Difference between revisions of "Fusion"

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{{stub}}
 
 
 
{{custom map}}
 
{{custom map}}
 
{{Map infobox
 
{{Map infobox
|game-type=Capture the Flag
+
  | map-status      = custom
|map-image=Ctf fusion b1.jpg
+
  | map-name        = Fusion
|developer= Kevin "Ravidge" Brook
+
  | map-game-type   = Capture the Flag
|current-version=Beta 2
+
  | map-image       = Ctf fusion b1.jpg
|download-link=
+
  | map-file-name  = ctf_fusion_b1
[http://forums.tf2maps.net/showthread.php?t=11548 TF2Maps.net]}}
+
  | map-environment = Industrial
 +
  | map-setting    = Daylight, snowy
 +
  | map-version     = Beta 2
 +
  | map-released    = {{patch name|01|13|2010|date-only=yes}}
 +
  | map-updated    = {{patch name|05|8|2010|date-only=yes}}
 +
  | map-developer  = {{Steamid|76561197992729564|Kevin "Ravidge" Brook}}
 +
}}
  
 
'''Fusion''' is a community-made [[Capture the Flag]] map created for the TF2Maps.net's [[Competitive CTF Contest]]. It won third place, finishing behind [[Wildfire]] and [[Deliverance]]. It employs a variation on CTF in which the enemy [[Intelligence]] is captured at the friendly Intelligence. The Intelligence has a 15-second return time.
 
'''Fusion''' is a community-made [[Capture the Flag]] map created for the TF2Maps.net's [[Competitive CTF Contest]]. It won third place, finishing behind [[Wildfire]] and [[Deliverance]]. It employs a variation on CTF in which the enemy [[Intelligence]] is captured at the friendly Intelligence. The Intelligence has a 15-second return time.
 
To win, your team must capture the opposing team's [[Intelligence]] continuously until you reach the game's capture limit (default limit is 3) while preventing the enemy from achieving the same.
 
  
 
== Locations ==
 
== Locations ==
Line 19: Line 21:
 
Each base has 3 exits into the middle.
 
Each base has 3 exits into the middle.
  
[[Image:Fusion overview.png|thumb|top|Overview of the map. (Large file)]]
 
  
 
=== The Base ===
 
=== The Base ===
 
The bases are very loosely defined in Fusion, and most of the fighting takes place outdoors. Some of the key areas in each base are:
 
The bases are very loosely defined in Fusion, and most of the fighting takes place outdoors. Some of the key areas in each base are:
*Intelligence room: Unlike what you would expect, the Intelligence is very easy to access. And is located between the spawn room and the center building.
+
*Intelligence room: Unlike what you would expect, the Intelligence is very easy to access. It is located between the spawn room and the center building.
 
*Center building: A heavily trafficked area that connects the base to the middle. Contains a medium health kit which is very valuable to both attackers and defenders. There are small staircases inside that you can use to gain a small but significant height advantage.
 
*Center building: A heavily trafficked area that connects the base to the middle. Contains a medium health kit which is very valuable to both attackers and defenders. There are small staircases inside that you can use to gain a small but significant height advantage.
*Flank: The indoor side route that goes around the center building and leads to a drop down (one-way) exit, and another larger exit on the catwalks leading to the intelligence rooms roof.
+
*Flank: The indoor side route that goes around the center building and leads to a drop down (one-way) exit, and another larger exit on the catwalks leading to the Intelligence room's roof.
 
*Pipes: The route on the opposite side of the flank, a small hill with a bunch of pipes running above it. The hill serves as a natural divider between the middle and the base.
 
*Pipes: The route on the opposite side of the flank, a small hill with a bunch of pipes running above it. The hill serves as a natural divider between the middle and the base.
*Slope: The section between the pipes and the spawnroom
+
*Slope: The section between the pipes and the spawn room.
 
*Spawn room: Has two separate exits, one leading to the Intelligence room, the other faces the slope and pipes.
 
*Spawn room: Has two separate exits, one leading to the Intelligence room, the other faces the slope and pipes.
  
 
== Strategy ==
 
== Strategy ==
* The large, open middle allows for [[Rocket jump|rocket]] and [[sticky jump]]ing.
+
* The large, open middle allows for [[rocket jump|rocket]] and [[sticky jump]]ing.
 
* Protect your Intelligence carrier at all times, as  dropping the enemy Intelligence inside your own base allows enemy ambushers to score a quick capture.
 
* Protect your Intelligence carrier at all times, as  dropping the enemy Intelligence inside your own base allows enemy ambushers to score a quick capture.
 
* Offensive play is rewarded over defensive style. If you can score inside the enemy base when assaulting with the Intelligence, you will be able to pick up the enemy Intelligence again as it respawns in their Intelligence room.
 
* Offensive play is rewarded over defensive style. If you can score inside the enemy base when assaulting with the Intelligence, you will be able to pick up the enemy Intelligence again as it respawns in their Intelligence room.
  
== Changelog ==
+
== Changelog ==  
 
{{Changelog|
 
{{Changelog|
*a1: initial release.
+
 
*a2: New everything. Too much to count, the layout is roughly the same though.
+
'''a1''': initial release.
*a3: COLD AND ICE! Health and ammo updates, Intelsystem update (now plays sounds even to dead players), Map Looks a whole *lot better.
+
 
*a4: Removed Touch-return. Lowered returntime to 30 sec. minor changes to clipping and health.
+
'''a2''': New everything. Too much to count, the layout is roughly the same though.
*a5: minor quickfixes. Some new texturework, loads of snow overlays.
+
 
*a6: new base structure, new mid layout. Lowered returntime to 15 sec. Dropdown redone. Lighter snowfall.
+
'''a3''': COLD AND ICE! Health and ammo updates, Intelsystem update (now plays sounds even to dead players), Map Looks a whole *lot better.
*a7: ???
+
 
*b1: detailing, custom props added. Flagged the snow as a weather effect.
+
'''a4''': Removed Touch-return. Lowered returntime to 30 sec. minor changes to clipping and health.
*b2: Optimization. closed the narrow passage in the bases. Restructured the indoor side passage. Closed the upper exit in the middle building.  
+
 
 +
'''a5''': minor quickfixes. Some new texturework, loads of snow overlays.
 +
 
 +
'''a6''': new base structure, new mid layout. Lowered returntime to 15 sec. Dropdown redone. Lighter snowfall.
 +
 
 +
'''a7''': ???
 +
 
 +
'''b1''': detailing, custom props added. Flagged the snow as a weather effect.
 +
 
 +
'''b2''': Optimization. closed the narrow passage in the bases. Restructured the indoor side passage. Closed the upper exit in the middle building.  
 
}}
 
}}
  
== Screenshots ==
+
==Trivia==
 +
* The early versions of Fusion featured a touch-return mechanic on the Intelligences.
 +
 
 +
== External links ==
 +
* Blog "Item_teamflag and Me": http://forums.tf2maps.net/blog.php?b=223
 +
* Blog "Practical Problems": http://forums.tf2maps.net/blog.php?b=224
 +
* Blog "Motivation": http://forums.tf2maps.net/blog.php?b=226
 +
* Blog "Detailing and Deadlines": http://forums.tf2maps.net/blog.php?b=245
 +
 
 +
==Screenshots==
 
<gallery>
 
<gallery>
 
File:Ctf fusion b1.jpg
 
File:Ctf fusion b1.jpg
Line 78: Line 97:
 
</gallery>
 
</gallery>
  
==Trivia==
 
* The early versions of Fusion featured a touch-return mechanic on the Intelligences.
 
 
== Additional links ==
 
* Fusion WIP Thread: http://forums.tf2maps.net/showthread.php?t=11548
 
* Blog "Item_teamflag and Me": http://forums.tf2maps.net/blog.php?b=223
 
* Blog "Practical Problems": http://forums.tf2maps.net/blog.php?b=224
 
* Blog "Motivation": http://forums.tf2maps.net/blog.php?b=226
 
* Blog "Detailing and Deadlines": http://forums.tf2maps.net/blog.php?b=245
 
  
 
{{CustomMapNav}}
 
{{CustomMapNav}}
 
[[Category:Custom maps]]
 

Latest revision as of 18:39, 17 January 2024

Fusion
Ctf fusion b1.jpg
Basic Information
Map type: Capture the Flag
File name: ctf_fusion_b1
Version: Beta 2
Released: January 13, 2010
Last updated: May 8, 2010
Developer(s): Kevin "Ravidge" Brook
Map Info
Environment: Industrial
Setting: Daylight, snowy
Map Overview
Fusion overview.png

Fusion is a community-made Capture the Flag map created for the TF2Maps.net's Competitive CTF Contest. It won third place, finishing behind Wildfire and Deliverance. It employs a variation on CTF in which the enemy Intelligence is captured at the friendly Intelligence. The Intelligence has a 15-second return time.

Locations

The Middle

The main battleground of the map; there is no way around it and you are forced to move through this area to travel between bases. It's wide and open, features an iconic railway bridge overhead with a large brick support placed in the middle of the area. There are two small buildings to each side of the middle which provides both health and ammo. Each base has 3 exits into the middle.


The Base

The bases are very loosely defined in Fusion, and most of the fighting takes place outdoors. Some of the key areas in each base are:

  • Intelligence room: Unlike what you would expect, the Intelligence is very easy to access. It is located between the spawn room and the center building.
  • Center building: A heavily trafficked area that connects the base to the middle. Contains a medium health kit which is very valuable to both attackers and defenders. There are small staircases inside that you can use to gain a small but significant height advantage.
  • Flank: The indoor side route that goes around the center building and leads to a drop down (one-way) exit, and another larger exit on the catwalks leading to the Intelligence room's roof.
  • Pipes: The route on the opposite side of the flank, a small hill with a bunch of pipes running above it. The hill serves as a natural divider between the middle and the base.
  • Slope: The section between the pipes and the spawn room.
  • Spawn room: Has two separate exits, one leading to the Intelligence room, the other faces the slope and pipes.

Strategy

  • The large, open middle allows for rocket and sticky jumping.
  • Protect your Intelligence carrier at all times, as dropping the enemy Intelligence inside your own base allows enemy ambushers to score a quick capture.
  • Offensive play is rewarded over defensive style. If you can score inside the enemy base when assaulting with the Intelligence, you will be able to pick up the enemy Intelligence again as it respawns in their Intelligence room.

Changelog

Changelog:

a1: initial release.

a2: New everything. Too much to count, the layout is roughly the same though.

a3: COLD AND ICE! Health and ammo updates, Intelsystem update (now plays sounds even to dead players), Map Looks a whole *lot better.

a4: Removed Touch-return. Lowered returntime to 30 sec. minor changes to clipping and health.

a5: minor quickfixes. Some new texturework, loads of snow overlays.

a6: new base structure, new mid layout. Lowered returntime to 15 sec. Dropdown redone. Lighter snowfall.

a7: ???

b1: detailing, custom props added. Flagged the snow as a weather effect.

b2: Optimization. closed the narrow passage in the bases. Restructured the indoor side passage. Closed the upper exit in the middle building.

Trivia

  • The early versions of Fusion featured a touch-return mechanic on the Intelligences.

External links

Screenshots