of the map
- Fixed some textures being misaligned
- Fixed some clipping issues
- Some undocumented changes I dont remember
RC5 Changelog (2.10.2020)
- Heightened passage on last area towards right side passage seen from RED base
- Widened some doorways to be more wide
- Fixed many out of the map and clip exploits (Thanks Boonie!)
- Clipped underworld so players wont get places they shouldnt be
- Displaced part of the ground more
- Fixed one case of health / ammo not being marked
- Repositioned some of the exploding pumpkins
- Updated bots navigation file
RC4 Changelog (28.9.2020)
- Rotated last BLU base spawn direction a bit
- Made a way under slope near BLU base, you can now jump up from under it.
- Made underworld hurt the player a bit less
- Made some part of the map more lit
- Fixed some parts of the map creating unneeded visleafs
- Fixed some health/ammoboxes not having visible patch stain under them
- Fixed missing target on RED 1st spawn teleport change for idle players
- Fixed black corner in RED last base area
- Fixed 3 non solid models from last RED base
- Fixed hovering lamps near BLU 2nd base
- Fixed hay growing through building floor outside of playable area
- Fixed many props fading out of sight too soon
- Fixed ground showing in air when looked through window back of BLU 1st base
- Fixed a spot where bots would get stuck
- Really added the loading screen images this time
RC3 Changelog (27.9.2020)
- Improved visual detailing of last RED and BLU bases and RED first base
- Improved visual detailing all around the map for so many places
- Widened some doorways between C and D points and elsewhere of the map
- Fixed RED 2nd spawn not changing earlier than it should have (changed upon cp3, not cp2)
- Fixed bug after C cap where wood was coming through the wall and blocking player.
- Fixed railing being non solid near D
- Fixed many textures from being misaligned
- Lots of slight fixes and improvements all over the map
- Adjusted respawn times slightly
- Repositioned some of the exploding pumpkins
- Added loading screen images
- Added map description file
- Added improved navigation for bots and i will tune this up later to the max
RC2 Changelog (26.9.2020)
- Added more details to make map look more visually appealing
- Added markings under ammo / healthbox places (half of the map, other half in the works)
- Streamlined more the indoor area between BLU starting area and cap point A
- Streamlined more the indoor area near RED 1st base
- Fixed odd shadows on some tracks of the paylaod(sic) cart
- Fixed model draw distances, some fading too soon or late
- Fixed lots of misaligned textures
- Fixed transparent rooftop near last area
- Fixed case where players would get stuck after teleporting to certain spot
- Fixed wrong colored leaves
- Fixed bad lightinn(sic) on some models
- Fixed displacement crack in last BLU base
- Fixed many props being non*solid
- Repositioned some of the exploding pumpkins
- Tuned down merasmus magic time a bit, now magic happens less often
- Clipped all stairs and such that you could bump into
- Added proper clipping indoors (still partly ongoing)
- Continued detailing of some areas (still ongoing)
- Continued lighting pass (still ongoing)
RC1 Changelog (26.9.2020)
- Visual detailing of some areas
- Proper clipping of whole indoor areas
- Model draw distance tuning on outside areas
- Lighting pass * making some of the more dark spots more lit
- Optimization pass, adding additional hint/skips and some more areaportals
- Navigation for bots
Bugs
- The cart can occasionally derail itself when rolling backwards.
- During pre-game in Casual Mode, both the tracks may appear at the same time. This can lead to issues such as the ground under elevated parts of the rail failing to spawn and allowing players to walk through them.[2]
Trivia
- This map is named after the HMS Terror, a ship lost alongside the HMS Erebus in the Franklin Expedition.[3]
- Near the first point there is an out of bounds sign that reads "MAP BY ICS", referring to ICS, the map's creator.
Gallery
References
|
|