Difference between revisions of "Odyssey"
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{{Map infobox | {{Map infobox | ||
| map-status = community | | map-status = community | ||
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| map-has-deep-water = | | map-has-deep-water = | ||
| map-has-bots = yes | | map-has-bots = yes | ||
− | | map-has-vscript = | + | | map-has-vscript = yes |
| map-hazards = [[Pitfall]]s,<br/>[[Environmental death#Saw blades|Excavator blade]] (edge only) | | map-hazards = [[Pitfall]]s,<br/>[[Environmental death#Saw blades|Excavator blade]] (edge only) | ||
| map-items = | | map-items = | ||
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Odyssey was [https://steamcommunity.com/sharedfiles/filedetails/?id=3236834988 contributed] to the Steam Workshop. | Odyssey was [https://steamcommunity.com/sharedfiles/filedetails/?id=3236834988 contributed] to the Steam Workshop. | ||
+ | |||
+ | It is a four-point Payload map from the creator of Phoenix, Altitude, and Cascade set within the ancient ruins and neighboring marble quarry of a remote island in the Greek archipelago. BLU starts high on a hilltop archaeological site and must descend deep into the industrial quarry below to destroy RED’s enormous marble cutting machine. The map features a unique descending layout where the cart path never travels uphill. This flips the script of typical Payload gameplay, providing attackers with abundant high ground, but requiring them to eventually sacrifice that advantage and push into the defending team’s equally powerful elevated positions in order to progress. The map concludes with BLU fighting for control of RED’s marble cutting machine, using its massive rotating saw blade to detonate their Payload. | ||
== Locations == | == Locations == | ||
(When something is left or right is is from the perspective of the Payload cart) | (When something is left or right is is from the perspective of the Payload cart) | ||
− | === Checkpoint A === | + | === Checkpoint A - Temple === |
*'''BLU Spawn''': A large spawn with three exits. The left exit leads to an open area behind the cart and a staircase that ascends to the temple construction site on top of the hill, the middle exit leads to Payload Start, and the right exit leads to the flank on the right side of the cart track. | *'''BLU Spawn''': A large spawn with three exits. The left exit leads to an open area behind the cart and a staircase that ascends to the temple construction site on top of the hill, the middle exit leads to Payload Start, and the right exit leads to the flank on the right side of the cart track. | ||
*'''RED Spawn''': A large spawn with three exits. The top left exit leads to a multi-layered ledge over Checkpoint B, the bottom left exit leads to Checkpoint B on the ground, and the right exit leads to point A inside the temple. | *'''RED Spawn''': A large spawn with three exits. The top left exit leads to a multi-layered ledge over Checkpoint B, the bottom left exit leads to Checkpoint B on the ground, and the right exit leads to point A inside the temple. | ||
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*'''Flank Route''': The flank extends from underneath the BLU spawn's right exit all the way to point A, following the edge of the playable map on the right side of the cart. There are three entrances/exits: one underneath the BLU spawn, one underneath the very small temple at the first turn on the cart track, and one inside the point A temple. | *'''Flank Route''': The flank extends from underneath the BLU spawn's right exit all the way to point A, following the edge of the playable map on the right side of the cart. There are three entrances/exits: one underneath the BLU spawn, one underneath the very small temple at the first turn on the cart track, and one inside the point A temple. | ||
− | === Checkpoint B === | + | <gallery> |
+ | File:Pl odysseyBLU1stSpawn.png|Inside view of BLU spawn. | ||
+ | File:Pl odysseyRED1stspawn.png|Inside view of RED spawn. | ||
+ | File:Pl odysseyCartstart.png|Payload start. | ||
+ | File:Pl odysseyPointA.png|Control point A. | ||
+ | File:Pl odysseyPointAflank.png|Point A flank route. | ||
+ | </gallery> | ||
+ | |||
+ | === Checkpoint B - Stairs === | ||
*'''BLU Spawn''': Spawn stays in the same building at the biggining of the tracks. | *'''BLU Spawn''': Spawn stays in the same building at the biggining of the tracks. | ||
*'''Red Spawn''': The right door leading to point A is locked making only two usable exits. | *'''Red Spawn''': The right door leading to point A is locked making only two usable exits. | ||
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*'''Additional Info''': Once point A is captured a short cut is opened at the first turn of the track, going right next to the now locked RED spawn door, making the journey from BLU spawn to point B much faster. | *'''Additional Info''': Once point A is captured a short cut is opened at the first turn of the track, going right next to the now locked RED spawn door, making the journey from BLU spawn to point B much faster. | ||
− | === Checkpoint C === | + | <gallery> |
+ | File:Pl odysseyPointB.png|Control point B. | ||
+ | File:Pl odysseyPointBflank.png|Point B flank route. | ||
+ | File:Pl odysseyShortcut.png|Shortcut. | ||
+ | </gallery> | ||
+ | |||
+ | === Checkpoint C - Quarry === | ||
*'''BLU Spawn''': Switched to a small room with one door with the point B flank route in front and the last section of the point B track to the left. | *'''BLU Spawn''': Switched to a small room with one door with the point B flank route in front and the last section of the point B track to the left. | ||
*'''RED Spawn''': Switched to a Large room with four doors. The right doors exit to multiple ledges over point C, and a cavern over the track inbetween point C and D. The left doors exit to a ledge over point D. | *'''RED Spawn''': Switched to a Large room with four doors. The right doors exit to multiple ledges over point C, and a cavern over the track inbetween point C and D. The left doors exit to a ledge over point D. | ||
− | *'''Checkpoint''': Again the point is on very low ground with many ledges and bridges overhead, RED has very easy acsess to the highground, but BLU can also reach the highground with flank routes making it easier to take down enemy Sentry Guns and Snipers | + | *'''Checkpoint''': Again the point is on very low ground with many ledges and bridges overhead, RED has very easy acsess to the highground, but BLU can also reach the highground with flank routes making it easier to take down enemy Sentry Guns and Snipers than point B. |
*'''Flank route''' : A long path on the right of the tracks stretching the whole length from point B to C, with multiple buildings, fences, and Boulders seperating it from the main chokepoints. There are five distinguishable exits/entrances for the flank route. | *'''Flank route''' : A long path on the right of the tracks stretching the whole length from point B to C, with multiple buildings, fences, and Boulders seperating it from the main chokepoints. There are five distinguishable exits/entrances for the flank route. | ||
− | === Checkpoint D === | + | <gallery> |
+ | File:Pl odysseyBLUsecondspawn.png|Inside BLU team's second spawn. | ||
+ | File:Pl odysseyREDsecondspawnleft.png|Left side of RED team's second spawn. | ||
+ | File:Pl odysseyREDsecondspawnright.png|Right side of RED team's second spawn. | ||
+ | File:Pl odysseyPointC.png|Control point C. | ||
+ | File:Pl odysseyPointCflank.png|Point C flank route. | ||
+ | </gallery> | ||
+ | |||
+ | === Checkpoint D - Excavator === | ||
*'''BLU Spawn''': Moved to a small room with one exit on a ledge over point C. | *'''BLU Spawn''': Moved to a small room with one exit on a ledge over point C. | ||
*'''RED Spawn''': Both right side doors are locked leaving only two functioning exits. | *'''RED Spawn''': Both right side doors are locked leaving only two functioning exits. | ||
*'''Checkpoint''': A small flat area with two ledges on either side. The left one is right outside RED team's spawn doors, and the right ledge can be easly acessed by BLU if RED has not set up there yet. | *'''Checkpoint''': A small flat area with two ledges on either side. The left one is right outside RED team's spawn doors, and the right ledge can be easly acessed by BLU if RED has not set up there yet. | ||
*'''Flank Routes''': The main flank starts in the building to the right of the track in the cavern, it leads to the right ledge over point D and RED teams spawn doors. There is a small flank starting to the left right outside the cavern and goes underneath the left ledge of point D. | *'''Flank Routes''': The main flank starts in the building to the right of the track in the cavern, it leads to the right ledge over point D and RED teams spawn doors. There is a small flank starting to the left right outside the cavern and goes underneath the left ledge of point D. | ||
+ | |||
+ | <gallery> | ||
+ | File:Pl odysseyBLUthirdspawn.png|Inside BLU team's third spawn. | ||
+ | File:Pl odysseyPointD.png|Final control point. | ||
+ | File:Pl odysseyPointDleftflankentrance.png|Entrance to the left flank. | ||
+ | File:Pl odysseyPointDrightflank.png|Right flank route. | ||
+ | </gallery> | ||
== Strategy == | == Strategy == |
Revision as of 22:58, 16 August 2024
Odyssey | |
---|---|
Basic Information | |
Map type: | Payload |
File name: | pl_odyssey
|
Released: | July 18, 2024 Patch (Summer 2024 Update) |
Developer(s): | Evan "Defcon" LeBlanc Nickolas "KrazyZark" Fenech Freyja Sarexicus |
Map Info | |
Environment: | Ancient Greece, Mining |
Setting: | Daylight, Sunny |
Hazards: | Pitfalls, Excavator blade (edge only) |
Bot support: | Yes |
Map Items | |
Health Kits: | ×15 • ×15 • ×2 |
Ammo Boxes: | ×11 • ×14 • ×7 |
Map Photos | |
Map Overview | |
Map Stamp | |
Supporters Leaderboard |
Odyssey is a community-created Payload map added in the Summer 2024 Update. It is set amongst the ancient ruins (and neighbouring marble quarry) of a remote island in the Greek Archipelago.
Odyssey was contributed to the Steam Workshop.
It is a four-point Payload map from the creator of Phoenix, Altitude, and Cascade set within the ancient ruins and neighboring marble quarry of a remote island in the Greek archipelago. BLU starts high on a hilltop archaeological site and must descend deep into the industrial quarry below to destroy RED’s enormous marble cutting machine. The map features a unique descending layout where the cart path never travels uphill. This flips the script of typical Payload gameplay, providing attackers with abundant high ground, but requiring them to eventually sacrifice that advantage and push into the defending team’s equally powerful elevated positions in order to progress. The map concludes with BLU fighting for control of RED’s marble cutting machine, using its massive rotating saw blade to detonate their Payload.
Contents
Locations
(When something is left or right is is from the perspective of the Payload cart)
Checkpoint A - Temple
- BLU Spawn: A large spawn with three exits. The left exit leads to an open area behind the cart and a staircase that ascends to the temple construction site on top of the hill, the middle exit leads to Payload Start, and the right exit leads to the flank on the right side of the cart track.
- RED Spawn: A large spawn with three exits. The top left exit leads to a multi-layered ledge over Checkpoint B, the bottom left exit leads to Checkpoint B on the ground, and the right exit leads to point A inside the temple.
- Payload Start: The cart starts right in front of the BLU spawn on top of a hill, in the front of the cart is the start of a gentle incline down the hill. To the left is a temple on a cliff.
- Flank Route: The flank extends from underneath the BLU spawn's right exit all the way to point A, following the edge of the playable map on the right side of the cart. There are three entrances/exits: one underneath the BLU spawn, one underneath the very small temple at the first turn on the cart track, and one inside the point A temple.
Checkpoint B - Stairs
- BLU Spawn: Spawn stays in the same building at the biggining of the tracks.
- Red Spawn: The right door leading to point A is locked making only two usable exits.
- Checkpoint: The point is on very low ground with little to no cover with many ledges overtop that RED team has easy acsess to.
- Flank Route: There is a flank route starting in front of the locked building that will be BLU spawn if they capture point B, and goes along the right side of the Payload track into the small temple building by point B.
- Additional Info: Once point A is captured a short cut is opened at the first turn of the track, going right next to the now locked RED spawn door, making the journey from BLU spawn to point B much faster.
Checkpoint C - Quarry
- BLU Spawn: Switched to a small room with one door with the point B flank route in front and the last section of the point B track to the left.
- RED Spawn: Switched to a Large room with four doors. The right doors exit to multiple ledges over point C, and a cavern over the track inbetween point C and D. The left doors exit to a ledge over point D.
- Checkpoint: Again the point is on very low ground with many ledges and bridges overhead, RED has very easy acsess to the highground, but BLU can also reach the highground with flank routes making it easier to take down enemy Sentry Guns and Snipers than point B.
- Flank route : A long path on the right of the tracks stretching the whole length from point B to C, with multiple buildings, fences, and Boulders seperating it from the main chokepoints. There are five distinguishable exits/entrances for the flank route.
Checkpoint D - Excavator
- BLU Spawn: Moved to a small room with one exit on a ledge over point C.
- RED Spawn: Both right side doors are locked leaving only two functioning exits.
- Checkpoint: A small flat area with two ledges on either side. The left one is right outside RED team's spawn doors, and the right ledge can be easly acessed by BLU if RED has not set up there yet.
- Flank Routes: The main flank starts in the building to the right of the track in the cavern, it leads to the right ledge over point D and RED teams spawn doors. There is a small flank starting to the left right outside the cavern and goes underneath the left ledge of point D.
Strategy
“Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Update history
July 18, 2024 Patch #1 (Summer 2024 Update)
- Added Odyssey to the game.
- Fixed an exploit that allowed BLU players to enter RED spawn
- Fixed lighting issues in BLU first spawn
Gallery
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