Banana Bay/es

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Banana Bay
Bananabay main.jpg
Información básica
Desarrollado por: Desconocido
Información del mapa
Entorno: Jungla, tropical
Escenario: Día, soleado
Peligros: Ahogo, Trenes
Explosión de la vagoneta
Imágenes del mapa
Imágenes de la pantalla de carga.
Vista general
Banana Bay overview.png
«
The antithesis of room-corridor-room syndrome.
Descripción de la Workshop de Steam
»

Banana Bay es un mapa simétrico de Carrera de Vagonetas creado por la comunidad, establecido en un entorno tropical.

Cada equipo debe empujar su carreta largos tramos superpuestos alrededor del mapa para alcanzar el ultimo punto, y al mismo tiempo evitando que el equipo enemigo haga los mismo, este mapa no tiene limite de tiempo, la partida acaba cuando un equipo lleva el carro al punto final y lo mantiene en la pendiente inclinada el tiempo suficiente para que el tren golpee la carreta y este explote similar a Cactus Canyon.

Banana Bay fue lanzado en la Actualización Jungle Inferno.

Una porción del dinero creado por las ventas del Pase de la Campaña Jungle Inferno será destinada a los autores de este mapa.

Ubicaciones

This unusual map has the teams competing in a three-dimensional rabbit warren that encourages flanking and ambushing. The RED and BLU Payload tracks trace identical figure-8 point-to-point layouts. Two sections of passing tracks have players on both teams potentially pushing and defending their own cart while simultaneously firing on enemy cart pushers.

  • Payload Tracks: The rotational symmetry results in two perfectly identical Payload track layouts:
    • Start Point: The Start Point is in full sight of the spawn, set near the beach.
    • Subway: This is a double-track passage between the two team Start Points at either end.
    • Syphon: As the track passes the enemy Start Point, it drops underwater into an inverted siphon cave, after which it completes a turn back to the Low Bridge.
    • Low Bridge: This double-track bridge passes over the Subway and beneath the middle Highline bridge.
    • Incline: The final segment of the track is a long push up multiple inclined slopes, passing directly beneath the exits of the enemy's spawn. A flank tunnel passes beneath the Incline between two sets of Health and Ammo Pickups.
    • Finish Point: The Finish Point is a short rollback zone onto the Highline tracks. The team must hold the cart there in that exposed position for the Train to hit and end the round.
  • Stations: The team spawns are located in railroad stations perched high on cliffs at opposite ends of the map. Each spawn has three exit gates to choose From, right to left;
    • Platform: This side exit crosses the Train track between two gates to the Catwalk. Players can "beat the train" through the left gate when it opens or they can easily hop the freight, largely unseen, to ambush the enemy on down the line.
    • Deck: The deck has a straight shot down the Highline at the enemy spawn. It also commands the team's Start Point and the enemy's Final Point, but its view of much of the lower enemy Incline is obstructed by the Highline's girder bridge. Players can jump from the Deck to the Train tracks; this is the shortest route to the Final Points.
    • Sally Port: The lower gate from Spawn gives a more hidden exit towards the beach over the dock and the team's Start Point. A crate and leaning pallet are near the gate that can be hopped by even by a flanking enemy Heavy to get up onto the Deck.
  • Bays: In contrast to the confines of the core of the map, either side of the map has a large open stretch of deep water and two beaches divided by a jutting cliff. Each Bay provides a swimming, jumping, or flying flank from the team's Deck to its Incline.
    • RED Bay: This bay is visible from the windows in RED Spawn. A high, dark-red cliff divides the beaches where BLU's Start Point and Incline are located.
    • BLU Bay: This bay is visible from the windows in BLU's spawn. A high, dark-blue cliff divides the beaches where RED's Start Point and Incline are located. A double-volcano island is visible beyond the bay that resembles Mercenary Park.

Estrategia

Artículo principal: Estrategia de la comunidad para Banana Bay

Notas de Cambios

This is the changelog of the map before it was added to the game.
Registro de cambios:
Aug 20 @ 11:01am / rc4
  • Fixed a few clip issues
  • Fixed shadows poking through places they shouldn't have poked
  • Made train appoarching(sic) signals more noticable(sic)
  • Cut down train crossing ambient_generics from 4 to 3 active at once, let's hope I don't have to cut it to 2
  • Made rock arch paths less fragile looking
  • Cool beans
  • Increased murkiness of water
  • Added advertisement for a brand new ice cream flavor
  • Displacement touchups

Aug 14 @ 7:30am / rc3

  • Matched and shortened final rollback zones
  • Minorly overhauled soundscapes
  • Marked my territory

Aug 11 @ 12:20am

  • I probably forgot to pack something

Aug 11 @ 11:33am / rc2

  • Fixed a clipping issue over the battlements
  • Fixed train stuck spot
  • Reduced bloom
  • Overhauled soundscapes
  • Improved horizon details
  • Improved beach details
  • Touched up displacements
  • Updated train models
  • Changed train sounds
  • Implemented cart sparks when brushing against train

Jul 4 @ 4:44am

  • Added bananas
  • Added signals around track to indicate direction train is approaching
  • Made a few detail improvements

Jul 3 @ 7:17am

  • Illuminated area under bridge
  • Further detailed spawns
  • Fixed spawnrooms only partially being covered by spawnroom volume
  • Extended rollback zones for final cap to avoid constant warning sounds
  • Touched up out of bounds detailing
  • Added some clips around train path to prevent some cases of players getting stuck
  • Train now slows down after hitting the payload

Jun 30 @ 10:04am

  • Added pretty flowers
  • Detailed spawns
  • Replaced two boxcards with flatbeds
  • Made payload explode properly

Jun 24 @ 7:55pm

  • Optimized somewhat
  • Clipped some edges to prevent getting caught running backwards or shoved into walls by the payload
  • Fixed Red team winning on Blu cap (hopefully)
  • Added way to jump back up to right spawn exit
  • Widened area around cap to prevent getting stuck and allow moving around the cart
  • Added dock
  • Added push triggers to palm tops

Jun 21 @ 8:37pm

  • Packed missing underwater texture
  • Adjusted texturing of the arch
  • Patched a few seams
  • Brightened the battlements

Jun 21 @ 1:41am

Historial de Actualización

Parche del 20 de octubre de 2017 #1 (Actualización Jungle Inferno)

  • Banana Bay fue agregado al juego.

Parche del 17 de noviembre de 2017

  • El tren pasará con a su máxima frecuencia cuando ambas vagonetas estén en el último punto.
  • Se arreglo que el jugador quedara atorado en el túnel bajo el agua y el techo sobre la salida del spawn a la derecha.
  • Puertas de spawn fijas que atrapaban jugadores enemigos en ellas.
  • Se aumento el volumen del sonido del motor del tren.
  • Salida de spawn izquierda retrabajada.
  • Se añadió una pequeña barrera cerca de la tapa final.
  • Se mejoro el rendimiento en algunas áreas.
  • Se redujo el empuje cerca de las rocas externas.

Curiosidades

  • Debajo del base BLU hay un círculo de invocación para Poopy Joe hecho de desechos tóxicos, velas y un montón de plátanos.
  • Debajo del base RED hay dos cintas transportadoras que convierten plátanos en barras de Australium.
  • Algunos «frijoles geniales» están ocultos en varios puntos del mapa.
    • Viendo la televisión en el escritorio al lado de base BLU
    • Al lado de un plátano debajo del puente de acero.
    • Sentado en unas cuerdas en el muelle de BLU.
  • Existen algunos cuartos inaccesibles a través de cada base de ambos equipos, que contienen sus propios secretos. Ambos cuartos presentan una caja fuerte, y bajo ellas se encuentran los cuartos mencionados.
    • En RED, este cuarto guarda su caja fuerte así como el maletín de Australium de Doomsday.
    • En BLU, este cuarto guarda los ya mencionados «frijoles geniales», su caja fuerte, y un sombrero de Poopy Joe.
      • La caja fuerte en base RED contiene un cubo de un mineral negro y dos barras de Australium.
      • La caja fuerte en base BLU contiene un Saxxy, una piel de plátano, y tres botellas de un líquido de color turquesa.
    • El diseño del elevador en diagonal originalmente aparecen en Half Life, otro juego de VALVe, el cual está inspirado en el manga japonés Akira.[1]
  • A pesar de estar representado en este mapa como una locomotora de vapor, o sea, con sonidos exhaustos de vapor, ondulantes nubes de humo del tubo de escape, y ligeros silbidos de vapor al cruzar los puntos de control, la locomotora B.N.N.A. 064 (A.D.M.E. 105 en mapas anteriores) es, de hecho, una locomotora diésel de 1937 con bielas de acoplamiento.

Galería

Referencias