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{{Map infobox | {{Map infobox | ||
| game-type = King of the Hill | | game-type = King of the Hill |
Revision as of 02:17, 17 September 2019
Cette traduction requière une mise à jour. Vous pouvez aider à l'améliorer en l'éditant avec du contenu de Lazarus (view source). Voir aussi Help:Language translation. Les instructions spécifiques sont: Please, add Images. |
Lazarus | |
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Informations de base | |
Développeur(s) : | Inconnu |
Informations sur la carte | |
Environnement : | Jungle, tropical, industriel |
Cadre : | En journée, ensoleillé |
Dangers : | Falaise |
Photos de la carte | |
Vue aérienne | |
« | Lazarus est une carte avec le thème de la Jungle située sur une île volcanique dans le sud-est de l'Asie, entourée des bases RED et BLU ainsi qu'un site archéologique. Ils se battent pour la recherche de la Fontaine de Jouvence !
— Description sur le Steam Workshop
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Lazarus est une carte communautaire de type Roi de la colline sortie lors de la Mise à jour Jungle Inferno. Les équipes se battent pour débloquer la Fontaine de Jouvence. En gagnant le match, les portes devant le point révèlent la Fontaine.
Une partie de l'argent obtenue grâce aux ventes des passes pour la campagne Jungle Inferno ira aux auteurs de cette carte.
Sommaire
Emplacements
Cette page est en cours de traduction en français. Si vous parlez français, écrivez sur la page de discussion ou contactez ceux qui ont déjà contribué à cette page (en regardant l'historique). |
This map is a 90 degree symmetrical King of the Hill. As such, between the main or High Routes to the point are an inside corner towards the mountain and an outside corner towards the sea.
- The Labs: Each team Spawn is located within a high-tech Global Headquarters and "antiquities" research facility having only two close-set spawn exits.
- The Yard: A wide yard for spreading players from the Spawn to the Yard exits:
- An inside exit through the Corridor towards the more direct High Route to the Control Point, passing the flank exit to the Digs.
- A middle exit through the Garage to the Low Route.
- An outside exit through the Corridor to the Rope Bridge and Cliffside Route.
- The Corridor: A long battlements hallway that laterally connects all passages between the Spawn and the point except for the Garage.
- The Subs: At the outside (ocean) end of the Corridor, a cave room connects upper and lower levels, passing by a secret submarine base; the upper door provides a Sniper camp, the lower door provides a lengthy flank to the point ... or a flank the other way up to the Corridor.
- The Digs: Near the inside (point) end of the Corridor, a cave provides an elevated flank to the edge of the point, but with limited view of the point.
- The Garage: A single dogleg passage underneath the the Corridor.
- The Altar: This Balcony over the Plunge into the Dead Pool provides an outside flank to the point, or to the other Spawn.
- The Stairs: An outside flank to the point.
- The Porch: An inside flank to the point.
- The Fountain of Youth: The Fountain of Youth room is a map novelty that opens only during Humiliation.
Stratégie
Temps de capture des points de contrôle
Points de Contrôle | Multiplicateur | Secondes | ||
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Points de Contrôle | ×1 |
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×2 |
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×3 |
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×4 |
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Journal des modifications
13 mai 2017 à 07h08 / Première « Release Candidate »
- Increased volume of waterfalls at mid.
- Disabled collisions on handrails in the side halls.
- Extremely thorough clipping second pass.
- Added more cubemap sources.
- Optimized additional prop fades.
- Reduced volume of hologram hum in spawns.
31 mai 2017 à 02h00 / Deuxième « Release Candidate »
- Prop fade optimization.
- Changed areaportals in the submarine bays to areaportal windows.
- Added filler overlays beneath the ivy and vines.
- Fixed continuity error in arrow placement.
- Fixed lower tunnel route to have a more apparent barrier.
- Changed high route entrance to be more visible out of spawn while also fixing vis optimization from mid.
- Additional hint optimization.
- Fixed clipping on certain pillars in the hallways.
20 juin 2017 à 10h47 / Troisième « Release Candidate »
- Removed the point_push from the top of the spires at mid and replaced with a func_nobuild to stop the spires from throwing off jumpers.
- Closed off outer-mid-route windows to improve optimization.
- Improved signage.
- Changed paint patches underneath medkits and ammo to white to improve readability.
- Fixed clipping in the stairs leading up to the top of the cave ruins paths.
- Changed ladders to appear less like a way up.
- Fixed the floating monitor in spawns.
- Improved skycards.
- Fixed some faces with incorrect cubemaps.
- Additional detailing and asset refinement.
12 juillet 2017 à 08h16 / Quatrième « Release Candidate »
- Updated submarine bay routes to improve optimization.
- Rehauled hint/skip brushes, thanks to UEAKCrash for the feedback!
- Fixed a hole in brushwork in the RED grate room.
- Optimized prop fades.
- Reduced detail sprites by 33%.
- Fixed a playerclip ledge on the submarine bay route doors.
- Updated 3d skybox.
- Updated tower overlooking mid.
- Added new rooftop models by Sedi.
- Updated menu photos.
- Minor detail additions.
Historique des mises à jour
Patch du 20 octobre 2017 #1 (Jungle Inferno Update)
- Ajout de la Lazarus au jeu.
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