Enclosure
Enclosure | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Jungle, industrial |
Setting: | Daylight, sunny |
Hazards: | White water, Raptors, Tyrannosaurus rex, Pitfalls, Crushing |
Map Photos | |
Map Overview | |
“ | Welcome, to Charles Darling's Triassic Preserve!
The past - today! — Steam Workshop description
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” |
Enclosure is a community-made, three-stage Payload map released during the Jungle Inferno Update. The map depicts certain enclosures and facilities of Charles Darling's Triassic Preserve. Mr. Darling's finest exhibits include Pteranodon, Brachiosaurus, Triceratops, Velociraptor, and Tyrannosaurus rex in enriching environments.
A portion of the money made from the sales of the Jungle Inferno Campaign Pass goes to the authors of the map.
Contents
Triassic Preserve's Dinosaur Enclosures:
Gate 03:
PteranodonGate 02:
BrachiosaurusGate 02:
TriceratopsGate 01:
VelociraptorGate 01:
Tyrannosaurus rex
Locations
The BLU team must push the cart through three stages, past major facilities and main attractions of Triassic Preserve.
Aviary Gate 03 (Stage One)
- Hydroelectric Plant – BLU Base
- Pteranodon Aviary/Ramps
- Chasm (separates left flank route) (Pitfall/White water)
- Service Hall (an important flank for both sides: for RED to get behind the Cart, for BLU the get behind the defense in the Observation Room)
- Ramps Gate (flank to Ramps)
- Gate A (flank to Capture point (A))
- Cage (flank to Observation Room)
- Fan Exit (unlocks with Capture point (A))
- High Hide (one-way gate up stairs: high flanks to the Observation Room and Restricted Area, overlook to the Amber Mine Battlements, and route to the Catwalk)
- Capture point (A) "Aviary"
- Aviary Gate 04 (exit from Aviary)
- Observation Room
- Restricted Area (flank between Observation Room and Amber Mine)
- Amber Mine (Hammond’s Amber Mining Co. sorting buildings)
- Battlements: Catwalk (BLU) / Sorting Shed (RED)
- Capture point (B) / Final point – Amber "Mine Entrance"
- RED Base behind Sorting Shed
Security Station 02 (Stage Two)
- Amber Mine – BLU Base
- Stream (White water)
- Trail (self-interpretive flank to Triceratops Enclosure)
- Brachiosaurus Enclosure / Security buildings
- Capture point (A) "Security Station" - forward RED Spawn
- Control Room flank that unlocks with Capture point (A)
- Pipeline (duck under)
- Triceratops Enclosure (flank)
- Goldbloom Room controls the corner flank past the Triceratops
- Wood Structure (track)
- Lean to (roof/flank)
- Capture point (B) / Final point – "Boathouse" & Freeman Airboat Tours
- RED Base inside Goldbloom Boathouse
Bridges over a slippery stream of whitewater.
Holding Facility Gate 01 (Stage Three)
- Goldbloom Warehouse – BLU Base
- Raptor Enclosure (Raptors)
- Maintenance Shed (note: surfable walls)
- Capture point (A) "Raptor enclosure"
- Gate 01 opens with Capture point (A), closes with Capture point (B),
- Sector 6
- RED spawn shortcut to Sector 6: closes with Capture point (A)
- Forward BLU Spawn at Sector 6: opens with Capture point (B)
- Capture point (B) "T. rex enclosure" (closes Gate 01) (Crushing)
- T. rex Encounter, final combat area
- Final point – "T. rex"
- RED Base inside Hatchery
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
Jul 14 @ 9:28am
>Stage 1
- Cut down on size of OOB areas in aviary bit, and second half of the stage.
- Added occluders in several places.
>Stage 2
- Redesigned last point building of stage 2.
- Added occluders in several places.
>Stage 3
- Added occluders in several places.
- Removed bunker interior from play area.
- Added sightline blocker to the upper exit from starting building.
>Cut down on static props across all stages.
Jun 29 @ 9:48am
>Overall
- Replaced borneo assets with E* Arkham's and Pear's foliage models.
- Hopefully fixed displacement seams popping up here and there.
>Stage 1
- Added a few pickups in initial area.
>Stage 2
- Changed water in out of bounds area behind red spawn to 2fort_expensive
- Fixed lighting on several props.
>Stage 3
- Changed water behind blu spawnroom to 2fort_expensive
- Added some detail to the interior of the bunker.
- Replaced a displacement fallen tree in initial area with a fallen hollow tree model.
May 27 @ 5:15am
>Overall
- Optimized a number of assets (decreased polycount and added LOD's to some models).
- Fixed issues with cart getting stuck on rolling back and causing mini* earthquakes when it went up or down a slope.
- Removed EOTL round start tune.
>Stage 1
- Slightly increased RED respawntime.
>Stage 3
- Fixed RED not being able to leave their spawn.
May 12 @ 11:38am
Apr 27 @ 1:20pm
>Stage 1
- Several visual changes to out of bounds areas in this stage.
>Stage 2
- Changed the entrance door to security station building.
>Stage 3
- Changed several out of bounds areas.
>Skybox
- Added some buildings to the skybox.
>Overall
- Removed all Mayann pack assets.
- Replaced all mayann palm trees with ones made by Void and Stiffy (thanks guys).
Apr 20 @ 7:37am
>Stage 1
- Removed cage crane room route (it is now an out of bounds area).
- Updated aviary model.
- Added a new route to second point outdoor area.
>Stage 2
- Changed initial area to get rid of sniper sightlines into blu spawn exit.
- Added stairs to the roof of the boathouse.
>Stage 3
- Several changes to final point area that will hopefully mitigate engie spam issue.
Mar 31 @ 12:18pm
- Shortened stage 1
- BLU now spawns in the generator room.
- Area with the truck is now out of bounds.
- Added a passage between concrete tunnel and cage unloading room.
- Moved setupgates to the entrance to the aviary area.
Mar 12 @ 9:29am
- Removed rock spire from out of bounds area in stage 1, extended unclipped area out to the edge of the waterfall.
- Added multiple areaportals and hint brushes in all stages to improve performance.
- Replaced electric fence in stage 3 with a solid wall to split up areas and prevent whole stage from rendering at once.
Mar 10 @ 12:28pm
- Fixed several func_brushes tied to func_areaportalwindows being solid.
Mar 10 @ 8:30am
- Changed all displacement rock textures.
- Fixed multiple displacement seams.
- Fixed glowing waterfall models.
- Added missing nobuild area on one of buildings in stage 2.
- Added occluders to several areas.
- Replaced brush spawn truck in stage 1 blu spawn with a custom model.
Mar 2 @ 3:34pm
- Fixed incorrect sun position.
- Added nobuild zones on rooves in stages 1 and 2.
- Fixed light leaks in several spots.
- Toned down the volume of waterfall sounds in aviary soundscapes.
Feb 17 @ 5:52am
- Added lamps to several darker areas of the map.
- Replaced brush electric fence pylons with models.
- Added a building covering rightmost BLU spawn exit from snipers on cliff path in stage 2.
- Fixed a bunch of props being dynamic instead of static
- Removed excess teamspawn points and some sprites to cut down on edicts.
Jan 31 @ 8:45am
- Recompiled the map to fix missing LDR lighting.
Jan 30 @ 7:49am
- Changed skybox texture and lighting to that of tc_hydro
- Moved/added/removed some foliage from areas around the map.
- Fixed a bunch of light sprites not working.
Jan 27 @ 5:10pm
Update history
- Added Enclosure to the game.
- Fixed various errors related to textures.
- Fixed a buildable area in BLU spawn for stage 1.
- Updated materials for foliage props.
- Fixed players being able to get stuck in closing dropdown door in stage 3.
- Fixed missing team filter for small resupply room in stage 3.
- Removed unnecessary
env_wind
entity messing withenv_dustmote
entities
- Updated
pl_enclosure_final
to fix a displacement hole in stage two.
Bugs
- Rarely, maybe only in Spectate after the Deathcam, the T. rex gate can fail to render.
- Certain objects on the map may fail to render as well.
Trivia
- Sharing an issue that the Jurassic Park film has to a lesser extent, none of the dinosaurs displayed in Triassic Park are from the Triassic Period. Most are Cretaceous dinosaurs, excepting Brachiosaurus making an appearance in the Late Jurassic.
- "Freeman Airboat Tours" is a reference to Gordon Freeman, the protagonist from the from Half-Life series, as well as to the chapter "Water Hazard" from Half- Life 2, which largely consists of driving an airboat.
Gallery
Visual references to Team Fortress 2 culture:
Reference to Rappy.
Hidden in a shack in BLU Spawn, deer and Pteranodon play with the TF2 Chess Set.
Visual references to the Jurassic Park franchise:
Cheap Mann Co. "embryo containers".
Reference to John Hammond and his source of "Dino DNA".
Goldbloom Tropical Flora Exports references actor Jeff Goldblum.
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