Difference between revisions of "Nightfall"
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| − | {{ | + | {{Map infobox |
| − | | | + | | map-status = community |
| − | | | + | | map-game-type = Payload Race |
| − | | | + | | map-file-name = plr_nightfall_final |
| − | [ | + | | map-image = Nightfall stage2.png |
| + | | map-released = {{Patch name|2|24|2011}} | ||
| + | | map-released-major = Community Map Pack Update | ||
| + | | map-environment = Alpine / Industrial | ||
| + | | map-setting = Nighttime, raining | ||
| + | | map-has-deep-water = Yes <small>(stage 3)</small> | ||
| + | | map-hazards = [[Environmental death#Payload Cart explosion|Payload Cart explosion]], <br>[[Environmental death#Drowning|Drowning]], [[Environmental death#Pitfalls|Pitfall]] <small>(stage 3)</small>, | ||
| + | | map-pickups-health-small = 15 | ||
| + | | map-pickups-health-medium = 13 | ||
| + | | map-pickups-ammo-small = 23 | ||
| + | | map-pickups-ammo-medium = 6 | ||
| + | | map-stamp-link = https://steamcommunity.com/stats/TF2/leaderboards/141482 | ||
| + | }} | ||
| + | |||
| + | {{Quotation|'''[https://www.teamfortress.com/communitymappack/ Community Map Pack Update]'''|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.}} | ||
| + | |||
| + | '''Nightfall''' is a [[Steam Workshop|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 {{Patch name|2|24|2011}} 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. Whenever this happens, the BLU cart is guaranteed to win (assuming neither cart was moved from its starting position), as it passes the crossing first.<ref>[https://www.youtube.com/watch?v=QGeU6gdOEmM BLU cart] crossing before RED</ref> | ||
| + | |||
| + | Furthermore, upon winning the round, the victorious team will get a slight early advantage at the next stage, with their [[Payload#Carts|cart]] starting further down the track. | ||
| + | |||
| + | The [[Setup time|setup]] timer is 45 seconds for the first two stages and 0 seconds for the third stage. | ||
| + | |||
| + | == {{heading|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 {{font colour|blue|left}}/{{font colour|red|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. | ||
| + | <gallery> | ||
| + | File:Nightfall 01.png|[[BLU]] spawn's interior. | ||
| + | File:Nightfall Stage one BLU spawn exterior.png|BLU spawn's exterior. | ||
| + | File:Nightfall 02.png|The RED's Checkpoint in BLU Courtyard. | ||
| + | File:Nightfall 04.png|The BLU Courtyard. | ||
| + | File:Nightfall Stage 1 RED Overpass.png|The RED Overpass. | ||
| + | File:Nightfall Stage 1 BLU Overpass.png|The BLU Overpass. | ||
| + | </gallery> | ||
| + | |||
| + | *'''Australium Stash''': On the far {{font colour|blue|right}}/{{font colour|red|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 {{font colour|blue|left}}/{{font colour|red|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. | ||
| + | |||
| + | <gallery> | ||
| + | File:Nightfall stage one BLU australium stash.png|The BLU Australium Stash room. | ||
| + | File:Nightfall Stage 1 BLU Chicken wire.png|The BLU Chicken-Wire Room. | ||
| + | File:Nightfall Stage 1 RED Chicken wire.png|The RED Chicken-Wire Room. | ||
| + | File:Nightfall Stage 1 RED Storage Room.png|The RED Storage Room. | ||
| + | File:Nightfall 03.png|The BLU Storage Room. | ||
| + | File:Nightfall 06.png|The exit from the Storage Room to the Crossing. | ||
| + | File:Nightfall Stage 1 connecting corridor.png|The Connecting Corridor. | ||
| + | File:Nightfall 07.png|Center of stage 1 and the Central Shed. | ||
| + | File:Nightfall Stage 1 Central Shed interior.png|Interior of the Central Shed. | ||
| + | File:Nightfall Stage 1 acess to Central Shed.png|The Staircase to the Central Shed | ||
| + | File:Nightfall Stage 1 crossing.png|The Crossing on stage one. | ||
| + | </gallery> | ||
| − | + | === 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 {{font colour|blue|left}}/{{font colour|red|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 {{font colour|blue|right}}/{{font colour|red|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. | ||
| − | + | <gallery> | |
| − | + | File:Nightfall Stage 2 BLU Respawn Room.png|BLU spawn room. | |
| + | File:Nightfall Stage 2 RED Respawn Room.png|RED spawn room. | ||
| + | File:Nightfall Stage 2 cave entrance and normal cart start.png|Normal cart start point; Cave entrance in the background. | ||
| + | File:Nightfall Stage 2 Cave and RED victorious cart start.png|Since RED won the previous round, their cart starts inside the Cave. | ||
| + | File:Nightfall Stage 2 crossing and two cave exits.png|The Crossing with the two Cave exits in the back. | ||
| + | File:Nightfall stage2.png|The two Ramps. | ||
| + | File:Nightfall Stage 2 rooms under the ramps.png|The rooms below the Ramps. | ||
| + | File:Nightfall Stage 2 dropdown exterior.png|Exterior of the Dropdown. | ||
| + | File:Nightfall Stage 2 dropdown interior.png|Interior of the Dropdown. | ||
| + | File:Nightfall 08.png|Path from the Dropdown. | ||
| + | File:Nightfall 11.png|Path to the Barn. | ||
| + | File:Nightfall Stage 2 BLU Barn.png|The BLU Barn. | ||
| + | File:Nightfall Stage 2 RED Barn.png|The RED Barn. | ||
| + | File:Nightfall Stage 2 BLU Barn and Slope exterior.png|BLU Barn on the right and Slope on the left. | ||
| + | File:Nightfall Stage 2 RED Slope.png|Inside the RED Slope. | ||
| + | File:Nightfall 10.png|End of stage 2 | ||
| + | </gallery> | ||
| + | === Stage 3 === | ||
| + | *'''Spawn''': Each team has two dedicated spawn exits. The one on the {{font colour|blue|left}}/{{font colour|red|right}} leads directly down to where the cart begins, while the one on the {{font colour|blue|right}}/{{font colour|red|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. | ||
| + | <gallery widths=150px> | ||
| + | File:Nightfall 13.png|Stage 3 | ||
| + | File:Nightfall Stage 3 BLU Respawn Room.png|BLU spawn room. | ||
| + | File:Nightfall Stage 3 RED Respawn room.png|RED spawn room. | ||
| + | File:Nightfall 14.png|The BLU Storage Tank Room. | ||
| + | File:Nightfall Stage 3 BLU Kitchen.png|The BLU Kitchen. | ||
| + | File:Nightfall 15.png|Spawn exit to the BLU Storage Tank Room. | ||
| + | </gallery> | ||
| − | | | + | *'''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 {{font colour|blue|left}}/{{font colour|red|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 [[Fire|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 [[w:Footbridge|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. | ||
| − | | | + | <gallery widths=150px> |
| + | File:Nightfall Stage 3 RED doubly victorius cart start.png|Since RED won the previous two rounds, their cart starts already at the top of the first incline. | ||
| + | File:Nightfall Stage 3 normal cart start.png|Normal starting point for the cart. | ||
| + | File:Nightfall Stage 3 a single victory start.png|If both teams won once, they both get a slight head start. | ||
| + | File:Nightfall stage 2 two inclines.png|The two rollbacks the cart needs to climb. | ||
| + | File:Nightfall Stage 3 Pool.png|The Pool below the Slides. | ||
| + | File:Nightfall Stage 3 BLU Sewer.png|The BLU Sewer. | ||
| + | File:Nightfall Stage 3 RED Sewer and Storage Tank Room.png|The RED Sewer; Storage Tank Room further back. | ||
| + | File:Nightfall stage 3 crossing.png|The Crossing on stage three. | ||
| + | File:Nightfall Stage 3 look down the slide.png|A look down the two Slides. | ||
| + | File:Nightfall Stage 3 pedway.png|The Pedway. | ||
| + | File:Nightfall Stage 3 Trench.png|The Trench. | ||
| + | File:Nightfall Stage 3 final terminus.png|The Final terminus. | ||
| + | File:Nightfall Stage 3 cart detonation.png|Cart exploding in the pit. | ||
| + | </gallery> | ||
| − | | | + | == {{heading|Strategy}} == |
| + | {{main|Community Nightfall strategy}} | ||
| + | {{community strategy stub link}} | ||
| − | | | + | == {{heading|Update history}} == |
| + | '''{{Patch name|2|24|2011|major=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 (<code>setpos 2513 -8270 257;setang -18 178 0</code>), 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 (<code>setpos 2309 -8550 257;setang -17 156 0</code>). | ||
| + | * In the entirety of stage C, due to the lack of [[Setup]] phase at the start, [[Engineer]]s can upgrade [[Buildings|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.<ref>[https://www.youtube.com/watch?v=lSAkyMIfBRU Video example.]</ref> | ||
| + | ** However, this does not apply to the [[Medic]]'s ÜberCharge rate, as it does not increase in the same way that it does during Setup time, therefore, functioning as intended.<ref>[https://www.youtube.com/watch?v=IczzV06NOVg Video example.]</ref> | ||
| + | * It is possible to build inside of the both spawn rooms on the last stage of the map | ||
| − | | | + | == {{heading|Trivia}} == |
| − | * Nightfall | + | * 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. | |
| − | }} | + | == {{heading|Gallery}} == |
| + | <gallery> | ||
| + | File:Nightfall Stage one.png|Stage 1 overview | ||
| + | File:Nightfall Stage two.png|Stage 2 overview | ||
| + | File:Nightfall Stage three.png|Stage 3 overview | ||
| + | File:Nightfall secret marking on stage 1.png|Secret square on stage one. | ||
| + | File:Nightfall secret marking stage 2.png|Secret square on stage two. | ||
| + | </gallery> | ||
| + | |||
| + | == {{heading|References}} == | ||
| + | <references/> | ||
| + | |||
| + | {{Community Map Pack Nav}} | ||
| + | {{Maps Nav}} | ||
| + | |||
| + | [[Category:Quickplay maps]] | ||
Latest revision as of 19:41, 13 October 2025
| Nightfall | |
|---|---|
| Basic Information | |
| Map type: | Payload Race |
| File name: | plr_nightfall_final
|
| 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, Drowning, Pitfall (stage 3), |
| Deep Water: | Yes (stage 3) |
| Map Items | |
| Map Photos | |
| Map overview | |
| Map Stamp | |
| 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.
|
” |
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. Whenever this happens, the BLU cart is guaranteed to win (assuming neither cart was moved from its starting position), as it passes the crossing first.[1]
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.[2]
- 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
- ↑ BLU cart crossing before RED
- ↑ Video example.
- ↑ Video example.
| |||||