Difference between revisions of "Upward/zh-hans"
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* Upward requires players to push the cart for 50 seconds in order to obtain one [[scoreboard|capture point]], unlike most other maps which use 10 seconds. | * Upward requires players to push the cart for 50 seconds in order to obtain one [[scoreboard|capture point]], unlike most other maps which use 10 seconds. | ||
− | == | + | == 外部链接 == |
*[http://www.teamfortress.com/engineerupdate/ Official Engineer Update Page] | *[http://www.teamfortress.com/engineerupdate/ Official Engineer Update Page] | ||
Revision as of 09:16, 13 June 2020
此页面正在被翻译成简体中文。 如果您能熟练地运用简体中文,请在讨论页上留言或与为此页面贡献的作者讨论(通过浏览页面历史)。 |
Upward | |
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基本信息 | |
地图变种: | 迷途城堡(Hassle Castle) |
开发者: | 未知 |
地图资料 | |
环境: | 沙漠 |
设定: | 白天,晴朗 |
危害: | 深渊 |
地图照片 | |
地图俯视图 | |
“ | 敌人来袭!
点击试听 (英语)
— 爆破手 正在防守弹头车
|
” |
Upward是一张工程师更新附带的Valve官方推车地图。这是自机枪手更新以来首次开发和发布的官方推车地图。 Upward是一张单阶段地图,设计和布局类似于地图Badwater Basin,在一回合中有多个控制点,不像地图Gold Rush和 地图Thunder Mountain有三个短阶段,每阶段中有2-3个控制点。
位置
- 推车轨道:推车轨道环绕着整个地图,从蓝队基地开始到红队基地结束,在地图开始前可以靠近但无法使用。
- 通向矿山的道路:推车的路程从一个小山坡开始,这里还有一条把炸弹送至第一个控制点的木质小路
。这片区域的重点在于从红队防守线上的山丘到阳台下方的开放式战斗。
- 矿山:在通过第一个控制点后,弹头车轨道会落入防御点A的阳台下面的一个浅矿道中,红队必须把注意力集中在矿道和地面上,否则其他蓝队玩家将会通过任意一个路线偷袭红队。这片区域为间谍提供了绝佳的偷袭机会,因为该区域有矿洞入口,地面路线和比较细的侧面路线。
- 木桥:在第二个控制点之后,会有一个小独木桥悬挂在通向红队基地的小下水道门上方。它在为占领B点之前的蓝队提供了一个良好的侧翼路线,侦察兵和间谍可以躲在这里。就像沿着悬崖的小路一样,这个木桥基本上没有什么能发生战斗的地方。
- 螺旋桥:在推车经过木桥并向上移动一个小斜坡后,它会到达螺旋木桥并且上升到地图的最终海拔。如果蓝队不推车的话,那么螺旋木桥的自动回退功能会使弹头车后退。在经过艰难的爬坡之后,蓝队能占领C点并继续前进到地图的最终部分。
- 直道:螺旋桥的顶部是一条小的开放轨道,必须将推车推入。蓝队通常很容易经过这个区域,因为红队通常不会产生太大的阻力。这是因为这片区域会给红队时间在最后一个控制点上建立防线。红队的侦察兵和士兵通常会尝试杀死一些敌人来减缓弹头车在轨道上的前进速度,从而减缓蓝队的占领速度。
- 最终控制点:红队基地的核心就在第三个控制点的拐角处。一大群建筑物环绕着中间的一个大洞。弹头车推到该区域后必须将其推上一个小型木制坡道,才能将其推入最终控制点坑中。一旦弹头车掉入坑中爆炸,摧毁了整个山顶基地,蓝队则赢得了此回合。该区域有阳台和地下区域,红队可以通过这片区域的防御优势来进行防御。当第三个控制点被占领后,有窗户和阳台连接到蓝队占领的建筑物,这些窗户和阳台可以作为蓝队的进攻优势。
战术
Update history
2010年7月8日补丁 (Engineer Update)
- Added Upward to the game.
- Fixed respawnroom entities not reaching the floor of split-level spawns.
- Fixed griefable fence facing BLU spawn near RED base.
- Added BLU high flanking route at RED base.
- Added health & ammo along BLU flanking route at RED base.
- Sealed BLU base left exit with block bullets brushes.
- Extended clip between C and BLU spawn to prevent sticky jump spawn camping.
- Fixed non-clipped non-solid railing in RED base.
- Fixed kill brush in middle spawn not extending to the ceiling.
- Put a block bullets brush on grate below middle spawn.
- Fixed some high micro-ledges accessible to sticky-jumpers.
- Fixed ending the game mid-round when mp_timelimit has been reached.
- Fixed several exploit areas.
- Fixed a teleporter griefing position near control point B.
- Fixed exploit where Blu team could be trapped in their final spawn room.
- Fixed gap in collision which allowed Blu players to be shot in their first spawn.
- Fixed fade distances on props in Blu spawn.
- Fixed players building under catwalk on the ledge of the final pit.
- Fixed clip brush exploits.
- Players can no longer be trapped by teleporting under stairs near final capture point.
- Players can no longer build inside of Red's final spawn room.
- Players can no longer build inside of spawn room doors.
- Players can no longer be trapped inside of the capture point sign.
- Prevented Blu team from entering final spawn room while it is neutral.
- Smoothed clipping collision.
- Collision performance increases.
- Handrails no longer collide with bullets and projectiles.
- Replaced floor texture in Red team final spawn room.
- Fixed players getting stuck in the initial Red spawn room after control point 2 is capped.
- Improved bot navigation.
- Fixed being able to construct buildings in the skybox.
- Fixed physics debris triggering the Payload cart's finale explosion
- Added stairs to forward Blue spawn underground.
- Updated the trigger hurt in the outer cliff area to cover the bottom of the map.
- Fixed a teleporter-trap exploit inside the tunnel after the first control point.
2016年7月7日补丁 #1 (Meet Your Match Update)
- Fixed an exploit where players could sometimes build Sentry Guns in the cliffside by capture point 3.
Bugs
- It is possible to get stuck in the tunnel roof support beams in front of BLU's first forward spawn by jumping while underneath them.
- Due to an invisible texture, it is possible for BLU to see out of spawn during the setup phase yet BLU team can not shoot at RED due to an invisible wall in place.
- It's possible to shoot out of BLU spawn in a small crack in the wall, however, it is extremely difficult to hit any enemies due to it being extremely small.
- On the path right outside the building housing the last point, it is possible to shoot over the wall into BLU's first spawn, as well as onto the path between the cart's initial position and the first point.
Trivia
- Upward was officially revealed on Day 2 of The Engineer Update, but was previously shown in a screenshot given by Robin Walker a short while before.
- Upward requires players to push the cart for 50 seconds in order to obtain one capture point, unlike most other maps which use 10 seconds.
外部链接
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