Cactus Canyon/fr

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< Cactus Canyon
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Cactus Canyon
Cactus Canyon.jpg
Informations de base
Développeur(s) : {{{map-developer}}}
Informations sur la carte
Environnement : Desert
Cadre : Jour (coucher de soleil), ensoleillé
Dangers : Trains, Fosses
Photos de la carte
Photos dans l'écran de chargement.

Cactus Canyon est une carte de Charge Utile séparée en trois étapes.

Comme les autres cartes de charge utile, le but des BLU est d'escorter la bombe à travers la carte jusqu'au dernier point de controle pendant que les RED doivent essayer de les arreter. Comme la carte est en developpement; il y à plusieurs barrières incomplètes, certaines parties de la carte ont l'air polygoniques, certaines zones paraissent désequilibrée pour certaines équipes, et quelques batiments n'ont pas de textures.

Lieux

  • Partie Une – La charge utile commmence dans un petit bassin à coté du spawn BLU. Elle passe dans un batiment et sur une colline, ou se trouve le premier point de controle. Ici, les options de passages se dispersent. Il y à un petit batiment ou les deux équipes peuvent aller pour arriver au dernier point de controle. Les rails de la bombe passent par une pente ardue, et près de cette pente se trouve une fosse ou les joueurs peuvent tomber ou peuvent etre expulsés. La derniere zone est grande ouverte avec des espaces pour les mitrailleuses. Le petit batiment pouvant etre accedé au premier point de controle possède un fenetre offrant une vue sur le dernier point de controle pour les Snipers, Demomans et les soldiers.
  • Stage Two – La deuxième partie commence près d'une petite flaque d'eau et grimpe sur une colline. La bombe tourne ensuite à gauche et continue sa montée pour finalement descendre de la colline. Elle tourne ensuite à droite ou se trouve une piscine d'eau et tourne une dernière fois à droite afin d'arriver au dernier point de controle des RED, la ou elle devra etre poussée en haut d'une colline afin de ne pas redescendre.
  • Stage Three – This stage of the map features almost no setup time, so both teams must rush as fast as they can to the cart. A major feature of this stage is the train that comes through frequently, killing players as normal. Unlike the trains on Well and Freight, however, this train has multiple boxcars behind it, which act as a temporary wall that neither team can pass through. Touching the boxcars as they pass will not do any damage, just the front of the train. There is a gate in the middle of the map on the tracks that only the train can pass through. When the Payload cart reaches the penultimate control point, it goes into a wooden shed, moves on its own inside up a small hill, and then comes to a stop on the other side waiting to be pushed onto the train tracks. When BLU is able to successfully push the cart onto the train tracks, the game will be won and the final point capped once the train next comes through and hits the Payload cart, causing it to explode, killing anyone nearby, but the train itself seems to be unaffected by the bomb, as it keeps moving through the explosion and will continue to kill anyone in front of it. Unique to this map, RED is able to push the cart back in the area near the train tracks on the final point, marked the small red-colored lights on the Payload's tracks.

Strategy

See Community Cactus Canyon strategy

Update history

Patch du 8 juillet 2014
  • Added Mann Co. Beta Maps - Early Access program.
    • Added 2 new beta maps: rd_asteroid and pl_cactuscanyon.
    • Beta maps can be accessed via the Quickplay menu by checking the "Play Beta Maps" option.

Patch du 9 juillet 2014

  • Updated pl_cactuscanyon
  • Prevented players from shooting over the fences by the mid building in stage 2
  • Prevented players from shooting between spawns in stage 2
  • Fixed a bug which prevented Blu team from winning upon a successful capture
  • Fixed players getting under the terrain near the first Blu Spawn in stage 1

Patch du 17 juillet 2014

  • Updated pl_cactuscanyon
  • Redesign of the first half of stage 2. Blu team now pushes up the first hill
  • Removed the death pit in the first barn building of stage 1
  • Ammo increased in stage 2
  • Fixed Red building in the spawn room of stage 2

Patch du 24 juillet 2014

  • Updated pl_cactuscanyon
  • Redesigned the alternate window route over the choke point by stage 2 capture point 1
  • Window overlooking second stage final capture point is now a doorway
  • Removed stairs leading to back barn in stage 2 near final capture point
  • Back alley behind water tank in stage 2 is now a 1-way drop down
  • Added small health pack in the small room off the back stairwell flank near stage 1 capture point 2
  • Fixed players building in spawn rooms

Patch du 30 juillet 2014

  • Updated pl_cactuscanyon
  • Added stage 3
  • Limited Red flanking route near cliff to Blu spawn in stage 1
  • Added health and ammo inside underpass by Blu spawn in stage 1
  • Adjusted spawn times in stage 2
  • Adjusted health and ammo packs

Patch du 7 août 2014

  • Updated pl_cactuscanyon
  • Removed rollback leading to the final capture point in stage 2
  • Reworked fence position on forward spawn building in stage 2
  • Expanded back alley near the final capture point in stage 2
  • Expanded back pathway near the final capture point in stage 1
  • Added small room inside building half way up the zig-zag in stage 1
  • Adjusted health kits and ammo packs
  • Adjusted spawn times in stage 1 and 2

External links