User:ShadowMan44/Sandbox Fier
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Fier | |
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Basic Information | |
Map type: | Payload |
File name: | pl_pier_2spooky6u
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Released: | September 8, 2024 |
Last updated: | September 13, 2024 |
Developer(s): | blaholtzen Populus89 evil_knevil Square Blade x64 sedisocks Diva Dan Sky void~ donhonk Junimoosh ravidge |
Map Info | |
Environment: | Beach, Commercial, Park, Ports, Foggy |
Setting: | Daytime, Island Town |
Deep Water: | Yes |
Pyrovision Support: | No |
Map Items | |
Health Kits: | ×13 • ×14 • ×1 |
Ammo Boxes: | ×2 • ×17 • ×10 |
“ | After saving the town from a zombie invasion, BLU team celebrated with a Halloween party. An uninvited RED team was left to perform the cleanup, opting to utilize the local recipe for Hellfier as a cleaning solution. Responding to an unexpected fire alarm, BLU team deployed their latest in fire fighting technology: the extinguisher payload. For reasons unknown, this payload periodically opens a portal to a parallel reality..
— Fier publicity blurb
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” |
Fier is a community-created, single-stage Payload map with five checkpoints. it is a Halloween version of the map Pier, with fire hazards scattered around that only the Payload cart can extinguish to progress. The map's water will turn into lava as the map progresses.
Fier was contributed to the Steam Workshop.
Contents
Locations
Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.
Checkpoint A (Town Bridge)
- BLU Spawn: A large spawn area with three exits. There are two corridors; one leads to two ground exits, the other is a staircase with a single exit high above the cart starting position.
- The BLU spawn also contains a secret dance room.
- Cart start: The cart starts in front of BLU's middle-lower spawn. To reach the first checkpoint, the cart has to move through open ground, pass a cliff and a beach, go through a short tunnel, go by a parked mini van, and climb up a small incline to reach checkpoint A.
- Bikini Beach: Running parallel to the cart tracks is a wide-open beach on the right side of the tracks, it spans from the BLU spawn to the buildings adjacent to the cliffs. On the beach are a medium medkit and some ammo.
- Cliff: Once the cart reaches the end of the beach, it starts passing by the cliff, a rather tall hill which is positioned on the cart's left side. On the cliff is a small medkit and it is usually the main defensive position for RED.
- Tunnel: A tunnel dug out through the cliff. The cart passes through this tunnel to find itself on the other side of the cliff.
- Caves: There is a small cave system on the right of the cliff. The caves have one entrance which is positioned on the right side of the cart tracks, right in front of the cliffs, once inside, the caves proceed to branch out into two more caves which lead into different directions. One of the caves leads to the cliff, thus giving BLU access to them while the other cave leads to the mini van parking space.
- Minivan parking space: Once the cart passes through the tunnel, it finds itself on the other side of the cliff in the "Minivan parking space". This is a large flat area with a parked minivan in the middle of it, where a small medkit can be found. From there, the cart turns to the right, climbs up a small incline, passes the stairs which lead to the cliffs from the RED side, and reaches the first checkpoint.
- BLU Forward Spawn: A small single room with a single exit, located directly behind A. BLU spawns here when B is captured.
Checkpoint B (Town)
- Bridge: After it reaches the first checkpoint, the cart continues on to cross a large bridge which is above a canal.
- Red carpet building: As the cart crosses the bridge, it begins descending down a small decline. As it is climbing down, on its right side it passes a two-story building, named the "Red carpet building" due to the Red carpet on the second floor.
- Canal: Once the cart has climbed down one decline, it reaches a flat piece of land, on which it makes a sharp left turn. After it has made that turn, it begins descending yet another incline. After it has finished with climbing down the second decline, it makes yet another sharp left turn. After it has gone through all of that, the cart now finds itself on a brick pathway, calmly cruising past the canal. After some time the cart passes right under the bridge it had crossed before and continues to the end of the canal.
- Wine cellar: Once the cart reaches the end of the canal, it makes yet another 90 degree turn to the left, thus completing a circle and finding itself facing the same direction it had faced when it was crossing the bridge before. After it had made its turn, the cart starts climbing up a small incline. On its way up, it passes an entrance to a wine cellar on its right and it also goes by that same "Red carpet building" as it did before, only this time it passes it on its left side.
- Bourbon Street: After it ascends up the aforementioned the incline, the cart enters the Bourbon Street, where checkpoint B rests.
Checkpoint C (Blu Boathouse)
- Docks: Once it has passed checkpoint B, the cart begins cruising by the docks for a while.
- Warehouse: After it has passed the docks, the cart now enters the warehouse, a large building in which the third checkpoint lies. The warehouse is split into two parts by a large canal which runs through the middle of it. Once the cart reaches the edge of that canal, it has to stop, for the third checkpoint is on the other side of the warehouse and, in order to cross to the other side, the cart has to wait for an automated crane to transport an improvised bridge and fill in the gap separating the two parts of the warehouse.
- First RED Spawn and BLU Second Forward Spawn: A two-story spawn area with 2 exits on each floor, where one exit leads to C and the other ones to D. The progress of the cart determines what doors are locked and which team spawns. If B has not been captured by the cart, this spawn is RED-owned and all doors are usable. If C has been captured, BLU owns the spawn, but can only use the doors leading to C. If D has been captured, BLU can access the doors leading to D.
Checkpoint D (Pier Bridge)
- Sandy Beaches : Once the cart reaches the third checkpoint, it exits the warehouse, makes a turn to the left, and, once again, proceeds to cruise parallel to the beach on its right side.
- Kitchen: After it has gone by the beach, the cart passes a room on its right side which resembles the look of a kitchen.
- Bridge: Once it has passed by the kitchen, the cart now crosses a small wooden bridge to reach the barn.
- Small barn: Right by side of the barn is the fourth checkpoint.
Checkpoint E (Wooden Coaster)
- Building adjacent to the barn: A rather large building which is adjacent to the barn.
- Target range: On its way to the final point, the cart passes by the two buildings of target range.
- RED Spawn: A large square spawn area with two exits to E.
- Underworld: a giant Skee-Ball machine with Jump Pads, collecting enough points will grant the player temporary powerups such as Ubercharge for a certain amount of time.
Gallery
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