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Not only do have have Spells, which are super spammy and annoying to deal with on this map. You have HHH, Monoculus, AND the Skeleton King all on one map. It feels like you took what made Scream Fortress great and shoved it into a blender, completely missing what made maps like Mann Manor or Harvest Event great. chokepoints are also a big issue, the middle-last point is a nightmare for BLU.
What I would recommend to fix it is to simply remove spells and the bosses. So now you have a less spammy and easier-to-deal-with map. Also having the cart not scare you would be nice, it's hard to defend otherwise. Opening up the indoor section would be nice too, just to give BLU breathing room.
You can't defend the cart because of the ghost, so if you need to hug the cart to stop it, you can't fight back. This makes RED have a genuinely awful disadvantage and forces you to use specific cosmetics to avoid being scared. A map should not force me to use a cosmetic, just replace it with Blutarch or Redmund.
Multiple bosses can spawn in at the same time. This bugs out the health bar, and since there's also rare spells, that means you can be fighting a Monoculus, a Monoculus spell, and the HHHH all at the same time. Also, 2 monoculus can spawn at the same time.
Chokepoint after chokepoint. There's some open areas, but if you have a demo with a pocket and sticky spam, you can lock down a choke, or just spamming enough pyros down one area can force a move. Engineers have little use due to this since the sentry has no safe spots excluding one on CP2.
This map needs either a major rework or removal, Hallowen =/= xD chaos
If you have played map like Brimstone for example, like i did next year 2016 it does have coffins that open up to the underworld. So yes theres improvements and new ideas coming up every year. If you play the more recent maps of mine like Erebus or Midnight, theres not even bosses in it in the main world, just again portals to underworld where there is a slight surprises in both of the maps.
As stated, when game gets older, the more enhanced the maps will be. Thanks for your feedback.
Instead of having to include all these chaotic Halloween bosses which halt the game's progress, why not try something like having certain spots on the map open up portals to the underworld when a point is captured? Believe me when I say that people really do not like needing to stop pushing the cart because the horsemann ran up behind them and sliced their head off? Also the final point having literally 2 of the same boss is just a downright insult for Payload players.
The end 2 monoculus is intentional at this point, so its either kill or get killed. I dont think players even know that there is an underworld in this map, because monoculus is rarely killed. Map cannot fix players state of mind, and being as it is, some players like the chaos, some like you dont. It is what it is and its good thing that there is variety. May i ask which 5 halloween maps you like the most yourself?
Besides, there is no controlling of their health. Its done in game code.
Your use of the witching hour has prompted me to create a small witching hour Wiki article.
Is there any hidden meaning to the second hour happening at not quite 8 minutes?
Buswolley, Vala and Sefanonimo should check it if you are interested. Thanks for feedback.
- On other halloween maps, the objectives stop when a boss emerges. Not so in Hellstone. You have to deal with them while pushing/defending.
- Most halloween maps have two or three halloween elements. Lakeside has spells, a boss, and a wheel. And the wheel goes away when it's boss time. (Notice a trend? A boss gets the whooole stage to itself.) This map throws halloween everywhere. There can be two monoculuses spawncamping red at once. HHH and Monoculus are separate, but that's little comfort when facing a boss and skeletons and the other team at once.
- The cart ghost breaks apart Payload gameplay. Red needs the ability to body-block the cart. The ghost also creates chokepoints for red to deal with while they shimmy around its sides. It might be interesting if the ghost was an alternative to the cart-dispenser, but blu gets both! Part of the point of the cart is that you should be exposed while capping.
It's basically Hoodoo, but with even fewer flank routes, worse chokes, and you can be spawncamped by Monoculus...