Nightfall
Nightfall | |
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Basic Information | |
Map type: | Payload Race |
File name: | plr_nightfall_final
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Released: | February 24, 2011 Patch (Community Map Pack Update) |
Developer(s): | Aaron "Psy" Garcha Paul Good |
Map Info | |
Environment: | Alpine / Industrial |
Setting: | Nighttime, raining |
Hazards: | Payload Cart explosion, Pitfall (stage 3) |
Deep Water: | Yes (stage 3) |
Map Items | |
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Map Photos | |
Map overview | |
Map Stamp | |
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Supporters Leaderboard |
“ | Nine out of ten mercenaries will tell you: If you're looking for a place to see who can push bombs into a shallow pit the fastest, there's no better location than a damp logging site, in the middle of the rain, in the middle of a forest, in the middle of the night. Nine out of ten mercenaries are idiots, though, so you might not want to put much stock in it.
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” |
Nightfall is a community-created, three-stage Payload Race map added in the Community Map Pack Update. It is set at night in a lumber company during a torrential rainstorm.
Nightfall was created for the TF2Maps.net A/D CTF and Payload Race Contest, and was awarded first place in the competition with a score of 4.07 out of 5 points, despite being unfinished at the end of the contest. It was later completed and officially added to Team Fortress 2 as a Community-created map in the February 24, 2011 Patch due to its outstanding quality.
From feedback received from gameplay on the Payload Race map Pipeline, Nightfall was designed to provide players with plenty of routes into the enemy's base in order to help overcome a strong defense. The map 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. These take the form of a round timer which, upon expiring, forces both carts to slowly roll forward until either one reaches its objective. Furthermore, upon winning the round, the victorious team will get a slight early advantage at the next stage, with their cart starting further down the track.
The setup timer is 45 seconds for the first two stages and 0 seconds for the third stage.
Contents
Locations
Stage 1
- Spawns: Each team spawns inside of a small cabin with two exits; one at the lower and one at the upper floor.
- Courtyard: Located in front of the spawn is a large area of open, flat ground. In the far left/right corner of the Courtyard is the checkpoint for the opposing team's cart. Directly before the checkpoint is a slight incline that features a rollback, forcing a sustained push at the end of the map to successfully capture the cart.
- Overpass: Each team's cart starts out on an incline that is covered by a section of roofing from the nearby building. This is also the main passage towards the Crossing.
BLU spawn's interior.
- Australium Stash: On the far right/left side of the Courtyard is a flank route featuring a minecart, behind which is a stash of Australium in a fenced-off room.
- Chicken-Wire Room: Accessible from the Australium Stash is a room that flanks around the Overpass. It is partially divided in half with a chicken wire fence. Its single exit leads out in the open, in an area next to the Central Shed.
- Storage Room: Opposite the Chicken-Wire Room, flanking around the Overpass's left/right side is a set of stairs leading to a room that overlooks the Courtyard. It also leads to the Crossing.
- Connecting Corridor: The two Storage Rooms are connected together by a small corridor containing a medium health pack.
- Crossing: The central and main area of the stage. During setup time, both teams are blocked from accessing it via a set of gates. Found here is the part of the tracks where the two carts cross paths. If both carts reach the junction at the same time, the RED cart goes first. Following the crossover, each cart path makes another series of turns, before heading down the other team's Overpass.
- Central Shed: Located next to the Crossing is a large and spacious shed overlooking the entire area. It can be entered thanks to a set of stairs near each team's Chicken-Wire Shed. The shed has a wooden perch on top of which is a small health pack, while below it sits a small ammo pack.
Stage 2
- Spawns Each team's spawn has three separate exits leading to the Dump Truck Courtyard.
- Dump Truck Courtyard: A wide open area containing a parked dump truck. Much like the previous stage, the checkpoint for the other team's cart is located here, as well as a small rollback zone right in front of it, demanding a sustained push in order to capture.
- Cave: Located on the Dump Truck Courtyard's left/right side is an entrance to a cave that takes the cart to the Crossing. The team which won the previous round has their cart start inside the Cave; unlike the losing team, whose cart begins in front of the Cave's entrance.
- Crossing: Upon exiting the Cave, the two carts cross their paths and proceed towards the Ramps. The central area is once again restricted during setup time.
- Ramp: Two steep wooden ramps with rollback zones are located in the central area of the map. Located below the ramps are two rooms with small health packs.
- Dropdown: Found behind the Ramps is a tall building containing a medium health pack. Found inside it is also an opening in the floor leading underneath the Ramps.
- Barn: To the Dump Truck Courtyard's right/left side is a tall and spacious building serving as the exit for the opposite team's cart.
- Slope: Located in between the Barn and the Cave is a room that takes players directly to the Dropdown building on top of the Ramps.
Stage 3
- Spawn: Each team has two dedicated spawn exits. The one on the left/right leads directly down to where the cart begins, while the one on the right/left leads to the Storage Tank Room, as well as to the Kitchen.
- Storage Tank Room: A large room housing two large pressure tanks. It is connected to the Sewer.
- Kitchen: A steep corridor that takes players directly to the top of the Slides, near the Crossing.
- Slides: The third stage, unlike the previous two, has no setup time; meaning that the central part of the stage is immediately accessible. The middle area is dominated by two steep wooden Slides which lead into a deadly pit located on the left/right. The cart reaches its dedicated Slide after ascending up two inclines with rollback zones and passing a Crossing, before being pushed off into the pit by the victorious team. The team that has won the previous two rounds has their cart already starting on top of the first incline. If both teams won at least once, then their carts both start slightly further a head then normal.
- Pool: Located below the two Slides is a pool of water, deep enough to extinguish burning players. There is also a staircase here that leads to the top of the Slides. The staircase has a medium health pack.
- Sewer: The water originates from two sewers that are connected to each team's Storage Tank Room.
- Pedway: Spanning over the two Slides is a slim, wooden footbridge which connects the two starting areas of the carts.
- Trench: Below the Pedway, just before the terminal section of the Slides which drops-off into the pitfall, is a stealthy dugout hiding a small health pack.
Strategy
![]() | “Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Update history
February 24, 2011 Patch (Community Map Pack Update)
- Added Nightfall to the game.
Bugs
- During the Stage 2, the red cart can become stuck at the last slope. The cart then flips upside down multiple times.
- There are heavy visibility issues near the RED A resupply. When exiting the resupply area (
setpos 2513 -8270 257;setang -18 178 0
), the building where the cart bridge starts (above the Binksi Logging sign) can be seen with multiple parts being invisible, and completely disappears when the player walks or turns left. If the player walks on the bridge along the rocks and trees, a window of the building with loudspeakers disappears (setpos 2309 -8550 257;setang -17 156 0
). - In the entirety of stage C, due to the lack of Setup phase at the start, Engineers can upgrade buildings much faster than intended, with each melee swing using 50 metal instead of 25, the same amount that is applied during Setup time in any other map.[1]
- It is possible to build inside of the both spawn rooms on the last stage of the map
Trivia
- Nightfall was the original name for Double Cross, but Nightfall was released as a community created map before the WAR! Update launched.
- Found in an out-of-bounds areas of stages one and two are secret rooms containing a square made up of hazard lines drawn on the floor and outlined with cyan lightning.
Gallery
References
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