Difference between revisions of "Asteroid"

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(Robot behavior)
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=== Robot behavior ===
 
=== Robot behavior ===
The robots in areas B and C are protected by what appears to be an [[ÜberCharge]] when the robots in front of them are alive; Robots B are protected if any Robot A is alive and Robots C robots are protected if any Robot B is alive.   
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The robots in areas B and C are protected by what appears to be an [[ÜberCharge]] when the robots in front of them are alive; B robots are protected if any A robot is alive and C robots are protected if any B robot is alive.   
  
 
After 7 seconds without taking damage, the robots heal themselves at a rate of 8 health per second.  
 
After 7 seconds without taking damage, the robots heal themselves at a rate of 8 health per second.  
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Robots will give 5 health per second to nearby friendly players.
 
Robots will give 5 health per second to nearby friendly players.
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==Strategy==
 
==Strategy==
 
{{hatnote|See [[Community Asteroid strategy]]}}
 
{{hatnote|See [[Community Asteroid strategy]]}}

Revision as of 03:46, 23 July 2014

Asteroid
Rdasteroid.jpg
Basic Information
Developer(s): Unknown
Map Info
Environment: Space
Setting: Space
Map Photos
Loading screen photos.
Map Overview
Asteroid overview.png
Gravity? Who gives a crap about gravity?
The Scout

Asteroid is a Robot Destruction beta map, released in the July 8, 2014 patch. The map is set between two space stations. The goal of the map is to be the first team to obtain a total of 300 points which can be collected through two methods: destroying robots wandering in the opposing team's space station or stealing the opposing team's reactor core (similar to the Capture the Flag gamemode). The opposing team's reactor core holds all the points gathered by that team and can be brought back to a base to steal a certain amount of points. The total amount of points tied to the reactor core increases the longer the player stands on the spawn point of the opposing team's reactor core.

As of the July 8, 2014 patch, it is unfinished and still in development, but the TF2 community is allowed to play-test it and give feedback to Valve on how to balance the map.

Locations

Asteroid is a mirrored symmetrical map.

  • Bridges – The main choke point of the map, the Bridge connects the two above-ground RED and BLU bases. Two more bridges on the sides of the main Bridge mirror eachother and allow for more than 1 way across the gap.
  • Entrance – An open area that is the first room to each team's base with multiple way to get the an area with a platform that houses the A robots.
  • Spawn – A windowed chamber with overlook of the B robots that exits into the battlements and Reactor.
  • Reactor – The final room, this contains the B robots within a glass chamber facing away from the outer entrance, and a path leading directly to the visible Reactor Core guarded by alternating laser beams. There is two alternate ways into the Reactor; a path to the right, traveling through a separate small room, bypassing the lasers, and a longer ventilation system located to the left which allows entering and exiting, unlike the shorter path.
  • Upper Deck – A small little overlook which contains the C robots and also hangs above the platform that houses the A robots.

Robots

The robots featured on this map serve as scoring targets. Players may attack the robots, which drop Power Cores when destroyed, which may then be collected for points. One point is scored for the player's team for each Power Core collected. Friendly robots will heal their team players if they're close to them

The robots are separated into three areas, named A, B, and C. There are two robots roaming around each area. They will always follow their path that is marked on the floor, unless they are being attacked.

Robot data

Group № Robots Cores per robot Health per robot Respawn time
A 2 5 500 60
B 2 10 500 90
C 2 25 500 90

Robot behavior

The robots in areas B and C are protected by what appears to be an ÜberCharge when the robots in front of them are alive; B robots are protected if any A robot is alive and C robots are protected if any B robot is alive.

After 7 seconds without taking damage, the robots heal themselves at a rate of 8 health per second.

All of the robot groups share a respawn timer. The timer is reset when each group of robots is destroyed.

When destroyed, A and B robots drop their associated amount of Power Cores in a single drop. When C robots are destroyed, they perform a death animation wherein they run around dropping a stream of Power Cores. The A and B robots also drop Dispenser gibs when destroyed. These gibs may be collected for Ammo or Metal .

The robots are defenseless, but will attempt to escape from attackers by running in circles.

Robots will give 5 health per second to nearby friendly players.

Strategy

See Community Asteroid strategy

Update history

July 8, 2014 Patch
  • Added Mann Co. Beta Maps - Early Access program.
    • Added 2 new beta maps: rd_asteroid and pl_cactuscanyon.
    • Beta maps can be accessed via the Quickplay menu by checking the "Play Beta Maps" option.

July 9, 2014 Patch #1

  • Updated rd_asteroid
    • Fixed incorrect respawn times for Blu attackers
    • Fixed missing kill triggers in pits
    • Added blockers to starting gates to prevent Engineers from building outside the base before the round starts
    • Added medium health kit near large ammo pack at the front doors of each base
    • Removed the ability to create buildings in the lasers
    • Removed chair prop from vent access room near vault

July 9, 2014 Patch #2

  • Updated rd_asteroid to fix another problem with respawn times for Blu attackers

July 17, 2014 Patch

  • Layout has been adjusted with the overall goal of improving visibility of teammates
  • Removed spawn teleporter
  • Reduced map size by removing the front lobby and cave sections
  • Added terrain paths on the sides of the mid bridge
  • Increased width of the mid bridge
  • Removed doors that locked when A and B robots were active
  • Robots have been rearranged:
    • A robots now roam the bridge above the water
    • B robots now roam around the floor in front of the vault
    • C robots now roam around the upper deck
  • Added more line of sight blockers to the water room to provide better cover during combat engagements
  • Reduced travel time for the water flanking route under the interior bridge
  • Added a drop down to enter the water room from the front door staging area
  • Increased size of the glass room near C robots to provide flanking cover to use against Sentry Guns that are placed at the corner of the upper deck
  • Increased width of vault corridors
  • Reworked vent route that leads to the vault, no longer need to crouch jump on exit
  • Moved left spawn exit forward to reduce effectiveness of spawn camping
  • Added a resupply cabinet to the right side spawn exit
  • Re-positioned health and ammo pickup locations
  • Added ramp collision to stairs
  • Fixed gap in the death pit that allowed players to survive
  • [Undocumented] Removed unused paths from rd_asteroid

Bugs

  • The robots sometimes display %HEALTH% instead of a number indicating health, or display nothing at all when moused over, especially if the player backs through them.
  • Spawn gates are not configured like standard spawn gates
    • When setup ends, spawn gates disappear instead of opening like they do on other maps,
    • Spawn gates are not aligned properly
    • Spawn gates do not block bullets.
  • The pits to the left coming from each battlements has a small area on the far side where players can stand and build.

Trivia

  • There is commented out I/O to disable the laser trap when all the robots are destroyed.
  • The reactor cores are set up for paint, similar to a hat.
  • There are several areas in the map that are enclosed and can only be entered in the spectator freecam.

Gallery

External links

References