Difference between revisions of "Mannhattan"
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+ | {{needimage|The Mhankö area selling various shovels behind the windows in spawn}} | ||
+ | {{Other uses|Mannhattan (disambiguation)}} | ||
{{Map infobox | {{Map infobox | ||
− | | | + | | map-status = official |
− | | game-type | + | | map-game-type = Mann vs. Machine |
− | | file-name | + | | map-file-name = mvm_mannhattan |
| map-image = Mannhattan.png | | map-image = Mannhattan.png | ||
+ | | map-released = {{Patch name|11|21|2013}} | ||
+ | | map-released-major = Two Cities Update | ||
| map-environment = Urban City | | map-environment = Urban City | ||
− | | map-hazards = Grinder (and | + | | map-hazards = [[Environmental_death#Grinder|Grinder]] (and [[Environmental hazards#Banana Peel|Banana Peel]]) |
| map-setting = Daylight, Sunny | | map-setting = Daylight, Sunny | ||
− | | map-health | + | | map-pickups-health-small = 5 |
− | | map-health | + | | map-pickups-health-medium = 5 |
− | | map-ammo | + | | map-pickups-ammo-small = 2 |
− | | map-ammo | + | | map-pickups-ammo-medium = 5 |
− | | map-ammo | + | | map-pickups-ammo-large = 5 |
}} | }} | ||
− | {{ | + | {{Quotation|'''Two Cities Update'''|The first of our two cities, Mannhattan, takes our mercs all the way from the sun-blasted gravel pits of the Badlands to the urban sprawl of the East Coast, where they'll have to defend the manufacturing arm of Saxton Hale's boutique Mhankö line. Mannhattan's robot hordes can advance their own spawn points and introduce new bombs into the map for the first time, making for a unique new MvM experience.}} |
− | '''Mannhattan''' is a [[Mann vs. Machine]] map released in the [[Two Cities Update]]. It sees players in a metropolis area resembling [[w:Manhattan|Manhattan]], defending the manufacturing arm of [[Mann Co.]]'s "Mhankö" line. | + | '''Mannhattan''' is a [[Mann vs. Machine]] map released in the [[Two Cities Update]]. It sees players in a metropolis area resembling [[w:Manhattan|Manhattan]], USA, defending the manufacturing arm of [[Mann Co.]]'s "Mhankö" line. |
− | Unique to this map are its two gates, labelled Gate A and Gate B. Roughly half of the [[robots]] that spawn are "gatebots", identified by glowing yellow lights on their heads, which ignore the bomb and instead try to open the gates much like capturing [[Control | + | Unique to this map are its two gates, labelled Gate A and Gate B. Roughly half of the [[robots]] that spawn are "gatebots" which wear the [[Gate bot hat]], identified by glowing yellow lights on their heads, which ignore the bomb and instead try to open the gates much like capturing [[Control point (objective)|control points]]. When one or more gatebots are near or capturing a gate, an [[Media:Mvm cpoint klaxon.wav|alarm]] sounds to all players, alerting that a gate is being captured. Once a gate is captured, all bombs currently in play are sent back to spawn and all non-giant robots are [[stun]]ned for approximately twenty seconds. When this time expires, a [[Media:cp harbor red whistle.wav|loud whistle]] blows (similar to [[Foundry]]), and the robots resume their assault, gaining guaranteed [[Critical hits]] for a short period of time. Note that unlike control points, the robots' capture progress cannot be blocked by the presence of a player and robots can still capture the point if [[ÜberCharge|Übered]]; every robot in the capture zone must be destroyed to stop the capture progress. |
The capturing of a gate has three effects that make the defenders' job more difficult: the robots' spawn moves up to the newly captured gate, captured gates cannot be closed or recaptured for the rest of the wave, and an additional bomb is brought into play for each gate captured. This forces the defenders to split their forces accordingly, as players then have to defend against two or three bombs at once. In the event both gates are captured, the remaining gatebots' lights turn off, and they join the rest of the horde in carrying the bombs. | The capturing of a gate has three effects that make the defenders' job more difficult: the robots' spawn moves up to the newly captured gate, captured gates cannot be closed or recaptured for the rest of the wave, and an additional bomb is brought into play for each gate captured. This forces the defenders to split their forces accordingly, as players then have to defend against two or three bombs at once. In the event both gates are captured, the remaining gatebots' lights turn off, and they join the rest of the horde in carrying the bombs. | ||
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The map contains 3 missions: the Intermediate mission [[Big Apple Barricade (mission)|Big Apple Barricade]], the Advanced missions [[Empire Escalation (mission)|Empire Escalation]] and [[Metro Malice (mission)|Metro Malice]]. | The map contains 3 missions: the Intermediate mission [[Big Apple Barricade (mission)|Big Apple Barricade]], the Advanced missions [[Empire Escalation (mission)|Empire Escalation]] and [[Metro Malice (mission)|Metro Malice]]. | ||
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== Locations == | == Locations == | ||
=== Warehouse === | === Warehouse === | ||
− | The Warehouse is the first spawning location of the robots. They | + | The Warehouse is the first spawning location of the robots. They come in through the main shipping doors as well as the overhead catwalks. |
*'''Gate A''': The first gate that must be captured by the robots before they can capture Gate B. | *'''Gate A''': The first gate that must be captured by the robots before they can capture Gate B. | ||
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A series of large shipping containers lay in the middle of the map. All over the containers are catwalks for tactical positions, as well as alternate pathways. Near the containers are two key points of the map. | A series of large shipping containers lay in the middle of the map. All over the containers are catwalks for tactical positions, as well as alternate pathways. Near the containers are two key points of the map. | ||
− | *'''Grinder''': To the left of the containers is a grinder with a banana peel near it. Should a player step on a peel they | + | *'''Grinder''': To the left of the containers is a grinder with a banana peel near it. Should a player step on a peel, they instantly slip and fall into the grinder. A skilled [[Pyro]] can [[Compression blast|airblast]] robots into the grinder for an instant kill. |
*'''Gate B''': To the right side is Gate B, locked until the robots capture Gate A. | *'''Gate B''': To the right side is Gate B, locked until the robots capture Gate A. | ||
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== Strategy == | == Strategy == | ||
− | {{ | + | {{Map strategy link|Mannhattan|main=yes|stub=yes}} |
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− | == | ||
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== Related achievements == | == Related achievements == | ||
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== Update history == | == Update history == | ||
− | '''{{ | + | '''{{Patch name|11|21|2013}}''' ([[Two Cities Update]]) |
* Added Mannhattan to the game. | * Added Mannhattan to the game. | ||
− | '''{{ | + | '''{{Patch name|12|6|2013}}''' |
* Rebalanced [[Empire Escalation (mission)|Empire Escalation]] | * Rebalanced [[Empire Escalation (mission)|Empire Escalation]] | ||
* Fixed credits not always being collected when they fall into the grinder. | * Fixed credits not always being collected when they fall into the grinder. | ||
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* Fixed a lighting bug related to lower graphics settings that cause the map to be too dark. | * Fixed a lighting bug related to lower graphics settings that cause the map to be too dark. | ||
− | '''{{ | + | '''{{Patch name|1|23|2014}}''' |
* Fixed being able to construct buildings inside the respawn room. | * Fixed being able to construct buildings inside the respawn room. | ||
* Fixed a material problem near the hatch. | * Fixed a material problem near the hatch. | ||
− | '''{{ | + | '''{{Patch name|11|10|2016}}''' |
* Fixed Spies spawning behind the closed door at Gate A. | * Fixed Spies spawning behind the closed door at Gate A. | ||
* Fixed Sentry Busters sometimes staying at Gate A instead of attacking the Sentry Gun. | * Fixed Sentry Busters sometimes staying at Gate A instead of attacking the Sentry Gun. | ||
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== Bugs == | == Bugs == | ||
* Mac users currently have a bug which times out the user before and during the wave. | * Mac users currently have a bug which times out the user before and during the wave. | ||
− | *Gate A | + | * Gate A occasionally continues its alarm even while robots are nowhere near the gate, and the door can, very rarely, miraculously vanish despite the robots' failed attempt to open it. |
− | *If a Gate were to have been opened, it | + | * If a Gate were to have been opened, it forces all giant robots to fall back even after a giant robot has successfully deployed the bomb, preventing a wave loss. |
− | * Rarely, in Mannhattan, stray radio waves | + | * Rarely, in Mannhattan, stray radio waves appear in midair, even if no robots are under them, when a robot successfully captures a point. |
− | * Rarely, the gate before Gate A in Mannhattan | + | * Rarely, the gate before Gate A in Mannhattan appears to remain open even though the gate closing sound plays and there are no robots passing through it before it closes. The same situation may apply to Gate A when Gate B is captured. |
<!-- There was another bug from the mvm page about the bomb not spawning but I believe it was caused by no bomb bots being able to spawn which is more of mechanic than a bug. --> | <!-- There was another bug from the mvm page about the bomb not spawning but I believe it was caused by no bomb bots being able to spawn which is more of mechanic than a bug. --> | ||
− | * Occasionally gate bots | + | * Occasionally gate bots run to spawn after briefly touching the gate.<!-- This might be caused by some squad-related behavior as it has only been seen on FaN scouts W6 MM when a single scout from the squad makes it to the gate and then runs to spawn. However, this theory remains unsuccessfully tested. --> |
− | <!-- | + | * When a gate is captured, knocking a Robot into the now-closed first drop-off causes it to teleport to the spawn point of the captured gate. |
+ | |||
+ | == Trivia == | ||
+ | * The map's name is a play on [[w:Manhattan|Manhattan]], a borough of New York City, and [[Mann Co.]] | ||
+ | * The poster of a "Missing" gorilla refers the association of [[w:King Kong|King Kong]] with Manhattan. | ||
+ | * Periodically, a surface subway train car can be seen speeding down the tracks behind a fence. It cannot be interacted with, but this model of train car was later used on the [[PASS Time]] map [[District]]. | ||
+ | == Gallery == | ||
+ | <gallery widths=150px heights=90px> | ||
+ | File:Mannhattan base.png|The defenders' base. | ||
+ | File:Mannhattan bot spawn1.png|The robots' initial spawn point. | ||
+ | File:Mannhattan bot spawn2.png|The robots' spawn point when point A is captured. | ||
+ | File:Mannhattan bot spawn3.png|The robots' spawn point when point B is captured. | ||
+ | </gallery> | ||
{{Two Cities Update Nav}} | {{Two Cities Update Nav}} | ||
− | {{Maps | + | {{Maps Nav}} |
Latest revision as of 14:49, 20 October 2024
Mannhattan | |
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Basic Information | |
Map type: | Mann vs. Machine |
File name: | mvm_mannhattan
|
Released: | November 21, 2013 Patch (Two Cities Update) |
Variants: | Blazehattan |
Developer(s): | Valve |
Map Info | |
Environment: | Urban City |
Setting: | Daylight, Sunny |
Hazards: | Grinder (and Banana Peel) |
Map Items | |
Health Kits: | ×5 • ×5 |
Ammo Boxes: | ×2 • ×5 • ×5 |
Map Photos | |
Map Overview | |
“ | The first of our two cities, Mannhattan, takes our mercs all the way from the sun-blasted gravel pits of the Badlands to the urban sprawl of the East Coast, where they'll have to defend the manufacturing arm of Saxton Hale's boutique Mhankö line. Mannhattan's robot hordes can advance their own spawn points and introduce new bombs into the map for the first time, making for a unique new MvM experience.
— Two Cities Update
|
” |
Mannhattan is a Mann vs. Machine map released in the Two Cities Update. It sees players in a metropolis area resembling Manhattan, USA, defending the manufacturing arm of Mann Co.'s "Mhankö" line.
Unique to this map are its two gates, labelled Gate A and Gate B. Roughly half of the robots that spawn are "gatebots" which wear the Gate bot hat, identified by glowing yellow lights on their heads, which ignore the bomb and instead try to open the gates much like capturing control points. When one or more gatebots are near or capturing a gate, an alarm sounds to all players, alerting that a gate is being captured. Once a gate is captured, all bombs currently in play are sent back to spawn and all non-giant robots are stunned for approximately twenty seconds. When this time expires, a loud whistle blows (similar to Foundry), and the robots resume their assault, gaining guaranteed Critical hits for a short period of time. Note that unlike control points, the robots' capture progress cannot be blocked by the presence of a player and robots can still capture the point if Übered; every robot in the capture zone must be destroyed to stop the capture progress.
The capturing of a gate has three effects that make the defenders' job more difficult: the robots' spawn moves up to the newly captured gate, captured gates cannot be closed or recaptured for the rest of the wave, and an additional bomb is brought into play for each gate captured. This forces the defenders to split their forces accordingly, as players then have to defend against two or three bombs at once. In the event both gates are captured, the remaining gatebots' lights turn off, and they join the rest of the horde in carrying the bombs.
Tanks do not spawn on this map.
The map contains 3 missions: the Intermediate mission Big Apple Barricade, the Advanced missions Empire Escalation and Metro Malice.
Contents
Locations
Warehouse
The Warehouse is the first spawning location of the robots. They come in through the main shipping doors as well as the overhead catwalks.
- Gate A: The first gate that must be captured by the robots before they can capture Gate B.
Shipping Containers
A series of large shipping containers lay in the middle of the map. All over the containers are catwalks for tactical positions, as well as alternate pathways. Near the containers are two key points of the map.
- Grinder: To the left of the containers is a grinder with a banana peel near it. Should a player step on a peel, they instantly slip and fall into the grinder. A skilled Pyro can airblast robots into the grinder for an instant kill.
- Gate B: To the right side is Gate B, locked until the robots capture Gate A.
Sea Side Exports
The location of the main hatch. Has two pathways on the sides and one in the middle.
- Old Railway Ditch: Underneath the central bridge to the hatch. Contains one medium health kit.
- Mannhattan Used Fireworks (And Repair): Structural pathway on the left lane. Contains a Max Ammo and small health kit.
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 |
Related achievements
Mannhattan has 5 map-specific achievements.
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Update history
November 21, 2013 Patch (Two Cities Update)
- Added Mannhattan to the game.
- Rebalanced Empire Escalation
- Fixed credits not always being collected when they fall into the grinder.
- Fixed a bug that allowed the gates to be captured out of order.
- Fixed a lighting bug related to lower graphics settings that cause the map to be too dark.
- Fixed being able to construct buildings inside the respawn room.
- Fixed a material problem near the hatch.
- Fixed Spies spawning behind the closed door at Gate A.
- Fixed Sentry Busters sometimes staying at Gate A instead of attacking the Sentry Gun.
Bugs
- Mac users currently have a bug which times out the user before and during the wave.
- Gate A occasionally continues its alarm even while robots are nowhere near the gate, and the door can, very rarely, miraculously vanish despite the robots' failed attempt to open it.
- If a Gate were to have been opened, it forces all giant robots to fall back even after a giant robot has successfully deployed the bomb, preventing a wave loss.
- Rarely, in Mannhattan, stray radio waves appear in midair, even if no robots are under them, when a robot successfully captures a point.
- Rarely, the gate before Gate A in Mannhattan appears to remain open even though the gate closing sound plays and there are no robots passing through it before it closes. The same situation may apply to Gate A when Gate B is captured.
- Occasionally gate bots run to spawn after briefly touching the gate.
- When a gate is captured, knocking a Robot into the now-closed first drop-off causes it to teleport to the spawn point of the captured gate.
Trivia
- The map's name is a play on Manhattan, a borough of New York City, and Mann Co.
- The poster of a "Missing" gorilla refers the association of King Kong with Manhattan.
- Periodically, a surface subway train car can be seen speeding down the tracks behind a fence. It cannot be interacted with, but this model of train car was later used on the PASS Time map District.
Gallery
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