Difference between revisions of "Pier"

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(Created page with "{{Custom map}} {{Stub}} {{Map infobox | game-type = Payload | file-name = pl_pier_b11_Fix | current-version = Beta 11 | link = [http://forums.tf2maps.net/showthread.php?t=176...")
 
(Pew)
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{{Stub}}
 
{{Custom map}}
 
{{Custom map}}
{{Stub}}
 
  
 
{{Map infobox
 
{{Map infobox
| game-type = Payload
+
| game-type       = Payload
| file-name = pl_pier_b11_Fix
+
| file-name       = pl_pier_b16
| current-version = Beta 11
+
| map-image      = PL Pier.jpg
| link = [http://forums.tf2maps.net/showthread.php?t=17691]}}
+
| current-version = Beta 16 (B16)
 +
| link           = [http://forums.tf2maps.net/showthread.php?t=17691 TF2Maps.Net]
 +
| developer      = [http://steamcommunity.com/id/bladex64/ Βlade x64]
 +
| map-environment = Beach, Commercial, Park, Ports
 +
| map-setting    = Nighttime/Island Town
 +
}}
 +
{{quotation|'''Pier''' publicity blurb|Blu has discovered that Red has purchased a shipment of fireworks for a show when the pier is completed. Taking advantage of the situation, Blu plans to escort a bomb cart to demolish a significant portion of the roller coaster using the fireworks to cover the inevitable explosion.}}
 +
 
 +
'''Pier''' is a community-made single-staged [[Payload]] map. It features a 5 Control Points. It takes place in an Venice-themed city featuring a variety of canals and alleys for plenty of flanking routes with the end of the map featuring a rollercoaster-like incline similar to that of [[Hightower]]. Majority of the maps border is water.
 +
 
 +
<!--
 +
== Locations ==
 +
-->
 +
 
 +
== Update History ==
 +
{{Update history|'''July 7 2011'''
 +
*Work on Pier begins.
 +
 
 +
'''July 21 2011''' (a1)
 +
*Initial release for playtesting.
 +
 
 +
'''July 22 2011''' (a2)
 +
*Added pickups.
 +
 
 +
'''July 23 2011''' (a3)
 +
*Added moving bridge to third section.
 +
*Altered final point.
 +
 
 +
'''July 31 2011''' (b1)
 +
*Detailed all the things
 +
*Added cover on the fourth point, the bridge.
 +
*Added a few more sniping positions in the town.
 +
*Improved access to catwalks in boathouse.
 +
*Gave Blu team a forward spawn for third and fourth points.
 +
*Fixed looping sound from moving bridge.
 +
*Altered final point.
 +
 
 +
'''July 31 2011''' (b2)
 +
*Fixed some brushwork.
 +
*Added more particles.
 +
*Improved clipping
 +
*Made shooting gallery props breakable and respawnable.
 +
 
 +
'''August 1 2011''' (b3 - Public Release)
 +
*Improved transition of water between level and 3d skybox.
 +
*Added a missing texture.
 +
*Improved texturing of first area.
 +
*Improved clipping.
 +
 
 +
'''August 5 2011''' (b4)
 +
*Various detail improvements.
 +
*Reduced spawn times for both teams on final point.
 +
*Disabled collisions for crane machinery.
 +
*Improved optimization.
 +
 
 +
'''October 2 2011''' (b11)
 +
*Various detail improvements.
 +
*Added a red spawn closer to the third point.
 +
*Moved fourth point back.
 +
*Widened upper pathway between cliffs and town.
 +
*Enlarged area around second point.
 +
*Added alternate pathway to final point.
 +
*Moved stairs near fourth point to opposite side.
 +
*Added alternate pathway between warehouse and pier.
 +
*Adjusted sight lines on the fourth point.
 +
 
 +
'''October 2 2011 #2''' (b11_fix)
 +
*Fixed issue with cart stopping on final point.
 +
 
 +
'''June 8 2013''' (b12)
 +
*Various detailing improvements.
 +
*Added rock for cover in beginning area.
 +
*Added overpass connecting to blue apartment.
 +
*Connected second point and red apartment bridge.
 +
*Gave fourth point a cubby for cover.
 +
*Added set of stairs to catwalk on final in the connecting building.
 +
*Pushed red spawn on final back.
 +
*Moved Blu's forward spawn during fourth point to final spawn.
 +
 
 +
'''June 14 2013''' (b13)
 +
*More detailing.
 +
*The town has been infested with Ivy.
 +
**Brightened map to be not as depressing.
 +
**Fixed issue with overtime and third point bridge.
 +
**Replaced hydro shields with more appropriate barricades.
 +
**Added rocks to beach around fourth.
 +
**Map now has a case of Saturday night fever.
 +
*''Reverted to b12 because of "Engine error: ED_Alloc: no free edicts" for servers with high playercounts''.
 +
**It helps when the server operators tell the map maker what's causing the crash!.
 +
 
 +
'''June 17 2013''' (b14)
 +
*Fixed server crash.
 +
*Adjusted bridge to give more cover to red on fourth.
 +
*Put more ammo around first point.
 +
 
 +
'''Summer 2014''' (b15/16)
 +
*Reduction of edicts.
 +
 
 +
'''Late 2014'''  (b19)
 +
*Skipping numbers is fun.
 +
*Not actually out yet.
 +
*Moved all the burgers.
 +
*Played with color correction.
 +
*A to B
 +
**Widened bridge path.
 +
**Shut doors to blue building.
 +
**Widened canal path.
 +
**Added wine cellar flank to B.
 +
**Reversed side stairs to red house bridge was on.
 +
**Changed some pickup locations.
 +
*B to C
 +
**Added lower dock pathway (no more jumping across!).
 +
**Dropped path under dropdown.
 +
**Moved more pickup locations.
 +
*D to E
 +
**Raised corner choke side because this map needs more height variation.
 +
**Swapped side of stairs next to the shooting gallery.
 +
**Moved shooting gallery, was replaced by overpowered sentry alcove.
 +
**Erected a barricade next to truck.
 +
**Added upper level to red spawn building.}}
  
'''Pier''' is a single-staged Payload map. It features a 5 Control Points. It takes place in an Venice-themed city featuring a variety of canals and alleys for plenty of flanking routes with the end of the map featuring a rollercoaster-like incline similar to that of [[Hightower]]. Majority of the maps border is water.
+
== Gallery ==
 +
<gallery>
 +
File:Pl Pier 2.jpg|Blu's team base.
 +
File:Pl Pier 3.jpg|A checkpoint.
 +
File:PL Pier.jpg|B checkpoint.
 +
File:Pl Pier 4.jpg|E checkpoint.
 +
File:Pl Pier 5.jpg|Overview of a path to Red's base.
 +
<!-- File:Pl Pier Overview.jpg|Overview of the map. -->
 +
</gallery>
  
 
{{CustomMapNav}}
 
{{CustomMapNav}}

Revision as of 23:57, 16 April 2015


Pier
300px
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Beach, Commercial, Park, Ports
Setting: Nighttime/Island Town
Map Overview
Pier overview.png
Blu has discovered that Red has purchased a shipment of fireworks for a show when the pier is completed. Taking advantage of the situation, Blu plans to escort a bomb cart to demolish a significant portion of the roller coaster using the fireworks to cover the inevitable explosion.
Pier publicity blurb

Pier is a community-made single-staged Payload map. It features a 5 Control Points. It takes place in an Venice-themed city featuring a variety of canals and alleys for plenty of flanking routes with the end of the map featuring a rollercoaster-like incline similar to that of Hightower. Majority of the maps border is water.


Update History

July 7 2011
  • Work on Pier begins.

July 21 2011 (a1)

  • Initial release for playtesting.

July 22 2011 (a2)

  • Added pickups.

July 23 2011 (a3)

  • Added moving bridge to third section.
  • Altered final point.

July 31 2011 (b1)

  • Detailed all the things
  • Added cover on the fourth point, the bridge.
  • Added a few more sniping positions in the town.
  • Improved access to catwalks in boathouse.
  • Gave Blu team a forward spawn for third and fourth points.
  • Fixed looping sound from moving bridge.
  • Altered final point.

July 31 2011 (b2)

  • Fixed some brushwork.
  • Added more particles.
  • Improved clipping
  • Made shooting gallery props breakable and respawnable.

August 1 2011 (b3 - Public Release)

  • Improved transition of water between level and 3d skybox.
  • Added a missing texture.
  • Improved texturing of first area.
  • Improved clipping.

August 5 2011 (b4)

  • Various detail improvements.
  • Reduced spawn times for both teams on final point.
  • Disabled collisions for crane machinery.
  • Improved optimization.

October 2 2011 (b11)

  • Various detail improvements.
  • Added a red spawn closer to the third point.
  • Moved fourth point back.
  • Widened upper pathway between cliffs and town.
  • Enlarged area around second point.
  • Added alternate pathway to final point.
  • Moved stairs near fourth point to opposite side.
  • Added alternate pathway between warehouse and pier.
  • Adjusted sight lines on the fourth point.

October 2 2011 #2 (b11_fix)

  • Fixed issue with cart stopping on final point.

June 8 2013 (b12)

  • Various detailing improvements.
  • Added rock for cover in beginning area.
  • Added overpass connecting to blue apartment.
  • Connected second point and red apartment bridge.
  • Gave fourth point a cubby for cover.
  • Added set of stairs to catwalk on final in the connecting building.
  • Pushed red spawn on final back.
  • Moved Blu's forward spawn during fourth point to final spawn.

June 14 2013 (b13)

  • More detailing.
  • The town has been infested with Ivy.
    • Brightened map to be not as depressing.
    • Fixed issue with overtime and third point bridge.
    • Replaced hydro shields with more appropriate barricades.
    • Added rocks to beach around fourth.
    • Map now has a case of Saturday night fever.
  • Reverted to b12 because of "Engine error: ED_Alloc: no free edicts" for servers with high playercounts.
    • It helps when the server operators tell the map maker what's causing the crash!.

June 17 2013 (b14)

  • Fixed server crash.
  • Adjusted bridge to give more cover to red on fourth.
  • Put more ammo around first point.

Summer 2014 (b15/16)

  • Reduction of edicts.

Late 2014 (b19)

  • Skipping numbers is fun.
  • Not actually out yet.
  • Moved all the burgers.
  • Played with color correction.
  • A to B
    • Widened bridge path.
    • Shut doors to blue building.
    • Widened canal path.
    • Added wine cellar flank to B.
    • Reversed side stairs to red house bridge was on.
    • Changed some pickup locations.
  • B to C
    • Added lower dock pathway (no more jumping across!).
    • Dropped path under dropdown.
    • Moved more pickup locations.
  • D to E
    • Raised corner choke side because this map needs more height variation.
    • Swapped side of stairs next to the shooting gallery.
    • Moved shooting gallery, was replaced by overpowered sentry alcove.
    • Erected a barricade next to truck.
    • Added upper level to red spawn building.

Gallery