Meridian

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E assim começa o meu reinado de sangue de mil anos!
O Demoman sobre domínio global
Meridian
Tiki.jpeg
Informações básicas
Desenvolvedor(es): Desconhecido

Meridian é uma mapa customizado de Controle de Território feito por Shmitz. O mapa é localizado em uma remota ilha tropical no meio do mar. Diferente da Hydro, onde a meta é capturar cada ponto de controle em territórios diferentes do mapa, Meridian usa a captura de Inteligências como meta principal. A equipe que capturar a Inteligência de cada área captura o território. Para cada "estágio final" (tanto para BLU quanto para RED), a equipe de defesa vence protegendo a inteligência até o tempo acabar.

Localizações

PC1 RED: O Vulcão

O robô dentro do vulcão

É uma fábrica de robôs dentro de um vulcão onde os RED estão construindo uma monstruosa máquina de batalha. A inteligência está no ponto de observação do segundo andar do sistema de passarelas do vulcão.

  • Entradas pelo templo: O design do exterior do templo praticamente força que os jogadores se dividam entre os dois caminhos em potencial. A primeira rota, que sai pela esquerda e sobre uma cachoeira no top do cânion, possui diversos pilares e pequenas barreiras ambientais que proveem proteção contra adversários, mas limita o campo de visão e o deslocamento em geral. O caminho mais tortuoso da direita leva a uma ponte que cruza o cânion, que eventualmente se conecta aos outros corredores da fábrica ao longo da outra rota. Ambas passagens acabam no terceiro andar do sistema de passarelas do vulcão, fornecendo uma ótima visibilidade sobre qualquer movimento possível do inimigo ou suas posições estratégicas.
  • Entradas pela baía do submarino: Dois corredores pequenos levam à passagem principal do submarino. Eles se encontram em uma câmara repleta de espaços abertos, além de uma escadaria angulada. Ao entrar na fábrica, a Inteligência se encontra em uma posição precária, já que o cômodo permite diversos pontos de ataque surpresa de inimigos que podem dominar a situação com força de investida bem distribuída.
  • Entradas pelo vilarejo:Dois caminhos se separam partindo do vilarejo, passando pelo cânion e outras passagens da fábrica. O frágil ambiente das duas pontes do lado de fora força o avanço rápido da equipe para tomar a Inteligência inimiga.

PC1 BLU: O Templo

Dentro do Templo do Tiki

Um templo ancestral, que fora dominado pela equipe BLU e é atualmente utilizado como sua base de operações contra os RED da ilha. A maior parte da arquitetura do templo foi modificada com holofotes e equipamentos trazidos pela equipe BLU. A Inteligência pode ser encontrada fora da sala de renascimento da equipe BLU, dentro da base do templo.

  • Entradas pelo vulcão: O interior da fábrica força os jogadores a subirem para o terceiro andar das passarelas para alcançar o caminho que leva ao templo. A própria passagem se divide um duas direções, as quais levam ao cânion do lado de fora. Enquanto um caminho segue a ponte cruzando o cânion pela esquerda, o caminho que deixa a fábrica pela direita leva a uma cachoeira bloqueada por rochas, impedindo que se exista qualquer visão do outro caminho para o templo. Os dois caminhos seguem uma sequência de túneis estreitos antes de finalmente chegar ao poleiro sobre a Inteligência.
  • Entradas pela baía do submarino: Ambos caminhos são meios tão rápidos quanto perigosos de se alcançar a base do cânion e o rio que flui por ele. Certas formações rochosas quebra o caminho em duas ramificações diferentes. Os dois levam aos confins do templo, provendo acesso pela esquerda e direita da Inteligência.
  • Entradas pelo vilarejo: Localizado relativamente próximo às salas de renascimento do vilarejo, dois caminhos cruzam pelas formações rochosas fora do templo e, eventualmente, se reúnem e se dividem novamente em duas rotas separadas rumo ao interior do templo. A maior das duas passagens termina em uma área de tamanho moderado fora do templo, à sombra de uma cabeça tiki e repleta de várias barreiras ambientais. A rota alternativa corre em paralelo com a entrada principal, descendo e virando para o lado chegando a um corredor bastante apertado. Ambas as rotas levam à câmara principal do templo, fornecendo um grande campo de visão para um ataque à Inteligência.

RED CP2: The Submarine Bay

The submarine drydock

A submarine bay located on the edge of the island's coast. The Intelligence sits on a grated walkway near the entrance hatch of the submarine.

  • Entrances from the volcano: Two doorways on the bottom floor, left of the initial spawn point, lead to a large antechamber with numerous height differences and opportunities for ambush and flanking positions. The paths merge into a set of hallways, one high and one low, that show a clear line of sight to the Intelligence.
  • Entrances from the temple: A series of paths through the convoluted rock structure at the bottom of the canyon eventually focus into a clear sight of both of the entrances to the drydock. The following paths into the submarine bay consist of numerous tight corners, with both opening up to clear views of the Intelligence, but obstructed views of much of the rest of the room, which provides numerous ambush opportunities for the opposing team.
  • Entrances from the village: Two paths on opposite sides of the village head into two cramped, narrow tunnels with few sight-lines of enemy positions. The momentary opening of space leads to a small field, covered on both sides by covered positions. The tunnels which lead into the drydock itself remain primarily straight, and upon opening up provide either high or equal ground to the Intelligence on the catwalks.

BLU CP2: The Village

Overlooking the native village

This walled village appears to have once been the home to a group of tribal natives. Many of the buildings have been re-purposed as supply and power centers for BLU operations. The Intelligence sits in the basement of a large building in the center of the village.

  • Entrances from the volcano: From the robotics facility, a branching pathway on the third level of the walkway system leads outside to two rope bridges overlooking the canyon. The bridge along the left pathway connects to the village at a lower elevation, increasing the risk of ambush and flanking from attacks on the upper walks.
  • Entrances from the temple: After leaving the spawn room, players are immediately focused into one of two small corridors which give way to a much more open, outdoor area filled with numerous objects to block sight-lines and set up ambushes. This larger area is then funneled under the rock formations outside the village, becoming increasingly narrow as they approach the village wall. Progress to the Intelligence is tight and difficult, with spawn rooms located right next to both entrances.
  • Entrances from the submarine bay: The path splits between a higher route that pushes the team farther away from the village, and a lower, more direct route which places the team on a low ground dangerously open to attack. Both paths empty into a crowded open area, with covered positions available for both teams. Players can then, yet again, choose between a direct-yet-dangerous route leading into the center of the village, or a side route following the village barricade which places the team farther away, yet closer to enemy respawn rooms.

BLU Ship

BLU Team's barge

The last line of defense for BLU operations, this large barge located outside the old native village contains minimal munitions and technology, but is placed in a region so environmentally diverse that a counter-attack is still plausible and capable of succeeding.

  • Direction of attack: Both exits from the village empty players into a rocky, coastal area. Rocks, trees and other environmental barriers greatly reduce visibility, and funnel teammates into almost straight paths towards the barge. The water under the barge can drown players quickly, making progress onto the ship a necessity. The barge itself contains various entrances, and a great deal of open space on the bow and main deck. The Intelligence sits in the center of the cargo hold, a highly enclosed room filled with tight corners, secondary walls, jutting computers and plenty of spaces for enemies to set up ironclad defenses.
  • Pattern of defense: The barge itself provides minimal cover from an aggressive attack pattern, making offense the only practical defense on this final stage. The battle from the barge up to the coast is an uphill one, though the various pieces of cover and environmental obstacles almost casually focus players down one of the two straight paths into the village. As the entrances to the village are very close to the spawn rooms, control of the coast is key to maintaining the Intelligence.

RED Lair

A rotating globe and intel inside RED Team's base

This secluded, highly guarded section of RED's operation clearly shows their plans and goals far beyond the conflict over this island. A highly condensed, tightly compartmentalized, and cleverly constructed mass of tunnels and catwalks guards the last line of defense for RED's global intentions.

  • Direction of attack: Located at the bottom of the robotic facility's main chamber, both pathways out of the volcano lead to a very small, vertically-inclined chamber. From here, players can choose to either scale the forklifts and take to the catwalks, or follow a more direct, yet highly corner-based, path towards the final chamber. The final room contains yet another vertically-inclined chamber, with numerous walls and awkward ramp placements making it easy for enemies to hide nests or hold choke points. The Intelligence rests in front of a rotating globe against the nearest wall as you round the corner, up a staircase and in an easily-defensible position.
  • Pattern of defense: The vertical nature of the last two rooms of the cycle provide enough creative mobility for a reasonable defense pattern to be drawn up. The catwalks provide just enough unobstructed sight-lines so that teammates can assess the direction the enemy is moving in and have time and a means to intercept them. Tight corners both in the first room's catwalks and in the lower path to the final room allow for a quick turnaround of control in the event that dominance over the battlefield shifts one way or another.

Strategy

  • One of the keys with Meridian is understanding just how a Territorial control map works and which parts of Meridian are currently in play. At the start of each round you will emerge from your spawn area and will be connected to one of the enemy territories detailed above. A key to good play is working this out quickly and getting your assault underway.
  • There is always more than one route to the opposition's control point.
    • As with all other maps familiarize yourself with all these various routes. Micro-management of forces is key.
  • In almost complete contrast with the length of stages in Hydro, Meridian's paths (for the most part) are short, angular and consist of tight corners mixed with long, straight hallways. Combat moves very quickly, and focus shifts from defense to offense almost instantly. Keeping an aggressive play style and knowing where your enemy is moving and allocating forces is key to success.
  • Paths at the end of the stages, particularly in the temple and submarine bay, often open up very close to the Intelligence and provide little opportunity for players to catch their enemy or stall a rapidly moving force. In these instances, an ironclad defense is a necessity before any honest attempt at offense can be made.
  • With the game moving quickly, intelligence and communication are everything. Keeping in touch with fellow players, knowing where enemies are moving, and particularly being aware of your enemy's proximity to the Intelligence will make all the difference in prolonged matches.

Additional Screenshots

Changelog

Diário de mudanças:

Beta 5:

  • Reworked interior of the boat (BLU final defense round). Main blue spawn is now at the top level, with the intel being in the hold of the ship.
  • Improved temple textures.
  • Intel return timer increased from 30 seconds to 40.
  • Spawn times start slightly lower, but their reduction over the course of a round is much less. Spawn times are no longer instant at the end of a round.


Release Candidate 3:

  • Fixed problem with invisible robot booth props.
  • Improved several older props.
  • Fixed a few other visual problems.
  • Fixed a bug where the "take it home" radar would point to the wrong area.
  • Changed HUD to just have the flag radars, without the erroneous score information.


Trivia

  • On close inspection, one can see the head of the Heavy, the head of the Engineer, and a carved Chave Inglesa sitting on the top of the totem pole located in-between the village and the submarine dock.