Slaughter

From Team Fortress Wiki
Revision as of 07:27, 15 April 2021 by ShadowMan44 (talk | contribs) (Please don't kill me over this wiki people.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Slaughter
Slaughter Main Point.png
Basic Information
Developer(s): Unknown
Map Info
Environment: Laboratory
Setting: Day
Hazards: Grinder


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

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.

Gallery