Difference between revisions of "Convoy"
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− | {{ | + | {{custom map}} |
{{Map infobox | {{Map infobox | ||
− | |game-type=Capture the Flag | + | | map-status = custom |
− | + | | map-workshopid = 483740681 | |
− | |map-image=Convoy.jpg | + | | map-name = Convoy |
− | | | + | | map-game-type = Capture the Flag |
− | | | + | | map-image = Convoy Preview.jpg |
+ | | map-environment = Desert | ||
+ | | map-setting = Daylight | ||
+ | | map-file-name = ctf_convoy_v2 | ||
+ | | map-version = Version 2 (Final) | ||
+ | | map-released = {{patch name|02|2|2008|date-only=yes}} | ||
+ | | map-links = [https://gamebanana.com/maps/45247 GameBanana] | ||
+ | | map-developer = Jahrain | ||
+ | | map-hazards = [[Pitfall]] | ||
+ | | map-pickups-health-small = 4 | ||
+ | | map-pickups-health-large = 2 | ||
+ | | map-pickups-ammo-small = 4 | ||
+ | | map-pickups-ammo-medium = 6 | ||
+ | | map-pickups-ammo-large = 2 | ||
+ | }} | ||
− | ''' | + | {{Quotation|'''The Scout''' on riding vehicles|Woooooo!|sound=Scout_triplejump03.wav}} |
− | + | '''Convoy''' is a symmetrical community-made [[Capture the Flag]] [[map]]. It consists of two moving conjoined rocket carriers racing side by side through an endless series of canyons. | |
== Locations == | == Locations == | ||
+ | This is a small map that features two moving vehicles with a moving background; each Intelligence case is located aboard one carrier. | ||
− | + | === Carriers === | |
− | + | The two carriers are mostly identical (differing only in color). These two big moving vehicles are connected by two bridges and are large enough to support a fight aboard them. | |
− | |||
− | The two carriers are | ||
− | + | === Bridges === | |
− | These two big carriers are connected at the tail and at the rear wheels by two tight bridges which are the only way to enter each carrier. | + | These two big carriers are connected at the tail and at the rear wheels by two tight bridges, which are the only way to enter each carrier. |
− | + | === Jump Pads === | |
− | On each carrier there is a jump pad which launches players onto the other carrier | + | On each carrier, there is a jump pad which launches players onto the other carrier when stood upon. Originally, in place of where the jump pads are now, there was once an upper regular bridge which was removed for Version 2. |
− | === | + | === Intelligence Rooms === |
− | The rooms that hold the [[Intelligence]] are at the front of the two vehicles. Inside the room, the | + | The rooms that hold the [[Intelligence]] are at the front of the two vehicles. Inside the room, the Intelligence lays on a table. In the control room ahead lies health and ammo kits. |
==Strategy== | ==Strategy== | ||
− | While your team is boarding | + | While your [[team]] is boarding the opposing carrier, it’s a good idea to defend them from your own carrier with [[Sniper]]s as they are vulnerable out in the open on the deck and cat walks. There are solo routes for certain classes. Any class that is able to get on top of the rocket has a direct route to the Intelligence room without being in the line of sight from the opposing team. There is also a sun roof on top of the control room that one can drop through and ambush those guarding the intelligence. |
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− | + | Defense on this map is not as easy as most CTF maps. The opposing teams can gain quick entry to the control room where your intelligence is stored if all routes are not guarded. There are a few hot spots for [[Sentry Gun]]s but for an impenetrable defense it will require a precise coordination of at least 3 Sentry Guns, each one defending the others' vulnerable spots. It’s a good idea to use [[Heavy|Heavies]] and [[Demomen]] to keep those invading the carrier pushed back as far as possible. Another strategy is for Demomen to use their Sticky Bombs to launch themselves from one carrier to the other. It is possible (using this strategy) to capture the Intelligence in mere seconds by launching across, grabbing the Intelligence and launching back. There is also a wind force that will push [[projectiles]] and players back if they try to jump across the map from one carrier to another, so getting directly across without using the extension bridges is not easy, but there are some spots to build a defense against those trying to jump across onto your carrier. | |
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− | + | Also, be aware that falling off or getting crushed by the vehicles will result in a clumsy, painful [[death]]. | |
− | |||
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− | |||
− | V2: | + | == Changelog == |
− | * Fixed exploit that allowed | + | {{Changelog| '''V2''': |
− | * Fixed exploit that gave one team an advantage by allowing any class to crouch jump on top of the rocket from one of the rails on only one of the vehicles and not the other. | + | * Fixed exploit that allowed [[Engineer]]s to build on the ground. |
+ | * Fixed exploit that gave one team an advantage by allowing any class to [[crouch]] [[jump]] on top of the rocket from one of the rails on only one of the vehicles and not the other. | ||
* Fixed the wind effect so it doesn't affect rockets. | * Fixed the wind effect so it doesn't affect rockets. | ||
− | * Added a new bridge that is closer to the spawn area and is shielded from | + | * Added a new bridge that is closer to the spawn area and is shielded from Sniper fire. |
− | * Added | + | * Added a wider open area in the lower storage room to build up a defense against those entering through the newly added bridge. |
− | * Added lots of cover around the spawn area, and behind the | + | * Added lots of cover around the spawn area, and behind the Intelligence room. |
* Replaced the upper bridge with jump pads which launch players from one side to the other. | * Replaced the upper bridge with jump pads which launch players from one side to the other. | ||
* Added a team specific one way door to the storage room outside the spawn to reduce spawn area spamming. | * Added a team specific one way door to the storage room outside the spawn to reduce spawn area spamming. | ||
Line 63: | Line 62: | ||
* Removed some props that crowded some cramped areas. | * Removed some props that crowded some cramped areas. | ||
− | }} | + | '''V1''': |
+ | * Release}} | ||
==Trivia== | ==Trivia== | ||
+ | *The map idea was inspired from the ''Unreal Tournament 2004'' Assault map of the same name; however, this map features a completely original design created specifically for ''TF2'' CTF gameplay. | ||
+ | *The moving canyon is the map's skybox; the canyons in the background loop to create the illusion of moving vehicles. As such, any [[weapon]]s or ragdolls that fall off the convoy will stay in place even as the skybox moves, and not distance themselves from the carriers. | ||
+ | *Whenever a round begins on Convoy, a bit of Charlie Clouser's Convoy plays. | ||
+ | |||
+ | == External links == | ||
+ | *[http://www.gamebanana.com/maps/67419 The CP version of Convoy] | ||
− | + | ==Screenshots== | |
− | + | <gallery> | |
− | + | Image:Convoyside.jpg|Basic overview of the map. | |
− | + | Image:Convoyramp.jpg|The ramps facilitate the Scout's jump from one carrier to another. | |
+ | Image:Convoyred.jpg|Aboard the red convoy. | ||
+ | Image:Convoybridge.jpg|The bridges. | ||
+ | File:Convoy RED Spawn.jpg|The outside of the RED spawn. | ||
+ | File:Convoy BLU Spawn.jpg|The outside of the BLU spawn. | ||
+ | File:Convoy Missile.jpg|A front view of the missile area on the RED base. | ||
+ | File:Convoy Rear View.jpg|A rear view of both transports. | ||
+ | </gallery> | ||
− | == | + | == See also == |
− | * | + | * [[Helltrain]] |
− | |||
− | [[Category:Custom | + | {{CustomMapNav}} |
− | + | [[Category:Custom maps]] |
Latest revision as of 18:32, 17 January 2024
“I built that.” This page contains information about a custom map that is not an officially released Team Fortress 2 map. All released Valve and Community-made TF2 maps can be found on the list of maps. |
Convoy | |
---|---|
Basic Information | |
Map type: | Capture the Flag |
File name: | ctf_convoy_v2
|
Version: | Version 2 (Final) |
Released: | February 2, 2008 |
Developer(s): | Jahrain |
Link(s): | GameBanana |
Map Info | |
Environment: | Desert |
Setting: | Daylight |
Hazards: | Pitfall |
Map Items | |
Health Kits: | ×4 • ×2 |
Ammo Boxes: | ×4 • ×6 • ×2 |
Map Overview | |
“ | Woooooo!
Click to listen
— The Scout on riding vehicles
|
” |
Convoy is a symmetrical community-made Capture the Flag map. It consists of two moving conjoined rocket carriers racing side by side through an endless series of canyons.
Contents
Locations
This is a small map that features two moving vehicles with a moving background; each Intelligence case is located aboard one carrier.
Carriers
The two carriers are mostly identical (differing only in color). These two big moving vehicles are connected by two bridges and are large enough to support a fight aboard them.
Bridges
These two big carriers are connected at the tail and at the rear wheels by two tight bridges, which are the only way to enter each carrier.
Jump Pads
On each carrier, there is a jump pad which launches players onto the other carrier when stood upon. Originally, in place of where the jump pads are now, there was once an upper regular bridge which was removed for Version 2.
Intelligence Rooms
The rooms that hold the Intelligence are at the front of the two vehicles. Inside the room, the Intelligence lays on a table. In the control room ahead lies health and ammo kits.
Strategy
While your team is boarding the opposing carrier, it’s a good idea to defend them from your own carrier with Snipers as they are vulnerable out in the open on the deck and cat walks. There are solo routes for certain classes. Any class that is able to get on top of the rocket has a direct route to the Intelligence room without being in the line of sight from the opposing team. There is also a sun roof on top of the control room that one can drop through and ambush those guarding the intelligence.
Defense on this map is not as easy as most CTF maps. The opposing teams can gain quick entry to the control room where your intelligence is stored if all routes are not guarded. There are a few hot spots for Sentry Guns but for an impenetrable defense it will require a precise coordination of at least 3 Sentry Guns, each one defending the others' vulnerable spots. It’s a good idea to use Heavies and Demomen to keep those invading the carrier pushed back as far as possible. Another strategy is for Demomen to use their Sticky Bombs to launch themselves from one carrier to the other. It is possible (using this strategy) to capture the Intelligence in mere seconds by launching across, grabbing the Intelligence and launching back. There is also a wind force that will push projectiles and players back if they try to jump across the map from one carrier to another, so getting directly across without using the extension bridges is not easy, but there are some spots to build a defense against those trying to jump across onto your carrier.
Also, be aware that falling off or getting crushed by the vehicles will result in a clumsy, painful death.
Changelog
- Fixed exploit that allowed Engineers to build on the ground.
- Fixed exploit that gave one team an advantage by allowing any class to crouch jump on top of the rocket from one of the rails on only one of the vehicles and not the other.
- Fixed the wind effect so it doesn't affect rockets.
- Added a new bridge that is closer to the spawn area and is shielded from Sniper fire.
- Added a wider open area in the lower storage room to build up a defense against those entering through the newly added bridge.
- Added lots of cover around the spawn area, and behind the Intelligence room.
- Replaced the upper bridge with jump pads which launch players from one side to the other.
- Added a team specific one way door to the storage room outside the spawn to reduce spawn area spamming.
- Removed the capture music clip to reduce file size.
- Removed some props that crowded some cramped areas.
V1:
- Release
Trivia
- The map idea was inspired from the Unreal Tournament 2004 Assault map of the same name; however, this map features a completely original design created specifically for TF2 CTF gameplay.
- The moving canyon is the map's skybox; the canyons in the background loop to create the illusion of moving vehicles. As such, any weapons or ragdolls that fall off the convoy will stay in place even as the skybox moves, and not distance themselves from the carriers.
- Whenever a round begins on Convoy, a bit of Charlie Clouser's Convoy plays.
External links
Screenshots
See also
|