Suijin/水神

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Suijin
Suijin main.jpg
資訊
開發者: 未知
地圖資料
所處地區: 日本某懸崖
環境設定: 白天,晴天
特定致死因素: 懸崖

Suijin (直譯為水神)是一張由社群製作,地點設定在日本某懸崖,用作供奉水神的神社的 山丘之王模式 地圖。

這張地圖非常注重在建築物頂的戰鬥,而且玩家也可以到達地圖背景的某些位置。地圖作者在製作這張地圖時的其中一句座右銘是 "必要時才去地圖背景的地方(clip only if you have to.)",所以地圖背景遠處的島嶼、屋頂,都是可以用作躲藏的地點。

Suijin 是第一張使用了 日本内容包 製作的地圖。

這張地圖原本是用作 競技場模式 的,但結果只有山丘之王模式的版本被加到遊戲裏。

所有銷售大顯槍手戰役通行券的收入將會直接給予這個地圖的製作者。

Suijin 的俯視圖(包含建築物内部)。
Suijin 的俯視圖(只包含建築物外部)。

地點介紹

  • 神社塔樓(Temple Tower): 一座位於地圖中間的大型塔樓,地圖的佔領點就是處於塔樓的裏面。塔樓的底層有三個出入口,而塔樓的二樓部分只能從屋頂進入。底層的兩個主要出入口有兩個屏風擋著佔領點以防止玩家可以從遠處直接向佔領點攻擊。
  • 書法神社(Calligraphy Temples): 這兩座紅/藍隊神社位於山邊瀑布旁邊。兩座神社裏都放著一個中型醫療包和彈藥包,而兩座神社之間則放著一個小型醫療包。連接兩座神社的通道還有一條通向佔領點的小橋。
  • 屋頂(Rooftops): 所有神社的屋頂都是可以到達且能夠用作捷徑或是讓玩家獲取戰術優勢的途徑。玩家可以透過攀爬位於兩隊書法神社旁的木板橋、從崖邊神社二樓,或者是透過火箭跳躍黏彈跳躍來到達神社的屋頂。
  • 崖邊神社(Cliffside Temple): 崖邊神社的盡頭放著兩個中型醫療包。目前有三個方法到達崖邊神社:通過神社塔樓崖邊的大橋或者從兩隊重生點旁跳過一些危險的石堆。神社的二樓也可以用作到達神社塔樓的捷徑。
  • 離島(Far islands): 這兩座位於小石島懸崖旁的遠處,只有士兵、爆破兵或者是使用牧馬遙控器的工程師能夠達到,但工程師並不能夠在島上興建建築物

策略

請參見社群 Suijin 策略

佔點所需時間

控制點模式 玩家人數
控制點模式 ×1
24 .000
×2
16 .000
×3
13 .091
×4
11 .520


更新日誌

這是一篇在地圖新增至遊戲前的更新日誌。
更新日誌:

rc2:

  • Made the banners on the walls in the pagoda nonsolid to prevent being caught on them.
  • Fixed a case of zfighting.
  • Fixed a case of floating rocks.
  • Clipped the peak of the roof outside spawn.

rc1:

  • Release version 1!
  • Fixed broken cap point.
  • Fixed texture seam on skybox waterfalls.
  • Clipped some beams.
  • Lowered the pitch of the gongs.
  • Bamboo!

b3:

  • Further optimisation
  • Redid the 3D skybox
  • Did some extra detailing to the cap room, changed the detailing (especially OOB) on red side versus blue side.
  • Various other bugfixes.

b2:

  • Thousands of bugfixes;
    • fixed nodraw surfaces
    • fixed weird clipping in a few places
    • fixed light bleeds
    • fixed waterfall particles
    • fixed various zfighting issues
    • brighened some areas
    • fixed lightmap and displacement seams
    • fixed places you can get stuck
    • fixed magical katanas
    • fixed some weird clipping on the terraced path.
  • Extended fence on the cliff to make it clear that it's clipped
  • Some optimisation, a litle improvement in FPS (up to 40% in some areas), but probably the best I can do.

b1:

  • Full artpass, however
    • 3d sky needs more work
    • waterfall particles broke for some reason
    • optimisation needed
    • some lighting bugs
  • Made the pagoda square

a8 桜 edition:

  • Made the platform out the back of the cliffside building a little bigger.
  • More caustics.
  • Brightened the cliffside building.
  • Brightened the area under the waterfall.

さくら

  • Unclipped the far stone pillar, I see no reason why it should be clipped as getting out there is putting you at a disadvantage and consistency is better than clipping.

a7:

  • Swapped the small health in the cliff building with the medium health.
  • Nobuilded rooves due to popular opinion.
  • Players are blocked from leaving spawn until round start.
  • More detailing.
  • Remade the cliffside building.

a6:

  • Modelled bridges.
  • Added a railing to the platform with the medium health - doesn't actually protect anything, but hopefully is a visual notifier to the fact that the platform is there.
  • Some displacing and some detailing, and some displaced detailing.
  • Caustics!

a5:

  • Made the back waterfall and area under the boardwalk passable, just so there are no arbitary clipping.
  • Nobuilded the area below the waterfall.
  • Changed the back building so that players cannot hide behind the point of the roof.
  • Sunk the point a little.
  • Added small health to the cliff building.
  • Welcome camera and a spectator point.

a4:

  • Removed the fence that blocked the sightline down the back of the map, replaced it with some rocks that block the route instead.
  • Prettied up some bridges.
  • Added areaportals to all the buildings.
  • Repositioned the rocks near the inland ramp to the rooves so that the ramp is far more visible.

a3:

  • Some more ammo.
  • Switched the medium health and medium ammo below, hopefully indirectly nerfing the height of the map.
  • Added another waterfall, because waterfalls are cool.
  • Modelled Torii's.

a2:

  • Changed the rock near the back of the map so it doesn't hide the ramp up to the roof as much.
  • Removed force from kill trigger.
  • Stairs are clipped!
  • Fixed the place where you could get stuck.
  • Blocked a sight gap.
  • Added a fence to block one of the longest sightlines.
  • Added a rock on the rock formations over the gorge that allows other classes to jump back up towards the long building (albeit slowly.)

Soundscapes.

  • Clipped the windows in the cliffside building.

a1: Release.

更新紀錄

2015年7月2日更新 #1 (大顯槍手更新)

  • 將 Suijin 加入到遊戲中

2015年8月18日更新

  • 根據作者的最新變更而更新地圖 Koth_Suijin
    • 在控制點附近增設掩蔽物以阻擋跨點視線
    • 在控制點建築物開設第二個可進出的洞口
    • 微調補給品的數量和擺設位置
    • 拓寬通往控制點的樓梯和橋梁之間的空間以方便移動
    • 改善模型重疊問題
    • 改進暗處的燈光效果
    • 修正工程師能在外圍島嶼上擺設建築物的問題
    • 修正工程師在限制移動的區域架設傳送裝置並困住隊友的問題
    • 修正重生室大門可被敵方玩家開啟並卡住的問題
    • 其他最佳化地圖的各種改善。

相關細節

  • Suijin (水神) means "water god" in Japanese.
  • A Killer's Kabuto, a Half-Zatoichi, and Conniver's Kunais can be found in the supply locker. Additionally, a banner of Concheror can be seen on the table in respawn room.
  • Inside both teams' spawns are big signs that spell their team's color in Japanese; '赤', meaning red, and '青', meaning blue.
  • If a player shoots or hits the gong in their spawn, it will make a loud sound (the unusued "Prayer Bowl" Noise Maker sounds from the Japan Charity Bundle). However, the gongs around the rest of the map do nothing when attacked.
  • The two sounds heard at the beginning of a round and when the capture point becomes available are used by the Koto Noise Maker.
  • According from map creator, the pagoda on this map was made as a shrine to Gravel Pit. [1]

圖片輯

注釋

參見

相關連結