Difference between revisions of "Steel"
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{{stub|Needs more detailed locations!}} | {{stub|Needs more detailed locations!}} | ||
− | + | {{Update|Reflect the changes made on the [[August 31, 2023 Patch]] in the locations sections and wherever else necessary}} | |
+ | {{Other uses|this=the map|Steel (disambiguation)}} | ||
{{Map infobox | {{Map infobox | ||
− | | game-type | + | | map-status = community |
− | | file-name | + | | map-game-type = Control Point (attack/defend) |
+ | | map-file-name = cp_steel | ||
| map-image = 01 cpSteel 2.jpg | | map-image = 01 cpSteel 2.jpg | ||
− | | | + | | map-released = {{Patch name|8|19|2008}} |
+ | | map-released-major = Heavy Update | ||
| map-environment = Industrial | | map-environment = Industrial | ||
| map-setting = Daylight, sunny | | map-setting = Daylight, sunny | ||
− | | map-hazards = [[ | + | | map-hazards = [[Environmental death#Pitfalls|Pit]], [[Environmental death#Rocket exhaust path|Rocket exhaust path]] |
− | | map-health | + | | map-pickups-health-small = 3 |
− | | map-health | + | | map-pickups-health-medium = 11 |
− | | map-health | + | | map-pickups-health-large = 4 |
− | | map-ammo | + | | map-pickups-ammo-small = 3 |
− | | map-ammo | + | | map-pickups-ammo-medium = 9 |
− | | map-ammo | + | | map-pickups-ammo-large = 5 |
− | | map-stamp-link = | + | | map-stamp-link = https://steamcommunity.com/stats/TF2/leaderboards/30382 |
}} | }} | ||
− | |||
− | '''Steel''' is | + | {{Quotation|'''The Heavy'''|Defend here!|sound=Heavy helpmedefend01.wav}} |
+ | |||
+ | '''Steel''' is a [[Steam Workshop|community-created]] [[Control Point (game mode)#Attack/Defend|Attack/Defend Control Point]] map added in the [[Heavy Update]]. Steel is one of many [[Custom maps|community maps]] added to the game by [[Valve]] as honorary official [[List of maps|maps]] due to their high quality. | ||
Unlike most Control Point maps, capturing a [[Control Point (objective)|control point]] modifies the layout of the map, opening, and closing routes for each team. As a result, the offensive team has a wide variety of tactical choices to influence how they play, including: | Unlike most Control Point maps, capturing a [[Control Point (objective)|control point]] modifies the layout of the map, opening, and closing routes for each team. As a result, the offensive team has a wide variety of tactical choices to influence how they play, including: | ||
− | *Capturing A opens additional paths to B and E. | + | * Capturing A opens additional paths to B and E. |
− | *Capturing B moves [[RED]]'s spawnroom and also opens an additional route to C. | + | * Capturing B moves [[RED]]'s spawnroom and also opens an additional route to C. |
− | *Capturing C extends bridges to E. | + | * Capturing C extends bridges to E. |
− | *Capturing D blocks RED from easily reaching E, and extends guardrails on the bridges. | + | * Capturing D blocks RED from easily reaching E, and extends guardrails on the bridges. |
− | Unlike normal linear Control Point maps, Steel allows the attacking team, [[BLU]], to capture the final point, no matter how many other points have been captured. However, the more points BLU captures, the more ways they can access the final capture point, as well as pushing back the RED team's spawn and closing off their routes. One point and 3 minutes of time are awarded for each point captured. If E is captured, then the BLU team | + | Unlike normal linear Control Point maps, Steel allows the attacking team, [[BLU]], to capture the final point, no matter how many other points have been captured. However, the more points BLU captures, the more ways they can access the final capture point, as well as pushing back the RED team's spawn and closing off their routes. One point and 3 minutes of time are awarded for each point captured. If E is captured, then the BLU team scores 5 points overall for the round, regardless of how many of the preceding points were captured. |
== Introduction video == | == Introduction video == | ||
Line 33: | Line 37: | ||
== Locations == | == Locations == | ||
− | + | {{HelpfulOverviewNote}} | |
− | |||
=== Spawn areas === | === Spawn areas === | ||
− | * '''BLU Spawn''': A train station | + | * '''BLU Spawn''': A train station just north of RED's Initial Spawn. The base has three exits, two to Control Point A (one providing a straightforward route to the point and the other a ledge to drop down onto RED from behind), and one to Control Point B. From spawn orientation, Point A is to the right and point B is to the left. |
* '''RED Initial Spawn''': A small room with exits leading to A, B, and E. From spawn orientation, A is to the left, B is to the right and E is forward. | * '''RED Initial Spawn''': A small room with exits leading to A, B, and E. From spawn orientation, A is to the left, B is to the right and E is forward. | ||
* '''RED Second Spawn''': After BLU captures point B, RED is forced to spawn between points C and D. From spawn orientation, C is to the left, D is to the right and E is forward. After BLU captures point D, the exit to E is closed off. | * '''RED Second Spawn''': After BLU captures point B, RED is forced to spawn between points C and D. From spawn orientation, C is to the left, D is to the right and E is forward. After BLU captures point D, the exit to E is closed off. | ||
Line 50: | Line 53: | ||
* '''Shipping Dock''': Point A is a shipping dock located directly to the left of RED's initial spawn. BLU is required to climb up a short hill to get to the point at the top, while a couple of walls surrounding the point prevent RED from directly firing at the point. The higher exit from BLU's base leads to the top of a wall. Capturing point A immediately opens a door to the right of the point leading to B, as well as a slow-opening door directly on the point that leads to D and E. When captured, RED's spawn door to A becomes sealed. | * '''Shipping Dock''': Point A is a shipping dock located directly to the left of RED's initial spawn. BLU is required to climb up a short hill to get to the point at the top, while a couple of walls surrounding the point prevent RED from directly firing at the point. The higher exit from BLU's base leads to the top of a wall. Capturing point A immediately opens a door to the right of the point leading to B, as well as a slow-opening door directly on the point that leads to D and E. When captured, RED's spawn door to A becomes sealed. | ||
+ | <gallery widths=150px heights=80px perrow=5> | ||
+ | File:Cp steel0003.jpg|Control point A | ||
+ | </gallery> | ||
=== Control Point B === | === Control Point B === | ||
* '''Truck Yard''': Point B is located to the right of RED's initial spawn and is partially protected by a small wall facing the RED spawn. There is only one path leading to B before A is captured while capturing A opens up another. RED's entrance to point B leads into a small 2-story building with a window at the top that can shoot out onto the whole B area except for the closest half of point B. BLU's spawn exit has a passageway off the side which leads to a small overlook and a shack that Snipers may use in attacking B. To the left of point B and just off of the building in front of RED's spawn is a passageway that leads to point E and then a ledge in the C area. Capturing point B causes a door to slowly open to point C and also moves RED's spawn to the opposite side of point E. | * '''Truck Yard''': Point B is located to the right of RED's initial spawn and is partially protected by a small wall facing the RED spawn. There is only one path leading to B before A is captured while capturing A opens up another. RED's entrance to point B leads into a small 2-story building with a window at the top that can shoot out onto the whole B area except for the closest half of point B. BLU's spawn exit has a passageway off the side which leads to a small overlook and a shack that Snipers may use in attacking B. To the left of point B and just off of the building in front of RED's spawn is a passageway that leads to point E and then a ledge in the C area. Capturing point B causes a door to slowly open to point C and also moves RED's spawn to the opposite side of point E. | ||
+ | <gallery widths=150px heights=80px perrow=5> | ||
+ | File:Cp_steel0002.jpg|Control point B | ||
+ | </gallery> | ||
=== Control Point C === | === Control Point C === | ||
− | * '''Canyon''': Point C is located on an elevated platform north of point B. The hill leading up from B spikes down into a canyon. Several large rocks provide cover from incoming fire on the B side. | + | * '''Canyon''': Point C is located on an elevated platform north of point B. The hill leading up from B spikes down into a canyon. Several large rocks provide cover from incoming fire on the B side. There are two sets of stairs to get onto C, one on the outside with no cover, and one on to the right which is a small tunnel. RED has a choice of 2 doorways to defend from, one of which includes a small wall on the B side. Capturing C causes three bridges to extend to point E very slowly. |
+ | <gallery widths=150px heights=80px perrow=5> | ||
+ | File:Cp steel0001.jpg|Control point C | ||
+ | </gallery> | ||
=== Control Point D === | === Control Point D === | ||
* '''Storehouse''': Point D is located directly next to RED's second spawn, on the opposite side of C. A narrow hallway with a small ledge connects C and D, but one must travel in front of RED's back spawn. RED can also see anyone moving through this hallway by way of a window above their exit to point E, but the window is closed off when the exit is. Capturing D raises guardrails on the bridges and also seals off RED spawn's closest exit to E. | * '''Storehouse''': Point D is located directly next to RED's second spawn, on the opposite side of C. A narrow hallway with a small ledge connects C and D, but one must travel in front of RED's back spawn. RED can also see anyone moving through this hallway by way of a window above their exit to point E, but the window is closed off when the exit is. Capturing D raises guardrails on the bridges and also seals off RED spawn's closest exit to E. | ||
+ | <gallery widths=150px heights=80px perrow=5> | ||
+ | File:Cp steel0004.jpg|Control point D | ||
+ | </gallery> | ||
=== Control Point E === | === Control Point E === | ||
− | * '''Launch Pad''': Point E is located in the center of the base, on a small platform above a deep pit. At first, only Scouts, Soldiers, | + | * '''Launch Pad''': Point E is located in the center of the base, on a small platform above a deep pit. At first, only Scouts, Soldiers, Demoman, and Pyros using the [[Detonator]], [[Scorch Shot]], or [[Thermal Thruster]] can easily reach it, but once C is captured, bridges appear and allow all classes to get to the point. Point E is available from the start of the round, but capturing all the other points makes E quicker to capture. If RED successfully defends E to the end of the round, the rocket above the point starts to blast off, pulling in and killing anyone caught in its exhaust path. |
<gallery widths=150px heights=80px perrow=5> | <gallery widths=150px heights=80px perrow=5> | ||
− | |||
− | |||
− | |||
− | |||
File:Cp steel0000.jpg|Control point E | File:Cp steel0000.jpg|Control point E | ||
</gallery> | </gallery> | ||
+ | |||
== Helpful overview == | == Helpful overview == | ||
− | [[ | + | [[File:Steel overview with lines.png|left|Steel's key locations|500px]] |
<big>1.Hill | <big>1.Hill | ||
2.Cliffs | 2.Cliffs | ||
Line 81: | Line 93: | ||
9.Wooden Building | 9.Wooden Building | ||
10.Launch Room</big> | 10.Launch Room</big> | ||
+ | |||
{{clr}} | {{clr}} | ||
== Strategy == | == Strategy == | ||
− | {{main| | + | {{map strategy link|Steel|main=yes|stub=yes}} |
== Control Point timing == | == Control Point timing == | ||
Line 90: | Line 103: | ||
== Update history == | == Update history == | ||
{{Update history| | {{Update history| | ||
− | '''{{Patch name|8|19|2008}}''' ([[A Heavy Update]]) | + | '''{{Patch name|8|19|2008}}''' ([[Heavy Update|A Heavy Update]]) |
* Added Steel to the game. | * Added Steel to the game. | ||
Line 99: | Line 112: | ||
* Localized the team goal strings | * Localized the team goal strings | ||
− | '''{{ | + | '''{{Patch name|7|10|2013}}''' |
* Fixed players blocking Blu's spawn exit door leading to capture point B | * Fixed players blocking Blu's spawn exit door leading to capture point B | ||
* Fixed collision on ledge near capture point B | * Fixed collision on ledge near capture point B | ||
* Players can no longer build inside Red spawn room. | * Players can no longer build inside Red spawn room. | ||
* Blu spawn point over grate removed. | * Blu spawn point over grate removed. | ||
+ | |||
+ | '''{{Patch name|7|12|2023}} #1''' ([[Summer 2023 Update]]) | ||
+ | * Prop collision cleanup and improved player clipping | ||
+ | * Explosive splash bug collisions on stairs, props, etc., around the map | ||
+ | * Spawn point issues (collision, prop blocking, clipping, etc.) | ||
+ | * Fix [[Pyro]] door exploit on A | ||
+ | * Fix choke and spam issues into [[BLU|Blu]] & [[RED|Red]] spawns | ||
+ | * Fix Pixel walk collision issues | ||
+ | * Fixing ceiling clipping and stuck spots including exploits | ||
+ | * Clean up geometry in spawns, the spawn locations and their exits | ||
+ | * Fix roof readability issues, with [[Jumping|sticky and rocket jumping]] | ||
+ | * Fix rare double death bug when falling into pit | ||
+ | * Fix Cliff stuck spots and ledges in E pit | ||
+ | * Removed head glitch tele spawn on A-B connector | ||
+ | * Fix rare Overtime cap bug | ||
+ | * Fix Red team getting stuck in spawn door to A | ||
+ | |||
+ | '''{{Patch name|7|20|2023}} #1''' | ||
+ | * More blockbullet /clipbrush{{sic}} swaps where needed | ||
+ | * Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp | ||
+ | * Fixed more small unnecessary prop collision/clip removals | ||
+ | * Fixed blatant texture misalignment | ||
+ | * Addressed perch spot outside Red spawn on wood beam | ||
+ | * Closed some accidental holes in geometry | ||
+ | * Additional fixes to a sticky/shooting exploit through and under Red's E platform area | ||
+ | * Increased pit damage to kill some certain class loadouts in a single trigger | ||
+ | * Moved Blu spawns forward a little to previous distance | ||
+ | * Extended projectile blocker brush along the top side of the Blu spawn building's roof | ||
+ | * Fixed Sniper sightline into Red's first spawn points from E | ||
+ | |||
+ | '''{{Patch name|7|25|2023}}''' | ||
+ | * Fixed missing glass from bullet blocked windows | ||
+ | * Removed some more ceiling light collisions | ||
+ | * Improved clipping around B -> C building | ||
+ | * Small safety improvement to Blu flank balcony to B | ||
+ | * Some extra block bullets around B floor | ||
+ | |||
+ | '''{{Patch name|8|31|2023}}''' | ||
+ | * Added additional clipping where needed | ||
+ | * Fixed some windows clip and trip spots | ||
+ | * Adjusted Red respawn base times to not go over 10 (could get to 11 and 12) | ||
+ | * Capture point HUD layout now matches its map kin ([[Gravel Pit|Gravelpit]]{{sic}} and Sulfur) | ||
+ | * Updated map menu images to the present day (1970) | ||
+ | * Reduced one-way door speed to stop ejecting players into orbit | ||
+ | * Rebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential camping | ||
+ | * Fixing some props that fade too early | ||
+ | * Moved medium healthpack to the side between D->E to avoid accidental pickups | ||
+ | * Reduced speed of handrail deployment so it doesn't overtake the bridges in the rare case that Blu captures C and D in quick succession | ||
}} | }} | ||
− | == Bugs == | + | == Bugs == |
− | + | * If an [[Engineer]] builds a Dispenser in front of the supply locker in BLU spawn, and any class switches their loadouts to completely different weapons, the player goes into [[Civilian]] mode. This also can be done on [[Frontier]]. | |
− | + | ** Additionally, if a Heavy changes his melee weapon while standing inside the Dispenser while equipping the [[Buffalo Steak Sandvich]], they are left with no melee weapon. If the Steak Sandvich is eaten, the Mini-Crits are granted to the Heavy's [[Minigun]] instead. This can also be done on [[Frontier]]. | |
− | * If an [[Engineer]] builds a Dispenser in front of the supply locker in BLU spawn, and any class switches their loadouts | + | * If a player attempts to go on the Launch Pad while one of the bridges is extending, they may be caught between the bridge and the control point, resulting in them being pushed inside the point. Being inside the control point counts as defending it on RED team, and counts as capturing it on BLU. |
− | ** Additionally, if a Heavy changes his melee weapon while standing inside the Dispenser while equipping the [[Buffalo Steak Sandvich]], they | + | * It's possible to build on the higher level of the BLU spawn. |
− | * If a player attempts to go on the Launch Pad while one of the bridges is extending, they may be caught between the bridge and the control point, resulting in them being pushed inside the point. Being inside the control point | ||
== Trivia == | == Trivia == | ||
* The initials of Jamie "Fishbus" Manson, the map's designer, can be found in one of the upper rooms overlooking point E. It can only be reached with the noclip command. | * The initials of Jamie "Fishbus" Manson, the map's designer, can be found in one of the upper rooms overlooking point E. It can only be reached with the noclip command. | ||
+ | * The increasing advantages awarded to the BLU team for capturing point A through to D were inspired by the Unreal Tourament 2004's assault map AS-Convoy and the side objectives that made it easier to attack the final objective.<ref>[https://youtu.be/1mPUhSNDFjA Creator] confirming it on stream. Original clip [https://clips.twitch.tv/SpinelessCovertWaterBudStar-k03Ot9cB0wyL_FKG here].</ref> | ||
== Gallery == | == Gallery == | ||
Line 121: | Line 182: | ||
</gallery> | </gallery> | ||
− | {{ | + | == References == |
− | {{Maps | + | <references /> |
+ | |||
+ | {{Heavy Update Nav}} | ||
+ | {{Maps Nav}} | ||
+ | |||
[[Category:Quickplay maps]] | [[Category:Quickplay maps]] |
Latest revision as of 22:45, 18 July 2024
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. Notes: Needs more detailed locations! |
“Gotta move that gear up!” This article may contain content that is out of date. You can help improve this article by updating the content as necessary. See the wiki style guide. Notes: Reflect the changes made on the August 31, 2023 Patch in the locations sections and wherever else necessary |
Steel | |
---|---|
Basic Information | |
Map type: | Attack/Defend |
File name: | cp_steel
|
Released: | August 19, 2008 Patch (Heavy Update) |
Developer(s): | Jamie "Fishbus" Manson Dan "Irish Taxi Driver" Merboth FLOOR_MASTER |
Map Info | |
Environment: | Industrial |
Setting: | Daylight, sunny |
Hazards: | Pit, Rocket exhaust path |
Map Items | |
Health Kits: | ×3 • ×11 • ×4 |
Ammo Boxes: | ×3 • ×9 • ×5 |
Map Photos | |
Map Overview | |
Map Stamp | |
Supporters Leaderboard |
“ | Defend here!
Click to listen
— The Heavy
|
” |
Steel is a community-created Attack/Defend Control Point map added in the Heavy Update. Steel is one of many community maps added to the game by Valve as honorary official maps due to their high quality.
Unlike most Control Point maps, capturing a control point modifies the layout of the map, opening, and closing routes for each team. As a result, the offensive team has a wide variety of tactical choices to influence how they play, including:
- Capturing A opens additional paths to B and E.
- Capturing B moves RED's spawnroom and also opens an additional route to C.
- Capturing C extends bridges to E.
- Capturing D blocks RED from easily reaching E, and extends guardrails on the bridges.
Unlike normal linear Control Point maps, Steel allows the attacking team, BLU, to capture the final point, no matter how many other points have been captured. However, the more points BLU captures, the more ways they can access the final capture point, as well as pushing back the RED team's spawn and closing off their routes. One point and 3 minutes of time are awarded for each point captured. If E is captured, then the BLU team scores 5 points overall for the round, regardless of how many of the preceding points were captured.
Contents
Introduction video
Locations
Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.
Spawn areas
- BLU Spawn: A train station just north of RED's Initial Spawn. The base has three exits, two to Control Point A (one providing a straightforward route to the point and the other a ledge to drop down onto RED from behind), and one to Control Point B. From spawn orientation, Point A is to the right and point B is to the left.
- RED Initial Spawn: A small room with exits leading to A, B, and E. From spawn orientation, A is to the left, B is to the right and E is forward.
- RED Second Spawn: After BLU captures point B, RED is forced to spawn between points C and D. From spawn orientation, C is to the left, D is to the right and E is forward. After BLU captures point D, the exit to E is closed off.
Control Point A
- Shipping Dock: Point A is a shipping dock located directly to the left of RED's initial spawn. BLU is required to climb up a short hill to get to the point at the top, while a couple of walls surrounding the point prevent RED from directly firing at the point. The higher exit from BLU's base leads to the top of a wall. Capturing point A immediately opens a door to the right of the point leading to B, as well as a slow-opening door directly on the point that leads to D and E. When captured, RED's spawn door to A becomes sealed.
Control Point B
- Truck Yard: Point B is located to the right of RED's initial spawn and is partially protected by a small wall facing the RED spawn. There is only one path leading to B before A is captured while capturing A opens up another. RED's entrance to point B leads into a small 2-story building with a window at the top that can shoot out onto the whole B area except for the closest half of point B. BLU's spawn exit has a passageway off the side which leads to a small overlook and a shack that Snipers may use in attacking B. To the left of point B and just off of the building in front of RED's spawn is a passageway that leads to point E and then a ledge in the C area. Capturing point B causes a door to slowly open to point C and also moves RED's spawn to the opposite side of point E.
Control Point C
- Canyon: Point C is located on an elevated platform north of point B. The hill leading up from B spikes down into a canyon. Several large rocks provide cover from incoming fire on the B side. There are two sets of stairs to get onto C, one on the outside with no cover, and one on to the right which is a small tunnel. RED has a choice of 2 doorways to defend from, one of which includes a small wall on the B side. Capturing C causes three bridges to extend to point E very slowly.
Control Point D
- Storehouse: Point D is located directly next to RED's second spawn, on the opposite side of C. A narrow hallway with a small ledge connects C and D, but one must travel in front of RED's back spawn. RED can also see anyone moving through this hallway by way of a window above their exit to point E, but the window is closed off when the exit is. Capturing D raises guardrails on the bridges and also seals off RED spawn's closest exit to E.
Control Point E
- Launch Pad: Point E is located in the center of the base, on a small platform above a deep pit. At first, only Scouts, Soldiers, Demoman, and Pyros using the Detonator, Scorch Shot, or Thermal Thruster can easily reach it, but once C is captured, bridges appear and allow all classes to get to the point. Point E is available from the start of the round, but capturing all the other points makes E quicker to capture. If RED successfully defends E to the end of the round, the rocket above the point starts to blast off, pulling in and killing anyone caught in its exhaust path.
Helpful overview
1.Hill 2.Cliffs 3.Shipping Dock 4.Storehouse 5.Canyon 6.Rocks 7.Truck Yard 8.Narrow Building 9.Wooden Building 10.Launch Room
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 |
Control Point timing
Control Point | Multiplier | Seconds | ||
---|---|---|---|---|
Control Point A | ×1 |
| ||
×2 |
| |||
×3 |
| |||
×4 |
| |||
×5 |
| |||
Control Point B | ×1 |
| ||
×2 |
| |||
×3 |
| |||
×4 |
| |||
×5 |
| |||
Control Point C | ×1 |
| ||
×2 |
| |||
×3 |
| |||
×4 |
| |||
×5 |
| |||
Control Point D | ×1 |
| ||
×2 |
| |||
×3 |
| |||
×4 |
| |||
×5 |
| |||
Control Point E | ×1 |
| ||
×2 |
| |||
×3 |
| |||
×4 |
| |||
×5 |
|
Update history
- Added Steel to the game.
- Fixed Steel not loading properly, as it would return the user to the Main Menu instead.
- Localized the team goal strings
- Fixed players blocking Blu's spawn exit door leading to capture point B
- Fixed collision on ledge near capture point B
- Players can no longer build inside Red spawn room.
- Blu spawn point over grate removed.
July 12, 2023 Patch #1 (Summer 2023 Update)
- Prop collision cleanup and improved player clipping
- Explosive splash bug collisions on stairs, props, etc., around the map
- Spawn point issues (collision, prop blocking, clipping, etc.)
- Fix Pyro door exploit on A
- Fix choke and spam issues into Blu & Red spawns
- Fix Pixel walk collision issues
- Fixing ceiling clipping and stuck spots including exploits
- Clean up geometry in spawns, the spawn locations and their exits
- Fix roof readability issues, with sticky and rocket jumping
- Fix rare double death bug when falling into pit
- Fix Cliff stuck spots and ledges in E pit
- Removed head glitch tele spawn on A-B connector
- Fix rare Overtime cap bug
- Fix Red team getting stuck in spawn door to A
- More blockbullet /clipbrush(sic) swaps where needed
- Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
- Fixed more small unnecessary prop collision/clip removals
- Fixed blatant texture misalignment
- Addressed perch spot outside Red spawn on wood beam
- Closed some accidental holes in geometry
- Additional fixes to a sticky/shooting exploit through and under Red's E platform area
- Increased pit damage to kill some certain class loadouts in a single trigger
- Moved Blu spawns forward a little to previous distance
- Extended projectile blocker brush along the top side of the Blu spawn building's roof
- Fixed Sniper sightline into Red's first spawn points from E
- Fixed missing glass from bullet blocked windows
- Removed some more ceiling light collisions
- Improved clipping around B -> C building
- Small safety improvement to Blu flank balcony to B
- Some extra block bullets around B floor
- Added additional clipping where needed
- Fixed some windows clip and trip spots
- Adjusted Red respawn base times to not go over 10 (could get to 11 and 12)
- Capture point HUD layout now matches its map kin (Gravelpit(sic) and Sulfur)
- Updated map menu images to the present day (1970)
- Reduced one-way door speed to stop ejecting players into orbit
- Rebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential camping
- Fixing some props that fade too early
- Moved medium healthpack to the side between D->E to avoid accidental pickups
- Reduced speed of handrail deployment so it doesn't overtake the bridges in the rare case that Blu captures C and D in quick succession
Bugs
- If an Engineer builds a Dispenser in front of the supply locker in BLU spawn, and any class switches their loadouts to completely different weapons, the player goes into Civilian mode. This also can be done on Frontier.
- Additionally, if a Heavy changes his melee weapon while standing inside the Dispenser while equipping the Buffalo Steak Sandvich, they are left with no melee weapon. If the Steak Sandvich is eaten, the Mini-Crits are granted to the Heavy's Minigun instead. This can also be done on Frontier.
- If a player attempts to go on the Launch Pad while one of the bridges is extending, they may be caught between the bridge and the control point, resulting in them being pushed inside the point. Being inside the control point counts as defending it on RED team, and counts as capturing it on BLU.
- It's possible to build on the higher level of the BLU spawn.
Trivia
- The initials of Jamie "Fishbus" Manson, the map's designer, can be found in one of the upper rooms overlooking point E. It can only be reached with the noclip command.
- The increasing advantages awarded to the BLU team for capturing point A through to D were inspired by the Unreal Tourament 2004's assault map AS-Convoy and the side objectives that made it easier to attack the final objective.[1]
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References
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