Difference between revisions of "Solitude/es"
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=== Final Capture Point Areas === | === Final Capture Point Areas === | ||
− | Both final capture areas can be accessed by their respective team's base, and a slightly elevated, albeit small, vantage point over the point serves as the defenders' entrance. The BLU team's point is bordered on its left by a fence, behind which is a view of a body of water, a docking area and a train track coming out of a tunnel. The RED team's point's fence has several silos, a train track and a train behind it. The other two entrances to the final capture areas are the small, narrow doorways that allow entry directly from the central cross, and the larger, more open entryway that follows the path of the cart track on the end opposite the defending team's spawn. There is also a building that can be accessed from this entrance area. In it are a medium health-pack, a small ammo crate, and a window and a door that allow the final point to be shot at and approached from the building. There is another building on the other side of the entryway, oriented perpendicularly to the first building, which consists of nothing more than a door, a staircase leading up to a second | + | Both final capture areas can be accessed by their respective team's base, and a slightly elevated, albeit small, vantage point over the point serves as the defenders' entrance. The BLU team's point is bordered on its left by a fence, behind which is a view of a body of water, a docking area and a train track coming out of a tunnel. The RED team's point's fence has several silos, a train track and a train behind it. The other two entrances to the final capture areas are the small, narrow doorways that allow entry directly from the central cross, and the larger, more open entryway that follows the path of the cart track on the end opposite the defending team's spawn. There is also a building that can be accessed from this entrance area. In it are a medium health-pack, a small ammo crate, and a window and a door that allow the final point to be shot at and approached from the building. There is another building on the other side of the entryway, oriented perpendicularly to the first building, which consists of nothing more than a door, a staircase leading up to a second Nivel, a large opening in that second and a ledge. Between this building and the one on the opposite end stretches a length of barbed wire, which stops any player that hits it, for instance rocket-jumping soldiers, and deals 5 damage in short intervals. |
== Capturas de Pantalla == | == Capturas de Pantalla == |
Revision as of 22:20, 31 August 2011
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Solitude | |
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Información básica | |
Desarrollado por: | Desconocido |
Solitude es un mapa de Carrera de Carga Explosiva creado para el A/D CTF y el Concurso de Carrera de Carga Explosiva de TF2Maps.net. Fue recompensado en el tercer lugar en la competición.
Índice
Objetivo
Ambos equipos deben empujar simultáneamente sus carros a través del territorio enemigo con el fin de llegar al punto de captura, mientras previniendo que el equipo enemigo haga lo mismo.
Localizaciones
Bases
The RED and BLU bases are identical and both have two exits, one that leads to the area around the final destination for the enemy team's cart, and another that opens up into the center of the map. There is also an area above the resupply room in both bases that can be reached by rocket or sticky jumping, but it does not lead outside and enemies cannot enter it.
Central Cross
The cart tracks for both teams start directly in front of their respective base exits, and intersect quickly in the middle of the map. Between the two exits is a building with a medium health-pack and ammo crate. It is possible to rocket or sticky jump onto the roof of this building, either from within it through the opening in its roof or from outside, giving a good vantage point from which to observe the entire map, and, particularly, the enemy base's door. On the other side of the cross is a row of silos, and the other two sides are flanked by elevated areas with ramps. On these elevated areas are small buildings with small health-packs next to them.
Final Capture Point Areas
Both final capture areas can be accessed by their respective team's base, and a slightly elevated, albeit small, vantage point over the point serves as the defenders' entrance. The BLU team's point is bordered on its left by a fence, behind which is a view of a body of water, a docking area and a train track coming out of a tunnel. The RED team's point's fence has several silos, a train track and a train behind it. The other two entrances to the final capture areas are the small, narrow doorways that allow entry directly from the central cross, and the larger, more open entryway that follows the path of the cart track on the end opposite the defending team's spawn. There is also a building that can be accessed from this entrance area. In it are a medium health-pack, a small ammo crate, and a window and a door that allow the final point to be shot at and approached from the building. There is another building on the other side of the entryway, oriented perpendicularly to the first building, which consists of nothing more than a door, a staircase leading up to a second Nivel, a large opening in that second and a ledge. Between this building and the one on the opposite end stretches a length of barbed wire, which stops any player that hits it, for instance rocket-jumping soldiers, and deals 5 damage in short intervals.
Capturas de Pantalla
Cambios
-Detailed all rounds -Changes to start of round C layout -Added swamp theme pack assets -Changed skybox to the haze skybox from the swamp theme pack
Alpha 4 released 21/07/09 -Round A changes to part of the track that went through building (now is outdoors + less convoluted) -Round A more detailing (mainly red spawn) -Round B Small changes aimed at giving an engineer defence position, and making it harder to spawn camp -Round C Totally Changed (was way too convoluted/complex for players) -Fixed 'Pyro Eating' One way doors (hopefully this time) -Put tf2maps poster back in (accidentally got lost during changes)
Alpha 3 released 15/07/09 -Round A Started Detailing -Round A removed accidental duplication of health and metal -Fixed getting stuck in 1 way doors -Added 3D Sky Box
Alpha 2 released 07/07/09 -Round A Changed spawn locations -Round A Changed start track location -Round A Changed path after crossover -Round A Changed large building (was too far away and had complex paths), and added oneway gates into it -Round A Changed finishing area (still is fairly similar) -Round B Totally new round B, the big slope idea has been moved into round C -Added Round C -Round C has explosion particle systems -Round C has a custom model of a submarine I have been modeling (first time not following a tutorial) -Round C has a detailed area between the spawns -Using custom track peices I mirrored using decompiled valve ones -Using other custom track peices by III_Demon -The roll down idea has been removed as standing next to the cart to prevent it rolling down is not fun
Alpha 1 released 15/06/09 -First Release -Stage A and B
Enlaces Adicionales
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