Difference between revisions of "Watergate/es"

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(whoever re-edited the page, well, thanks, i had to rewite the entire thing froms crap for the third time.)
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== Screenshots ==
 
== Screenshots ==
 
<gallery>
 
<gallery>
File:Pd watergate 1.jpg|Mid.
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File:Pd watergate 1.jpg|Centro del mapa.
File:Pd watergate 2.jpg|The watergate.
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File:Pd watergate 2.jpg|La compuerta.
File:Pd watergate 3.jpg|The control point.
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File:Pd watergate 3.jpg|El punto del control.
File:Pd watergate 4.jpg|The UFO, and a care package.
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File:Pd watergate 4.jpg|El OVNI, y un paquete de bonificacion.
File:Pd watergate 5.jpg|BLU spawn.
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File:Pd watergate 5.jpg|Base de BLU.
File:Pd watergate 6.jpg|RED spawn.
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File:Pd watergate 6.jpg|Base de RED.
 
</gallery>
 
</gallery>
  
== External links ==
+
== Enlaces externos ==
* [http://forums.tf2maps.net/showthread.php?t=23411 TF2Maps page]
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* [http://forums.tf2maps.net/showthread.php?t=23411 Sitio del mapa en TF2Maps.net]
* [http://forums.tf2maps.net/showthread.php?t=23918 Mapping contest results]
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* [http://forums.tf2maps.net/showthread.php?t=23918 Resultados de 11vo Concurso de Mapas]
  
 
{{Custom Map Nav}}
 
{{Custom Map Nav}}

Revision as of 01:46, 5 October 2015


Watergate
Pd watergate 1.jpg
Información básica
Desarrollado por: {{{map-developer}}}
Información del mapa
Entorno: Ciudad costera
Escenario: atardecer, soleado
Vista general
Watergate overview.png
«
El mapa esta ambientado en una fábrica de cervezas y los edificios que lo rodean durante una invasión alienígena. Mientras los alienígenas atacan nuestros mercenarios se refugian en los bares durante el apocalipsis mundial hasta que, con la ayuda de la ciencia, ¡descubren que los alienígenas no disfrutan de beber cerveza! Ellos han desarrolado un plan de accion y estan listos para ponerlo en marcha..
— Descripción en la Workshop de Steam
»

Watergate Es un mapa creado por la comunidad ambientado en un pueblo costero durante una invasion alienígena y cuenta con un modo de juego exclusivo para el mapa llamado Player Destruction.

La meta de cada equipo es recolectar cerveza que los enemigos asesinados dejan caer al morir y depositar dichos items en un OVNI que se encuentra en el centro del mapa para emborracharlo y anotar puntos. Al morir, cada jugador deja caer una cerveza mas todas las cervezas que haya recolectado(las que se muestran sobre su cabeza y en su respectiva HUD), las cuales pueden ser recogidas por los jugadores de ambos equipos. El jugador con mas cervezas en cada equipo (a excepción de los Spy) ademas se vuelve "lider", lo que le permite regenerar salúd y munición para si mismo y los que le rodeen (con la misma capacidad que un Dispenser de nivel 1) al mismo tiempo que les asigna un contorno visible a traves de las paredes que puede ser visto por ambos equipos. Las cervezas caeran al suelo si un jugador intenta llevarlas a un resupply area, pero pueden ser abandonadas manualmente presionando el botón para dejar caer objetos(Default key: L).

Para anotar, los jugadores deben depositar las cervezas recolectadas en un OVNI ubicado en el centro del mapa, el cual aparece cada 52 segundos y se mueve lentamente alrededor del area con un rayo tractór, antes de moverse hacia el límite del mapa para retirarse despues de que hayan transcurrido 34 segundos. Mientras esten bajo los efectos del rayo del OVNI, los jugadores pueden moverse libremente como si estuvieran nadando en el agua y las cervezas que hayan recolectado seran depositadas gradualmente en el OVNI para ser añadidas al puntaje de sus respectivos equipos. Los jugadores pueden ademas impedir que los jugadores del equipo rival depositen sus cervezas y anoten entrando en el rayo del OVNI.

Al agregar mas y mas cervezas en el OVNI, se volvera mas y mas ebrio, tambaleandose visiblemente cada vez mas mientras mas alto sea el puntaje de cada equipo. Una vez que uno de los equipos alcanza la meta para ganar una partida(el numero de puntos necesario para ganar es proporcional al numero de jugadores al inicio de la ronda) se alejara volando erráticamente hasta chocar con la nave nodriza que se encuentra a la distancia, destruyendola y marcando la victoria para ese equipo.

Watergate ganó el segundo lugar en el 11vo Gran Concurso de Mapas del 2014 realizado por TF2Maps.net, titulado "Mercs vs Aliens".

Historial de Actualizaciones

Update history

rc4 (september 8th, 2015):
  • Clouds around mothership
  • Remade assorted map models
  • Raised sand in sewer and added small healthpack
  • Optimised collision mesh of the boat to be less arbitrary
  • Put teleporter-nobuilds on previously trappable surfaces

rc3 (august 27th, 2015):

  • New mothership model with associated particle effects!
  • Optimised areaportal locations (portal rendering)
  • Optimised occluder locations (prop rendering)
  • Added LODs & fades to props (poly rendering)
  • Made the UFO timer more obvious of its purpose
  • Fixed crash relating to low model quality
  • Fixed players getting stuck at the top of the UFO beam

rc2 (july 17th, 2015):

  • A barricade has been added to the dropdown inbetween the crane and window buildings.
  • The UFO has been given a neutral outline when it appears in the area which helps with goal recognition.
  • We've spruced up the spawn with some juice.. and beer taps, and better chalkboard textures.
  • Bright light added to attract attention to the tower route.
  • A small fence has been added onto the raised spawn battlements to block a potentially powerful sightline to the spawn room door.
  • The middle bridge has been widened a bit.
  • The crane building upper floor has been given more light so you can see the silhouettes of Snipers easier.
  • Patch added under healthpack.
  • Patch added under healthpack, critical changes these.

b10 (july 3rd, 2015):

  • We've changed the UFO beam water trigger from the halloween Jarate condition to a plugin-based "you're now in water" mechanic, which allows Pyro flames and sounds to be played in the beam uninterrupted while still allowing good player movement.
  • We've spruced up the bottom sewer to mid connectors with better detail.
  • More detail to the insides of the crane buildings also.
  • Cool new map image and text for the chalkboard and the loading screen!
  • We've given some more light contrast around important locations on Red side to make it easier to notice these places and to make the area less boring to look at.
  • We've fixed a bug that allowed players to contest beer deposits while being below the tower platform. We've also re-added the gentle-fall trigger_push from the UFO beam arriving at the tower.
  • The speed of the UFO flying past the map has been reduced from 100 hu/s to 70 hu/s, making it last about 11 extra seconds in the map. This makes it easier to hop into the beam if you notice its entry late, or to catch up to it as it scrolls past the map.
  • Steps have been added to these middle side platforms.
  • Getting onto the boat has become easier: it's been lowered into the sand, the animation has become static (it used to sway), and there are boxes with ladders (all clipped nicely) leading onto the platform.
  • There's a new bottle pickup model and collision mesh (old collision mesh was butts so it sometimes didn't work when it should have).
  • And we've added some more details to spawn!

b9c (june 21st, 2015):

  • added new dropdown route from tower to sewer area near spawn - can be used as rollout
  • added dx80 versions of the ufo & nuke particles
  • added sign in front of front door to direct flow better just in case
  • added ability to contest beer deposits by jumping into beam while an enemy attempts to score
  • improved clipping all around the boat and ledges next to it
  • improved clipping on prop pillars around the map
  • improved clipping on windows and ledges around spawn area
  • improved clipping & displacements in mid sewer section
  • improved readability of the arrow signs near crane building
  • improved maneuverability up the garbage bag route near crane building
  • changed around some prop fade distances
  • opened up the mid sewer section and lit the bottom for smoother gameplay
  • made the saucer incoming and outgoing sounds quieter
  • made watergate brush metal darker
  • made default beer deposit speed 1 beer every 1.2 seconds, decreasing by 0.033 per player
  • made tractor beam lift trigger the swim-in-air condition trigger to improve maneuverability
  • fixed the Mann Beer sign edges showing up

b7a (may 14th, 2015):

  • changed some detail to improve flow
  • made LODs for a few existing models
  • fixed a lot of perch spots on the pillars with clips
  • added skybox animations for the ufo entering/leaving the map
  • added finale animation and sounds
  • added animations for differing amounts of ufo-drunkness

b6p (march 27th, 2015):

  • changed the gamemode
  • added a new route from the bottom exit of spawn that leads to bottom of tower sewer
  • changed some of the connectors to be more open and dynamic
  • cleaned up detail
  • improved fps all over the map

b5 (november 17th, 2014):

  • added more detail
  • optimised map more
  • fixed some broken things with the cores from the ufo
  • fixed the ufo going through the building at mid
  • fixed some clips around the map
  • added just a lot more clipping around the map
  • added some more signs
  • added some more background noise
  • added scorch marks from lasers / some particles / broken stuff
  • added paint cans near the graffiti

b4 (november 12th, 2014) (Internal):

  • optimising stuff

b3 (november 10th, 2014):

  • actually fixed the broken things
  • publicly released map for testing

b2 (november 10th, 2014) (Internal):

  • fixing broken things

b1 (november 10th, 2014) (Internal):

  • full artpass

a5b (october 16th, 2014) (Internal):

  • made a new route from the sewers' start, up onto the bridge with the box climb up to medium healthpack walkway
  • made it so if you hold the tower then when the ufo comes it will drop 3 less cores for your team
  • made it so players can escape along the sides of the ufo beam
  • made it so you can get up the pipe jump without a crouch jump
  • made it so you can't capture the point while standing on the Sniper ledge
  • made the healthpack in apartment a medium, and added a small health to the top of tower
  • added a small health and ammo to the room in between spawn and tower
  • added more signage showing where the point is
  • fixed some clipping issues at mid that would slow players down if they walked backwards up the ramps
  • fixed up the box / barrel climb so its easier to climb up without hitting your head

a5a (october 10th, 2014):

  • brang spawns even closer to mid, and made the second exit instead route down to the sewer section
  • added a point icon showing it has something to do with cores
  • added some point arrow signs around the map / resupply signs too
  • made it so Snipers aren't affected by the ufo beam
  • refined some ufo stuff still

a4b (october 9th, 2014):

  • moved spawns 256 units even closer to mid
  • redesigned the junction area and just linked the bottom sewer up to the window buildings
  • added a second way out of spawn and gave a one way window too
  • some ufo changes with lift speeds and arrival times

a3 (october 7th, 2014) (Internal):

  • moved spawns in 256 units closer to mid
  • blocked off the apartment line of sight so it was safer to move into the building
  • experimented with point / gamemode ideas

a2 (october 5th, 2014):

  • cut out the bottom section of the tower wall, opens up the point area for combat + Sniper sightlines from bridge
  • increased occurrence of UFO
  • increased UFO speed / lift speed
  • tried adding neutral outline to point but that seems to have not worked
  • added an overhang from the windows, adds route from tower > windows / windows > lower tower
  • added blockbullet all around the boat so cores don't go through it
  • made the point's core drops in groups of 3 / 15 seconds, instead of 1 / 5 seconds

Curiosidades

  • En versiones iniciales del mapa, El modo de juego Player Destruction era muy diferente al actual. En vez de dejar caer cervezas que tenias que ser depositadas en el OVNI, los jugadores asesinados dejaban caer fajos de dinero especificos para cada equipos (los cuales eran versiones modificadas de los núcleos de Robot Destruction) los cuales eran añadidos instantaneamente al puntaje de cada equipo al ser recogidos. Mientras mas enemigos y mas dinero recolectara un jugador, mayor seria la recompensa al eliminarlo convirtiendolos en un objetivo mucho mas valioso para sus enemigos. Ademas, al no tener que entregar estos fajos directamente en el OVNI para anotar puntos, la función de este era dejar caer paquetes de bonificación en el centro del mapa sobre un punto de control neutral, el que ademas generaria fajos de dinero adicionales para el equipo que lo capturara. cuando uno de los equipos alcanzaba $150, un barril era lanzado desde el punto de control y aterrizaba en la nave nodriza que se encontraba a la distancia, destruyéndola. Esta versión fue eventualemte descartada en favor de la actual ya que los jugadores con recompensas muy altas simplemente se escondían en la base para evitar ser asesinados y por que sin las mecánicas del OVNI recolectado los puntos o del "lider de equipo" el juego carecía de un objetivo específico por el cual pelear.

Screenshots

Enlaces externos