Difference between revisions of "Borneo/fr"
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− | '''Borneo''' est une carte de type [[Payload/fr|Charge Utile]], sur le thème de la Jungle, créée par Heyo et Vhalin | + | '''Borneo''' est une carte de type [[Payload/fr|Charge Utile]], sur le thème de la Jungle, créée par Heyo et Vhalin, et ajoutée officiellement au jeu lors de la [[Gun Mettle Update/fr|mise à jour Gun Mettle]] |
== Historique des mises à jour == | == Historique des mises à jour == |
Revision as of 10:59, 3 July 2015
« Vous êtes tout petits ! C’est marrant ! » Cet article est une ébauche. En tant que tel, il est incomplet. Vous pouvez aider l'équipe du Team Fortress Wiki en l'améliorant. |
« C'est moi qui l'ai faite. » Cet article contient des informations sur une carte personnalisée qui n'est pas une carte officielle de Team Fortress 2 Pour voir les cartes officielles de Team Fortress 2, voir cette page. |
Borneo | |
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Informations de base | |
Développeur(s) : | Inconnu |
Informations sur la carte | |
Environnement : | Jungle |
Cadre : | Journée, sombre |
Vue aérienne | |
Borneo est une carte de type Charge Utile, sur le thème de la Jungle, créée par Heyo et Vhalin, et ajoutée officiellement au jeu lors de la mise à jour Gun Mettle
Historique des mises à jour
-Removed side entrance in the forward defensive holding building at 1st. -Removed 3rd story entrance into the 3rd point house. -Cut off part of the 3rd story level in the 3rd point house. (It does not overlook the left entry anymore.) -Added covered walkway up to the defensive highground on the right side of the final point.
-RC3 Changelog-
-Expanded the space in the yard after the 1st. -Removed the large pillar in the interior flank route after 1st. -Added more doorways lining the tunnel after 2nd opening up the space more. -Completely reconstructed the building housing the 3rd point, added in a third floor, expanded the space, etc. -Removed roof flank route that went over 3rd building. -Reconstructed the left entryway into final building, the entrance is now further to the side of the building. -Widened the right doorway into final building. -Removed the window that allowed defense to see the right entry into final. -Expanded the space of the right entryway into final. -Reconstructed some of the geometry next to the final point. -Removed the pillars in final.
-RC2 Changelog-
-Changed the shack building in 1st into a watch tower, players can no longer go on top of the building. -Added more stairs to the side route in in 2nd, so blue has more options. -Moved red's forward spawn to a different location further back from 2nd point. -Opened up the space around the cart tracks in yard before 3rd. -Moved blue's final forward spawn further up. -Opened up the space in the yard right before the final building interior. -Modified the placement of health and ammo packs in general.
-RC1 Changelog-
For this update we redid a lot of the map. Basically, we opened up a lot of the areas because it was too restrictive before. We also made many areas more interesting, by adding highground, more routes, etc. It's pretty much a different map than it was before.
Here's a general description of the changes:
-Moved blue spawn at 1st back, so there's now a lot more open space in the area. -Added a route behind the left building in 1st -Made more space on the cliff highground in 1st -Added a route behind the 1st capture point building and knocked out some of the walls -Added a drop down route in 2nd that avoids Snipers -Moved the terrain wall back in the flank route in 2nd so there's more space -Widened the tunnel -Redid the bunker area inbetween 2nd and 3rd entirely, there's now a second floor and a lot more space -Added a highground area in the middle of the yard before 3rd -Added a route to the highground area from the bunker in 3rd -Added a roof flanking route around 3rd building -Redid 3rd building so there's a lot more space and more highground -Redid the yard before final so there's more space. -Raised the ceiling in final
-Made final a lot bigger with more routesLiens Externes
Galerie
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