Difference between revisions of "Nightfall"

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|TYPE=Payload Race
 
|TYPE=Payload Race
 
|IMAGE=Nightfall stage2.jpg
 
|IMAGE=Nightfall stage2.jpg
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|DEVELOPER=[[User:Psy|Aaron "Psy" Garcha]]
 
|VERSION=Beta 1
 
|VERSION=Beta 1
 
|DOWNLOADLINK=
 
|DOWNLOADLINK=
 
[http://forums.tf2maps.net/showthread.php?t=7620 TF2Maps.net]
 
[http://forums.tf2maps.net/showthread.php?t=7620 TF2Maps.net]
  
|INFO= '''Nightfall''' is a [[Payload Race]] map created for the [[TF2Maps.net]] [http://plrctf.tf2maps.net Payload Race and A/D CTF Contest]. It won first place for PLR despite being unfinished.
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'''Nightfall''' is a [[Payload Race]] map created for the [[TF2Maps.net]] [http://plrctf.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 storm, similar to [[Sawmill]]. The architecture is heavily influenced by [[Ravine]].
 
Nightfall is set at night during a torrential storm, similar to [[Sawmill]]. The architecture is heavily influenced by [[Ravine]].
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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 defence. 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 defence. 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.
  
==Introduction Video==
 
None
 
 
==Goal==
 
 
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.
 
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.
 
==Developer==
 
[[User:Psy|Aaron "Psy" Garcha]]
 
 
==Locations==
 
 
==Common strategies==
 
  
 
==Change Log==
 
==Change Log==
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* Nightfall WIP Thread: http://forums.tf2maps.net/showthread.php?t=7620
 
* Nightfall WIP Thread: http://forums.tf2maps.net/showthread.php?t=7620
  
}}
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[[Category:Custom Maps]]

Revision as of 16:09, 2 July 2010

{{Custom Map |TYPE=Payload Race |IMAGE=Nightfall stage2.jpg |DEVELOPER=Aaron "Psy" Garcha |VERSION=Beta 1 |DOWNLOADLINK= TF2Maps.net

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 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 defence. 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.

Change Log

Changelog:
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 Doublecross' original name, but Psy released his map first.

Additional Links