Difference between revisions of "Watergate"

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(Created page with "{{custom map}} {{Map infobox | game-type = player destruction | file-name = pd_watergate_b5 | map-image = Pd watergate 1...")
 
(Update history)
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== Update history ==
 
== Update history ==
 
{{Update history|
 
{{Update history|
b5 (november 17th, 2014):
+
'''b5''' (november 17th, 2014):
 
*added more detail
 
*added more detail
 
*optimised map more
 
*optimised map more
Line 38: Line 38:
 
*added paint cans near the graffiti  
 
*added paint cans near the graffiti  
  
b4 (november 12th, 2014) (Internal):
+
'''b4''' (november 12th, 2014) (Internal):
 
*optimising stuff
 
*optimising stuff
  
b3 (november 10th, 2014):
+
'''b3''' (november 10th, 2014):
 
*actually fixed the broken things
 
*actually fixed the broken things
 
*publicly released map for testing
 
*publicly released map for testing
  
b2 (november 10th, 2014) (Internal):
+
'''b2''' (november 10th, 2014) (Internal):
 
*fixing broken things
 
*fixing broken things
  
b1 (november 10th, 2014) (Internal):
+
'''b1''' (november 10th, 2014) (Internal):
 
*full artpass
 
*full artpass
  
a5b (october 16th, 2014) (Internal):
+
'''a5b''' (october 16th, 2014) (Internal):
 
*made a new route from the sewers' start, up onto the bridge with the box climb up to medium healthpack walkway
 
*made a new route from the sewers' start, up onto the bridge with the box climb up to medium healthpack walkway
 
*made it so if you hold the tower then when the ufo comes it will drop 3 less cores for your team
 
*made it so if you hold the tower then when the ufo comes it will drop 3 less cores for your team
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*fixed up the box / barrel climb so its easier to climb up without hitting your head
 
*fixed up the box / barrel climb so its easier to climb up without hitting your head
  
a5a (october 10th, 2014):
+
'''a5a''' (october 10th, 2014):
 
*brang spawns even closer to mid, and made the second exit instead route down to the sewer section
 
*brang spawns even closer to mid, and made the second exit instead route down to the sewer section
 
*added a point icon showing it has something to do with cores
 
*added a point icon showing it has something to do with cores
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*refined some ufo stuff still
 
*refined some ufo stuff still
  
a4b (october 9th, 2014):
+
'''a4b''' (october 9th, 2014):
 
*moved spawns 256 units even closer to mid
 
*moved spawns 256 units even closer to mid
 
*redesigned the junction area and just linked the bottom sewer up to the window buildings
 
*redesigned the junction area and just linked the bottom sewer up to the window buildings
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*some ufo changes with lift speeds and arrival times
 
*some ufo changes with lift speeds and arrival times
  
a3 (october 7th, 2014) (Internal):
+
'''a3''' (october 7th, 2014) (Internal):
 
*moved spawns in 256 units closer to mid
 
*moved spawns in 256 units closer to mid
 
*blocked off the apartment line of sight so it was safer to move into the building
 
*blocked off the apartment line of sight so it was safer to move into the building
 
*experimented with point / gamemode ideas
 
*experimented with point / gamemode ideas
  
a2 (october 5th, 2014):
+
'''a2''' (october 5th, 2014):
 
*cut out the bottom section of the tower wall, opens up the point area for combat + sniper sightlines from bridge
 
*cut out the bottom section of the tower wall, opens up the point area for combat + sniper sightlines from bridge
 
*increased occurrence of UFO
 
*increased occurrence of UFO

Revision as of 23:07, 28 January 2015


Watergate
Pd watergate 1.jpg
Basic Information
Developer(s): Unknown
Map Info
Environment: Maritime city
Setting: Dusk
Map Overview
Watergate overview.png

Watergate is a community-made map with a custom mode called Player Destruction. Each player has a bounty on their head, which starts at $1. Killing someone will drop their bounty on their corpse, as well as increase their killer's bounty by $1. There is a control point that slowly produces money for whichever team owns it, and a UFO that will drop a care package in the center of the map every 90 seconds.

Watergate won 2nd place in the 2014 TF2Maps.net Major Mapping Contest #11, "Mercs vs. Aliens".

Update history

b5 (november 17th, 2014):
  • added more detail
  • optimised map more
  • fixed some broken things with the cores from the ufo
  • fixed the ufo going through the building at mid
  • fixed some clips around the map
  • added just a lot more clipping around the map
  • added some more signs
  • added some more background noise
  • added scorch marks from lasers / some particles / broken stuff
  • added paint cans near the graffiti

b4 (november 12th, 2014) (Internal):

  • optimising stuff

b3 (november 10th, 2014):

  • actually fixed the broken things
  • publicly released map for testing

b2 (november 10th, 2014) (Internal):

  • fixing broken things

b1 (november 10th, 2014) (Internal):

  • full artpass

a5b (october 16th, 2014) (Internal):

  • made a new route from the sewers' start, up onto the bridge with the box climb up to medium healthpack walkway
  • made it so if you hold the tower then when the ufo comes it will drop 3 less cores for your team
  • made it so players can escape along the sides of the ufo beam
  • made it so you can get up the pipe jump without a crouch jump
  • made it so you can't capture the point while standing on the sniper ledge
  • made the healthpack in apartment a medium, and added a small health to the top of tower
  • added a small health and ammo to the room in between spawn and tower
  • added more signage showing where the point is
  • fixed some clipping issues at mid that would slow players down if they walked backwards up the ramps
  • fixed up the box / barrel climb so its easier to climb up without hitting your head

a5a (october 10th, 2014):

  • brang spawns even closer to mid, and made the second exit instead route down to the sewer section
  • added a point icon showing it has something to do with cores
  • added some point arrow signs around the map / resupply signs too
  • made it so snipers aren't affected by the ufo beam
  • refined some ufo stuff still

a4b (october 9th, 2014):

  • moved spawns 256 units even closer to mid
  • redesigned the junction area and just linked the bottom sewer up to the window buildings
  • added a second way out of spawn and gave a one way window too
  • some ufo changes with lift speeds and arrival times

a3 (october 7th, 2014) (Internal):

  • moved spawns in 256 units closer to mid
  • blocked off the apartment line of sight so it was safer to move into the building
  • experimented with point / gamemode ideas

a2 (october 5th, 2014):

  • cut out the bottom section of the tower wall, opens up the point area for combat + sniper sightlines from bridge
  • increased occurrence of UFO
  • increased UFO speed / lift speed
  • tried adding neutral outline to point but that seems to have not worked
  • added an overhang from the windows, adds route from tower > windows / windows > lower tower
  • added blockbullet all around the boat so cores don't go through it
  • made the point's core drops in groups of 3 / 15 seconds, instead of 1 / 5 seconds

Screenshots

External links