Difference between revisions of "Animus"

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'''Spawn Area'''. As with all maps, the game begins here. The doors to leave the room are locked until the setup time(around 5 seconds) is over. After going through the first present shutter door, there is an area with pathways going both up and down before finally exiting the spawn.
 
'''Spawn Area'''. As with all maps, the game begins here. The doors to leave the room are locked until the setup time(around 5 seconds) is over. After going through the first present shutter door, there is an area with pathways going both up and down before finally exiting the spawn.
  
'''Street'''. Long, curve space through which your payload should pass. It is symmetric.
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'''Street'''. Long, curve space through which your Payload should pass. It is symmetric.
  
 
'''Final point'''. Enemy Spawn Area.
 
'''Final point'''. Enemy Spawn Area.
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===Stage 2===
 
===Stage 2===
  
'''Spawn Area'''. Contain a point where teams should deliver a payload and exits with [[Respawn]]
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'''Spawn Area'''. Contain a point where teams should deliver a Payload and exits with [[Respawn]]
  
 
'''Street'''. Small space with a crossroads in the middle through which commands should spend the cart
 
'''Street'''. Small space with a crossroads in the middle through which commands should spend the cart

Revision as of 15:50, 27 December 2010

Animus
Animus main.jpg
Basic Information
Developer(s): Unknown

Animus is a Payload Race map created for the TF2Maps.net A/D CTF and Payload Race Contest. It finished in 8th place in the competition.

Goal

Your team must simultaneously push your bomb cart through enemy territory, in order to reach the finishing point, while preventing the enemy team from doing the same.

Locations

Stage 1

Spawn Area. As with all maps, the game begins here. The doors to leave the room are locked until the setup time(around 5 seconds) is over. After going through the first present shutter door, there is an area with pathways going both up and down before finally exiting the spawn.

Street. Long, curve space through which your Payload should pass. It is symmetric.

Final point. Enemy Spawn Area.

Stage 2

Spawn Area. Contain a point where teams should deliver a Payload and exits with Respawn

Street. Small space with a crossroads in the middle through which commands should spend the cart


Stage 3

Street Very small level including small, curve and symmetric space through which it is necessary to pass to both teams. This stage is parallel that creates great difficulties at movement.


Changelog

Changelog:

Fixed crossover bug (For real!) > Visual and performance improvements to all particles > Fixed particles bug (particles not showing) > Fixed Red cart getting stuck in stage 3 right at the top of the ramp > Fixed red pl hud not showing up in stage 3 > Fixed the "2 suns" problem > Fixed carts not being disabled during setup phase in stage 2 > Added more custom content (Including models from TerabyteST) > Improved lighting in some places > Made all rock brushes into displacements in the final area, stage 3 > Fixed players getting stuck when standing infront of the cart while capping (stage1)

Requests: > Teams does no longer switch after the map is won > Added pumpkins > Made the entrance to the middle of stage 2 taller

A7 > Possibly fixed the crossover bug (again) > Adjusted the lighting, blue players are back, green players are gone > Removed stairs to the enemy base in stage 1 > Added track lights > Minor detailing > Improved optimazation (still compiled on fast) > Fixed players getting stuck in the spawn door > Added new spawn exits in stage 3 > 'Stage won' particle is now a child to the cart. > 'Stage won' particles now shows up in stage 2 aswell > Added working timer to stage 2 > Carts eyes particle now only shows up when someone dies > Made changes to stage 3 > Slight improvements to particles

A6 -Removed to save character space- A5 -Removed to save character space- A4 -Removed to save character space- A3 -Removed to save character space-

Screenshots

Additional Links