Difference between revisions of "Animus"

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{{custom map}}
 
{{Map infobox
 
{{Map infobox
|game-type=Payload Race
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  | map-status      = custom
|map-image=Animus main.jpg
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  | map-name        = Animus
|developer=Fearlezz
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  | map-game-type   = Payload Race
|file-name=plr_animus_a8.bsp
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  | map-image       = Animus main.jpg
|current-version=Alpha 8
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  | map-file-name   = plr_animus_a8
|download-link=[http://forums.tf2maps.net/downloads.php?do=file&id=1860&act=down TF2Maps.net]
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  | map-version     = Alpha 8
 +
  | map-environment = Desert
 +
  | map-setting    = Sunset, outdoor
 +
  | map-links      = [http://forums.tf2maps.net/showthread.php?t=7526 TF2Maps.net]
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  | map-developer  = Fearlezz
 
}}
 
}}
'''Animus''' is a [[Payload Race]] map created for the [[TF2Maps.net]] [[A/D CTF and Payload Race Contest]]. It finished in 8th place in the competition.
 
  
==Goal==
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'''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.
Your team must simultaneously push your bomb cart through enemy territory, in order to reach the finishing point, while preventing the enemy team from doing the same.  
 
  
==Locations==
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== 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 1===
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=== 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.
  
'''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.
+
=== 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.
  
'''Street'''. Long, curve space through which your payload should pass. It is symmetric.
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== Changelog ==  
 
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{{Changelog| '''A8'''
'''Final point'''. Enemy Spawn Area.
 
 
 
===Stage 2===
 
 
 
'''Spawn Area'''. Contain a point where teams should deliver a payload and exits with [[Respawn]]
 
 
 
'''Street'''. Small space with a crossroads in the middle through which commands should spend the cart
 
 
 
 
 
===Stage 3===
 
 
 
'''Street''' Very small level including small, curve and symmetric space through which it is necessary to pass to both teams. This stage is parallel that creates great difficulties at movement.
 
 
 
 
 
== Changelog ==
 
{{Changelog|
 
 
Fixed crossover bug (For real!)
 
Fixed crossover bug (For real!)
> Visual and performance improvements to all particles
+
* Visual and performance improvements to all particles
> Fixed particles bug (particles not showing)
+
* Fixed particles bug (particles not showing)
> Fixed Red cart getting stuck in stage 3 right at the top of the ramp
+
* 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 red pl hud not showing up in stage 3
> Fixed the "2 suns" problem
+
* Fixed the "2 suns" problem
> Fixed carts not being disabled during setup phase in stage 2
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* Fixed carts not being disabled during setup phase in stage 2
> Added more custom content (Including models from TerabyteST)
+
* Added more custom content (Including models from TerabyteST)
> Improved lighting in some places
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* Improved lighting in some places
> Made all rock brushes into displacements in the final area, stage 3
+
* Made all rock brushes into displacements in the final area, stage 3
> Fixed players getting stuck when standing infront of the cart while capping (stage1)
+
* 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
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* Teams does no longer switch after the map is won
> Added pumpkins
+
* Added pumpkins
> Made the entrance to the middle of stage 2 taller
+
* Made the entrance to the middle of stage 2 taller
  
A7
+
'''A7'''
> Possibly fixed the crossover bug (again)
+
* Possibly fixed the crossover bug (again)
> Adjusted the lighting, blue players are back, green players are gone
+
* Adjusted the lighting, blue players are back, green players are gone
> Removed stairs to the enemy base in stage 1
+
* Removed stairs to the enemy base in stage 1
> Added track lights
+
* Added track lights
> Minor detailing
+
* Minor detailing
> Improved optimazation (still compiled on fast)
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* Improved optimization (still compiled on fast)
> Fixed players getting stuck in the spawn door
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* Fixed players getting stuck in the spawn door
> Added new spawn exits in stage 3
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* Added new spawn exits in stage 3
> 'Stage won' particle is now a child to the cart.
+
* 'Stage won' particle is now a child to the cart.
> 'Stage won' particles now shows up in stage 2 aswell
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* 'Stage won' particles now shows up in stage 2 as well
> Added working timer to stage 2
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* Added working timer to stage 2
> Carts eyes particle now only shows up when someone dies
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* Carts eyes particle now only shows up when someone dies
> Made changes to stage 3
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* Made changes to stage 3
> Slight improvements to particles
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* Slight improvements to particles
  
A6
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'''A3 - A6'''
-Removed to save character space-
 
A5
 
-Removed to save character space-
 
A4
 
-Removed to save character space-
 
A3
 
 
-Removed to save character space-
 
-Removed to save character space-
 +
 
}}
 
}}
  
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File:Animus Newpic3.jpg
 
File:Animus Newpic3.jpg
 
</gallery>
 
</gallery>
 
==Additional Links==
 
* [http://forums.tf2maps.net/showthread.php?t=7526&highlight=Animus TF2Maps.com Thread]
 
  
  
 
{{CustomMapNav}}
 
{{CustomMapNav}}

Latest revision as of 17:55, 17 January 2024

Animus
Animus main.jpg
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