Difference between revisions of "Wutville"

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* '''Checkpoint D''': The final goal for BLU, it is a pit with a narrow entrance and an open ceiling.
 
* '''Checkpoint D''': The final goal for BLU, it is a pit with a narrow entrance and an open ceiling.
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== Strategy ==
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{{Community strategy stub link}}
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{{main|Community Wutville strategy}}
  
 
== Update history ==
 
== Update history ==

Revision as of 02:34, 12 December 2020

Wutville
Pl wutville event.png
Basic Information
Developer(s): Unknown
Map Info
Environment: Smissmas
Setting: Night
Hazards: Pitfalls,
Payload Cart explosion
Map Photos
Loading screen photos.
Map Overview
Wutville overview.png
Ol Nick has scores of naughty children forced into his employ by the arcane rules of the Austrialian Christmas.

(...) The children, however, took advantage of Nick's lack of attention and intoxication. They made a plan and hired the Blue Team with the promise of fancy hats to shove a train into Ol Nick's Bottomless Pit as a distraction while they make their own safe exit.
Wutville publicity blurb

Wutville is a single-stage Smissmas-themed Payload map added in the Smissmas 2020 update. BLU has been hired to escort the bomb-ladened RÜDY, a red-nosed railroad engine, through four checkpoints within Old Nick's prison workcamp for naughty children.

The setup timer is 60 seconds.

Wutville was contributed to the Steam Workshop.

Locations

Checkpoint A

  • RÜDY's station: RÜDY, the Payload, starts on a station with two platforms, one on each side; a long one that must be jumped on and a small one with a booth. The small platform contains a medium ammo box and health kit and access to a BLU resupply room.
  • BLU spawn: BLU starts off in a room with only one exit. As they leave the spawn, they must either go down a curved ramp or jump over a fence, where they can find a medium health pack and a large ammo box. They still have to cross a big, open area in order to reach RÜDY.
  • The Arch: A big arch that passes high over the Payload's tracks. Both teams can reach it from either of its sides, but BLU has it easier; for RED to reach the right side (from their perspective), they must do some crouch-jumping over some barrels and a fence. This side is home to a medium ammo box and health kit.
  • The Plaza: Just past the Arch and to the left (from BLU's perspective) is a Christmas tree with plenty of space around it, as well as a medium ammo box and a small health kit. A tall wall offers protecting for BLU. On the other side of the tracks, a slope takes player to a vantage point over the RED spawn's exit and to a building that leads to the Alleyway, just past the first checkpoint.
  • First RED spawn and Checkpoint A: RED's first spawn is a small room tucked away in a corner, with a big front yard two medium ammo boxes and health kits, one on each side, and a clear view of Checkpoint A from its doors.

Checkpoint B

  • Checkpoint B: Soon after Checkpoint A, RÜDY must go into a building that houses Checkpoint B after a turn and a ramp. There are four passages in total: two train passages and two round doorways.
  • The Alleyway: A side path outside the building housing Checkpoint B with access to multiple tunnels that offer flank routes; the first tunnel connects the entrance to Checkpoint B straight to the second RED spawn, the second tunnel loops back to point A, a fork to the right also takes BLU to RED's second spawn, and the final tunnel passes beneath the second RED spawn and the train tracks after Checkpoint B.
  • Second RED spawn: A small room right next to Checkpoint C. Turning right takes RED to the Alleyway and the tunnel that leads to the entrance to Checkpoint B; turning left takes RED to the exit of the Checkpoint B building and one of its round doorways.

Checkpoint C

  • Checkpoint C: After RÜDY leaves the building with Checkpoint B, it must make a right turn and follow an upward and mostly straight path to reach point C. BLU's only flank option is to go around RED's second spawn.

Checkpoint D

  • The Wooden Path: A wooden platform that goes around and isn't much higher than the train's path.
  • The Side Path: A fenced flank that takes BLU directly to a hole above the pit where they must throw RÜDY, with a vantage point over both RED spawns.
  • RED Turbine Spawn: One of RED's last resupply rooms, right next to Checkpoint D and with a turbine right outside it.
  • Side RED Spawn: Another small resupply room. As soon as RED leaves and turns left, they see the final checkpoint.
  • Checkpoint D: The final goal for BLU, it is a pit with a narrow entrance and an open ceiling.

Strategy

Main article: Community Wutville strategy

Update history

December 3, 2020 Patch (Smissmas 2020)

  • Added Wutville to the game.

Notes

  • It is possible to go outside of the map's bounds via rocket jumping as the Soldier, stickybomb jumping as the Demoman, and sentry jumping as the Engineer
  • The spawn areas are not internally considered spawn areas, meaning changing classes will result in suicide if the option is turned on.
  • It is possible for Engineers to build inside one of the starting BLU spawn areas.
  • Certain props have their fade distances set too low, causing models to disappear from the player's view if the player travels a short distance away.
  • Several props are missing collisions, allowing players to walk through them.

Bugs

  • Projectiles can sometimes be shot though spawn doors.
  • Taunt kills can sometimes trigger through spawn doors.
  • Due to rendering issues, most of the map is rendered past the player's point of view, resulting in high resource usage.

Trivia

Gallery