Pit of Death
|“You are so small! Is funny to me!”
This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it.
Notes: Add Underworld section with images of the Underworld. Also add images of interesting features besides the locations.
|Pit of Death|
|Map type||Player Destruction|
|File name:|| |
|Release date:||October 21st, 2016|
|Last updated:||October 25th, 2016|
|Hazards:||Pitfall, Pumpkin bombs|
|Stygian waters, Health drain|
|Health Kits:||×7 • ×6 • ×1|
|Ammo Boxes:||×3 • ×4 • ×3|
The objective for the map is that both teams must kill players for souls collect and deliver those souls for "sacrifice" souls in the Underworld's house front yard. A team wins upon sacrificing some number of souls. The number of souls required to win varies depending on the number of players currently in the server.
The goal of each team is to collect souls dropped from dead players and deposit them in the Underworld house's front yard to score points for their teams. To enter the Underworld, players must drop into the portal that opens over the Pit of Death every Witching Hour. To leave the Underworld, players must die or enter into a white portal in the house's front door. Exiting by the portal causes them to return instantly to the normal dimension with a 200% overheal, a speed boost, and a crit boost for a limited time.
The non-Spy player on each team with the most souls also becomes the "Team Leader", making them dispense health and ammo to themselves and nearby teammates at the rate of a Level 1 Dispenser. The player's HUD will display a gold star () next to the current number of souls carried. The Team Leader status also gives a team-colored outline with a soul counter, which are visible through walls and can be seen by both teams. If the "Use Glow Effect for Payload Objectives" is not selected in the Advanced Options, only the numbers will be visible to the player.
Once one team scores enough points to win (the number scales based on the amount of players at the start of the round), all players are stunned and the winning team gets a crit-boost. During the humiliation, killed players turn into ghosts.
The map has a symmetrical layout for each team, designed around two paths to the side that flank one central location. These paths are displayed early, with the spawn courtyard branching into two distinct paths. Both sides have equal amounts of elevation change, and the map is dominated by the titular pit in the center.
This acts as the very first location for either team. Both sides split into two distinct halves, making up the side routes the map revolves around.
- Bridge Route: A long, narrow building that lets players leave directly towards the center, off towards the broken bridge, or directly above the broken bridge route.
- Dock Route: Players follow an underpass, greeted with the option of either taking one of the hallway routes, or proceeding directly into the docks.
On one side of the map lies this large warehouse-esque building, noted for its many walls, high ceiling, and varying elevations.
- The Staircases: To the immediate left or right of a player's entry lies a wooden staircase and a platform. From here, the player can either exit up towards the pit, can follow a side building back to either spawn, or can look down upon the rest of the room from their elevated position.
- Pit Access: Splitting the room in half is a smaller interior, leading directly up towards the pit.
- Basement: On the other side of the pit access is the lowest part of the room, featuring health and ammo pickups.
- Ledges: In the corners of the warehouse are two ledges, accessible only from the outside or from blast jumping. They are the highest point in the building, and are advantageous for ambushes.
Near the docks are two hills that run underneath the pit.
- Hallway: Connecting the spawns to the pit are tight hallways, complete with small health and ammo pickups.
- Rooftop: Outside of the hallways, players are able to take staircases to the hallways' roofs, placing them slightly above the pit and from a considerable distance away.
- Flatgrounds: Between the pit and the hallway roof is level ground, connecting both the ledges in the docks and the alternative flanking route.
A sneaky but perilous path, a decrepit bridge lies to the other side of the map, surrounded by a sheer drop in the form of a waterfall.
- Walkway: Directly underneath the clocktower is a walkway, lined with half-walls and a low ceiling. This spot offers great visibility, but offers minimal protection. Periodically, the portal to the Underworld opens ofer the Pitfall under the tower.
- Overlook Building: This building lies opposite of the walkway, featuring a ledge that looks directly out at the skull opposite of the map.
Playing To Count
|Player Count||Playing To|
|“Sun Tzu's got nothing on us!”
This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it.
Notes: None added
|“What are you lookin' at?!”
This page or section would benefit from the addition of one or more images.
Please add a suitable image, then remove this notice. The specific instructions are: "Add images of interesting features besides the locations."
- Pit of Death was added to the game.
- Fixed an exploit which allowed players to enter the enemy spawn.
- Fixed enemy players teleported to the Underworld spawning in one another.
- Fixed finale particles not being drawn from certain distances.
- Fixed certain overlays not rendering.
- Increased damage over time dealt in the Underworld.
- Added climbable props to the platforms near mid.
- Added a nobuild to the area surrounding the portal.
- Added signs in spawns to make the second door more obvious.
- Adjusted respawn times so that the losing team will respawn faster.
- Adjusted health, ammo, and magic spells around the map.
- Changed the Underworld buff to use the Purgatory buff from Eyeaduct.
- Players killed during the finale will now turn into ghosts.
- Decreased score limit from 5 to 4 points per player.