Enclosure

From Team Fortress Wiki
Revision as of 21:32, 20 September 2025 by Mikado282 (talk | contribs) ({{heading|Locations}}: update to the intended retention of the original filename as an updated image..)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Enclosure
Enclosure main.jpg
Basic Information
Map type: Payload
File name: pl_enclosure_final
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,
Payload Cart explosion,
Crushing (Gate A & two RED Spawn exits),
Pitfalls
Deep Water: Yes
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×12  •  Mediumhealth.png ×24
Ammoico.png Ammo Boxes: Smallammo.png ×7   •   Mediumammo.png ×16   •  
Largeammo.png ×10
Map Photos
Loading screen photos.
Map overview
Enclosure overview.png
Map Stamp
Item icon Map Stamp - Enclosure.png
Supporters Leaderboard
Welcome, to Charles Darling's Triassic Preserve!
The past - today!
Enclosure publicity blurb

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 past these enclosures, drive into the amber mine, fight through RED's security, airboat down the river, and crash through the perimeter wall to blowup the Hatchery! Surely, nothing is in there with them.

The setup timer for all three stages is 1 minute and 10 seconds.

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:

Locations

Callouts as BLU pushes the Cart through three stages:

Aviary : Gate 03 (Stage One)

  • Hydroelectric Plant: BLU Spawn
    • Gantry Room & Maintenance Hall: BLU may build in these rooms inside their Spawns.
  • Aviary: Open combat area with several low obstacles.
    • Ramps: Wooden "catwalk" battlements in the open Aviary.
    • Chasm: Separates the exposed BLU left flank route with a Pitfall/White water hazard.
  • Service Hall: BLU right flank to Ramps and Observation Room.
    • Front Door: RED flank on BLU's attack on the Ramps.
    • Back Door: BLU flank on RED's defense of the Ramps.
    • Back Stairs: Route to BLU's one-way gate flank on the Observation Room.
  • Observation Room: Choke and battlements for both teams.
    • Checkpoint A | Aviary: Capture unlocks two more one-way flanks on the Observation Room.
    • Balcony: Via one-way Gate, BLU's high flank on RED's Observation Room choke defense.
    • Alcove: Large Engineer closets partly under the Balcony.
    • Restricted Area: Flank exit to Stage Final.
      • Pipes: Ramp to Catwalk / RED pipe-spam ambush.
  • Final Battlements: RED and BLU battlements covering the track to Stage Final.
    • High Hide: One-way gate, Sniper camp, and flank to the Balcony in Observation Room.
    • Sorting Shed: RED's final battlement.
    • Catwalk: BLU's opposing final battlement.
  • Checkpoint B | Mine Entrance (Stage Final)
That's how it always starts, with BLU Engies building inside Spawns.

It's a birdcage that greets BLU exiting Spawn onto the Ramps!

Service Hall route to BLU's one-way flanks on the Observation Room.

Security Station : Gate 02 (Stage Two)

  • Amber Mine: BLU Spawn
    • Stream & Bridges: White water hazard
    • Trail: BLU right flank to Checkpoint A and Dugout.
    • Dugout & Tunnel: Flank to Radio Tower and Goldblum Room.
  • Brachiosaurus Enclosure / Security Buildings: Tight battlements over point.
    • Checkpoint A | Security Station: Capping closes RED shortcut to Cubby (Crush Hazard).
    • Control Room: RED forward Spawn / Unlocked BLU one-way flank to RED's Cargo Shack.
  • Pipeline: Sight break between Point and Wood Deck.
  • Wood Deck: Shared battlements; exposed turns and traverse for the track.
    • Radio Shack: Cover for BLU end of Wood Deck (beneath Radio Tower).
    • Cargo Shack: Cover for RED end of Wood Deck.
  • Goldbloom Room / Triceratops flank : Cover and pick-ups on outer flank on Cubby and Final.
  • Closet or Cubby Hole (Attic): Small closet above final RED Spawn.
  • Checkpoint B | Boathouse (Final)
  • Goldbloom Boathouse: RED Spawn and Airboat flank.
Rollout: Left & Right Bridges over Stream. Trail flank begins on right.

Control Room flank unlocks when BLU figures out how to cap a point.

Holding Facility : Gate 01 (Stage Three)

...life finds a way...

This staged is divided into two primary combat sections by a Perimeter Wall: the Raptors and the Loading Area

  • Goldbloom Warehouse: BLU first Spawn.
    • Boardwalks (Electric Shack): Two-level fighting in front of Spawn; easy walk-on to Raptor Platforms.
  • Raptor Enclosure: Platforms and track catwalk over Raptor hazard
    • Boulders: BLU left one-way flank over Platform past Hollow Log.
    • Towers: RED Engineer closets.
    • Bunker & Staff Vehicle: BLU right one-way flank over Platform past Bunker.
  • Checkpoint A | Raptor enclosure : Capture opens Perimeter Gate (A); closes RED's short cut.
    • Perimeter openings: Left Portal, Perimeter Gate, Right Portal
  • Checkpoint B | Loading Area: Capture unlocks forward BLU Spawn & closes Perimeter Gate (crush hazard).
    • Fence: Jump flank between Loading Area and Tyrannosaurus Rex Enclosure.
    • Vent: Jump flank between Loading Area and RED Spawn Final.
  • Tyrannosaurus Rex Enclosure: Approach to the final encounter space.
    • Crossover/Overpass: Route between Loading Area and Transformer Station.
    • Transformer Station: Flanking Stairwell.
    • Shipping and Receiving: BLU left one-way flank to the Drop Down.
  • Checkpoint C | T-Rex Enclosure (Final)
    • Keep Clear/Elevator No 8: RED's one-way shortcut to Bunker; closes on first cap (crush hazard).
    • Observation Post: Nexus of several flanks and a high Platform opposite RED Spawn.
    • Drop Down: Sneak path behind Observation Post.
    • Upper Deck: Overwatch deck from RED Spawn.
    • Hatchery: RED Spawn
Perimeter Wall, Gate, and Portals.

Raptors, Platforms, and Towers. Top counterclockwise: Left Boulder Flank, Hollow Log (out of play), Ellie's Electric Shack (out of play), Boardwalk, BLU Spawn, Right one-way Bunker flank, Bunker (out of play)

All track and all flank locations around the central Loading Area facility.

Strategy

Main article: Community Enclosure strategy

Update history

October 20, 2017 Patch 1 (Jungle Inferno Update)
  • Added Enclosure to the game.

October 23, 2017 Patch

  • Fixed various errors related to textures.

November 17, 2017 Patch

  • Fixed a buildable area in BLU spawn for stage 1.
  • Updated materials for foliage props.

May 17, 2018 Patch

  • 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 with env_dustmote entities

June 26, 2018 Patch

  • Updated pl_enclosure_final to fix a displacement hole in stage two.

March 20, 2023 Patch

  • Updated pl_enclosure_final to fix an exploit that allowed players to get out of bounds.

July 12, 2023 Patch 1 (Summer 2023 Update)

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.

July 25, 2024 Patch #1

  • Fixed a clip wall blocking a dropdown in stage 3.

Changelog

This is the changelog of the map before it was added to the game.
Changelog:

January 30, 2017 @ 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.

January 31, 2017 @ 8:45am

  • Recompiled the map to fix missing LDR lighting.

February 17, 2017 @ 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.

March 2, 2017 @ 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.

March 10, 2017 @ 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.

March 10, 2017 @ 12:28pm

  • Fixed several func_brushes tied to func_areaportalwindows being solid.

March 12, 2017 @ 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.

March 31, 2017 @ 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.

April 20, 2017 @ 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.

April 27, 2017 @ 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).

May 27, 2017 @ 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.

June 29, 2017 @ 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.

July 14, 2017 @ 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.

Bugs

Gate rendering bug in Deathcam spectate at final.
  • 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.
  • The nav mesh embedded in the map is outdated.[1]

Trivia

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 gallery for a collection of images of the references.
Additionally:

  • 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.
  • "Freeman Airboat Tours" is a reference to Gordon Freeman, the protagonist from the Half-Life series, as well as to the chapter "Water Hazard" from Half-Life 2, which largely consists of driving an airboat.
  • The license plates on the park vehicles, "AS BM5", refer to the developer AsG_Aligator and to Black Mesa Source. The developer created the original model for that game conversion and reskinned it as the Jurassic Park company vehicles set on several places on this map.[2]

Gallery

Visual references to Team Fortress 2 culture

Visual references to the Jurassic Park franchise
Signs
Additional map views

References