Wildfire
Wildfire | |
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Basic Information | |
Developer(s): | Unknown |
Map Overview | |
“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. |
Wildfire is a rather simple Capture the Flag map focusing on strong combat arenas broken up by arches to prevent unfair sticky escapes. It uses an unconventional CTF mode, with cap-at-flag and touch return mechanics, meaning that you capture the enemy flag by bringing it to yours, instead of a capture zone, and you can make your dropped flag return to your base by touching it.
Wildfire takes place in a small industrial center surrounded by a crackling forest fire.
Wildfire was created for the TF2Maps.net Competitive CTF Contest. It won first place, finishing above Deliverance and Fusion.
Locations
- Spire: A tall spire, similar to Badlands, in each base, on top of which the flag spawns.
- House: A small house next to the spire with health and ammo.
- The Dish: The lower level of the middle of the map, a large dish similar to Hydro
- Bridge: A bridge over the dish, with a medium health
- Sewer: Sewers running from the dish to each base
- Ramp Room: A small room that connects the sewers to each base with a series of ramps
Strategy
- Soldiers and Demomen can jump to the top of the spire to easily take the Intelligence.
- The small building near each team's Intelligence offers Engineers a prime place for Sentry Gun placement.
- A lack of long sightlines make Snipers wielding rifles hard to use effectively on this map. Instead, equip the Huntsman and Jarate for more close range capability.
Screenshots
Update history
A1:
- Release
A2:
- 20s return time
- Touch-to-return
- Flag falls in CZs instant-return
- Geometry changes to middle routes
- Fixed displacement seams
- Added new visblockage to above far route
- Fixed time-ending bug
- Added small catwalk to cave path onto road
A3:
- Intelligence location moved to pits
- Bridge redesigned
- Upper route to warehouses removed
- Cap zone location moved to previous upper route
- Detailing applied
- Clipping fixed
- Route added from previous Intelligence location to spire
A4:
- Flags (for now at least) placed on top of spire rather than inside tunnel
- Tunnels sealed off, too gimmicky
- Extra lighting added to mid
- Tire tracks replaced
- lol hotfix
A5:
- Capture zones parented to flags
- Ravidge's Intelligence entity system implemented ty ty ty
- Various brush changes
- Catwalks onto bridge
- Ramp back into spawn added
A6:
- Top "quick cap" route removed
- Bridge clipping improved
- Route onto bridge towers removed
- Detailing changes- new dirt color ty to Ravidge
- Lighting improved
- Displacement fixes
- Path near bend in road lowered, smoothed out
- Clipping fixes everywhere
- Optimization!
- Fire glare removed
A7:
- Exterior detail completed
- Bridge reworked into brushwork for better clipping
- Ambience(sic), embers added
- Health packs removed and consolidated
- Fences added to bend in road for cover before attack and to reduce sightlines
- Catwalks onto bridges rerouted into buildings for Medic cover
- 3d Skybox added
- Minor changes to basements to improve flow
- Various clipping, brushwork enhancements
B1:
- Beta release
- Interior detail completed
- Major optimization reworks
- Bridge reworked to support the idea of it being the central lane of fire, rather than the three tiers of fighting the girders had been supporting
- Detail polish added
- New 2d skybox added
- Lighting manipulated
- Hut structure added within flood control room
- Various other small changes
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