Pier

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Revision as of 23:03, 5 August 2015 by Zedargon (talk | contribs) (Updated page content to reflect the latest version of the map.)
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Pier
300px
Basic Information
Developer(s): Unknown
Map Info
Environment: Beach, Commercial, Park, Ports
Setting: Nighttime/Island Town
Map Overview
Pier overview.png
Blu has discovered that Red has purchased a shipment of fireworks for a show when the pier is completed. Taking advantage of the situation, Blu plans to escort a bomb cart to demolish a significant portion of the roller coaster using the fireworks to cover the inevitable explosion.
Pier publicity blurb

Pier is a community-made single-staged Payload map. It features 5 Control Points. It takes place in a Venice-themed city featuring a variety of canals and alleys for plenty of flanking routes with the end of the map featuring a rollercoaster-like incline similar to that of Hightower. The majority of the map's border is water.


Update history

July 7 2011
  • Work on Pier begins.

July 21 2011 (a1)

  • Initial release for playtesting.

July 22 2011 (a2)

  • Added pickups.

July 23 2011 (a3)

  • Added moving bridge to third section.
  • Altered final point.

July 31 2011 (b1)

  • Detailed all the things
  • Added cover on the fourth point, the bridge.
  • Added a few more sniping positions in the town.
  • Improved access to catwalks in boathouse.
  • Gave Blu team a forward spawn for third and fourth points.
  • Fixed looping sound from moving bridge.
  • Altered final point.

July 31 2011 (b2)

  • Fixed some brushwork.
  • Added more particles.
  • Improved clipping
  • Made shooting gallery props breakable and respawnable.

August 1 2011 (b3 - Public Release)

  • Improved transition of water between level and 3d skybox.
  • Added a missing texture.
  • Improved texturing of first area.
  • Improved clipping.

August 5 2011 (b4)

  • Various detail improvements.
  • Reduced spawn times for both teams on final point.
  • Disabled collisions for crane machinery.
  • Improved optimization.

October 2 2011 (b11)

  • Various detail improvements.
  • Added a red spawn closer to the third point.
  • Moved fourth point back.
  • Widened upper pathway between cliffs and town.
  • Enlarged area around second point.
  • Added alternate pathway to final point.
  • Moved stairs near fourth point to opposite side.
  • Added alternate pathway between warehouse and pier.
  • Adjusted sight lines on the fourth point.

October 2 2011 #2 (b11_fix)

  • Fixed issue with cart stopping on final point.

June 8 2013 (b12)

  • Various detailing improvements.
  • Added rock for cover in beginning area.
  • Added overpass connecting to blue apartment.
  • Connected second point and red apartment bridge.
  • Gave fourth point a cubby for cover.
  • Added set of stairs to catwalk on final in the connecting building.
  • Pushed red spawn on final back.
  • Moved Blu's forward spawn during fourth point to final spawn.

June 14 2013 (b13)

  • More detailing.
  • The town has been infested with Ivy.
    • Brightened map to be not as depressing.
    • Fixed issue with Overtime and third point bridge.
    • Replaced hydro shields with more appropriate barricades.
    • Added rocks to beach around fourth.
    • Map now has a case of Saturday night fever.
  • Reverted to b12 because of "Engine error: ED_Alloc: no free edicts" for servers with high playercounts.
    • It helps when the server operators tell the map maker what's causing the crash!.

June 17 2013 (b14)

  • Fixed server crash.
  • Adjusted bridge to give more cover to red on fourth.
  • Put more ammo around first point.

Summer 2014 (b15/16)

  • Reduction of edicts.

June 5 2015 (b20)

  • Skipping numbers is fun
  • Moved all the burgers
  • Played with color correction
  • A to B
    • Widened bridge path
    • Shut doors to blue building
    • Widened canal path
    • Added wine cellar flank to B
    • Reversed side stairs to red house bridge was on
    • Changed some pickup locations
  • B to C
    • Added lower dock pathway (no more jumping across!)
    • Dropped path under dropdown
    • Tweaked far entrance to warehouse
    • Moved more pickup locations
  • D to E
    • Raised corner choke side because this map needs more height variation
    • Swapped side of stairs next to the shooting gallery
    • Moved shooting gallery, was replaced by overpowered sentry alcove
    • Erected a barricade next to truck
    • Added upper level to red spawn building
    • Removed doorway between catwalk and connector building

Gallery