Difference between revisions of "Strata"

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   | game-type                = Territorial Control
 
   | game-type                = Territorial Control
 
   | developer                = Tim "YM" Johnson
 
   | developer                = Tim "YM" Johnson
   | map-image                = tc_strata_fossil2.jpg
+
   | map-image                = tc_strata.jpg
 
   | file-name                = tc_strata_b1c
 
   | file-name                = tc_strata_b1c
 
   | current-version          = Beta 1c
 
   | current-version          = Beta 1c
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<gallery>
 
<gallery>
 
Image:Tc strata map.jpg|The simplified objective map shown at the beginning of each round
 
Image:Tc strata map.jpg|The simplified objective map shown at the beginning of each round
Image:Tc strata fossil1.jpg|A placeholder for what will be a Stegosaurus fossil
+
Image:Tc strata fossil2.jpg|A placeholder for what will be a Stegosaurus fossil
Image:Tc strata fossil2.jpg|A placeholder for what will be an Ichthyosaur fossil
+
Image:Tc strata fossil1.jpg|A placeholder for what will be an Ichthyosaur fossil
 
Image:Triceratops Skull.jpg|A Triceratops skull inside RED's spawn room at their first control point
 
Image:Triceratops Skull.jpg|A Triceratops skull inside RED's spawn room at their first control point
 
Image:T-Rex skull.jpg|A T-Rex skull on display in RED's museum
 
Image:T-Rex skull.jpg|A T-Rex skull on display in RED's museum

Revision as of 06:08, 14 September 2020

Strata
Tc strata.jpg
Basic Information
Developer(s): Unknown
Map Info
Environment: Paleontological dig/desert
Setting: Daytime, sunny
They're moving in herds, they do move in herds.
Strata promotional text

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. Some of the maps locations are also directly inspired by the Jurassic Park series, most easily noticeable with Red's final control point, as it bares a resemblance to the inside of the Visitor Center from the first Jurassic Park movie.

Locations

Overview of the map in Beta 1C status

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.