Difference between revisions of "Erebus"
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'''{{Patch name|10|22|2021}}''' | '''{{Patch name|10|22|2021}}''' | ||
− | * Fixed an out of the map exploit | + | * Fixed an out of the map exploit. |
− | * RED team now respawns on stage 2 after the 1st point has been captured | + | * RED team now respawns on stage 2 after the 1st point has been captured. |
− | * Improved clipping | + | * Improved clipping. |
− | * Nature & Wildlife preservation measures | + | * Nature & Wildlife preservation measures. |
'''{{Patch name|10|28|2021}}''' | '''{{Patch name|10|28|2021}}''' | ||
− | * Fixed building inside wall exploit | + | * Fixed building inside wall exploit. |
− | * Fixed some lamps that were hovering in the air | + | * Fixed some lamps that were hovering in the air. |
− | * Fixed a few misaligned textures | + | * Fixed a few misaligned textures. |
− | * Improved clipping | + | * Improved clipping. |
+ | |||
+ | '''{{Patch name|10|10|2024}} #1''' ([[Scream Fortress 2024]]) | ||
+ | * Fixed exploit where players were able to build into RED 1st base (Thanks MN!) | ||
+ | * Improved lighting at RED base in stage3. | ||
+ | * Fixed lantern being clipped into cliff wall in cavern at stage1. | ||
+ | * Fixed odd shadows cast by some props. | ||
+ | * Fixed coffin from being non-solid in stage2. | ||
+ | * Fixed spawncamping spot in stage2 at RED indoor exit. | ||
+ | * Fixed few hovering lamp props. | ||
+ | * Fixed some prop(sic) fading too soon. | ||
+ | * Fixed rare issue where players fell of directly to lava on underworld teleportation. | ||
+ | * Clipped few crates to make it easier to jump on them. | ||
}} | }} | ||
Latest revision as of 05:47, 11 October 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:
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Erebus | |
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Basic Information | |
Map type: | Attack/Defend |
File name: | cp_ambush_event
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Released: | October 5, 2021 Patch (Scream Fortress XIII) |
Developer(s): | Tomi "ICS" Uurainen Tony "Hakk1tus" Hakala |
Map Info | |
No. of Stages: | 3 |
Environment: | Halloween |
Setting: | Night |
Hazards: | Pumpkin bombs, Pitfalls, Lava, Ghost, Skeletons |
Hazards (Underworld): | Health drain |
Magic spells: | Yes |
Map Items | |
Health Kits: | ×11 • ×16 • ×5 |
Ammo Boxes: | ×4 • ×19 • ×9 |
Special: | |
Map Photos | |
Map Overview | |
Map Stamp | |
Supporters Leaderboard |
“ | Ambush has been haunted and creepified. Welcome to your doom!
— Erebus publicity blurb
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” |
Erebus is a community-created Attack/Defend Control Point map released during the Scream Fortress 2021 update. It is set in a haunted mine at night, located somewhere in a forest. A nearby volcano and hydroelectric dam overflowing with lava have caused pits of lava to open up on the map. It is a Halloween version of Ambush.
In Erebus, the goal of the attackers, BLU, is to win through a series of stages in order to win the map. Within each stage, the attackers must capture two control points, A and B, which are held by the defenders, RED. Point A must be captured before the attackers can assault B.
Erebus was contributed to the Steam Workshop.
Contents
Locations
The following locations are told from BLU's point of view
Stage 1, Point A
- Tree Stumps: A name given to an area right outside BLU's right spawn exit, containing multiple tree stumps.
- Lower area: This is a relatively small area found right outside BLU's left spawn exit. When compared to the Lumber Yard, the Lower Area is ever so slightly lower.
- Lumber yard: The location of the first point. It's filled with saws, logs and wooden planks.
Stage 1, Point B
- Sawmill: The large wooden building used for separating point A from point B. It has many corridors and acts as a direct line of approach to the final point.
- Mineshafts: There are two mineshafts running underground. Both of them act as a flank route leading up to point B, and both of their entrances are at the Sawmill's sides.
Stage 2, Point A
- Ravine: This is the long, depressed ditch which takes up a shape of the letter "L".
- Cliff: On the Ravine's left side is the Cliff, accessible by crossing a wooden bridge up to it.
- Cave: Another way to access the Cliff is from a cave on BLU's left side.
Stage 2, Point B
- Sniper's deck: Right in front of the Point A would be the Sniper's deck, a tall building overviewing the next point.
- Shed: And just left of the Point A is a tiny shed imbedded into the surrounding terrain.
- Left Flank: Above the aforementioned Shed is flank route wrapping around the left side.
- Central area: In between the Church and the Sniper's deck is the Central area, a relatively open location filled with many platforms, bridges and other map geometry.
- Church: The Point B itself is in encased within a stone Church located on top of a hill-like structure.
Stage 3, Point A
- Building 237: A building named after the sign displayed on it. It is located up on the left side, from which it slowly ascends up to the Point A on the right.
- Yard: Directly opposite of the Building 237, also on the right side, is the Yard.
- Elevation: This is the resting place of Point A. It is an elevated wooden platform connecting the Building 237 with the Computer room.
Stage 3, Point B
- Computer room: The room which serves as a direct path to the final point. As the name implies, it contains many servers and computers.
- Under Flank: Left of the Compute room is route which dips under the ground for a few moments before coming up on the Propane Tank's left side.
- Propane Yard: As the name implies, the Propane Yard is a large yard with a red propane tank in it, as well as the final capture point.
- Red Shed: In front of the Propane Yard is a medium sized house overlooking it.
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 |
Update history
- Added Erebus to the game.
- Fixed players being able to get out from playable area in underworld.
- Fixed players teleporting and getting stuck on each other when going through portal in underworld on stage 3.
- Fixed some stage 3 BLU spawn respawn visualizers looking odd.
- Slightly moved some underworld enter portals off from walls.
- Slightly decreased time added when capping last points of 1st and 2nd stage.
- Fixed some places where players could get out of the map.
- Fixed few exploits where players could get out of the map.
- Fixed control point 2 base plate in stage 1 not turning blue upon capture.
- Changed damage type from shock to bullet in underworld.
- Fixed an out of the map exploit.
- RED team now respawns on stage 2 after the 1st point has been captured.
- Improved clipping.
- Nature & Wildlife preservation measures.
- Fixed building inside wall exploit.
- Fixed some lamps that were hovering in the air.
- Fixed a few misaligned textures.
- Improved clipping.
October 10, 2024 Patch #1 (Scream Fortress 2024)
- Fixed exploit where players were able to build into RED 1st base (Thanks MN!)
- Improved lighting at RED base in stage3.
- Fixed lantern being clipped into cliff wall in cavern at stage1.
- Fixed odd shadows cast by some props.
- Fixed coffin from being non-solid in stage2.
- Fixed spawncamping spot in stage2 at RED indoor exit.
- Fixed few hovering lamp props.
- Fixed some prop(sic) fading too soon.
- Fixed rare issue where players fell of directly to lava on underworld teleportation.
- Clipped few crates to make it easier to jump on them.
Bugs
- Players can build inside the RED spawn on the first stage of the map.
Trivia
- This map is named after the HMS Erebus, a ship lost alongside the HMS Terror in the Franklin Expedition; the ship itself referenced a Greco-Roman god.
- Near Point A there is an out of bounds sign that reads "MAP BY ICS". Reffering to ICS, one of the map's creators.
Gallery
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