Whiterock
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Whiterock | |
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Basic Information | |
Map type: | Control Point |
File name: | cp_whiterock_rc2
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Version: | Version 2 |
Released: | January 20, 2014 |
Last updated: | January 30, 2016 |
Developer(s): | Freyja |
Link(s): | TF2Maps |
Map Info | |
Environment: | Desert |
Setting: | Daylight, sunny |
Hazards: | Pitfalls, Trains |
Map Items | |
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“ | Whiterock is a 2CP attack defend map in the upward theme, featuring deathpits, trains and mind controlling radio broadcast stations.
— Whiterock publicity blurb
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” |
Whiterock is a community-made Control Point map of a single stage that was originally created for the TF2Maps.net 72hr Contest. It is set in a mind-controlling radio facility atop mountain cliffs connected by catwalks and bridges passing over many deadly cliffs.
A jungle-themed remake of the map, Mossrock, was added to the game in the Jungle Inferno Update.
Contents
Locations
Directions are described from BLU's (attacking) perspective.
Control point A: "The Bridge"
- BLU Spawn: It's a small control center room, with 3 resupply lockers and 3 exists to the spawn yard; one exit to the left doorway, one to the middle and one to the right, with all three exits covered by RED's high, sheltered positions on both the left and right.
- Captain Dan's Wood Pulp: This building controls the high left and right exit paths from BLU spawn yard and has a firing position over the low middle path from BLU Base. The cliff-side end of the building has exit stairs down to the Valley flank to the Casali building Side Door as well as to the Radio Shack.
- Casali Shafting Co.: This building has an Entry room and a large Main room with a large doorway opening directly on the Bridge point, a Balcony opposite with BLU's forward spawn, and a smaller Side Door that flanks both ways depending on who controls the building and The Bridge. Typically, BLU secures the Main Room before attempting The Bridge.
- Valley: A boardwalk below the rim of the Chasm connects the exit stairs from Captain Dan's, the Casalli Side Door, and the narrow "Low Bridge" to the Island Flanks. This path is protected from direct fire except for both ends but is vulnerable to fire from players who have gotten up on the roof over The Bridge.
- Chasm: A deep but expertly jumpable gorge separating the approaches of The Bridge.
- Control point: The first Control point sits on the middle of a covered wooden bridge across the Chasm, connecting the Casali Shafting Co. building and the Radio Shack. After capturing the point A, the BLU Spawn is moved forward to the Casali building, and the RED spawn is moved to the Trestle.
- Radio Shack: Balanced on an island bluff, this is the base of the "mind control" radio transmitter. It commands the far end of The Bridge should BLU capture the Casali building. It is connected to RED Base by straight and relatively protected Corridors, and a RED Engineer nest is usually set up with a Teleporter exit nearby.
- Radio Room: This room is the main RED defense across The Bridge from the Casali building.
- Patio: This open deck is an alternate protected location for a RED Teleporter Exit. Skilled jumpers can also jump from or to the Patio across the Chasm.
- Backroom: This is an obvious flank to the Radio Room.
- Back Porch: A relatively short technical jump can reach the broken stairs in the corner to the corridor roof and from there gain the roof over The Bridge.
- Island Flank: The Valley continues beneath the Radio Shack, splitting into the Downstream Flank to the Back Porch and the Upstream Flank to the adjoining Backroom.
Control point B: "The Trestle"
- Jenkin Coal Co.: This is a complex of three buildings connected by Corridors that controls the final approaches to The Trestle.
- Main building: A 2-story building cuts across 5 paths from the Casali building.
- Loft: An upper platform at the junction of the Main Building and the Corridors, this can be flanked through the ground floor Backdoor.
- Pit: BLU must attack up a single ramping bridge across a Pit with a medium Health Kit against two facing exits and two flanking exits (Garage and Backdoor) held by RED.
- Garage: With two wide automatic overhead doors, this is a low route into the final yard.
- A Trap Door in a corner over a platform connects the Garage with the upper floor near the Stairwell.
- Stairwell: A forward cover on BLU's right that helps secure the Alley.
- Alley: A very narrow passageway under the end of the main Jenkin building between the Pit and the final yard.
- Garage: With two wide automatic overhead doors, this is a low route into the final yard.
- Shipping: The last Jenkin building is against The Trestle and is the closest cover BLU has to the final point.
- At the opening of Shipping is an elevated Dock that is across the track from the Platform.
- Rock Hill: The boulders on the hill in the center of the yard provide cover for players on both teams, especially those playing between the Alley and Garage on the BLU side or playing from underneath The Trestle on the RED side. It also blocks direct fire between the Alley and any Sentry Gun on the Platform.
- Capture point B: The second and last Control point is located on a small platform across the Train trestle from the RED base.
- The Trestle: The passing Train briefly reduces RED's access and fire support to the final yard. Not only players can pass under either end of The Trestle, but any Jumping class can easily jump over the gondola cars, and all classes can cross the flat cars.
- Trench: The low ground in front of and beneath The Trestle, offers plenty of protection for the RED side.
- RED Spawn: A large spawn room that contains the satellite Data Link inside a mining facility and faces the final yard the teams have to fight over. It has 3 different spawn exits; the central exit opens on an Entryway that exits to the Platform to RED's right with the the Lean-to on their left, the lower left exit leads underneath The Trestle and into a defensive Trench and the upper right exit is an exposed door onto the Platform.
- Whiterock Jenkin coal building.jpg
Chasm and the Jenkin building.
Changelog
Changelog:
Changes in a2 (Feb 8, 2014):
- Changed the size of the health pack under A to make the risk of that path more worth it.
- Changed the bridge in between A and blu spawn to be covered.
- Changed the building between A and B to be larger with more holdable geometry.
- Added more cover to B.
Changes in a3 (Feb 17, 2014):
- Added a staircase behind the medium health below B that leads up to the defender's deck.
- Slowed down the train signifiantly and added another flatbead car.
- Made train come less frequently.
- Added a new area under A, changed health into large health and added large ammo, allows flanking behind sentry deck.
- Increased the size of the sentry deck.
- Added a balcony to the cliffside building between Spawn and A.
- Added a small health to the cliffside building between spawn and A.
- Repositioned red spawns to distribute players through other doors better.
- Fixed a position red players could shoot into blue spawn.
- Added a small box at B to aid in jumping onto the skybridge building.
Changes in a4 (Mar 1, 2014):
- Changed staircase behind B so it leads up to the trestle, rather than red's spawn door. Red's spawn platform can still be reached by tricky jumping, but it is more costly and lengthy.
- Did some optimization.
- Fixed the broken displacement.
- Changed the windows on the skybridge flank to glass - they were the only open windows and players of both teams were surprised to find them open.
- The doors for the train now no longer close on the train.
Changes in b2 (Jun 17, 2014):
- minor optimisation improvements.
- Improved clipping
- Added some detailing in places
- Fixed some nodraw faces and other visual hiccups, V2 Released
Changes in rc2 (Jan 30, 2016):
- Pickup changes
- Optimisation improvements
- Renamed to Whiterock
See also
Gallery
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