Afterlife
| Afterlife | |
|---|---|
| Informations de base | |
| Type de carte : | Arena |
| Nom du fichier : | arena_afterlife
|
| Date d'ajout : | Patch du 9 octobre 2025 (Scream Fortress XVII) |
| Variantes : | Ravine |
| Développeur(s) : | John « Piogre » Wolfe Lizard of Oz Matvey « ImAware » Usatov HirschVA Isaac « IJCT » Cortissoz |
| Informations sur la carte | |
| Environnement : | Village |
| Cadre : | Nuit |
| Dangers : | Bombes citrouilles |
| Dangers (Enfers) : | Feu de lave |
| Objets sur la carte | |
| Photos de la carte | |
| Vue aérienne | |
| Timbre de carte | |
| Classement des parrains | |
| « | La mort n'est pas la fin...
— Texte promotionnel d'Afterlife
|
» |
Afterlife est une carte Arena symétrique créée par la communauté sortie lors de la mise à jour Scream Fortress XVII. Elle se déroule au milieu d'un village au milieu d'une forêt alpine.
Lorsqu'ils sont tués, les joueurs sont envoyés dans les enfers plutôt que de rester morts pour le reste de la manche. Dans les enfers, ils doivent tuer un autre joueur, aider à tuer un autre joueur,[1] ou ramasser une âme au sol qui apparaît lorsqu'il n'y a pas de joueurs ennemis dans les enfers (appelée « Âme Vagabonde »),[2] puis traverser un portail pour se ressusciter, ce qui leur octroie une ÜberCharge et un bonus d'extra santé temporaires[3]. Si un joueur meurt dans les enfers, il réapparaît dans les enfers.
Il n'y a pas de bonus de première victime s'il y a moins de sept joueurs dans l'une ou l'autre équipe[4] et un avantage unique est accordé au dernier joueur en vie d'une équipe sous la forme de Mini-Crits garantis, ainsi que les bonus de vitesse et de santé au coup du Conque-érant[5]. Cependant, le dernier joueur en vie est également révélé à travers les murs à l'équipe ennemie[6].
Le Diable sert d'annonceur sur cette carte.
La carte Afterlife a été soumise sur le Steam Workshop.
Sommaire
Emplacements
- Salle d'apparition : il y a deux sorties pour chaque point d'apparition, l'une menant à l'abri de maintenance, et l'autre porte menant à une zone de passage souterrain. Les deux zones d'apparition sont symétriques l'une par rapport à l'autre, et à l'intérieur se trouve une bombe citrouille.
- Base d'apparition : chaque sortie de la salle de réapparition est connectée spécifiquement aux chemins gauche et droit. De plus, il y a un ensemble d'escaliers pour le côté gauche RED, et pour le côté droit BLU qui se connecte à un passage souterrain près du Point de contrôle.
- Point central : la tour abrite un point de contrôle avec quatre chemins possibles.
- Tour centrale : la tour est positionnée pour avoir également quatre chemins par en dessous.
- Flanc de l'Abri de maintenance : possède deux zones, face au point. L'autre est un passage souterrain menant directement à la zone de l'équipe adverse.
- Passage souterrain : possède deux zones, directement vers la tour à côté du point et l'autre vers la zone de l'équipe adverse.
- Tour des Enfers : entourée de lave infernale, semblable à la Tour centrale dans le monde des vivants. Au lieu d'un point de contrôle, il y a un grand kit de santé et une boîte de munitions.
- Autels de Crânes : les Autels de Crânes sont placés de chaque côté de la Tour des Enfers, contenant le portail qui renvoie les joueurs.
Emplacements des Gargouilles d'Âmes
Enfers
Stratégie
| « Sun Tzu n'a aucun plan contre nous ! » La page de stratégie communautaire de cette carte est une ébauche. À ce titre, elle n'est pas complète. Vous pouvez aider le projet de stratégie communautaire du wiki Team Fortress en le développant. Notes : aucune note n'a encore été ajoutée. |
Temps de capture des points de contrôle
| Points de contrôle | Multiplicateur | Secondes | ||
|---|---|---|---|---|
| Point de capture | ×1 |
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| ×2 |
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| ×3 |
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| ×4 |
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Historique des mises à jour
- Ajout de Afterlife au jeu.
- Correction d'un bug qui empêchait la manche de prendre fin.
- Correction du problème suivant : certaines répliques de l'administratrice n'étaient pas remplacées par celles du Diable.
- Correction de problèmes supplémentaires qui provoquait des manches ou la reprise de parties sans fin.
- Ajout de deux nouvelles répliques du diable avant le début de la manche.
- Il n'est plus possible de monter au-dessus de la tour de l'horloge en enfer.
- Correction des répliques du diable qui se chevauchaient.
- Correction du problème suivant : il était possible d'interrompre une raillerie ou de léviter en essayant de changer de classe au milieu d'une manche.
- Correction du problème suivant : il était possible de survivre à une chute dans la lave.
- Il faut désormais remporter 3 victoires au lieu de 5 pour gagner une manche.
- Correction d'un bug de régression rare qui faisait que les mercenaires en enfer étaient considérés comme vivants.
Journal des modifications
- bug fixes and hopefully clearer what's going on for playtest purposes
- still just a custom gamemode test using existing maps for simplicity
- added underworld assets to hell to better convey to dead players that they are dead and in hell
- changed spawning-in-hell voiceline to better convey to dead players that they are dead and in hell (voicelines remain temporary for this alpha version)
- added hud message on spawn informing dead players they are dead and in hell, and giving them instructions on what to do now
- revised hud to try to make the above/below split clearer
- shrank former spawnroom areas in hell to reduce expectation that they act like spawnrooms
- added 1 second invulnerability to players spawning in hell to avoid spawnkilling
- reduced spread of spawn points in hell to avoid getting jumpscared by spawning players
- alive players who would teleport to hell now instead teleport to spawn in the overworld
- dead players who would teleport to the overwold nwo teleport to a spawnpoint in hell
- disabled building teleporters in hell to avoid cross-world teleporters triggering the above (the above are still needed to block eureka effect)
- souls should now vanish pre- and post-round to prevent resurrection timer from restarting during post-round and persisting into the next round
- hud now shows total minirounds won in post-round, and that score is no longer interrupted by a player dying in post-round
- now default 3 mini-rounds per round instead of five (6-9 minirounds per casual match instead of 10-15)
- slightly shortened resurrection timer to increase the mechanic's impact on the overall game
- added ten-second countdown voiceline ahead of control point enabling (voicelines remain temporary for this alpha version)
- replaced resurrection announcement and countdown with something more understandable (voicelines remain temporary for this alpha version)
- adjusted lava level in hell to make dropped ammopacks visible (and retrievable with well-placed explosions)
- built out more cubemaps, and hopefully fixed HDR lighting
Changelog a3 (June 12, 2025)
- reworked the resurrection mechanic to make it more impactful and intuitive
- instead of resurrection on a fixed interval, players in hell can now resurrect by bringing a soul to the altar
- new placeholder underworld ripped from helltower, to test the new version of the resurrection mechanic
- revised round length to suit the shorter rounds
- revised hud to suit new resurrection mechanic and removed timer/soul totals (now irrelevant)
- fixed the inconsistent stun on resurrection
Changelog a4 (June 21, 2025)
- Further mechanics rework and Hell rework to refine the maps' central gimmick and its impact
- Created a new, smaller Hell arena to hopefully give the resurrection mechanic more opportunity to breathe.
- Players now automatically pick up the soul of an enemy they kill in Hell. This soul can't be dropped and is lost on death.
- Players carrying a soul now have an outline and a first-person screen overlay to indicate they are elligible for resurrection.
- If a player scoring a kill can't pick up a new soul (say, they already have one), the script will try to give it to the assister.
- The last player alive on a team (in the overworld) is now visibly outlined and gains the Concheror buff to discourage hide-and-seek type play.
- Extra changes for playtesting:
- Added some variety in the (placeholder) Bombinomicon lines played upon spawning in Hell for the sake of playtesters' sanity.
- Now that Hell is a custom layout and not a reused Valve map, added portals for easy access that should spawn during feedback rounds.
- If the portals don't trigger during feedback, noclipping to the pumpkin atop the central tower should trigger them manually.
Changelog a5 (June 24, 2025)
- Bug fixes and mechanic/balance tweaks, still largely stand-in maps:
- Rounds are now best of three minirounds instead of best of nine.
- Reverted HUD to Lizard's arena hud now that flag escrow isn't being tracked.
- Refactored code to accommodate the above and better organize.
- Removed func_respawnroom entities and prevented suicide on midround class change.
- Adjusted last player standing to behave consistently with Graveyard's (minicrits, chat alert).
- Fixed issue allowing players to change class in overworld mid-round.
- Resurrection buffs have been manually re-coded to be shorter and more consistent.
- Resurrection sound is now less obnoxious and the chat message has been revised.
- Placeholder Bombinomicon lines now only play upon entering Hell and not after dying in Hell.
Changelog a6 (June 27, 2025)
- More bug fixes and mechanic/balance tweaks, still largely stand-in maps:
- This and all future playtest versions will have the prefix "arenatest" to prevent conflict with TF2M plugin.
- Fixed players joining mid-round and spawning in hell not receiving the welcome voiceline and text.
- Added nobuild inside the skull altar to reduce effectiveness of engineer camping.
- Reduced durations of uber/crits/speed from 4/8/8 to 3/6/6, respectively.
- Increased duration of on-spawn uber in hell from 2 to 3.
- Fixed capture point prop retaining its captured color skin across minirounds within a full round.
- Players now always get souls when credited for an assist in hell, even if the killer is also getting a soul.
- Fixed players keeping the green screen overlay from carrying a soul between rounds.
- Fixed resurrection portal not working when a player gains a soul while already standing on it.
Changelog a6 #2 (June 29, 2025)
- A few more bugfixes not meriting a new version:
- Fixed weird shadows and sun position; reverted to Ravine's default.
- Fixed stickybombs sometimes bouncing off of terrain.
- Adjustments to buff types and duration:
- Spawning in Hell still grants 3 seconds invulnerability to prevent spawnkilling (spawns are open to prevent turtling).
- Last player standing now gets minicrits and the Concheror effect (speed + health on kill) for as long as they remain the last player standing (in addition to the revealing outline).
- Resurrecting no longer grants crits, instead giving 4 second invulnerability and 8 seconds of speed boost and overhealing regen. This should prevent resurrections from wildly spwinging the match while keeping resurrecting players relatively safe from spawncamping.
- Unless there are egregious issues in need of immediate patching to get a proper playtest, next release should be a new version of Hell and hopefully start visual changes to overworld.
Changelog a6a (June 29, 2025)
- This update is the same as the previous update-with-no-new-version-number.
- Apparently the playtest server will not allow you to playtest the new version if you don't update the string.
- I did not know this.
- I lost my place in the queue and still had to rebuild and retest all the damn cubemaps.
- Dammit.
- As before, unless there are egregious issues in need of immediate patching to get a proper playtest, next release should be a new version of Hell and hopefully start visual changes to overworld.
Changelog a7 (July 10, 2025)
- Created a brand new Hell dimension layout, smaller and hopefully more fun to play in:
- Hell now has two exit portals to make escape easier.
- Lava hazards are still present but less prevalent.
- Skull clipping brushes have been entirely remade to hopefully be more intuitive.
- Changed particle effect for portals to make their location and function more obvious.
- Changes to the overworld (still Ravine):
- Relit map to test out a nighttime scheme for Halloween.
- Made some initial texture/model swaps to Halloween theming to better test the new lighting.
- Added two small healthpacks to the map (Vanilla Ravine has none).
- Added playerclip ramps to all staircases (Vanilla Ravine lacks these).
- Changed the feedback-round portals to match the new portal particles in Hell.
Changelog a7a (July 11, 2025)
- Map fix:
- Fixed an issue that cause void-streaking when viewing hell in free-cam spectate.
- Feedback extras:
- Fixed an issue that prevented players from exiting Hell through portals during feedback rounds.
- Added a thank-you response for players leaving feedback.
Changelog a8 (July 18, 2025)
- Balance tweaks and spawn adjustments:
- Added closing doors and side-paths to overworld spawns to mitigate spawncamping.
- Removed windows that allowed players in the overworld to see into enemy spawn from a safe vantage.
- Rebuilt spawns in Hell and adjusted surrounding terrain to reduce spawncamping in Hell.
- Removed the ability to respawn in Hell during humiliation round.
- Reduced duration of resurrection buffs to mitigate advantage of many early deaths.
- The uppermost tier of Hell is now fully nobuild.
- Fixed lava being solid to props and projectiles.
- Adjusted lighting in Hell for better visibility.
- Switched map to use Halloween soundscapes.
- Fixed console exceptions generated by joining match with both teams empty.
Changelog b1 (August 10, 2025)
- Now in beta, with a few small balance tweaks and work-in-progress visual overhaul:
- Control point now unlocks after flat 60 seconds instead of set number of resurrections.
- Doubled capture time of control point (now 50 seconds for one 1x class).
- Disabled first blood on small matches (either team has 6 or fewer players).
- Increased respawn time from 3 seconds to 4 seconds.
- Added nobuilds in spawn rooms in the Overworld.
- Added 2 more small health kits to the Overworld.
- Fixed players losing carried souls when they attempt class change mid-round.
- Fixed players still being counted as alive when moved to Spectator by the AFK manager.
- Enabled Halloween mode and Gargoyle spawns.
- Added new particle effects for Hell portals and carried souls by ImAware.
- Major visual improvements and changes with textures, models, and lighting (Halloween Conversion in-progress).
Changelog b2 (August 16, 2025)
- Balance tweaks and visual improvements
- Players spawning in Hell and resurrecting are now spit into the playable area rather than placed in a spawnroom to prevent the illusion that they are in a safe area (actual safe spawnrooms are incompatible with the gamemode).
- Invuln and other boons granted on respawn/resurrect have been adjusted for the shorter walkback time from the new spawns, but are still long enough to compensate for the lack of spawnroom.
- Rogue soul pickups now spawn in Hell when the the players in Hell consist of multiple players on one team and zero on the other, to give a way to resurrect and something to do.
- Removed spawn side-exits since players no longer resurrect in spawnrooms and can't be camped.
- Added playerclips above the giant skulls in Hell.
- Fixed some decorative props being solid that shouldn't be.
- Re-added deep section of water on the flank so players can self-extinguish.
- Added nobuilds to some larger bushes to reduce ability to hide sentry guns.
- More visual improvements and set dressing.
Changelog b2 #2 (August 18, 2025)
- Playtest sub-version to sense-test a specific highly-requested change:
- If I fully nobuild all of Hell, can engineers still reliably get a kill/assist to escape?
- I've been hesitant to do this but so many people have asked in feedback I should at least try it.
- Changes from B2 in this sub-version:
- Engineers can no longer place buildings in Hell.
- A kill/assist by a player in hell now counts for gaining a soul even if the victim was not in Hell (such as via a sentry gun in the overworld).
- The splash text upon entering Hell now explicitly states that assists count for getting souls.
Changelog b3 (August 21, 2025)
- Changes retained from previous testing subversion:
- Engineers can no longer place buildings in Hell.
- A kill/assist by a player in hell now counts for gaining a soul even if the victim was not in Hell (such as via a sentry gun in the overworld).
- The splash text upon entering Hell now explicitly states that assists count for getting souls.
- More balance tweaks:
- Widened Hell's middle section and pushed spawn portals further from center, increasing runback time.
- Removed the middle (close to point) resurreciton(sic) portal, increasing average runback time.
- Resurrecting players no longer get a speed boost, increasing runback time.
- Resurrecting players now get a flat 50% overheal (125% max health) instead of regenerative overheal.
- Gaining a soul now fully heals a player. Does not occur on consecutive kills/assists, only on initial soul pickup.
- Flat 4-second respawn replaced with a 1-second respawn wave (now 7-8 second respawn timers when accounting for deathcam). This also fixes innaccurate respawn timers in the HUD.
- The "Welcome to Hell" voiceline and splash text now display only once per round.
- More visual improvements and set dressing.
Changelog b4 (August 27, 2025)
- This will be the first version of the map uploaded to the Steam Workshop
- Returned to "arena_" filename prefix
- Increased playing-to from 2 to 3 minirounds.
- Fixed some overworld rocks having poor hitboxes that allowed hiding stickybombs.
- Reverted respawnwaves from previous update, now using fast respawns again.
- Fast respawn delay increased from 4 seconds to 5 for players that were already in Hell.
- Dead players now respawn in Hell, stunned, at end of round.
- Increased invulnerability on resurrect from 2 seconds to 3.
- Adjusted teleport destinations for the anti-Eureka-Effect-abuse system to return the player.
- Added replacement announcer voicelines by HirschVA, more to follow.
- Added announcer line upon player picking up a soul.
- Added announcer line for a player who attempts to leave Hell without a soul.
- Added announcer line for a player who becomes the last player standing.
- Added announcer line that plays to players in Hell when a rogue soul spawns.
- Adjusted time thresholds for fast/finally first blood dialogue to better fit the average case.
- Additional set-dressing, visual and performance improvements.
Changelog RC1 (September 1, 2025)
- First RC version:
- Fixed an issue where a player could jump in front of an enemy's resurrection portal right when they resurrect and get themselves and the enemy both stuck.
- Resurrected two ghost pumpkins so that they are no longer ghosts.
- Added remaining alternate voicelines for the Devil from HirschVA.
- General visual improvements, polishing, and optimization.
Changelog RC2 (September 5, 2025)
- Second RC, likely last before (approximate) Halloween deadline:
- Fixed players getting stuck in resurrection portals (for sure this time).
- Fixed rare bug that added phantom numbers to the HUD for alive-player counts.
- Resurrecting players now briefly see allied-player outlines (as though they were respawning).
- Respawning and resurrecting players now have increased spawn-invulnerability if they are outnumbered 2-to-1 in their respective zones.
- Added an additional Gargoyle-spawned line for testing.
- Slightly re-weighted probabilities of Devil voicelines to slightly increase ratio of calm lines to shouty lines.
- Further improvements to visuals and performance.
Changelog RC3 (September 8, 2025)
- Third RC version, likely last unless something major comes up
- Added menu photos and mission briefing.
- Minor visual cleanup.
- Minor vscript cleanup.
- Minor optimization improvements.
Anecdotes
- La mécanique de collecte d'âmes pour retourner sur Terre a été inspirée par le comics The Naked and the Dead, dans lequel le Medic négocie des âmes qu'il a collectées avec le diable pour revenir à la vie[7].
Galerie
Références
Lors de mises à jour futures, le code pourra probablement changer de quelques lignes ou être entièrement déplacé.
- ↑ arena_afterlife/scripts/vscripts/arena_afterlife.nut:L736
- ↑ arena_afterlife/scripts/vscripts/arena_afterlife.nut:L907
- ↑ arena_afterlife/scripts/vscripts/arena_afterlife.nut:L44
- ↑ arena_afterlife/scripts/vscripts/arena_afterlife.nut:L51
- ↑ arena_afterlife/scripts/vscripts/arena_afterlife.nut:L35
- ↑ arena_afterlife/scripts/vscripts/arena_afterlife.nut:L1016
- ↑ Description de la soumission sur le Workshop
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