Conifer

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Conifer
Coniferthumbnail.png
Información básica
Tipo de mapa: Punto de Control
Nombre del archivo: cp_conifer_rc2
Versión: Release Candidate 2
Lanzamiento: 22 de junio de 2018
Última actualización: 12 de agosto de 2019
Desarrollado por: AsG_Alligator
Enlace(s): TF2Maps
Información del mapa
Entorno: Alpino
Escenario: Soleado
Peligros: Pozos de la muerte


«
¡Es perfecto!
El Spy admirando Canadá
»
Vista general de Conifer.

Conifer es un mapa de Atacar/Defender de Puntos de Control creado por la comunidad con una única etapa. BLU solo tiene que capturar A y B para ganar la partida.

La temática de Conifer está inspirada en la del mapa oficial Yukon, desarrollándose en la zona salvaje de Canadá, donde RED tiene una base militar en una antigua mina abandonada de un gran cañón, se pueden ver montañas nevadas al fondo.

También hay muchos equipos de construcción esparcidos por el mapa, dando a entender que el equipo RED estuviera renovando la zona. El último punto también cuenta con una base militar con pistas para helicópteros y una instalación subterránea con satélites, con sistemas de espionaje.

Ubicaciones

Todas las ubicaciones se describen desde el punto de vista de BLU según salen de su base.

Fase 1, punto A

El punto A está entre dos edificios sobre un puente que lleva a una cascada y luego lleva a un foso. Hay un paquete de munición grande y un botiquín mediano bajo el puente.

  • Base atacante: La base BLU está dentro del edificio grande y tiene 3 armarios y 4 salidas.
  • Carretera: La carretera se puede alcanzar a mano izquierda dentro del cañón, subiendo por una rampa. La carretera tiene varios equipos de construcción que pueden usarse para cubrirse. En ella hay un paquete de munición grande y un botiquín mediano donde los Snipers pueden aprovechar para cazar, debido a su gran visibilidad.
  • Edificio de punto de A: El edificio que lleva al punto de A tiene dos caminos. El primero va por debajo del edificio y lleva al jugador bajo el puente en el que está el punto de control. El segundo se encuentra en la parte superior del edificio y se puede usar para que BLU aventaje en la captura del punto.

Fase 1, punto B

El punto de control B está en la plataforma subterránea junto a las instalaciones sobre el foso de la muerte. Hay un paquete de munición grande cerca, junto a unas cajas.

  • Rutas: Hay tres caminos hasta el punto de control B. El primero está a la izquierda y lleva a un paquete de munición y botiquín medianos que se encuentran en la pista del helicóptero. El segundo está en medio y lleva a una zona elevada que da ventaja para capturar el punto. El tercer se encuentra al lado derecho y lleva a una cueva que desemboca en la parte trasera del punto de control, ideal para emboscadas.
  • Base defensora: La base de los defensores está dentro, tras el edificio al pasar el punto de control B. Tiene dos salidas y un único armario.

Registro de cambios

Registro de cambios:
23 de julio de 2017
  • Moved B point to a different area (far side of the spillway, inbetween(sic) rock formations).
  • Moved red spawn to the building on the far side of the spillway.
  • Changed the stairway leading up to the catwalk at the buinding(sic) near A.
  • Redesigned the area between A and B.
  • Removed lower left path leading from BLU spawn to A.

July 29, 2017

  • Reworked B point area again, along with red spawn.
  • Blocked jump up to the rock arch and roof of the security booth at A point (non-jumper classes can only access the area from BLU spawn side by going over the road on the rock arch).
  • Fixed rendering issues with water.

July 30, 2017

  • Added upper route under the dam.
  • Redesigned interior of the building before B.
  • Blocked some sightlines between A and pre-B area.
  • Changed the area in front of BLU spawn.

July 31, 2017

  • Reworked lower path to B
  • Fixed some clipping issues.

September 26, 2017

  • Finished bulding(sic) stage 2 layout.

October 13, 2017

  • 3cp a/d conversion

October 16, 2017

  • Various bugfixes.
  • Changed the building route to C point area to a one-way dropdown.
  • Redesigned C point.
  • Sliding gate in the building near B now opens up again after B is capped.

October 17, 2017

  • Fixed a displacement hole between A and B
  • Widened the walkway above A
  • Blocked a sightline to RED forward spawn.
  • Fixed lighting in RED forward spawn.

October 29, 2017

  • Reworked C point topside area and RED final spawn.
  • Added a doorway to the interior of B point building, removed divider wall inside.
  • Removed 2nd BLU forward spawn.
  • BLU gets the gas station forward spawn after capping B.

November 1, 2017

  • Redesigned B point.
  • Moved blu forwardspawn closer to B.
  • Removed the gas station behind A and surrounding area from playspace.

November 3, 2017

  • Reworked B point a bit, allowed access to gas station roof.
  • Fixed some minor issues.
  • Red forward spawn is now disabled when A is captured.

November 4, 2017

  • Added more cover and an additional acces(sic) route to gas station roof.
  • Improved clipping in various spots
  • Redesigned dropdown route under A
  • Added one-way door to window building above A.

March 12, 2018

  • Reworked initial area, moved BLU spawn from mine to a new building.
  • Added stairs to dropdown leading to underside of A point.
  • Reworked B point.

March 22, 2018

  • Reworked B point (yet again).
  • Fixed missing content from version alpha 9.

March 26, 2018

  • Fixed BLU forward spawn not activating properly after B point is captured.
  • Replaced overlay roads with displacements.
  • Added an out of bounds area in place of the orange dev block.
  • Cut down on health pickups near A.
  • Added a create to the vent (which I only now noticed that it forces you to crouch to get into the vent, GG me).
  • Extended the pit under C, added lights to it.
  • Added fog change trigger to the underground area of C.

March 30, 2018

  • Expanded B building.
  • Fixed several sightline issues around A point.
  • Added nobuild to large animal container in C undergroud(sic) bit.
  • Removed crate from vent above B.
  • Fixed B point not adding time for BLU.
  • Tweaked respawntimes for both teams for all points.

April 8, 2018

  • Added a bridge connecting the to the dropdown doorway in red building before A.
  • Moved the locked door to the other doorway of the tower near A, added 2 sniper windows to it.
  • Added a hole in the wall leading directly onto A from inside of red building.
  • Added a bridge to the suspended bit of red building.
  • Moved the construction shed.
  • Rebuilt A>B connector.
  • Redesigned B building slightly.
  • Added a room connecting the interior of B building to the road tunnel.

April 11, 2018

  • Rebuilt part of A-B connector.
  • Added a fence on A to block a sightline.
  • Removed fence from the courtyard between A-B connector building and B building.
  • Added an open boxcar sitting right on top of the reailroad(sic) crossing
  • Removed flipped dumptruck cover from side entrance to B.
  • Added an elevated area next to C pit.
  • Fixed one of sniper windows at A being obstructed by model collisions.
  • Fixed being able to climb on top of rocks in the area next to B with non-jumper classes.
  • Changed one of the ammopacks in underground C area to a large one.
  • Changed RED final spawn so that upon exiting the spawn players can clearly see all 3 paths to C.

April 21, 2018

  • Removed B point
  • Entirely new A-B connector
  • Added a 2nd doorway to the basement route leading under A.
  • Removed Road tunnel route to B (former C) point.
  • Made it so RED respawns instantly for a few seconds after A is capped.

April 25, 2018

  • Added areaportals around A point buildings.
  • Added a shortcut from the windowed tower building near A with the exit near the waterfall.
  • Added a flank around B point chokes, entrance from the waterfall stair shack, exit near checkerboard shack over B.
  • Fixed some clipping issues.
  • Removed a few boxes from B point platform.
  • Fixed being able to shoot through setup doors.

May 1, 2018

  • Fixed a displacement clipping through a wall near main A-B entrance you could get stuck in.
  • Removed one of the medkits near A.
  • Widened the wall opening over A.
  • Altered initial area to block sightlines.
  • Added a dropdown shortcut from initial area mine to the mine tunnel exiting next to the waterfall.
  • Added detail to RED forward spawn and small tower near A.
  • Altered RED forward spawn resupply cabinet to turn into a static 2fort cabinet model after A is lost instead of making the cabinet magically disappear.
  • Fixed displacement seam in A-B connector.
  • Added shelf blocking a sigthline through large red building near A.
  • Increased fade distance on areaportal under A.

May 7, 2018

  • BETA!
  • Detailed remaining areas.
  • Added 3D skybox.
  • Tweaked env_light and fog settings.
  • Added soundscapes.

May 11, 2018

  • Redesigned tunnel flank to last.
  • Added sightline blocker to area in front of BLU spawn.
  • Blocked off direct route up to the road from BLU spawn.
  • Removed RED forward spawn.
  • Fixed solid cobweb in the building near A.
  • Set prop fades on a bunch of props.
  • Added lamps to shadowy area near BLU spawn.
  • (Hopefully) fixed A cap not adding time for BLU.
  • Fixed being able to get stuck in rocks between A and B.

May 13, 2018

  • "Fixed" item patch overlays rendering through waterfall shed wall.
  • Removed boxes from final point elevator.
  • Increased height of player clip ceiling over final area.
  • Added areaportals to the underground area of last.
  • Lowered the ground around the hangar building balcony, to get up to it from RED side you now need to use stairs at the back of it.
  • Added more shrubs.
  • Added forward spawnpoints in blu spawn that activate with A cap.
  • Made several observer points team-specific.
  • Clipping fixes.

May 16, 2018

  • Added a couple of light fixtures above doorways to make them more noticable(sic).
  • Added several occluders(sic) to combat bad performance in certain areas.
  • Removed some cover from elevated flank on last.
  • Fixed several displacement problems.
  • Fixed several clipping issues.

May 18, 2018

  • Added a rock formation with high ground in A-B yard as a better anchor point for BLU.
  • Added a gantry crane with a container over B point to cut sightlines around the point.
  • Added an extra fence as cover for mine tunnel flank to B.
  • Added a one-way door to the tunnel exit.

May 21, 2018

  • Added an elevated platform at B.
  • Added a structure at B cutting sightlines across area.
  • Removed gantry crane over B.
  • Removed one-way door from tunnel exit at B.
  • Increased fade distance of tall windows in the hangar building.

May 26, 2018

  • Removed the dropdown in checkerboard shack on B.
  • Added a doorway from the interior of the checkerboard shack to the elevated platform next to it.
  • Added a window overlooking the point.
  • Added a medium healthkit on the BLU side of the hangar building.
  • Added a small healthkit to the interior of the large red building at A.
  • Opened up the other half of the hole over A so one can walk through the whole thing.
  • Added lamps to the interior of the construction shed.

June 6, 2018

  • Stuff changed (I dont remember honestly what i changed lol)(sic).

June 9, 2018

  • Added an elevated rock platform between 2 entrances to B, accessible from hangar building balcony.
  • Added a rock divider between helipad and rock spire between entrances.

June 22, 2018

  • Fixed all reported bugs from last version.
  • Fixed exterior soundscapes missing sound positions for bird noises.

11 de agosto de 2019

  • Removed pretty much all Yeti Park references.
  • Fixed some minor bugs.
  • Added func_rotating to radar dish at B.

Galería