Brimstone (map)

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This article is about the Halloween map. For other uses of Brimstone, see Brimstone (disambiguation).
Brimstone
Pl fifthcurve event.png
Basic Information
Map type: Payload
File name: pl_fifthcurve_event
Released: October 21, 2016 Patch
(Scream Fortress VIII)
Developer(s): Tomi "ICS" Uurainen
Map Info
Environment: Halloween
Setting: Nighttime, overcast
Hazards: Pumpkin bombs, Ghost,
MONOCULUS, Skeletons,
Horseless Headless Horsemann,
Merasmus
Visual effects only:
Steam
Hazards (Underworld): Health drain, Infernal Lava
Deep Water: No
Pyrovision Support: No
Magic spells: Yes
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×11  •  Mediumhealth.png ×9
Ammoico.png Ammo Boxes: Smallammo.png ×6   •   Mediumammo.png ×10   •  
Largeammo.png ×7
TF2 crosshair.png Special: Pumpkin.png
Map Photos
Loading screen photos.
Map Stamp
Item icon Map Stamp - Brimstone.png
Supporters Leaderboard
It's Friday night of the living dead! Let's lose our minds, here we go for Halloween! ... Redmond Mann has risen from the depths of Hell and you must return him to that ghastly awful place! Do it, if you dare!
Brimstone publicity blurb

Brimstone is a community-created Payload map added in the Scream Fortress 2016 update. It is a Halloween version of Fifthcurve.

With the exception of the two buildings housing the BLU Base and BLU's forward spawn, all buildings are marked for RED, with a number of interiors decorated as Redmond Mann's personal quarters or offices. The battle portrays BLU pushing the risen Redmond in the Payload cart to deliver him back to Hell; Blutarch and Veikko are already there, waiting.

The map features the voice of Merasmus, who casts spells on players for their suffering. The Horseless Headless Horsemann, the Skeleton King and his minions, and MONOCULUS may appear. Merasmus himself may even appear if too much time is taken in the last area.

Brimstone is an open map with long sight lines and a series of defensive upper-story positions. Progressively stronger bosses can spawn ahead of the cart as it is pushed through both maps. This map's monsters spawn with some spontaneity. The Horsemann or MONOCULUS may show up when the cart gets far enough, Merasmus may show up near the end of the map, or

In the spaces between the last two capture points lie a number of scattered coffins showing a white light within. Sometime after the fourth point is captured, the lids of these coffins disappear and a hidden haunted calliope winds up and plays Misfortune Teller. Players who "go into the light" are transported to a Hell populated with rare Magic Spells, Skeletons, and, usually, other players shooting at them.

Brimstone was contributed to the Steam Workshop.

Locations

Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.

Checkpoint A

  • Lumber Mill: The map opens on a fairly simple, large, open yard of a lumber mill. Even though the tracks run through low ground, some cover is provided by map structures until the cart reaches a long inclined slope.
  • Garage: After the inclined slope, the track turns into the long interior of the Garage; this track has a straight line of sight from the BLU base. However, just before the capture point, the track turns into the capture point between two inclined slopes that are exposed to a range of RED fire.
  • Shortcut to B: A tight and narrow corridor located opposite the Garage. It opens up after first point is captured.
  • Tumidum (A): Capture of the first point causes the opening of the shortcut between BLU Base and Gratanter (B). Capture of the first point also causes the arrival of Merasmus (voice only), who shortly after begins casting spells on the players.

Checkpoint B

  • Wet Paint!: Shortly after the first point, the track has two alternate courses around the tower in the middle of the square. Selection of the path taken is random, complicating RED's defense of this section.
  • BLU's advanced spawn: In the corner behind Wet Paint!, the advanced spawn for BLU has two alternate sets of doors; the first set of doors open on the side of Gratanter (B), while the second set of doors open on the side of Audere (C).
  • Gratanter (B): Capture of the second point opens BLU's advanced spawn doors on that side. This capture also switches RED to its second spawn.

Checkpoint C

  • Satellite Dish/Library/Dump Truck: The two-story Library has a commanding view of Gratanter (B) and the Dump Truck choke point. If he spawns, the Horseless Headless Horsemann spawns between the Library and the concrete blocks (behind the bunch of autumn leaves).
  • Dropdown: A cutaway in the floor which flanks around the Dump Truck.
  • Loading Dock: A sectioned-off room filled with hay and barrels, it is located just to the side of Checkpoint C.
  • First RED Spawn: The Skeleton King's spawn point is inside the alcove to the right of the RED spawn.
  • Audere (C): Capture of the third point switches BLU's advanced spawn doors to this side, and switches RED spawning to the final RED Base.

Checkpoint D

  • Brick building: A small, two story building made out of brick which sits right in front of second checkpoint.
  • Warehouse: The Warehouse sets up a battle over the long hall with opposing balconies, which are secure to either side.
  • Congeriae (D): Some time after the capture of the fourth point, as the game progresses, several coffins in the final area open white portals to the island in Hell.

Checkpoint E

  • Balcony: An elevated platform which offers the attackers a minor vantage point over the final area. It is located besides the opening through which the cart exits the Warehouse.
  • Salt Rock: Connecting the Warehouse and the final RED spawn is a wide corridor running parallel to the cart's tracks. It also contains a coffin which occasionally opens up, revealing a portal inside.
  • Cliffside Shed: Across the tracks from the Salt Rock is a wooden shed bordering a dangerous pitfall.
  • RED Deck: Located just outside the final RED spawn is a large flat platform that grants RED a complete view over the Checkpoint E.
  • Veteris (E): Capturing this point returns Redmond to Hell. The blast unleashes the fires and bats out of Hell. The Gibus-wearing Ghost that has been following the action is seen flying away.

Hell Island: (Hell Pit) The Underworld of this map has an island surrounded by infernal lava.

  • Hell Island has two sections, and at the distant end of each section is a glowing white portal exit back to the map. Three Rare Magic Spells pickups are available in each section. Several Skeletons spawn near the exits and chase down any players.
    • One section, Purgatory, is reached by jumping through the purple portals left by teleporting MONOCULUS or jumping into the Bombinomicon that appears if Merasmus is defeated.
    • The other section is reached by entering the coffins while the white portals are open or by jumping into the portal opened when MONOCULUS is killed.
  • On entering the Underworld, players receive a very brief Invulnerability.
  • Players on the island suffer the health drain that increases in damage over time.
  • When exiting the Underworld through a white portal, players receive Invulnerability, overheal, speed boost, and Crit boost, each for limited times.
  • Teleporters and other buildings cannot be placed in the Underworld.

Helpful overview

Brimstone's locations
1.Lumber Mill
2.Garage
3.Wet Paint!
4.Shortcut to B point
5.Library
6.Dump truck
7.Brick building
8.Warehouse
9.RED deck

Blue/red diagonal lines: Blu/Red first spawn
Blue/red double diagonal lines: Blu/Red second spawn
Blue/red double diagonal lines w/ a circle: Third Red/Blu spawn
Yellow circle: First checkpoint (Tumidum)
Green circle: Second checkpoint (Gratanter)
Blue circle: Third checkpoint (Audere)
Purple circle: Fourth checkpoint (Congeriae)
White circle: Fifth checkpoint (Veteris)

Merasmus spells

Earthquakes shake players and release deadly clouds of steam.

Several of the spells that Merasmus casts have effects similar to those experienced on Ghost Fort or Moonshine Event; however, many spells he casts have no effect other than a sound cue. Spells that have notable effects on players include:

  • Tiny Melee Curse: All players are shrunk and restricted to melee weapons. The "Day of Defeat" anthem adapted for DeGroot Keep plays through to the end of the curse. Players that are on uneven ground or are too close to a wall or some other object at the end of the curse suffer a crushing death.
  • The Crit Boostening: All players are granted 100% Critical hits.
  • Super Speed: All players run faster.
  • Skeleton Summons: The Skeleton King and some Skeletons are summoned.
  • Jarate Curse: All players suffer the effects of Jarate.

Halloween monsters

The Halloween enemies have randomized chances of spawning at various times or capture points.

  • Two ghosts spawn at random times and places, taking randomly selected fixed courses. These Ghosts continue to haunt the action around the cart as it moves through the map.
    • The Gibus-wearing Ghost spawns from the beginning of the round and takes course generally supportive of BLU (entering openings from BLU's direction).
    • When the Tumidum (A) point is captured, a second hatless ghost spawns in the rear area of the RED team. This Ghost's paths tend to follow the tracks, occasionally interfering with BLU's push.
  • At any time between the captures of Tumidum (A) and Congeriae (D), the Skeleton King and several skeletons may be summoned by one of Merasmus' random spells.
  • At any capture of either Gratanter (B) or Audere (C), there is a one-in-eight[1] chance of the Horseless Headless Horsemann appearing.
    • The Horsemann (B) should center on Audere and does not chase players much further than either Wet Paint! or Congeriae.
    • The Horsemann (C) should work its way towards Veteris and, once near there, does not chase players much further back than Congeriae.
  • At any capture of Congeriae (D), there is a one-in-eight chance of MONOCULUS appearing, spawning over the open lava pit in direct view of the capture point.[1]
  • If play continues for more than 6.666666666666667 minutes (400 seconds) after capture of Congeriae (D), Merasmus appears some time in the next 20 seconds, should the game continue that long.[2]

Strategy

Main article: Community Brimstone strategy
See also: Community Mann Manor strategy for the Horseless Headless Horsemann

Update history

October 21, 2016 Patch (Scream Fortress 2016)
  • Brimstone was added to the game.

October 25, 2016 Patch

  • Fixed RED players getting inside BLU's 2nd forward spawn.
  • Fixed skull's teeth in hell being non-solid.
  • Fixed hell's coffin tune and tiny spell song sometimes playing to the next round from previous round.
  • Fixed some players dropping into hell's lava in rare cases.
  • Fixed big pumpkin in RED 2nd base being non-solid.

November 2, 2016 Patch

  • Fixed exploit where players could get under the map near BLU starting area.
  • Fixed exploit where players could get out of the map near graveyard.
  • Fixed exploit where players could enter RED base as BLU.
  • Fixed some skeletons running into lava when there are no enemies in Hell.
  • Fixed medieval tiny spell & other Merasmus voice spells lasting too long for some players.
  • Fixed big ghost getting stuck when map ends.
  • Fixed a spot where players could get stuck if entering it under the Power Up spell.
  • Fixed another case of non-solid pumpkin.
  • Tuned respawn time for RED team at last area.

October 26, 2017 Patch

  • Players now Crit and healthboost when exiting the Hell area instead of just ubercharge.
  • Increased slightly RED team respawn time on the last area.
  • Fixed the coffin music playing into the next round from previous one.
  • Fixed Monoculus sometimes getting stuck to certain locations.
  • Fixed players sometimes getting stuck to other players in Hell area.
  • Adjusted preferred nav-path for Merasmus to prevent him going into RED final base.

October 25, 2018 Patch

  • Fixed a bug where players could spam "escaped from underworld".

Changelog

This is the changelog of the map before it was added to the game.
Changelog:

RC10 Changelog (19.9.2017)

  • Players now crit and healthboost when exiting the Hell area instead of just ubercharge
  • Increased slightly RED team respawn time on the last area
  • Fixed the coffin music playing to the next round from previous one
  • Fixed monoculus sometimes getting stuck to certain location near its spawn area
  • Fixed players sometimes getting stuck to other players in Hell area
  • Adjusted preferred nav-path for Merasmus in order for him to prevent going into RED final base

RC9 Changelog (19.9.2017)

  • Test release

RC8 Changelog (30.10.2016)

  • Fixed exploit where you could get under the map near BLU starting area
  • Fixed exploit where you could get out of the map near graveyard
  • Fixed exploit where you could enter RED base as BLU
  • Fixed some skeletons running into lava when there are no enemies in Hell
  • Fixed medieval tiny spell & other merasmus voice spells for lasting too long for some players
  • Fixed big ghost getting stuck when map ends
  • Fixed a spot where players could get stuck if entering it under tiny spell
  • Fixed another case of non-solid pumpkin
  • Tuned respawn time for RED team at last area

RC7 Changelog (23.10.2016)

  • Fixed exploit where you could enter BLU 2nd forward base
  • Fixed skulls tooths in hell being non-solid
  • Fixed hell coffin tune & tiny spell song sometimes playing to the next round from previous round
  • Fixed some players dropping into hells lava in rare cases
  • Fixed big pumpkin in RED 2nd base being non-solid

RC6 Changelog (18.10.2016)

  • Fixed many potential out-of-the-map exploits that could be accessed with certain spell
  • Fixed some clipping issues
  • Fixed merasmus saying certain spell double times
  • Fixed ground detail brushes to be more fitting
  • Tuned lighting in some areas of the map to more lit
  • Tuned some textures in last RED base

RC5 Changelog (14.10.2016)

  • Changed spell "dance" to "jarate"
  • Changed fake burn spell to "melee spell" (dont' laugh please)
  • Randomized merasmus introduction spell
  • Fixed hidden merasmus soundloop
  • Fixed few prop fade issues
  • Fixed monoculus not getting stunned when players exit the portal area
  • Fixed one ghost not going on through it's path
  • Fixed skeleton bots not being able to go through some windows
  • Fixed some props fade distances
  • Fixed blu spawn hidden spellbook being disabled at start
  • Fixed issue where merasmus was going to hiding into unreachable are

RC4 Changelog (26.9.2016)

  • Added one more spell for meramus to use: dance
  • Altered the earthquaking, steaming hurt spell to occur more consistently, no more shakes if it doesn't hit near you
  • Fixed some players not receiving invulnerable boost in Hell
  • Fixed potential exploit getting out of the map using spells
  • Fixed players keeping hearing Hell sounds inside the actual map when returning from Hell
  • Fixed some Hell effects not playing and removed some non needed ones
  • Fixed some texture errors in Hell area
  • Moved the sky circle to over the clocktower
  • Enhanced some spawnrooms with additional halloween props

RC3 Changelog (25.9.2016)

  • Fixed merasmus skeleton spell not working if triggered for the second time
  • Removed some effects from spells that do not affect players directly
  • Added more spells for merasmus to use: Speed, Critboost and Fire (always fails to cast it)
  • Added merasmus as cameo - if a lot of time passes after cp4 is captured and game stalemates, merasmus will arrive to finish players around last area. But instead, you can finish him too!
  • Fixed some odd looking, misplaced textures
  • Altered the way to get into hell. Coffins now open at random time near last area
  • Continued the halloweening of the map by changing some areas to(sic) more halloweeny like
  • Improved bot navigation, bots no longer get stuck in some places and drop down faster from platforms

RC2 Changelog (24.9.2016)

  • Touched up the ground area between starting point and 4cp area to look more realistic
  • Added sky lights and doomy effect upon point capture
  • Added different fogs at the main world and to the hell area, now hell is more spooky!
  • Added clocktower to show that there is a bell in the map
  • Fixed bells ringing too fast at last area
  • Fixed BLU 2nd spawn door being able to open by RED (thanks J3pp3)
  • Fixed possible issue getting stuck when players get teleported to hell through coffins
  • Updated screenshots regarding hell area

RC1 Changelog (23.9.2016)

  • Fixed BLU 2nd spawn closing down completely when 3rd point is captured. You can now exit any door.
  • Fixed several cases of overlapping brushes (blinking walls)
  • Fixed Hell area skeletons dropping into the lava on 1st area
  • Fixed players getting critbootst in Hell without teleporting into the main battlegrounds
  • Adjusted some ammo box sizes and repositioned some in a bit different locations
  • Removed experiment of "changing bridges" in hell
  • Added a lot of halloween-style decorations all over the map
  • Touched up house between cp 2 and cp3for halloween!
  • Touched up big house around cp 4 for halloween!
  • Touched up blu 1st, 2nd and 3rd spawn more for halloween!
  • Tweaked merasmus talk lines a bit as well as spell timings
  • Other fixes and adjustments that i cannot remember to list

Trivia

  • The map's control points are named after spellbook pages.
  • There is an out of bounds sign by the cart's starting position that reads "MAP BY ICS". Reffering to ICS, the map's creator.

Gallery

References

  1. a b ICS
  2. ICS