Difference between revisions of "Convoy"

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{{stub}}
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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=Convoy.jpg
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  | map-name                  = Convoy
|current-version=2
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  | map-game-type             = Capture the Flag
|download-link=[http://www.fpsbanana.com/maps/78364 FPSBanana]}}
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  | map-image                 = Convoy Preview.jpg
 +
  | map-environment          = Desert
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  | map-setting              = Daylight
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  | 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]]
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  | 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 2 moving rocket carriers racing side by side through the desert. The map idea was inspired from a UT2K4 map, however this map features a completely original design created specifically for TF2 CTF gameplay. Additionally, a [[Maps#Control Point|CP]] version of the map exists, though it was not created by the original map creator, jahrain.
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{{Quotation|'''The Scout''' on riding vehicles|Woooooo!|sound=Scout_triplejump03.wav}}
  
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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. 
  
===Update V2===
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== Locations ==
 +
This is a small map that features two moving vehicles with a moving background; each Intelligence case is located aboard one carrier.
  
The map has been updates to version 2, little overview of the changes:
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=== Carriers ===
In this new update, a couple exploits have been fixed, as well as some major adjustments have been made to give a better class balance. A lot more cover has been added to make it less friendly to Snipers, and a closer bridge has been added to benefit slower classes. Overall this version is more goal-oriented, and more balanced for all classes.
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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.
  
Offensive and defenses tactics require some team coordination to execute efficiently, however the map is also designed to give skilled solo players a chance.
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=== 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.
  
While your team is boarding their 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 intel 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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=== Jump Pads ===
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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.  
  
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 Intel in mere seconds by launching across, grabbing the Intel 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.
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=== Intelligence Rooms ===
  
==Goal==
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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.
  
Like any other CTF map, your team must capture the opposing team's [[Intelligence]] continuously until you reach the game's capture limit while preventing the enemy from achieving the same.
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==Strategy==
  
== Overview ==
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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.
  
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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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.
  
===Locations===
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Also, be aware that falling off or getting crushed by the vehicles will result in a clumsy, painful [[death]].
  
<gallery>
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== Changelog ==
Image:Convoy overview.jpg|This is the basic overview of the map '''Convoy'''.
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{{Changelog|  '''V2''':
</gallery>
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* 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.
 +
* 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}}
  
=== The Carriers ===
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==Trivia==
The two carriers are somewhat identical (but differs in colors). These two big moving vehicles are connected by two bridges and are large enough to support a fight aboard them.
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*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.
  
<gallery>
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== External links ==
Image:Convoy passage.jpg|These ramps facilitates the Scout's jump from one carrier to another
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*[http://www.gamebanana.com/maps/67419 The CP version of Convoy]
Image:Redconvoy.jpg|Aboard the red convoy
 
</gallery>
 
  
=== The Bridges ===
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==Screenshots==
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...
 
 
<gallery>
 
<gallery>
Image:Convoy bridge.jpg|The Bridges
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Image:Convoyside.jpg|Basic overview of the map.
 +
Image:Convoyramp.jpg|The ramps facilitate the Scout's jump from one carrier to another.
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Image:Convoyred.jpg|Aboard the red convoy.
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Image:Convoybridge.jpg|The bridges.
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File:Convoy RED Spawn.jpg|The outside of the RED spawn.
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File:Convoy BLU Spawn.jpg|The outside of the BLU spawn.
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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>
 
</gallery>
  
==Additional Links==
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== See also ==
*Little description: http://www.lanmaniax.com/maps/html/ctf_convoy.html
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* [[Helltrain]]
*FPSBanana: http://www.fpsbanana.com/maps/45247
 
*ReadMe File: http://tf2wiki.net/w/images/7/72/Readme.txt
 
  
[[Category:Custom Maps]]
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{{CustomMapNav}}
 +
[[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