Difference between revisions of "Wildfire"

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{{Custom Map
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{{custom map}}
|TYPE=Capture the Flag
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{{Map infobox
|IMAGE=Ctf wildfire rc.jpg
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  | map-status      = custom
|VERSION=Release Candidate
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  | map-workshopid  = 2824984385
|DOWNLOADLINK=
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  | map-name        = Wildfire
[http://forums.tf2maps.net/showthread.php?t=11533 TF2Maps.net]
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  | map-game-type  = Capture the Flag
 
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  | map-image      = Ctf wildfire rc.jpg
|INFO= Wildfire is a rather simple CTF map focusing on strong combat arenas broken up by arches to prevent unfair sticky escapes. It uses an unconventional CTF mode, with cap-at-flag and touch return mechanics, meaning that you capture the enemy flag by bringing it to yours, instead of a capture zone, and you can make your dropped flag return to your base by touching it.
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  | map-file-name  = ctf_wildfire_rc
 
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  | map-version    = Release Candidate
Wildfire takes place in a small industrial center surrounded by a crackling forest fire.
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  | map-released    = {{patch name|01|12|2010|date-only=yes}}
 
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  | map-updated    = {{patch name|03|21|2010|date-only=yes}}
Wildfire was created for the [[TF2Maps.net]] [[Competitive CTF Contest]]. It won first place, above [[Deliverance]] and [[Fusion]].
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  | map-environment = Industrial
 
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  | map-setting    = Dusk
==Introduction Video==
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  | map-links      = [https://tf2maps.net/threads/11533 TF2Maps.net]
None
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  | map-developer  = [https://steamcommunity.com/id/mangycarface Patrick "MangyCarface" Mulholland]
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}}
  
|GOAL=To win your team must capture the opposing team's [[Intelligence]] continuously until you reach the game's capture limit (default limit is 3) whilst preventing the enemy from achieving the same.
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'''Wildfire''' is a [[Capture the Flag]] map focusing on strong combat arenas broken up by arches to prevent unfair sticky escapes. Wildfire is set in a small industrial center surrounded by a crackling forest fire. It features two unconventional Capture the Flag mechanics, capture-at-flag and touch return. Players capture the enemy flag by bringing it to their team's flag instead of a capture zone, and dropped flags can be returned to base by touching it.
  
|DEVELOPER= Patrick "MangyCarface" Mulholland
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Wildfire was created for the TF2Maps.net [[Competitive CTF Contest]]. It won first place, finishing above '''Deliverance''' and [[Fusion]].
  
|LOCATIONS=
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== Locations ==
* '''Spire''': A tall spire, similar to [[Badlands]], in each base, on top of which the flag spawns.
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* '''Spire''': A tall spire, similar to [[Badlands (Control Point)|Badlands]], in each base, on top of which the flag spawns.
 
* '''House''': A small house next to the spire with health and ammo.
 
* '''House''': A small house next to the spire with health and ammo.
 
* '''The Dish''': The lower level of the middle of the map, a large dish similar to [[Hydro]]
 
* '''The Dish''': The lower level of the middle of the map, a large dish similar to [[Hydro]]
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* '''Ramp Room''': A small room that connects the sewers to each base with a series of ramps
 
* '''Ramp Room''': A small room that connects the sewers to each base with a series of ramps
  
|STRAT=
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== Strategy ==
* [[Soldier|Soldiers]] and [[Demoman|Demomen]] can jump to the top of the spire to easily take the Intelligence
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* [[Soldier]]s and [[Demoman|Demomen]] can jump to the top of the spire to easily take the Intelligence.
 +
* The small building near each team's Intelligence offers [[Engineer | Engineers]] a prime place for [[Sentry Gun]] placement.
 +
* A lack of long sightlines make [[Sniper]]s wielding [[rifles]] hard to use effectively on this map. Instead, equip the [[Huntsman]] and [[Jarate]] for more close range capability.
  
== Changelog ==
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== Update history ==
{{Changelog|
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{{Update history | '''A1:'''
A1:
 
 
* Release
 
* Release
  
A2:
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'''A2:'''
 
* 20s return time
 
* 20s return time
 
* Touch-to-return
 
* Touch-to-return
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* Added small catwalk to cave path onto road
 
* Added small catwalk to cave path onto road
  
A3:
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'''A3:'''
* Intel location moved to pits  
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* Intelligence location moved to pits  
 
* Bridge redesigned
 
* Bridge redesigned
 
* Upper route to warehouses removed
 
* Upper route to warehouses removed
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* Detailing applied
 
* Detailing applied
 
* Clipping fixed
 
* Clipping fixed
* Route added from previous intel location to spire
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* Route added from previous Intelligence location to spire
  
A4:
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'''A4:'''
 
* Flags (for now at least) placed on top of spire rather than inside tunnel
 
* Flags (for now at least) placed on top of spire rather than inside tunnel
 
* Tunnels sealed off, too gimmicky
 
* Tunnels sealed off, too gimmicky
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* lol hotfix
 
* lol hotfix
  
A5:
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'''A5:'''
 
* Capture zones parented to flags
 
* Capture zones parented to flags
* Ravidge's intel entity system implemented ty ty ty
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* Ravidge's Intelligence entity system implemented ty ty ty
 
* Various brush changes
 
* Various brush changes
 
* Catwalks onto bridge
 
* Catwalks onto bridge
 
* Ramp back into spawn added
 
* Ramp back into spawn added
  
A6:
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'''A6:'''
 
* Top "quick cap" route removed
 
* Top "quick cap" route removed
 
* Bridge clipping improved
 
* Bridge clipping improved
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* Fire glare removed  
 
* Fire glare removed  
  
A7:
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'''A7:'''
 
* Exterior detail completed
 
* Exterior detail completed
 
* Bridge reworked into brushwork for better clipping
 
* Bridge reworked into brushwork for better clipping
* Ambience, embers added
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* Ambience{{sic}}, embers added
 
* Health packs removed and consolidated
 
* Health packs removed and consolidated
 
* Fences added to bend in road for cover before attack and to reduce sightlines
 
* Fences added to bend in road for cover before attack and to reduce sightlines
* Catwalks onto bridges rerouted into buildings for medic cover
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* Catwalks onto bridges rerouted into buildings for Medic cover
 
* 3d Skybox added
 
* 3d Skybox added
 
* Minor changes to basements to improve flow
 
* Minor changes to basements to improve flow
 
* Various clipping, brushwork enhancements
 
* Various clipping, brushwork enhancements
  
B1:
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'''B1:'''
 
* Beta release
 
* Beta release
 
* Interior detail completed
 
* Interior detail completed
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* Lighting manipulated
 
* Lighting manipulated
 
* Hut structure added within flood control room
 
* Hut structure added within flood control room
* Various other small changes
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* Various other small changes}}
}}
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 +
== Screenshots ==
 +
<gallery>
 +
File:Ctf wildfire b10009.jpg
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File:Ctf wildfire b10010.jpg
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File:Ctf wildfire b10011.jpg
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File:Ctf wildfire rc.jpg
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File:Ctf wildfire rc0001.jpg
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File:Ctf wildfire rc0002.jpg
 +
</gallery>
  
|ADDITIONALLINKS=
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<gallery>
* Wildfire WIP Thread: http://forums.tf2maps.net/showthread.php?t=11533
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File:Wildfire workshop image.jpg|Steam Workshop thumbnail for Wildfire.
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</gallery>
  
}}
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{{CustomMapNav}}
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[[Category:Custom maps]]

Latest revision as of 18:56, 17 January 2024

Wildfire
Ctf wildfire rc.jpg
Basic Information
Map type: Capture the Flag
File name: ctf_wildfire_rc
Version: Release Candidate
Released: January 12, 2010
Last updated: March 21, 2010
Developer(s): Patrick "MangyCarface" Mulholland
Link(s): TF2Maps.net
Map Info
Environment: Industrial
Setting: Dusk
Map Overview
Wildfire overview.png

Wildfire is a Capture the Flag map focusing on strong combat arenas broken up by arches to prevent unfair sticky escapes. Wildfire is set in a small industrial center surrounded by a crackling forest fire. It features two unconventional Capture the Flag mechanics, capture-at-flag and touch return. Players capture the enemy flag by bringing it to their team's flag instead of a capture zone, and dropped flags can be returned to base by touching it.

Wildfire was created for the TF2Maps.net Competitive CTF Contest. It won first place, finishing above Deliverance and Fusion.

Locations

  • Spire: A tall spire, similar to Badlands, in each base, on top of which the flag spawns.
  • House: A small house next to the spire with health and ammo.
  • The Dish: The lower level of the middle of the map, a large dish similar to Hydro
  • Bridge: A bridge over the dish, with a medium health
  • Sewer: Sewers running from the dish to each base
  • Ramp Room: A small room that connects the sewers to each base with a series of ramps

Strategy

  • Soldiers and Demomen can jump to the top of the spire to easily take the Intelligence.
  • The small building near each team's Intelligence offers Engineers a prime place for Sentry Gun placement.
  • A lack of long sightlines make Snipers wielding rifles hard to use effectively on this map. Instead, equip the Huntsman and Jarate for more close range capability.

Update history

A1:
  • Release

A2:

  • 20s return time
  • Touch-to-return
  • Flag falls in CZs instant-return
  • Geometry changes to middle routes
  • Fixed displacement seams
  • Added new visblockage to above far route
  • Fixed time-ending bug
  • Added small catwalk to cave path onto road

A3:

  • Intelligence location moved to pits
  • Bridge redesigned
  • Upper route to warehouses removed
  • Cap zone location moved to previous upper route
  • Detailing applied
  • Clipping fixed
  • Route added from previous Intelligence location to spire

A4:

  • Flags (for now at least) placed on top of spire rather than inside tunnel
  • Tunnels sealed off, too gimmicky
  • Extra lighting added to mid
  • Tire tracks replaced
  • lol hotfix

A5:

  • Capture zones parented to flags
  • Ravidge's Intelligence entity system implemented ty ty ty
  • Various brush changes
  • Catwalks onto bridge
  • Ramp back into spawn added

A6:

  • Top "quick cap" route removed
  • Bridge clipping improved
  • Route onto bridge towers removed
  • Detailing changes- new dirt color ty to Ravidge
  • Lighting improved
  • Displacement fixes
  • Path near bend in road lowered, smoothed out
  • Clipping fixes everywhere
  • Optimization!
  • Fire glare removed

A7:

  • Exterior detail completed
  • Bridge reworked into brushwork for better clipping
  • Ambience(sic), embers added
  • Health packs removed and consolidated
  • Fences added to bend in road for cover before attack and to reduce sightlines
  • Catwalks onto bridges rerouted into buildings for Medic cover
  • 3d Skybox added
  • Minor changes to basements to improve flow
  • Various clipping, brushwork enhancements

B1:

  • Beta release
  • Interior detail completed
  • Major optimization reworks
  • Bridge reworked to support the idea of it being the central lane of fire, rather than the three tiers of fighting the girders had been supporting
  • Detail polish added
  • New 2d skybox added
  • Lighting manipulated
  • Hut structure added within flood control room
  • Various other small changes

Screenshots