Difference between revisions of "Fusion"

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(Changelog: Reformatted and renamed to Update history)
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* Offensive play is rewarded over defensive style. If you can score inside the enemy base when assaulting with the Intelligence, you will be able to pick up the enemy Intelligence again as it respawns in their Intelligence room.
 
* Offensive play is rewarded over defensive style. If you can score inside the enemy base when assaulting with the Intelligence, you will be able to pick up the enemy Intelligence again as it respawns in their Intelligence room.
  
== Changelog ==
+
== Update history ==
{{Changelog|
+
{{Update history|
*a1: initial release.
+
 
*a2: New everything. Too much to count, the layout is roughly the same though.
+
'''a1''': initial release.
*a3: COLD AND ICE! Health and ammo updates, Intelsystem update (now plays sounds even to dead players), Map Looks a whole *lot better.
+
 
*a4: Removed Touch-return. Lowered returntime to 30 sec. minor changes to clipping and health.
+
'''a2''': New everything. Too much to count, the layout is roughly the same though.
*a5: minor quickfixes. Some new texturework, loads of snow overlays.
+
 
*a6: new base structure, new mid layout. Lowered returntime to 15 sec. Dropdown redone. Lighter snowfall.
+
'''a3''': COLD AND ICE! Health and ammo updates, Intelsystem update (now plays sounds even to dead players), Map Looks a whole *lot better.
*a7: ???
+
 
*b1: detailing, custom props added. Flagged the snow as a weather effect.
+
'''a4''': Removed Touch-return. Lowered returntime to 30 sec. minor changes to clipping and health.
*b2: Optimization. closed the narrow passage in the bases. Restructured the indoor side passage. Closed the upper exit in the middle building.  
+
 
 +
'''a5''': minor quickfixes. Some new texturework, loads of snow overlays.
 +
 
 +
'''a6''': new base structure, new mid layout. Lowered returntime to 15 sec. Dropdown redone. Lighter snowfall.
 +
 
 +
'''a7''': ???
 +
 
 +
'''b1''': detailing, custom props added. Flagged the snow as a weather effect.
 +
 
 +
'''b2''': Optimization. closed the narrow passage in the bases. Restructured the indoor side passage. Closed the upper exit in the middle building.  
 
}}
 
}}
  

Revision as of 22:20, 24 December 2014

Fusion
Ctf fusion b1.jpg
Basic information
Map type Capture the Flag
Version: Beta 2
Developer(s): Kevin "Ravidge" Brook
Map Overview
Fusion overview.png

Fusion is a community-made Capture the Flag map created for the TF2Maps.net's Competitive CTF Contest. It won third place, finishing behind Wildfire and Deliverance. It employs a variation on CTF in which the enemy Intelligence is captured at the friendly Intelligence. The Intelligence has a 15-second return time.

To win, your team must capture the opposing team's Intelligence continuously until you reach the game's capture limit (default limit is 3) while preventing the enemy from achieving the same.

Locations

The Middle

The main battleground of the map; there is no way around it and you are forced to move through this area to travel between bases. It's wide and open, features an iconic railway bridge overhead with a large brick support placed in the middle of the area. There are two small buildings to each side of the middle which provides both health and ammo. Each base has 3 exits into the middle.

Overview of the map. (Large file)

The Base

The bases are very loosely defined in Fusion, and most of the fighting takes place outdoors. Some of the key areas in each base are:

  • Intelligence room: Unlike what you would expect, the Intelligence is very easy to access. And is located between the spawn room and the center building.
  • Center building: A heavily trafficked area that connects the base to the middle. Contains a medium health kit which is very valuable to both attackers and defenders. There are small staircases inside that you can use to gain a small but significant height advantage.
  • Flank: The indoor side route that goes around the center building and leads to a drop down (one-way) exit, and another larger exit on the catwalks leading to the intelligence rooms roof.
  • Pipes: The route on the opposite side of the flank, a small hill with a bunch of pipes running above it. The hill serves as a natural divider between the middle and the base.
  • Slope: The section between the pipes and the spawnroom
  • Spawn room: Has two separate exits, one leading to the Intelligence room, the other faces the slope and pipes.

Strategy

  • The large, open middle allows for rocket and sticky jumping.
  • Protect your Intelligence carrier at all times, as dropping the enemy Intelligence inside your own base allows enemy ambushers to score a quick capture.
  • Offensive play is rewarded over defensive style. If you can score inside the enemy base when assaulting with the Intelligence, you will be able to pick up the enemy Intelligence again as it respawns in their Intelligence room.

Update history

a1: initial release.

a2: New everything. Too much to count, the layout is roughly the same though.

a3: COLD AND ICE! Health and ammo updates, Intelsystem update (now plays sounds even to dead players), Map Looks a whole *lot better.

a4: Removed Touch-return. Lowered returntime to 30 sec. minor changes to clipping and health.

a5: minor quickfixes. Some new texturework, loads of snow overlays.

a6: new base structure, new mid layout. Lowered returntime to 15 sec. Dropdown redone. Lighter snowfall.

a7: ???

b1: detailing, custom props added. Flagged the snow as a weather effect.

b2: Optimization. closed the narrow passage in the bases. Restructured the indoor side passage. Closed the upper exit in the middle building.

Screenshots

Trivia

  • The early versions of Fusion featured a touch-return mechanic on the Intelligences.

Additional links