Difference between revisions of "User:Mikado282/Sandbox/Enclosure"
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** '''Hollow Log''': BLU left one-way flank. | ** '''Hollow Log''': BLU left one-way flank. | ||
** '''Bunker''': BLU right one-way flank. | ** '''Bunker''': BLU right one-way flank. | ||
− | * '''Checkpoint A | Raptor enclosure ''': Capture unlocks '''Gate A''' | + | * '''Checkpoint A | Raptor enclosure ''': Capture unlocks Gate A |
+ | ** BLU '''Left Portal''' | '''Gate A''' | BLU '''Right Portal''' | ||
* '''Checkpoint B | Loading dock ''': Capture unlocks forward BLU Spawn & closes Gate A ([[Environmental death#Crushing|Crushing]]). | * '''Checkpoint B | Loading dock ''': Capture unlocks forward BLU Spawn & closes Gate A ([[Environmental death#Crushing|Crushing]]). | ||
− | * ''' | + | * '''Tyrannosaurus Rex Enclosure''': Approach to the final encounter space. |
** BLU right jump flanks: '''Fence''' and '''Duct'''. | ** BLU right jump flanks: '''Fence''' and '''Duct'''. | ||
** '''Crossover'''. | ** '''Crossover'''. |
Revision as of 03:00, 28 March 2025
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tldr : The Enclosure page needs updating to cover big changes and this is the sandbox for that. In late 2024, AsG_Alligator (the developer) made several changes completely reversing play balance of this map. The Developer's changes focused on the number of chokes and finals that originally gave RED the decided advantage overall. A particular example was the choke for getting the Cart into the Observation Room; RED had two easy, fast, and well protected flanks and a jump flank deep into BLU's rear. The overall changes involved reducing the number of easy RED flanks and increasing easy flanks for BLU at the chokes and finals, particularly requiring RED to make jumps to use most flanks. Two particular changes made to help RED was the addition of windows and a second exit to the Stage 1 RED Spawn closer to the final ("should be much less shit to play now") and an extra, protected exit direct to the final cap of the Stage 2. However, the overall intent of making it easy for BLU to cap the points is to give BLU enough advantage to allow the whole map to be played through much more often. To Do:
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Enclosure | |
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Basic Information | |
Map type: | Payload |
File name: | pl_enclosure_final
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Released: | October 20, 2017 Patch (Jungle Inferno Update) |
Developer(s): | Michał "AsG_Alligator" Byczko Aeon "Void" Bollig E-Arkham PEAR Stiffy360 Andrew "Dr. Spud" Thompson Fuzzymellow Maxime Dupuis Freyja Ivan "Crowbar" Sokolov |
Map Info | |
No. of Stages: | 3 |
Environment: | Jungle, industrial |
Setting: | Daylight, sunny |
Hazards: | Whitewater, Raptors, Tyrannosaurus rex, Pitfalls, Crushing |
Deep Water: | Yes |
Bot support: | Yes |
Map Items | |
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Map Photos | |
Map Overview | |
Map Stamp | |
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Supporters Leaderboard |
“ | Welcome, to Charles Darling's Triassic Preserve!
The past - today! — Enclosure publicity blurb
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” |
Enclosure is a community-created, three-stage Payload map released during the Jungle Inferno Update. The map depicts certain enclosures and facilities of Charles Darling's Triassic Preserve. Mr. Darling's finest exhibits include Pteranodon, Brachiosaurus, Triceratops, Velociraptor, and Tyrannosaurus rex in lush environments. BLU must push through RED's security to blast open the final gate!
A portion of the money made from the sales of the Jungle Inferno Campaign Pass goes to the authors of the map.
Enclosure was contributed to the Steam Workshop.
Triassic Preserve's Dinosaur Enclosures:
Gate 03:
PteranodonGate 02:
BrachiosaurusGate 02:
TriceratopsGate 01:
VelociraptorGate 01:
Tyrannosaurus rex
Contents
[hide]Locations
Callouts as BLU pushes the Cart through three stages:
Aviary : Gate 03 (Stage One)
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Security Station : Gate 02 (Stage Two)
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Holding Facility : Gate 01 (Stage Three)
“ | Quoted text.
— ... life finds a way ...
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” |
- Goldbloom Warehouse: BLU first Spawn.
- Boardwalks for two-level fighting in front of spaw; easy walk on to the Raptors.
- Raptor Enclosure: Track catwalk over Raptors
- Hollow Log: BLU left one-way flank.
- Bunker: BLU right one-way flank.
- Checkpoint A | Raptor enclosure : Capture unlocks Gate A
- BLU Left Portal | Gate A | BLU Right Portal
- Checkpoint B | Loading dock : Capture unlocks forward BLU Spawn & closes Gate A (Crushing).
- Tyrannosaurus Rex Enclosure: Approach to the final encounter space.
- BLU right jump flanks: Fence and Duct.
- Crossover.
- Stairwell.
- Shipping and Receiving: BLU left flank and drop down.
- Checkpoint C | T. rex Encounter (Final)
- Hatchery: RED Spawn
Deathcam perspective for final capture animation.
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
- Added Enclosure to the game.
- Fixed various errors related to textures.
- Fixed a buildable area in BLU spawn for stage 1.
- Updated materials for foliage props.
- Fixed players being able to get stuck in closing dropdown door in stage 3.
- Fixed missing team filter for small resupply room in stage 3.
- Removed unnecessary
env_wind
entity messing withenv_dustmote
entities
- Updated
pl_enclosure_final
to fix a displacement hole in stage two.
- Updated
pl_enclosure_final
to fix an exploit that allowed players to get out of bounds.
July 12, 2023 Patch #1 (Summer 2023)
- Updated
pl_enclosure_final
to fix localization issues.
July 18, 2024 Patch #1 (Summer 2024 Update)
- [Stage 1] - Moved A point within the gate building.
- [Stage 1] - Added stairs for access to the balcony overlooking the final point area.
- [Stage 1] - Added more cover along the initial aviary area.
- [Stage 1] - Removed the catwalk connecting the wooden tower with the oneway door and the balcony area.
- [Stage 1] - Tweaked the layout of the tunnel section.
- [Stage 1] - Wooden tower is now connected to a new catwalk inside of the gate building.
- [Stage 1] - Reworked RED spawn so it now has two exit doors.
- [Stage 2] - RED now has a 2nd spawn exit leading outside along the water to where the airboats are parked.
- [Stage 2] - Airboats and their dock are now accessible.
- [Stage 2] - Removed the elevated platform RED had within the building, replaced with a tall piece of cover instead.
- [Stage 3] - Added a wall and extra stairs on the right side leading up to the catwalk around the raptor pit.
- [Stage 3] - Added a large cliff narrowing the whole area on the left side of the raptor pit.
- [Stage 3] - Added an extra entryway on the left side of the final point building and a dropdown to floor level within.
- [Stage 3] - Added a jumping class vent from next to B point area into the upstairs area of the final point building.
- [All Stages] - Allowed building inside initial BLU spawns.
- [All Stages] - Visual improvements to a lot of places, a few new assets.
- Fixed a clip wall blocking a dropdown in stage 3.
Changelog
Jul 14 @ 9:28am
>Stage 1
- Cut down on size of OOB areas in aviary bit, and second half of the stage.
- Added occluders in several places.
>Stage 2
- Redesigned last point building of stage 2.
- Added occluders in several places.
>Stage 3
- Added occluders in several places.
- Removed bunker interior from play area.
- Added sightline blocker to the upper exit from starting building.
>Cut down on static props across all stages.
Jun 29 @ 9:48am
>Overall
- Replaced borneo assets with E* Arkham's and Pear's foliage models.
- Hopefully fixed displacement seams popping up here and there.
>Stage 1
- Added a few pickups in initial area.
>Stage 2
- Changed water in out of bounds area behind red spawn to 2fort_expensive
- Fixed lighting on several props.
>Stage 3
- Changed water behind blu spawnroom to 2fort_expensive
- Added some detail to the interior of the bunker.
- Replaced a displacement fallen tree in initial area with a fallen hollow tree model.
May 27 @ 5:15am
>Overall
- Optimized a number of assets (decreased polycount and added LOD's to some models).
- Fixed issues with cart getting stuck on rolling back and causing mini* earthquakes when it went up or down a slope.
- Removed EOTL round start tune.
>Stage 1
- Slightly increased RED respawntime.
>Stage 3
- Fixed RED not being able to leave their spawn.
Apr 27 @ 1:20pm
>Stage 1
- Several visual changes to out of bounds areas in this stage.
>Stage 2
- Changed the entrance door to security station building.
>Stage 3
- Changed several out of bounds areas.
>Skybox
- Added some buildings to the skybox.
>Overall
- Removed all Mayann pack assets.
- Replaced all mayann palm trees with ones made by Void and Stiffy (thanks guys).
Apr 20 @ 7:37am
>Stage 1
- Removed cage crane room route (it is now an out of bounds area).
- Updated aviary model.
- Added a new route to second point outdoor area.
>Stage 2
- Changed initial area to get rid of sniper sightlines into blu spawn exit.
- Added stairs to the roof of the boathouse.
>Stage 3
- Several changes to final point area that will hopefully mitigate engie spam issue.
Mar 31 @ 12:18pm
- Shortened stage 1
- BLU now spawns in the generator room.
- Area with the truck is now out of bounds.
- Added a passage between concrete tunnel and cage unloading room.
- Moved setupgates to the entrance to the aviary area.
Mar 12 @ 9:29am
- Removed rock spire from out of bounds area in stage 1, extended unclipped area out to the edge of the waterfall.
- Added multiple areaportals and hint brushes in all stages to improve performance.
- Replaced electric fence in stage 3 with a solid wall to split up areas and prevent whole stage from rendering at once.
Mar 10 @ 12:28pm
- Fixed several func_brushes tied to func_areaportalwindows being solid.
Mar 10 @ 8:30am
- Changed all displacement rock textures.
- Fixed multiple displacement seams.
- Fixed glowing waterfall models.
- Added missing nobuild area on one of buildings in stage 2.
- Added occluders to several areas.
- Replaced brush spawn truck in stage 1 blu spawn with a custom model.
Mar 2 @ 3:34pm
- Fixed incorrect sun position.
- Added nobuild zones on rooves in stages 1 and 2.
- Fixed light leaks in several spots.
- Toned down the volume of waterfall sounds in aviary soundscapes.
Feb 17 @ 5:52am
- Added lamps to several darker areas of the map.
- Replaced brush electric fence pylons with models.
- Added a building covering rightmost BLU spawn exit from snipers on cliff path in stage 2.
- Fixed a bunch of props being dynamic instead of static
- Removed excess teamspawn points and some sprites to cut down on edicts.
Jan 31 @ 8:45am
- Recompiled the map to fix missing LDR lighting.
Jan 30 @ 7:49am
- Changed skybox texture and lighting to that of tc_hydro
- Moved/added/removed some foliage from areas around the map.
- Fixed a bunch of light sprites not working.
Bugs

- Rarely, while spectating, the T. rex gate can fail to render.
- Certain objects on the map may fail to render as well.
- Sometimes white boxes constantly appear and disappear near the player.
Trivia
“ | I know this ...
— Engineer
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” |
Several features of the map are visual references to scenes in the first three Jurassic Park movies, exclusively, or to certain aspects of Team Fortress Community culture. See the following Gallery for a collection of images of the references.
- Sharing an issue that the Jurassic Park film has to a lesser extent, none of the dinosaurs displayed in Triassic Park are from the Triassic Period. Most are Cretaceous dinosaurs, excepting Brachiosaurus making an appearance in the Late Jurassic.
- The license plates on the park vehicles, "AS BM5", refer to the developer As(G_Aligator) and to the Black Mesa Source for the original model the developer adapted to TF2.
Gallery
- Visual references to Team Fortress 2 culture
Refers to zoo magnate Charles Darling.
Refers to the Rappy Community fad. confirmed
Hidden in a shack in BLU Spawn, deer & Pteranodon play with the TF2 Chess Set.
Refers to Gordon Freeman and airboats in Half-Life. Reshoot for the second boat and lots of new dock
- Visual references to the Jurassic Park franchise
Don't get cheap Mann Co.
Refers to the embryo containers. confirmedJohn Hammond and his source of "Dino DNA". confirmed
A gold bloom refers to actor Jeff Goldblum. confirmed
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