Difference between revisions of "Millstone"
m (image already provided / tidying up) |
|||
Line 1: | Line 1: | ||
− | |||
− | |||
{{Map infobox | {{Map infobox | ||
| map-name-override = Millstone | | map-name-override = Millstone |
Revision as of 23:23, 18 July 2022
Millstone | |
---|---|
Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Snowy |
Setting: | Dark, cold |
Hazards: | Pitfall |
“I built that.” This page contains information about a custom map that is not an officially released Team Fortress 2 map. All released Valve and Community-made TF2 maps can be found on the list of maps. |
Millstone is a custom Payload map. A Halloween version named Hellstone was later created, which was added to Team Fortress 2 on Scream Fortress 2015. It takes place on a snowy, moonlit night within RED and BLU shipping companies. Presents of various sizes are littered in and around the map. The ultimate goal for BLU is to deposit a special Payload, which contains multiple presents instead of a bomb, into a pit containing large gifts and radioactive barrels.
Millstone was contributed to the Steam Workshop.
Contents
Locations
CLIFFSIDE
- Road: The cart path starts as a long and narrow winding road with three side passages. BLU can exit via a forked pair of doorways or a far-right exit hidden behind shipping containers.
- Freight House: The first side passage: The doorway overlooks the entire BLU spawn area. Entering from RED's side, a staircase descends into a lower area, adjacent to a fenced upper area. While not high enough to be a damage risk to jump down from, players need more height than a regular jump to reach this area.
- Cubby Hole: The small room after the first U-bend of the tracks is a common ambush.
OILPIPE
- Yard: The road widens at the "Oilpipe", which is opposite RED spawn.
HALLWAY
- Shack: A central building containing health and ammo has points of entry on all four sides, as well as wooden planks connecting its roof to the surrounding buildings.
- The cart has to be pushed uphill before U-turning into the hall.
DOORWAY
- A single small room with six flanking access points on two levels.
THE MILLSTONE PIT
- RED spawn: The final RED spawn overlooks the final Millstone Pit fighting area.
- On the other side of the pit from the tracks, there is a metal walkway. This can also be reached by falling through a hole from the second floor of the "Doorway."
- A building exists with a fenced window, suspended over the pit by beams.
Changelog
Changelog:
November 8 2016
- Fixed nav being in wrong dir and it failed to work.
April 8 2017
- Moved RED 1st spawn left side door little to the other direction to cut off sniper visibility from long distance.
- Added a small fence prop to limit sniper view/shooting distance to the RED spawn door.
- Blocked off the small gap near 2nd cap area between piles of wood that caused unfair RED advantage in some cases.
- Improved clipping on some areas, so you don't bump into corners and props.
- Added a fence at last area over to the corner at pit so players do not accidentally fall off while going backwards.
- Shortened the ramp over the last pit right in front of the RED base from the left side, cutting sniper sightline to the mine exit.
- Fixed a spot on top of a crate near 4th D point by adding crate on top of it. Now "heavy headglitch" has been dealt with
- Fixed cart rolling backwards between B and C points uphill when enemy came close to the cart.
- Added a small crate near D point to help scouts travel upward ramps by using it.
- Added back precipitation snow, as it had little to zero effect on map framerate and most fps configs disable it in the first place.
April 18 2017
- Fixed the texture issues regarding file packing.
April 22 2017
- Fixed possible exploit.
- Map is now packed properly.
- Added missing bot navigation file.
December 6 2017
- Fixed several bugs found in few years.
- Added up some frozen assets from Hellstone.
December 1 2018
- Added a new route to the final area rooftops from the inside of last RED building (not connected to spawn).
- Added missing soundscape for the upper door of the red roof spawn door at last area.
- Added a hole into the small building near A site. Now you can walk through it.
- Added extra sign for BLU to guide them more towards proper direction after 1st spawn change.
- Raised up ceiling inside the route next to cart towards CP 1.
- Made some railings non-solid.
- Widened doorway to outside of the tunnels, when exiting lower exit of the BLU 2nd forward base.
- Fixed players falling through side of wooden bridge near D point, entering last area.
- Fixed some misaligned textures.
- Fixed possible out of the map exploit.
- Improved clipping on all areas, especially at doors.
- Moved control point 2 slightly forward.
- Moved traffic lights for the cart(s) from floor to ceiling/wall.
- Removed crate from D capture point.
- Removed crate from corridor leading to the last pit area (house dropdown).
- Removed small shack from side of A point (after corner).
- Increased light range on top of the shack at last area E.
- Lit up a roof at BLU spawn to allow players to be seen more clearly.
- Lit up some windows at BLU 1st spawn area.
- Removed pumpkin remains from few spots of the map that ended up in accidentally in previous version.
- Improved the IsSmismass features within the map (seen only for a limited time when Valve triggers smismass on).
December 20 2018
- Fixed RED 1st base lighting going off when its Smismass time.
December 20 2020
- Added more giftboxes around the map. Santa accidentally dropped them off the sledge.
- Improved some areas visual layout.
- Fixed many textures being off or misaligned.
- Fixed map nav file to feature recently changed areas, it was lagging behind.
- Many slight changed and bugfixes.
Gallery
Easter egg from Meet the Spy in BLU's spawnroom.
|