Difference between revisions of "Landfall"

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(Changelog: Reformatted and renamed to Update history)
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</gallery>
 
</gallery>
  
== Changelog ==
+
== Update history ==
{{Changelog|
+
{{Update history|
-------------------
+
'''ctf_landfall_rc'''
ctf_landfall_rc
+
 
-------------------
+
''Layout changes:''
Layout changes:
 
 
*You can now jump onto the shack along the outside path.
 
*You can now jump onto the shack along the outside path.
 
*Better FPS
 
*Better FPS
 
*Various detail improvements and additions
 
*Various detail improvements and additions
  
Gameplay changes:
+
''Gameplay changes:''
 
*Respawn rate raised 1 tick
 
*Respawn rate raised 1 tick
  
-------------------
+
'''ctf_landfall_test3'''
ctf_landfall_test3
+
 
-------------------
+
''Layout changes:''
Layout changes:
 
 
*Added a new room on the upper levels of each side by mid.
 
*Added a new room on the upper levels of each side by mid.
 
*Removed the outdoor ramp leading up, and put the indoor staircase back in (connects with the new room).
 
*Removed the outdoor ramp leading up, and put the indoor staircase back in (connects with the new room).
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*Changed the layout of the intel deck to give the outside path an easy route to the intel.
 
*Changed the layout of the intel deck to give the outside path an easy route to the intel.
  
-------------------
+
'''ctf_landfall_test2'''
ctf_landfall_test2
+
 
-------------------
+
''Layout changes:''
Layout changes:
 
 
*Added a small new room in mid to safely get from the lower saw-room door to the porch on the side of mid.
 
*Added a small new room in mid to safely get from the lower saw-room door to the porch on the side of mid.
 
*Added a new little alcove where the outside path meets mid.
 
*Added a new little alcove where the outside path meets mid.
 
*Removed the indoor staircase going from the outside path to upper mid. It's replaced by an outdoor ramp leading up.
 
*Removed the indoor staircase going from the outside path to upper mid. It's replaced by an outdoor ramp leading up.
  
-------------------
+
'''ctf_landfall_test1'''
ctf_landfall_test1
+
 
-------------------
+
''Gameplay Changes:''
Gameplay Changes:
 
 
*flag return time raised to 35 seconds
 
*flag return time raised to 35 seconds
  
Layout changes:
+
''Layout changes:''
 
*Changed the sides of mid. They're now higher up and have a porch area to give a better vantage point on the upper catwalk.
 
*Changed the sides of mid. They're now higher up and have a porch area to give a better vantage point on the upper catwalk.
 
*Various changes to the former intel area.
 
*Various changes to the former intel area.
 
*Moved the intel to the building adjacent to where it used to be. I also expanded the building to make it a better intel spot. I'm just trying it out for now, to see what the new location does, so I might not stick with it.
 
*Moved the intel to the building adjacent to where it used to be. I also expanded the building to make it a better intel spot. I'm just trying it out for now, to see what the new location does, so I might not stick with it.
  
-------------------
+
'''ctf_landfall_b1'''
ctf_landfall_b1
+
 
-------------------
+
''Gameplay Changes (kind of):''
Gameplay Changes (kind of):
+
*put the spawn times back to a9 times}}
*put the spawn times back to a9 times  
 
}}
 
  
 
== Additional links ==
 
== Additional links ==

Revision as of 22:26, 24 December 2014

Landfall
Ctf landfall rc0005.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Alpine
Setting: Daylight, sunny
Map Overview
Landfall overview.png
I'll take the high road, and you... should probably also take the high road.
The Soldier on Landfall

Landfall is a community-made Capture the Flag map created for TF2Maps.net's Competitive CTF Contest. It was awarded 9th place with a total of 66 points.

To win, your team must capture the opposing team's Intelligence continuously until you reach the game's capture limit (the default limit is 3), while preventing the enemy from doing the same.

Locations

  • Tree: Located at the center of the map, this huge tree serves as a major landmark for the map.
  • Deck: The wooden deck in each base, on which the Intelligence briefcase rests.
  • Stump: A large stump located close to the Deck, on which Engineers tend to build.
  • Side route: The larger dirt route that skirts the outside of each base.
    • Shack: A building with an accessible roof located on the side route.

Screenshots

Update history

ctf_landfall_rc

Layout changes:

  • You can now jump onto the shack along the outside path.
  • Better FPS
  • Various detail improvements and additions

Gameplay changes:

  • Respawn rate raised 1 tick

ctf_landfall_test3

Layout changes:

  • Added a new room on the upper levels of each side by mid.
  • Removed the outdoor ramp leading up, and put the indoor staircase back in (connects with the new room).
  • Changed the sawroom going into the bases. It's not got more space outdoors, in hopes of making that path more dangerous for the attackers.
  • Put the intel back in the old spot
  • Changed the layout of the intel deck to give the outside path an easy route to the intel.

ctf_landfall_test2

Layout changes:

  • Added a small new room in mid to safely get from the lower saw-room door to the porch on the side of mid.
  • Added a new little alcove where the outside path meets mid.
  • Removed the indoor staircase going from the outside path to upper mid. It's replaced by an outdoor ramp leading up.

ctf_landfall_test1

Gameplay Changes:

  • flag return time raised to 35 seconds

Layout changes:

  • Changed the sides of mid. They're now higher up and have a porch area to give a better vantage point on the upper catwalk.
  • Various changes to the former intel area.
  • Moved the intel to the building adjacent to where it used to be. I also expanded the building to make it a better intel spot. I'm just trying it out for now, to see what the new location does, so I might not stick with it.

ctf_landfall_b1

Gameplay Changes (kind of):

  • put the spawn times back to a9 times

Additional links