Difference between revisions of "Convoy"

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{{custom map}}
 
{{Map infobox
 
{{Map infobox
|game-type=Capture the Flag
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  | map-status                = custom
|developer=Jahrain
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  | map-workshopid            = 483740681
|map-image=Convoyfront.jpg
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  | map-name                  = Convoy
|file-name = ctf_convoy_v2
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  | map-game-type             = Capture the Flag
|current-version=2
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  | map-image                = Convoy Preview.jpg
|download-link=[http://www.map-factory.org/team-fortress-2/ctf-capture-the-flag/ctf-convoy-v2-971 Map-Factory]}}
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  | map-environment          = Desert
 +
  | map-setting              = Daylight
 +
  | map-file-name             = ctf_convoy_v2
 +
  | map-version               = Version 2 (Final)
 +
  | map-released              = {{patch name|02|2|2008|date-only=yes}}
 +
  | map-links                = [https://gamebanana.com/maps/45247 GameBanana]
 +
  | map-developer            = Jahrain
 +
  | map-hazards              = [[Pitfall]]
 +
  | map-pickups-health-small  = 4
 +
  | map-pickups-health-large  = 2
 +
  | map-pickups-ammo-small    = 4
 +
  | map-pickups-ammo-medium  = 6
 +
  | map-pickups-ammo-large    = 2
 +
}}
  
'''Convoy''' is a standard CTF symmetrical map. It consists of two moving rocket carriers racing side by side through an endless series of canyons. The map idea was inspired from the ''Unreal Tournament 2004'' Assault map of the same name, however this map features a completely original design created specifically for ''TF2'' CTF gameplay.  
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{{Quotation|'''The Scout''' on riding vehicles|Woooooo!|sound=Scout_triplejump03.wav}}
  
Like any other CTF map, your team must capture the opposing team's Intelligence repeatedly until you reach the game's capture limit while preventing the enemy from achieving the same.  
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'''Convoy''' is a symmetrical community-made [[Capture the Flag]] [[map]]. It consists of two moving conjoined rocket carriers racing side by side through an endless series of canyons.
  
 
== Locations ==
 
== Locations ==
 +
This is a small map that features two moving vehicles with a moving background; each Intelligence case is located aboard one carrier.
  
This is a small map that features two moving vehicles with a moving background, each Intelligence case is located aboard one carrier.
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=== Carriers ===
 +
The two carriers are mostly identical (differing only in color). These two big moving vehicles are connected by two bridges and are large enough to support a fight aboard them.
  
==== Carriers ====
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=== Bridges ===
The two carriers are mostly identical (they differ only in color). These two big moving vehicles are connected by two bridges and are large enough to support a fight aboard them.
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These two big carriers are connected at the tail and at the rear wheels by two tight bridges, which are the only way to enter each carrier.
  
==== Bridges ====
+
=== Jump Pads ===
These two big carriers are connected at the tail and at the rear wheels by two tight bridges which are the only way to enter each carrier.
+
On each carrier, there is a jump pad which launches players onto the other carrier when stood upon. Originally, in place of where the jump pads are now, there was once an upper regular bridge which was removed for Version 2.  
  
==== Jump Pads ====
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=== Intelligence Rooms ===
On each carrier there is a jump pad which launches players onto the other carrier when stood upon. Originally, in place of where the jump pads are now there was once an upper regular bridge which was removed for Version 2.
 
 
 
==== Intelligence Rooms ====
 
  
 
The rooms that hold the [[Intelligence]] are at the front of the two vehicles. Inside the room, the Intelligence lays on a table. In the control room ahead lies health and ammo kits.
 
The rooms that hold the [[Intelligence]] are at the front of the two vehicles. Inside the room, the Intelligence lays on a table. In the control room ahead lies health and ammo kits.
Line 30: Line 43:
 
==Strategy==
 
==Strategy==
  
While your team is boarding their carrier, it’s a good idea to defend them from your own carrier with Snipers as they are vulnerable out in the open on the deck and cat walks. There are solo routes for certain classes. Any class that is able to get on top of the rocket has a direct route to the Intelligence room without being in the line of sight from the opposing team. There is also a sun roof on top of the control room that one can drop through and ambush those guarding the intelligence.
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While your [[team]] is boarding the opposing carrier, it’s a good idea to defend them from your own carrier with [[Sniper]]s as they are vulnerable out in the open on the deck and cat walks. There are solo routes for certain classes. Any class that is able to get on top of the rocket has a direct route to the Intelligence room without being in the line of sight from the opposing team. There is also a sun roof on top of the control room that one can drop through and ambush those guarding the intelligence.
 
 
Defense on this map is not as easy as most CTF maps. The opposing teams can gain quick entry to the control room where your intelligence is stored if all routes are not guarded. There are a few hot spots for Sentry Guns but for an impenetrable defense it will require a precise coordination of at least 3 Sentry Guns, each one defending the others' vulnerable spots. It’s a good idea to use Heavies and Demomen to keep those invading the carrier pushed back as far as possible. Another strategy is for Demomen to use their Sticky Bombs to launch themselves from one carrier to the other. It is possible (using this strategy) to capture the Intelligence in mere seconds by launching across, grabbing the Intelligence and launching back. There is also a wind force that will push players back if they try to jump across the map from one carrier to another, so getting directly across without using the extension bridges is not easy, but there are some spots to build a defense against those trying to jump across onto your carrier.
 
 
 
Also, be aware that falling off the vehicles will result in instant death.
 
 
 
==Screenshots==
 
 
 
  
<gallery>
+
Defense on this map is not as easy as most CTF maps. The opposing teams can gain quick entry to the control room where your intelligence is stored if all routes are not guarded. There are a few hot spots for [[Sentry Gun]]s but for an impenetrable defense it will require a precise coordination of at least 3 Sentry Guns, each one defending the others' vulnerable spots. It’s a good idea to use [[Heavy|Heavies]] and [[Demomen]] to keep those invading the carrier pushed back as far as possible. Another strategy is for Demomen to use their Sticky Bombs to launch themselves from one carrier to the other. It is possible (using this strategy) to capture the Intelligence in mere seconds by launching across, grabbing the Intelligence and launching back. There is also a wind force that will push [[projectiles]] and players back if they try to jump across the map from one carrier to another, so getting directly across without using the extension bridges is not easy, but there are some spots to build a defense against those trying to jump across onto your carrier.
Image:Convoyside.jpg|Basic overview of the map.
 
Image:Convoyramp.jpg|These ramps facilitates the Scout's jump from one carrier to another.
 
Image:Convoyred.jpg|Aboard the red convoy.
 
Image:Convoybridge.jpg|The Bridges.
 
</gallery>
 
  
== Changelog ==
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Also, be aware that falling off or getting crushed by the vehicles will result in a clumsy, painful [[death]].
{{Changelog|
 
V1:
 
* Release
 
  
V2:
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== Changelog ==
* Fixed exploit that allowed engineers to build on the ground.
+
{{Changelog|  '''V2''':
* Fixed exploit that gave one team an advantage by allowing any class to crouch jump on top of the rocket from one of the rails on only one of the vehicles and not the other.
+
* Fixed exploit that allowed [[Engineer]]s to build on the ground.
 +
* Fixed exploit that gave one team an advantage by allowing any class to [[crouch]] [[jump]] on top of the rocket from one of the rails on only one of the vehicles and not the other.
 
* Fixed the wind effect so it doesn't affect rockets.
 
* Fixed the wind effect so it doesn't affect rockets.
* Added a new bridge that is closer to the spawn area and is shielded from sniper fire.
+
* Added a new bridge that is closer to the spawn area and is shielded from Sniper fire.
* Added allot more open area in the lower storage room to build up a defense against those entering through the newly added bridge.
+
* Added a wider open area in the lower storage room to build up a defense against those entering through the newly added bridge.
* Added lots of cover around the spawn area, and behind the intel room.
+
* Added lots of cover around the spawn area, and behind the Intelligence room.
 
* Replaced the upper bridge with jump pads which launch players from one side to the other.
 
* Replaced the upper bridge with jump pads which launch players from one side to the other.
 
* Added a team specific one way door to the storage room outside the spawn to reduce spawn area spamming.
 
* Added a team specific one way door to the storage room outside the spawn to reduce spawn area spamming.
Line 63: Line 62:
 
* Removed some props that crowded some cramped areas.
 
* Removed some props that crowded some cramped areas.
  
}}
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'''V1''':
 +
* Release}}
  
 
==Trivia==
 
==Trivia==
 +
*The map idea was inspired from the ''Unreal Tournament 2004'' Assault map of the same name; however, this map features a completely original design created specifically for ''TF2'' CTF gameplay.
 +
*The moving canyon is the map's skybox; the canyons in the background loop to create the illusion of moving vehicles. As such, any [[weapon]]s or ragdolls  that fall off the convoy will stay in place even as the skybox moves, and not distance themselves from the carriers.
 +
*Whenever a round begins on Convoy, a bit of Charlie Clouser's Convoy plays.
  
*The moving canyon is the map's skybox; the canyons in the background loop to create the illusion of moving vehicles. As such, any weapons or rag dolls  that fall off the convoy will stay in place even as the skybox moves, and not distance themselves from the carriers.
+
== External links ==
*Whenever a round begins on Convoy, a bit of Charlie Clouser's Convoy plays.
+
*[http://www.gamebanana.com/maps/67419 The CP version of Convoy]
 +
 
 +
==Screenshots==
 +
<gallery>
 +
Image:Convoyside.jpg|Basic overview of the map.
 +
Image:Convoyramp.jpg|The ramps facilitate the Scout's jump from one carrier to another.
 +
Image:Convoyred.jpg|Aboard the red convoy.
 +
Image:Convoybridge.jpg|The bridges.
 +
File:Convoy RED Spawn.jpg|The outside of the RED spawn.
 +
File:Convoy BLU Spawn.jpg|The outside of the BLU spawn.
 +
File:Convoy Missile.jpg|A front view of the missile area on the RED base.
 +
File:Convoy Rear View.jpg|A rear view of both transports.
 +
</gallery>
  
==Additional Links==
+
== See also ==
*The Map: http://www.fpsbanana.com/maps/45247
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* [[Helltrain]]
*The CP version of Convoy: http://www.fpsbanana.com/maps/67419
 
  
 
{{CustomMapNav}}
 
{{CustomMapNav}}
 
[[Category:Custom maps]]
 
[[Category:Custom maps]]

Latest revision as of 18:32, 17 January 2024

Convoy
Convoy Preview.jpg
Basic Information
Map type: Capture the Flag
File name: ctf_convoy_v2
Version: Version 2 (Final)
Released: February 2, 2008
Developer(s): Jahrain
Link(s): GameBanana
Map Info
Environment: Desert
Setting: Daylight
Hazards: Pitfall
Map Items
Healthico.png Health Kits: Smallhealth.png ×4  •  
Largehealth.png ×2
Ammoico.png Ammo Boxes: Smallammo.png ×4   •   Mediumammo.png ×6   •  
Largeammo.png ×2
Map Overview
Convoy overview.png
Woooooo!
The Scout on riding vehicles

Convoy is a symmetrical community-made Capture the Flag map. It consists of two moving conjoined rocket carriers racing side by side through an endless series of canyons.

Locations

This is a small map that features two moving vehicles with a moving background; each Intelligence case is located aboard one carrier.

Carriers

The two carriers are mostly identical (differing only in color). These two big moving vehicles are connected by two bridges and are large enough to support a fight aboard them.

Bridges

These two big carriers are connected at the tail and at the rear wheels by two tight bridges, which are the only way to enter each carrier.

Jump Pads

On each carrier, there is a jump pad which launches players onto the other carrier when stood upon. Originally, in place of where the jump pads are now, there was once an upper regular bridge which was removed for Version 2.

Intelligence Rooms

The rooms that hold the Intelligence are at the front of the two vehicles. Inside the room, the Intelligence lays on a table. In the control room ahead lies health and ammo kits.

Strategy

While your team is boarding the opposing carrier, it’s a good idea to defend them from your own carrier with Snipers as they are vulnerable out in the open on the deck and cat walks. There are solo routes for certain classes. Any class that is able to get on top of the rocket has a direct route to the Intelligence room without being in the line of sight from the opposing team. There is also a sun roof on top of the control room that one can drop through and ambush those guarding the intelligence.

Defense on this map is not as easy as most CTF maps. The opposing teams can gain quick entry to the control room where your intelligence is stored if all routes are not guarded. There are a few hot spots for Sentry Guns but for an impenetrable defense it will require a precise coordination of at least 3 Sentry Guns, each one defending the others' vulnerable spots. It’s a good idea to use Heavies and Demomen to keep those invading the carrier pushed back as far as possible. Another strategy is for Demomen to use their Sticky Bombs to launch themselves from one carrier to the other. It is possible (using this strategy) to capture the Intelligence in mere seconds by launching across, grabbing the Intelligence and launching back. There is also a wind force that will push projectiles and players back if they try to jump across the map from one carrier to another, so getting directly across without using the extension bridges is not easy, but there are some spots to build a defense against those trying to jump across onto your carrier.

Also, be aware that falling off or getting crushed by the vehicles will result in a clumsy, painful death.

Changelog

Changelog:
V2:
  • Fixed exploit that allowed Engineers to build on the ground.
  • Fixed exploit that gave one team an advantage by allowing any class to crouch jump on top of the rocket from one of the rails on only one of the vehicles and not the other.
  • Fixed the wind effect so it doesn't affect rockets.
  • Added a new bridge that is closer to the spawn area and is shielded from Sniper fire.
  • Added a wider open area in the lower storage room to build up a defense against those entering through the newly added bridge.
  • Added lots of cover around the spawn area, and behind the Intelligence room.
  • Replaced the upper bridge with jump pads which launch players from one side to the other.
  • Added a team specific one way door to the storage room outside the spawn to reduce spawn area spamming.
  • Removed the capture music clip to reduce file size.
  • Removed some props that crowded some cramped areas.

V1:

  • Release

Trivia

  • The map idea was inspired from the Unreal Tournament 2004 Assault map of the same name; however, this map features a completely original design created specifically for TF2 CTF gameplay.
  • The moving canyon is the map's skybox; the canyons in the background loop to create the illusion of moving vehicles. As such, any weapons or ragdolls that fall off the convoy will stay in place even as the skybox moves, and not distance themselves from the carriers.
  • Whenever a round begins on Convoy, a bit of Charlie Clouser's Convoy plays.

External links

Screenshots

See also