Pier/ru

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Pier
300px
Информация
Автор(-ы): {{{map-developer}}}
Информация о карте
Окружение: Пляж, Торговые ряды, Парк, Порт
Условия: Ночь/Островной город
Вид на карту сверху
Pier overview.png
«
СИН обнаружили, что КРС приобрели груз с фейерверком для шоу в честь окончания строительства пирса. Перехватывая инициативу в свои руки, СИН планируют доставить бомбу, дабы разрушить значительную часть американской горки, используя фейерверк, чтобы скрыть неизбежный взрыв.
— реклама карты Pier
»

Pier — карта режима Сопровождение, состоящая из одного этапа. На карте присутствует 5 контрольных точек. Действия разворачиваются в городе в венецианском стиле, демонстрируя разнообразие обходных путей в виде каналов и аллей, а также американскую горку в конце карты в виде ската, как на Hightower/ru. Бóльшая часть карты граничит с водой.


История обновлений

July 7 2011
  • Работа над Pier началась.

July 21 2011 (a1)

  • Первоначальный выпуск для тестирования.

July 22 2011 (a2)

  • Добавлены подбираемые предметы.

July 23 2011 (a3)

  • Добавлен движущийся мост в третьей секции.
  • Переработана последняя точка.

July 31 2011 (b1)

  • Произведена детализация всего.
  • Добавлен элемент на четвертой точке — мост.
  • Добавлено несколько снайперских мест в городе.
  • Improved access to catwalks in boathouse.
  • Gave Blu team a forward spawn for third and fourth points.
  • Fixed looping sound from moving bridge.
  • Altered final point.

July 31 2011 (b2)

  • Fixed some brushwork.
  • Added more particles.
  • Improved clipping
  • Made shooting gallery props breakable and respawnable.

August 1 2011 (b3 - Public Release)

  • Improved transition of water between level and 3d skybox.
  • Added a missing texture.
  • Improved texturing of first area.
  • Improved clipping.

August 5 2011 (b4)

  • Various detail improvements.
  • Reduced spawn times for both teams on final point.
  • Disabled collisions for crane machinery.
  • Improved optimization.

October 2 2011 (b11)

  • Various detail improvements.
  • Added a red spawn closer to the third point.
  • Moved fourth point back.
  • Widened upper pathway between cliffs and town.
  • Enlarged area around second point.
  • Added alternate pathway to final point.
  • Moved stairs near fourth point to opposite side.
  • Added alternate pathway between warehouse and pier.
  • Adjusted sight lines on the fourth point.

October 2 2011 #2 (b11_fix)

  • Fixed issue with cart stopping on final point.

June 8 2013 (b12)

  • Various detailing improvements.
  • Added rock for cover in beginning area.
  • Added overpass connecting to blue apartment.
  • Connected second point and red apartment bridge.
  • Gave fourth point a cubby for cover.
  • Added set of stairs to catwalk on final in the connecting building.
  • Pushed red spawn on final back.
  • Moved Blu's forward spawn during fourth point to final spawn.

June 14 2013 (b13)

  • More detailing.
  • The town has been infested with Ivy.
    • Brightened map to be not as depressing.
    • Fixed issue with Overtime and third point bridge.
    • Replaced hydro shields with more appropriate barricades.
    • Added rocks to beach around fourth.
    • Map now has a case of Saturday night fever.
  • Reverted to b12 because of «Engine error: ED_Alloc: no free edicts» for servers with high playercounts.
    • It helps when the server operators tell the map maker what's causing the crash!.

June 17 2013 (b14)

  • Fixed server crash.
  • Adjusted bridge to give more cover to red on fourth.
  • Put more ammo around first point.

Summer 2014 (b15/16)

  • Reduction of edicts.

Late 2014 (b19)

  • Skipping numbers is fun.
  • Not actually out yet.
  • Moved all the burgers.
  • Played with color correction.
  • A to B
    • Widened bridge path.
    • Shut doors to blue building.
    • Widened canal path.
    • Added wine cellar flank to B.
    • Reversed side stairs to red house bridge was on.
    • Changed some pickup locations.
  • B to C
    • Added lower dock pathway (no more jumping across!).
    • Dropped path under dropdown.
    • Moved more pickup locations.
  • D to E
    • Raised corner choke side because this map needs more height variation.
    • Swapped side of stairs next to the shooting gallery.
    • Moved shooting gallery, was replaced by overpowered sentry alcove.
    • Erected a barricade next to truck.
    • Added upper level to red spawn building.

Gallery