Difference between revisions of "Odyssey"

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'''Odyssey''' is a [[Steam Workshop|community-created]] [[Payload]] map added in the [[Summer 2024 Update]]. It is set amongst the ancient ruins (and neighbouring marble quarry) of a remote island in the [[w:Aegean Islands|Greek Archipelago]].
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{{Quotation| '''Odyssey''' publicity blurb | Get ready to embark on a journey through Odyssey, a four-point map set in ancient ruins and a nearby marble quarry on a remote island in the Greek archipelago.}}
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'''Odyssey''' is a [[Steam Workshop|community-created]] [[Payload]] map added in the [[Summer 2024 Update]]. It is set amongst the ancient ruins and neighbouring marble quarry of a remote island in the [[w:Aegean Islands|Greek Archipelago]].
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BLU starts high on a hilltop archaeological site and must descend deep into the industrial quarry below to destroy RED’s enormous marble cutting machine. The map features a descending layout where the cart path never travels uphill, reversing typical Payload gameplay by providing attackers with abundant high ground. After reaching the final checkpoint, BLU must stand on the final platform in a manner similar to capturing a [[Control Point (game mode)|control point]] objective, slowly lowering RED team's large marble cutter to detonate the Cart.
  
 
Odyssey was [https://steamcommunity.com/sharedfiles/filedetails/?id=3236834988 contributed] to the Steam Workshop.
 
Odyssey was [https://steamcommunity.com/sharedfiles/filedetails/?id=3236834988 contributed] to the Steam Workshop.
 
It is a four-point Payload map from the creator of Phoenix, Altitude, and Cascade set within the ancient ruins and neighboring marble quarry of a remote island in the Greek archipelago. BLU starts high on a hilltop archaeological site and must descend deep into the industrial quarry below to destroy RED’s enormous marble cutting machine. The map features a unique descending layout where the cart path never travels uphill. This flips the script of typical Payload gameplay, providing attackers with abundant high ground, but requiring them to eventually sacrifice that advantage and push into the defending team’s equally powerful elevated positions in order to progress. The map concludes with BLU fighting for control of RED’s marble cutting machine, using its massive rotating saw blade to detonate their Payload.
 
  
 
== Locations ==  
 
== Locations ==  
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</gallery>
 
</gallery>
  
=== Checkpoint B - Stairs ===
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=== Checkpoint B - Steps ===
*'''BLU Spawn''': Spawn stays in the same building at the biggining of the tracks.
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*'''BLU Spawn''': Spawn stays in the same building at the beginning of the tracks.
*'''Red Spawn''': The right door leading to point A is locked making only two usable exits.
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*'''RED Spawn''': The right door leading to point A is locked, making only two usable exits.
*'''Checkpoint''': The point is on very low ground with little to no cover with many ledges overtop that RED team has easy acsess to.
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*'''Checkpoint''': The point is on very low ground with little to no cover with many ledges overtop that RED team has easy access to.
*'''Flank Route''': There is a flank route starting in front of the locked building that will be BLU spawn if they capture point B, and goes along the right side of the Payload track into the small temple building by point B.
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*'''Flank Route''': There is a flank route starting in front of the locked building that becomes the BLU spawn if they capture point B, and goes along the right side of the Payload track into the small temple building by point B.
*'''Additional Info''': Once point A is captured a short cut is opened at the first turn of the track, going right next to the now locked RED spawn door, making the journey from BLU spawn to point B much faster.
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*'''Additional Info''': Once point A is captured a shortcut is opened at the first turn of the track, going right next to the now locked RED spawn door, making the journey from BLU spawn to point B much faster.
  
 
<gallery>
 
<gallery>
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=== Checkpoint C - Quarry ===
 
=== Checkpoint C - Quarry ===
 
*'''BLU Spawn''': Switched to a small room with one door with the point B flank route in front and the last section of the point B track to the left.
 
*'''BLU Spawn''': Switched to a small room with one door with the point B flank route in front and the last section of the point B track to the left.
*'''RED Spawn''': Switched to a Large room with four doors. The right doors exit to multiple ledges over point C, and a cavern over the track inbetween point C and D. The left doors exit to a ledge over point D.
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*'''RED Spawn''': Switched to a large room with four doors. The right doors exit to multiple ledges over point C, and a cavern over the track in-between point C and D. The left doors exit to a ledge over point D.
*'''Checkpoint''': Again the point is on very low ground with many ledges and bridges overhead, RED has very easy acsess to the highground, but BLU can also reach the highground with flank routes making it easier to take down enemy Sentry Guns and Snipers than point B.
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*'''Checkpoint''': The point is once again on very low ground with many ledges and bridges overhead. RED has very easy access to the highground, but BLU can also reach the highground with flank routes, making it easier to take down enemy Sentry Guns and Snipers than point B.
*'''Flank route''' : A long path on the right of the tracks stretching the whole length from point B to C, with multiple buildings, fences, and Boulders seperating it from the main chokepoints. There are five distinguishable exits/entrances for the flank route.
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*'''Flank route''' : A long path on the right of the tracks stretching the whole length from point B to C, with multiple buildings, fences, and Boulders separating it from the main chokepoints. There are five distinguishable exits/entrances for the flank route.
  
 
<gallery>
 
<gallery>
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</gallery>
 
</gallery>
  
=== Checkpoint D - Excavator ===
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=== Checkpoint D - Saw ===
 
*'''BLU Spawn''': Moved to a small room with one exit on a ledge over point C.
 
*'''BLU Spawn''': Moved to a small room with one exit on a ledge over point C.
*'''RED Spawn''': Both right side doors are locked leaving only two functioning exits.
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*'''RED Spawn''': Both right side doors are locked, leaving only two functioning exits.
*'''Checkpoint''': A small flat area with two ledges on either side. The left one is right outside RED team's spawn doors, and the right ledge can be easly acessed by BLU if RED has not set up there yet.
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*'''Checkpoint''': A small flat area with two ledges on either side. The left one is right outside RED team's spawn doors, and the right ledge can be easily accessed by BLU if RED has not set up there yet.
*'''Flank Routes''': The main flank starts in the building to the right of the track in the cavern, it leads to the right ledge over point D and RED teams spawn doors. There is a small flank starting to the left right outside the cavern and goes underneath the left ledge of point D.
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*'''Flank Routes''': The main flank starts in the building to the right of the track in the cavern and leads to the right ledge over point D and RED teams spawn doors; the small flank starts to the left, right outside the cavern, and goes underneath the left ledge of point D.
  
 
<gallery>
 
<gallery>
 
File:Pl odysseyBLUthirdspawn.png|Inside BLU team's third spawn.
 
File:Pl odysseyBLUthirdspawn.png|Inside BLU team's third spawn.
 
File:Pl odysseyPointD.png|Final control point.
 
File:Pl odysseyPointD.png|Final control point.
File:Pl odysseyPointDleftflankentrance.png|Entrance to the left flank.
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File:Pl odysseyPointDrightflank.png|Main flank route.
File:Pl odysseyPointDrightflank.png|Right flank route.
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File:Pl odysseyPointDleftflankentrance.png|Entrance to the small flank.
 
</gallery>
 
</gallery>
  
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* Fixed an exploit that allowed [[BLU]] players to enter RED spawn
 
* Fixed an exploit that allowed [[BLU]] players to enter RED spawn
 
* Fixed lighting issues in BLU first spawn
 
* Fixed lighting issues in BLU first spawn
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== Trivia ==
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* There is a hidden meeting room behind a wall of RED's final spawn room, featuring a RED [[Spy]] smoking while looking over a world map.
  
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
 
File:Steamworkshop tf2 Odyssey thumb.jpg|Steam Workshop thumbnail for Odyssey.
 
File:Steamworkshop tf2 Odyssey thumb.jpg|Steam Workshop thumbnail for Odyssey.
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File:Odyssey Hidden Room.png|The hidden room behind RED's final spawn.
 
</gallery>
 
</gallery>
  
 
{{Summer 2024 Nav}}
 
{{Summer 2024 Nav}}
 
{{Maps Nav}}
 
{{Maps Nav}}

Latest revision as of 02:36, 14 October 2024

Odyssey
Odyssey.png
Basic Information
Map type: Payload
File name: pl_odyssey
Released: July 18, 2024 Patch
(Summer 2024 Update)
Developer(s): Evan "Defcon" LeBlanc
Nickolas "KrazyZark" Fenech
Freyja
Sarexicus
Map Info
Environment: Ancient Greece, Mining
Setting: Daylight, Sunny
Hazards: Pitfalls,
Excavator blade (edge only)
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×15  •  Mediumhealth.png ×15  •  
Largehealth.png ×2
Ammoico.png Ammo Boxes: Smallammo.png ×11   •   Mediumammo.png ×14   •  
Largeammo.png ×7
Map Photos
Loading screen photos.
Map Overview
Odyssey overview.png
Map Stamp
Item icon Map Stamp - Odyssey.png
Supporters Leaderboard
Get ready to embark on a journey through Odyssey, a four-point map set in ancient ruins and a nearby marble quarry on a remote island in the Greek archipelago.
Odyssey publicity blurb

Odyssey is a community-created Payload map added in the Summer 2024 Update. It is set amongst the ancient ruins and neighbouring marble quarry of a remote island in the Greek Archipelago.

BLU starts high on a hilltop archaeological site and must descend deep into the industrial quarry below to destroy RED’s enormous marble cutting machine. The map features a descending layout where the cart path never travels uphill, reversing typical Payload gameplay by providing attackers with abundant high ground. After reaching the final checkpoint, BLU must stand on the final platform in a manner similar to capturing a control point objective, slowly lowering RED team's large marble cutter to detonate the Cart.

Odyssey was contributed to the Steam Workshop.

Locations

(When something is left or right is is from the perspective of the Payload cart)

Checkpoint A - Temple

  • BLU Spawn: A large spawn with three exits. The left exit leads to an open area behind the cart and a staircase that ascends to the temple construction site on top of the hill, the middle exit leads to Payload Start, and the right exit leads to the flank on the right side of the cart track.
  • RED Spawn: A large spawn with three exits. The top left exit leads to a multi-layered ledge over Checkpoint B, the bottom left exit leads to Checkpoint B on the ground, and the right exit leads to point A inside the temple.
  • Payload Start: The cart starts right in front of the BLU spawn on top of a hill, in the front of the cart is the start of a gentle incline down the hill. To the left is a temple on a cliff.
  • Flank Route: The flank extends from underneath the BLU spawn's right exit all the way to point A, following the edge of the playable map on the right side of the cart. There are three entrances/exits: one underneath the BLU spawn, one underneath the very small temple at the first turn on the cart track, and one inside the point A temple.

Checkpoint B - Steps

  • BLU Spawn: Spawn stays in the same building at the beginning of the tracks.
  • RED Spawn: The right door leading to point A is locked, making only two usable exits.
  • Checkpoint: The point is on very low ground with little to no cover with many ledges overtop that RED team has easy access to.
  • Flank Route: There is a flank route starting in front of the locked building that becomes the BLU spawn if they capture point B, and goes along the right side of the Payload track into the small temple building by point B.
  • Additional Info: Once point A is captured a shortcut is opened at the first turn of the track, going right next to the now locked RED spawn door, making the journey from BLU spawn to point B much faster.

Checkpoint C - Quarry

  • BLU Spawn: Switched to a small room with one door with the point B flank route in front and the last section of the point B track to the left.
  • RED Spawn: Switched to a large room with four doors. The right doors exit to multiple ledges over point C, and a cavern over the track in-between point C and D. The left doors exit to a ledge over point D.
  • Checkpoint: The point is once again on very low ground with many ledges and bridges overhead. RED has very easy access to the highground, but BLU can also reach the highground with flank routes, making it easier to take down enemy Sentry Guns and Snipers than point B.
  • Flank route : A long path on the right of the tracks stretching the whole length from point B to C, with multiple buildings, fences, and Boulders separating it from the main chokepoints. There are five distinguishable exits/entrances for the flank route.

Checkpoint D - Saw

  • BLU Spawn: Moved to a small room with one exit on a ledge over point C.
  • RED Spawn: Both right side doors are locked, leaving only two functioning exits.
  • Checkpoint: A small flat area with two ledges on either side. The left one is right outside RED team's spawn doors, and the right ledge can be easily accessed by BLU if RED has not set up there yet.
  • Flank Routes: The main flank starts in the building to the right of the track in the cavern and leads to the right ledge over point D and RED teams spawn doors; the small flank starts to the left, right outside the cavern, and goes underneath the left ledge of point D.

Strategy

Main article: Community Odyssey strategy

Update history

July 18, 2024 Patch #1 (Summer 2024 Update)

  • Added Odyssey to the game.

July 19, 2024 Patch

  • Fixed an exploit that allowed BLU players to enter RED spawn
  • Fixed lighting issues in BLU first spawn

Trivia

  • There is a hidden meeting room behind a wall of RED's final spawn room, featuring a RED Spy smoking while looking over a world map.

Gallery