Difference between revisions of "Pier"
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{{Map infobox | {{Map infobox | ||
− | | game-type = Payload | + | | game-type = Payload |
− | | file-name = pl_pier_b16 | + | | file-name = pl_pier_b16 |
− | | map-image = PL Pier.jpg | + | | map-image = PL Pier.jpg |
− | | current-version = Beta 16 (B16) | + | | current-version = Beta 16 (B16) |
− | | link = [http://forums.tf2maps.net/showthread.php?t=17691 TF2Maps.Net] | + | | link = [http://forums.tf2maps.net/showthread.php?t=17691 TF2Maps.Net] |
− | | developer = [http://steamcommunity.com/id/bladex64/ Βlade x64] | + | | developer = [http://steamcommunity.com/id/bladex64/ Βlade x64] |
− | | map-environment = Beach, Commercial, Park, Ports | + | | map-environment = Beach, Commercial, Park, Ports |
− | | map-setting = Nighttime/Island Town | + | | 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.}} | {{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.}} | ||
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--> | --> | ||
− | == Update | + | == Update history == |
− | {{Update history|'''July 7 2011''' | + | {{Update history | '''July 7 2011''' |
*Work on Pier begins. | *Work on Pier begins. | ||
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*The town has been infested with Ivy. | *The town has been infested with Ivy. | ||
**Brightened map to be not as depressing. | **Brightened map to be not as depressing. | ||
− | **Fixed issue with | + | **Fixed issue with Overtime and third point bridge. |
**Replaced hydro shields with more appropriate barricades. | **Replaced hydro shields with more appropriate barricades. | ||
**Added rocks to beach around fourth. | **Added rocks to beach around fourth. |
Revision as of 00:40, 17 April 2015
“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. |
“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. |
Pier | |
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300px | |
Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Beach, Commercial, Park, Ports |
Setting: | Nighttime/Island Town |
Map Overview | |
“ | 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
- Pl Pier 2.jpg
Blu's team base.
- Pl Pier 3.jpg
A checkpoint.
- PL Pier.jpg
B checkpoint.
- Pl Pier 4.jpg
E checkpoint.
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