Suijin

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Suijin
Suijin main.jpg
Informations de base
Développeur(s) : {{{map-developer}}}
Informations sur la carte
Environnement : Falaises japonaises
Cadre : En journée, ensoleillé
Dangers : Fosse

Suijin est une carte Roi de la Colline communautaire située près d'une falaise d'un sanctuaire shintoïste japonais appelée Suijin, le dieu de l'eau dans le mythologie japonaise.

La carte est axée sur les combats sur les toits et le clipping est très tolérant. Une des devises pendant la création de la carte était : "Coupez seulement si vous devez", donc les zones sont des îles lointaines, des toits et des cachettes.

Suijin est la première carte créée avec le Pack Japonais.

La carte fut initialement créée pour une carte Arena, mais ce fut la version Roi de la Colline qui fut ajoutée au jeu.

Une partie de l'argent obtenue grâce aux ventes des passes pour la campagne Gun Mettle ira aux auteurs de cette carte.

Aperçu de Suijin. (avec intérieurs)
Aperçu de Suijin. (avec extérieurs)

Emplacements

Stratégie

Article principal : Stratégie communautaire de Suijin

Temps des Points de Contrôles

Points de Contrôle Multiplicateur Secondes
Points de Contrôle ×1
24 ,000
×2
16 ,000
×3
13 ,091
×4
11 ,520


Journal des modifications

Ceci est le journal des modifications avant que le carte soit ajoutée au jeu.
Journal des modifications :

rc2:

  • Made the banners on the walls in the pagoda nonsolid to prevent being caught on them.
  • Fixed a case of zfighting.
  • Fixed a case of floating rocks.
  • Clipped the peak of the roof outside spawn.

rc1:

  • Release version 1!
  • Fixed broken cap point.
  • Fixed texture seam on skybox waterfalls.
  • Clipped some beams.
  • Lowered the pitch of the gongs.
  • Bamboo!

b3:

  • Further optimisation
  • Redid the 3D skybox
  • Did some extra detailing to the cap room, changed the detailing (especially OOB) on red side versus blue side.
  • Various other bugfixes.

b2:

  • Thousands of bugfixes;
    • fixed nodraw surfaces
    • fixed weird clipping in a few places
    • fixed light bleeds
    • fixed waterfall particles
    • fixed various zfighting issues
    • brighened some areas
    • fixed lightmap and displacement seams
    • fixed places you can get stuck
    • fixed magical katanas
    • fixed some weird clipping on the terraced path.
  • Extended fence on the cliff to make it clear that it's clipped
  • Some optimisation, a litle improvement in FPS (up to 40% in some areas), but probably the best I can do.

b1:

  • Full artpass, however
    • 3d sky needs more work
    • waterfall particles broke for some reason
    • optimisation needed
    • some lighting bugs
  • Made the pagoda square

a8 桜 edition:

  • Made the platform out the back of the cliffside building a little bigger.
  • More caustics.
  • Brightened the cliffside building.
  • Brightened the area under the waterfall.

さくら

  • Unclipped the far stone pillar, I see no reason why it should be clipped as getting out there is putting you at a disadvantage and consistency is better than clipping.

a7:

  • Swapped the small health in the cliff building with the medium health.
  • Nobuilded rooves due to popular opinion.
  • Players are blocked from leaving spawn until round start.
  • More detailing.
  • Remade the cliffside building.

a6:

  • Modelled bridges.
  • Added a railing to the platform with the medium health - doesn't actually protect anything, but hopefully is a visual notifier to the fact that the platform is there.
  • Some displacing and some detailing, and some displaced detailing.
  • Caustics!

a5:

  • Made the back waterfall and area under the boardwalk passable, just so there are no arbitary clipping.
  • Nobuilded the area below the waterfall.
  • Changed the back building so that players cannot hide behind the point of the roof.
  • Sunk the point a little.
  • Added small health to the cliff building.
  • Welcome camera and a spectator point.

a4:

  • Removed the fence that blocked the sightline down the back of the map, replaced it with some rocks that block the route instead.
  • Prettied up some bridges.
  • Added areaportals to all the buildings.
  • Repositioned the rocks near the inland ramp to the rooves so that the ramp is far more visible.

a3:

  • Some more ammo.
  • Switched the medium health and medium ammo below, hopefully indirectly nerfing the height of the map.
  • Added another waterfall, because waterfalls are cool.
  • Modelled Torii's.

a2:

  • Changed the rock near the back of the map so it doesn't hide the ramp up to the roof as much.
  • Removed force from kill trigger.
  • Stairs are clipped!
  • Fixed the place where you could get stuck.
  • Blocked a sight gap.
  • Added a fence to block one of the longest sightlines.
  • Added a rock on the rock formations over the gorge that allows other classes to jump back up towards the long building (albeit slowly.)

Soundscapes.

  • Clipped the windows in the cliffside building.

a1 : Sortie.

Update history

Patch du 2 juillet 2015 #1 (Mise à jour Gun Mettle)

  • Ajout de Suijin au jeu.

Patch du 18 août 2015

  • Mise à jour de Koth_Suijin avec les dernières modifications des auteurs.
    • Added cover around the point preventing cross-point sight line.
    • Opened second window in point building.
    • Tweaked pickup amounts and positions.
    • Widened space between stairs to point and bridge railing to allow easier movement.
    • Clipping improvements.
    • Improved lighting in dark areas.
    • Fixed an issue where Engineers could build on outlying islands.
    • Fixed an issue where Engineers could trap teammates by building Teleporters in spaces with restricted movement.
    • Fixed an issue where the spawn room doors could be held open by an opposing team member.
    • Optimization improvements.

Anecdotes

  • Suijin (水神) signifie "dieu de l'eau" en japonnais.
  • Un Samour-Œil peut être trouvé dans l'armoire de réapprovisionnement.
  • À l'intérieur des deux salles de réapparition des équipes, il y a de grands panneaux qui affichent leur couleur en japonais : '赤', signifie rouge(RED), et '青', signifie bleu (BLU).
  • Si un joueur tire ou frappe sur le gong dans la salle de réapparition, ce dernier va faire un bruit très lourd. Cependant, les gongs du reste de la carte ne feront aucun bruit.

Galerie

Voir aussi

Liens externes