Team Fortress 2

Team Fortress 2

Spookeyridge (Stoneyridge_event)
204 Comments
KHR3b 28 Oct, 2024 @ 10:26pm 
this map sucks
♤Pin TPOT♤ #SkinsMonkey 27 Oct, 2024 @ 2:51pm 
where the fuck are the gargoyles
UEAKCrash  [author] 26 Oct, 2024 @ 9:52am 
I experimented with spells in the underworld last night but unfortunately they seemed to benefit Red too much, as they can get in the underworld easier to retrieve spells, whereas Blu has to commit more to the flanks. Plus they could grab them during setup time and it was frustrating to push for Blu.

That said, I'm sure there's some things I could tweak, like turning them off during setup and reducing the rare spells availability, so I'll keep experimenting.

At the very least, it seemed like players wanted to go to the underworld more, and there would be more fights in it over the spells, so that was good.
UEAKCrash  [author] 26 Oct, 2024 @ 9:48am 
Thanks for the feedback, Sandy Claws
Hideo Kojima 26 Oct, 2024 @ 9:07am 
Hideo Kojima approved, only because of the font SamdanEvil.
No Idea 26 Oct, 2024 @ 1:16am 
Ok, well here I go. I enjoy the map very much, I only have two complaints. One is how after capturing the first point theres a section that looks like a morgue that has a pumpkin bomb. I dislike the pumpkin bomb placement as it gives red an easier time to demolish any engie nest that would be placed there as a safe bet in comparision to pushing to far into red territory. The last complaint i have is that the last point in my opinion has too many sniper havens. Theres one thats facing the point which is fine but then theres one in the wooden house next red that i feel is unnecessary as its easily missed. other than that I enjoy the map.
UEAKCrash  [author] 25 Oct, 2024 @ 7:46am 
All feedback is valid, it's on us to interpret it. Generally we just appreciate if it's constructive. "Map sucks" isn't helpful, "I dislike how x part of the map works" is more helpful.
No Idea 25 Oct, 2024 @ 4:52am 
What does one have to keep in mind when critiquing level design or maps? I have only one point of feedback to give but im not exactly sure if its valid or not
UEAKCrash  [author] 24 Oct, 2024 @ 11:17am 
I'm used to it, lmao. I do wish people could present feedback without *also* being crappy about it, but at least there's feedback in there, too. I'm pretty receptive about this stuff.

Could be worse though, I know other mappers who are getting death threats over their projects, it's ridiculous.
Froze 23 Oct, 2024 @ 11:20pm 
must feel bad to have your map be re-featured again on the workshop but then have a guy bashing it hahaha
UEAKCrash  [author] 23 Oct, 2024 @ 9:47pm 
Because I was showing that things could be different in the underworld, as if the glass had broken out. Plus I was trying to save brushes anywhere I could in the underworld to get it under the engine limits and that was 2 more I could cull.
ShadowMan44 23 Oct, 2024 @ 9:20pm 
The glass was intended to be missing? Why's that?
UEAKCrash  [author] 23 Oct, 2024 @ 8:45pm 
Thanks for the reminder, if I'm sending in a change it'll be fixed with that. Didn't seem like a priority to fix by itself. The glass was intended to be missing, I just didn't realize the props in that room had their collision off when I did it.

The intention of that teleporter is to be a kind of tutorial showing how the teleporters work while Blu waits, and that things can be different in the underworld than the over.
ShadowMan44 23 Oct, 2024 @ 8:13pm 
The wiki mentions a bug regarding a room in BLU's spawn underworld that is "missing windows" and "none of it's props have collision".
UEAKCrash  [author] 23 Oct, 2024 @ 7:29pm 
I'm also unfortunately hitting some hard limitations on the map, honestly. The entire map was copied, placed under itself, and then modified to fit the underworld look, which put us WAY over the limits of the engine, so I had to take out a lot of spaces and rooms that are in the overworld to get us under those, confining the underworld gameplay to mostly the major open areas with basically no connectors left between them.
󠀡󠀡󠀡󠀡󠀡󠀡󠀡󠀡 23 Oct, 2024 @ 7:20pm 
well thank you for the explanations that makes it make more sense, from your pov. But still I think if you can update it you definitely should add spells in the portals area. That way it'd be mainly for that and also for very slight flanking.

I'm sure everyone who plays it for the first time thought for sure itd take them to a different part of the map though, not the same part. Idk. I don't think players going to another spot ahead on the map would be too bad.
UEAKCrash  [author] 23 Oct, 2024 @ 7:16pm 
I personally try to do a pretty light touch with halloween gimmicks on my maps, going more for the aesthetic with some various shenanigans thrown in for fun. When the map was originally made (7 years ago), spells were pretty overdone and people seemed pretty tired of them so I chose not to include them. I can see how they seem more like a staple these days so I wouldn't be opposed to adding some in. I'd need to test it before committing it to the game though, in case there are any unintended issues that pop up.
UEAKCrash  [author] 23 Oct, 2024 @ 7:16pm 
On a smaller scale, some of the teleporters are set up (like the ones in the hallway path leading to A) so if Red is very strongly defending that room, you can use it to get behind them to help push the room easier. I wasn't going for anything big and dramatic like and ubercharge coming out because of how easy it was to jump in and out, just making it a dynamic element to navigate the map in an interesting way.

The quick heal they give you on the way out is also intended to be a slight buff for using it.
UEAKCrash  [author] 23 Oct, 2024 @ 7:15pm 
My thought process behind each portal entrance/ exit was to allow for flanks in each major zone of the map (the arena around the control points), and I've personally used them really effectively in game to push into an area past a "frontline" of combat that was too difficult to push through in the main part of the map. It takes a little coordinating, but a strong push through them can completely change the course of the round, in my experience.

I couldn't allow for a player to completely get around one of those zones into the next because it would end up being extremely overpowered for say, spies or ninja engineers. I made it so you had to push into that territory organically rather than just teleporting around everything, to maintain some of that push/ pull frontline of combat.
󠀡󠀡󠀡󠀡󠀡󠀡󠀡󠀡 23 Oct, 2024 @ 2:58pm 
worst spookfortress map?

literally the worst?

The portals lead you to the same place you entered... There's literally NO point to going in them, at all. No spells, etc.

If you could get spells in there THEN that would be reason enough to come back where you entered. But nope. Literally no point to going in them.

This map should literally be removed. It's a joke.


If you actually updated it to have spells only spawn in there and we can get spells in there, and that's the reason for portals, then I'd consider it an okay map.
Please do.
Join Castaways.tf SG Server! 15 Oct, 2024 @ 1:34pm 
Idea: change bonus to escape underworld for easier contract
Tackro 14 Oct, 2024 @ 12:58pm 
It's weird how you can make a halloween map even less enjoyable than all the halloween payload maps and those REALLY suck.
blunt commando 17 Oct, 2023 @ 4:51pm 
im so glad I dont have to play this abomination for another year
ShadowMan44 17 Oct, 2023 @ 12:57am 
God yeah, the particles are way too much on this map.
Orange Juice 16 Oct, 2023 @ 2:43pm 
the absolute clusterfuck of particle effects when blue caps final point instantly crashes the game for me
Cold Milk 25 Oct, 2022 @ 7:07am 
good map idea. Maybe too small and the last point is a complete mess to attack...
Wald Jr 25 Oct, 2022 @ 2:57am 
Sorry to say that mates, but it's the worst Halloween map of this year.
HumanBun 20 Oct, 2022 @ 6:57am 
theres no clipping at all plz fix
ShadowMan44 19 Oct, 2022 @ 9:20pm 
Ah, shame. I think the map could definitely use some layout changes to improve it significantly. Even so, making that flank route wouldn't affect the map drastically and could easily be done without like what 10 minutes?
UEAKCrash  [author] 19 Oct, 2022 @ 7:46pm 
Embarrassing? It happens, Valve has done it themselves, it happens to everyone at some point. Maybe not always at this scale, but it's a mistake that can happen to anyone at any level. I made a quick change last second and missed turning the clipping layer back on before submitting. It's a great learning moment for myself and others.

Get off your judgmental high horse with this "embarrassing" crap, lmao

Shadowman: We won't be doing any major layout changes at this point, just minor balancing
Ledari 19 Oct, 2022 @ 5:34pm 
For somebody who made a series on how to make TF2Maps, this is embarrassing...
ShadowMan44 19 Oct, 2022 @ 1:25pm 
Did you look at the suggestion I made down below?
UEAKCrash  [author] 19 Oct, 2022 @ 11:26am 
There's a fix submitted, waiting on Valve to implement it. Sorry about that!
La Fleur 19 Oct, 2022 @ 10:25am 
Map is normal, and hope u can fix the invisible hole (where the lamp located) on the second point, many people keep falling into it because there are planks covered on it. This is really annoying.
albinka 16 Oct, 2022 @ 12:13am 
they made the portals so cool that they decided to make a good map
Flaninty 15 Oct, 2022 @ 9:53pm 
its not that bad of a map but it lacks the insane level of detailing that other halloween maps have
cocogoated 13 Oct, 2022 @ 2:53pm 
maps too short, terrible to play in casual.
ShadowMan44 12 Oct, 2022 @ 11:19pm 
Are you taking suggestions? You know how in the first BLU spawn area, the first building has that caged floor showing an inaccessible area with a shutter door? Turn that into a flank route, you'd be able to sneak in from underneath the bridge and get to the point quicker. Trust me this would help the map out just a little.
ScottyTwinStar 12 Oct, 2022 @ 7:09pm 
Having just spent the most unfun hour I've ever spent playing TF2, I felt compelled to come here and give you a piece of my mind. This is a fine example of ATROCIOUS map design. Not one single square ingame foot makes structural sense on any level. It looks and feels like it was designed by a six-year-old with ADHD who couldn't help but shove as much crap as possible into as small a space as possible while ignoring any semblance of logic or reason.

It looks and feels like a hastily-slapped-together DOOM map with bad corridors, doors that go nowhere, and strange structures and props that exist where they do because reasons.

This map is beyond awful and I would encourage all involved to abandon any future mapping projects until they have gained some form of education in architecture.

Zero stars.
Kamikaze Nightinsnail 12 Oct, 2022 @ 2:55am 
Congrats dude, but this is unfun
gaming 9 Oct, 2022 @ 2:40am 
worst map screamfortress 2022
recyclops 8 Oct, 2022 @ 1:11pm 
I have lost at least 5 full ubercharges to the death coffins...
ISPuddy 8 Oct, 2022 @ 6:25am 
worst halloween map
Hey You  [author] 6 Oct, 2022 @ 8:57pm 
Thanks everyone, cool to see this finally get picked up
rupt 5 Oct, 2022 @ 2:24pm 
CONGRATS!
dangerzachattack #FixTF2 5 Oct, 2022 @ 2:22pm 
Congrats on getting this map officially added into TF2 Crash! Now they need to add Shoreleave and trainsawlaser and everything will be good!
josc 5 Oct, 2022 @ 1:46pm 
congrats dude :steamthumbsup::KSmiley:
UEAKCrash  [author] 5 Oct, 2022 @ 1:24pm 
<3
Star in a pond 5 Oct, 2022 @ 1:19pm 
:Dogeface:
DaVinchi 12 Aug, 2022 @ 6:11am 
cap the first point*