Difference between revisions of "Vineyard"
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Latest revision as of 07:18, 11 March 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. |
Vineyard | |
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Basic Information | |
Map type: | Payload |
File name: | pl_vineyard_rc8b
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Version: | Release Candidate 8b |
Released: | April 22, 2018 |
Last updated: | June 8, 2023 |
Developer(s): | Matthew "Panckakebro" Hiller Hieronymus7Z Elián "iron" Rodríguez Denis "xB33" Varchulik |
Map Info | |
Environment: | Maritime City |
Setting: | Daylight, sunny |
Hazards: | Pitfalls, Payload cart explosion |
Map Overview | |
Vineyard is a community-created Payload map. It is set in an Italian coastal city.
A Halloween version of the map was released with the Scream Fortress 2023 update under the name Spineyard.
Contents
Locations
Checkpoint A – The City
- First BLU Spawn: A building with three exits, two on the ground level near the cart and an elevated one behind the cart. A single resupply cabinet sit in-between the ground level exits.
- Vino Dalla Vigna: A building right in front of BLU's spawn. Its roof can be easily accessed by a pair of stairs, one on each side.
- The Three Buildings: Three buildings with connected interiors. The doorway behind Vino Dalla Vigna leads to a drop onto the middle building's interior. From here, an exit below the drop takes players just past checkpoint A; the exit on the opposite side leads to the Fountain.
- The Two-Store Building: A building right next to BLU's spawn. The only ground level entrance is close to the cart's starting point, which is right in front of a flight of stairs. Two windows, one with and one without glass, offers a view of the Fountain, the Alley, and the first checkpoint. Turning back reveals another flight of stairs, though much shorter, that leads to a room with another window to the Fountain and a path back to the Vino Dalla Vigna's roof.
- The Fountain: A roundabout with a fountain in its center. The cart must go around the fountain before reaching the final ramp and curve leading to the point.
- The Alley: A path that connects the Fountain to checkpoint A, passing by one of the doors of the second BLU spawn. The area close to the Fountain is in a lower level, while the part close to the point is an elevated ledge. Scouts can easily go up this ledge, but a green car and a trash bag serve as steps for other classes.
- Second BLU Spawn: BLU's spawn once A is captured. It has two exits, each with a resupply cabinet: one in the Alley and one in a corridor that takes players to the Hotel.
- The Point: The area around the point offers a good number of cover options, though mostly for RED.
Checkpoint B – The Road
- First RED Spawn: The backyard of a building with a large wine rack right next to point B.
- The Castle Stairs: A flight of stairs that leads to a vantage point over the area just after the ramp the cart must go up once A is captured.
- The Hotel: A white building that leads to a ledge overseeing the area after the ramp following A's capture.
- The Alley: A path that passes behind two buildings. The first area (going from point A to B) is lower than the main path; the second area offers access to a ramp that leads to a vantage point over the Lone Gravestone, the top of the Tunnel, and the Castle's One-Way Gate; and the third area is another vantage point over the Lone Gravestone.
- The Tunnel: An arch the cart must pass under, but dark enough to look like a tunnel. When the car passes by the exclamation mark sign on the wall, the Castle's One-Way Gate becomes accessible.
- The One-Way Gate: A gate that only opens up when going from point A to point B. It leads to the other side of the Tunnel, a small ledge overseeing the Lone Gravestone, an underground passage to the Lone Gravestone, and a drop just before point B.
- The Lone Gravestone: An open area with a single gravestone in its lower part, right in front of the third BLU spawn. It offers a side route to point B.
- Third BLU Spawn: A small room in the Lone Gravestone's area. It has one resupply cabinet and one exit.
- Checkpoint B: Once Checkpoint B has been captured, the cart must advance a bit before the gate in front of it opens. There are side routes through the buildings on each side of the gate.
Checkpoint C – The Restaurant
- Second RED Spawn: An underground storage for wine barrels. It has one resupply cabinet and one exit.
- Third RED Spawn: A room with floral wallpaper and two bookshelves. It has two exits and one resupply cabinet.
- The Lone Coffin: The area right in front of the second RED spawn and just past the gate in front of Checkpoint B, with a lone coffin standing against a wall. When the cart passes by the yellow and black striped signs on the floor, the building directly in front of the cart becomes accessible, granting access to a small platform with an overview of the area.
- The Steep Incline: A short wooden ramp the cart must go up, with yellow and black striped signs on both sides of the track. The cart rolls back if left unattended while going up.
- Final BLU Spawn: A white building right next to Checkpoint C. It has two exits and a resupply cabinet. The exit with the "Exit" sign leads to the rest of the building, which includes a stair to a terrace and part of the remaining cart tracks; the other exit leads to a small room overseeing checkpoint C.
Checkpoint D – The Winery
- The Building Bridge: Once the cart has made a right turn after checkpoint C was captured, it is possible to see a sign with an arrow pointing right right under a street lamp. The stairs right next to it allow players to go through the Building Bridge - a corridor connecting two buildings that the cart must go under. The building on the right, where the corridor drops players onto, offers an overview of the Second-to-last Yard. The other building also offers an overview of the Second-to-last Yard, as well as a series of flank routes to the Winery Yard.
- The Second-to-last Yard: The white signs with black arrows point to flank routes. The single-headed arrow points to a flank route that can take players either directly to the Pit or to a veranda overseeing the Winery Yard; the double-headed arrow points to that same route (going left) and to a different route (going right) that leads behind to the back of the Winery Yard.
- Final RED Spawn: A big room with two floors, each with an exit and a resupply cabinet. The top floor leads to the catwalks above and around the Pit, and the lower floor leads behind and below the Pit.
- The Winery Yard: The last area of the map, containing BLU's goal - the Pit.
- The Pit: The hole in the ground where BLU must throw the cart into in order to win.
Changelog
- You can now leave spawn!
- Changed the ambient lighting
- Messed with some routes and pickups
Dec 5, 2021
- too many things to say
Dec 5, 2021 #2
- its a bsp now lol
Dec 6, 2021
- Made B less chokey
- Added pickups in spots
- Fixed bugs
- Added some lights
Dec 8, 2021
- now called pl_vineyard
- stairs in a spot
- window in a spot
- new flank at A
Dec 10, 2021
- Added a better forward spawn route for blue for B
- Added some high ground for blue to push into the hill into B
- Fixed some sight lines at B
- Made D more accessible for blue
- Shuffled ammo and hp around
Dec 15, 2021
- Fixed some sightlines at B
- Gave blue some high ground into D
- Fixed sightline into forward spawn at C
- Added window to help Blue push A
- Health kits and whatever in some spots
Dec 20, 2021
- Redid some connectors at last to give blue an advantage through the choke
- Gave blue some more highground into the choke before B
- Fixed a broken respawn room
- Added a force respawn when B is capped to help Red defend C
- Fixed misc sightline issues
Dec 25, 2021
- Reworked upper flank into A
- Moved B closer to A
- Reworked the window into B
- Added some side routes to B
- Added a gate between B and C to slow the cart down
- Widened the tunnel leading up to last
- Added a prop jump into a window at C
- Fixed some dark areas
- Health/ammo stuff
Dec 27, 2021
- fixed a lot of sightlines
- fixed flank that let red get behind blue too easily at A
- health/ammo stuff
- clipping fixes
- removed a rollback at C
- pickup overlays
- hedge edges
- bug fixes
- changed enviornment lighting cuz
Dec 28, 2021
- Reworked some routes at last
- Added some gates to prevent people from going places they shouldn't
- Sightline fixes
- Removed a tree at B
- Health kit stuff
- Fixed some missing overlays
Dec 28, 2021 #2
- added some windows in some spots
- reworked the upper flank into B for blue
- bug/clip fixes
Dec 30, 2021
- connected a few flanks to the main routes to make them less isolated
- gave red a sentry spot
- health and ammo stuff
- make some hedges unable to jump over
- sightline fixes
Jan 2, 2022
- Added some arrows
- Reduced the cart speed reduction on hills from 0.60 to 0.75
- Point B:
- Reworked some sightlines
- Added a new flank door that opens when B is capped
- Blue spawns more forward in their spawn when attacking B
- Point C:
- New forward spawn for blue to attack C
- Added one way door to the highground flank
- Added some highground for blue near the bend
- Point D:
- Connected upper spawn exit more to the lower one
- Added a route that lets blue gain access to their highground without entering a sightline
Jan 2, 2022 #2
- Redid a flank for blue into last
Jan 3, 2022
- Made it possible for blue to hold the lobby before D
- Added another route into B
- Made B more defendable as engineer
- Added a sniper spot for Red at C
Jan 4, 2022
- Redid some routes at B
- Redid some routes at C
- Added stairs in red spawn up to highground
- Added some boxes for cover
- Added respawn room signs
- Added soundscape
- Fixed bugs
Jan 4, 2022 #2
- Reduced the number of routes into B for blue
- Made it slightly easier for blue to hold the hill above D
- Adjusted spawn point locations at last to make it easier to defend C
- Added door that opens with the main gate to the window highground into C
Jan 6, 2022
- so much stuff lol
Jan 8, 2022
- Moved the entire 2nd half of the map closer to A
- Added some forward spawns
- a lot of other stuff
Jan 11, 2022
- i dont remember
Jan 11, 2022 #2
- fix bug
Jan 11, 2022 #3
- bazinga
Jan 11, 2022 #4
- fixed some stuff
- added some stuff
Jan 13, 2022
- routes and stuff
- hp ammo
- the usual
Jan 13, 2022 #2
- eeeeeeeee
Jan 18, 2022
- Redid the last point
- Made changes to the map
Jan 19, 2022
- title
Jan 22, 2022
- buncha thingsa
Jan 26, 2022
- added stuff to the map
Jan 27, 2022
- minor change to B
Jan 30, 2022
- hi
Jan 30, 2022 #2
- fix
Feb 2, 2022
- improved the map
Feb 4, 2022
- gegsg
Feb 6, 2022
- fixed cubemaps
- made changes to A
Feb 6, 2022 #2
- added glass to a window
Feb 9, 2022
- might be final alpha
Feb 9, 2022 #2
- bux
Feb 9, 2022 #3
- added hacks
Feb 9, 2022 #4
- window
Feb 9, 2022 #5
- THERE WASW ROCK IN SPAWN
Feb 16, 2022
- Tweaked gameplay thingies in a lot of areas
- New sunset lighting and sky
Feb 16, 2022 #2
- Fixed a few thingies
Feb 16, 2022 #3
- hi
Apr 3, 2022
- Detailed the map
Apr 4, 2022
- Pickup adjustment
- Removed engineer camp site outside A
- Moved blue spawn forward for B
Apr 4, 2022 #2
- B
Apr 4, 2022 #3
- fixed
Apr 4, 2022 #4
- play
Apr 5, 2022
- Making A and B better
Apr 5, 2022 #2
- Tried to make A less of a hassle for blue
- Added a few cliffs
May 23, 2022
- updated artpass
- not done yet
Jun 1, 2022
- New lighting and no more dev textures
- Reduced noise
- Fixed a few sightlines
- Added another capture point between A and B
- Blocked off a few areas
- Added a couple routes
- Added cars
- Optimization
Jun 2, 2022
- Fixed a few bugs and materials
- Additional optimization
Jun 3, 2022
- Fixed bugs
- Daytime theme
- Some optimization
- Adjusted spawn locations
Jun 3, 2022 #2
- fixed bug
Jun 7, 2022
- Added spawn details
- Fixed bugs
- blah blah
Jun 8, 2022
- The regular
Jun 11, 2022
- yep
Jun 16, 2022
- We already know about the sign bug
Jun 22, 2022
- Map should perform a lot better now!
Jun 28, 2022
- Layout
- Simplified areas with dynamic elements
- Pickup placement adjustments
- Opened up some areas to make it less cramped
- Spawn time adjustments
- Art pass continuation:
- Interiors detailing
- Lighting improvements
- Misc:
- Bug fixes
- Clipping in a few areas
- Some optimization
Jul 2, 2022
- clipping fixes
- bug fixes
- texture saturation adjustments
- lighting updates
- blue roofs on blue spawn
- bakery in blue spawn is now accessible
- pickup adjustments
- spawn time adjustments
- minor detail updates
Jul 16, 2022
- Reduced the saturation on the vehicles
- Made the skybox texture less geometric
- Added shadows to the ivy
- Desaturated some of the stucco textures
- Fixed packing error
- Fixed a non functional hint/skip
- Misc visual fixes
- Pickup adjustments
Jul 18, 2022
- Misc visual fixes
- Clipping improvements
- Adjusted the platform near C to be more generous to red
Sep 11, 2022
- Fixed a rare client crashing issue
Sep 11, 2022 #2
- Fixed an area where vvis was glitching
Sep 13, 2022
- Fixed a prop that would crash players with their model quality set below high
Feb 15, 2023
- Made it easier for blue to use the left flank route at B
- Optimization
- Minor pickup tweaks
- Moved red resupply further back in B spawn
- Lighting improvements in some places
- Exploit fixes
Mar 14, 2023
- New environment lighting and fog to make the map feel warmer
- Added a functional cash register in blue spawn that shoots wine bottles when hit with melee
- Minor improvements here and there
Mar 14, 2023 #2
- Fixed the fog starting too late
- Fixed an invisible staircase
Mar 17, 2023
- Added power lines
- Fixed a bad sniper sightline
- A lot optimization
Apr 7, 2023'
- Fixed a weird collision model
- A bunch of various visual fixes
- Note: Will fix more of the minor things in the future after more are found
Apr 13, 2023
- Added some more ways to navigate point
- Added additional high ground for blue outside B
- Fixed various bugs
Jun 7, 2023
- Moved Red respawn for B back a bit
- Added a third route into D
- Additional optimization
Jun 8, 2023
- Fixed a wrong rail post model
- Fixed a clipping bug at a spot
- More occluders at D
Gallery
External links
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