Difference between revisions of "Banana Bay"
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− | | map-health-pickups-small = | + | | map-health-pickups-small = 6 |
− | | map-health-pickups-medium = | + | | map-health-pickups-medium = 8 |
− | | map-ammo-pickups-small = | + | | map-ammo-pickups-small = 2 |
− | | map-ammo-pickups-medium = | + | | map-ammo-pickups-medium = 4 |
− | | map-ammo-pickups-large = | + | | map-ammo-pickups-large = 2 |
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{{Quotation|'''Steam Workshop description'''|The antithesis of room-corridor-room syndrome.}} | {{Quotation|'''Steam Workshop description'''|The antithesis of room-corridor-room syndrome.}} |
Revision as of 02:02, 18 October 2017
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. |
“Let's go, let's go, let's go!” This article documents a recent addition. It may contain speculation, broken links or errors. You can help improve it by editing this page to include new information. |
Banana Bay | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Jungle, tropical |
Setting: | Daylight, sunny |
Hazards: | Trains |
Map Overview | |
“ | The antithesis of room-corridor-room syndrome.
— Steam Workshop description
|
” |
Banana Bay is a community-made rotationally symmetrical Payload Race map set in a tropical environment. The payload is rotated around the map until it reaches its destination, in which it doesn't result in a victory until it's run over by the train, akin to Cactus Canyon.
Banana Bay was made an official map during the Jungle Inferno Update.
Strategy
Main article: Community Banana Bay strategy
Changelog
This is the changelog of the map before it was added to the game.
Changelog:
Aug 20 @ 11:01am / rc4
- Fixed a few clip issues
- Fixed shadows poking through places they shouldn't have poked
- Made train appoarching(sic) signals more noticable(sic)
- Cut down train crossing ambient_generics from 4 to 3 active at once, let's hope I don't have to cut it to 2
- Made rock arch paths less fragile looking
- Cool beans
- Increased murkiness of water
- Added advertisement for a brand new ice cream flavor
- Displacement touchups
Aug 14 @ 7:30am / rc3
- Matched and shortened final rollback zones
- Minorly overhauled soundscapes
- Marked my territory
Aug 11 @ 12:20am
- I probably forgot to pack something
Aug 11 @ 11:33am / rc2
- Fixed a clipping issue over the battlements
- Fixed train stuck spot
- Reduced bloom
- Overhauled soundscapes
- Improved horizon details
- Improved beach details
- Touched up displacements
- Updated train models
- Changed train sounds
- Implemented cart sparks when brushing against train
Jul 4 @ 4:44am
- Added bananas
- Added signals around track to indicate direction train is approaching
- Made a few detail improvements
Jul 3 @ 7:17am
- Illuminated area under bridge
- Further detailed spawns
- Fixed spawnrooms only partially being covered by spawnroom volume
- Extended rollback zones for final cap to avoid constant warning sounds
- Touched up out of bounds detailing
- Added some clips around train path to prevent some cases of players getting stuck
- Train now slows down after hitting the payload
Jun 30 @ 10:04am
- Added pretty flowers
- Detailed spawns
- Replaced two boxcards with flatbeds
- Made payload explode properly
Jun 24 @ 7:55pm
- Optimized somewhat
- Clipped some edges to prevent getting caught running backwards or shoved into walls by the payload
- Fixed Red team winning on Blu cap (hopefully)
- Added way to jump back up to right spawn exit
- Widened area around cap to prevent getting stuck and allow moving around the cart
- Added dock
- Added push triggers to palm tops
Jun 21 @ 8:37pm
- Packed missing underwater texture
- Adjusted texturing of the arch
- Patched a few seams
- Brightened the battlements
Jun 21 @ 1:41am
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