Rumford (custom map)
Revision as of 22:04, 21 March 2023 by ShadowMan44 (talk | contribs) (I did not realize I put "lol" in the to-do thingy, whoops.)
“I built that.” This page contains information about a custom map that is not an officially released Team Fortress 2 map. All released Valve and Community-made TF2 maps can be found on the list of maps. |
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. Notes: need to fill in the rest of the locations once the event version is covered |
Rumford (custom map) | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Alpine |
Setting: | Day time |
“ | The town of Rumford, Maine. Red team owns a papermill and Blu team wants in to find the hidden australium. Deliver the payload cart!
— Rumford publicity blurb
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” |
Rumford is a community-created custom Payload map set in a paper mill. A Smissmas version was added in the Smissmas 2022 update.
Locations
Checkpoint A
- BLU's First Spawn: This is the BLU team's first spawn point at the beginning of the round. It has 3 exits, one facing the small building, one facing the flank, and another in the middle where the cart is.
- Flank: A flank route.
- Small Building: The small building located in front of the first exit of BLU Spawn, containing health kits and ammo packs.
Checkpoint B
- BLU's Second Spawn: The second spawn room that BLU spawns in once Checkpoint A is captured. It has 2 exits, the main exit facing the Rumford Paper Co. building, and the other on the side facing the flank, leading to a more open area of the map that leads to Checkpoint A.
- The Halfway Point: The halfway point from BLU's first spawn to Checkpoint B.
- Rumford Paper Co.: The inside of the Rumford Paper Co. building. It contains the RED team's first spawn room and two branching paths that lead further inside the building complex.
Changelog
Changelog:
Mar 4, 2021
- spawns were broken
Mar 12, 2021
- added higher ground to B
- added another flank to B
- moved blu forward
- removed one way at last
- adjusted health/ammo
- optimized
- clipped
Mar 18, 2021
- changed routing in building leading up to A.
- added a sightline solving solution in several areas.
- changed respawn times.
- adjusted health/ammo.
- improved player flow.
Mar 23, 2021
- changed routes into A.
- changed routes around B.
- removed lower flank into Last.
- adjusted health/ammo.
- forgot to align some textures.
Mar 26, 2021
- adjusted blu spawn courtyard
- adjusted routing at B for blu
- reworked turntable room
- adjusted routing into last
- adjusted health/ammo placement
Mar 28, 2021
- made the route at B not a snipers wet dream.
- added some cover at A.
- adjusted cover at last.
- added some important clippings
Apr 8, 2021
- changed the routing on last.
- lowered last.
- changed routing between A and B.
- moved Blu forward.
- added cubby at A.
Apr 21, 2021
- moved blu forward spawn more forward.
- made crate on last nobuild.
May 24, 2021
- added shithouse outside of BLU spawn.
- added some textures to BLU spawn.
- changed shape of BLU spawn.
- changed flow into A.
- changed B.
- removed route at C.
- moved spawn at last.
Jun 7, 2021
- removed some sightlines.
- adjusted A for engineers.
- adjusted respawn time on last.
- adjusted health/ammo.
Jun 9, 2021
- added door back to A.
- removed force respawn for red team.
Jun 15, 2021
- adjusted A.
- adjusted B.
- adjusted Last.
- more stuff
Jun 23, 2021
- sort of redid A?
- fixed clipping.
Jul 5, 2021
- added blu forward after capping A.
- buffed spy on last.
- simplified routing on last.
- made A flank more defined.
- removed dumb rotating route at A.
- fixed some jank sightlines.
- shot a sink.
- other stuff.
Jul 8, 2021
- I unbroke spawns.
Jul 12, 2021
- removed some rocks
- moved some stairs
- added some textures
- clipped blu spawn
Jul 13, 2021
- updated respawn time for red after capping A and B. Reduced it by 1-2 seconds.
- added forcerespawn for red.
- added windows.
- added some nice textures.
Aug 15, 2021
- added custom signs.
- adjusted models.
- added 3d skybox.
- fixed soundscapes.
Aug 16, 2021
- fixed clipping.
- fixed some textures.
- fixed some props.
- fixed a door or two.
- forgot clippings.
- fixed some models.
- fixed some lighting.
Nov 22, 2021
- added a lot more detail.
- added room at A.
- I did a second art pass pretty much.
Dec 5, 2021
- optimized A again.
- added some more details.
- more areaportals.
- better displacements.
- doors are still not packed, deal with it.
Feb 22, 2022
- fixed some areaportals.
- added some hints.
- fixed some textures.
- you get the idea.
Mar 1, 2022
- added more detailing.
- fixed some lighting bugs.
- WIRES.
Mar 4, 2022
- more detailing.
- fixed clippings.
- reduced tjuncs.
- packed the doors.
Mar 15, 2022
- POLISH
- lowered tjuncs
Mar 23, 2022
- more detailing.
- moved fund_details to models.
- redid most of my stairs.
- fixed some clipping.
Mar 27, 2022
- first rc pass.
Feb 13, 2023
- Reoptimized the whole map.
- Adjusted clippings in areas.
- Fixed some lighting bugs.
Gallery
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