Panic

From Team Fortress Wiki
Revision as of 02:41, 11 January 2011 by Esky (talk | contribs) (Standardisation tweaks, corrections, cleanup)
Jump to: navigation, search
Panic
Plr panic b20005.jpg
Basic Information
Developer(s): {{{map-developer}}}

Panic is a Payload Race map created for the TF2Maps.net A/D CTF and Payload Race Contest. It was awarded second place in the competition.

Panic is set in a small industrial area, surrounded by a forest. Unlike most of the other Payload Race and Payload maps, it is possible for a player to be killed by their own cart on this map. In the first stage, the cart falls down a ramp and rolls into its starting position before the start of the round. If a player is standing in its way they will be killed by it, similarly to the trains on Well.

Stage 3 is also unique, as the entire track is a ramp with a hole at the very bottom of it. This forces teams to stay with their cart in order to keep it moving. Otherwise, the cart will fall off the map and cause the team to automatically lose.

Goal

Both teams must simultaneously push their carts through enemy territory in order to reach the capture point, while preventing the enemy team from doing the same.

Strategy

Stage 1

  • Due to the early crossover of RED's and BLU's carts, Heavies are vital for a successful push through the middle of the stage.

Stage 2

  • The hill before each finishing point offers an optimum point for Engineers to place their Sentry Guns, as the cart will roll back down the hill if successfully defended.

Stage 3

  • Because the cart will roll back if no enemies are pushing it, the Pyro's compression blast is incredibly useful on this map. Teamed up with a Medic, Pyros can easily push multiple enemies off the cart and onto areas below in order to force the enemy's cart to roll back.
  • The large building in between the two cart tracks, along with the large space between each cart, make Snipers a less than ideal class for the final stage. It is suggested that players that elect to play Sniper equip Jarate for its useful Mini-Crit effect.

Screenshots

Changelog

Changelog:
b2: Speed increases over time in stage 3. New environment settings, updated skybox, optimization and bug fixes.

b1: detailed stage 3. Finished stage 2. Initial optimization on all stages, explosion in stage 2 reduced in size to help performance. Moved some pickups around, mainly in stage 1 and 3. Closed off the middle (wooden) tunnel in stage 2. Clipped more edges, switched some clips for trigger_push to allow rocketjumping. And more that I can't remember!

a9: stage 2 detailing. custom soundscape. a8: rebuilt ALL logic in the map. Continued some detailing in stage 2. Slowed the carts in stage 3 by 20% a7: Anti-stalemate mode added. Stage 2 rough texturing. a6: stage 1 detailed, still not 100%. Fixed a rare bug with auto-rolling carts in stage 1. a5: fixed crashing. Added particles! a4: stage 2 deleted, new stage 2 added. Dynamic cart speeds in stage 3. a3: various fixes and tweaks. a2: added stage 3.

a1: release (stage 1 & 2).

Additional Links