Difference between revisions of "Stoneyridge"

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(Control Point B)
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|developer=Josh "Hey You" Harris<br />Harlen "UEAKCrash" Linke<br />Seth "xzzy" Graham
 
|developer=Josh "Hey You" Harris<br />Harlen "UEAKCrash" Linke<br />Seth "xzzy" Graham
 
|map-image=Stoneyridge1.jpg
 
|map-image=Stoneyridge1.jpg
|current-version=Beta 10
+
|current-version=RC 1
 
|download-link=
 
|download-link=
 
[http://forums.tf2maps.net/showthread.php?t=16091 TF2Maps.net]}}
 
[http://forums.tf2maps.net/showthread.php?t=16091 TF2Maps.net]}}
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==Changelog==
 
==Changelog==
{{Changelog|Changes to Beta 10:
+
{{Changelog|Version RC1 (Released 11/21/12):
(Released 7/8/12)
+
*The bomb is now armed to drop and explode when B is capped
*Redesigned previous blue barn in front of blue begining spawn
+
*Tower structure updated visually
*Further optimized map, especially around A
+
*Adjusted spawn times and capture times slightly
*Added two seconds to Red respawn time
+
*New game-play geometry between A and B
*Added new blue forward spawn entrance
+
*Improved and widened balcony next to B tower
*Now takes two seconds longer (for a scout) to cap A
+
*Adjusted sight-lines from sniper deck looking towards B tower
*Redesigned covered area looking over B - now larger, better for sentry spots
+
*Rotated Red's spawn points to better face tower, post capture of A
*Added railing for area going up to the back end of B
+
*Reduced prop clutter
*Updated construction area behind A
+
*Fixed many prop fades
*Raised back wall in Rocket Room (by B) to allow for better teleporter placement for Red
+
*Further optimization tweaks
*Changed small health to medium in Blue upper staging area going to B
+
*Updated clipping/fixed exploits
*Added medium ammo and small health to new sentry area facing B
+
*Adjustments made to many textures
*Lowered ammo from full to medium next to area coming out of the front of Red spawn
+
*Lighting updated in many spots
*Cleaned up ridge
+
*Blue forward spawn door fixed
*Blue now spawn slightly farther away from B in blue forward spawn
+
*Blue forward spawn points slightly farther from B point
*Updated lighting all over map
+
*Updates to various detailing and geometry
*Deleted any unneccary props
 
*Updated prop fade distance for many props
 
*Fixed random displacement problems
 
*Altered various props and overlays
 
*Cleaned up brush work and detailing around map
 
*Made slight changes to skybox
 
*Changed load screen image
 
 
}}
 
}}
 
== Additional Links ==
 
== Additional Links ==
 
* [http://forums.tf2maps.net/showthread.php?t=16091 Stoneyridge WIP thread on TF2Maps]
 
* [http://forums.tf2maps.net/showthread.php?t=16091 Stoneyridge WIP thread on TF2Maps]
 +
* [http://www.stoneyridge.net/ Stoneyridge Official Website]
  
  
 
{{CustomMapNav}}
 
{{CustomMapNav}}
 
[[Category:Custom maps]]
 
[[Category:Custom maps]]

Revision as of 08:01, 20 December 2012

Stoneyridge
Stoneyridge1.jpg
Basic Information
Developer(s): Unknown

Stoneyridge is a Team Fortress 2 custom map created by members of the Penny Arcade forum community. This two point, attack/defend map (similar to cp_gorge,) is a snowy, night-time map which includes hints of the construction pack.

The main objective is for Blu to capture the control points while Red defends.


Locations

Control Point A

Control Point A is located above a low lying rail-road track that has been piled up with snow. It is backed with a large stack of barrel pallets and is open on the other 3 sides. A building leading to B is located behind it.


Control Point B

Control Point B is perched inside of a massive tower stretching towards the sky with a ominously large bomb dangling above it. There is a staircase leading up on the right side of it from the front, and two from both directions on the back. Red team's spawn room


Strategy

Control Point A

  • You have greater penetration as an attacker if you take the lower route below A, but you are more vulnerable to attackers if they notice you. There is a full health pack waiting down here as well.
  • Going to A while attacking, the right side path has great cover and penetration, but opens you up to being pushed off the ridge to your death. There is a medium health pack here.
  • Defenders should hold the concrete building in front of A as long as possible, as this is the most direct route to the control point


Control Point B

  • As an attacker, taking the upper path through the wooden building will push you far into enemy territory, but you are very vulnerable when you get there. Once you drop down, you only have a small health pack in the spytech room, before you get to the tower.
  • Taking the right path behind control point A is the most direct route to the tower, but you are very exposed with limited options, but this route should not be underestimated in the heat of battle.
  • A well placed sentry in the building directly behind the tower, looking towards the point, and a sentry on the ledge overlooking the spytech room is a great way to lock down the tower for defense. However, you will want to keep an eye on any longer ranged attacks that may come.
  • The tower provides an excellent height advantage for defenders, but be wary of getting pushed off into the pit below.

Gallery

Changelog

Changelog:
Version RC1 (Released 11/21/12):
  • The bomb is now armed to drop and explode when B is capped
  • Tower structure updated visually
  • Adjusted spawn times and capture times slightly
  • New game-play geometry between A and B
  • Improved and widened balcony next to B tower
  • Adjusted sight-lines from sniper deck looking towards B tower
  • Rotated Red's spawn points to better face tower, post capture of A
  • Reduced prop clutter
  • Fixed many prop fades
  • Further optimization tweaks
  • Updated clipping/fixed exploits
  • Adjustments made to many textures
  • Lighting updated in many spots
  • Blue forward spawn door fixed
  • Blue forward spawn points slightly farther from B point
  • Updates to various detailing and geometry

Additional Links