Ambush (custom map)

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Ambush
Ambush.png
Basic Information
Map type: Control Point
File name: cp_ambush_rc5
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
Healthico.png Health Kits: Smallhealth.png ×11  •  Mediumhealth.png ×16  •  
Largehealth.png ×5
Ammoico.png Ammo Boxes: Smallammo.png ×4   •   Mediumammo.png ×19   •  
Largeammo.png ×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.

Overview

Locations

The following locations are told from BLU's point of view

Stage 1, Point A

Stages 1 & 2
  • 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

Stage 3
  • 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