Difference between revisions of "Darkmarsh"
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(Added locations, changelog and pictures. Removed the stub notice. (Also experimented with a new way to present spawns, feedback is appreciated)) |
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{{Map infobox | {{Map infobox | ||
| map-status = community | | map-status = community | ||
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== Locations == | == Locations == | ||
+ | *'''Spawns''': Both BLU and RED team have three different spawns | ||
+ | **''Setup'': BLU spawns in the "Docks" while RED spawns near control point B. | ||
+ | **''After A's capture'': BLU still spawns in the Docks, although their spawn location is moved a couple of meters closer to the exit. RED moves to their second spawn inside the Castle | ||
+ | **''After B's capture'': BLU's spawn moves to where RED's first spawn used to be. RED team is relocated to their final spawn. | ||
+ | <gallery> | ||
+ | File:Darkmarsh BLU first spawn exterior.png|Exterior of BLU's first and second spawn. | ||
+ | File:Darkmarsh BLU first spawn interior.png|Interior of BLU's first spawn. | ||
+ | File:Darkmarsh Exterior of RED's first and BLU's third spawn.png|Exterior of RED's first/BLU's third spawn. | ||
+ | File:Darkmarsh interior of RED first and BLU Third spawn.png|Interior of RED's first/BLU's third spawn. | ||
+ | File:Darkmarsh Interior of RED's second spawn.png|Interior of RED's second spawn. | ||
+ | File:Darkmarsh Interior of RED's final spawn.png|Interior of RED's third/final spawn. | ||
+ | </gallery> | ||
+ | |||
+ | ===Control point A=== | ||
+ | Control point A is located inside a small hut which is surrounded by a chain-link fence from two sides. | ||
+ | *'''Cellar''': A tall building located right outside of BLU's first spawn. In its basement is a collection of wine bottles, while next to it is a shack containing a [[Health|large healthpack]]. | ||
+ | *'''Cathedral Portal''': Located to the left of "Cellar" is a massive [https://en.wikipedia.org/wiki/Gothic_architecture| gothic cathedral] covering a large part of the map. Most of the aforementioned cathedral is outside the playable area, but its [https://en.wikipedia.org/wiki/Portal_(architecture) Portal] serves as an important flank route to "Fountain Square". | ||
+ | *'''Fountain Square''': A small square behind "Cellar"; in its middle is a porcelain fountain overgrown with flowers. | ||
+ | *'''Ivy Shack''': A large shack, whose interior is adorned with Ivies and Vines, can be seen near point A; slightly hanging over the Cliff. | ||
+ | <gallery> | ||
+ | File:Darkmarsh Cellar exterior.png|Outside view of Cellar. | ||
+ | File:Darkmarsh Cellar interior.png|Inside view of Cellar. | ||
+ | File:Darkmarsh Gothic Cathedral Portal interior.png|Interior of Cathedral Portal. | ||
+ | File:Darkmarsh Fountain Square.png|Fountain Square. Ivy Shack can be seen in the background. | ||
+ | File:Darkmarsh Ivy Shack Cliffside.png|Cliffside view of Ivy Shack. | ||
+ | File:Darkmarsh Ivy Shack interior.png|Interior view of Ivy Shack. | ||
+ | File:Darkmarsh Capture Point A.png|Control point A with Ivy Shack to the left. | ||
+ | </gallery> | ||
+ | |||
+ | ===Control point B=== | ||
+ | Control point B is found right in front of the massive "Gates" that lead into the "Burgomeister's Castle". | ||
+ | *'''[https://en.wikipedia.org/wiki/Portcullis Portcullis]''': After capturing point A, a large Portcullis will begin to lift up, leading the way to point B. Similarly, a set of previously closed wooden doors just right of "Portcullis" will also begin opening. | ||
+ | *'''Chapel''': Adjacent to the left side of "Portcullis" is a small chapel that acts a flank path around the previously mentioned "Portcullis". | ||
+ | *'''Quaint House''': A small white residential building separates "Chapel" from point B. | ||
+ | *'''Cliffside Mansion''': Bordering the cliff and the crocodile-infested waters below it is a large square mansion, through which passes a narrow flank path. | ||
+ | <gallery> | ||
+ | File:Darkmarsh Gates and Chapel exterior.png|Exterior view of Portcullis and the Chapel to the left of it, as seen from Point A. | ||
+ | File:Darkmarsh Chapel Interior.png|Inside look of Chapel. | ||
+ | File:Darkmarsh Gates Other side.png|Lifted Portcullis, this time seen from Point B. | ||
+ | File:Darkmarsh Quaint House.png|Quaint House. | ||
+ | File:Darkmarsh Cliffside mansion.png|Exterior view of Cliffside Mansion. | ||
+ | File:Darkmarsh Cliffside Mansion interior.png|Interior view of Cliffside Mansion. | ||
+ | File:Darkmarsh Capture Point B.png|A view of point B; to the right of it is Cliffside Mansion while behind it are the Gates. | ||
+ | </gallery> | ||
+ | |||
+ | ===Control point C=== | ||
+ | The final stretch of map mostly takes place inside the large and luxurious "Burgomeister's Castle". Its interior is made out of spacious rooms with high ceilings, all while red carpets and banners adorn the floors and walls. | ||
+ | *'''Castle Gates''': The main entrance to the Castle, although there are two smaller side entrances next to it. It will begin to lift up after point B is captured. | ||
+ | *'''Fireplace Room''': Immediately in front of the gates is a slightly run-down room with a fireplace and some furniture in it. | ||
+ | *'''Wine Storage''': Going through one of the smaller side entrances takes one to the "Wine Storage", a vast room with cabinets containing large wine bottles. | ||
+ | *'''Shortcut''': Accessible from the "Fireplace Room" is a small hallway that takes you to "Library". | ||
+ | *'''Library''': A library like chamber with a lot of bookshelves and reading spaces, useful for flanking around point C. | ||
+ | *'''Stair Flank''': Opposite the "Library" is a flight of stairs that leads to a small perch. | ||
+ | *'''Dropdown''': One of the exits for RED's final spawn room, ending in a dropdown | ||
+ | <gallery> | ||
+ | File:Darkmarsh Fireplace Room.png|Fireplace Room. | ||
+ | File:Darkmarsh Shortcut.png|Shortcut, the Fireplace Room can be seen through the left doorway. | ||
+ | File:Darkmarsh Library1.png|Library. | ||
+ | File:Darkmarsh Wine Storage.png|Wine Storage. | ||
+ | File:Darkmarsh Stairs Flank.png|Stairs Flank. | ||
+ | File:Darkmarsh dropdown.png|Dropdown | ||
+ | File:Darkmarsh interior2.png|A view down the main castle hallway, entrance to Fireplace is to the right. | ||
+ | File:Darkmarsh Inside the castle1.png|Hallway view, Library is seen to the right with Stairs Flank to the left. | ||
+ | File:Darkmarsh Capture Point C.png|The final control point. | ||
+ | </gallery> | ||
== Strategy == | == Strategy == | ||
{{map strategy link|Darkmarsh|main=yes|stub=yes}} | {{map strategy link|Darkmarsh|main=yes|stub=yes}} | ||
+ | |||
+ | ==Changelog== | ||
+ | {{hatnote|This is the changelog of the map before it was added to the game.}} | ||
+ | {{Changelog| | ||
+ | '''RC4 Changelog (3.8.2024)''' | ||
+ | *Brand new lighting and improved visuals | ||
+ | *Significant gameplay improvements | ||
+ | *Massive amount of bug fixes | ||
+ | *Optimization | ||
+ | |||
+ | '''RC3 Changelog (18.9.2022)''' | ||
+ | *Priority Patch | ||
+ | *Fixed crash caused by a brush model. | ||
+ | *Improved optimization. | ||
+ | |||
+ | '''RC2 Changelog (16.9.2022)''' | ||
+ | *Deleted a misplaced black brush in one of the blue's forward spawn doors. | ||
+ | *Raised blue's forward spawn doors speed. | ||
+ | *Fixed mismatching skybox fog. | ||
+ | *Fixed some red castle banners being unlit. | ||
+ | |||
+ | '''RC1 Changelog (16.9.2022)''' | ||
+ | *Improved map lighting and shadows as a whole. | ||
+ | *Layout changes to benefit attackers on Last. | ||
+ | *Added pumpkin bombs. | ||
+ | *Fixed castle big portcullis opening when its not supposed to. | ||
+ | *Lowered castle big portcullis and underpass portcullis opening speed. | ||
+ | *Improved detail in several areas. | ||
+ | *Improved optimization. | ||
+ | *Abandoned church shortcut for Blue after capturing the 2nd point is now a forward spawn for Blue. | ||
+ | *Improved player clipping and bullet collisions in several areas. | ||
+ | *Fixed some railings lacking player collisions. | ||
+ | *Fixed water puddles rendering as opaque when looked at an angle. | ||
+ | *Fixed some soundscapes not playing. | ||
+ | *Added spectator cameras (info_observer_point). | ||
+ | *func_croc in water. | ||
+ | *Fireflies. | ||
+ | }} | ||
== Update history == | == Update history == | ||
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<gallery> | <gallery> | ||
File:Darkmarsh Workshop image.jpg|Steam Workshop thumbnail for Darkmarsh. | File:Darkmarsh Workshop image.jpg|Steam Workshop thumbnail for Darkmarsh. | ||
+ | File:Darkmarsh sign1.png|Menu sign inside the BLU's first spawn | ||
+ | File:Darkmarsh sign2.png|Message written behind point B | ||
</gallery> | </gallery> | ||
Revision as of 21:38, 13 October 2024
Darkmarsh | |
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Basic Information | |
Map type: | Attack/Defend |
File name: | cp_darkmarsh
|
Released: | October 10, 2024 Patch (Scream Fortress XVI) |
Developer(s): | Elián "iron" Rodríguez Matthew "Panckakebro" Hiller Ryan "Chill" Foy |
Map Info | |
Environment: | Swamp, Castle |
Setting: | Night |
Hazards: | Crocodiles, Pumpkin bombs |
Magic spells: | Yes |
Map Photos | |
Map Overview | |
Map Stamp | |
Supporters Leaderboard |
Darkmarsh is a community-created Attack/Defend Control Point map with three capture points, released during the Scream Fortress XVI update.
Darkmarsh was contributed to the Steam Workshop.
Contents
[hide]Locations
- Spawns: Both BLU and RED team have three different spawns
- Setup: BLU spawns in the "Docks" while RED spawns near control point B.
- After A's capture: BLU still spawns in the Docks, although their spawn location is moved a couple of meters closer to the exit. RED moves to their second spawn inside the Castle
- After B's capture: BLU's spawn moves to where RED's first spawn used to be. RED team is relocated to their final spawn.
Control point A
Control point A is located inside a small hut which is surrounded by a chain-link fence from two sides.
- Cellar: A tall building located right outside of BLU's first spawn. In its basement is a collection of wine bottles, while next to it is a shack containing a large healthpack.
- Cathedral Portal: Located to the left of "Cellar" is a massive gothic cathedral covering a large part of the map. Most of the aforementioned cathedral is outside the playable area, but its Portal serves as an important flank route to "Fountain Square".
- Fountain Square: A small square behind "Cellar"; in its middle is a porcelain fountain overgrown with flowers.
- Ivy Shack: A large shack, whose interior is adorned with Ivies and Vines, can be seen near point A; slightly hanging over the Cliff.
Control point B
Control point B is found right in front of the massive "Gates" that lead into the "Burgomeister's Castle".
- Portcullis: After capturing point A, a large Portcullis will begin to lift up, leading the way to point B. Similarly, a set of previously closed wooden doors just right of "Portcullis" will also begin opening.
- Chapel: Adjacent to the left side of "Portcullis" is a small chapel that acts a flank path around the previously mentioned "Portcullis".
- Quaint House: A small white residential building separates "Chapel" from point B.
- Cliffside Mansion: Bordering the cliff and the crocodile-infested waters below it is a large square mansion, through which passes a narrow flank path.
Control point C
The final stretch of map mostly takes place inside the large and luxurious "Burgomeister's Castle". Its interior is made out of spacious rooms with high ceilings, all while red carpets and banners adorn the floors and walls.
- Castle Gates: The main entrance to the Castle, although there are two smaller side entrances next to it. It will begin to lift up after point B is captured.
- Fireplace Room: Immediately in front of the gates is a slightly run-down room with a fireplace and some furniture in it.
- Wine Storage: Going through one of the smaller side entrances takes one to the "Wine Storage", a vast room with cabinets containing large wine bottles.
- Shortcut: Accessible from the "Fireplace Room" is a small hallway that takes you to "Library".
- Library: A library like chamber with a lot of bookshelves and reading spaces, useful for flanking around point C.
- Stair Flank: Opposite the "Library" is a flight of stairs that leads to a small perch.
- Dropdown: One of the exits for RED's final spawn room, ending in a dropdown
Strategy
“Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Changelog
RC4 Changelog (3.8.2024)
- Brand new lighting and improved visuals
- Significant gameplay improvements
- Massive amount of bug fixes
- Optimization
RC3 Changelog (18.9.2022)
- Priority Patch
- Fixed crash caused by a brush model.
- Improved optimization.
RC2 Changelog (16.9.2022)
- Deleted a misplaced black brush in one of the blue's forward spawn doors.
- Raised blue's forward spawn doors speed.
- Fixed mismatching skybox fog.
- Fixed some red castle banners being unlit.
RC1 Changelog (16.9.2022)
- Improved map lighting and shadows as a whole.
- Layout changes to benefit attackers on Last.
- Added pumpkin bombs.
- Fixed castle big portcullis opening when its not supposed to.
- Lowered castle big portcullis and underpass portcullis opening speed.
- Improved detail in several areas.
- Improved optimization.
- Abandoned church shortcut for Blue after capturing the 2nd point is now a forward spawn for Blue.
- Improved player clipping and bullet collisions in several areas.
- Fixed some railings lacking player collisions.
- Fixed water puddles rendering as opaque when looked at an angle.
- Fixed some soundscapes not playing.
- Added spectator cameras (info_observer_point).
- func_croc in water.
- Fireflies.
Update history
October 10, 2024 Patch #1 (Scream Fortress 2024)
- Added Darkmarsh to the game.
- Updated
cp_darkmarsh
to reduce fog intensity.
Gallery
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