Ambush (custom map)
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“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. |
Ambush | |
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Basic Information | |
Map type: | Control Point |
File name: | cp_ambush_rc5
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Released: | February 25, 2020 |
Last updated: | March 1, 2023 |
Developer(s): | ICS |
Link(s): | TF2Maps |
Map Info | |
No. of Stages: | 3 |
Environment: | Farmland |
Setting: | Day |
Hazards: | Pitfalls |
Deep Water: | No |
Pyrovision Support: | No |
Map Items | |
Health Kits: | ×11 • ×16 • ×5 |
Ammo Boxes: | ×4 • ×19 • ×9 |
Ambush is a community-made Attack/Defend Control Point map.
In Ambush, the goal of the attackers, BLU, is to win through a series of stages in order to win the map. Within each stage, the attackers must capture two control points, A and B, which are held by the defenders, RED. Point A must be captured before the attackers can assault B. A Halloween version of this map was added in Scream Fortress 2021.
Contents
Locations
The following locations are told from BLU's point of view
Stage 1, Point A
- Tree Stumps: A name given to an area right outside BLU's right spawn exit, containing multiple tree stumps.
- Lower area: This is a relatively small area found right outside BLU's left spawn exit. When compared to the Lumber Yard, the Lower Area is ever so slightly lower.
- Lumber yard: The location of the first point. It's filled with saws, logs and wooden planks.
Stage 1, Point B
- Sawmill: The large wooden building used for separating point A from point B. It has many corridors and acts as a direct line of approach to the final point.
- Mineshafts: There are two mineshafts running underground. Both of them act as a flank route leading up to point B, and both of their entrances are at the Sawmill's sides.
Stage 2, Point A
- Ravine: This is the long, depressed ditch which takes up a shape of the letter "L".
- Cliff: On the Ravine's left side is the Cliff, accessible by crossing a wooden bridge up to it.
- Cave: Another way to access the Cliff is from a cave on BLU's left side.
Stage 2, Point B
- Sniper's deck: Right in front of the Point A would be the Sniper's deck, a tall building overviewing the next point.
- Shed: And just left of the Point A is a tiny shed imbedded into the surrounding terrain.
- Left Flank: Above the aforementioned Shed is flank route wrapping around the left side.
- Central area: In between the Church and the Sniper's deck is the Central area, a relatively open location filled with many platforms, bridges and other map geometry.
- Church: The Point B itself is in encased within a stone Church located on top of a hill-like structure.
Stage 3, Point A
- Building 237: A building named after the sign displayed on it. It is located up on the left side, from which it slowly ascends up to the Point A on the right.
- Yard: Directly opposite of the Building 237, also on the right side, is the Yard.
- Elevation: This is the resting place of Point A. It is an elevated wooden platform connecting the Building 237 with the Computer room.
Stage 3, Point B
- Computer room: The room which serves as a direct path to the final point. As the name implies, it contains many servers and computers.
- Under Flank: Left of the Compute room is route which dips under the ground for a few moments before coming up on the Propane Tank's left side.
- Propane Yard: As the name implies, the Propane Yard is a large yard with a red propane tank in it, as well as the final capture point.
- Red Shed: In front of the Propane Yard is a medium sized house overlooking it.
Changelog
Changelog:
Feb 29, 2020
- Increased respawn times slightly for both teams in stage1 and stage2
- Added one-way door to the end of the stage1 right side tunnel area (seen from blu base)
- Fixed crack in displacement in stage3
- Fixed possible out of map exploit in stage3 (thanks Boonie!)
- Fixed tree stump not having any collision (thanks cringe!)
- Fixed being able to go through water surface and build underwater in stage2 (thanks BUTA & Moonly Days!)
- Fixed few texture errors (stage3)
- Fixed stairs near first blue spawn being non-solid (stage1)
- Fixed few props fading too early (stage3)
- Re-Aligned few misaligned textures (stage3)
- Improved lighting in stage3 "basement"
- Removed staircase from stage3 so that red cannot ambush blu so easily before last area
- Added soundscape to the welcoming camera point (stage1)
- Added some more details all over the map (encore on stage 1, 2 and 3.)
- Several miscellaneous fixes (fanfair)
Mar 6, 2020
- Changed location of doorway near A area on stage3 by 90 degrees, now players can navigate better
- Added more visual details in some parts of all stages
- Moved one of the RED resupply closets closer from the side in stage3
- Fixed tunnel trims from not being visually great and supporting
- Fixed odd shadows from some props in stage1, stage3
- Fixed crack in displacement in stage1
- Fixed more props fading too soon in all stages
- Added bomb explosion in the mine to the last CP, with visual effects upon last capture
- Improved clipping all over the three stages
- Miscellaneous fixes and tunings all over all stages
Mar 10, 2020
- Closed a route from side to A stair house in stage3
- Made new route from planks to A, next to cliffside at the closed door in stage3
- Fixed clipping issues near last cp, players being able to stand up high at the windows
- Fixed problem where players were able to throw flying guillotine through the same windows
- Improved clipping all over the three stages
- Added some more lighting to each spawnroom and A-B area in stage3
- Improved lighting on some other areas of the map
- Added loading screen images into the map
- Fixed grass coming through the wall in stage1
- Fixed a possible exploit where you could have build through a corner outside of a map in stage1
- Fixed hovering doors in stage2
- Fixed hovering rocks in stage3
- Fixed hovering sign in stage3
- Fixed stairs in stage2 and stage1 from being shoot throughable even when supposed not to
- Fixed chimney model coming through ceiling in stage3
- Fixed some props being totally black to normal
- Continued detail pass in stage1, stage2 and stage3. Nearly there!
- Lots of other fine tunings and changes that i cannot remember to list here!
Mar 11, 2020
- Fixed crack in displacement cliffs on stage3
- Fixed few texture errors in stage3 brushwork
- Fixed few overlays overlapping eachothers in stage3
- Fixed lamp not emitting correct beam effect in stag3
- Fixed one more possible exploit in stage2 where you could get outside of the map in stage2
- Further improvement on clipping and playability through it
- Further optimizations to framerates in some parts of the map
- Improved bots navigation throughout the map
- Nodrawed some remaining brush faces
- Continued detail pass, about done now
Mar 21, 2020
- Improved RED first spawn visual look a bit
- Fixed some lights not having the "beam" effect
- Fixed 3 non-solid barrels to solid
- Fixed more props fading too soon
- Fixed one see-throug seeable wall
- Miscellaneous small fixes
Apr 12, 2020
- Fixed the download link pointing to wrong file.
Gallery
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