Difference between revisions of "Wildfire"
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+ | {{custom map}} | ||
{{Map infobox | {{Map infobox | ||
− | |game-type=Capture the Flag | + | | map-status = custom |
− | + | | map-workshopid = 2824984385 | |
− | |map-image=Ctf wildfire rc.jpg | + | | map-name = Wildfire |
− | | | + | | map-game-type = Capture the Flag |
− | | | + | | map-image = Ctf wildfire rc.jpg |
− | [ | + | | map-file-name = ctf_wildfire_rc |
− | + | | map-version = Release Candidate | |
− | + | | map-released = {{patch name|01|12|2010|date-only=yes}} | |
− | + | | map-updated = {{patch name|03|21|2010|date-only=yes}} | |
− | + | | map-environment = Industrial | |
+ | | map-setting = Dusk | ||
+ | | map-links = [https://tf2maps.net/threads/11533 TF2Maps.net] | ||
+ | | map-developer = [https://steamcommunity.com/id/mangycarface Patrick "MangyCarface" Mulholland] | ||
+ | }} | ||
− | Wildfire | + | '''Wildfire''' is a [[Capture the Flag]] map focusing on strong combat arenas broken up by arches to prevent unfair sticky escapes. Wildfire is set in a small industrial center surrounded by a crackling forest fire. It features two unconventional Capture the Flag mechanics, capture-at-flag and touch return. Players capture the enemy flag by bringing it to their team's flag instead of a capture zone, and dropped flags can be returned to base by touching it. |
− | + | Wildfire was created for the TF2Maps.net [[Competitive CTF Contest]]. It won first place, finishing above '''Deliverance''' and [[Fusion]]. | |
== Locations == | == Locations == | ||
− | * '''Spire''': A tall spire, similar to [[Badlands]], in each base, on top of which the flag spawns. | + | * '''Spire''': A tall spire, similar to [[Badlands (Control Point)|Badlands]], in each base, on top of which the flag spawns. |
* '''House''': A small house next to the spire with health and ammo. | * '''House''': A small house next to the spire with health and ammo. | ||
* '''The Dish''': The lower level of the middle of the map, a large dish similar to [[Hydro]] | * '''The Dish''': The lower level of the middle of the map, a large dish similar to [[Hydro]] | ||
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== Strategy == | == Strategy == | ||
− | * [[Soldier]]s and [[Demoman|Demomen]] can jump to the top of the spire to easily take the Intelligence | + | * [[Soldier]]s and [[Demoman|Demomen]] can jump to the top of the spire to easily take the Intelligence. |
− | + | * The small building near each team's Intelligence offers [[Engineer | Engineers]] a prime place for [[Sentry Gun]] placement. | |
− | + | * A lack of long sightlines make [[Sniper]]s wielding [[rifles]] hard to use effectively on this map. Instead, equip the [[Huntsman]] and [[Jarate]] for more close range capability. | |
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− | == | + | == Update history == |
− | {{ | + | {{Update history | '''A1:''' |
− | A1: | ||
* Release | * Release | ||
− | A2: | + | '''A2:''' |
* 20s return time | * 20s return time | ||
* Touch-to-return | * Touch-to-return | ||
Line 51: | Line 47: | ||
* Added small catwalk to cave path onto road | * Added small catwalk to cave path onto road | ||
− | A3: | + | '''A3:''' |
− | * | + | * Intelligence location moved to pits |
* Bridge redesigned | * Bridge redesigned | ||
* Upper route to warehouses removed | * Upper route to warehouses removed | ||
Line 58: | Line 54: | ||
* Detailing applied | * Detailing applied | ||
* Clipping fixed | * Clipping fixed | ||
− | * Route added from previous | + | * Route added from previous Intelligence location to spire |
− | A4: | + | '''A4:''' |
* Flags (for now at least) placed on top of spire rather than inside tunnel | * Flags (for now at least) placed on top of spire rather than inside tunnel | ||
* Tunnels sealed off, too gimmicky | * Tunnels sealed off, too gimmicky | ||
Line 67: | Line 63: | ||
* lol hotfix | * lol hotfix | ||
− | A5: | + | '''A5:''' |
* Capture zones parented to flags | * Capture zones parented to flags | ||
− | * Ravidge's | + | * Ravidge's Intelligence entity system implemented ty ty ty |
* Various brush changes | * Various brush changes | ||
* Catwalks onto bridge | * Catwalks onto bridge | ||
* Ramp back into spawn added | * Ramp back into spawn added | ||
− | A6: | + | '''A6:''' |
* Top "quick cap" route removed | * Top "quick cap" route removed | ||
* Bridge clipping improved | * Bridge clipping improved | ||
Line 86: | Line 82: | ||
* Fire glare removed | * Fire glare removed | ||
− | A7: | + | '''A7:''' |
* Exterior detail completed | * Exterior detail completed | ||
* Bridge reworked into brushwork for better clipping | * Bridge reworked into brushwork for better clipping | ||
− | * Ambience | + | * Ambience{{sic}}, embers added |
* Health packs removed and consolidated | * Health packs removed and consolidated | ||
* Fences added to bend in road for cover before attack and to reduce sightlines | * Fences added to bend in road for cover before attack and to reduce sightlines | ||
Line 97: | Line 93: | ||
* Various clipping, brushwork enhancements | * Various clipping, brushwork enhancements | ||
− | B1: | + | '''B1:''' |
* Beta release | * Beta release | ||
* Interior detail completed | * Interior detail completed | ||
Line 106: | Line 102: | ||
* Lighting manipulated | * Lighting manipulated | ||
* Hut structure added within flood control room | * Hut structure added within flood control room | ||
− | * Various other small changes | + | * Various other small changes}} |
− | }} | + | |
+ | == Screenshots == | ||
+ | <gallery> | ||
+ | File:Ctf wildfire b10009.jpg | ||
+ | File:Ctf wildfire b10010.jpg | ||
+ | File:Ctf wildfire b10011.jpg | ||
+ | File:Ctf wildfire rc.jpg | ||
+ | File:Ctf wildfire rc0001.jpg | ||
+ | File:Ctf wildfire rc0002.jpg | ||
+ | </gallery> | ||
− | + | <gallery> | |
− | + | File:Wildfire workshop image.jpg|Steam Workshop thumbnail for Wildfire. | |
+ | </gallery> | ||
{{CustomMapNav}} | {{CustomMapNav}} | ||
[[Category:Custom maps]] | [[Category:Custom maps]] |
Latest revision as of 18:56, 17 January 2024
“I built that.” This page contains information about a custom map that is not an officially released Team Fortress 2 map. All released Valve and Community-made TF2 maps can be found on the list of maps. |
Wildfire | |
---|---|
Basic Information | |
Map type: | Capture the Flag |
File name: | ctf_wildfire_rc
|
Version: | Release Candidate |
Released: | January 12, 2010 |
Last updated: | March 21, 2010 |
Developer(s): | Patrick "MangyCarface" Mulholland |
Link(s): | TF2Maps.net |
Map Info | |
Environment: | Industrial |
Setting: | Dusk |
Map Overview | |
Wildfire is a Capture the Flag map focusing on strong combat arenas broken up by arches to prevent unfair sticky escapes. Wildfire is set in a small industrial center surrounded by a crackling forest fire. It features two unconventional Capture the Flag mechanics, capture-at-flag and touch return. Players capture the enemy flag by bringing it to their team's flag instead of a capture zone, and dropped flags can be returned to base by touching it.
Wildfire was created for the TF2Maps.net Competitive CTF Contest. It won first place, finishing above Deliverance and Fusion.
Locations
- Spire: A tall spire, similar to Badlands, in each base, on top of which the flag spawns.
- House: A small house next to the spire with health and ammo.
- The Dish: The lower level of the middle of the map, a large dish similar to Hydro
- Bridge: A bridge over the dish, with a medium health
- Sewer: Sewers running from the dish to each base
- Ramp Room: A small room that connects the sewers to each base with a series of ramps
Strategy
- Soldiers and Demomen can jump to the top of the spire to easily take the Intelligence.
- The small building near each team's Intelligence offers Engineers a prime place for Sentry Gun placement.
- A lack of long sightlines make Snipers wielding rifles hard to use effectively on this map. Instead, equip the Huntsman and Jarate for more close range capability.
Update history
A1:
- Release
A2:
- 20s return time
- Touch-to-return
- Flag falls in CZs instant-return
- Geometry changes to middle routes
- Fixed displacement seams
- Added new visblockage to above far route
- Fixed time-ending bug
- Added small catwalk to cave path onto road
A3:
- Intelligence location moved to pits
- Bridge redesigned
- Upper route to warehouses removed
- Cap zone location moved to previous upper route
- Detailing applied
- Clipping fixed
- Route added from previous Intelligence location to spire
A4:
- Flags (for now at least) placed on top of spire rather than inside tunnel
- Tunnels sealed off, too gimmicky
- Extra lighting added to mid
- Tire tracks replaced
- lol hotfix
A5:
- Capture zones parented to flags
- Ravidge's Intelligence entity system implemented ty ty ty
- Various brush changes
- Catwalks onto bridge
- Ramp back into spawn added
A6:
- Top "quick cap" route removed
- Bridge clipping improved
- Route onto bridge towers removed
- Detailing changes- new dirt color ty to Ravidge
- Lighting improved
- Displacement fixes
- Path near bend in road lowered, smoothed out
- Clipping fixes everywhere
- Optimization!
- Fire glare removed
A7:
- Exterior detail completed
- Bridge reworked into brushwork for better clipping
- Ambience(sic), embers added
- Health packs removed and consolidated
- Fences added to bend in road for cover before attack and to reduce sightlines
- Catwalks onto bridges rerouted into buildings for Medic cover
- 3d Skybox added
- Minor changes to basements to improve flow
- Various clipping, brushwork enhancements
B1:
- Beta release
- Interior detail completed
- Major optimization reworks
- Bridge reworked to support the idea of it being the central lane of fire, rather than the three tiers of fighting the girders had been supporting
- Detail polish added
- New 2d skybox added
- Lighting manipulated
- Hut structure added within flood control room
- Various other small changes
Screenshots
|