Difference between revisions of "Panic"

From Team Fortress Wiki
Jump to: navigation, search
(Screenshots: Added captions)
Line 30: Line 30:
 
== Screenshots ==
 
== Screenshots ==
 
<gallery>
 
<gallery>
File:Plr panic b20004.jpg
+
File:Plr panic b20004.jpg | Spawn/enemy finishing point in Section 1
File:Plr panic b20005.jpg
+
File:Plr panic b20005.jpg | Finishing point in Section 1
File:Plr panic b20006.jpg
+
File:Plr panic b20006.jpg | Section 2
File:Plr panic b20007.jpg
+
File:Plr panic b20007.jpg | The pit which the cart can fall into in Section 3
File:Plr panic b20008.jpg
+
File:Plr panic b20008.jpg | Section 3
 
</gallery>
 
</gallery>
  

Revision as of 07:30, 2 January 2011

Panic
Plr panic b20005.jpg
Basic Information
Developer(s): Unknown

Panic is a Payload Race map created for the TF2Maps.net A/D CTF and Payload Race Contest. It won second place.

Panic is set in a small industrial area, surrounded by forest. Unlike most other Payload maps, it is possible to be killed by your own cart on this map: In the first stage, the cart falls down a ramp and rolls into its starting position before the start of the round. If you are standing in its way, you will be killed by it, similar to how you can be killed by the trains on Well.

Stage 3 is also unique, as the entire track is a ramp with a hole at the very bottom of it. This forces teams to have to stay on their cart to push it; otherwise, the cart will fall off the map and cause the team to automatically lose.

Goal

Your team must simultaneously push your bomb cart through enemy territory, in order to reach the finishing point, while preventing the enemy team from doing the same.

Strategy

Stage 1

  • Due to the early crossover of RED and BLU's carts, Heavies are indispensable to a successful push through the middle of the stage.

Stage 2

  • The hill before each finishing point offer an optimum point for Engineers to place their Sentry Guns, as the cart will rollback down the hill if successfully defended.

Stage 3

  • Because the cart will rollback if no enemies are pushing it, the Pyro's compression blast is incredibly useful on this map. Teamed up with a Medic, Pyros can easily push multiple enemies off the cart and onto areas below to force a rollback.
  • The large building in between the two cart tracks, along with the large space between each cart, make Snipers a less than ideal class for the final stage. If you choose to play as Sniper, though, equip Jarate for its useful Mini-Crit effect.

Screenshots

Changelog

Changelog:
b2: Speed increases over time in stage 3. New environment settings, updated skybox, optimization and bug fixes.

b1: detailed stage 3. Finished stage 2. Initial optimization on all stages, explosion in stage 2 reduced in size to help performance. Moved some pickups around, mainly in stage 1 and 3. Closed off the middle (wooden) tunnel in stage 2. Clipped more edges, switched some clips for trigger_push to allow rocketjumping. And more that I can't remember!

a9: stage 2 detailing. custom soundscape. a8: rebuilt ALL logic in the map. Continued some detailing in stage 2. Slowed the carts in stage 3 by 20% a7: Anti-stalemate mode added. Stage 2 rough texturing. a6: stage 1 detailed, still not 100%. Fixed a rare bug with auto-rolling carts in stage 1. a5: fixed crashing. Added particles! a4: stage 2 deleted, new stage 2 added. Dynamic cart speeds in stage 3. a3: various fixes and tweaks. a2: added stage 3.

a1: release (stage 1 & 2).

Additional Links