Difference between revisions of "Hellstone"
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{{Map infobox | {{Map infobox | ||
− | | game-type = Payload | + | | map-status = community |
− | | file-name = pl_millstone_event | + | | map-game-type = Payload |
− | | map-image = Pl_millstone_event. | + | | map-file-name = pl_millstone_event |
− | | | + | | map-image = Pl_millstone_event.png |
− | | | + | | map-released = {{Patch name|10|28|2015}} |
− | | | + | | map-released-major = Scream Fortress 2015 |
− | | map-environment = Halloween | + | | map-environment = Halloween |
− | | map-setting = Nighttime, overcast | + | | map-setting = Nighttime, overcast |
− | | map-hazards = [[Environmental death#Pitfalls|Pitfall]], [[Pumpkin bomb]]s, [[Ghost]],<br | + | | map-stamp-link = https://steamcommunity.com/stats/TF2/leaderboards/954168 |
− | | map- | + | | map-hazards = [[Environmental death#Pitfalls|Pitfall]], [[Pumpkin bomb]]s, [[Ghost]],<br>[[Skeletons]], [[MONOCULUS]], [[Environmental death#Lava|Lava]]<br>[[Environmental death#HHH|Horseless Headless Horseman]] |
− | | map-health | + | | map-hazards-underworld = [[Environmental death#Health drain|Health drain]], [[Environmental death#Lava|Infernal Lava]] |
− | | map-health | + | | map-has-magic-spells = yes |
− | | map-ammo | + | | map-pickups-health-small = 15 |
− | | map-ammo | + | | map-pickups-health-medium = 5 |
− | | map-ammo | + | | map-pickups-health-large = 1 |
− | | map-special-pickups-hhgift = yes | + | | map-pickups-ammo-small = 10 |
− | | map-special | + | | map-pickups-ammo-medium = 11 |
− | | map-bots = | + | | map-pickups-ammo-large = 6 |
− | }} | + | | map-special-pickups-hhgift = yes |
+ | | map-pickups-special-pumpkin = yes | ||
+ | | map-has-bots = yes | ||
+ | }} | ||
− | '''Hellstone''' | + | {{Quotation|'''Hellstone''' publicity blurb|Millstone has been haunted and turned to Hellstone! This time you won't teleport into hell (a lie). You push the ghost cart into the hell! Help the friendly ghost to get there! Meet also the horrors from the past halloweens and join the fun!}} |
− | [[ | + | '''Hellstone''' is a [[Steam Workshop|community-created]] [[Payload]] map added in the [[Scream Fortress 2015]] update. It portrays [[Non-Player Characters#Zepheniah Mann|Zepheniah Mann]]'s [[Australium]] mine in the [[Badlands (Region)|Badlands]], and a [[:File:Australium Poster.png|poster]] in the mine is dated to late [[:File:Engineercomic04.jpg|1850]], the year of Zephaniah's death. The entire map is modeled in dilapidated RED-themed wood construction, with the single exception of the Veikko Industrial building<!-- sign viewable in noclip--> housing the BLU Base. It is a [[Halloween map|Halloween version]] of the [[custom map]] [[Millstone]]. |
− | |||
− | [ | + | Hellstone was [https://steamcommunity.com/sharedfiles/filedetails/?id=531384846 contributed] to the Steam Workshop. |
− | Some of the few rare | + | == Features == |
+ | From that base, [[BLU]] is contracted to carry "Veikko the MANNLY BLU Ghost" to Hell. The Payload cart holds Veikko's ghost, and any [[RED]] player who approaches the cart will be [[Stun|scared]]. When certain checkpoints are reached by BLU, [[ghost]]s, [[skeletons]], the [[Horseless Headless Horsemann]], and [[MONOCULUS]] spawn. | ||
+ | |||
+ | [[Magic spells]] are scattered around the map for players to use. Accesses to non-spawning rare magic spells are unlocked as certain points are captured. The Skeleton King drops an additional rare magic spell when defeated. Two respawning rare magic spells are found in the Purgatory underworld that is accessed by jumping through the purple portals left behind by MONOCULUS, and several rare magic spells are scattered in the Hell that opens up when a MONOCULUS is defeated. | ||
+ | |||
+ | Some of the few rare magic spells are unlocked in locations advantageous to the RED team's defense; however, if cart progress is slow, the monsters will spawn in or behind RED's defense. | ||
== Locations == | == Locations == | ||
− | + | {{HelpfulOverviewNote}}<br> | |
− | The first two stages of this map follow a narrow road that enters into a wider yard before winding through a two-story building and entering the final Hell Pit stage. | + | |
− | == | + | The first two stages of this map follow a narrow road that enters into a wider yard before winding through a two-story building and entering the final Hell Pit stage. |
− | + | ||
− | * '''Road''': The cart path starts as a long and narrow winding road with three side passages. | + | <gallery widths=150px heights=80px> |
+ | File:Hellstone Veikko Industrial building.png|Veikko Industrial<br>(housing BLU Base) | ||
+ | </gallery> | ||
+ | |||
+ | === Road to Hell === | ||
+ | * '''Road''': The cart path starts as a long and narrow winding road with three side passages. | ||
* '''Freight House:''' The first side passage: The doorway overlooks the entire BLU spawn area. | * '''Freight House:''' The first side passage: The doorway overlooks the entire BLU spawn area. | ||
** When the round starts, a Ghost spawns from the third BLU spawn to the front and left of the Freight House and [[Stun|haunts]] the first stage of the "Road to Hell", taking a single rectangular route. | ** When the round starts, a Ghost spawns from the third BLU spawn to the front and left of the Freight House and [[Stun|haunts]] the first stage of the "Road to Hell", taking a single rectangular route. | ||
Line 40: | Line 52: | ||
** Some of the skeletons from the first wave can spawn from this room. | ** Some of the skeletons from the first wave can spawn from this room. | ||
* '''Mine Shack:''' The second side passage overlooks both the road and the RED spawn yard. A one-way gate closes after the first point is captured. | * '''Mine Shack:''' The second side passage overlooks both the road and the RED spawn yard. A one-way gate closes after the first point is captured. | ||
− | * '''Second spawn:''' The third side passage is the location of the BLU spawn after the | + | * '''Second spawn:''' The third side passage is the location of the BLU spawn after the Horsemann's House is captured. |
** Skeletons spawn at either end of the passage, depending on the progress of the cart. | ** Skeletons spawn at either end of the passage, depending on the progress of the cart. | ||
− | == | + | <gallery widths=150px heights=80px> |
− | + | File:Hellstone Road to Hell.png|Road to Hell | |
− | * '''Yard''': The road widens at the " | + | </gallery> |
− | ** At the first Witching Hour (one gong), three | + | |
− | * ''' | + | === Horsemann's House === |
+ | * '''Yard''': The road widens at the "Horsemann's House", which is opposite RED spawn. | ||
+ | ** At the first Witching Hour (one gong), three skeletons spawn in the rear of the Yard behind the lumber stack, and three more spawn next to the second BLU spawn exit under Clock Tower. | ||
+ | * '''Horsemann's House''': The Horseless Headless Horsemann spawns in a rear ground floor room of this building, which opens when the second point is captured. | ||
** A rare Magic Spell is located in the same room as the Horsemann's spawn. | ** A rare Magic Spell is located in the same room as the Horsemann's spawn. | ||
− | == | + | <gallery widths=150px heights=80px> |
− | + | File:Hellstone Yard.png|Yard with RED spawn and Horsemann's House (right) | |
− | In the second half of the map, the track winds through a two-level building with multiple ways between the levels. | + | </gallery> |
+ | |||
+ | === Hells Bells === | ||
+ | In the second half of the map, the track winds through a two-level building called Hells Bells with multiple ways between the levels. | ||
* '''Foyer:''' A room with flanking cover and a Pitfall. | * '''Foyer:''' A room with flanking cover and a Pitfall. | ||
* '''Third spawn:''' The doors smashed open by the mine cart become the front and rear doors for the BLU spawn after the fourth point is captured. | * '''Third spawn:''' The doors smashed open by the mine cart become the front and rear doors for the BLU spawn after the fourth point is captured. | ||
− | * '''King spawn:''' The Skeleton King spawns at the base of the stairs across from the "Hells Bells" capture point, beneath the sign | + | * '''King spawn:''' The Skeleton King spawns at the base of the stairs across from the "Hells Bells" capture point, beneath the sign that reads "CAUTION CROCODILES AND GORILLAS BEYOND THIS POINT". |
− | ** A rare | + | ** A rare magic spell is hidden in the caved-in tunnel that opens behind the King Spawn. The first BLU player that enters the tunnel explodes the cave in, freeing the rare magic spell and clearing the tunnel. |
− | === | + | |
+ | <gallery widths=150px heights=80px> | ||
+ | File:Hellstone Foyer.jpeg| The Foyer | ||
+ | File:Hellstone Cave In.png|Caved-in tunnel hiding a rare Magic Spell | ||
+ | </gallery> | ||
+ | |||
+ | === Monoculusmos Monsterinus === | ||
* A single small room with six flanking access points on two levels. | * A single small room with six flanking access points on two levels. | ||
− | == | + | <gallery widths=150px heights=80px> |
− | + | File:Hellstone Monoculus Room.png|The room where Monoculus is encountered | |
− | * ''' | + | </gallery> |
+ | |||
+ | === The Hell Pit === | ||
+ | * '''RED spawn:''' The final RED spawn overlooks the final Hell Pit fighting area. | ||
** A rare Magic Spell is located on the lean-to rooftop over RED's spawn gates. | ** A rare Magic Spell is located on the lean-to rooftop over RED's spawn gates. | ||
+ | |||
+ | <gallery widths=150px heights=80px> | ||
+ | File:Hellstone Pit of Hell.png|The Hell Pit | ||
+ | File:Hellstone Pit 2.png|The Hell Pit from a different angle | ||
+ | </gallery> | ||
=== Purgatory and Hell === | === Purgatory and Hell === | ||
− | * '''Purgatory''' and '''Hell''' are Underworld locations that are reachable only through portals that are created when MONOCULUS teleports or is killed. | + | * '''Purgatory''' and '''Hell''' are Underworld locations that are reachable only through portals that are created when MONOCULUS teleports or is killed, respectively. |
− | ** Players jumping through the purple teleport portals are restored to full health and transported to the top of a rock in Purgatory. Here, players suffer the [[Environmental death#Health drain|Underworld health drain]], increasing in damage with time. Crossing a short jump and stepping into the white portal instantly teleports a player back into the main map, granting invulnerability, a 200% [[overheal]], a speed boost, and a [[critical hits| | + | ** Players jumping through the purple teleport portals are restored to full health and transported to the top of a rock in Purgatory. Here, players suffer the [[Environmental death#Health drain|Underworld health drain]], increasing in damage with time. Crossing a short jump and stepping into the white portal instantly teleports a player back into the main map, granting invulnerability, a 200% [[overheal]], a speed boost, and a [[critical hits|Crit boost]] for a limited time. |
− | ** Players entering the floating [[Bombinomicon]] that appears if MONOCULUS is killed are teleported to a location in Hell that also has health drain. Several rare Magic spells are scattered about and Bombinomicon greets players that make it to his end of Hell. Players entering the Bombinomicon portal are teleported back to the map with a | + | ** Players entering the floating [[Non-Player Characters#Bombinomicon|Bombinomicon]] that appears if MONOCULUS is killed are teleported to a location in Hell that also has health drain. Several rare Magic spells are scattered about and Bombinomicon greets players that make it to his end of Hell. Players entering the Bombinomicon portal are teleported back to the map with a series of buffs. |
− | <gallery widths= | + | |
+ | <gallery widths=150px heights=80px> | ||
File:Hellstone Purgatory.png|Purgatory | File:Hellstone Purgatory.png|Purgatory | ||
File:Hellstone Hell.png|Hell | File:Hellstone Hell.png|Hell | ||
File:Hellstone Bombinomicon.png|Bombinomicon in Hell. | File:Hellstone Bombinomicon.png|Bombinomicon in Hell. | ||
</gallery> | </gallery> | ||
+ | |||
+ | == Helpful overview == | ||
+ | [[File:Hellstone overview with lines.png|left|450px|Hellstone's locations]] | ||
+ | <big>1.Freight house | ||
+ | 2.Cubby Hole | ||
+ | 3.Mine Shack | ||
+ | 4.Horsemann's House | ||
+ | 5.Yard | ||
+ | 6.Hells Bells | ||
+ | |||
+ | 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/Rd third spawn | ||
+ | |||
+ | Yellow circle: First checkpoint | ||
+ | Green circle: Second checkpoint | ||
+ | Pink circle: Third checkpoint | ||
+ | Purple circle: Fourth checkpoint | ||
+ | White circle: Final checkpoint</big> | ||
+ | |||
+ | {{clr}} | ||
== Monster spawns at control point captures == | == Monster spawns at control point captures == | ||
− | The various monsters spawn at captures of specific stages. Also, if the points are not captured soon enough, additional | + | The various monsters spawn at captures of specific stages. Also, if the points are not captured soon enough, additional skeletons and certain boss monsters spawn. |
− | * '''First point capture | + | * '''First point capture''': Skeletons spawn from small areas behind and in front of the cart. |
− | * '''Second point capture | + | * '''Second point capture''': The Horseless Headless Horsemann spawns, and the second half of the map opens up its gates. The gates can also be opened when clock first hits midnight. |
− | * '''Third point capture | + | * '''Third point capture''': The Skeleton King spawns with his minions, and three bell sounds are heard with an evil laugh. When a small switch is triggered soon after the third point, a mine cart is let loose and travels through a small passageway before opening up a new path to the final area. |
− | * '''Fourth point capture | + | * '''Fourth point capture''': MONOCULUS spawns near the last point, generally around the Hell Pit. |
− | * '''Fifth and final point capture | + | * '''Fifth and final point capture''': The ghost travels down into the Hell Pit entrance and the round ends. |
=== Witching Hour === | === Witching Hour === | ||
− | [[File:Hellstone Witching Hour 1.png|140px|left|thumb|1<sup>st</sup> Witching Hour]][[File:Hellstone Witching Hour 2.png|140px|right|thumb|2<sup>nd</sup> Witching Hour]] | + | [[File:Hellstone Witching Hour 1.png|140px|left|thumb|1<sup>st</sup> Witching Hour]] |
+ | [[File:Hellstone Witching Hour 2.png|140px|right|thumb|2<sup>nd</sup> Witching Hour]] | ||
− | + | The Hellstone [[Witching Hour]] feature consists of two non-repeating events. The clock face has ''two'' minute hands. These hands step around the clock face at different paces. After 5 minutes, the faster hand reaches 12, the clock face turns green, and 6 skeletons spawn in two groups at opposite ends of the Yard. At almost 8 minutes, the other minute hand reaches 12 and a MONOCULUS spawns near the Hells Bells point. Both of these two events are designed to spawn monsters in the rear of a fast BLU offense or in the middle of a strong RED defense. | |
+ | If there is more than one MONOCULUS active after the fourth point, their health bars share the same space in the HUD. The most recently damaged MONOCULUS shows its health on top. | ||
+ | |||
+ | {{clr}} | ||
== Strategy == | == Strategy == | ||
+ | {{community strategy stub link}} | ||
{{main|Community Hellstone strategy}} | {{main|Community Hellstone strategy}} | ||
− | + | {{see also|Community Mann Manor strategy|l1=Community Mann Manor strategy for Horseless Headless Horsemann}}<!-- Eyeaduct MONOCULUS strategy does not apply. --><!-- No available Ghost/Skeleton strategy? --> | |
<!-- These are very general strategies, anything more detailed should go into the Community strategy --> | <!-- These are very general strategies, anything more detailed should go into the Community strategy --> | ||
− | General mechanics for dealing with or exploiting the monsters on other maps apply here as well. However, the monsters that are present change over the course of the map; so monster-specific class selections and load outs can also change as the cart and time progresses in the round. | + | |
− | * '''Learn to jump:''' The three flanking passages on the Road to Hell require [[Jumping]] for the RED team to use. Much the same may be said of the second half of the map; | + | General mechanics for dealing with or exploiting the monsters on other maps apply here as well. However, the monsters that are present change over the course of the map; so monster-specific class selections and load outs can also change as the cart and time progresses in the round. The monster spawns are completely predicable and both teams should be ready for them. |
− | * '''Baby | + | * '''Learn to jump:''' The three flanking passages on the Road to Hell require [[Jumping]] for the RED team to use. Much the same may be said of the second half of the map; Horsemann's House, Hells Bells, and Monoculusmos Monsterinus may each be flanked by RED with Jumping. |
− | * '''Just keep pushing:''' Bullets spent fighting the first MONOCULUS spawn are bullets that miss the real enemy. | + | * '''Baby skeletons are babies:''' A couple of Heavies with full [[Minigun]] magazines, ready for the skeleton spawn at the Road to Hell capture, firing while backpedaling ({{key|S}}), can largely handle a four skeleton wave. |
− | ** When at all practical, avoid engaging MONOCULUS and hope it teleports to be in the other team's way. | + | * '''Just keep pushing:''' Bullets spent fighting the first MONOCULUS spawn are bullets that miss the real enemy. |
− | ** Use the blocking cover it provides to set up defenses and pushes for when it clears. | + | ** When at all practical, avoid engaging MONOCULUS and hope it teleports to be in the other team's way. |
+ | ** Use the blocking cover it provides to set up defenses and pushes for when it clears. | ||
** When a boss monster is near the cart, keep a BLU Scout or a [[Cloak and Dagger]] Spy in the area to [[Glossary of player terms#Tap|tap the cart]] while the monster's attention is elsewhere. | ** When a boss monster is near the cart, keep a BLU Scout or a [[Cloak and Dagger]] Spy in the area to [[Glossary of player terms#Tap|tap the cart]] while the monster's attention is elsewhere. | ||
− | * '''Rockets rain on the just and the unjust:''' In the final push, MONOCULUS fires on either team indiscriminately; so do not waste firepower on the monster; simply adjust tactics to its changing positions. | + | * '''Rockets rain on the just and the unjust:''' In the final push, MONOCULUS fires on either team indiscriminately; so do not waste firepower on the monster; simply adjust tactics to its changing positions. |
* '''Don't shoot the Horsemann:''' Lead the Horseless Headless Horsemann into the enemy's area and hope they shoot at him. | * '''Don't shoot the Horsemann:''' Lead the Horseless Headless Horsemann into the enemy's area and hope they shoot at him. | ||
− | * '''In Russia, cart pushes you:''' The stun radius of the cart is limited; a Spy can [[backstab]] a player from just outside of the stun zone | + | * '''In Russia, cart pushes you:''' The stun radius of the cart is limited; a Spy can [[backstab]] a player from just outside of the stun zone, so keep the cart to your back when Spies are active. |
== Update history == | == Update history == | ||
− | {{Update history|'''{{Patch name|10|28|2015}}''' ([[Scream Fortress 2015]]) | + | {{Update history| |
− | * Added Hellstone to the game | + | '''{{Patch name|10|28|2015}}''' ([[Scream Fortress 2015]]) |
+ | * Added Hellstone to the game | ||
'''{{Patch name|11|3|2015}}''' | '''{{Patch name|11|3|2015}}''' | ||
− | * Fixed getting out of the map using spells | + | * Fixed getting out of the map using spells |
− | * [[MONOCULUS]] moves now around the end area of the map instead of staying near final pit | + | * [[MONOCULUS]] moves now around the end area of the map instead of staying near final pit |
− | * Made spells spawn a bit less frequently | + | * Made spells spawn a bit less frequently |
− | * Fixed ghost long arms, now it travels/arrives to hell | + | * Fixed ghost long arms, now it travels/arrives to hell |
− | * Performance optimizations | + | * Performance optimizations |
− | * Updated the navigation file | + | * Updated the navigation file |
'''{{Patch name|11|6|2015}}''' | '''{{Patch name|11|6|2015}}''' | ||
− | * Fixed door near final pit so players no longer get stuck in it | + | * Fixed door near final pit so players no longer get stuck in it |
− | * Decreased ghost cart stun area. Now you have to be closer to the cart as RED to get scared | + | * Decreased ghost cart stun area. Now you have to be closer to the cart as RED to get scared |
− | * Fixed odd cable appearing sometimes in the ground near BLU spawn | + | * Fixed odd cable appearing sometimes in the ground near BLU spawn |
− | * Fixed being able to shoot spells into BLU spawn during setup time | + | * Fixed being able to shoot spells into BLU spawn during setup time |
− | * Fixed Monoculus dropping down into a pit in rare cases | + | * Fixed Monoculus dropping down into a pit in rare cases |
'''{{Patch name|10|12|2016}}''' | '''{{Patch name|10|12|2016}}''' | ||
− | * Updated bot navigation file, bots now use all routes, won't get stuck so easily and are smarter | + | * Updated bot navigation file, bots now use all routes, won't get stuck so easily and are smarter |
− | * Fixed woodpile spot where HHH could get stuck | + | * Fixed woodpile spot where HHH could get stuck |
− | * Improved clipping on wood piles | + | * Improved clipping on wood piles |
− | * Fixed missing rooftop texture | + | * Fixed missing rooftop texture |
− | * Fixed a few props flashing at certain angles | + | * Fixed a few props flashing at certain angles |
− | * Fixed a spot in the last area where you could place stickies underground | + | * Fixed a spot in the last area where you could place stickies underground |
− | * Fixed Monoculus not getting stunned when hit by players exiting purgatory | + | * Fixed Monoculus not getting stunned when hit by players exiting purgatory |
'''{{Patch name|11|10|2016}}''' | '''{{Patch name|11|10|2016}}''' | ||
− | * Fixed an exploit where you could trap Horseless Headless Horsemann in place | + | * Fixed an exploit where you could trap Horseless Headless Horsemann in place |
− | * Fixed some door frames from being able to shoot through them | + | * Fixed some door frames from being able to shoot through them |
− | * Fixed a texture error | + | * Fixed a texture error |
− | * Fixed a barrel that you could walk through | + | * Fixed a barrel that you could walk through |
− | * Improved navigation file for better bot movement | + | * Improved navigation file for better bot movement |
− | * Fixed being able to shoot through building wall located front of RED 1st base | + | * Fixed being able to shoot through building wall located front of RED 1st base |
− | * Community request: Added {{code|OnTruceStart}} and {{code|OnTruceEnd}} outputs to the {{ent|tf_gamerules}} entity for maps | + | * Community request: Added {{code|OnTruceStart}} and {{code|OnTruceEnd}} outputs to the {{ent|tf_gamerules}} entity for maps |
+ | |||
+ | '''{{Patch name|10|30|2018}}''' | ||
+ | * Fixed an issue where players were able to trap Headless Horseman above the death pit | ||
+ | |||
+ | '''{{Patch name|12|19|2018}}''' ([[Smissmas 2018]]) | ||
+ | * Fixed a spot where players could trap players with teleport exit | ||
+ | * Headless Horseman getting stuck in B area house staircase | ||
+ | }} | ||
+ | |||
+ | == Trivia == | ||
+ | * A frog is hidden behind the middle generator behind the window in BLU's first Spawn, viewable only by using <code>noclip</code>. | ||
== Gallery == | == Gallery == | ||
− | <gallery | + | <gallery> |
− | File:Hellstone Hidden Ghost.png|Another [[Gibus]]-wearing | + | File:Hellstone cart.png|The unique payload being pushed on the map. |
+ | File:Hellstone Hidden Ghost.png|Another [[Gibus]]-wearing ghost is hidden in the upper floor of RED's base, facing another entrance to Hell. | ||
+ | File:Hellstone Australium Mine.png|Zephaniah Mann's Australium mine in Badlands. | ||
+ | File:Hellstone Workshop image.jpg|Steam Workshop thumbnail for Hellstone. | ||
</gallery> | </gallery> | ||
{{Scream Fortress 2015 Nav}} | {{Scream Fortress 2015 Nav}} | ||
+ | {{Halloween Map Nav}} | ||
{{Maps Nav}} | {{Maps Nav}} |
Latest revision as of 12:39, 22 August 2024
Hellstone | |
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Basic Information | |
Map type: | Payload |
File name: | pl_millstone_event
|
Released: | October 28, 2015 Patch (Scream Fortress VII) |
Developer(s): | Tomi "ICS" Uurainen |
Map Info | |
Environment: | Halloween |
Setting: | Nighttime, overcast |
Hazards: | Pitfall, Pumpkin bombs, Ghost, Skeletons, MONOCULUS, Lava Horseless Headless Horseman |
Hazards (Underworld): | Health drain, Infernal Lava |
Magic spells: | Yes |
Bot support: | Yes |
Map Items | |
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Map Photos | |
Map Overview | |
Map Stamp | |
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Supporters Leaderboard |
“ | Millstone has been haunted and turned to Hellstone! This time you won't teleport into hell (a lie). You push the ghost cart into the hell! Help the friendly ghost to get there! Meet also the horrors from the past halloweens and join the fun!
— Hellstone publicity blurb
|
” |
Hellstone is a community-created Payload map added in the Scream Fortress 2015 update. It portrays Zepheniah Mann's Australium mine in the Badlands, and a poster in the mine is dated to late 1850, the year of Zephaniah's death. The entire map is modeled in dilapidated RED-themed wood construction, with the single exception of the Veikko Industrial building housing the BLU Base. It is a Halloween version of the custom map Millstone.
Hellstone was contributed to the Steam Workshop.
Contents
Features
From that base, BLU is contracted to carry "Veikko the MANNLY BLU Ghost" to Hell. The Payload cart holds Veikko's ghost, and any RED player who approaches the cart will be scared. When certain checkpoints are reached by BLU, ghosts, skeletons, the Horseless Headless Horsemann, and MONOCULUS spawn.
Magic spells are scattered around the map for players to use. Accesses to non-spawning rare magic spells are unlocked as certain points are captured. The Skeleton King drops an additional rare magic spell when defeated. Two respawning rare magic spells are found in the Purgatory underworld that is accessed by jumping through the purple portals left behind by MONOCULUS, and several rare magic spells are scattered in the Hell that opens up when a MONOCULUS is defeated.
Some of the few rare magic spells are unlocked in locations advantageous to the RED team's defense; however, if cart progress is slow, the monsters will spawn in or behind RED's defense.
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 first two stages of this map follow a narrow road that enters into a wider yard before winding through a two-story building and entering the final Hell Pit stage.
Road to Hell
- Road: The cart path starts as a long and narrow winding road with three side passages.
- Freight House: The first side passage: The doorway overlooks the entire BLU spawn area.
- When the round starts, a Ghost spawns from the third BLU spawn to the front and left of the Freight House and haunts the first stage of the "Road to Hell", taking a single rectangular route.
- Cubby Hole: The small room after the first U-bend of the tracks is a common ambush and Engineer nest site.
- Some of the skeletons from the first wave can spawn from this room.
- Mine Shack: The second side passage overlooks both the road and the RED spawn yard. A one-way gate closes after the first point is captured.
- Second spawn: The third side passage is the location of the BLU spawn after the Horsemann's House is captured.
- Skeletons spawn at either end of the passage, depending on the progress of the cart.
Horsemann's House
- Yard: The road widens at the "Horsemann's House", which is opposite RED spawn.
- At the first Witching Hour (one gong), three skeletons spawn in the rear of the Yard behind the lumber stack, and three more spawn next to the second BLU spawn exit under Clock Tower.
- Horsemann's House: The Horseless Headless Horsemann spawns in a rear ground floor room of this building, which opens when the second point is captured.
- A rare Magic Spell is located in the same room as the Horsemann's spawn.
Hells Bells
In the second half of the map, the track winds through a two-level building called Hells Bells with multiple ways between the levels.
- Foyer: A room with flanking cover and a Pitfall.
- Third spawn: The doors smashed open by the mine cart become the front and rear doors for the BLU spawn after the fourth point is captured.
- King spawn: The Skeleton King spawns at the base of the stairs across from the "Hells Bells" capture point, beneath the sign that reads "CAUTION CROCODILES AND GORILLAS BEYOND THIS POINT".
- A rare magic spell is hidden in the caved-in tunnel that opens behind the King Spawn. The first BLU player that enters the tunnel explodes the cave in, freeing the rare magic spell and clearing the tunnel.
Monoculusmos Monsterinus
- A single small room with six flanking access points on two levels.
The Hell Pit
- RED spawn: The final RED spawn overlooks the final Hell Pit fighting area.
- A rare Magic Spell is located on the lean-to rooftop over RED's spawn gates.
Purgatory and Hell
- Purgatory and Hell are Underworld locations that are reachable only through portals that are created when MONOCULUS teleports or is killed, respectively.
- Players jumping through the purple teleport portals are restored to full health and transported to the top of a rock in Purgatory. Here, players suffer the Underworld health drain, increasing in damage with time. Crossing a short jump and stepping into the white portal instantly teleports a player back into the main map, granting invulnerability, a 200% overheal, a speed boost, and a Crit boost for a limited time.
- Players entering the floating Bombinomicon that appears if MONOCULUS is killed are teleported to a location in Hell that also has health drain. Several rare Magic spells are scattered about and Bombinomicon greets players that make it to his end of Hell. Players entering the Bombinomicon portal are teleported back to the map with a series of buffs.
Helpful overview
1.Freight house 2.Cubby Hole 3.Mine Shack 4.Horsemann's House 5.Yard 6.Hells Bells 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/Rd third spawn
Yellow circle: First checkpoint Green circle: Second checkpoint Pink circle: Third checkpoint Purple circle: Fourth checkpoint White circle: Final checkpoint
Monster spawns at control point captures
The various monsters spawn at captures of specific stages. Also, if the points are not captured soon enough, additional skeletons and certain boss monsters spawn.
- First point capture: Skeletons spawn from small areas behind and in front of the cart.
- Second point capture: The Horseless Headless Horsemann spawns, and the second half of the map opens up its gates. The gates can also be opened when clock first hits midnight.
- Third point capture: The Skeleton King spawns with his minions, and three bell sounds are heard with an evil laugh. When a small switch is triggered soon after the third point, a mine cart is let loose and travels through a small passageway before opening up a new path to the final area.
- Fourth point capture: MONOCULUS spawns near the last point, generally around the Hell Pit.
- Fifth and final point capture: The ghost travels down into the Hell Pit entrance and the round ends.
Witching Hour
The Hellstone Witching Hour feature consists of two non-repeating events. The clock face has two minute hands. These hands step around the clock face at different paces. After 5 minutes, the faster hand reaches 12, the clock face turns green, and 6 skeletons spawn in two groups at opposite ends of the Yard. At almost 8 minutes, the other minute hand reaches 12 and a MONOCULUS spawns near the Hells Bells point. Both of these two events are designed to spawn monsters in the rear of a fast BLU offense or in the middle of a strong RED defense.
If there is more than one MONOCULUS active after the fourth point, their health bars share the same space in the HUD. The most recently damaged MONOCULUS shows its health on top.
Strategy
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General mechanics for dealing with or exploiting the monsters on other maps apply here as well. However, the monsters that are present change over the course of the map; so monster-specific class selections and load outs can also change as the cart and time progresses in the round. The monster spawns are completely predicable and both teams should be ready for them.
- Learn to jump: The three flanking passages on the Road to Hell require Jumping for the RED team to use. Much the same may be said of the second half of the map; Horsemann's House, Hells Bells, and Monoculusmos Monsterinus may each be flanked by RED with Jumping.
- Baby skeletons are babies: A couple of Heavies with full Minigun magazines, ready for the skeleton spawn at the Road to Hell capture, firing while backpedaling (S), can largely handle a four skeleton wave.
- Just keep pushing: Bullets spent fighting the first MONOCULUS spawn are bullets that miss the real enemy.
- When at all practical, avoid engaging MONOCULUS and hope it teleports to be in the other team's way.
- Use the blocking cover it provides to set up defenses and pushes for when it clears.
- When a boss monster is near the cart, keep a BLU Scout or a Cloak and Dagger Spy in the area to tap the cart while the monster's attention is elsewhere.
- Rockets rain on the just and the unjust: In the final push, MONOCULUS fires on either team indiscriminately; so do not waste firepower on the monster; simply adjust tactics to its changing positions.
- Don't shoot the Horsemann: Lead the Horseless Headless Horsemann into the enemy's area and hope they shoot at him.
- In Russia, cart pushes you: The stun radius of the cart is limited; a Spy can backstab a player from just outside of the stun zone, so keep the cart to your back when Spies are active.
Update history
- Added Hellstone to the game
- Fixed getting out of the map using spells
- MONOCULUS moves now around the end area of the map instead of staying near final pit
- Made spells spawn a bit less frequently
- Fixed ghost long arms, now it travels/arrives to hell
- Performance optimizations
- Updated the navigation file
- Fixed door near final pit so players no longer get stuck in it
- Decreased ghost cart stun area. Now you have to be closer to the cart as RED to get scared
- Fixed odd cable appearing sometimes in the ground near BLU spawn
- Fixed being able to shoot spells into BLU spawn during setup time
- Fixed Monoculus dropping down into a pit in rare cases
- Updated bot navigation file, bots now use all routes, won't get stuck so easily and are smarter
- Fixed woodpile spot where HHH could get stuck
- Improved clipping on wood piles
- Fixed missing rooftop texture
- Fixed a few props flashing at certain angles
- Fixed a spot in the last area where you could place stickies underground
- Fixed Monoculus not getting stunned when hit by players exiting purgatory
- Fixed an exploit where you could trap Horseless Headless Horsemann in place
- Fixed some door frames from being able to shoot through them
- Fixed a texture error
- Fixed a barrel that you could walk through
- Improved navigation file for better bot movement
- Fixed being able to shoot through building wall located front of RED 1st base
- Community request: Added
OnTruceStart
andOnTruceEnd
outputs to thetf_gamerules
entity for maps
- Fixed an issue where players were able to trap Headless Horseman above the death pit
December 19, 2018 Patch (Smissmas 2018)
- Fixed a spot where players could trap players with teleport exit
- Headless Horseman getting stuck in B area house staircase
Trivia
- A frog is hidden behind the middle generator behind the window in BLU's first Spawn, viewable only by using
noclip
.
Gallery
Another Gibus-wearing ghost is hidden in the upper floor of RED's base, facing another entrance to Hell.
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