Difference between revisions of "Wildfire"

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Wildfire was created for the TF2Maps.net [[Competitive CTF Contest]]. It won first place, finishing above [[Deliverance]] and [[Fusion]].
 
Wildfire was created for the TF2Maps.net [[Competitive CTF Contest]]. It won first place, finishing above [[Deliverance]] and [[Fusion]].
 
To win your team must capture the opposing team's [[Intelligence]] continuously until you reach the game's capture limit (default limit is 3) whilst preventing the enemy from achieving the same.
 
  
 
== Locations ==
 
== Locations ==
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* Various other small changes}}
 
* Various other small changes}}
  
== Additional Links ==
 
* Wildfire WIP Thread: http://forums.tf2maps.net/showthread.php?t=11533
 
  
 
{{CustomMapNav}}
 
{{CustomMapNav}}
 
[[Category:Custom maps]]
 
[[Category:Custom maps]]

Revision as of 00:30, 25 December 2014

Wildfire
Ctf wildfire rc.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Overview
Wildfire overview.png


Wildfire is a rather simple Capture the Flag map focusing on strong combat arenas broken up by arches to prevent unfair sticky escapes. It uses an unconventional CTF mode, with cap-at-flag and touch return mechanics, meaning that you capture the enemy flag by bringing it to yours, instead of a capture zone, and you can make your dropped flag return to your base by touching it.

Wildfire takes place in a small industrial center surrounded by a crackling forest fire.

Wildfire was created for the TF2Maps.net Competitive CTF Contest. It won first place, finishing above Deliverance and Fusion.

Locations

Overview of the map.(Large file)
  • Spire: A tall spire, similar to Badlands, in each base, on top of which the flag spawns.
  • House: A small house next to the spire with health and ammo.
  • The Dish: The lower level of the middle of the map, a large dish similar to Hydro
  • Bridge: A bridge over the dish, with a medium health
  • Sewer: Sewers running from the dish to each base
  • Ramp Room: A small room that connects the sewers to each base with a series of ramps

Strategy

  • Soldiers and Demomen can jump to the top of the spire to easily take the Intelligence.
  • The small building near each team's Intelligence offers Engineers a prime place for Sentry Gun placement.
  • A lack of long sightlines make Snipers wielding rifles hard to use effectively on this map. Instead, equip the Huntsman and Jarate for more close range capability.

Screenshots

Update history

A1:
  • Release

A2:

  • 20s return time
  • Touch-to-return
  • Flag falls in CZs instant-return
  • Geometry changes to middle routes
  • Fixed displacement seams
  • Added new visblockage to above far route
  • Fixed time-ending bug
  • Added small catwalk to cave path onto road

A3:

  • Intelligence location moved to pits
  • Bridge redesigned
  • Upper route to warehouses removed
  • Cap zone location moved to previous upper route
  • Detailing applied
  • Clipping fixed
  • Route added from previous Intelligence location to spire

A4:

  • Flags (for now at least) placed on top of spire rather than inside tunnel
  • Tunnels sealed off, too gimmicky
  • Extra lighting added to mid
  • Tire tracks replaced
  • lol hotfix

A5:

  • Capture zones parented to flags
  • Ravidge's Intelligence entity system implemented ty ty ty
  • Various brush changes
  • Catwalks onto bridge
  • Ramp back into spawn added

A6:

  • Top "quick cap" route removed
  • Bridge clipping improved
  • Route onto bridge towers removed
  • Detailing changes- new dirt color ty to Ravidge
  • Lighting improved
  • Displacement fixes
  • Path near bend in road lowered, smoothed out
  • Clipping fixes everywhere
  • Optimization!
  • Fire glare removed

A7:

  • Exterior detail completed
  • Bridge reworked into brushwork for better clipping
  • Ambience(sic), embers added
  • Health packs removed and consolidated
  • Fences added to bend in road for cover before attack and to reduce sightlines
  • Catwalks onto bridges rerouted into buildings for Medic cover
  • 3d Skybox added
  • Minor changes to basements to improve flow
  • Various clipping, brushwork enhancements

B1:

  • Beta release
  • Interior detail completed
  • Major optimization reworks
  • Bridge reworked to support the idea of it being the central lane of fire, rather than the three tiers of fighting the girders had been supporting
  • Detail polish added
  • New 2d skybox added
  • Lighting manipulated
  • Hut structure added within flood control room
  • Various other small changes