Difference between revisions of "Nightfall"

From Team Fortress Wiki
Jump to: navigation, search
(Updated changelog and version)
(added Goal section)
Line 14: Line 14:
 
By taking feedback from the official PLR map, [[Pipeline]], the map was designed to provide players with plenty of routes into the enemies base to help aid the breaking down of a good defense. It features neutral arenas at the center of each stage instead of chokepoints which allows players to move more freely between the bases, and mechanics to help motivate players to complete the objective in the shape of short bursts in progress once the cart reaches a downhill slope and a round timer which, upon expiring, forces both carts to slowly roll forward until either one reaches its objective.
 
By taking feedback from the official PLR map, [[Pipeline]], the map was designed to provide players with plenty of routes into the enemies base to help aid the breaking down of a good defense. It features neutral arenas at the center of each stage instead of chokepoints which allows players to move more freely between the bases, and mechanics to help motivate players to complete the objective in the shape of short bursts in progress once the cart reaches a downhill slope and a round timer which, upon expiring, forces both carts to slowly roll forward until either one reaches its objective.
  
Your team must simultaneously push your bomb cart through enemy territory, in order to reach the finishing point, whilst preventing the enemy team from doing the same.
+
== Goal ==
 +
Your team must simultaneously push your bomb cart through enemy territory, in order to reach the finishing point, while preventing the enemy team from doing the same.
  
 
== Screenshots ==
 
== Screenshots ==

Revision as of 18:12, 22 December 2010

Nightfall
300px
Basic Information
Developer(s): {{{map-developer}}}

Nightfall is a Payload Race map created for the TF2Maps.net Payload Race and A/D CTF Contest. It won first place for PLR despite being unfinished.

Nightfall is set at night during a torrential rain storm, similar to Sawmill. The architecture is heavily influenced by Ravine.

By taking feedback from the official PLR map, Pipeline, the map was designed to provide players with plenty of routes into the enemies base to help aid the breaking down of a good defense. It features neutral arenas at the center of each stage instead of chokepoints which allows players to move more freely between the bases, and mechanics to help motivate players to complete the objective in the shape of short bursts in progress once the cart reaches a downhill slope and a round timer which, upon expiring, forces both carts to slowly roll forward until either one reaches its objective.

Goal

Your team must simultaneously push your bomb cart through enemy territory, in order to reach the finishing point, while preventing the enemy team from doing the same.

Screenshots

Changelog

Changelog:
Release Candidate 1 - 30th October
  • Minor visual changes in Stage 2.
  • HDR lighting.
  • Changed overtime mechanic. During overtime, whilst a cart is being pushed the other cart will not auto-roll forward.
  • Increased round time from 8 to 10 minutes.
  • Added most of the light effects back in but without the crashing issue.
  • Some other changes I will never remember.

Beta 1c - July 7th

  • Fixed doors in Stage 2 so they don't close on you after 4 seconds.
  • Map should no longer crash servers with increased player counts.

Beta 1b - June 30th

  • Removed 2 spawns outside the spawn rooms in Stage 1.
  • Fixed all the console spam.

Beta 1 - June 29th

  • Detailed Stage 3.
  • Rain no longer culls per particle. Instead, the rain culls after a specified point which should, in theory, be a lot less CPU intensive.
  • Rain particles are now flagged as weather.
  • Downgraded some healthkits and ammopacks.
  • Other misc changes.

Trivia

  • Nightfall was the original name for Double Cross, but Psy released his map first.

Additional Links