Overgrown

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Overgrown
Cp overgrown.png
Basic Information
Map type: Attack/Defend
File name: cp_overgrown
Released: July 18, 2024 Patch
(Summer 2024 Update)
Developer(s): Harlen "UEAKCrash" Linke
PearForceOne
Juniper
Aeon "Void" Bollig
Erik "Colteh" Coltey
Freyja
E-Arkham
Map Info
Environment: Jungle
Setting: Dusk, sunny
Hazards: Train, pitfall
Map Items
Healthico.png Health Kits: Smallhealth.png ×4  •  Mediumhealth.png ×7  •  
Largehealth.png ×1
Ammoico.png Ammo Boxes: Smallammo.png ×8   •   Mediumammo.png ×6   •  
Largeammo.png ×1
Map Photos
Loading screen photos.
Map overview
Overgrown overview.png
Map Stamp
Item icon Map Stamp - Overgrown.png
Supporters Leaderboard

Overgrown is a community-created Attack/Defend map added in the Summer 2024 Update. It is set in a villa resort in a South American jungle.

Overgrown was contributed to the Steam Workshop.

Locations

Point A

  • First BLU Spawn: BLU spawns in an auto repair shop with four exits; a right one, a left one, and two middle ones (accessible through the right). Two resupply cabinets sit on opposite sides of a jukebox in-between the exit paths.
  • BLU Courtyard: The open area immediately outside the BLU Spawn.
    • Stone Arch: A stone arch in front of the right exit of the BLU spawn.
    • Building Arch: An elevated building that forms an arch. The roots of a nearby tree can be climbed with precise movements to reach the elevated ground behind it.
  • BLU Building: A building that separates the BLU Courtyard and the first point's Area.
    • Clock Building: The building to the left of the big BLU sign, with a mostly white interior. To the left is a bridge overlooking the first point and access to a flank to the RED Building; to the right is a platform in front of the point. The left also loops back to the elevated ground near the Building Arch.
    • BLU Station: A train station with blue walls, couches, and stools. The elevated floor has one of the doors of the Second BLU Spawn, the farthest exit leads to the platform in front of the point, and the stairs and train tracks lead to the RED Building and the point.
    • Second BLU Spawn: A tiny room with a resupply cabinet that becomes BLU's spawn if they manage to capture the first point. It has two exits, one straight toward the first point and one into the BLU Station.
  • Point A: The point sits in the middle of an open area between the BLU and RED Buildings, on a platform connected to the latter. The platform has three stairs: one on the opposite side to the train tracks, and two along the RED Building's walls. If captured, a wooden bridge extends from it, connecting its platform to the BLU Building.

Point B

  • RED Building: A building that separates the RED Courtyard and the first capture point. Unlike the BLU Building, which has two interiors, all of its internal areas are connected.
    • Low Roof: An external part of the RED Building with a view of the RED Courtyard.
    • Lobby: The central area with a medium health and ammo pack.
    • Catwalk: A catwalk with an overview of the central area of the RED Building's interior. Below it is a path back to the RED Courtyard.
    • Green Restaurant: A restaurant in a corner inside the RED Building with green tables and chairs. It also offers an overview of the center of the building's interior, as well as a drop onto a lower path.
    • Basement: The lowest area of the RED Building, it is a small room with red and white walls that exits onto the first capture point.
    • Veranda: An external part of the RED Building with red couches and a view of the first capture point.
  • RED Courtyard: The open area immediately outside the RED Spawn. The natural ground level is mostly very low, with the higher areas being bridges and platforms for the buildings. The second capture point is here, in the Bell Tower. Scouts can easily double jump onto the stacked crates to reach the Low Roof of the RED Building; other classes might need very precise jumps or a speed boost to reach them from the control point.
  • Yellow Restaurant: A restaurant with yellow tables, sofas, and stools. The second floor leads to the Bell Tower's roof, and an open trap door drops players onto the train tracks of the RED Station.
  • RED Station: A small train station with some red seats. The doorway next to the train tracks leads to the Bell Tower's lowest and middle levels, while the one near the clerk windows takes players to a room with stairs that lead to a platform on the same height as the control point.
  • Bell Tower: The building housing the second capture point. It has three levels, as well as its roof.
    • The lowest level is a room with red brick walls, where some wine barrels are stored.
    • The middle level is the area behind the control point, as well as a small room with red brick walls right beneath it.
    • The highest level is the small platform where the second capture point is located.
    • The roof can be accessed through outside stairs at the far back of the Bell Tower, as well as from the second floor of the Yellow Restaurant.
  • RED Spawn: RED spawns in a bar with two exits and two resupply cabinets. The exit close to the counter leads to a sheltered area, while the other exit leads into an open space.

Strategy

Main article: Community Overgrown strategy

Control Point timing

Control Point Multiplier Seconds
Control Point A ×1
26 .000
×2
17 .333
×3
14 .182
×4
12 .480
Control Point B ×1
18 .000
×2
12 .000
×3
9 .818
×4
8 .640


Update history

July 18, 2024 Patch 1 (Summer 2024 Update)

  • Added Overgrown to the game.

July 19, 2024 Patch

  • Fixed being able to build in RED spawn.
  • Adjusted clipping to fix a few perch points.
  • Removed extra shadow_control entity (Thanks Lacry!).
  • Fixed a number of small visual and gameplay issues on the map (Thanks Midnite!).

Changelog

This is the changelog of the map before it was added to the game.
Changelog:

(April 21, 2017)

  • Up/downgraded to patented hybrid alpha/beta status, for cool kids only
  • New final area by Pear, adjusted by Crash
  • New connector between first and second by Pear, adjusted by Crash
  • New building between spawn courtyard and first by Idolon-ish
  • Bunch of experimental stuff, just deal with it
  • Nothing visual is final, going to be overhauled drastically
  • Lots of stuff, I dunno

(April 27, 2017)

  • Overhauled second point
  • Added more health and ammo
  • Adjusted cap times
  • More clipping
  • Adjusted lighting temporarily

(April 28, 2017)

  • Changed second further, reducing sight-lines significantly by adding more cover/ structures and reducing play area a bit
  • Added more health and ammo around the map
  • Fixed a few clipping issues
  • Didn't fix the missing face under second point again WHOOPS

(May 5, 2017)

  • Added more cover/ structures on first
  • Reduced heights on last
  • Removed a few minor routes as experiments
  • Adjusted the flow of gameplay in a few places
  • Adjusted health/ ammo
  • Added some signage
  • Fixed some bugs, probably missed some others
  • I dunno
  • butts

(May 12, 2017)

  • Bunch of tweaks and changes to first and second areas, it was a bunch
  • I forget
  • Finally fixed that one areaportal issue... I think
  • Seriously, a bunch of stuff all over, I dunno
  • Best changelog

(May 15, 2017)

  • More changes to the left side leading to first capture point, providing more cover/ height advantage for attackers pushing on this side
  • New open door added to lower basement area coming from last to first. Door closes permanently when first is captured. This should make that lower area not as much of a dead end for defenders making their initial pushes out.
  • Building on the right side of first (for defenders) changed a bit to match new attacker route
  • Some cover scattered around last
  • Few route adjustments all over for flow reasons
  • More micro-gameplay elements added all around the map
  • A few sightlines broken up
  • Fixed some clipping issues (more to do, though)

RC1 (June 28, 2017)

  • Changed everything
  • Full detailed the map using a custom theme using Pear's custom assets
  • Refined gameplay further
  • Polished everything
  • Ivy from Dr Spud
  • Tree leaves modified with permission from E-arkham's Antiquity model pack
  • Ground material and overgrown blends from Void and Fuzzy
  • Custom soundscape from Void

RC2 (July 5, 2017)

  • Overhauled lighting everywhere
  • More detailing and custom assets added (to be released later)
  • Large optimization pass (still more to do)
  • Significant clipping pass smoothing out areas and fixing bugs
  • Tons of minor visual issues fixed
  • Fixed train having a payload camera on it
  • Thanks to everyone who took the time to provide feedback!
  • Need to improve optimization further. May have went overboard with occluders and made things worse in spots. Will work on it more for future versions!

RC3 (July 11, 2017)

  • Added crates so Blu can get to the upper balcony behind the sentry nest spot on first. This should help balance a really strong hold out better.
  • Overhauled env lighting completely
  • Tweaked lighting all over the map to reduce dark spots/ improve dynamics
  • Reduced occluder usage and did a further optimization pass on the map
  • Lightmap optimization/ beautification pass (reduced unpacked filesize by 10mb)
  • Reduced capture time on first very slightly
  • More minor bugs/ visual glitches fixed

(July 14, 2017)

  • Oops that box didn't have collision
  • Fixed the box that didn't have collision
  • That box sucked
  • Jerk-ass box*
  • No one likes you anyway
  • Bitch
  • Did some more optimization, like I do.
  • Fixed some clipping issues, like I do.
  • Ruined some sightlines for OP Sniper mains, like I do.
  • Did I mention the box? Fuck that box. (that's what she said)

*ass-box

RC4 (July 21, 2017)

  • Adjusted the clipping around the managers chair in Blu spawn
  • Added second route coming out of Blu's forward spawn
  • Reduced clipping around trees to allow more freedom to jump around them
  • Got rid of almost all of the vphysics console spam (two left, damn you!)
  • Adjusted lighting in a few places
  • Significantly more optimization (more fades, more hints, areaportal windows added, detail sprites reduced, unnecessary props removed)
  • More lightmap optimization/ adjustments
  • More clipping
  • Overall general polish pass, making things consistent
  • Apparently put a nodraw face on something that I'll have to fix later :I

RC5 (September 4, 2017)

  • Replaced that roof material everyone has been complaining about since we reartpassed with a new one, SURPRISE
  • Tweaked some timings slightly
  • Fixed a bunch of visual bugs
  • Fixed a bunch of clipping issues/ exploits
  • Did some other stuff, I forget

(September 10, 2017)

  • Literally nothing
  • No seriously
  • Legitimately nothing
  • Don't look into it too hard
  • Literally nothing changed

(September 22, 2017)

  • Fixed missing soundscape, oops
  • Packed in a nav mesh ARE YOU HAPPY NOW
  • Updated localization files

(April 13, 2018)

  • This update has some big changes and hard cuts. I'm expecting some people to not like it, but sometimes hard decisions have to be made for the improvement of the whole. I think these changes will be very worth it.
  • Removed the basement between first and second to reduce unneeded routes on the map. This should refine the "frontline" of combat a bit more, forcing players to use the main floor level to push through, giving it a bit of a "wide choke." This also makes it so red doesn't have as many places to hide from Blu as they get pushed back.
  • Removed door leading into train station on last to coincide with basement missing. The lower area will have less importance, and the train station should be a little easier to hold once attackers push in, with less ways for defenders to take it back.
  • Adjusted left path out of first to second transition area into last, added a drop down from upper restaurant area into it. This should hopefully give it a little more focus for attackers, making it a decent option to go to the left side of the map, and making the upper restaurant area more useful.
  • Added staircase going back up from lower last area to walkways on "attackers" side, makes the pit less of a trap that you can only get out of from one direction. This also let's red cross through that area when rolling out and not hit any dead ends.
  • Changed environment lighting to be brighter, less orange, and changed the skybox to match. Removed a number of lights that were no longer needed in the map. The map felt a bit too gloomy and overly orange. Things should be brighter and clearer now
  • Fixed a large number of visual bugs and issues, I forget, I did a lot of little things since the last update.
  • Further optimization of the map

(August 7, 2018)

  • Syncing up the workshop version
  • Biggest change is lighting and some material updates

RC8 (March 16, 2023)

  • Adjusted the lighting around the map to be a little less warm, especially indoors
  • Heavily optimized the map further
  • Implemented a number of small bug fixes and adjustments
  • Updated custom asset usages

Bugs

  • Sometimes white boxes constantly appear and disappear near the player.[1]

Trivia

  • The dishes in the menu of the Green Restaurant, from top to bottom and left to right, are as follows: moqueca capixaba (a seafood stew), acarajé (fried bean cakes), feijoada (bean, pork, and beef stew), picanha barbeque, cooked pear, "Big Kahuna Burger", and shrimp bobó (a chowder-like dish made mainly with shrimp, cassava, and coconut milk).
  • The dishes in the menu of the Yellow Restaurant, from top to bottom and left to right, are as follows: piranha soup, cheeseburger, French fries, jujube (a type of gummy candy); cachaça (an alcoholic drink made with sugarcane), and caipirinha (a cocktail of cachaça, sugar, and lime).
  • There are several toy train engines hidden throughout the map, such as on the branches of a tree outside the playable area, behind some elevated double doors, on an inaccessible balcony within the playable area, behind the counter of the Green Restaurant, on an inaccessible perch with tables with umbrellas, in an inaccessible computer room near the broken wall with a vault door, in a dark corner inside the RED Building, and on the passing train's engine car.
  • Outside of the playable area and visible through a gate on an open area with red couches is a Sniper Rifle stuck into the ground, with a Rotation Sensation placed on it.
  • On an inaccessible section of the train tracks is some graffiti on a wall that reads "WWTGD?" (What Would Train God Do?[2]).
    • This graffiti, in turn, marks the location of two hidden, inaccessible rooms adjacent to each other: a curved corridor containing posters referencing the map creators, and a room with a large table and a chalkboard with info on the Projectile Shield.
  • A poster is dedicated to a fictional company named after the map's lead developers, Harlen "UEAKCrash" Linke.
  • The map developer PearForceOne also has a poster for them.

Gallery

References

  1. White boxes bug
  2. Creator confirming the reference.