Difference between revisions of "Convoy/ru"

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*ReadMe File: http://tf2wiki.net/w/images/7/72/Readme.txt
 
*ReadMe File: http://tf2wiki.net/w/images/7/72/Readme.txt
  
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[[Category:Custom_Maps/ru]]

Revision as of 16:00, 20 July 2010

Template:Cleanup map

Convoy
300px
Информация
Автор(-ы): Неизвестно
Вид на карту сверху
Map overview.

Convoy is a standard CTF symmetrical map. It consists of two moving rocket carriers racing side by side through endless canyons. The map idea was inspired from a UT2K4 map, however this map features a completely original design created specifically for TF2 CTF gameplay.

Like any other CTF map, your team must capture the opposing team's Intelligence continuously until you reach the game's capture limit while preventing the enemy from achieving the same.

Locations

This is a small map that features two moving vehicles with a moving background, each Intelligence case is located aboard one carrier.

Carriers

The two carriers are somewhat identical (but differs in colors). These two big moving vehicles are connected by two bridges and are large enough to support a fight aboard them.

Bridges

These two big carriers are connected at the tail and at the rear wheels by two tight bridges which are the only way to enter each carrier.

Intel Rooms

The rooms that hold the Intelligence are at the front of the two vehicles. Inside the room, the Intel lays on a table. In the control room ahead lies health and ammo kits.

Strategy

While your team is boarding their carrier, it’s a good idea to defend them from your own carrier with Snipers as they are vulnerable out in the open on the deck and cat walks. There are solo routes for certain classes. Any class that is able to get on top of the rocket has a direct route to the intel room without being in the line of sight from the opposing team. There is also a sun roof on top of the control room that one can drop through and ambush those guarding the intelligence.

Defense on this map is not as easy as most CTF maps. The opposing teams can gain quick entry to the control room where your intelligence is stored if all routes are not guarded. There are a few hot spots for sentry guns but for an impenetrable defense it will require a precise coordination of at least 3 sentry guns, each one defending the others vulnerable spots. It’s a good idea to use Heavies and Demomen to keep those invading the carrier pushed back as far as possible.Another strategy is for Demomen to use their Sticky Bombs to launch themselves from one carrier to the other. It is possible (using this strategy) to capture the Intel in mere seconds by launching across, grabbing the Intel and launching back. There is also a wind force that will push players back if they try to jump across the map from one carrier to another, so getting directly across without using the extension bridges is not easy, but there are some spots to build a defense against those trying to jump across onto your carrier.

Also, be aware that falling off the vehicles will result in instant death.

Screenshots

Changelog

История изменений

V1:

  • Release

V2:

  • Fixed exploit that allowed engineers to build on the ground.
  • Fixed exploit that gave one team an advantage by allowing any class to crouch jump on top of the rocket from one of the rails on only one of the vehicles and not the other.
  • Fixed the wind effect so it doesn't affect rockets.
  • Added a new bridge that is closer to the spawn area and is shielded from sniper fire.
  • Added allot more open area in the lower storage room to build up a defense against those entering through the newly added bridge.
  • Added lots of cover around the spawn area, and behind the intel room.
  • Replaced the upper bridge with jump pads which launch players from one side to the other.
  • Added a team specific one way door to the storage room outside the spawn to reduce spawn area spamming.
  • Removed the capture music clip to reduce file size.
  • Removed some props that crowded some cramped areas.

Trivia

  • The moving background is the map's skybox. The canyons in the background loop to create an allusion of moving vehicles.
  • Additionally, a CP version of Convoy exists, though it was not created by the original map maker, jahrain. It was made by FPSBanana user Schmoe as a tribute.
  • Convoy is sort of like a moving 2fort, both sharing the same game mode, the two teams have similar looking bases which are absurdly close and are connected by bridges, and Snipers having a possible advantage on both maps.
  • Whenever a round begins on Convoy, a bit of Charlie Clouser's Convoy plays.

Additional Links