Difference between revisions of "Hunted (custom map)"

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(Removed images for Custom HUDs, visible crosshair and chat text)
("well done" my eye. It read like something from Babel Fish)
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[http://www.fpsbanana.com/maps/110875 FPSBanana.com]}}
 
[http://www.fpsbanana.com/maps/110875 FPSBanana.com]}}
  
'''Hunted''' is a CTF Attack/Defend map where only one [[intelligence]] briefcase is available. [[RED]] must prevent the enemy team from capturing their intelligence and [[BLU]] plays offense, escorting the courier to the capture point near RED's base. Intelligence briefcase is located in BLU respawn room and returns here after 3 seconds if dropped.
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'''Hunted''' is a custom [[Capture the Flag]] [[Attack/Defend]] map where only one [[intelligence]] briefcase is available. The [[BLU]] team plays offense, escorting their courier to the capture zone near the [[RED]] base, while the RED team must prevent the enemy team from capturing their intelligence. The briefcase is located in the BLU respawn room and returns there after 3 seconds if dropped.
  
RED team have 60 seconds of setup time and wins after round timer ends. BLU team have 6 minutes to deliver the enemy intelligence and capture it. Note that capture point is blocked by closed gates, and courier needs a little help to open them. To do this, one of the BLU players (including courier himself) must gain access to one of two control towers, where the opening buttons are located. Opening the gates gives 2 bonus points to player who pressed the button, add 1 minute to round timer and decreases respawn time for BLU team.
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The RED team has 60 seconds of setup time and wins after the round timer ends. The BLU team has 6 minutes to capture the enemy intelligence. The capture zone is blocked by closed gates, and the courier needs a little help to open them. To do this, one of the BLU players (including the courier) must gain access to one of two control towers, where the buttons to open the gates are located. Opening the gates gives 2 points to the player who pressed the button, adds 1 minute to the round timer and decreases respawn time for the BLU team.
  
Also, Intelligence briefcase works as Payload [[carts]], dispensing ammo and healing friendly team players nearby.
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The Intelligence works like a Payload [[cart]], dispensing ammo and healing friendly players nearby.
  
 
==Introduction Video==
 
==Introduction Video==
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==Locations==
 
==Locations==
 
=== BLU Base ===
 
=== BLU Base ===
Here is where Intelligence briefcase located, just near spawn points. Unlike other CTF maps, here you can change your class without suicide, and at the same time intelligence would not be dropped if entered. BLU has two exits: underground tunnel and ladder to door leading topside.
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The Intelligence is located here, near the spawn. Unlike other CTF maps, a player can change [[class]]es here without committing suicide and will not drop the Intelligence by entering the base. There are two exits here: an underground tunnel and a ladder to a door leading outside.
  
 
=== First building ===
 
=== First building ===
 
[[Image:ad_hunted0157.jpg|thumb|200px|right|Ruins]]
 
[[Image:ad_hunted0157.jpg|thumb|200px|right|Ruins]]
Provides good sniping position on second floor with medium medkit. Also have a ladder to the roof, wherefrom opens a good overview on the map, and leading to next building. BLU can go through first floor, where located few hiding spots for Spies and Pyros.  
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Has a medium [[Pickup|medkit]] and provides a good sniping position on the second floor. Also has a ladder to the roof, which provides a good view of the map and leads to the next building. The BLU team can go through the first floor, where there are a few hiding spots for [[Spies]] and [[Pyros]].  
  
 
=== BLU forward base ===
 
=== BLU forward base ===
Located in tunnel after first building. Here you can find just one [[resupply cabinet]], without respawn zone and spawn points. RED team can use this locker too. The [[Engineer]] can use this room and build [[Teleporters]] to help their team to advance.
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Located in the tunnel after the first building. There is [[resupply cabinet]] in this area, without a respawn zone and spawn points. The RED team can use this locker, too. [[Engineers]] can use this room to build [[teleporters]] to help their team to advance.
  
 
=== Ruins ===
 
=== Ruins ===
Provides very useful spots for ambushes, so be careful back there. Two ways from here leads straight to capture point area through second floor.
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Provides very useful spots for ambushes. There are two paths from here through second floor that lead to the capture zone.
  
=== Capture Point ===
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=== Capture Zone ===
 
[[Image:ad_hunted003.jpg|thumb|200px|right|Gates with control towers]]
 
[[Image:ad_hunted003.jpg|thumb|200px|right|Gates with control towers]]
Capture Point is blocked by closed gates and can be opened by buttons in one of two towers left and right. Because of RED base nearby, it can be really hard to attack and hold the position while waiting for courier to capture the intelligence. Ambulance car behind gates should help BLU team.  
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The capture zone is blocked by closed gates and can be opened by buttons in one of two towers to the left and right. Because of the RED base nearby, it can be difficult to attack and hold the position while waiting for the courier to deliver the Intelligence. The ambulance car behind the gates should give the BLU team some cover.  
  
There are two ways here, one gets right near RED spawn, making it more dangerous, but faster, while second way passes across open space with few covers on the left side.
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There are two paths here: one that goes right, near the RED spawn, making it a dangerous but faster route, while the second path passes across open space with little cover.
  
 
==Strategy==
 
==Strategy==
 
=== Offense ===
 
=== Offense ===
It is important for BLU to have courier escorted with defending players and, if possible, overhealing by [[Medics]]. Always watch your back for enemy Spies, windows for Snipers, listen for Sentry Gun noise. Never let your courier to open space near capture point because of Snipers plain line of sign, go here first, eliminate the danger, and then open the capture point gates. Although courier can do this himself, he is a very easy target inside of control towers with only one exit and closed space. Use microphone communication, choose the most experienced player to carry the intelligence.
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It is important for the BLU team to have the courier escorted with defending players and, if possible, overhealed by [[Medics]]. Always watch your back for enemy Spies and windows for Snipers, and listen for [[Sentry Gun]] noises. Never let your courier run alone through the open space near the capture zone because enemy Snipers have an unobstructed line-of-sight. It's better to go through first and open the gates. Although the courier can open the gates himself, he is a very easy target inside a control tower, since it's a closed space with only one exit. Communicate with your team to choose the most experienced player to carry the intelligence.
  
 
==== Courier ====
 
==== Courier ====
Thanks to built-in Dispenser, intelligence carrying [[Soldier]] and [[Demoman]] can easily rocketjump or pipejump at great heights, avoiding contact with enemies without serious health loss. [[Heavy]] and [[Pyro]] can do spychecks around them with refilling ammo, and Engineers are able to quickly build and upgrade Teleporters for team advance and Sentry Guns to defend themselves. Due to low health and fast speed, [[Scout]] can escape from danger or fighting, hide and quickly restore their health. [[Medics]], [[Snipers]] and especially [[Spies]] are almost useless and defenseless while being the courier. Note that player holding intelligence cannot use [[Teleporters]], get ÜberCharge, get cloaked or disguised and use Bonk! Atomic Punch or [[Crit-a-Cola]].
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Thanks to the briefcase's built-in Dispenser, intelligence-carrying [[Soldier]]s and [[Demomen]] can easily [[rocket jump]] or [[sticky jump]] to great heights, avoiding contact with enemies without serious health loss. A [[Heavy]] and [[Pyro]] can do [[spycheck]]s around them while refilling ammo. Engineers are able to quickly build and upgrade teleporters for the team to advance and Sentry Guns to defend. Due to his low health and fast speed, a [[Scout]] can escape from danger, hide, and quickly restore health. [[Medics]], [[Snipers]] and [[Spies]] are almost defenseless alone as the courier. Like a regular CTF game, the player holding the Intelligence cannot use teleporters, receive an [[ÜberCharge]], cloak, disguise, or use [[Bonk! Atomic Punch]].
  
 
=== Defense ===
 
=== Defense ===
Every window on this map are good sniping position, and two control towers near capture point are perfect, covering both ways to gates. Note that one [[Sniper]] can only see one entrance, so two Snipers can be a good pair, defending the whole area. Just be aware of enemy Snipers and Spies! Engineers are the second most useful defending class here: just one Sentry Gun can easily defend the capture point gates. Pyros and Spies have many hiding spots to make successful ambush, [[Demoman]] can place his stickybombs where they cannot be seen.
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Every window on this map is a good sniping position, and the two control towers near capture zone are perfect, covering both paths to the gates. Two Snipers can be a good pair, with each using a tower, defending the whole area. Just be aware of enemy Snipers and Spies! Engineers are the second most useful defending class here: just one Sentry Gun can easily defend the capture point gates. Pyros and Spies have many hiding spots to make successful ambushes, and a [[Demoman]] can place his stickybombs where they cannot be seen.
  
 
==Changelog==
 
==Changelog==
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==Trivia==
 
==Trivia==
* [[TFC]] [[Civilian]] bobblehead from [[Meet the Sniper]] movie can be found on RED base.
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* The [[Civilian]] bobblehead seen in ''[[Meet the Sniper]]'' can be found in the RED base.
* When first released, the map gamemode prefix was ETF (Escort the Flag). BLU team instantly loses if intelligence got dropped anywhere and anytime.  
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* When first released, the map game mode prefix was ETF (Escort the Flag). BLU team instantly loses if the intelligence is anywhere and anytime.  
* Both YouTube and in-game introduction video shows very first version of this map, called ETF_Hunted.
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* Both YouTube and in-game introduction videos show the first version of this map, called ETF_Hunted.
* The Intelligence briefcase can be seen in ambulance car after capture.
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* The Intelligence briefcase can be seen in the ambulance car.
  
 
==Additional Links==
 
==Additional Links==

Revision as of 07:59, 8 April 2012

Hunted (custom map)
300px
Basic Information
Developer(s): Unknown

Hunted is a custom Capture the Flag Attack/Defend map where only one intelligence briefcase is available. The BLU team plays offense, escorting their courier to the capture zone near the RED base, while the RED team must prevent the enemy team from capturing their intelligence. The briefcase is located in the BLU respawn room and returns there after 3 seconds if dropped.

The RED team has 60 seconds of setup time and wins after the round timer ends. The BLU team has 6 minutes to capture the enemy intelligence. The capture zone is blocked by closed gates, and the courier needs a little help to open them. To do this, one of the BLU players (including the courier) must gain access to one of two control towers, where the buttons to open the gates are located. Opening the gates gives 2 points to the player who pressed the button, adds 1 minute to the round timer and decreases respawn time for the BLU team.

The Intelligence works like a Payload cart, dispensing ammo and healing friendly players nearby.

Introduction Video

Locations

BLU Base

The Intelligence is located here, near the spawn. Unlike other CTF maps, a player can change classes here without committing suicide and will not drop the Intelligence by entering the base. There are two exits here: an underground tunnel and a ladder to a door leading outside.

First building

Ruins

Has a medium medkit and provides a good sniping position on the second floor. Also has a ladder to the roof, which provides a good view of the map and leads to the next building. The BLU team can go through the first floor, where there are a few hiding spots for Spies and Pyros.

BLU forward base

Located in the tunnel after the first building. There is resupply cabinet in this area, without a respawn zone and spawn points. The RED team can use this locker, too. Engineers can use this room to build teleporters to help their team to advance.

Ruins

Provides very useful spots for ambushes. There are two paths from here through second floor that lead to the capture zone.

Capture Zone

Gates with control towers

The capture zone is blocked by closed gates and can be opened by buttons in one of two towers to the left and right. Because of the RED base nearby, it can be difficult to attack and hold the position while waiting for the courier to deliver the Intelligence. The ambulance car behind the gates should give the BLU team some cover.

There are two paths here: one that goes right, near the RED spawn, making it a dangerous but faster route, while the second path passes across open space with little cover.

Strategy

Offense

It is important for the BLU team to have the courier escorted with defending players and, if possible, overhealed by Medics. Always watch your back for enemy Spies and windows for Snipers, and listen for Sentry Gun noises. Never let your courier run alone through the open space near the capture zone because enemy Snipers have an unobstructed line-of-sight. It's better to go through first and open the gates. Although the courier can open the gates himself, he is a very easy target inside a control tower, since it's a closed space with only one exit. Communicate with your team to choose the most experienced player to carry the intelligence.

Courier

Thanks to the briefcase's built-in Dispenser, intelligence-carrying Soldiers and Demomen can easily rocket jump or sticky jump to great heights, avoiding contact with enemies without serious health loss. A Heavy and Pyro can do spychecks around them while refilling ammo. Engineers are able to quickly build and upgrade teleporters for the team to advance and Sentry Guns to defend. Due to his low health and fast speed, a Scout can escape from danger, hide, and quickly restore health. Medics, Snipers and Spies are almost defenseless alone as the courier. Like a regular CTF game, the player holding the Intelligence cannot use teleporters, receive an ÜberCharge, cloak, disguise, or use Bonk! Atomic Punch.

Defense

Every window on this map is a good sniping position, and the two control towers near capture zone are perfect, covering both paths to the gates. Two Snipers can be a good pair, with each using a tower, defending the whole area. Just be aware of enemy Snipers and Spies! Engineers are the second most useful defending class here: just one Sentry Gun can easily defend the capture point gates. Pyros and Spies have many hiding spots to make successful ambushes, and a Demoman can place his stickybombs where they cannot be seen.

Changelog

Changelog:
Version 1.2 (30/05/10):
  • Map prefix changed to ad_ (official CTF Attack\Defend gametype name)
  • Intelligence drops and courier kills are unlimited now
  • Blue team can only lost the round if timer expires
  • Duration of rounds decreased to 6 minutes
  • Opening the capture point gates gives 1 minute of additional round time (6+1)
  • Player receives 2 bonus points for opening the capture point gates
  • Opening the capture point gates decreases respawn time for Blue team
  • Fixed annoying looping sound of briefcase healing beam
  • Environment light brightness decreased to previous version
  • Fixed some surfaces not holding sticky bombs
  • Various map fixes, improvements, optimization
  • Updated serverbrowser thumbnail and briefing images

Version 1.1 (03/12/09):

  • Added intelligence return time (3 sec.) to prevent griefing and give advantage to Blue team
  • Added little dispenser into intelligence briefcase. Stay near courier to get health and ammo!
  • Added new custom skin for intelligence briefcase
  • Added fully functional Blue respawn zone
  • Added modified CTF HUD with compass showing current intelligence location and status
  • Now intelligence can be dropped and courier changed anytime on Blue respawn zone
  • Added timer (Red team wins after 10 minutes)
  • Added few sound and text hint notifications on HUD
  • Red spawn moved closer to escape gates
  • Removed Blue sentries
  • Reworked Blue respawn zone layout to prevent door camping
  • Added roof over ruined building to prevent courier rocket jump rush and improve performance
  • Reduced escape gates opening speed
  • Increased environment light brightness
  • Fixed mp_timelimit not ending the map
  • Various map fixes, improvements, optimization
  • Reduced map file size

Version 1 (10/09/09):

  • Initial release

Trivia

  • The Civilian bobblehead seen in Meet the Sniper can be found in the RED base.
  • When first released, the map game mode prefix was ETF (Escort the Flag). BLU team instantly loses if the intelligence is anywhere and anytime.
  • Both YouTube and in-game introduction videos show the first version of this map, called ETF_Hunted.
  • The Intelligence briefcase can be seen in the ambulance car.

Additional Links