Difference between revisions of "Strata"
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{{custom map}} | {{custom map}} | ||
{{Map infobox | {{Map infobox | ||
− | | game-type | + | | map-status = custom |
− | + | | map-workshopid = 454653996 | |
+ | | map-name = Strata | ||
+ | | map-game-type = Territorial Control | ||
| map-image = tc_strata.jpg | | map-image = tc_strata.jpg | ||
− | | file-name | + | | map-file-name = tc_strata_b1c |
− | | | + | | map-developer = Tim "YM" Johnson |
+ | | map-version = Beta 1c | ||
| map-environment = Paleontological dig/desert | | map-environment = Paleontological dig/desert | ||
| map-setting = Daytime, sunny | | map-setting = Daytime, sunny | ||
− | | map-deep-water | + | | map-has-deep-water = no |
− | | | + | | map-released = {{patch name|06|03|2015|date-only=yes}} |
− | + | | map-pickups-health-small = 15 | |
− | | map-health | + | | map-pickups-health-medium = 19 |
− | | map-health | + | | map-pickups-ammo-small = 18 |
− | | map | + | | map-pickups-ammo-medium = 20 |
− | |||
− | | map-ammo | ||
− | |||
}} | }} | ||
+ | |||
{{quotation|'''Strata''' promotional text|They're moving in herds, they do move in herds.}} | {{quotation|'''Strata''' promotional text|They're moving in herds, they do move in herds.}} | ||
Latest revision as of 15:32, 17 January 2024
“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. |
Strata | |
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Basic Information | |
Map type: | Territorial Control |
File name: | tc_strata_b1c
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Version: | Beta 1c |
Released: | June 03, 2015 |
Developer(s): | Tim "YM" Johnson |
Map Info | |
Environment: | Paleontological dig/desert |
Setting: | Daytime, sunny |
Deep Water: | No |
Map Items | |
Health Kits: | ×15 • ×19 |
Ammo Boxes: | ×18 • ×20 |
“ | They're moving in herds, they do move in herds.
— Strata promotional text
|
” |
Strata is a custom Territorial Control map made by YM. The map takes place at a paleontological dig, with each final base being a fossil museum showcasing different kinds of prehistoric fossils. Some of the maps locations are also directly inspired by the Jurassic Park series, most easily noticeable with RED's final control point, as it bears a resemblance to the inside of the Visitor Center from the first Jurassic Park movie.
Contents
Locations
RED base: Dinosaur skeleton display
RED's museum has a vehicle road connected to it
BLU base: Ocean fossils and Aquatic dinosaurs display
Serviced by train tracks
RED Control Point 1: Fossil tent
RED Control Point 2: Radio tower
BLU Control Point 1: Paleontological station
BLU Control Point 2: Fossil dig (no tent)
Gallery
Update history
Beta 1 C released 7/30/12
- Increased cubemap density.
- Removed a further 3MB from the lightmap lump.
- Fixed a few minor collision mesh and lighting issues.
Beta 1 B released 7/29/12
- More or less finished detail work.
- Inclusion of T-Rex props by Rexy and Triceratops model by AyesDyef.
- Reduced setup time from 25 to 15 seconds.
Alpha 17 released 2/6/12
- Introduced setup time.
- More or less finished detailing middle stages.
- Inclusion of Marquee model by AyesDyef.
- Miscellaneous undocumented changes.
Alpha 15 released 10/18/11
- Decreased fog level.
- Blocked off an unnecessary secion(sic) in the swamp<->Airstrip round.
- Added dynamic resupply signs.
- Begun detailing of middle stages.
- Miscellaneous undocumented changes.
Alpha 13 released 3/28/11
- Fixed corrupted models.
Alpha 12 released 3/28/11
- Significantly reworked connecting path used in 3/5 of the possible mid rounds.
- Slightly widened most connecting routes between points.
- New cliff material and rock props courtesy of Rexy.
- Increased respawn time bonus recieved(sic) for partial caps and added a delay on
Alpha 11 released 2/27/11
- Blocked off an area two wrangled sentries can dominate from.
- Added dynamic capture point signs around each point.
- Increased capture time (capture points cap more slowly).
- Increased default respawn time.
- Increased health and ammo pickups around each point.
- Revised Blu's final point.
- Introduced more shadowing lighting.
Alpha 10 released 2/17/11
- Added hazard tape to the edges of each control point
- Increased walk time for attackers to reach the final points to give defense a better chance of setting up.
- Added an aditional(sic) side area in red's final round.
- Railings at red's final point are now non-solid to bullets.
- Fixed spawn doors not working properly on a sucessfull(sic) defense of a final round.
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