Vineyard

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Vineyard
Pl vineyard.png
Basic Information
Map type: Payload
File name: pl_vineyard_rc8b
Version: Release Candidate 8b
Released: April 22, 2018
Last updated: June 8, 2023
Developer(s): Matthew "Panckakebro" Hiller
Hieronymus7Z
Elián "iron" Rodríguez
Denis "xB33" Varchulik
Map Info
Environment: Maritime City
Setting: Daylight, sunny
Hazards: Pitfalls, Payload cart explosion
Map Overview
Vineyard overview.png

Vineyard is a community-created Payload map. It is set in an Italian coastal city.

A Halloween version of the map was released with the Scream Fortress 2023 update under the name Spineyard.

Locations

Checkpoint A – The City

  • First BLU Spawn: A building with three exits, two on the ground level near the cart and an elevated one behind the cart. A single resupply cabinet sit in-between the ground level exits.
  • Vino Dalla Vigna: A building right in front of BLU's spawn. Its roof can be easily accessed by a pair of stairs, one on each side.
  • The Three Buildings: Three buildings with connected interiors. The doorway behind Vino Dalla Vigna leads to a drop onto the middle building's interior. From here, an exit below the drop takes players just past checkpoint A; the exit on the opposite side leads to the Fountain.
  • The Two-Store Building: A building right next to BLU's spawn. The only ground level entrance is close to the cart's starting point, which is right in front of a flight of stairs. Two windows, one with and one without glass, offers a view of the Fountain, the Alley, and the first checkpoint. Turning back reveals another flight of stairs, though much shorter, that leads to a room with another window to the Fountain and a path back to the Vino Dalla Vigna's roof.
  • The Fountain: A roundabout with a fountain in its center. The cart must go around the fountain before reaching the final ramp and curve leading to the point.
  • The Alley: A path that connects the Fountain to checkpoint A, passing by one of the doors of the second BLU spawn. The area close to the Fountain is in a lower level, while the part close to the point is an elevated ledge. Scouts can easily go up this ledge, but a green car and a trash bag serve as steps for other classes.
  • Second BLU Spawn: BLU's spawn once A is captured. It has two exits, each with a resupply cabinet: one in the Alley and one in a corridor that takes players to the Hotel.
  • The Point: The area around the point offers a good number of cover options, though mostly for RED.

Checkpoint B – The Road

  • First RED Spawn: The backyard of a building with a large wine rack right next to point B.
  • The Castle Stairs: A flight of stairs that leads to a vantage point over the area just after the ramp the cart must go up once A is captured.
  • The Hotel: A white building that leads to a ledge overseeing the area after the ramp following A's capture.
  • The Alley: A path that passes behind two buildings. The first area (going from point A to B) is lower than the main path; the second area offers access to a ramp that leads to a vantage point over the Lone Gravestone, the top of the Tunnel, and the Castle's One-Way Gate; and the third area is another vantage point over the Lone Gravestone.
  • The Tunnel: An arch the cart must pass under, but dark enough to look like a tunnel. When the car passes by the exclamation mark sign on the wall, the Castle's One-Way Gate becomes accessible.
  • The One-Way Gate: A gate that only opens up when going from point A to point B. It leads to the other side of the Tunnel, a small ledge overseeing the Lone Gravestone, an underground passage to the Lone Gravestone, and a drop just before point B.
  • The Lone Gravestone: An open area with a single gravestone in its lower part, right in front of the third BLU spawn. It offers a side route to point B.
  • Third BLU Spawn: A small room in the Lone Gravestone's area. It has one resupply cabinet and one exit.
  • Checkpoint B: Once Checkpoint B has been captured, the cart must advance a bit before the gate in front of it opens. There are side routes through the buildings on each side of the gate.

Checkpoint C – The Restaurant

  • Second RED Spawn: An underground storage for wine barrels. It has one resupply cabinet and one exit.
  • Third RED Spawn: A room with floral wallpaper and two bookshelves. It has two exits and one resupply cabinet.
  • The Lone Coffin: The area right in front of the second RED spawn and just past the gate in front of Checkpoint B, with a lone coffin standing against a wall. When the cart passes by the yellow and black striped signs on the floor, the building directly in front of the cart becomes accessible, granting access to a small platform with an overview of the area.
  • The Steep Incline: A short wooden ramp the cart must go up, with yellow and black striped signs on both sides of the track. The cart rolls back if left unattended while going up.
  • Final BLU Spawn: A white building right next to Checkpoint C. It has two exits and a resupply cabinet. The exit with the "Exit" sign leads to the rest of the building, which includes a stair to a terrace and part of the remaining cart tracks; the other exit leads to a small room overseeing checkpoint C.

Checkpoint D – The Winery

  • The Building Bridge: Once the cart has made a right turn after checkpoint C was captured, it is possible to see a sign with an arrow pointing right right under a street lamp. The stairs right next to it allow players to go through the Building Bridge - a corridor connecting two buildings that the cart must go under. The building on the right, where the corridor drops players onto, offers an overview of the Second-to-last Yard. The other building also offers an overview of the Second-to-last Yard, as well as a series of flank routes to the Winery Yard.
  • The Second-to-last Yard: The white signs with black arrows point to flank routes. The single-headed arrow points to a flank route that can take players either directly to the Pit or to a veranda overseeing the Winery Yard; the double-headed arrow points to that same route (going left) and to a different route (going right) that leads behind to the back of the Winery Yard.
  • Final RED Spawn: A big room with two floors, each with an exit and a resupply cabinet. The top floor leads to the catwalks above and around the Pit, and the lower floor leads behind and below the Pit.
  • The Winery Yard: The last area of the map, containing BLU's goal - the Pit.
  • The Pit: The hole in the ground where BLU must throw the cart into in order to win.

Changelog

Changelog:
Dec 3, 2021
  • You can now leave spawn!
  • Changed the ambient lighting
  • Messed with some routes and pickups

Dec 5, 2021

  • too many things to say

Dec 5, 2021 #2

  • its a bsp now lol

Dec 6, 2021

  • Made B less chokey
  • Added pickups in spots
  • Fixed bugs
  • Added some lights

Dec 8, 2021

  • now called pl_vineyard
  • stairs in a spot
  • window in a spot
  • new flank at A

Dec 10, 2021

  • Added a better forward spawn route for blue for B
  • Added some high ground for blue to push into the hill into B
  • Fixed some sight lines at B
  • Made D more accessible for blue
  • Shuffled ammo and hp around

Dec 15, 2021

  • Fixed some sightlines at B
  • Gave blue some high ground into D
  • Fixed sightline into forward spawn at C
  • Added window to help Blue push A
  • Health kits and whatever in some spots

Dec 20, 2021

  • Redid some connectors at last to give blue an advantage through the choke
  • Gave blue some more highground into the choke before B
  • Fixed a broken respawn room
  • Added a force respawn when B is capped to help Red defend C
  • Fixed misc sightline issues

Dec 25, 2021

  • Reworked upper flank into A
  • Moved B closer to A
  • Reworked the window into B
  • Added some side routes to B
  • Added a gate between B and C to slow the cart down
  • Widened the tunnel leading up to last
  • Added a prop jump into a window at C
  • Fixed some dark areas
  • Health/ammo stuff

Dec 27, 2021

  • fixed a lot of sightlines
  • fixed flank that let red get behind blue too easily at A
  • health/ammo stuff
  • clipping fixes
  • removed a rollback at C
  • pickup overlays
  • hedge edges
  • bug fixes
  • changed enviornment lighting cuz

Dec 28, 2021

  • Reworked some routes at last
  • Added some gates to prevent people from going places they shouldn't
  • Sightline fixes
  • Removed a tree at B
  • Health kit stuff
  • Fixed some missing overlays

Dec 28, 2021 #2

  • added some windows in some spots
  • reworked the upper flank into B for blue
  • bug/clip fixes

Dec 30, 2021

  • connected a few flanks to the main routes to make them less isolated
  • gave red a sentry spot
  • health and ammo stuff
  • make some hedges unable to jump over
  • sightline fixes

Jan 2, 2022

  • Added some arrows
  • Reduced the cart speed reduction on hills from 0.60 to 0.75
  • Point B:
    • Reworked some sightlines
    • Added a new flank door that opens when B is capped
    • Blue spawns more forward in their spawn when attacking B
  • Point C:
    • New forward spawn for blue to attack C
    • Added one way door to the highground flank
    • Added some highground for blue near the bend
  • Point D:
    • Connected upper spawn exit more to the lower one
    • Added a route that lets blue gain access to their highground without entering a sightline

Jan 2, 2022 #2

  • Redid a flank for blue into last

Jan 3, 2022

  • Made it possible for blue to hold the lobby before D
  • Added another route into B
  • Made B more defendable as engineer
  • Added a sniper spot for Red at C

Jan 4, 2022

  • Redid some routes at B
  • Redid some routes at C
  • Added stairs in red spawn up to highground
  • Added some boxes for cover
  • Added respawn room signs
  • Added soundscape
  • Fixed bugs

Jan 4, 2022 #2

  • Reduced the number of routes into B for blue
  • Made it slightly easier for blue to hold the hill above D
  • Adjusted spawn point locations at last to make it easier to defend C
  • Added door that opens with the main gate to the window highground into C

Jan 6, 2022

  • so much stuff lol

Jan 8, 2022

  • Moved the entire 2nd half of the map closer to A
  • Added some forward spawns
  • a lot of other stuff

Jan 11, 2022

  • i dont remember

Jan 11, 2022 #2

  • fix bug

Jan 11, 2022 #3

  • bazinga

Jan 11, 2022 #4

  • fixed some stuff
  • added some stuff

Jan 13, 2022

  • routes and stuff
  • hp ammo
  • the usual

Jan 13, 2022 #2

  • eeeeeeeee

Jan 18, 2022

  • Redid the last point
  • Made changes to the map

Jan 19, 2022

  • title

Jan 22, 2022

  • buncha thingsa

Jan 26, 2022

  • added stuff to the map

Jan 27, 2022

  • minor change to B

Jan 30, 2022

  • hi

Jan 30, 2022 #2

  • fix

Feb 2, 2022

  • improved the map

Feb 4, 2022

  • gegsg

Feb 6, 2022

  • fixed cubemaps
  • made changes to A

Feb 6, 2022 #2

  • added glass to a window

Feb 9, 2022

  • might be final alpha

Feb 9, 2022 #2

  • bux

Feb 9, 2022 #3

  • added hacks

Feb 9, 2022 #4

  • window

Feb 9, 2022 #5

  • THERE WASW ROCK IN SPAWN

Feb 16, 2022

  • Tweaked gameplay thingies in a lot of areas
  • New sunset lighting and sky

Feb 16, 2022 #2

  • Fixed a few thingies

Feb 16, 2022 #3

  • hi

Apr 3, 2022

  • Detailed the map

Apr 4, 2022

  • Pickup adjustment
  • Removed engineer camp site outside A
  • Moved blue spawn forward for B

Apr 4, 2022 #2

  • B

Apr 4, 2022 #3

  • fixed

Apr 4, 2022 #4

  • play

Apr 5, 2022

  • Making A and B better

Apr 5, 2022 #2

  • Tried to make A less of a hassle for blue
  • Added a few cliffs

May 23, 2022

  • updated artpass
  • not done yet

Jun 1, 2022

  • New lighting and no more dev textures
  • Reduced noise
  • Fixed a few sightlines
  • Added another capture point between A and B
  • Blocked off a few areas
  • Added a couple routes
  • Added cars
  • Optimization

Jun 2, 2022

  • Fixed a few bugs and materials
  • Additional optimization

Jun 3, 2022

  • Fixed bugs
  • Daytime theme
  • Some optimization
  • Adjusted spawn locations

Jun 3, 2022 #2

  • fixed bug

Jun 7, 2022

  • Added spawn details
  • Fixed bugs
  • blah blah

Jun 8, 2022

  • The regular

Jun 11, 2022

  • yep

Jun 16, 2022

  • We already know about the sign bug

Jun 22, 2022

  • Map should perform a lot better now!

Jun 28, 2022

  • Layout
    • Simplified areas with dynamic elements
    • Pickup placement adjustments
    • Opened up some areas to make it less cramped
    • Spawn time adjustments
  • Art pass continuation:
    • Interiors detailing
    • Lighting improvements
  • Misc:
    • Bug fixes
    • Clipping in a few areas
    • Some optimization

Jul 2, 2022

  • clipping fixes
  • bug fixes
  • texture saturation adjustments
  • lighting updates
  • blue roofs on blue spawn
  • bakery in blue spawn is now accessible
  • pickup adjustments
  • spawn time adjustments
  • minor detail updates

Jul 16, 2022

  • Reduced the saturation on the vehicles
  • Made the skybox texture less geometric
  • Added shadows to the ivy
  • Desaturated some of the stucco textures
  • Fixed packing error
  • Fixed a non functional hint/skip
  • Misc visual fixes
  • Pickup adjustments

Jul 18, 2022

  • Misc visual fixes
  • Clipping improvements
  • Adjusted the platform near C to be more generous to red

Sep 11, 2022

  • Fixed a rare client crashing issue

Sep 11, 2022 #2

  • Fixed an area where vvis was glitching

Sep 13, 2022

  • Fixed a prop that would crash players with their model quality set below high

Feb 15, 2023

  • Made it easier for blue to use the left flank route at B
  • Optimization
  • Minor pickup tweaks
  • Moved red resupply further back in B spawn
  • Lighting improvements in some places
  • Exploit fixes

Mar 14, 2023

  • New environment lighting and fog to make the map feel warmer
  • Added a functional cash register in blue spawn that shoots wine bottles when hit with melee
  • Minor improvements here and there

Mar 14, 2023 #2

  • Fixed the fog starting too late
  • Fixed an invisible staircase

Mar 17, 2023

  • Added power lines
  • Fixed a bad sniper sightline
  • A lot optimization

Apr 7, 2023'

  • Fixed a weird collision model
  • A bunch of various visual fixes
    • Note: Will fix more of the minor things in the future after more are found

Apr 13, 2023

  • Added some more ways to navigate point
  • Added additional high ground for blue outside B
  • Fixed various bugs

Jun 7, 2023

  • Moved Red respawn for B back a bit
  • Added a third route into D
  • Additional optimization

Jun 8, 2023

  • Fixed a wrong rail post model
  • Fixed a clipping bug at a spot
  • More occluders at D

Gallery

External links