Difference between revisions of "Hellstone/zh-hans"
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Hellstone 是被 [https://steamcommunity.com/sharedfiles/filedetails/?id=531384846 投稿] 到 Steam创意工坊的。 | Hellstone 是被 [https://steamcommunity.com/sharedfiles/filedetails/?id=531384846 投稿] 到 Steam创意工坊的。 | ||
− | == | + | == 地图特色 == |
− | + | 在蓝队基地中,[[BLU/zh-hans|蓝队]]签订合同要将“最曼恩的蓝队鬼魂维克”送到地狱中。该地图的战车载着维克的鬼魂,如果[[RED/zh-hans|红队]]玩家靠近战车会被[[Stun/zh-hans|恐吓]]。当战车通过特定检查点时地图上会生成[[Ghost/zh-hans|鬼魂]],[[Skeletons/zh-hans|骷髅]],[[MONOCULUS/zh-hans|魔眼]]和[[Horseless Headless Horsemann/zh-hans|脱缰的无头骑士]]。 | |
− | + | 地图上散布着[[Magic spells/zh-hans|魔咒书]]可供玩家使用。当特定检查点被占领时,一些通往一次性稀有魔咒的通道会解锁。骷髅王会在死亡时额外掉落一个稀有魔咒。在魔眼传送后留下的紫色传送门通往炼狱,炼狱中有两个稀有魔咒。在魔眼被打败后留下的传送门通往地狱,地狱中有多个稀有魔咒散步在其中。 | |
− | + | 一部分稀有魔咒刷新点对红队的防守很有优势。但是,如果战车的进度过于缓慢,地图生成的怪物们可能会生成在红队的防线中央甚至后方。 | |
− | + | == {{common string|Locations}} == | |
− | + | {{HelpfulOverviewNote}} | |
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− | == Locations == | ||
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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. | ||
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</gallery> | </gallery> | ||
− | == Helpful overview == | + | == {{anchor|Helpful overview}}{{common string|Helpful overview}} == |
− | [[File:Hellstone overview with lines.png|left|450px| | + | [[File:Hellstone overview with lines.png|left|450px|Hellstone的位置]] |
<big>1.Freight house | <big>1.Freight house | ||
2.Cubby Hole | 2.Cubby Hole | ||
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{{clr}} | {{clr}} | ||
− | == Strategy == | + | == {{common string|Strategy}} == |
{{community strategy stub link}} | {{community strategy stub link}} | ||
{{main|Community Hellstone strategy}} | {{main|Community Hellstone strategy}} | ||
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* '''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. | * '''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 == | + | =={{common string|Update history}} == |
{{Update history| | {{Update history| | ||
'''{{Patch name|10|28|2015}}''' ([[Scream Fortress 2015]]) | '''{{Patch name|10|28|2015}}''' ([[Scream Fortress 2015]]) | ||
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}} | }} | ||
− | == Trivia == | + | == {{common string|Trivia}}== |
* A frog is hidden behind the middle generator behind the window in BLU's first Spawn, viewable only by using <code>noclip</code>. | * A frog is hidden behind the middle generator behind the window in BLU's first Spawn, viewable only by using <code>noclip</code>. | ||
− | == Gallery == | + | == {{common string|Gallery}}== |
<gallery> | <gallery> | ||
File:Hellstone cart.png|The unique payload being pushed on the map. | File:Hellstone cart.png|The unique payload being pushed on the map. |
Revision as of 13:46, 8 November 2023
此页面正在被翻译成简体中文。 如果您能熟练地运用简体中文,请在讨论页上留言或与为此页面贡献的作者讨论(通过浏览页面历史)。 |
Hellstone | |
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基本信息 | |
开发者: | 未知 |
地图资料 | |
环境: | Halloween |
设定: | Nighttime, overcast |
危害: | 深渊,南瓜炸弹,鬼魂, 骷髅,魔眼,熔岩 脱缰的无头骑士 |
地图照片 | |
地图俯视图 | |
“ | Millstone闹鬼了,从现在开始这里叫Hellstone!但这次你不会被传送到地狱了(骗你的),而是将一辆载着鬼魂的战车推到地狱去!来帮帮这个友善的小鬼魂同时面对来自过去万圣节的恐怖和快乐!
— Hellstone 宣传语
|
” |
Hellstone是一张社区制作的推车模式地图,于尖叫要塞 2015被添加到游戏中 。该地图取景于泽菲尼亚·曼恩在荒芜之地里的一座澳元素矿场内,地图内有一张海报上写着日期是1850年的下半年,正好是泽菲尼亚死亡的那年。整张地图的设计风格都是破旧的红队主题木场,除了蓝队基地旁的维克工业标志牌。该地图是自定义地图Millstone的万圣节版本。
Hellstone 是被 投稿 到 Steam创意工坊的。
目录
地图特色
在蓝队基地中,蓝队签订合同要将“最曼恩的蓝队鬼魂维克”送到地狱中。该地图的战车载着维克的鬼魂,如果红队玩家靠近战车会被恐吓。当战车通过特定检查点时地图上会生成鬼魂,骷髅,魔眼和脱缰的无头骑士。
地图上散布着魔咒书可供玩家使用。当特定检查点被占领时,一些通往一次性稀有魔咒的通道会解锁。骷髅王会在死亡时额外掉落一个稀有魔咒。在魔眼传送后留下的紫色传送门通往炼狱,炼狱中有两个稀有魔咒。在魔眼被打败后留下的传送门通往地狱,地狱中有多个稀有魔咒散步在其中。
一部分稀有魔咒刷新点对红队的防守很有优势。但是,如果战车的进度过于缓慢,地图生成的怪物们可能会生成在红队的防线中央甚至后方。
位置
注:如果你无法找到下方列出的位置,你可以向下滚动到辅助俯瞰图板块,以查看它们在地图上所标记的确切位置。
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 Horsemanns House is captured.
- Skeletons spawn at either end of the passage, depending on the progress of the cart.
HORSEMANNS HOUSE
- Yard: The road widens at the "Horsemanns 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.
- Horsemanns 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.
辅助俯瞰图
1.Freight house 2.Cubby Hole 3.Mine Shack 4.Horsemanns 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.
战术
“孙武没告诉咱们该咋做!” 这张地图的社区战术(英语)页面是个小条目,它的内容还有待完善。 你可以通过扩充它来为军团要塞官方维基的社区战术计划出一份力。 附注:未添加附注 |
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; Horsemanns 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.
更新历史
- 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
- Fixed a spot where players could trap players with teleport exit
- Headless Horseman getting stuck in B area house staircase
细枝末节
- A frog is hidden behind the middle generator behind the window in BLU's first Spawn, viewable only by using
noclip
.
画廊
Another Gibus-wearing ghost is hidden in the upper floor of RED's base, facing another entrance to Hell.
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