Conifer/ja

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Conifer
Coniferthumbnail.png
インフォメーション
ゲームモード: コントロールポイント
ファイル名: cp_conifer_rc2
バージョン: Release Candidate 2
実装日: 2018年6月22日
最終更新日 2019年8月12日
製作者 AsG_Alligator
リンク TF2Maps
マップ情報
環境 Alpine
時間帯・天気: Sunny
危険箇所 Pitfalls
It's perfect!
The Spy admiring the scenery of Canada
Overview of Conifer.

Conifer is a community-made linear Attack/Defend Control Point map featuring a one stage layout. BLU team only needs to capture A and then B before winning the match as there aren't any other stages, similar to most Attack/Defend maps in Valve's map rotation.

Conifer's theme is inspired by the official map Yukon, taking place deep in the Canadian wilderness, where RED team has set up a military and storage base disguised as an abandoned mining facility located in a large canyon, the scenic view of a snowy mountain can also be seen in the background.

There are also various construction equipment and frames of building scattered across the map, hinting to the fact that RED is renovating the site for construction. The final point also features a military base with helicopter pads, an underground storage facility and a satellite dish, further implying that the map is some sort of spytech facility.

Locations

All locations are described from the vantage point of the BLU team as they leave their spawn.

Stage 1, Control Point A

Control point A is between two buildings atop a bridge suspended above a shallow river which leads to a waterfall which in turn leads to a death pit. A large Ammo pack and medium Health pack is located underneath the bridge.

  • Attackers' spawn: BLU's spawn is inside a large building which contains three resupply cabinets and four exits. The first and second exit is on the left which places players right in the middle of a canyon, the second exit is exactly the same but instead places players behind a number of crates, these crates can be used for cover for oncoming fire. The third and fourth exit is on the right which leads atop a roof, to get down to the surface players must jump a short drop. Jumping down leads to a stairwell which connects to a cave, this cave contains a medium Ammo pack and a small Health pack.
  • Road: The road can be reached by turning left inside the canyon and climbing a ramp. The road contains various construction equipment which can be used to avoid being hit by oncoming fire while following the road. Near the end of the road there is a container-like building which contains a large Ammo pack and medium Health pack as well as window which Snipers can use due to the long sightlines to the point provided.
  • Control Point A Building: The building that leads to control point A has two pathways. The first path leads underneath the building and places players under the bridge of which the control point stands atop of. The second path is located at the upper half of the building, giving the high ground to BLU players which can be used as an advantage in capturing the point.

Stage 1, Control Point B

Control point B is on an underground platform near the storage facility which is suspended above a death pit. A large Ammo pack is located nearby, next to some boxes inside the storage facility.

  • Paths: There are three paths that can be used to reach control point B. The first path is on the left and leads to a building which in turn leads to a veranda where a medium Ammo pack and medium Health pack is located, jumping down the veranda takes the player to a helicopter pad where a large Ammo pack is next to it. The second path is in the middle and leads directly to the high ground to have an advantage in capturing the point. The third path is located on the right inside a building, the building then leads to a cave which then takes players behind the control point, this path can be utilized as an area to set up an ambush.
  • Defenders spawn: The spawn point for the defenders is inside a shack behind a building past control point B, it has two exits and a single resupply cabinet.

Changelog

変更点:
July 23, 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.

August 11, 2019

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

Gallery