Meridian/es
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— El Demoman celebrando la victoria
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«Yo creé esto.» Esta página contiene información acerca de un mapa personalizado que no es oficial de Team Fortress 2. Todos los mapas oficiales creados por Valve o por la comunidad para TF2 pueden encontrarse en la lista de mapas. |
Meridian | |
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Información básica | |
Desarrollado por: | Desconocido |
Información del mapa | |
Entorno: | Isla volcánica tropical con base secreta |
Escenario: | De día, soleado |
Peligros: | Trampas |
Meridian es un mapa personalizado de Control Territorial creado por Shmitz. Este, toma lugar en una vieja isla tropical en el medio del mar. Al contrario de Hydro, en donde el objetivo es capturar los puntos de control que están en el mapa, Meridian en su lugar, utiliza la captura del Dossier como el objetivo. Quien capture el Dossier en cada zona también captura su territorio. Para cada "etapa final" (para BLU como para RED), el equipo defensor gana manteniendo su Dossier hasta que acabé el tiempo.
Índice
Ubicaciones
PC1 RED: El Volcán
Una instalación robótica dentro de un volcán donde el equipo RED parece estar construyendo una especie de gran máquina de batalla. El Dossier descansa en un puesto de observación del segundo piso del sistema de pasadizos del volcán.
- Entradas desde el templo: El diseño del exterior del templo prácticamente obliga a los jugadores a asignar varios compañeros de equipo a cada una de las dos rutas potenciales. La primera ruta, que se dirige hacia la izquierda y sobre una cascada en la cima del cañón, tiene numerosos pilares además de barreras pequeñas y delgadas que brindan protección contra los atacantes, pero limitan las líneas de visión y la movilidad general. El camino más largo hacia la derecha cruza un puente que atraviesa el cañón, que finalmente se conecta con los pasillos exteriores de la instalación junto con la otra ruta. Ambos se abren en el tercer piso del sistema de pasadizos del volcán, lo que brinda una excelente visibilidad sobre cualquier posible movimiento enemigo o posiciones de campamento.
- Entradas desde la bahía submarina: Dos pequeños pasillos salen del pasadizo principal del submarino. Los dos caminos se encuentran en una cámara lateral flanqueada por espacios abiertos y una escalera estrecha. Al ingresar a las instalaciones, el Dossier se encuentra en una posición precaria, ya que la sala ofrece varias ubicaciones para que los enemigos entren inesperadamente y dividan la fuerza del equipo.
- Entradas desde la villa: Aparecen 2 caminos en la salida del pueblo, estos pasan por el cañón y se dirigen a los pasillos exteriores de la instalación. La precaria ubicación de los dos puentes fuera de la instalación hace que las prisas en equipo sean necesarias y peligrosas para los intentos de captura del Dossier.
PC1 BLU: El templo
Un templo antiguo, que ha sido invadido por el equipo BLU y actualmente se está utilizando como base de operaciones contra el equipo RED en la isla. Gran parte de la arquitectura original del templo ha sido reacondicionada con iluminación y equipos traídos por el equipo de BLU. El Dossier se puede encontrar fuera del spawn del equipo BLU, dentro de la base del templo.
- Entradas desde el volcán: El interior de la instalación obliga a los jugadores a subir al tercer nivel para llegar aún camino que se dirige hacia el templo. El camino se divide en dos direcciones, y ambas se dirigen al cañón exterior. Mientras que un camino sigue un puente que cruza el cañón a la izquierda, el camino que sale de la instalación a la derecha se dirige a través de una cascada que está bloqueada por rocas, separando cualquier línea de visión con el otro camino hacia el templo. Ambos caminos tienen corredores de esquinas estrechas, antes de desembocar finalmente en perchas elevadas con vistas al Dossier.
- Entradas desde la bahía submarina: Ambos caminos son rápidos y medio estrechos y dirigen al fondo del cañón y al río que lo atraviesa. Un conjunto de formaciones rocosas divide el camino en dos. Ambos caminos conducen eventualmente a los confines inferiores del templo, proporcionando posiciones de flanqueo tanto a la izquierda como a la derecha del Dossier.
- Entradas desde la villa: Ubicados relativamente cerca del spawn de la aldea, dos caminos pasan a través de las formaciones rocosas fuera del templo y, finalmente, se unen y se ramifican en dos rutas separadas hacia el interior del templo. El más grande de los dos se abre a un área de tamaño moderado fuera del templo, empequeñecida por una gran cabeza Tiki y llena de pequeñas barreras. La ruta alternativa corre paralela a la entrada principal, deslizándose hacia abajo y hacia un lado hacia un corredor apretado. Ambos se vacían rápidamente en la cámara principal del templo, proporcionando un amplio terreno elevado para un ataque al Dossier.
RED CP2: The Submarine Bay
A submarine bay located on the edge of the island's coast. The Intelligence sits on a grated walkway near the entrance hatch of the submarine.
- Entrances from the volcano: Two doorways on the bottom floor, left of the initial spawn point, lead to a large antechamber with numerous height differences and opportunities for ambush and flanking positions. The paths merge into a set of hallways, one high and one low, that show a clear line of sight to the Intelligence.
- Entrances from the temple: A series of paths through the convoluted rock structure at the bottom of the canyon eventually focus into a clear sight of both of the entrances to the drydock. The following paths into the submarine bay consist of numerous tight corners, with both opening up to clear views of the Intelligence, but obstructed views of much of the rest of the room, which provides numerous ambush opportunities for the opposing team.
- Entrances from the village: Two paths on opposite sides of the village head into two cramped, narrow tunnels with few sight-lines of enemy positions. The momentary opening of space leads to a small field, covered on both sides by covered positions. The tunnels which lead into the drydock itself remain primarily straight, and upon opening up provide either high or equal ground to the Intelligence on the catwalks.
BLU CP2: The Village
This walled village appears to have once been the home to a group of tribal natives. Many of the buildings have been re-purposed as supply and power centers for BLU operations. The Intelligence sits in the basement of a large building in the center of the village.
- Entrances from the volcano: From the robotics facility, a branching pathway on the third level of the walkway system leads outside to two rope bridges overlooking the canyon. The bridge along the left pathway connects to the village at a lower elevation, increasing the risk of ambush and flanking from attacks on the upper walks.
- Entrances from the temple: After leaving the spawn room, players are immediately focused into one of two small corridors which give way to a much more open, outdoor area filled with numerous objects to block sight-lines and set up ambushes. This larger area is then funneled under the rock formations outside the village, becoming increasingly narrow as they approach the village wall. Progress to the Intelligence is tight and difficult, with spawn rooms located right next to both entrances.
- Entrances from the submarine bay: The path splits between a higher route that pushes the team farther away from the village, and a lower, more direct route which places the team on a low ground dangerously open to attack. Both paths empty into a crowded open area, with covered positions available for both teams. Players can then, yet again, choose between a direct-yet-dangerous route leading into the center of the village, or a side route following the village barricade which places the team farther away, yet closer to enemy respawn rooms.
BLU Ship
The last line of defense for BLU operations, this large barge located outside the old native village contains minimal munitions and technology, but is placed in a region so environmentally diverse that a counter-attack is still plausible and capable of succeeding.
- Direction of attack: Both exits from the village empty players into a rocky, coastal area. Rocks, trees and other environmental barriers greatly reduce visibility, and funnel teammates into almost straight paths towards the barge. The water under the barge can drown players quickly, making progress onto the ship a necessity. The barge itself contains various entrances, and a great deal of open space on the bow and main deck. The Intelligence sits in the center of the cargo hold, a highly enclosed room filled with tight corners, secondary walls, jutting computers and plenty of spaces for enemies to set up ironclad defenses.
- Pattern of defense: The barge itself provides minimal cover from an aggressive attack pattern, making offense the only practical defense on this final stage. The battle from the barge up to the coast is an uphill one, though the various pieces of cover and environmental obstacles almost casually focus players down one of the two straight paths into the village. As the entrances to the village are very close to the spawn rooms, control of the coast is key to maintaining the Intelligence.
RED Lair
This secluded, highly guarded section of RED's operation clearly shows their plans and goals far beyond the conflict over this island. A highly condensed, tightly compartmentalized, and cleverly constructed mass of tunnels and catwalks guards the last line of defense for RED's global intentions.
- Direction of attack: Located at the bottom of the robotic facility's main chamber, both pathways out of the volcano lead to a very small, vertically-inclined chamber. From here, players can choose to either scale the forklifts and take to the catwalks, or follow a more direct, yet highly corner-based, path towards the final chamber. The final room contains yet another vertically-inclined chamber, with numerous walls and awkward ramp placements making it easy for enemies to hide nests or hold choke points. The Intelligence rests in front of a rotating globe against the nearest wall as you round the corner, up a staircase and in an easily-defensible position.
- Pattern of defense: The vertical nature of the last two rooms of the cycle provide enough creative mobility for a reasonable defense pattern to be drawn up. The catwalks provide just enough unobstructed sight-lines so that teammates can assess the direction the enemy is moving in and have time and a means to intercept them. Tight corners both in the first room's catwalks and in the lower path to the final room allow for a quick turnaround of control in the event that dominance over the battlefield shifts one way or another.
Strategy
- One of the keys with Meridian is understanding just how a Territorial control map works and which parts of Meridian are currently in play. At the start of each round you will emerge from your spawn area and will be connected to one of the enemy territories detailed above. A key to good play is working this out quickly and getting your assault underway.
- There is always more than one route to the opposition's control point.
- As with all other maps familiarize yourself with all these various routes. Micro-management of forces is key.
- In almost complete contrast with the length of stages in Hydro, Meridian's paths (for the most part) are short, angular and consist of tight corners mixed with long, straight hallways. Combat moves very quickly, and focus shifts from defense to offense almost instantly. Keeping an aggressive play style and knowing where your enemy is moving and allocating forces is key to success.
- Paths at the end of the stages, particularly in the temple and submarine bay, often open up very close to the Intelligence and provide little opportunity for players to catch their enemy or stall a rapidly moving force. In these instances, an ironclad defense is a necessity before any honest attempt at offense can be made.
- With the game moving quickly, intelligence and communication are everything. Keeping in touch with fellow players, knowing where enemies are moving, and particularly being aware of your enemy's proximity to the Intelligence will make all the difference in prolonged matches.
Changelog
- Fixed problem with invisible robot booth props.
- Improved several older props.
- Fixed a few other visual problems.
- Fixed a bug where the "take it home" radar would point to the wrong area.
- Changed HUD to just have the flag radars, without the erroneous score information.
Beta 5:
- Reworked interior of the boat (BLU final defense round). Main blue spawn is now at the top level, with the Intelligence being in the hold of the ship.
- Improved temple textures.
- Intelligence return timer increased from 30 seconds to 40.
- Spawn times start slightly lower, but their reduction over the course of a round is much less. Spawn times are no longer instant at the end of a round.
Trivia
- On close inspection, you can see the head of the Heavy, the head of the Engineer, and a carved Wrench sitting on the top of the totem pole located in-between the village and the submarine dock.
Imagenes Adicionales
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