Difference between revisions of "Suijin"

From Team Fortress Wiki
Jump to: navigation, search
(Trivia)
m (Stock text goes in templates to ensure uniformity.)
Line 21: Line 21:
 
Suijin was the first map made with the [[Japan Content Pack]].
 
Suijin was the first map made with the [[Japan Content Pack]].
  
A portion of the money made from sales of Campaign Passes during the Gun Mettle update went to the authors of this map. (The King of the Hill version was featured, however. Not the Arena version.)
+
The map was initially created as an arena map, but it was the King of the Hill version was featured in the game.
 +
 
 +
{{campaign pass map commission|Gun Mettle}}
  
 
==Control point timing==
 
==Control point timing==

Revision as of 11:38, 3 July 2015

Suijin
Suijin main.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Japanese cliffside

Suijin is an arena community-created map set on a Japanese cliffside shinto shrine to Suijin, the god of water in Japanese mythology.

The map focuses heavily on rooftop combat and clipping is very lenient. One of the mottos when making this map was "clip only if you have to," so areas like the far off islands, the roof tops, hiding spots are free game.

Suijin was the first map made with the Japan Content Pack.

The map was initially created as an arena map, but it was the King of the Hill version was featured in the game.

A portion of the money made from the sales of the Gun Mettle Campaign Pass goes to the authors of the map.

Control point timing

Control Point Multiplier Seconds
Control Point ×1
24 .000
×2
16 .000
×3
13 .091
×4
11 .520


Update history

Changelog:

rc2:

  • Made the banners on the walls in the pagoda nonsolid to prevent being caught on them.
  • Fixed a case of zfighting.
  • Fixed a case of floating rocks.
  • Clipped the peak of the roof outside spawn.

rc1:

  • Release version 1!
  • Fixed broken cap point.
  • Fixed texture seam on skybox waterfalls.
  • Clipped some beams.
  • Lowered the pitch of the gongs.
  • Bamboo!

b3:

  • Further optimisation
  • Redid the 3D skybox
  • Did some extra detailing to the cap room, changed the detailing (especially OOB) on red side versus blue side.
  • Various other bugfixes.

b2:

  • Thousands of bugfixes;
    • fixed nodraw surfaces
    • fixed weird clipping in a few places
    • fixed light bleeds
    • fixed waterfall particles
    • fixed various zfighting issues
    • brighened some areas
    • fixed lightmap and displacement seams
    • fixed places you can get stuck
    • fixed magical katanas
    • fixed some weird clipping on the terraced path.
  • Extended fence on the cliff to make it clear that it's clipped
  • Some optimisation, a litle improvement in FPS (up to 40% in some areas), but probably the best I can do.

b1:

  • Full artpass, however
    • 3d sky needs more work
    • waterfall particles broke for some reason
    • optimisation needed
    • some lighting bugs
  • Made the pagoda square

a8 桜 edition:

  • Made the platform out the back of the cliffside building a little bigger.
  • More caustics.
  • Brightened the cliffside building.
  • Brightened the area under the waterfall.

さくら

  • Unclipped the far stone pillar, I see no reason why it should be clipped as getting out there is putting you at a disadvantage and consistency is better than clipping.

a7:

  • Swapped the small health in the cliff building with the medium health.
  • Nobuilded rooves due to popular opinion.
  • Players are blocked from leaving spawn until round start.
  • More detailing.
  • Remade the cliffside building.

a6:

  • Modelled bridges.
  • Added a railing to the platform with the medium health - doesn't actually protect anything, but hopefully is a visual notifier to the fact that the platform is there.
  • Some displacing and some detailing, and some displaced detailing.
  • Caustics!

a5:

  • Made the back waterfall and area under the boardwalk passable, just so there are no arbitary clipping.
  • Nobuilded the area below the waterfall.
  • Changed the back building so that players cannot hide behind the point of the roof.
  • Sunk the point a little.
  • Added small health to the cliff building.
  • Welcome camera and a spectator point.

a4:

  • Removed the fence that blocked the sightline down the back of the map, replaced it with some rocks that block the route instead.
  • Prettied up some bridges.
  • Added areaportals to all the buildings.
  • Repositioned the rocks near the inland ramp to the rooves so that the ramp is far more visible.

a3:

  • Some more ammo.
  • Switched the medium health and medium ammo below, hopefully indirectly nerfing the height of the map.
  • Added another waterfall, because waterfalls are cool.
  • Modelled Torii's.

a2:

  • Changed the rock near the back of the map so it doesn't hide the ramp up to the roof as much.
  • Removed force from kill trigger.
  • Stairs are clipped!
  • Fixed the place where you could get stuck.
  • Blocked a sight gap.
  • Added a fence to block one of the longest sightlines.
  • Added a rock on the rock formations over the gorge that allows other classes to jump back up towards the long building (albeit slowly.)

Soundscapes.

  • Clipped the windows in the cliffside building.

a1: Release.

Trivia

  • Suijin (水神) means "water god" in Japanese.

Notes

The Suijin that was added to the game is a King of the Hill map, which can be found on the workshop here.

See also