Stoneyridge

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Stoneyridge
Stoneyridge1.jpg
Basic Information
Map type: Control Point
File name: cp_stoneyridge_rc2
Version: Release Candidate 2
Released: June 2, 2015
Last updated: September 27, 2015
Developer(s): Harlen "UEAKCrash" Linke
Seth "xzzy" Graham
Josh "Hey You" Harris
Link(s): TF2maps.net
Map Info
Environment: Alpine, Snowy
Setting: Nighttime
Map Items
Healthico.png Health Kits: Smallhealth.png ×6  •  Mediumhealth.png ×7  •  
Largehealth.png ×1
Ammoico.png Ammo Boxes: Smallammo.png ×3   •   Mediumammo.png ×11   •  
Largeammo.png ×2
Overview of Stoneyridge.

Stoneyridge is a Team Fortress 2 custom map created by members of the Penny Arcade forum community. This two point, attack/defend map (similar to cp_gorge,) is a snowy, night-time map which includes hints of the construction pack.

The main objective is for Blu to capture the control points while Red defends.

When the final point is captured by Blu, the bomb at the top of the tower drops and explodes, causing the tower to shatter apart and kill anyone in the area.

A Halloween version of this map was added in Scream Fortress 2022

Video

Locations

Control Point A

Control Point A is located above a low lying rail-road track that has been piled up with snow. It is backed with a large stack of barrel pallets and is open on the other 3 sides. A building leading to B is located behind it.


Control Point B

Control Point B is perched inside of a massive tower stretching towards the sky with a ominously large bomb dangling above it. There is a staircase leading up on the right side of it from the front, and two from both directions on the back. Red team's spawn room


Strategy

Control Point A

  • You have greater penetration as an attacker if you take the lower route below A, but you are more vulnerable to attackers if they notice you. There is a full health pack waiting down here as well.
  • Going to A while attacking, the right side path has great cover and penetration, but opens you up to being pushed off the ridge to your death. There is a medium health pack here.
  • Defenders should hold the concrete building in front of A as long as possible, as this is the most direct route to the control point


Control Point B

  • As an attacker, taking the upper path through the wooden building will push you far into enemy territory, but you are very vulnerable when you get there. Once you drop down, you only have a small health pack in the spytech room, before you get to the tower.
  • Taking the right path behind control point A is the most direct route to the tower, but you are very exposed with limited options, but this route should not be underestimated in the heat of battle.
  • A well placed sentry in the building directly behind the tower, looking towards the point, and a sentry on the ledge overlooking the spytech room is a great way to lock down the tower for defense. However, you will want to keep an eye on any longer ranged attacks that may come.
  • The tower provides an excellent height advantage for defenders, but be wary of getting pushed off into the pit below.

Gallery

Changelog

Changelog:
Version RC2 (Released 9/27/15):
  • New custom explosion particles by FissionMetroid
  • Layout improvements and building restructures throughout the map
  • Detailing repass and overall visual improvements
  • Distance slightly shortened from Blue spawn to point A
  • Improved Engineer nest for routes going to point A from Blue spawn
  • Slightly shorter cap times on both points A and B
  • Added one way door going to point B to Blue's advantage
  • New push route coming out onto point B
  • More health to Blue's advantage
  • Lighting improvements throughout the map
  • Improved optimization and reduced file size
  • New dropdown on the way to point A
  • Restructure of building overlooking point A
  • Prop usage optimization
  • Improved signage
  • Skybox visuals improved and optimized
  • Three years of testing to help validate changes

Version RC1 (Released 11/21/12):

  • The bomb is now armed to drop and explode when B is capped
  • Tower structure updated visually
  • Adjusted spawn times and capture times slightly
  • New game-play geometry between A and B
  • Improved and widened balcony next to B tower
  • Adjusted sight-lines from sniper deck looking towards B tower
  • Rotated Red's spawn points to better face tower, post capture of A
  • Reduced prop clutter
  • Fixed many prop fades
  • Further optimization tweaks
  • Updated clipping/fixed exploits
  • Adjustments made to many textures
  • Lighting updated in many spots
  • Blue forward spawn door fixed
  • Blue forward spawn points slightly farther from B point
  • Updates to various detailing and geometry

External links