Difference between revisions of "Animus"

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{{custom map}}
 
{{Map infobox
 
{{Map infobox
|game-type=Payload Race
+
  | map-status      = custom
|map-image=Animus main.jpg
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  | map-name        = Animus
|developer=Fearlezz
+
  | map-game-type   = Payload Race
|file-name=plr_animus_a8
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  | map-image       = Animus main.jpg
|current-version=Alpha 8
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  | map-file-name   = plr_animus_a8
|download-link=[http://forums.tf2maps.net/downloads.php?do=file&id=1860&act=down TF2Maps.net]
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  | map-version     = Alpha 8
 +
  | map-environment = Desert
 +
  | map-setting    = Sunset, outdoor
 +
  | map-links      = [http://forums.tf2maps.net/showthread.php?t=7526 TF2Maps.net]
 +
  | map-developer  = Fearlezz
 
}}
 
}}
{{custom map}}
 
'''Animus''' is a [[Payload Race]] map created for the [[TF2Maps.net]] [[A/D CTF and Payload Race Contest]]. It was awarded eighth place in the competition.
 
  
== Goal ==
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'''Animus''' is a [[Payload Race]] map created for the TF2Maps.net [[A/D CTF and Payload Race Contest]]. It was awarded eighth place in the competition.
Both teams must simultaneously push their [[Payload#Carts|cart]] through enemy territory in order to reach the capture point, while preventing the enemy team from doing the same.  
 
  
 
== Locations ==
 
== Locations ==
 
 
=== Stage 1 ===
 
=== Stage 1 ===
 +
*'''Spawn Area'''. As with all maps, the game begins here. The doors to leave the room are locked until the setup time (around 5 seconds) is over. After going through the first present shutter door, there is an area with pathways going both up and down before finally exiting the spawn.
 +
*'''Street'''. A long, curved space through which the Payload carts must pass. It is symmetrical.
 +
*'''Final point'''. Enemy Spawn Area.
  
'''Spawn Area'''. As with all maps, the game begins here. The doors to leave the room are locked until the setup time (around 5 seconds) is over. After going through the first present shutter door, there is an area with pathways going both up and down before finally exiting the spawn.
+
=== Stage 2 ===
 +
*'''Spawn Area'''. Features a point to which teams should deliver the Payload cart, and also contains a spawn area.
 +
*'''Street'''. A small space with a crossroads in the middle through which the Payload cart must travel.
  
'''Street'''. A long, curved space through which the Payload carts must pass. It is symmetrical.
+
=== Stage 3 ===
 +
*'''Street'''. A very small level including a small, curved and symmetrical space through which the two Payload carts must travel. The tracks in this area are parallel.
  
'''Final point'''. Enemy Spawn Area.
+
== Changelog ==
 +
{{Changelog| '''A8'''
 +
Fixed crossover bug (For real!)
 +
* Visual and performance improvements to all particles
 +
* Fixed particles bug (particles not showing)
 +
* Fixed Red cart getting stuck in stage 3 right at the top of the ramp
 +
* Fixed red pl hud not showing up in stage 3
 +
* Fixed the "2 suns" problem
 +
* Fixed carts not being disabled during setup phase in stage 2
 +
* Added more custom content (Including models from TerabyteST)
 +
* Improved lighting in some places
 +
* Made all rock brushes into displacements in the final area, stage 3
 +
* Fixed players getting stuck when standing in front of the cart while capping (stage1)
  
=== Stage 2 ===
+
''Requests:''
 +
* Teams does no longer switch after the map is won
 +
* Added pumpkins
 +
* Made the entrance to the middle of stage 2 taller
  
'''Spawn Area'''. Features a point to which teams should deliver the Payload cart, and also contains a spawn area.
+
'''A7'''
 +
* Possibly fixed the crossover bug (again)
 +
* Adjusted the lighting, blue players are back, green players are gone
 +
* Removed stairs to the enemy base in stage 1
 +
* Added track lights
 +
* Minor detailing
 +
* Improved optimization (still compiled on fast)
 +
* Fixed players getting stuck in the spawn door
 +
* Added new spawn exits in stage 3
 +
* 'Stage won' particle is now a child to the cart.
 +
* 'Stage won' particles now shows up in stage 2 as well
 +
* Added working timer to stage 2
 +
* Carts eyes particle now only shows up when someone dies
 +
* Made changes to stage 3
 +
* Slight improvements to particles
  
'''Street'''. A small space with a crossroads in the middle through which the Payload cart must travel.
+
'''A3 - A6'''
 +
-Removed to save character space-
  
=== Stage 3 ===
+
}}
 
 
'''Street''' A very small level including a small, curved and symmetrical space through which the two Payload carts must travel. The tracks in this area are parallel.
 
  
 
== Screenshots ==
 
== Screenshots ==
Line 43: Line 78:
 
</gallery>
 
</gallery>
  
== Changelog ==
 
{{Changelog|
 
Fixed crossover bug (For real!)<br />
 
> Visual and performance improvements to all particles<br />
 
> Fixed particles bug (particles not showing)<br />
 
> Fixed Red cart getting stuck in stage 3 right at the top of the ramp<br />
 
> Fixed red pl hud not showing up in stage 3<br />
 
> Fixed the "2 suns" problem<br />
 
> Fixed carts not being disabled during setup phase in stage 2<br />
 
> Added more custom content (Including models from TerabyteST)<br />
 
> Improved lighting in some places<br />
 
> Made all rock brushes into displacements in the final area, stage 3<br />
 
> Fixed players getting stuck when standing in front of the cart while capping (stage1)<br />
 
<br />
 
Requests:<br />
 
> Teams does no longer switch after the map is won<br />
 
> Added pumpkins<br />
 
> Made the entrance to the middle of stage 2 taller<br />
 
<br />
 
A7<br />
 
> Possibly fixed the crossover bug (again)<br />
 
> Adjusted the lighting, blue players are back, green players are gone<br />
 
> Removed stairs to the enemy base in stage 1<br />
 
> Added track lights<br />
 
> Minor detailing<br />
 
> Improved optimization (still compiled on fast)<br />
 
> Fixed players getting stuck in the spawn door<br />
 
> Added new spawn exits in stage 3<br />
 
> 'Stage won' particle is now a child to the cart.<br />
 
> 'Stage won' particles now shows up in stage 2 as well<br />
 
> Added working timer to stage 2<br />
 
> Carts eyes particle now only shows up when someone dies<br />
 
> Made changes to stage 3<br />
 
> Slight improvements to particles<br />
 
<br />
 
A6<br />
 
-Removed to save character space-<br />
 
A5<br />
 
-Removed to save character space-<br />
 
A4<br />
 
-Removed to save character space-<br />
 
A3<br />
 
-Removed to save character space-<br />
 
}}
 
  
== Additional Links ==
 
* [http://forums.tf2maps.net/showthread.php?t=7526&highlight=Animus TF2Maps.com Thread]
 
 
{{CustomMapNav}}
 
{{CustomMapNav}}
 
[[Category:Custom maps]]
 

Latest revision as of 17:55, 17 January 2024

Animus
Animus main.jpg
Basic Information
Map type: Payload Race
File name: plr_animus_a8
Version: Alpha 8
Developer(s): Fearlezz
Link(s): TF2Maps.net
Map Info
Environment: Desert
Setting: Sunset, outdoor

Animus is a Payload Race map created for the TF2Maps.net A/D CTF and Payload Race Contest. It was awarded eighth place in the competition.

Locations

Stage 1

  • Spawn Area. As with all maps, the game begins here. The doors to leave the room are locked until the setup time (around 5 seconds) is over. After going through the first present shutter door, there is an area with pathways going both up and down before finally exiting the spawn.
  • Street. A long, curved space through which the Payload carts must pass. It is symmetrical.
  • Final point. Enemy Spawn Area.

Stage 2

  • Spawn Area. Features a point to which teams should deliver the Payload cart, and also contains a spawn area.
  • Street. A small space with a crossroads in the middle through which the Payload cart must travel.

Stage 3

  • Street. A very small level including a small, curved and symmetrical space through which the two Payload carts must travel. The tracks in this area are parallel.

Changelog

Changelog:
A8

Fixed crossover bug (For real!)

  • Visual and performance improvements to all particles
  • Fixed particles bug (particles not showing)
  • Fixed Red cart getting stuck in stage 3 right at the top of the ramp
  • Fixed red pl hud not showing up in stage 3
  • Fixed the "2 suns" problem
  • Fixed carts not being disabled during setup phase in stage 2
  • Added more custom content (Including models from TerabyteST)
  • Improved lighting in some places
  • Made all rock brushes into displacements in the final area, stage 3
  • Fixed players getting stuck when standing in front of the cart while capping (stage1)

Requests:

  • Teams does no longer switch after the map is won
  • Added pumpkins
  • Made the entrance to the middle of stage 2 taller

A7

  • Possibly fixed the crossover bug (again)
  • Adjusted the lighting, blue players are back, green players are gone
  • Removed stairs to the enemy base in stage 1
  • Added track lights
  • Minor detailing
  • Improved optimization (still compiled on fast)
  • Fixed players getting stuck in the spawn door
  • Added new spawn exits in stage 3
  • 'Stage won' particle is now a child to the cart.
  • 'Stage won' particles now shows up in stage 2 as well
  • Added working timer to stage 2
  • Carts eyes particle now only shows up when someone dies
  • Made changes to stage 3
  • Slight improvements to particles

A3 - A6 -Removed to save character space-

Screenshots