Precipice

From Team Fortress Wiki
Revision as of 15:10, 14 October 2019 by Kaezle (talk | contribs) (Map supports bots)
Jump to: navigation, search
Precipice
Precipice main.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Halloween
Setting: Night
Hazards: Pitfalls, Pumpkin bombs
Map Photos
Loading screen photos.
Map Overview
Precipice overview.png
Map Stamp
Item icon Map Stamp - Precipice.png
Supporters leaderboard not yet available.

Precipice is a community-made Payload map released during the Scream Fortress 2019 update.

Precipice was contributed to the Steam Workshop.

Locations

Checkpoint A

The BLU team starts at their headquarters with the Payload, with the first checkpoint right around the corner from where they start.

  • Headquarters (BLU Spawn): The initial respawn and resupply area is a farm building with three exits, one for the left and two for the right. The left-most exit deposits players directly onto the cart in the middle of a field. The right exits, meanwhile, allow players to take a partial flank towards the right side. A resupply cabinet is located in the middle of the respawn room.
  • Courtyard: Located directly outside the respawn building is the courtyard where the Payload track starts. This courtyard features basic elevated platforms and partial walling, allowing for the defense team to set up a chokehold. The only building in this courtyard (other than the BLU spawn) houses the only health kit for this area.
  • Buildings: At the end of the courtyard lies the first checkpoint. On the left of the checkpoint is a series of buildings, which not only connect from checkpoint A to checkpoint B, but also house a RED resupply room. On the right of the checkpoint lies the cliff edge, which acts as an environmental hazard for any classes that fall off.

Checkpoint B

Checkpoint B is located running parallel to a series of hallways, with the cliff edge running on its other side.

  • Buildings: Continued on from checkpoint A are a series of hallways running through the two sections. A RED resupply room is featured, as well as a one-way door that allows players to step onto the patio surrounding the cart track. The other end of the hallway deposits directly in front of checkpoint B, with the aforementioned patio circling the outer perimeter of the building. These hallways can act as a flanking tool for either team, and allow RED to maintain a chokepoint on the Payload track.
  • Cliff Edge: The cliff also continues from checkpoint A, growing in size to be a more formidable threat.
  • Shacks: Hanging on the cliff are two shacks. The first shack has a staircase leading up to a three-walled room, with health and ammo present. The second stops right before the cliff, with a treacherous platform hanging off with the promise of ammo. This platform is situated directly opposite of the RED resupply room, with a sign acting as a barrier between the two.

Checkpoint C

Checkpoint C is located tightly within a tunnel. At the end of this tunnel is a hallway, and to the outside is a path running parallel.

  • Caves: To the left is the path which the Payload track follows, going into a tight mining tunnel. At the end of this tunnel is a platform, connected to a hallway that ultimately leads to the final control point. Classes will either need to blast or double jump to make it onto said platform. There are also two inlays in the center of the tunnel, one with health and ammo, allowing players to take cover.
  • Flank: Up the stairs to the right leads to the field at the end of checkpoint C. This field allows classes to quickly get towards the end of the tunnel, or inversely allows classes to flank the start of the tunnel.

Checkpoint D

The final checkpoint lies behind two main pushes. The first one requires teams to push through the gates of an open shipping yard, where cover is plentiful and some minimal flanking is available. The second one opens up into a center surrounded by a building, where numerous hallways and vantage points allow the cart to be seen from just about every angle.

  • Shipping Yard: Between points C and D lies an open yard with various shipping containers and crates. To the left of this yard lies the hallway that connects C to D, acting as a way for classes to traverse between the points without having to take the frontlines. There also lies a broken dock, which can act as a smaller-scale flank. This is especially handy if checkpoint D is active, however this route is also extremely close to the cliff edge.
  • Final Point: Situated in the center of a hallway complex, the final point is a wide, open space, directly exposed to pathways both around the Payload track and above the Payload track.
  • Hallways: Similar to the final point on Upward, a RED respawn room is inside the walls of a building. This building has multiple narrow, small hallways, with the outside wrapped in patios and open windows alike. While this makes visibility on the Payload cart great, the hallways are easily accessible by either team, and their claustrophobic nature means it is nearly impossible to know who all is in the building at once. There are many different rooms and staircases, making flanking in the building plentiful.

Strategy

Update history

October 10, 2019 Patch (Scream Fortress 2019)

  • Added Precipice to the game.

Trivia

Gallery