Team Fortress 2

Team Fortress 2

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Slasher
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Other: Halloween, Night
File Size
Posted
Updated
74.914 MB
Oct 16, 2016 @ 5:49pm
Sep 16, 2017 @ 6:05pm
4 Change Notes ( view )

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Slasher

In 1 collection by void~
Workshop of Horrors 2016
139 items
Description
NOW UPDATED FOR SCREAM FORTRESS 2017!
See full change log below.

--

Welcome to Camp Saxton!

Slasher is a one-of-a-kind Halloween map built from the ground up as an all-out Boss Rush Roulette map!

In addition to the King of the Hill gameplay, Slasher will also throw randomly-selected Halloween threats at you every 3 minutes! Merasmus, Monoculus, the Horseless Headless Horsemann, Skeletons, the Skeleton King, and good ol' Zepheniah Mann can all be thrown at you to take you and your team on!

If that's too much to handle, swing through the treacherous interdimensional Underworld to grab a rare spell and a powerfull buff to take them down!

Think you got what it takes to face the roulette and survive? Bet with your life and roll the dice!

Happy Halloween!

--

Update: 9/16/2017

- Fixed a bug where spell-casted Monoculus will have the same effect on the capture point as the Boss Monoculus - i.e. locked, timer paused, etc, courtesy of a fix from Valve.
- Merasmus now doubles as an announcer throughout the round, replacing The Administrator in full.
- Improved optimization brushwork.
- Increased round time to 7 minutes.
- Fixed leftover playerclip brushes that would get players caught on a set of doorframes.
- Changed any stair and underworld platform clips from playerclip to blockbullets.
- Fixed floating props.
- Completely rehauled 3d skybox.
- Fixed some displacements that were clipping through others.
- Scaled up water in the lake.
- Updated materials for the Totem Pole.
- Added more grass to the lower half of the map.
- Reduced overall grass sprites by 40% for optimization.
- Harshened prop fade distances.
- Updated detailing on the lakeside building routes out of the spawns.
- Raised the high route buildings.
- Fixed some Red textures that weren't changed on Blu.
- Fixed a road overlay that wasn't applying to part of its faces.
- Updated structure of the lakeside mid buildings for detailing renovations and optimization.
- Added cross-mid sightline blockers to lakeside paths.
- Fixed discrepancy in the rock symmetry between yards.
- Disabled nobuild on mid building rooftops.
- Added custom soundscapes.
- Lengthened mess hall buildings and revised their detailing.
- In addition to the Ghosts that patrol the map during the Haunting event, other Ghosts will now pop out of randomized points in the ground briefly to spook players in rapid succession.
- Fixed some pumpkin bombs spawning in world geometry.
- Updated FX for when a Boss is spawning in.
- Fixed a bug where sometimes the first roulette spin wouldn't happen for over 3-4 minutes into a round.
- Fixed players not being properly oriented when teleported to the Otherworld.
- Improved lighting around the point.
- Various detailing additions and improvements.
- Improved clipping.
- Closed a doorway in the boathouses.
- Fixed players being able to hide buildings in the trees at mid.
- Improved detailing in the boathouses.
- Fixed vphysics console spam on map start.
- Added menu photos.

Update: 10/19/2016

- Raised cap area slightly to cut sightlines.
- Closed previously open large gate to mid towers.
- Revised design of lakeside mid buildings and upper mid bridges to benefit optimization.
- Removed railing from upper mid bridges and added a short balcony in its place.
- Increased optimization overall.
- Rearranged some detailing for visibility purposes.
- Removed shallow water puddles at the base of mid.
- Fixed a bug where the cap would be locked and the timer paused when a player casted the Mini-Monoculus rare spell.
- Changed water in the lake to be better optimized.
- Fixed a bug where the eyes in the Underworld would sometimes render in the sky of the Overworld.
- Fixed some bleeding on a few displacements.
- Detailing updates.
- Increased Ghost speed by 50%.

Update: 10/19/2016

- Fixed clipping in mines where players could previously get through the barrier.
- Fixed a bug where Engineers could build teleporter exits in the bonfire.
- Fixed various texture and displacement seams.
- Fixed a bug where Ghosts would get stuck in a few displacements.
- Adjusted teleport time of the Ghosts.
- Fixed missing fence on RED side.
- Optimized fade distances on select props.
- Swapped select expensive models in place of brushwork.
- Revamped clipping in select areas.
- Fixed particles not rendering.
Popular Discussions View All (4)
14
Sep 7, 2018 @ 5:41pm
New bosses, maybe?
Dumbass with a headache
0
Nov 11, 2022 @ 3:27pm
Bosses and Truce Mode
Mori
0
Jan 4, 2017 @ 2:55pm
title
Ninjanas_15
255 Comments
Stuffey (formerly AToshi) Oct 29, 2023 @ 11:14am 
Aesthetically, this map is great. Really love how it looks!
The gameplay is fun, but also unbalanced. Once one team cap the point, it's really hard for them to lose it, as they have access to spells (which spawn near the point), a max health pickup AND a portal to the underworld which gives them 200% overheal, unlimited crits for a short amount of time AND a rare spell upon escaping.
Other than that, it is fun.
ShadowMan44 Sep 28, 2023 @ 7:56pm 
Like I said before, maybe shave off just 1 more minute from the timer?
Ch0rys Oct 11, 2022 @ 8:54am 
whyyyy are the spawns so fucking war away from the point
it takes a million years to get anywhere and since it halloween mode once you arrive there is a good chance that you instantly die and have to walk ALL THE FUCKING WAY AGAIN JUST TO INSTANTLY DIE AGAIN
without a tele this map makes me want to kill myself
Бомж по им. Джек Sep 16, 2022 @ 10:53am 
Atmosphere in this map is insane, and gameplay too
Feb 24, 2022 @ 9:50pm 
One of my favorite TF2 halloween maps.
LohiLordi Jan 13, 2022 @ 6:12am 
Still one of if not the best halloween map.
ShadowMan44 Dec 12, 2021 @ 11:25pm 
I loved the updates you did on it this year's Halloween, but I feel like shaving off another minute to the round timer would overall benefit. It's much better than what it was before, but the timer is still a little too long for my tastes.
Sandmann Oct 12, 2021 @ 3:13am 
this map makes me wanna kill myself
DanielDaFloof Oct 5, 2021 @ 10:39pm 
what did they added?
SnapClapplePop (Refurbished) Oct 3, 2021 @ 11:56am 
Had a weird thing happen on this map a few days ago. Some time after red capped the point, the round timer just stopped going down until blu capped it twenty minutes later. It was a half hour round lol. No idea what caused this, but we fought many eyes and wizards in the interim.