Difference between revisions of "Slaughter"
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'''Spawn Rooms''' | '''Spawn Rooms''' | ||
<gallery> | <gallery> | ||
− | File:Slaughter_BLU_Spawn_Inside.png| | + | File:Slaughter_BLU_Spawn_Inside.png|Inside of BLU's spawnroom. |
File:Slaughter_BLU_Spawn.png|Outside of BLU's spawnroom. | File:Slaughter_BLU_Spawn.png|Outside of BLU's spawnroom. | ||
− | File:Slaughter_RED_Spawn_Inside.png| | + | File:Slaughter_RED_Spawn_Inside.png|Inside of RED's spawnroom. |
File:Slaughter_RED_Spawn.png|Outside of RED's spawnroom. | File:Slaughter_RED_Spawn.png|Outside of RED's spawnroom. | ||
</gallery> | </gallery> |
Revision as of 14:54, 28 September 2022
Slaughter | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Factory |
Setting: | Day |
Hazards: | Grinder |
“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. |
“ | Welcome to the killing floor...
Slaughter is a fast-paced King of the Hill map set in a food processing plant. Navigate the bloodied halls and use the fully-functional conveyor belts to ambush your foes - but watch your step, hazardous meat grinders might just make you tonight's secret ingredient... !
— Slaughter publicity blurb
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” |
Slaughter is a community made King of the Hill map. Slaughter takes place in an ethically questionable meat factory filled with radioactive materials and signs displaying distrust with FDA standards.
A Halloween version of the map was released in the Scream Fortress 2019 update.
Changelog
Changelog:
Nov 10, 2016
- Added additional side route buildings up to the conveyors looking over the point.
- Opened up previously closed conveyors at mid.
- Added small bridge over the conveyors unaffected by their motion.
- Lowered height of the tunnels slightly.
- Expanded side exit areas of spawns.
- Cut sightlines across mid.
- Cut sightlines from tunnels to spawn.
- Improved cover with placeholder models.
- Fixed clipping on a set of stairs that previously had none.
- Added clipping to handrails throughout.
- Improved lighting in certain areas.
- Adjusted speed of conveyor texture scrolling to better match the speed of the trigger_push on the conveyors.
- Added directional signage.
- Added func_nobuild to high crate piles at mid to avoid superior height advantages, and to cargo container areas near spawn to discourage spawn camping.
- Added steam whistles for respective teams on capture.
Nov 10, 2016
- Fixed texture scroll rate on conveyors not matching the speed of their respective trigger_push
- Fixed collisions on handrails to match their use in maps such as Gorge and Powerhouse. [Playerclipped, no collisions]
- Raised playerclipping on overhead conveyors - placeholder cows are no longer clipped and won't get in the way of jumpers.
- Improved clipping on floodlights and resupply signs to prevent players from being able to stand on them.
- Fixed players, buildings, and stickies being able to go inside the generator lights.
- Replaced doorframe placeholder brushwork with models, where applicable.
- Additional signage.
- Added stronger lighting to the sniper decks at mid to make any Snipers there more vulnerable.
- Fixed Engineers being able to build in the vent the conveyor comes out of in spawn.
- Fixed the Far Z Clip Plane being visible in the player space.
- Added a medium health kit alongside the full ammo pack on either side.
- Slight changes to the area beneath the capture point.
Nov 16, 2016
- Raised wide doorways to mid slightly.
- Added second set of short stairs leading up to the area across from spawns.
- Extensive clipping pass on all doorways and windows.
- Disabled collisions on lights under mid.
- Closed off gap underneath the suspended stairs near mid.
- Disabled collisions on cage lights over conveyors.
- Added additional lighting to the right-side spawn exits.
- Slight dev-texture detailing to the spawn areas.
- Adjusted distance of the fog to be further away.
- Opened up windows to actual skybox brushes, letting in environmental light.
- Added railings to the top platform of the suspended stairs near mid.
- Additional signage to indicate difference in combat areas.
- Fixed clipping on the metal barriers at mid.
- Added slight "bumpers" to the conveyors at mid to aim towards funneling players out and on to the point.
- Improved spectator camera positions.
Nov 20, 2016
- Moved spawnrooms 256 units to their respective "right," to make it more centered and clear with the paths to mid.
- Replaced gate entrance to mid for a new layout and to cut sightlines to the resupply doors.
- Changed clipping on stair steps to blockbullets.
- Fixed conveyors under the point not having sound.
- Added narrow walkways on either side of the top of the meat grinders.
- Lowered meat grinders by 12 units.
- Lowered the room beneath mid by 32 units.
- Opened up some more windows to natural light.
- Increased overall brightness of the player space.
- Made it clearer that the space underneath the suspended stairs at mid is not accessible.
- Players who fall into the meat grinders can now help their teammates - or their enemies - in death.
April 14, 2019
- Uploaded to Steam Workshop.
February 28, 2020
- Added all gameplay adjustments from Laughter.
- General visual upgrade.
- More blood.
November 4, 2021
- Get ready to prepare a Smissmas Feast! Slaughter has been updated with some chilly new detailing and some more team coloring throughout as it enters Release Candidate stage!
Locations
Spawn Rooms
Flank Routes: Alternative routes that players can take to get to the capture point.
Gallery
A cow carrying a Destruction PDA
A cow in a chef's hat carrying a Flying Guillotine.
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