Millstone

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Millstone
Millstone.png
Basic Information
Developer(s): Unknown
Map Info
Environment: Snowy
Setting: Dark, cold
Hazards: Pitfall


Overview of Millstone.

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.

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