Difference between revisions of "Strata"
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| map-environment = Paleontological dig/desert | | map-environment = Paleontological dig/desert | ||
| map-setting = Daytime, sunny | | map-setting = Daytime, sunny | ||
− | | map-deep-water = | + | | map-deep-water = No |
| link = [http://steamcommunity.com/sharedfiles/filedetails/?id=454653996 Steam Workshop] | | link = [http://steamcommunity.com/sharedfiles/filedetails/?id=454653996 Steam Workshop] | ||
| map-health-pickups-small = 15 | | map-health-pickups-small = 15 |
Revision as of 05:48, 2 February 2017
“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. |
“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. |
Strata | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Paleontological dig/desert |
Setting: | Daytime, sunny |
Strata is a custom Territorial Control map made by YM. The map takes place at a paleontological dig, with each final base being a fossil museum showcasing different kinds of prehistoric fossils. Electric generators can be found in various spots throughout the dig sites, powered by gasoline.
Locations
RED base: Dinosaur skeleton display
RED's museum has a vehicle road connected to it
BLU base: Ocean fossils and Aquatic dinosaurs display
Serviced by train tracks
RED Control Point 1: Fossil tent
RED Control Point 2: Radio tower
BLU Control Point 1: Paleontological station
BLU Control Point 2: Fossil dig (no tent)
Additional Screenshots
Update history
Beta 1 C released 7/30/12
- Increased cubemap density.
- Removed a further 3MB from the lightmap lump.
- Fixed a few minor collision mesh and lighting issues.
Beta 1 B released 7/29/12
- More or less finished detail work.
- Inclusion of T-Rex props by Rexy and Triceratops model by AyesDyef.
- Reduced setup time from 25 to 15 seconds.
Alpha 17 released 2/6/12
- Introduced setup time.
- More or less finished detailing middle stages.
- Inclusion of Marquee model by AyesDyef.
- Miscellaneous undocumented changes.
Alpha 15 released 10/18/11
- Decreased fog level.
- Blocked off an unnecessary secion(sic) in the swamp<->Airstrip round.
- Added dynamic resupply signs.
- Begun detailing of middle stages.
- Miscellaneous undocumented changes.
Alpha 13 released 3/28/11
- Fixed corrupted models.
Alpha 12 released 3/28/11
- Significantly reworked connecting path used in 3/5 of the possible mid rounds.
- Slightly widened most connecting routes between points.
- New cliff material and rock props courtesy of Rexy.
- Increased respawn time bonus recieved(sic) for partial caps and added a delay on
Alpha 11 released 2/27/11
- Blocked off an area two wrangled sentries can dominate from.
- Added dynamic capture point signs around each point.
- Increased capture time (capture points cap more slowly).
- Increased default respawn time.
- Increased health and ammo pickups around each point.
- Revised Blu's final point.
- Introduced more shadowing lighting.
Alpha 10 released 2/17/11
- Added hazard tape to the edges of each control point
- Increased walk time for attackers to reach the final points to give defense a better chance of setting up.
- Added an aditional(sic) side area in red's final round.
- Railings at red's final point are now non-solid to bullets.
- Fixed spawn doors not working properly on a sucessfull(sic) defense of a final round.
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