Camber/es

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Camber
Pl camber.png
Información básica
Desarrollado por: {{{map-developer}}}
Información del mapa
Entorno: Alpine
Escenario: Daylight, sunny
Peligros: Pitfalls
Imágenes del mapa
Imágenes de la pantalla de carga.
Vista general
Camber overview.png
Sello de Mapa
Item icon Map Stamp - Camber.png
Puntuación

Camber es un mapa creado por la comunidad de Carga Explosiva. Toma lugar en el exterior de una base minera secreta de RED en la cima de una colina.

Camber fue contribuido a Steam Workshop.

Ubicaciones

Punto de Control A

  • Primera Zona de Regeneración de BLU: La zona de regeneración inicial de BLU tiene tres salidas, una detrás del carro y otra a cada lado, y la de la derecha está en una saliente. Sólo tiene un armario de reabastecimiento, ubicado en la parte trasera de la habitación.
  • Casa del Acantilado A: un edificio alto en el borde de un acantilado que contiene un paquete de munición mediano y un paquete de salud pequeño. Ofrece una vista de casi toda la primera zona. La mayoría de las clases tienen que usar la entrada junto a la zona de regeneración de BLU, pero es posible subir directamente a la percha con técnicas de salto, como triple salto y saltos con el Detonador.
  • Muro de Roca: rocas altas en hilera que forman un muro. La sección de las vías es más baja que la zona de su otro lado.
  • El Anexo: el Anexo es el edificio color claro adjunto al edificio rojo que la vagoneta debe atravesar tras captura A.
  • Punto de Control A: el punto está bajo el techo extendido de un edificio con tres accesos, uno a cada lado. Contiene un paquete de munición grande y un paquete de salud mediano. No es posible subir al techo que cubre el punto.

Punto de Control B

  • Rampa: una rampa empinada que la vagoneta debe de subir para avanzar. BLU debe permanecer con la vagoneta todo el camino hasta arriba, de lo contrario, la vagoneta retrocede de nuevo a su base.
  • Primer Edificio: el edificio que la vagoneta debe atravesar tras capturar A. Tienen cuatro pisos en total.
  • Primer Piso: el piso con las vías de la vagoneta.
  • Second Floor: the elevated floor to the left of the tracks. It is connected to the Annex and to point B, but not to the first floor. Scouts can double jump off of props like the planks and the paint bucket to reach it, but other classes need to either take the stairs from either of the aforementioned connections.
  • Second Floor's Stairs: the backrooms of the second floor, with the stairs to the Annex and to the point.
  • Third Floor: a tiny room containing a small ammo pack and health kit, with an open window through which players can drop onto point B (a drop high enough to cause fall damage unless the player lands on the planks right below it) or climb onto a nearby roof.
  • Bottom Floor: a tiny floor that serves as a flank route to and from A and contains a medium ammo pack and a small health kit.
  • BLU's Second Spawn: the metal gate on the first floor, which becomes active if BLU manages to capture B. It is a small room with a single door and no resupply cabinet.
  • Cliff House B: a building on the cliff's edge that offers a vantage point over point B. It has both front and back entrances, and contains a large ammo pack and medium health kit.

Checkpoint C

  • RED's First Spawn: RED's initial spawn is in a building on the cliff's edge. It has one main door toward the cart's tracks, with a resupply cabinet, and one side door on the cliff toward a medium ammo pack and a small health kit.
  • Second Building: the building the cart must go through after capturing B. The cart must go up two ramps, though they are considerably shorter than the one after point A. Note that, before capturing B, all of the doors toward C are locked, making access to C and D nearly impossible.
  • Upper Corridor: a corridor up a flight of stairs from the section between the two ramps. It has a doorway onto the cart's exit of the building and stairs that loop back around.
  • Cliff: the area behind the building.
  • Cliff Flank: stairs on the cliff's edge that offer a route past point C. A small ammo pack and health kit can be found on the unguarded portion of the cliff.
  • Checkpoint C: the point is located in a narrow passage between two buildings. Besides the cart's tracks, the only other ways forward are the Cliff Flank and a drop in the alcove right next to the point, which can be climbed up by jumping onto the props in it. Unlike with A, the roof over the point can be jumped and built onto.

Checkpoint D

  • RED's Second Spawn: RED's second and last spawn is located right behind the final point, with one door on each of its sides and a resupply cabinet in the middle.
  • Curve: a 180° curve the cart must make around a building after C is captured.
  • Rocks: rocks beside the Curve that offer some protection, as well as a small health kit.
  • Drop: the only sheltered area the cart goes through on its way to the final terminus, with two red lights, the drop to C, and a medium ammo pack and health kit.
  • Flank Building: the building between the Curve and RED's final spawn, which connects the two. It also has a small room containing a medium ammo pack and health kit with a partially open window that Snipers of both teams can shoot through.
  • Cliff House D: another building on the cliff's edge. It has an alcove on the outside with a small ammo pack and health kit and its interior is split into two small rooms.
  • Maintenance Shed: a small building near RED's spawn housing a small ammo pack and health kit.

Strategy

Artículo principal: Estrategia de la comunidad para Camber

Update history

Parche del 7 de diciembre de 2023 (Navidad 2023)
  • Added Camber to the game.

Parche del 8 de diciembre de 2023

  • Updated pl_camber to fix a problem with RED spawn camping.

Parche del 15 de diciembre de 2023

  • Clipped sewer grate.
  • Disabled rock collision.
  • Increased Red(sic) respawn room.
  • Improved clipping.
  • Blocked off a sightline on the final point.

Parche del 18 de diciembre de 2023

  • Updated pl_camber to fix a crack in the forward spawn

Notes

  • The ramps stop being considered steep once the cart has gone all the way to their top. This means that, if the cart makes it way to the top, is left unattended, and moves back onto the slope, it does not roll back on its own if left unattended again.
    • However, if the cart manages to move all the way back to the base, the ramp is considered steep again.

Curiosidades

  • There is a hidden room that can be accessed from BLU's first spawn.
  • Behind the chicken wire in the building the cart goes through after capturing A are two frogs, with one of them wearing a blue helmet.
  • Inside RED's last spawn is a curved corridor that is blocked off by some tray carts. Around the corner and hidden from normal view are a mop, a traffic cone, a wooden cow cutout, and the Jimi Jam mascot painted on a wall.
  • Doll houses can be found across the map, usually in inaccessible areas.

Gallery