Difference between revisions of "Pier"
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+ | {{Stub}} | ||
{{Custom map}} | {{Custom map}} | ||
− | |||
{{Map infobox | {{Map infobox | ||
− | | game-type = Payload | + | | game-type = Payload |
− | | file-name = | + | | file-name = pl_pier_b16 |
− | | current-version = Beta | + | | map-image = PL Pier.jpg |
− | | link = [http://forums.tf2maps.net/showthread.php?t=17691]}} | + | | current-version = Beta 16 (B16) |
+ | | link = [http://forums.tf2maps.net/showthread.php?t=17691 TF2Maps.Net] | ||
+ | | developer = [http://steamcommunity.com/id/bladex64/ Βlade x64] | ||
+ | | map-environment = Beach, Commercial, Park, Ports | ||
+ | | map-setting = Nighttime/Island Town | ||
+ | }} | ||
+ | {{quotation|'''Pier''' publicity blurb|Blu has discovered that Red has purchased a shipment of fireworks for a show when the pier is completed. Taking advantage of the situation, Blu plans to escort a bomb cart to demolish a significant portion of the roller coaster using the fireworks to cover the inevitable explosion.}} | ||
+ | |||
+ | '''Pier''' is a community-made single-staged [[Payload]] map. It features a 5 Control Points. It takes place in an Venice-themed city featuring a variety of canals and alleys for plenty of flanking routes with the end of the map featuring a rollercoaster-like incline similar to that of [[Hightower]]. Majority of the maps border is water. | ||
+ | |||
+ | <!-- | ||
+ | == Locations == | ||
+ | --> | ||
+ | |||
+ | == Update History == | ||
+ | {{Update history|'''July 7 2011''' | ||
+ | *Work on Pier begins. | ||
+ | |||
+ | '''July 21 2011''' (a1) | ||
+ | *Initial release for playtesting. | ||
+ | |||
+ | '''July 22 2011''' (a2) | ||
+ | *Added pickups. | ||
+ | |||
+ | '''July 23 2011''' (a3) | ||
+ | *Added moving bridge to third section. | ||
+ | *Altered final point. | ||
+ | |||
+ | '''July 31 2011''' (b1) | ||
+ | *Detailed all the things | ||
+ | *Added cover on the fourth point, the bridge. | ||
+ | *Added a few more sniping positions in the town. | ||
+ | *Improved access to catwalks in boathouse. | ||
+ | *Gave Blu team a forward spawn for third and fourth points. | ||
+ | *Fixed looping sound from moving bridge. | ||
+ | *Altered final point. | ||
+ | |||
+ | '''July 31 2011''' (b2) | ||
+ | *Fixed some brushwork. | ||
+ | *Added more particles. | ||
+ | *Improved clipping | ||
+ | *Made shooting gallery props breakable and respawnable. | ||
+ | |||
+ | '''August 1 2011''' (b3 - Public Release) | ||
+ | *Improved transition of water between level and 3d skybox. | ||
+ | *Added a missing texture. | ||
+ | *Improved texturing of first area. | ||
+ | *Improved clipping. | ||
+ | |||
+ | '''August 5 2011''' (b4) | ||
+ | *Various detail improvements. | ||
+ | *Reduced spawn times for both teams on final point. | ||
+ | *Disabled collisions for crane machinery. | ||
+ | *Improved optimization. | ||
+ | |||
+ | '''October 2 2011''' (b11) | ||
+ | *Various detail improvements. | ||
+ | *Added a red spawn closer to the third point. | ||
+ | *Moved fourth point back. | ||
+ | *Widened upper pathway between cliffs and town. | ||
+ | *Enlarged area around second point. | ||
+ | *Added alternate pathway to final point. | ||
+ | *Moved stairs near fourth point to opposite side. | ||
+ | *Added alternate pathway between warehouse and pier. | ||
+ | *Adjusted sight lines on the fourth point. | ||
+ | |||
+ | '''October 2 2011 #2''' (b11_fix) | ||
+ | *Fixed issue with cart stopping on final point. | ||
+ | |||
+ | '''June 8 2013''' (b12) | ||
+ | *Various detailing improvements. | ||
+ | *Added rock for cover in beginning area. | ||
+ | *Added overpass connecting to blue apartment. | ||
+ | *Connected second point and red apartment bridge. | ||
+ | *Gave fourth point a cubby for cover. | ||
+ | *Added set of stairs to catwalk on final in the connecting building. | ||
+ | *Pushed red spawn on final back. | ||
+ | *Moved Blu's forward spawn during fourth point to final spawn. | ||
+ | |||
+ | '''June 14 2013''' (b13) | ||
+ | *More detailing. | ||
+ | *The town has been infested with Ivy. | ||
+ | **Brightened map to be not as depressing. | ||
+ | **Fixed issue with overtime and third point bridge. | ||
+ | **Replaced hydro shields with more appropriate barricades. | ||
+ | **Added rocks to beach around fourth. | ||
+ | **Map now has a case of Saturday night fever. | ||
+ | *''Reverted to b12 because of "Engine error: ED_Alloc: no free edicts" for servers with high playercounts''. | ||
+ | **It helps when the server operators tell the map maker what's causing the crash!. | ||
+ | |||
+ | '''June 17 2013''' (b14) | ||
+ | *Fixed server crash. | ||
+ | *Adjusted bridge to give more cover to red on fourth. | ||
+ | *Put more ammo around first point. | ||
+ | |||
+ | '''Summer 2014''' (b15/16) | ||
+ | *Reduction of edicts. | ||
+ | |||
+ | '''Late 2014''' (b19) | ||
+ | *Skipping numbers is fun. | ||
+ | *Not actually out yet. | ||
+ | *Moved all the burgers. | ||
+ | *Played with color correction. | ||
+ | *A to B | ||
+ | **Widened bridge path. | ||
+ | **Shut doors to blue building. | ||
+ | **Widened canal path. | ||
+ | **Added wine cellar flank to B. | ||
+ | **Reversed side stairs to red house bridge was on. | ||
+ | **Changed some pickup locations. | ||
+ | *B to C | ||
+ | **Added lower dock pathway (no more jumping across!). | ||
+ | **Dropped path under dropdown. | ||
+ | **Moved more pickup locations. | ||
+ | *D to E | ||
+ | **Raised corner choke side because this map needs more height variation. | ||
+ | **Swapped side of stairs next to the shooting gallery. | ||
+ | **Moved shooting gallery, was replaced by overpowered sentry alcove. | ||
+ | **Erected a barricade next to truck. | ||
+ | **Added upper level to red spawn building.}} | ||
− | ' | + | == Gallery == |
+ | <gallery> | ||
+ | File:Pl Pier 2.jpg|Blu's team base. | ||
+ | File:Pl Pier 3.jpg|A checkpoint. | ||
+ | File:PL Pier.jpg|B checkpoint. | ||
+ | File:Pl Pier 4.jpg|E checkpoint. | ||
+ | File:Pl Pier 5.jpg|Overview of a path to Red's base. | ||
+ | <!-- File:Pl Pier Overview.jpg|Overview of the map. --> | ||
+ | </gallery> | ||
{{CustomMapNav}} | {{CustomMapNav}} |
Revision as of 23:57, 16 April 2015
“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. |
“I built that.” This page contains information about a custom map that is not an officially released Team Fortress 2 map. All released Valve and Community-made TF2 maps can be found on the list of maps. |
Pier | |
---|---|
300px | |
Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Beach, Commercial, Park, Ports |
Setting: | Nighttime/Island Town |
Map Overview | |
“ | Blu has discovered that Red has purchased a shipment of fireworks for a show when the pier is completed. Taking advantage of the situation, Blu plans to escort a bomb cart to demolish a significant portion of the roller coaster using the fireworks to cover the inevitable explosion.
— Pier publicity blurb
|
” |
Pier is a community-made single-staged Payload map. It features a 5 Control Points. It takes place in an Venice-themed city featuring a variety of canals and alleys for plenty of flanking routes with the end of the map featuring a rollercoaster-like incline similar to that of Hightower. Majority of the maps border is water.
Update History
July 7 2011
- Work on Pier begins.
July 21 2011 (a1)
- Initial release for playtesting.
July 22 2011 (a2)
- Added pickups.
July 23 2011 (a3)
- Added moving bridge to third section.
- Altered final point.
July 31 2011 (b1)
- Detailed all the things
- Added cover on the fourth point, the bridge.
- Added a few more sniping positions in the town.
- Improved access to catwalks in boathouse.
- Gave Blu team a forward spawn for third and fourth points.
- Fixed looping sound from moving bridge.
- Altered final point.
July 31 2011 (b2)
- Fixed some brushwork.
- Added more particles.
- Improved clipping
- Made shooting gallery props breakable and respawnable.
August 1 2011 (b3 - Public Release)
- Improved transition of water between level and 3d skybox.
- Added a missing texture.
- Improved texturing of first area.
- Improved clipping.
August 5 2011 (b4)
- Various detail improvements.
- Reduced spawn times for both teams on final point.
- Disabled collisions for crane machinery.
- Improved optimization.
October 2 2011 (b11)
- Various detail improvements.
- Added a red spawn closer to the third point.
- Moved fourth point back.
- Widened upper pathway between cliffs and town.
- Enlarged area around second point.
- Added alternate pathway to final point.
- Moved stairs near fourth point to opposite side.
- Added alternate pathway between warehouse and pier.
- Adjusted sight lines on the fourth point.
October 2 2011 #2 (b11_fix)
- Fixed issue with cart stopping on final point.
June 8 2013 (b12)
- Various detailing improvements.
- Added rock for cover in beginning area.
- Added overpass connecting to blue apartment.
- Connected second point and red apartment bridge.
- Gave fourth point a cubby for cover.
- Added set of stairs to catwalk on final in the connecting building.
- Pushed red spawn on final back.
- Moved Blu's forward spawn during fourth point to final spawn.
June 14 2013 (b13)
- More detailing.
- The town has been infested with Ivy.
- Brightened map to be not as depressing.
- Fixed issue with overtime and third point bridge.
- Replaced hydro shields with more appropriate barricades.
- Added rocks to beach around fourth.
- Map now has a case of Saturday night fever.
- Reverted to b12 because of "Engine error: ED_Alloc: no free edicts" for servers with high playercounts.
- It helps when the server operators tell the map maker what's causing the crash!.
June 17 2013 (b14)
- Fixed server crash.
- Adjusted bridge to give more cover to red on fourth.
- Put more ammo around first point.
Summer 2014 (b15/16)
- Reduction of edicts.
Late 2014 (b19)
- Skipping numbers is fun.
- Not actually out yet.
- Moved all the burgers.
- Played with color correction.
- A to B
- Widened bridge path.
- Shut doors to blue building.
- Widened canal path.
- Added wine cellar flank to B.
- Reversed side stairs to red house bridge was on.
- Changed some pickup locations.
- B to C
- Added lower dock pathway (no more jumping across!).
- Dropped path under dropdown.
- Moved more pickup locations.
- D to E
- Raised corner choke side because this map needs more height variation.
- Swapped side of stairs next to the shooting gallery.
- Moved shooting gallery, was replaced by overpowered sentry alcove.
- Erected a barricade next to truck.
- Added upper level to red spawn building.
Gallery
- Pl Pier 2.jpg
Blu's team base.
- Pl Pier 3.jpg
A checkpoint.
- PL Pier.jpg
B checkpoint.
- Pl Pier 4.jpg
E checkpoint.
|