Difference between revisions of "Animus"
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+ | {{custom map}} | ||
{{Map infobox | {{Map infobox | ||
− | |game-type=Payload Race | + | | map-status = custom |
− | |map-image=Animus main.jpg | + | | map-name = Animus |
− | | | + | | map-game-type = Payload Race |
− | + | | map-image = Animus main.jpg | |
− | | | + | | map-file-name = plr_animus_a8 |
− | | | + | | map-version = Alpha 8 |
+ | | map-environment = Desert | ||
+ | | map-setting = Sunset, outdoor | ||
+ | | map-links = [http://forums.tf2maps.net/showthread.php?t=7526 TF2Maps.net] | ||
+ | | map-developer = Fearlezz | ||
}} | }} | ||
− | |||
− | + | '''Animus''' is a [[Payload Race]] map created for the TF2Maps.net [[A/D CTF and Payload Race Contest]]. It was awarded eighth place in the competition. | |
− | |||
− | ==Locations== | + | == Locations == |
+ | === Stage 1 === | ||
+ | *'''Spawn Area'''. As with all maps, the game begins here. The doors to leave the room are locked until the setup time (around 5 seconds) is over. After going through the first present shutter door, there is an area with pathways going both up and down before finally exiting the spawn. | ||
+ | *'''Street'''. A long, curved space through which the Payload carts must pass. It is symmetrical. | ||
+ | *'''Final point'''. Enemy Spawn Area. | ||
− | ===Stage | + | === Stage 2 === |
+ | *'''Spawn Area'''. Features a point to which teams should deliver the Payload cart, and also contains a spawn area. | ||
+ | *'''Street'''. A small space with a crossroads in the middle through which the Payload cart must travel. | ||
− | ''' | + | === Stage 3 === |
+ | *'''Street'''. A very small level including a small, curved and symmetrical space through which the two Payload carts must travel. The tracks in this area are parallel. | ||
− | + | == Changelog == | |
− | + | {{Changelog| '''A8''' | |
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− | == | ||
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− | |||
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− | |||
− | |||
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− | |||
− | ''' | ||
− | |||
− | |||
− | |||
− | |||
Fixed crossover bug (For real!) | Fixed crossover bug (For real!) | ||
− | + | * Visual and performance improvements to all particles | |
− | + | * Fixed particles bug (particles not showing) | |
− | + | * Fixed Red cart getting stuck in stage 3 right at the top of the ramp | |
− | + | * Fixed red pl hud not showing up in stage 3 | |
− | + | * Fixed the "2 suns" problem | |
− | + | * Fixed carts not being disabled during setup phase in stage 2 | |
− | + | * Added more custom content (Including models from TerabyteST) | |
− | + | * Improved lighting in some places | |
− | + | * Made all rock brushes into displacements in the final area, stage 3 | |
− | + | * Fixed players getting stuck when standing in front of the cart while capping (stage1) | |
− | Requests: | + | ''Requests:'' |
− | + | * Teams does no longer switch after the map is won | |
− | + | * Added pumpkins | |
− | + | * Made the entrance to the middle of stage 2 taller | |
− | A7 | + | '''A7''' |
− | + | * Possibly fixed the crossover bug (again) | |
− | + | * Adjusted the lighting, blue players are back, green players are gone | |
− | + | * Removed stairs to the enemy base in stage 1 | |
− | + | * Added track lights | |
− | + | * Minor detailing | |
− | + | * Improved optimization (still compiled on fast) | |
− | + | * Fixed players getting stuck in the spawn door | |
− | + | * Added new spawn exits in stage 3 | |
− | + | * 'Stage won' particle is now a child to the cart. | |
− | + | * 'Stage won' particles now shows up in stage 2 as well | |
− | + | * Added working timer to stage 2 | |
− | + | * Carts eyes particle now only shows up when someone dies | |
− | + | * Made changes to stage 3 | |
− | + | * Slight improvements to particles | |
− | A6 | + | '''A3 - A6''' |
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-Removed to save character space- | -Removed to save character space- | ||
+ | |||
}} | }} | ||
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File:Animus Newpic3.jpg | File:Animus Newpic3.jpg | ||
</gallery> | </gallery> | ||
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{{CustomMapNav}} | {{CustomMapNav}} |
Latest revision as of 17:55, 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. |
Animus | |
---|---|
Basic Information | |
Map type: | Payload Race |
File name: | plr_animus_a8
|
Version: | Alpha 8 |
Developer(s): | Fearlezz |
Link(s): | TF2Maps.net |
Map Info | |
Environment: | Desert |
Setting: | Sunset, outdoor |
Animus is a Payload Race map created for the TF2Maps.net A/D CTF and Payload Race Contest. It was awarded eighth place in the competition.
Locations
Stage 1
- Spawn Area. As with all maps, the game begins here. The doors to leave the room are locked until the setup time (around 5 seconds) is over. After going through the first present shutter door, there is an area with pathways going both up and down before finally exiting the spawn.
- Street. A long, curved space through which the Payload carts must pass. It is symmetrical.
- Final point. Enemy Spawn Area.
Stage 2
- Spawn Area. Features a point to which teams should deliver the Payload cart, and also contains a spawn area.
- Street. A small space with a crossroads in the middle through which the Payload cart must travel.
Stage 3
- Street. A very small level including a small, curved and symmetrical space through which the two Payload carts must travel. The tracks in this area are parallel.
Changelog
Changelog:
A8
Fixed crossover bug (For real!)
- Visual and performance improvements to all particles
- Fixed particles bug (particles not showing)
- Fixed Red cart getting stuck in stage 3 right at the top of the ramp
- Fixed red pl hud not showing up in stage 3
- Fixed the "2 suns" problem
- Fixed carts not being disabled during setup phase in stage 2
- Added more custom content (Including models from TerabyteST)
- Improved lighting in some places
- Made all rock brushes into displacements in the final area, stage 3
- Fixed players getting stuck when standing in front of the cart while capping (stage1)
Requests:
- Teams does no longer switch after the map is won
- Added pumpkins
- Made the entrance to the middle of stage 2 taller
A7
- Possibly fixed the crossover bug (again)
- Adjusted the lighting, blue players are back, green players are gone
- Removed stairs to the enemy base in stage 1
- Added track lights
- Minor detailing
- Improved optimization (still compiled on fast)
- Fixed players getting stuck in the spawn door
- Added new spawn exits in stage 3
- 'Stage won' particle is now a child to the cart.
- 'Stage won' particles now shows up in stage 2 as well
- Added working timer to stage 2
- Carts eyes particle now only shows up when someone dies
- Made changes to stage 3
- Slight improvements to particles
A3 - A6 -Removed to save character space-
Screenshots
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