Difference between revisions of "Convoy"

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(The Goal didn't really need it's own section. Also, I added a changelog.)
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|download-link=[http://www.fpsbanana.com/maps/78364 FPSBanana]}}
 
|download-link=[http://www.fpsbanana.com/maps/78364 FPSBanana]}}
  
'''Convoy''' is a standard CTF symmetrical map. It consists of 2 moving rocket carriers racing side by side through the desert. The map idea was inspired from a UT2K4 map, however this map features a completely original design created specifically for TF2 CTF gameplay. Additionally, a [[Maps#Control Point|CP]] version of the map exists, though it was not created by the original map creator, jahrain.
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'''Convoy''' is a standard CTF symmetrical map. It consists of 2 moving rocket carriers racing side by side through the desert. The map idea was inspired from a UT2K4 map, however this map features a completely original design created specifically for TF2 CTF gameplay. Additionally, a [[Maps#Control Point|CP]] version of the map exists, though it was not created by the original map creator, jahrain.  
  
 
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Like any other CTF map, your team must capture the opposing team's Intelligence continuously until you reach the game's capture limit while preventing the enemy from achieving the same.  
===Update V2===
 
 
 
The map has been updates to version 2, little overview of the changes:
 
In this new update, a couple exploits have been fixed, as well as some major adjustments have been made to give a better class balance. A lot more cover has been added to make it less friendly to Snipers, and a closer bridge has been added to benefit slower classes. Overall this version is more goal-oriented, and more balanced for all classes.
 
 
 
Offensive and defenses tactics require some team coordination to execute efficiently, however the map is also designed to give skilled solo players a chance.
 
 
 
While your team is boarding their carrier, it’s a good idea to defend them from your own carrier with [[Sniper]]s as they are vulnerable out in the open on the deck and cat walks. There are solo routes for certain classes. Any class that is able to get on top of the rocket has a direct route to the intel room without being in the line of sight from the opposing team. There is also a sun roof on top of the control room that one can drop through and [[ambush]] those guarding the intelligence.
 
 
 
Defense on this map is not as easy as most CTF maps. The opposing teams can gain quick entry to the control room where your intelligence is stored if all routes are not guarded. There are a few hot spots for sentry guns but for an impenetrable defense it will require a precise coordination of at least 3 sentry guns, each one defending the others vulnerable spots. It’s a good idea to use Heavies and Demomen to keep those invading the carrier pushed back as far as possible.Another strategy is for Demomen to use their Sticky Bombs to launch themselves from one carrier to the other. It is possible (using this strategy) to capture the Intel in mere seconds by launching across, grabbing the Intel and launching back. There is also a wind force that will push players back if they try to jump across the map from one carrier to another, so getting directly across without using the extension bridges is not easy, but there are some spots to build a defense against those trying to jump across onto your carrier.
 
 
 
==Goal==
 
 
 
Like any other CTF map, your team must capture the opposing team's [[Intelligence]] continuously until you reach the game's capture limit while preventing the enemy from achieving the same.
 
  
 
== Overview ==
 
== Overview ==
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Image:Convoy bridge.jpg|The Bridges
 
Image:Convoy bridge.jpg|The Bridges
 
</gallery>
 
</gallery>
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== Changelog ==
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{{Changelog|
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V1:
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* Release
 +
 +
V2:
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* Fixed exploit that allowed engineers to build on the ground.
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* Fixed exploit that gave one team an advantage by allowing any class to crouch jump on top of the rocket from one of the rails on only one of the vehicles and not the other.
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* Fixed the wind effect so it doesn't affect rockets.
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* Added a new bridge that is closer to the spawn area and is shielded from sniper fire.
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* Added allot more open area in the lower storage room to build up a defense against those entering through the newly added bridge.
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* Added lots of cover around the spawn area, and behind the intel room.
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* Replaced the upper bridge with jump pads which launch players from one side to the other.
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* Added a team specific one way door to the storage room outside the spawn to reduce spawn area spamming.
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* Removed the capture music clip to reduce file size.
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* Removed some props that crowded some cramped areas.
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}}
  
 
==Additional Links==
 
==Additional Links==

Revision as of 16:35, 15 July 2010

Template:Cleanup map

Convoy
300px
Basic Information
Developer(s): Unknown
Map Overview
Convoy overview.png

Convoy is a standard CTF symmetrical map. It consists of 2 moving rocket carriers racing side by side through the desert. The map idea was inspired from a UT2K4 map, however this map features a completely original design created specifically for TF2 CTF gameplay. Additionally, a CP version of the map exists, though it was not created by the original map creator, jahrain.

Like any other CTF map, your team must capture the opposing team's Intelligence continuously until you reach the game's capture limit while preventing the enemy from achieving the same.

Overview

This is a small map that features two moving vehicles with a moving background, each Intelligence case is located aboard one carrier.

Locations

The Carriers

The two carriers are somewhat identical (but differs in colors). These two big moving vehicles are connected by two bridges and are large enough to support a fight aboard them.

The Bridges

These two big carriers are connected at the tail and at the rear wheels by two tight bridges which are the only way to enter each carrier...

Changelog

Changelog:

V1:

  • Release

V2:

  • Fixed exploit that allowed engineers to build on the ground.
  • Fixed exploit that gave one team an advantage by allowing any class to crouch jump on top of the rocket from one of the rails on only one of the vehicles and not the other.
  • Fixed the wind effect so it doesn't affect rockets.
  • Added a new bridge that is closer to the spawn area and is shielded from sniper fire.
  • Added allot more open area in the lower storage room to build up a defense against those entering through the newly added bridge.
  • Added lots of cover around the spawn area, and behind the intel room.
  • Replaced the upper bridge with jump pads which launch players from one side to the other.
  • Added a team specific one way door to the storage room outside the spawn to reduce spawn area spamming.
  • Removed the capture music clip to reduce file size.
  • Removed some props that crowded some cramped areas.

Additional Links