Meridian
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Meridian | |
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Meridian - пользовательская карта режима контроль территории, созданая Shmitz'ом. Место действия карты - древний остров посреди океана. В отличии от Hydro, где требуется захватить контрольные точки на разных территориях карты, на Meridian'е нужно захватывать разведданные. Тот, кто их захватит, захватывает и территорию. Для каждой команды последним этапом является захват разведданных до окончания времени
Содержание
Локации
КТ1 Красных: Вулкан
Роботехнический объект внутри вулкана, возможно там Красные строят свою боевую машину. Разведданные находятся на наблюдательном посту на втором этаже вулкана.
- Выходы из храма: Дизайн храма фактически вынуждает игроков распределяться на 2 потенциальных пути. Первый путь, который идет влево через водопад и наверх каньона, где находится огромное количество столбов и маленьких, тонких экологических барьеров, которые обеспечивают защиту от атакующих, но в то же время они ограничивают поле зрения и уменьшают маневренность. Более длинный путь, идущий направо через мост охватывающий каньон, который в конце концов соединяется с другой стороной, и этот путь идёт рядом с первым путем. Оба пути отрываются на третьем этаже вулканической проходной системы, обеспечивая превосходную видимость по любым точкам расположения врага.
- Выходы с причала для подводной лодки: Две наибольшие прихожие ведут из главного зала субмарины. Эти два пути встречаются в между открытыми местами, узкой лестницей. После входа в комнату с разведданными, они находятся в весьма странном месте, так как комната имеет много хороших мест для врагов.
- Выходы из деревни: Две ветвящихся тропы выходят из деревни, лежащей у каньона. Сомнительное расположение двух мостов способствует командным прорывам, необходимым для заполучения разведданных.
КТ1 Синих: Храм
Древний храм, который был занят командой Синих, в настоящее время используется как база разработок операций против Красных на острове. Большая часть оригинальной структуры храма была изменена, добавилось освещение, оборудование, которое принесла с собой команда Синих.Разведданные находятся внутри храма.
- Выходы из вулкана: Дизайн карты заставляет игроков подниматься на третий уровень прохода, чтобы добраться до пути, который ведет к храму. Сам проход разделяется на 2 дорожки, которые идут вне территории каньона. В то время как одна дорожка идёт через мост, пересекая каньон слева, а вторая выходит справа через водопад который заблокирован камнями, которые уменьшают поле зрения. Обе дороги идут коридорами, пока не выходят на вулкан, где очень хорошо видно разведданные.
- Выход с причала для подводной лодки: Both potential paths are quick, cramped means of emptying into the bottom of the canyon, and the river which runs through it. A set of rock formations breaks the path into two separate forks. Both eventual paths lead into the lower confines of the temple, providing flanking positions both to the left and right of the Intelligence.
- Выход из деревни: Расположенный относительно близко к комнатам респауна(respawn) деревни, два пути через горные формирования за пределами храма, в конце концов соединяются и повторно ветвятся в два отдельных маршрута к рама. Больший из этих двух переходит в место вне храма, затмеваемого крупной головой Тики и заполненный различными маленькими экологическими барьерами. Запасной маршрут идет параллельно главному входу, ускользая вниз в, в плотно переполненный коридор. Оба пути быстро доводят до главной палаты храма, обеспечивая вполне достаточную высоту для нападения на Разведданные.
КТ2 Красных: Причал для подводной лодки
A submarine bay located on the edge of the island's coast. The Intelligence sits on a grated walkway near the entrance hatch of the submarine.
- Выходы из вулкана: Two doorways on the bottom floor, left of the initial spawn point, lead to a large antechamber with numerous height differences and opportunities for ambush and flanking positions. The paths merge into a set of hallways, one high and one low, that show a clear line of sight to the Intelligence.
- Выходы из храма: A series of paths through the convoluted rock structure at the bottom of the canyon eventually focus into a clear sight of both of the entrances to the drydock. The following paths into the submarine bay consist of numerous tight corners, with both opening up to clear views of the Intelligence, but obstructed views of much of the rest of the room, which provides numerous ambush opportunities for the opposing team.
- Выходы из деревни: Two paths on opposite sides of the village head into two cramped, narrow tunnels with few sight-lines of enemy positions. The momentary opening of space leads to a small field, covered on both sides by covered positions. The tunnels which lead into the drydock itself remain primarily straight, and upon opening up provide either high or equal ground to the Intelligence on the catwalks.
КТ2 Синих: Деревня
This walled village appears to have once been the home to a group of tribal natives. Many of the buildings have been re-purposed as supply and power centers for BLU operations. The Intelligence sits in the basement of a large building in the center of the village.
- Выходы из вулкана: From the robotics facility, a branching pathway on the third level of the walkway system leads outside to two rope bridges overlooking the canyon. The bridge along the left pathway connects to the village at a lower elevation, increasing the risk of ambush and flanking from attacks on the upper walks.
- Выходы из храма: After leaving the spawn room, players are immediately focused into one of two small corridors which give way to a much more open, outdoor area filled with numerous objects to block sight-lines and set up ambushes. This larger area is then funneled under the rock formations outside the village, becoming increasingly narrow as they approach the village wall. Progress to the Intelligence is tight and difficult, with spawn rooms located right next to both entrances.
- Выходы из причала для подводной лодки: The path splits between a higher route that pushes the team farther away from the village, and a lower, more direct route which places the team on a low ground dangerously open to attack. Both paths empty into a crowded open area, with covered positions available for both teams. Players can then, yet again, choose between a direct-yet-dangerous route leading into the center of the village, or a side route following the village barricade which places the team farther away, yet closer to enemy respawn rooms.
Корабль Синих
The last line of defense for BLU operations, this large barge located outside the old native village contains minimal munitions and technology, but is placed in a region so environmentally diverse that a counter-attack is still plausible and capable of succeeding.
- Направления атак: Both exits from the village empty players into a rocky, coastal area. Rocks, trees and other environmental barriers greatly reduce visibility, and funnel teammates into almost straight paths towards the barge. The water under the barge can drown players quickly, making progress onto the ship a necessity. The barge itself contains various entrances, and a great deal of open space on the bow and main deck. The Intelligence sits in the center of the cargo hold, a highly enclosed room filled with tight corners, secondary walls, jutting computers and plenty of spaces for enemies to set up ironclad defenses.
- Варианты обороны: The barge itself provides minimal cover from an aggressive attack pattern, making offense the only practical defense on this final stage. The battle from the barge up to the coast is an uphill one, though the various pieces of cover and environmental obstacles almost casually focus players down one of the two straight paths into the village. As the entrances to the village are very close to the spawn rooms, control of the coast is key to maintaining the Intelligence.
База Красных
This secluded, highly guarded section of RED's operation clearly shows their plans and goals far beyond the conflict over this island. A highly condensed, tightly compartmentalized, and cleverly constructed mass of tunnels and catwalks guards the last line of defense for RED's global intentions.
- Направления атак: Located at the bottom of the robotic facility's main chamber, both pathways out of the volcano lead to a very small, vertically-inclined chamber. From here, players can choose to either scale the forklifts and take to the catwalks, or follow a more direct, yet highly corner-based, path towards the final chamber. The final room contains yet another vertically-inclined chamber, with numerous walls and awkward ramp placements making it easy for enemies to hide nests or hold choke points. The Intelligence rests in front of a rotating globe against the nearest wall as you round the corner, up a staircase and in an easily-defensible position.
- Варианты обороны: The vertical nature of the last two rooms of the cycle provide enough creative mobility for a reasonable defense pattern to be drawn up. The catwalks provide just enough unobstructed sight-lines so that teammates can assess the direction the enemy is moving in and have time and a means to intercept them. Tight corners both in the first room's catwalks and in the lower path to the final room allow for a quick turnaround of control in the event that dominance over the battlefield shifts one way or another.
Стратегии
- One of the keys with Meridian is understanding just how a Territorial control map works and which parts of Meridian are currently in play. At the start of each round you will emerge from your spawn area and will be connected to one of the enemy territories detailed above. A key to good play is working this out quickly and getting your assault underway.
- There is always more than one route to the opposition's control point.
- As with all other maps familiarize yourself with all these various routes. Micro-management of forces is key.
- In almost complete contrast with the length of stages in Hydro, Meridian's paths (for the most part) are short, angular and consist of tight corners mixed with long, straight hallways. Combat moves very quickly, and focus shifts from defense to offense almost instantly. Keeping an aggressive play style and knowing where your enemy is moving and allocating forces is key to success.
- Paths at the end of the stages, particularly in the temple and submarine bay, often open up very close to the Intelligence and provide little opportunity for players to catch their enemy or stall a rapidly moving force. In these instances, an ironclad defense is a necessity before any honest attempt at offense can be made.
- With the game moving quickly, intelligence and communication are everything. Keeping in touch with fellow players, knowing where enemies are moving, and particularly being aware of your enemy's proximity to the Intelligence will make all the difference in prolonged matches.
Раздел-конкретная стратегия
Галерея
Список изменений
Бета 5:
- Reworked interior of the boat (BLU final defense round). Main blue spawn is now at the top level, with the intel being in the hold of the ship.
- Improved temple textures.
- Intel return timer increased from 30 seconds to 40.
- Spawn times start slightly lower, but their reduction over the course of a round is much less. Spawn times are no longer instant at the end of a round.
Кандидат на релиз 3:
- Fixed problem with invisible robot booth props.
- Improved several older props.
- Fixed a few other visual problems.
- Fixed a bug where the "take it home" radar would point to the wrong area.
- Changed HUD to just have the flag radars, without the erroneous score information.
Факты
- При близком просмотре можно увидеть голову Пулеметчика, голову Инженера и Гаечный ключ на вершине тотема, который находится между деревней и корабельными доками.
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