Difference between revisions of "Nightfall"

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{{stub}}
 
 
{{Map infobox
 
{{Map infobox
|game-type=Payload Race
+
  | map-status                = community
|map-image=Nightfall stage2.png
+
  | map-game-type             = Payload Race
|developer=[[User:Psy|Aaron "Psy" Garcha]]
+
  | map-file-name            = plr_nightfall_final
 +
  | map-image                 = Nightfall stage2.png
 +
  | map-released              = {{Patch name|2|24|2011}}
 +
  | map-released-major        = Community Map Pack Update
 +
  | map-environment          = Alpine / Industrial
 +
  | map-setting              = Nighttime, raining
 +
  | map-has-deep-water        = Yes <small>(stage 3)</small>
 +
  | map-hazards              = [[Environmental death#Pitfalls|Pitfall]] <small>(stage 3)</small>
 +
  | map-pickups-health-small  = 15
 +
  | map-pickups-health-medium = 13
 +
  | map-pickups-ammo-small    = 23
 +
  | map-pickups-ammo-medium  = 6
 +
  | map-stamp-link            = https://steamcommunity.com/stats/TF2/leaderboards/141482
 
}}
 
}}
  
'''Nightfall''' is a [[Payload Race]] map created for the [[TF2Maps.net]] [http://plrctf.tf2maps.net Payload Race and A/D CTF Contest]. It was officially released in the [[February 24, 2011 Patch]]. It was awarded first place in the competition despite being unfinished.
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{{Quotation|'''[https://www.teamfortress.com/communitymappack/ Community Map Pack Update]'''|Nine out of ten mercenaries will tell you: If you're looking for a place to see who can push bombs into a shallow pit the fastest, there's no better location than a damp logging site, in the middle of the rain, in the middle of a forest, in the middle of the night. Nine out of ten mercenaries are idiots, though, so you might not want to put much stock in it.}}
  
Nightfall is set at night during a torrential rainstorm, similar to [[Sawmill]]. The architecture is heavily influenced by [[Ravine]].
+
'''Nightfall''' is a [[Steam Workshop|community-created]], three-stage [[Payload Race]] map added in the [[Community Map Pack Update]]. It is set at night in a lumber company during a torrential rainstorm.
  
By taking feedback from the official PLR map ([[Pipeline]]), Nightfall was designed to provide players with plenty of routes into the enemy's base in order to help overcome a strong defense. The map features neutral arenas at the center of each stage instead of chokepoints, which allows players to move more freely between the bases, and mechanics to help motivate players to complete the objective. These take the form of short bursts in progress once the cart reaches a downhill slope, and a round timer which, upon expiring, forces both carts to slowly roll forward until either one reaches its objective.
+
Nightfall was created for the TF2Maps.net [[A/D CTF and Payload Race Contest]], and was awarded first place in the competition with a score of 4.07 out of 5 points, despite being unfinished at the end of the contest. It was later completed and officially added to ''Team Fortress 2'' as a Community-created map in the {{Patch name|2|24|2011}} due to its outstanding quality.
  
== Goal ==
+
From feedback received from gameplay on the [[Payload Race]] map [[Pipeline]], Nightfall was designed to provide players with plenty of routes into the enemy's base in order to help overcome a strong defense. The map features neutral arenas at the center of each stage instead of chokepoints, which allows players to move more freely between the bases, and mechanics to help motivate players to complete the objective. These take the form of a round timer which, upon expiring, forces both carts to slowly roll forward until either one reaches its objective.
Both teams must simultaneously push their [[cart]]s through enemy territory in order to reach the capture point, while preventing the enemy team from doing the same.  
 
  
== Screenshots ==
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== Locations ==
<gallery perrow="5">
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=== Stage 1 ===
 +
'''Stage 1''': starts with each cart on an incline in between spawn and the middle of the map. The cart paths them make a right/left (for RED) or left/right (for BLU) series of turns before crossing over in the middle of the map. Above this crossover is a small platform and opening, offering classes like [[Pyro]]s, [[Soldier]]s and [[Demoman|Demomen]] a good ambush spot. 
 +
 
 +
Following the crossover, each cart path makes another series of turns, opposite their first ones (right/left for BLU, or left/right for RED), before heading down the other team's starting incline. The final portion of the cart path features a right (RED) or left (BLU) turn in front of the enemy's spawn before reaching the final point. Directly before the final point is a slight incline that does feature rollback, forcing a sustained push at the end of the map to successfully capture the cart.
 +
 
 +
There are a number of paths around both cart paths, mirroring each other on both the BLU and RED portions of the map. Many of these paths are wide but have tight corners, offering [[Spy|Spies]] good places to hide and/or attack from.
 +
 
 +
<gallery widths=150px heights=80px>
 +
File:Nightfall Stage one.png|Stage 1 overview
 +
</gallery>
 +
 
 +
=== Stage 2 ===
 +
'''Stage 2''': is designed in a similar manner to Stage 1, starting with the carts by each team's respective spawn. The path then passes through a tunnel before reaching the central arena and crossover. However, directly after the crossover, there is a pair of steep inclines, each cart path traveling up one of the inclines.
 +
 
 +
From here, both cart paths make a series of turns before beginning a downhill section toward the final point, which is located outside the enemy team's spawn room. As with Stage 1, directly before the final point is a slight incline that does feature rollback, forcing a sustained push at the end of the map to successfully capture the cart.
 +
 
 +
<gallery widths=150px heights=80px>
 +
File:Nightfall Stage two.png|Stage 2 overview
 +
</gallery>
 +
 
 +
=== Stage 3 ===
 +
'''Stage 3''': features an entirely different design from the first two stages. The cart path winds uphill through several turns outside each team's spawn, with one path from spawn leading directly to the top of the hill. At the top of the incline is the cross over.
 +
 
 +
The final portion of the stage features a full downhill push toward an empty pit, with both cart paths alongside each other. A bridge spans both cart paths directly before the final drop into the pit. Underneath the two cart paths is a large, open area that players can be pushed off into, as well as paths that lead back up to the main cart path.
 +
 
 +
<gallery widths=150px heights=80px>
 +
File:Nightfall Stage three.png|Stage 3 overview
 +
</gallery>
 +
 
 +
== Strategy ==
 +
{{main|Community Nightfall strategy}}
 +
{{community strategy stub link}}
 +
 
 +
== Update history ==
 +
'''{{Patch name|2|24|2011}}''' ([[Community Map Pack Update]])
 +
* Added Nightfall to the game.
 +
 
 +
== Bugs ==
 +
* During the Stage 2, the red cart can become stuck at the last slope. The cart then flips upside down multiple times.
 +
* There are heavy visibility issues near the RED A resupply. When exiting the resupply area (<code>setpos 2513 -8270 257;setang -18 178 0</code>), the building where the cart bridge starts (above the Binksi Logging sign) can be seen with multiple parts being invisible, and completely disappears when the player walks or turns left. If the player walks on the bridge along the rocks and trees, a window of the building with loudspeakers disappears (<code>setpos 2309 -8550 257;setang -17 156 0</code>).
 +
* In the entirety of stage C, due to the lack of [[Setup]] phase at the start, [[Engineer]]s can upgrade [[Buildings|buildings]] much faster than intended, with each melee swing using 50 metal instead of 25, the same amount that is applied during Setup time in any other map.<ref>[https://www.youtube.com/watch?v=lSAkyMIfBRU Video example.]</ref>
 +
** However, this does not apply to the [[Medic]]'s ÜberCharge rate, as it does not increase in the same way that it does during Setup time, therefore, functioning as intended.<ref>[https://www.youtube.com/watch?v=IczzV06NOVg Video example.]</ref>
 +
* It is possible to build inside of the both spawn rooms on the last stage of the map
 +
 
 +
== Trivia ==
 +
* Nightfall was the original name for [[Double Cross]], but Nightfall was released as a community created map before the [[WAR! Update]] launched.
 +
 
 +
== Gallery ==
 +
<gallery>
 
File:Nightfall 01.jpg
 
File:Nightfall 01.jpg
 
File:Nightfall 02.jpg
 
File:Nightfall 02.jpg
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File:Nightfall 06.jpg
 
File:Nightfall 06.jpg
 
File:Nightfall 07.jpg
 
File:Nightfall 07.jpg
File:Nightfall_stage2.png
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File:Nightfall stage2.png
 
File:Nightfall 08.jpg
 
File:Nightfall 08.jpg
 
File:Nightfall 10.jpg
 
File:Nightfall 10.jpg
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</gallery>
 
</gallery>
  
==Changelog==
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== References ==
{{Changelog|Release Candidate 1 - 30th October
+
<references/>
*Minor visual changes in Stage 2.
 
*HDR lighting.
 
*Changed overtime mechanic. During overtime, whilst a cart is being pushed the other cart will not auto-roll forward.
 
*Increased round time from 8 to 10 minutes.
 
*Added most of the light effects back in but without the crashing issue.
 
*Some other changes I will never remember.
 
 
 
Beta 1c - July 7th
 
*Fixed doors in Stage 2 so they don't close on you after 4 seconds.
 
*Map should no longer crash servers with increased player counts.
 
 
 
Beta 1b - June 30th
 
*Removed 2 spawns outside the spawn rooms in Stage 1.
 
*Fixed all the console spam.
 
 
 
Beta 1 - June 29th
 
*Detailed Stage 3.
 
*Rain no longer culls per particle. Instead, the rain culls after a specified point which should, in theory, be a lot less CPU intensive.
 
*Rain particles are now flagged as weather.
 
*Downgraded some healthkits and ammopacks.
 
*Other misc changes.}}
 
 
 
==Update History==
 
'''[[February 24, 2011 Patch]]'''
 
*Officially added into Team Fortress 2
 
 
 
==Trivia==
 
* Nightfall was the original name for [[Double Cross]], but Psy released his map first.
 
  
==Additional Links==
+
{{Community Map Pack Nav}}
* Nightfall WIP Thread: http://forums.tf2maps.net/showthread.php?t=7620
+
{{Maps Nav}}
  
{{Maps nav}}
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[[Category:Quickplay maps]]

Latest revision as of 18:15, 17 January 2024

Nightfall
Nightfall stage2.png
Basic Information
Map type: Payload Race
File name: plr_nightfall_final
Released: February 24, 2011 Patch
(Community Map Pack Update)
Developer(s): Aaron "Psy" Garcha
Paul Good
Map Info
Environment: Alpine / Industrial
Setting: Nighttime, raining
Hazards: Pitfall (stage 3)
Deep Water: Yes (stage 3)
Map Items
Healthico.png Health Kits: Smallhealth.png ×15  •  Mediumhealth.png ×13
Ammoico.png Ammo Boxes: Smallammo.png ×23   •   Mediumammo.png ×6
Map Photos
Loading screen photos.
Map Overview
Nightfall overview.png
Map Stamp
Item icon Map Stamp - Nightfall.png
Supporters Leaderboard
Nine out of ten mercenaries will tell you: If you're looking for a place to see who can push bombs into a shallow pit the fastest, there's no better location than a damp logging site, in the middle of the rain, in the middle of a forest, in the middle of the night. Nine out of ten mercenaries are idiots, though, so you might not want to put much stock in it.

Nightfall is a community-created, three-stage Payload Race map added in the Community Map Pack Update. It is set at night in a lumber company during a torrential rainstorm.

Nightfall was created for the TF2Maps.net A/D CTF and Payload Race Contest, and was awarded first place in the competition with a score of 4.07 out of 5 points, despite being unfinished at the end of the contest. It was later completed and officially added to Team Fortress 2 as a Community-created map in the February 24, 2011 Patch due to its outstanding quality.

From feedback received from gameplay on the Payload Race map Pipeline, Nightfall was designed to provide players with plenty of routes into the enemy's base in order to help overcome a strong defense. The map features neutral arenas at the center of each stage instead of chokepoints, which allows players to move more freely between the bases, and mechanics to help motivate players to complete the objective. These take the form of a round timer which, upon expiring, forces both carts to slowly roll forward until either one reaches its objective.

Locations

Stage 1

Stage 1: starts with each cart on an incline in between spawn and the middle of the map. The cart paths them make a right/left (for RED) or left/right (for BLU) series of turns before crossing over in the middle of the map. Above this crossover is a small platform and opening, offering classes like Pyros, Soldiers and Demomen a good ambush spot.

Following the crossover, each cart path makes another series of turns, opposite their first ones (right/left for BLU, or left/right for RED), before heading down the other team's starting incline. The final portion of the cart path features a right (RED) or left (BLU) turn in front of the enemy's spawn before reaching the final point. Directly before the final point is a slight incline that does feature rollback, forcing a sustained push at the end of the map to successfully capture the cart.

There are a number of paths around both cart paths, mirroring each other on both the BLU and RED portions of the map. Many of these paths are wide but have tight corners, offering Spies good places to hide and/or attack from.

Stage 2

Stage 2: is designed in a similar manner to Stage 1, starting with the carts by each team's respective spawn. The path then passes through a tunnel before reaching the central arena and crossover. However, directly after the crossover, there is a pair of steep inclines, each cart path traveling up one of the inclines.

From here, both cart paths make a series of turns before beginning a downhill section toward the final point, which is located outside the enemy team's spawn room. As with Stage 1, directly before the final point is a slight incline that does feature rollback, forcing a sustained push at the end of the map to successfully capture the cart.

Stage 3

Stage 3: features an entirely different design from the first two stages. The cart path winds uphill through several turns outside each team's spawn, with one path from spawn leading directly to the top of the hill. At the top of the incline is the cross over.

The final portion of the stage features a full downhill push toward an empty pit, with both cart paths alongside each other. A bridge spans both cart paths directly before the final drop into the pit. Underneath the two cart paths is a large, open area that players can be pushed off into, as well as paths that lead back up to the main cart path.

Strategy

Main article: Community Nightfall strategy

Update history

February 24, 2011 Patch (Community Map Pack Update)

  • Added Nightfall to the game.

Bugs

  • During the Stage 2, the red cart can become stuck at the last slope. The cart then flips upside down multiple times.
  • There are heavy visibility issues near the RED A resupply. When exiting the resupply area (setpos 2513 -8270 257;setang -18 178 0), the building where the cart bridge starts (above the Binksi Logging sign) can be seen with multiple parts being invisible, and completely disappears when the player walks or turns left. If the player walks on the bridge along the rocks and trees, a window of the building with loudspeakers disappears (setpos 2309 -8550 257;setang -17 156 0).
  • In the entirety of stage C, due to the lack of Setup phase at the start, Engineers can upgrade buildings much faster than intended, with each melee swing using 50 metal instead of 25, the same amount that is applied during Setup time in any other map.[1]
    • However, this does not apply to the Medic's ÜberCharge rate, as it does not increase in the same way that it does during Setup time, therefore, functioning as intended.[2]
  • It is possible to build inside of the both spawn rooms on the last stage of the map

Trivia

  • Nightfall was the original name for Double Cross, but Nightfall was released as a community created map before the WAR! Update launched.

Gallery

References