Corruption

From Team Fortress Wiki
< Corruption
Revision as of 22:15, 8 November 2023 by Luno (talk | contribs) (Anecdotes: Translated to French)
Jump to: navigation, search


Corruption
Pl corruption.png
Informations de base
Développeur(s) : Inconnu
Informations sur la carte
Environnement : Alpin
Cadre : Nuit, pluie
Dangers : Eaux mortelles, citrouilles explosives,
fosse, explosion d'un wagon
Photos de la carte
Photos dans l'écran de chargement.
Vue aérienne
Corruption overview.png
«
En cette sombre nuit orageuse, lancez-vous à l'assaut de l'asile abandonné et levez le voile sur ses inquiétants mystères. Menez des batailles sanglantes le long des côtes périlleuses, dans des grottes étranges et dans les profondeurs de l'asile hanté lui-même.
Préparez-vous à confronter les horreurs tapies dans l'ombre et à découvrir les sombres secrets qui attendent votre exploration intrépide. Si vous osez...
— Publicité pour Corruption.
»

Corruption est une carte de Charge utile créée par la communauté. Elle se déroule dans et autour d'un asile en décomposition. C'est une version Halloween de la carte personnalisée Eruption.

Corruption a été contribué au Steam Workshop.

Emplacements (anglais) 🌍

Checkpoint A – The Beach

  • First BLU Spawn: BLU's first spawn has three exits. The left exit takes players to the Water, the middle exit is directly behind the cart, and the right exit is protected from RED by the Shack.
  • The Water: the lowest point in the area. Located right in front of BLU spawn's left exit, it is illuminated by a single lamppost, only has a large rock as cover, and has shallow water.
  • The Shack: a wooden shack with a red brick chimney that serves as cover for BLU's right spawn exit.
  • The Building: a building with a U-shaped interior.
  • The Brick Walls: an elevated area with two brick walls for cover, a straight one with a candle sconce and a curved one with an electric lamppost.
  • A Wall: a wooden wall with the sign for Checkpoint A's location.

Checkpoint B – The Prison

  • The Cart's Entrance: the cart enters the Prison through a big gate first and a smaller gate second. It then turns left and heads to the Prison Cells.
  • The Prison Cells: an elevated path to the left of the Payload's tracks, where BLU's Prison Spawn is located, which offers access to a vantage point over checkpoint B.
  • The Water Corridor: the lowest point of the Prison. It is a straight corridor with shallow water that the cart must cross. The end closest to the tracks has a medium health kit and a large ammo pack in front of a metal gate, while the other end has a medium health kit and ammo pack in front of a wooden wall.
  • Prison Spawn: BLU's second spawn, activated if checkpoint B is captured. It has two exits and one resupply cabinet.
  • The Metal Catwalk: a metal catwalk that oversees the checkpoint, passing above the tracks just past it, and part of the Water Corridor, where a short staircase connects it to the Cart's Entrance.
  • The Drop: a small and square hole in the ground beneath the Catwalk, the grate that covered it was removed, allowing players to jump down from the checkpoint to the Water Corridor.
  • The Perch: a wooden platform just outside one of the Prison Spawn's exits, it offers the highest vantage point over checkpoint B.
  • The Stairs Corridor: a curved flight of stairs connecting the Prison and an edge near the Security Room.

Checkpoint C – The Asylum Entrance

  • The Arched Building: a projected part of the Asylum, which forms an arch that the cart must pass through.
  • The Wooden Catwalk: a wooden catwalk that connects the Prison's exit and the Security Room, passing over the cart's tracks.
  • The Security Room: RED's first spawn and BLU's final spawn (if they capture C). It has a big door facing the Prison, a small door facing the Fountain, and a single resupply cabinet.
  • The Fountain: a vantage point over checkpoint C, with a fountain donated by Zepheniah Nieodemus Mann.
  • The Botanical Gardens: a corridor with a glass roof. It provides two sheltered paths around the checkpoint, as well as access to the Morgue.
  • The C Platform: the roof covering the entrance to the Botanical Gardens serves as a platform, with a short and curved white wall offering some cover.

Checkpoint D – The Asylum

  • The Entry Gate: a low chokepoint the cart must go through in order to enter the Asylum.
  • The Morgue: a room connecting the Asylum and the Asylum Entrance, which only becomes available as a side path if BLU captures checkpoint C.
  • The Windows Corridor: a corridor that passes over the Asylum's Entry Gate and connects its two side paths. It has two windows, though one of them is blocked by a shutter; the one that is not offers an overview of the last point.
  • Second RED Spawn: a small room right next to the Grate Catwalk, activated if BLU captures checkpoint B. It has one exit and one resupply cabinet.
  • The Reception: a small roofed cover for RED that faces the Entry Gate.
  • The Grate Catwalk: a catwalk that passes over the tracks just before their end.
  • The Elevator: Elevator No. 8's shaft. Walking into it from the first floor results in a puff of air that pushes players onto the second floor. There are also stairs going behind the shaft connecting the two floors.
  • The Patient Rooms: a wing of the Asylum that connects the Elevator to the upper exit of the Medical Facilities.
  • The Medical Facilities: RED's final spawn, activated if BLU captures checkpoint C. It has two lower exits, with a resupply cabinet in-between them, and one upper exit, with a resupply cabinet and a window overseeing the point.
  • The Maintenance Room: a small room, with brown walls and filled with machinery, with stairs that connect the first and second floors.
  • The Checkpoint: a big hole on the floor that has revealed a "surgery room" below. The orange and black stripes on the ramp above it indicate it is a steep incline, meaning the cart rolls back if left unattended on it (unless stopped by the Underworld portal while going up, which freezes it in place even after it closes).

Underworld

Every time the clock on the tower visible from the Asylum Entrance strikes 12 and the bell rings (which can be heard anywhere on the map), several doors across the map become black and green spirals that act as portals to the Underworld. A portal also opens up on top of the cart, which appears as a spiraling yellow cloud.

The Underworld features a hospital with a maze-like layout that changes every time the area can be accessed. Players that enter the Underworld are fully healed, overhealed, and receive a continuous speed boost while in the Underworld; however, their health is continuously drained and they are limited to just their melee weapon while inside. Players that escape the Underworld are granted invulnerability, overheal, increased speed, and guaranteed critical hits for a few seconds.

While the portals are open, the cart cannot be pushed, but still functions normally. The round timer stops during this period as compensation.

Stratégie

Article principal : Stratégie communautaire de Corruption

Historique des mises à jour

Patch du 9 octobre 2023 n° 1 (Scream Fortress XV)

  • Ajout de Corruption au jeu.

Patch du 19 octobre 2023

  • Certains matériaux et modèles ont été remplacés.
  • Ajustement des collisions près de certaines poutres en bois vers le point de contrôle A.
  • Les distances de disparition des objets ont été ajustées.
  • Correction de problèmes de textures mineurs.
  • Correction du problème suivant : l'événement de téléportation dans l'une des zones de réapparition s'activait en retard.
  • Ajustements mineurs pour éviter aux joueurs et aux joueuses de sombrer dans la folie.

Bugs

  • La chaîne de caractères du nom du dernier point est manquante dans les fichiers de localisation, rendant l'affichage de la notification de sa capture incorrecte.[1]
  • L'éclairage du lampadaire qui se trouve juste à l'extérieur de la sortie des eaux de la première aire de réapparition de la BLU est mal positionné.[2]
  • La rampe de sécurité près de la passerelle de la grille n'a pas de collision.[3]

Remarques

  • Lorsque le wagon est immobilisé à cause de l'ouverture des portails des Enfers, il cesse de reculer s'il n'est plus poussé, jusqu'à ce qu'il puisse à nouveau être poussé.

Anecdotes

  • On peut voir une petite « cabane » au sommet de la sortie, à l'extrême droite de la première aire de réapparition de la BLU. L'approcher en utilisant noclip révèle qu'il s'agit d'une bécosse, avec un squelette dont le crâne et les bras sortent du trou de la toilette.
  • À l'étage supérieur de l'asile, autour du lustre du point final, il y a une paire de seaux, l'un au sol contient un Copain canin, l'autre sur une chaise roulante contient un Ronronneur de Poche qui porte un Cache-nez du mercenaire.
  • À l'intérieur de l'asile, au niveau de l'entrée principale, se trouve un couloir condamné par une table. Derrière la table se trouve une grenouille, qu'il est possible de voir en pointant la caméra vers le bas sous le bon angle et à la bonne distance.
    • Curieusement, même si ce couloir est normalement inaccessible, le fait de s'y glisser en utilisant noclip donne un boost de vitesse temporaire au joueur (contrairement à celui des Enfers, en continu).

Galerie

Références

  1. pl_corruption_asylum, manquant dans le fichier tf_english.txt
  2. Bug du faisceau d'éclairage mal positionné.
  3. Rampe de sécurité manquant sa collision.