Undergrove (custom map)

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Undergrove (custom map)
Undergrove Main Point.png
Basic Information
Developer(s): Unknown
Map Info
Environment: Forest, Urban
Setting: Day
Hazards: Pitfall


At the heart of a lush, mysterious forest, blanketed in a soft layer of afternoon shade by a canopy of sturdy oaks, lies an inconspicuous supply station- the site of the latest clash between RED and BLU. Prepare to exact bloodthirsty revenge on your enemies whilst admiring the towering formidability of an old-growth forest- all in a fast-paced KOTH map!
Undergrove publicity blurb

Undergrove is a community-made King of the Hill map with a symmetrical layout. A Halloween version of this map was added in Scream Fortress 2020.

Locations

Spawn: A storeroom with two exits, a large and lower one to the left and a small and upper one to the right, and three resupply lockers, two in-between the exits and one on the left side of the back area.

Spawn Yard: The area just outside the spawn right before the Binski Logging/Husky Acres buildings. The right side is higher than the rest, connected by wide steps in-between spawn exits and a thin ramp a bit further.

Binski Logging/Husky Acres: The Binksi Logging (BLU) and Husky Acres (RED) buildings are split into three parts: left, middle, and right.

  • The left part is a small corridor that starts with a right turn and then a few steps. At the end players can jump and drop down to the right or walk down to the left.
  • The middle part has its entrance turned toward the left part. Players have to turn left and then go around a wall in its center.
  • The right part is straight across the right spawn exit. It is a small corridor that begins with a right turn and then a U-turn to the left.

End of the Line: A long and narrow yard with a set of train tracks end to the left and an upper area accessible through a slope to the right. A medium ammo pack and health kit can be found between the Binski Logging building's left and middle exits. Up the slope are a medium ammo pack and a small health kit. There are multiple routes players can take from here to the point.

Mine Pit: The Mine Pit building is right next to the train tracks and has two small entrances. An open window allows players to attack the point with relative cover, but also allows players on the point to attack incoming enemies. Up the steps and to the left is the Mine Pit, overlooked by a small ammo pack and health kit, and to the right is a slightly raised view of the point.

Players can go in-between the Mine Pit building and the Central Building through two wooden walls to the point, but they will be at a lower level compared to the point.

Central Building: The Central Building is split into two parts, the main one and the side one. The main one has a sheltered wooden entrance with a view of the point, blocked by a fence that players need to go around, and takes players straight to it. The side one is a very short corridor with a right turn, a left U-turn and another right turn that ends at one of the stairs to the point.

Wooden Platform: Accessible through a ramp right next to the Red Valley Mining "No trespassing" entrance, it grants a clear overview of the control point's area. Scouts can easily double-jump from one platform to the other in order to reach the enemy side of the map.

Red Valley Mining: A small underground room players can drop into that houses a small ammo pack and health kit. Most classes will have to leave through the exit, which leads to the point's area, but Scouts can double jump, Pyros can flare jump, and Soldiers and Demomen can rocket/sticky jump up the drop and onto the opposing side of the map.

Control Point: The control point sits on a wooden bridge that connects the main exits of the Central Buildings, with a small guardrail on either side. Two ramps on the Mine Pit side connect it to the ground and two stairs connect it to the side parts of the Central Buildings. Beneath it is a thin wooden plank with a medium health kit over a demonic pit.

Changelog

Changelog:
January 31, 2018
  • Reworked tunnel flanks:
  • Previously, the sections that connected to exits under the point were found to be too interconnected and needlessly complex. These have been removed.
  • To compensate for this removal of routes, the elevated tunnel passage has been expanded and now connects to the "ravine" area under the point.

​*Shack that previously connected to the tunnel flanks has been removed and replaced with a larger building that functions as a side route to the point, as well as a battlements rooftop.

  • Lighthouse has been replaced with an easier to navigate building.
  • "Ravine" area is now less deep, hopefully to make attacking mid from the ramps more viable.
  • Removed pine trees around the point.
  • Expanded courtyard leading up to mid slightly.
  • Added ammo under mid, adjusted other pickups.

February 6, 2018

  • Fixed packing issues.

February 9, 2018

  • Refined tunnel area connecting upper plateaus with mid.
  • Changed geometry of the white building to block sightlines.
  • Reduced unnecessary space in rightmost (from Red's perspective) passage at spawn
  • Added a nice shack to the upper plateaus. (You can hide in this shack, if you want to! You don't have to though.)
  • The shack is really nice! Please hide in the shack.

Februar7 14, 2018

  • Added windows to sightline blockers before the bridge.
  • Moved health and ammo packs from the fence to directly in front of middle buildings.
  • Changed geometry of the rooftop battlements to make it more obvious that the adjacent roof cannot be accessed.
  • Added lights to the tunnel route.
  • Fixed players being able to stand on some fences.

March 30, 2018

  • Scaled down length of the mid platform and reduced depth of the surrounding "ravine" area.
  • Edited the rooftop vantage points, and added a new platform with a barrier to force engineers to expose sentries more.
  • Narrowed route under the bridge.
  • Added ramps to up to the bridge in the area between the bridge and white building, and modified preexisting ramps.
  • Remade much of the white building to make it more freeing to navigate, less isolated from outside combat, and more usable for snipers.
  • Added cover in middle route from spawn to block a sightline, and created slight height advantage for players leaving spawn.
  • Clipping fixes.

November 19, 2018

  • Full artpass.
  • Too many layout/scaling changes to list.

December 3, 2018

  • Optimization!

December 11, 2018

  • Clipping pass, minor visual tweaks.
  • Uploaded to the Steam Workshop.

December 15, 2018

  • Mirrored everything.
  • Minor clipping adjustments.

December 18, 2018

  • Minor prop orientation, clipping, and detail fixes.
  • Updated health/ammo packs:
  • Added small health kits under buildings near cave entrances​.
  • Added small ammo kit in cave area​.
  • Changed medium ammo kit above deathpit to small ammo kit and added small health kit alongside it​.

Gallery

See also