Conifer
"Eu construí isso." Esta página contém informações sobre um mapa personalizado que não é um mapa oficial do Team Fortress 2. Para ver os mapas oficiais do TF2, clique aqui. |
Conifer | |
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Informações básicas | |
Tipo de mapa: | Pontos de Controle |
Nome do arquivo: | cp_conifer_rc2
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Versão: | Candidato a lançamento 2 |
Adicionado em: | 22 de junho de 2018 |
Última atualização: | 12 de agosto de 2019 |
Desenvolvedor(es): | AsG_Alligator |
Link(s): | TF2Maps |
Informações do mapa | |
Ambiente: | Alpino |
Cenário: | Ensolarado |
Perigos: | Abismos |
“ | É perfeito!
Clique para escutar (em inglês)
— O Spy admiriando as vistas do Canadá
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” |
Conifer é um mapa linear de Pontos de Controle de Ataque/Defesa criado pela comubidade de estágio único. A equipe BLU precisa capturar apenas A e então B antes de vencer a partida, visto que não há outros estágios, similar à maioria dos mapas de Ataque/Defesa na rotação de mapas da Valve.
O tema de Conifer é inspirado no mapa oficial Yukon, passando-se nas profundezas da natureza canadense, onde a equipe RED instalou uma base militar e de armazenamento disfarçada de instalação de mineração abandonada localizada em um vale grande. Uma montanha nevada também pode ser vista ao fundo.
Há também vários equipamentos de construção e esqueletos de prédios espalhados pelo mapa, sugerindo que a RED está renovando o sítio para construir nele. O ponto final também tem uma base militar com heliportos, uma instalação de armazenagem subterrânea e uma antena de satélite, expandindo a ideia de que o mapa é algum tipo e instalação de espionagem.
Locais
Todos os locais são descritos do ponto de vista dos integrantes da BLU conforme eles deixam a base.
Ponto de Controle A
O Ponto de Controle A fica entre dois prédios em uma ponte suspensa sobre um rio raso que leva a uma cachoeira, a qual, por sua vez, leva a um abismo mortal. Uma caixa de munição grande e um kit médico pequeno ficam debaixo da ponte.
- Base da BLU: A Base da BLU fica dentro de um prédio grande e contém três armários de reabastecimento e quatro saídas.A primeira e a segunda saída, na esquerda,coloca os jogadores diretamente no meio de um vale. A segunda saída é idêntica, porém coloca os jogadores atrás de uma série de caixas, as quais podem ser usadas como cobertura contra fogo inimigo. A terceira e a quarta saída, na direita, levam para cima de um telhado; para descerem, os jogadores devem pular uma queda curta. Descer leva a uma escada que conecta a uma caverna, a qual contém uma caixa de munição média e um kit médico pequeno.
- Estrada: A Estrada pode ser acessada ao virar para a esquerda dentro do lave e subir uma rampa. A Estrada contém vários equipamentos de construção que podem ser usados como cobertura enquanto se segue a Estrada. Perto do final há m prédio semelhante a um contêiner que contém uma caixa de munição grande e um kit médico médio, assim como uma janela que Snipers podem usar devido às vistas de longa distância até o ponto que ela fornece.
- Prédio do Ponto A: O prédio que leva ao Ponto de Controle A possui dois caminhos. O primeiro caminho passa por baixo do prédio e leva os jogadores para debaixo da ponte em que o Ponto de Controle se encontra. O segundo caminho fica na metade superior do prédio, oferecendo terreno elevado à equipe BLU que pode ser usado como vantagem para capturar o ponto.
Ponto de Controle B
O Ponto de Controle B fica em uma plataforma subterrânea perto da instalação de armazenamento e é suspenso sobre um abismo mortal. Uma caixa de munição grande fica próxima, perto de algumas caixas dentro da instalação.
- Caminhos: Há três caminhos que podem ser usados para alcançar o Ponto de Controle B. O primeiro caminho fica à esquerda e leva a um prédio que, por sua vez, leva a uma varanda com uma caixa de munição e um kit médico médios; pular da varanda leva o jogador a um heliporto com uma caixa de munição grande próxima. O segundo caminho fica no meio e leva diretamente a um terreno elevado que oferece uma vantagem para capturar o ponto. O terceiro caminho fica à direita dentro de um prédio, o qual leva a uma caverna que leva os jogadores para trás do ponto; este caminho pode ser utilizado como uma área para preparar uma emboscada.
- Base da RED: A base da RED fica dentro de uma casa de madeira atrás de um prédio após o Ponto de Controle B; ela possui duas saídas e um único armário de reabastecimento.
Diário de mudanças
- Moved B point to a different area (far side of the spillway, inbetween(sic) rock formations).
- Moved red spawn to the building on the far side of the spillway.
- Changed the stairway leading up to the catwalk at the buinding(sic) near A.
- Redesigned the area between A and B.
- Removed lower left path leading from BLU spawn to A.
July 29, 2017
- Reworked B point area again, along with red spawn.
- Blocked jump up to the rock arch and roof of the security booth at A point (non-jumper classes can only access the area from BLU spawn side by going over the road on the rock arch).
- Fixed rendering issues with water.
July 30, 2017
- Added upper route under the dam.
- Redesigned interior of the building before B.
- Blocked some sightlines between A and pre-B area.
- Changed the area in front of BLU spawn.
July 31, 2017
- Reworked lower path to B
- Fixed some clipping issues.
September 26, 2017
- Finished bulding(sic) stage 2 layout.
October 13, 2017
- 3cp a/d conversion
October 16, 2017
- Various bugfixes.
- Changed the building route to C point area to a one-way dropdown.
- Redesigned C point.
- Sliding gate in the building near B now opens up again after B is capped.
October 17, 2017
- Fixed a displacement hole between A and B
- Widened the walkway above A
- Blocked a sightline to RED forward spawn.
- Fixed lighting in RED forward spawn.
October 29, 2017
- Reworked C point topside area and RED final spawn.
- Added a doorway to the interior of B point building, removed divider wall inside.
- Removed 2nd BLU forward spawn.
- BLU gets the gas station forward spawn after capping B.
November 1, 2017
- Redesigned B point.
- Moved blu forwardspawn closer to B.
- Removed the gas station behind A and surrounding area from playspace.
November 3, 2017
- Reworked B point a bit, allowed access to gas station roof.
- Fixed some minor issues.
- Red forward spawn is now disabled when A is captured.
November 4, 2017
- Added more cover and an additional acces(sic) route to gas station roof.
- Improved clipping in various spots
- Redesigned dropdown route under A
- Added one-way door to window building above A.
March 12, 2018
- Reworked initial area, moved BLU spawn from mine to a new building.
- Added stairs to dropdown leading to underside of A point.
- Reworked B point.
March 22, 2018
- Reworked B point (yet again).
- Fixed missing content from version alpha 9.
March 26, 2018
- Fixed BLU forward spawn not activating properly after B point is captured.
- Replaced overlay roads with displacements.
- Added an out of bounds area in place of the orange dev block.
- Cut down on health pickups near A.
- Added a create to the vent (which I only now noticed that it forces you to crouch to get into the vent, GG me).
- Extended the pit under C, added lights to it.
- Added fog change trigger to the underground area of C.
March 30, 2018
- Expanded B building.
- Fixed several sightline issues around A point.
- Added nobuild to large animal container in C undergroud(sic) bit.
- Removed crate from vent above B.
- Fixed B point not adding time for BLU.
- Tweaked respawntimes for both teams for all points.
April 8, 2018
- Added a bridge connecting the to the dropdown doorway in red building before A.
- Moved the locked door to the other doorway of the tower near A, added 2 sniper windows to it.
- Added a hole in the wall leading directly onto A from inside of red building.
- Added a bridge to the suspended bit of red building.
- Moved the construction shed.
- Rebuilt A>B connector.
- Redesigned B building slightly.
- Added a room connecting the interior of B building to the road tunnel.
April 11, 2018
- Rebuilt part of A-B connector.
- Added a fence on A to block a sightline.
- Removed fence from the courtyard between A-B connector building and B building.
- Added an open boxcar sitting right on top of the reailroad(sic) crossing
- Removed flipped dumptruck cover from side entrance to B.
- Added an elevated area next to C pit.
- Fixed one of sniper windows at A being obstructed by model collisions.
- Fixed being able to climb on top of rocks in the area next to B with non-jumper classes.
- Changed one of the ammopacks in underground C area to a large one.
- Changed RED final spawn so that upon exiting the spawn players can clearly see all 3 paths to C.
April 21, 2018
- Removed B point
- Entirely new A-B connector
- Added a 2nd doorway to the basement route leading under A.
- Removed Road tunnel route to B (former C) point.
- Made it so RED respawns instantly for a few seconds after A is capped.
April 25, 2018
- Added areaportals around A point buildings.
- Added a shortcut from the windowed tower building near A with the exit near the waterfall.
- Added a flank around B point chokes, entrance from the waterfall stair shack, exit near checkerboard shack over B.
- Fixed some clipping issues.
- Removed a few boxes from B point platform.
- Fixed being able to shoot through setup doors.
May 1, 2018
- Fixed a displacement clipping through a wall near main A-B entrance you could get stuck in.
- Removed one of the medkits near A.
- Widened the wall opening over A.
- Altered initial area to block sightlines.
- Added a dropdown shortcut from initial area mine to the mine tunnel exiting next to the waterfall.
- Added detail to RED forward spawn and small tower near A.
- Altered RED forward spawn resupply cabinet to turn into a static 2fort cabinet model after A is lost instead of making the cabinet magically disappear.
- Fixed displacement seam in A-B connector.
- Added shelf blocking a sigthline through large red building near A.
- Increased fade distance on areaportal under A.
May 7, 2018
- BETA!
- Detailed remaining areas.
- Added 3D skybox.
- Tweaked env_light and fog settings.
- Added soundscapes.
May 11, 2018
- Redesigned tunnel flank to last.
- Added sightline blocker to area in front of BLU spawn.
- Blocked off direct route up to the road from BLU spawn.
- Removed RED forward spawn.
- Fixed solid cobweb in the building near A.
- Set prop fades on a bunch of props.
- Added lamps to shadowy area near BLU spawn.
- (Hopefully) fixed A cap not adding time for BLU.
- Fixed being able to get stuck in rocks between A and B.
May 13, 2018
- "Fixed" item patch overlays rendering through waterfall shed wall.
- Removed boxes from final point elevator.
- Increased height of player clip ceiling over final area.
- Added areaportals to the underground area of last.
- Lowered the ground around the hangar building balcony, to get up to it from RED side you now need to use stairs at the back of it.
- Added more shrubs.
- Added forward spawnpoints in blu spawn that activate with A cap.
- Made several observer points team-specific.
- Clipping fixes.
May 16, 2018
- Added a couple of light fixtures above doorways to make them more noticable(sic).
- Added several occluders(sic) to combat bad performance in certain areas.
- Removed some cover from elevated flank on last.
- Fixed several displacement problems.
- Fixed several clipping issues.
May 18, 2018
- Added a rock formation with high ground in A-B yard as a better anchor point for BLU.
- Added a gantry crane with a container over B point to cut sightlines around the point.
- Added an extra fence as cover for mine tunnel flank to B.
- Added a one-way door to the tunnel exit.
May 21, 2018
- Added an elevated platform at B.
- Added a structure at B cutting sightlines across area.
- Removed gantry crane over B.
- Removed one-way door from tunnel exit at B.
- Increased fade distance of tall windows in the hangar building.
May 26, 2018
- Removed the dropdown in checkerboard shack on B.
- Added a doorway from the interior of the checkerboard shack to the elevated platform next to it.
- Added a window overlooking the point.
- Added a medium healthkit on the BLU side of the hangar building.
- Added a small healthkit to the interior of the large red building at A.
- Opened up the other half of the hole over A so one can walk through the whole thing.
- Added lamps to the interior of the construction shed.
June 6, 2018
- Stuff changed (I dont remember honestly what i changed lol)(sic).
June 9, 2018
- Added an elevated rock platform between 2 entrances to B, accessible from hangar building balcony.
- Added a rock divider between helipad and rock spire between entrances.
June 22, 2018
- Fixed all reported bugs from last version.
- Fixed exterior soundscapes missing sound positions for bird noises.
August 11, 2019
- Removed pretty much all Yeti Park references.
- Fixed some minor bugs.
- Added func_rotating to radar dish at B.
Galeria
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