Borneo/ko

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Borneo
Pl Borneo.jpg
기본 정보
제작: 알 수 없음
맵 정보
환경: 정글
설정: Daylignht, overcast
맵 전경
Borneo overview.png

Borneo 는 Heyo 와 Vhalin 이 제작한. 정글테마의 수레밀기 맵입니다.

본래에 커스텀맵으로 Borneo 는 Gun Mettle Update이벤트 기간동안에만 공식적인 밸브서버에 추가돼었습니다.

Gun Mettle 작전 기간에 판매된 Gun Mettle 작전 참가권의 수익 중 일부는 이 맵의 제작자들에게 전달됩니다.

장소

Overview of Borneo.

체크포인트 1

The cart starts outside the BLU Spawn and runs past a small shed, and underneath a raised catwalk near a small house. From there, it'll go through a maintenance building.

  • 블루 베이스: 블루팀의 스폰 안은 작으면서 3개의 출구와 재공급 락커.하나는 양옆으로, 또 다른하나는 카트가 있는 앞쪽입니다.
  • 작업장: 작업장은 트랙 옆에있고, 안에는 소형 치료제가 있습니다.
  • 작은 집: The house on the left of the track is raised above the ground, and has a bridge to the Maintenance Building. Engineers and Snipers can use the raised area as a vantage point to get the higher ground. Inside the house is a Max Ammo kit, and a medium Health kit.
  • Maintenance Building: Outside the second house like structure is the cart checkpoint underneath a maintenance area. Inside the building itself is a medium health and ammo kit. There is also a BLU resupply room at the end of the structure. Next to the resupply room is secret passage to use as an exit.


Checkpoint 2

From the other side of the Maintenance area, the cart will move forward towards a left turn by a grey color structure. Once turned, it will climb up a small wooden bridge over a ditch to the checkpoint in front of a concrete tunnel through a hill.

  • Grey Structure: The grey colored building has a dropoff where players can use as a location to fight the BLU team players on the bridge over the ditch. Inside the building is a max Ammo kit and a medium Health kit.
  • Ditch: The ditch under the bridge can serve as a tactical advantage. If you drop down into it you can climb back up near the grey structure where it will lead you straight to the second checkpoint. Along the way are a medium Health and Ammo kit.
  • Tunnel Entrance: In front of the entrance to the tunnel is the second checkpoint. To the left of the checkpoint is an entrance into a hill interior that allows for access to more tactical vantage points as well as alternate routes for players.
  • Hill Interior: Inside the facility is a small hallway that leads to the next area past the tunnel. There is also a stairway to a balcony overlooking the second checkpoint, which serves as a perfect position for Snipers. There is also another hallway that leads into the interior of the tunnel.


Checkpoint 3

Past the tunnel the cart will arrive in a large open area and head forward towards a large garage structure where checkpoint 3 is held. Along the way is a resupply room for both teams.

  • RED Resupply: The RED Resupply is underneath the Hill Interior shortcut, through an unmarked metal door.
  • BLU Resupply: The BLU Resupply is at a wooden platform between the Hill Interior shortcut, and one of the entrances to the garage.
  • Giant Garage: The garage is a three story structure with three floors of catwalks and medium and small Health and Ammo kits. Inside is the third checkpoint at the other end. There are entrances on the second floor from the sides, and a main entrance on the first floor along the track. Exit wise the track leads out the right side, and there are two exits in the front on the second floor.


Checkpoint 4

From the garage it is a straight path to the cart target: a hatch in the RED Base down into a pit full of explosive barrels. Along the left side are a few smaller structures with supplies.

  • Roadside Structure: Next to a little dirtroad is a small structure. The structure contains a max Health kit.
  • Casali Building: The Casali Shafting Co. Structure has several small Health and Ammo kits around the structure. It can also be used as a flanking point to avoid direct fire coming from inside the RED Base.
  • RED Base: The BLU cart's main target is a hatch at the center of the facility. The facility itself has several vantage points for RED team members ranging from barrels for cover to catwalks with small walls to duck under. There are two side entrances inside for BLU team players to go through to flank RED mercs.


Update history

변경 내역:

RC4 Changelog

  • Removed side entrance in the forward defensive holding building at 1st.
  • Removed 3rd story entrance into the 3rd point house.
  • Cut off part of the 3rd story level in the 3rd point house. (It does not overlook the left entry anymore.)
  • Added covered walkway up to the defensive highground on the right side of the final point.

RC3 Changelog

  • Expanded the space in the yard after the 1st.
  • Removed the large pillar in the interior flank route after 1st.
  • Added more doorways lining the tunnel after 2nd opening up the space more.
  • Completely reconstructed the building housing the 3rd point, added in a third floor, expanded the space, etc.
  • Removed roof flank route that went over 3rd building.
  • Reconstructed the left entryway into final building, the entrance is now further to the side of the building.
  • Widened the right doorway into final building.
  • Removed the window that allowed defense to see the right entry into final.
  • Expanded the space of the right entryway into final.
  • Reconstructed some of the geometry next to the final point.
  • Removed the pillars in final.

RC2 Changelog

  • Changed the shack building in 1st into a watch tower, players can no longer go on top of the building.
  • Added more stairs to the side route in in 2nd, so blue has more options.
  • Moved red's forward spawn to a different location further back from 2nd point.
  • Opened up the space around the cart tracks in yard before 3rd.
  • Moved blue's final forward spawn further up.
  • Opened up the space in the yard right before the final building interior.
  • Modified the placement of health and ammo packs in general.

RC1 Changelog

For this update we redid a lot of the map. Basically, we opened up a lot of the areas because it was too restrictive before. We also made many areas more interesting, by adding highground, more routes, etc. It's pretty much a different map than it was before.

Here's a general description of the changes:

  • Moved blue spawn at 1st back, so there's now a lot more open space in the area.
  • Added a route behind the left building in 1st
  • Made more space on the cliff highground in 1st
  • Added a route behind the 1st capture point building and knocked out some of the walls
  • Added a drop down route in 2nd that avoids Snipers
  • Moved the terrain wall back in the flank route in 2nd so there's more space
  • Widened the tunnel
  • Redid the bunker area in-between 2nd and 3rd entirely, there's now a second floor and a lot more space
  • Added a highground area in the middle of the yard before 3rd
  • Added a route to the highground area from the bunker in 3rd
  • Added a roof flanking route around 3rd building
  • Redid 3rd building so there's a lot more space and more highground
  • Redid the yard before final so there's more space.
  • Raised the ceiling in final
  • Made final a lot bigger with more routes

Trivia

  • Borneo is a real island in Southeast Asia, and is the third largest island in the world. It is home to one of the oldest rainforests in the world, hence the map's jungle design.

Bugs

  • A bug may cause the Payload to appear invisible to both players of BLU and RED teams. The cart can be pushed as normal, BLU players will still receive health as normal and can still cap points.
  • In addition to the invisible Payload glitch , the Payload cart progress bar will show the terminus (final point) to have been captured by BLU. If BLU manages to capture the preceding RED points, they win the game once they have captured C. The terminus explodes by itself and the Payload does not explode, but remains stationary on point C.

See also

External links