Difference between revisions of "Environmental death"
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Revision as of 11:17, 10 July 2015
“ | Aye, what just happened?
Click to listen
— The Demoman on exploding pumpkins
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” |
A death caused by a map element, commonly known as an environmental death, can take many forms depending on the various hazards in each individual map. Hazards can be used as a weapon or deterrent against the enemy team, and almost all map hazards grant a tactical advantage to those mindful of them.
Environmental deaths
Saw blades
![](/w/images/thumb/c/c7/Environmental_death_Saw_Blades.png/300px-Environmental_death_Saw_Blades.png)
Saw blades are neutral entities that were officially introduced on Sawmill, and would later appear on a number of custom maps. They move back and forth along a designated path and kill anyone that comes in contact with them.
- Maps with saw blades
Trains
![](/w/images/thumb/8/80/Environmental_death_Train.png/300px-Environmental_death_Train.png)
Trains are neutral entities that will kill anyone who stands in their path. The arrival of a Train is usually signified by flashing lights at each end of the track and a bell sound playing, which can be heard if players are close enough. In addition, Trains often sound horns immediately upon arrival, most likely as a final warning for players to get off the track. The train appears to be an EMD GP38-2, and its paint scheme strongly resembles Southern Pacific, which once operated these.
A notable variation of sorts is "Lil' Chew-Chew", the unique, rideable cart on the map Frontier. If escorted by three or more BLU players, it will run over any unfortunate player standing in front of it, regardless of team.
- Maps with trains
- Freight
- Well (Control Point)
- Well (Capture the Flag)
- Frontier (as rideable cart "Lil' Chew Chew")
- Cactus Canyon
- Snowplow
Pitfalls
![](/w/images/thumb/7/72/Environmental_death_Fall.png/300px-Environmental_death_Fall.png)
A pitfall should be considered different from fall damage, as there is no chance of survival, not even if the player is under the effect of an ÜberCharge. This is the result of falling into an area that is far beneath the rest of the map. It should also be noted that after a cart explodes, falling into the resulting crater will result in a Pitfall death.
The intelligence will be reset if the player dies in a pitfall while holding the intelligence. The same goes for the bomb in Mann vs. Machine and the Australium in Special Delivery. Credits that fall down pits are considered collected and are immediately credited to the players.
Pitfalls kill players by way of a trigger_hurt
entity, which constantly and rapidly deals damage once within its area.
- Maps with pitfalls
- Asteroid
- Bigrock
- Cactus Canyon
- Carnival of Carnage
- Coal Town
- DeGroot Keep
- Double Cross
- Doomsday
- Frontier
- Ghost Fort
- Ghost Town
- Helltower
- Hightower
- Hydro (Power Plant vs. Radar Dish configuration)
- Lumberyard
- Mann Manor
- Mountain Lab
- Nightfall (third stage only)
- Nucleus
- Offblast
- Rottenburg
- Steel
- Thunder Mountain (first and third stages)
- Upward
- Suijin
Fire
![](/w/images/thumb/2/2b/Egypt_03.png/300px-Egypt_03.png)
Environmental fire is different from Flamethrower fire or other fire damage, produced by players, as it doesn't result in an afterburn effect. Instead, environmental fire slowly damages player's health only while the player stands directly in the hazardous zone.
- Maps with evironmental fire
Drowning
Players under deep water (water which the player is completely submerged in) have a period of approximately 12 seconds before they begin to suffocate. Failure to rise above water will cause them to continually lose 5 health every second until they drown. Any health lost by suffocation will slowly regenerate at a rate of 10 health every 2 seconds as soon as a player reaches the surface. Going back underwater, however, will cease health regeneration until the player surfaces again.
- Maps with deep water
- 2Fort
- Asteroid
- Badlands (Arena version)
- Badlands (King of the Hill version)
- Carnival of Carnage
- Doomsday
- Freight
- Lakeside
- Nightfall (third stage only)
- Pipeline (third stage only)
- Powerhouse
- Ravine
- Sawmill
- Thunder Mountain (second stage only)
- Well
Pumpkin bombs
![](/w/images/thumb/5/5c/Environmental_death_Pumpkinbomb.png/300px-Environmental_death_Pumpkinbomb.png)
Pumpkin bombs are special objects found only on Harvest Event, Eyeaduct, Mann Manor, and Ghost Fort during Halloween events (or on servers running those four particular maps). They are rigged with explosives and detonators visible on their exteriors from certain angles. Once a Pumpkin bomb receives any amount of damage from any source, or is hit by a projectile which would not normally damage anything (for example, the Rocket Jumper's projectiles and Mad Milk), it will trigger an explosion, hurting or killing everyone around it.
Pumpkin bombs should not be confused with Halloween pumpkins. A simple way to tell them apart is that Pumpkin bombs do not move, whereas Halloween Pumpkins will rotate similar to Health packs or Ammo crates. Pumpkin Bombs will always spawn in the same spots, while Halloween Pumpkins will spawn when the player kills someone during a Halloween event.
Pumpkin bombs should also not be confused with Pumpkin MIRV, a magic spell used on Helltower.
- Maps with pumpkin bombs
Payload Cart explosion
![](/w/images/thumb/1/1f/Environmental_death_Cart_Explosion.png/300px-Environmental_death_Cart_Explosion.png)
During the final (or sole) round of any Payload or Payload Race map, the Payload Cart will explode either when it reaches the final point, or shortly after, triggering a Payload Cart explosion, which will cause all players in the surrounding area to be killed. Also, in some maps the resulting explosion creates a crater; falling into it will result in a pitfall death.
- Maps with Payload Cart explosions
- Badwater Basin
- Barnblitz
- Frontier
- Gold Rush
- Helltower
- Hightower
- Hoodoo
- Nightfall
- Pipeline
- Thunder Mountain
- Upward
Crushing
The gate of DeGroot Keep, which opens when points A and B are captured, closes after a certain amount of time, provided the last point isn't captured. This is approximately 60 seconds after the gate opens or when capture progress has run out, whichever is longer. This also resets the first two points, making them available for capture again. If a player is standing underneath the gate when it lowers (or is too close to the gate when it opens), they will be crushed to death.
On Stage 3 of Dustbowl, if the BLU team captures the first control point, the spawn gate in the left spawn leading out to the first control point will crushes all players unlucky enough to be underneath.
In Doomsday and Carnival of Carnage, the platform that raises the player up to the rocket hatch (or ticket lock) can crush the player if one is unlucky enough to be standing under it if the Austrailium (or ticket) carrier is knocked off, or after the rocket is launched (ticket is captured).
In Egypt, all gates open and close slowly, and may crush players. Additionally, on Stage 1, there is an interior room on the path from the RED spawn to point A in which the player may get stuck between two doors if the BLU team captures the first control point. A short while after the capture, the ceiling of that room falls slowly and crushes all players unlucky enough to be underneath.
In Hightower and Helltower, if one team can prevent the other from pushing the cart to the top of the Capture platform, the platform will fall down and crush any player below it.
In Carnival of Carnage, if a player walks over the red strongman button, the giant hammer is swung down on top of it, crushing any players too slow to move away in time. The hammer strike also causes a shock wave that launches nearby players into the air, possible causing a death by fall damage.
In Mann vs. Machine, the Tank Robots can crush any players if they are unlucky enough to be caught between it and a wall or prop as it turns.
- Maps with crushing
- Bigrock
- Carnival of Carnage
- Coaltown
- Decoy
- DeGroot Keep
- Doomsday
- Dustbowl (third stage only)
- Egypt
- Coaltown Event
- Helltower
- Hightower
- Mannworks
- Rottenburg
Cauldron fire
![](/w/images/thumb/a/a0/Foundry-cauldron-BLU.png/300px-Foundry-cauldron-BLU.png)
Located next to the first team spawns on Foundry, the cauldron will kill any player who steps into it. A player that manages to push an enemy into the cauldron will receive the Terminated, Too achievement.
- Maps with cauldron fire
Rocket exhaust path
![](/w/images/thumb/d/df/Rocket_Exhaust.png/300px-Rocket_Exhaust.png)
The map Doomsday features a path where, at the end of the round, the exhausts of the rocket will push a player into a pit located at the end of the route. A player from the winning team that manages to push an enemy into this pit will receive the Lift-offed achievement.
On Steel, if RED successfully defends point E until the end of the game, the rocket above the point blasts off and kills anyone underneath its exhaust.
- Maps with Rocket exhaust path
Grinder
![](/w/images/thumb/f/f3/Environmental_death_grinder.jpg/300px-Environmental_death_grinder.jpg)
The grinder is an environmental death that happens when a player gets sucked into a grinding machine. This death can also happen to Robots.
- Maps with Grinders
Lasers
![](/w/images/thumb/c/c2/Environmental_death_lasers.jpg/300px-Environmental_death_lasers.jpg)
The lasers are an environmental death that move up and down along a designated path and kill anyone that comes in contact with them.
- Maps with Lasers
Horseless Headless Horsemann
The Horseless Headless Horsemann is an enemy boss that appears in Mann Manor. As the undead form of Silas Mann, this character will rise out of the currently contested control point after a pre-determined amount of time, and proceed to hunt down and kill players on both teams. Due to his immense size and strength, the Horseless Headless Horsemann is capable of instantly killing any player or building that he strikes. He will continue his massacre until killed by a player (or players). All kills by the HHH count as environmental deaths and trigger the relevant achievements.
- Maps that feature the Horseless Headless Horsemann
MONOCULUS
MONOCULUS is a boss that appears in Eyeaduct, and takes the form of the RED Demoman's missing eye, haunted by the Bombinomicon. MONOCULUS will spawn out of the currently contested control point after a pre-determined amount of time, and proceed to kill players on both teams using rocket-like eyeball projectiles, which always make critical hits and can kill any class (apart from the Soldier and the Heavy) with a direct hit with the projectiles. Such rockets can be reflected by a Pyro's compression blast. Despite naming the killer as MONOCULUS, any death caused by MONOCULUS is classed as environmental.
- Maps that feature MONOCULUS
Underworld
The Underworld is part of the Halloween-themed map, Eyeaduct, and is usually only reachable through portals that are created when MONOCULUS teleports or is killed. If the player gets close enough to the portal before it closes, they are restored to full health and transported to one end of a chain of small islands in the Underworld. Players on the islands suffer a health drain similar to bleeding, afterburn, or drowning, which continues as long as they remain there. The damage inflicted per second on each player increases over time, making it impossible for a player to stay in the Underworld indefinitely. Waters of the Underworld are also hazardous, and will kill instantly on contact with a player. The health drain, hazardous waters, and explosion all have the same kill icon.
- Maps that feature the Underworld
Loot Island
Loot Island, while technically part of the Underworld, is slightly different in its hazards. While on Loot Island, players do not suffer the Underworld's constant damage effect, though they can still fall into the water. If players remain on Loot Island for too long, an explosion will engulf the island and instantly kill anyone caught in it.
- Maps that feature Loot Island
- Eyeaduct
- Ghost Fort (Skull Island)
Merasmus
Merasmus is a boss that appears in Ghost Fort; he is the former roommate of the RED Soldier on a vendetta since the Soldier ruined his home. Merasmus will spawn near the control point after a pre-determined amount of time, and proceed to kill players on both teams using a variety of spells and attacks. Despite naming the killer as Merasmus, any death caused by Merasmus is classed as environmental.
- Maps that feature Merasmus
Skeletons
Skeletons appear in Helltower. They are animated skeletons that can appear in varying circumstances. Green skeletons attack everyone and appear every second Witching Hour (stroke of 12 on the Helltower clock tower), while team-loyal ones can be summoned by Magic spells. They come in different sizes, ranging from tiny ones to the huge Skeleton King. Any death caused by neutral (green) Skeletons is classed as environmental.
- Maps that feature Skeletons
Related achievements
Scout
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Demoman
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Medic
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Scarechievements
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Foundry achievements
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Astro-chievements
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Bereavements
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Merasmachievements
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