Venice
Venice | |
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Basic Information | |
Map type: | Payload |
File name: | pl_venice
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Released: | July 12, 2023 Patch (Summer 2023 Update) |
Developer(s): | JimWood TanookiSuit3 |
Map Info | |
Environment: | Maritime City |
Setting: | Daylight, sunny |
Hazards: | Deadly waters, Payload Cart explosion |
Map Photos | |
Map Overview | |
Map Stamp | |
Supporters Leaderboard |
“ | Better late than never, Venice is a single-stage payload map set on the historic island of Venice. BLU team must push the payload through the canals, the shopping district, the village, and finally the terrace palace.
— Venice publicity blurb
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” |
Venice is a community-created, single-stage Payload map. It takes place in the eponymous Italian city.
Venice was contributed to the Steam Workshop.
Contents
Locations
The locations are described from BLU's perspective.
Checkpoint A – The Canals
BLU's first spawn consists of two buildings, one on each side of the cart. The right spawn has two accessible floors, each with a resupply cabinet and a gate; both gates face the cart, with the second floor's gate leading to a fenceless veranda connected by two wooden planks to a shack's roof, which, in turn, is connected by another two planks to the right building. The left spawn has one floor at ground level with two gates, both facing away from the rest of the map, and contains two resupply cabinets.
As soon as the cart starts moving, it goes under a bridge and then follows a mostly straight path, ending on a ramp followed by a right turn that leads into checkpoint A. Two of the buildings on the left and one of the buildings on the right can be entered.
The first left building has a ramp in front of one of the BLU spawn's gates leading to a catwalk that overviews the area and a room with a medium health kit and a small ammo box. The second left building goes around point A. The right building offers a lower and an upper access to the next area; the upper access, another catwalk, continues on as a catwalk, while the lower access, a curved corridor with brick walls, leads to the ground level.
RED's first spawn is located behind a shed in the next area, contains one resupply cabinet, and has a lower and an upper gate.
Once A is captured, a door on the right building facing BLU's spawn opens up, a third left building becomes available, and RED's spawn is moved to the third area, not too far from B.
Checkpoint B – The Shopping District
Once BLU has captured A, the cart goes through an arch, then makes a left turn. It then heads a straight line past a shed, goes under a bridge connecting two buildings, and makes a left turn onto point B.
Behind the shed is a ramp that leads to a catwalk with an overview of the area as well as the inside of a large building. The building that opens up on A's capture leads to the bridge the cart must go under, and has an attic with a veranda overseeing B; the attic can only be accessed through certain jumping techniques, such as explosive and triple jumps.
The large building features a drop-down just before point B, one access ramp just before B and another one just after it, and an L-shaped stairway heading left that leads to a terrace.
RED's second spawn is located in the third area. It has a ground and an upper floor, each with an exit; the ground floor exit leads just past the third area's first bridge, and the upper floor contains a resupply cabinet and an exit that leads to a veranda overseeing the same bridge.
Capturing B moves BLU's spawn to the Canals' second left building and RED's spawn to the last area. It also opens two paths connecting the first and third areas, one in the same building and one right next to the building with the attic.
Checkpoint C – The Village
Just to the left of point B is a short L-shaped corridor that turns right. As the cart moves forward, it makes a left turn, a right turn, crosses a bridge, then moves in a Z-shape that leads into a second bridge before a left turn and finally reaching checkpoint C.
Once the cart goes over the first bridge, BLU can enter a building that takes them just past the bridge following checkpoint C.
Right next to point C is the entrance to a three-store building with a roomy interior. The ground floor has a large health kit and offers access to another building, the second floor has a medium health kit and access to a veranda that oversees the bridges, and the third floor is empty.
RED's final spawn has one resupply cabinet and three exits; the left gate leads to a corridor behind the final point, and the right gate and the slide lead to the catwalks and the floor of the final point, respectively.
Checkpoint D – The Palace
The cart's final stretch consists of a left turn and a third bridge before following a narrow and ascending alleyway that turns right and heads into the Palace.
In front of the turn right after checkpoint C is the entrance to a building, where a bookshelf can be seen inside. This is a very large building with big rooms, which connects back to the one with the veranda overseeing the Village, to the alleyway, to a terrace atop C, to the Palace's catwalks, to the back of the Palace's yard, and all the way to RED's last spawn.
After the cart crosses the third bridge, BLU can once again enter the building that connects back to the Village and the large building soon afterwards.
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 Venice to the game.
- Gameplay
- Relocated first Blu spawn (now split into two individual spawns at random).
- Moved 1st Red spawn further away into a new room.
- Added new upper entrance into building next to Point A (thanks Delila).
- Added new exit from 2nd Red spawn room.
- Moved a building entrance near Point A to a new walkway area above.
- Removed upper entrance and Point C routes in building next to Point B.
- Added new raised position at the main open inside area between Points C and D.
- Added new route near Point D.
- Added new cubby spot at Point D.
- Removed part of the balcony at the final Point.
- Widened door between 2nd Blu spawn and Point B.
- Removed a door to upper room near first Blu spawn & connected the balconies.
- Opened section of the building next to Point C for faffing and uber charging.
- Altered the underneath of the balcony at the building next to Point C.
- Tweaked roof area near Point B to make it easier to counter.
- Tweaked walkway between Points A and B.
- Added some minor cover near Point A.
- Lowered railing at above position near Point C for Turrets.
- Added cubbies across the map to improve gameplay for Engineer, Spy, etc.
- Removed Engineer building & added smoother clipping on the raised bridge.
- Added/removed/moved some health & ammo.
- Art
- Misc
- Fixed strange missing texture error in middle connector.
- Fixed error in soundscapes.
- Added more direction signs across the map.
- Fixed misaligned Payload particles.
- Boat near first Blu spawn has drifted off into the distance.
- Other minor changes.
- Added new exit for initial Blu spawn
- Added new balcony outside Attic room above Point B
- Added new balcony inside near Point D
- Moved door on balcony near Point A (Thanks Billo)
- Bridges now have solid side walls
- Raised bridge is now less steep
- Small building next to raised bridge is now taller
- Added cover at Point C
- Slightly adjusted balcony above Point D
- Fixed being able to place turrets above Point D
- Initial Blu spawn doors now close
- Replaced fences at Blu spawn with buoys
- Removed some interior props near Point D
- The Payload now sinks
- Moved some health and ammo around
- Updated navmesh
- Lots of minor bug fixes
- Lots of minor other changes
Gallery
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