Difference between revisions of "Pier"
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{{Map infobox | {{Map infobox | ||
| game-type = Payload | | game-type = Payload | ||
− | | file-name = | + | | file-name = pl_pier_b20 |
| map-image = PL Pier.jpg | | map-image = PL Pier.jpg | ||
− | | current-version = Beta | + | | current-version = Beta 20 (B20) |
| link = [http://steamcommunity.com/sharedfiles/filedetails/?id=454117739 Steam Workshop] | | link = [http://steamcommunity.com/sharedfiles/filedetails/?id=454117739 Steam Workshop] | ||
| developer = [http://steamcommunity.com/profiles/76561197995064139 Βlade x64] | | developer = [http://steamcommunity.com/profiles/76561197995064139 Βlade x64] | ||
Line 110: | Line 110: | ||
*Reduction of edicts. | *Reduction of edicts. | ||
− | ''' | + | '''June 5 2015''' (b20) |
− | *Skipping numbers is fun | + | *Skipping numbers is fun |
− | + | *Moved all the burgers | |
− | *Moved all the burgers | + | *Played with color correction |
− | *Played with color correction | ||
*A to B | *A to B | ||
− | **Widened bridge path | + | **Widened bridge path |
− | **Shut doors to blue building | + | **Shut doors to blue building |
− | **Widened canal path | + | **Widened canal path |
− | **Added wine cellar flank to B | + | **Added wine cellar flank to B |
− | **Reversed side stairs to red house bridge was on | + | **Reversed side stairs to red house bridge was on |
− | **Changed some pickup locations | + | **Changed some pickup locations |
*B to C | *B to C | ||
− | **Added lower dock pathway (no more jumping across!) | + | **Added lower dock pathway (no more jumping across!) |
− | **Dropped path under dropdown | + | **Dropped path under dropdown |
− | **Moved more pickup locations | + | **Tweaked far entrance to warehouse |
+ | **Moved more pickup locations | ||
*D to E | *D to E | ||
− | **Raised corner choke side because this map needs more height variation | + | **Raised corner choke side because this map needs more height variation |
− | **Swapped side of stairs next to the shooting gallery | + | **Swapped side of stairs next to the shooting gallery |
− | **Moved shooting gallery, was replaced by overpowered sentry alcove | + | **Moved shooting gallery, was replaced by overpowered sentry alcove |
− | **Erected a barricade next to truck | + | **Erected a barricade next to truck |
− | **Added upper level to red spawn building | + | **Added upper level to red spawn building |
+ | **Removed doorway between catwalk and connector building}} | ||
== Gallery == | == Gallery == |
Revision as of 23:03, 5 August 2015
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. |
“I built that.” This page contains information about a custom map that is not an officially released Team Fortress 2 map. All released Valve and Community-made TF2 maps can be found on the list of maps. |
Pier | |
---|---|
300px | |
Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Beach, Commercial, Park, Ports |
Setting: | Nighttime/Island Town |
Map Overview | |
“ | Blu has discovered that Red has purchased a shipment of fireworks for a show when the pier is completed. Taking advantage of the situation, Blu plans to escort a bomb cart to demolish a significant portion of the roller coaster using the fireworks to cover the inevitable explosion.
— Pier publicity blurb
|
” |
Pier is a community-made single-staged Payload map. It features 5 Control Points. It takes place in a Venice-themed city featuring a variety of canals and alleys for plenty of flanking routes with the end of the map featuring a rollercoaster-like incline similar to that of Hightower. The majority of the map's border is water.
Update history
July 7 2011
- Work on Pier begins.
July 21 2011 (a1)
- Initial release for playtesting.
July 22 2011 (a2)
- Added pickups.
July 23 2011 (a3)
- Added moving bridge to third section.
- Altered final point.
July 31 2011 (b1)
- Detailed all the things
- Added cover on the fourth point, the bridge.
- Added a few more sniping positions in the town.
- Improved access to catwalks in boathouse.
- Gave Blu team a forward spawn for third and fourth points.
- Fixed looping sound from moving bridge.
- Altered final point.
July 31 2011 (b2)
- Fixed some brushwork.
- Added more particles.
- Improved clipping
- Made shooting gallery props breakable and respawnable.
August 1 2011 (b3 - Public Release)
- Improved transition of water between level and 3d skybox.
- Added a missing texture.
- Improved texturing of first area.
- Improved clipping.
August 5 2011 (b4)
- Various detail improvements.
- Reduced spawn times for both teams on final point.
- Disabled collisions for crane machinery.
- Improved optimization.
October 2 2011 (b11)
- Various detail improvements.
- Added a red spawn closer to the third point.
- Moved fourth point back.
- Widened upper pathway between cliffs and town.
- Enlarged area around second point.
- Added alternate pathway to final point.
- Moved stairs near fourth point to opposite side.
- Added alternate pathway between warehouse and pier.
- Adjusted sight lines on the fourth point.
October 2 2011 #2 (b11_fix)
- Fixed issue with cart stopping on final point.
June 8 2013 (b12)
- Various detailing improvements.
- Added rock for cover in beginning area.
- Added overpass connecting to blue apartment.
- Connected second point and red apartment bridge.
- Gave fourth point a cubby for cover.
- Added set of stairs to catwalk on final in the connecting building.
- Pushed red spawn on final back.
- Moved Blu's forward spawn during fourth point to final spawn.
June 14 2013 (b13)
- More detailing.
- The town has been infested with Ivy.
- Brightened map to be not as depressing.
- Fixed issue with Overtime and third point bridge.
- Replaced hydro shields with more appropriate barricades.
- Added rocks to beach around fourth.
- Map now has a case of Saturday night fever.
- Reverted to b12 because of "Engine error: ED_Alloc: no free edicts" for servers with high playercounts.
- It helps when the server operators tell the map maker what's causing the crash!.
June 17 2013 (b14)
- Fixed server crash.
- Adjusted bridge to give more cover to red on fourth.
- Put more ammo around first point.
Summer 2014 (b15/16)
- Reduction of edicts.
June 5 2015 (b20)
- Skipping numbers is fun
- Moved all the burgers
- Played with color correction
- A to B
- Widened bridge path
- Shut doors to blue building
- Widened canal path
- Added wine cellar flank to B
- Reversed side stairs to red house bridge was on
- Changed some pickup locations
- B to C
- Added lower dock pathway (no more jumping across!)
- Dropped path under dropdown
- Tweaked far entrance to warehouse
- Moved more pickup locations
- D to E
- Raised corner choke side because this map needs more height variation
- Swapped side of stairs next to the shooting gallery
- Moved shooting gallery, was replaced by overpowered sentry alcove
- Erected a barricade next to truck
- Added upper level to red spawn building
- Removed doorway between catwalk and connector building
Gallery
- Pl Pier 2.jpg
Blu's team base.
- Pl Pier 3.jpg
A checkpoint.
- PL Pier.jpg
B checkpoint.
- Pl Pier 4.jpg
E checkpoint.
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