Emerge
Emerge | |
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Basic Information | |
Map type: | Payload |
File name: | pl_emerge
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Released: | December 7, 2023 Patch (Smissmas 2023) |
Developer(s): | Jess "Muddy" Dabbs Joe "FruitySnacks" Radak Freyja Minty "Katsu! :3" Aulenrose |
Map Info | |
Environment: | Alpine |
Setting: | Daytime, sunny |
Hazards: | Pitfalls, Payload Cart explosion |
Map Items | |
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Map Photos | |
Map overview | |
Map Stamp | |
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Supporters Leaderboard |
“ | Take the fight to the Alaskan wilderness in this compact three-point Payload map!
— Emerge publicity blurb
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” |
Emerge is a community-created Payload map that was added with the Smissmas 2023 update. It takes place in an industrial complex in Alaska, USA.
Emerge was contributed to the Steam Workshop.
Contents
[hide]Locations
Checkpoint A
- BLU's First Spawn: BLU's initial spawn has three doors; one behind the cart, one on the catwalk directly above the cart, and one on a drop in front of the cart. It also has two resupply cabinets; one near the door behind the cart and one near the drop door.
- First Yard: The initial open area of the map. A structure on its center serves as support for a simplistic catwalk that connects the BLU spawn and the Choke Building's second floor.
- Choke Building: A two-story building that the cart must go through. On the BLU side, it can be entered through the cart's entrance (and its adjacent door), through the catwalk, and through a door on the far left. On the RED side, it can be entered through the cart's exit, through an open window on the second floor to the far left, and through a side door with some tracks leading to a dead end on the right.
- Second Floor: The second story of the Choke Building provides quick access to the second BLU spawn.
- Second Yard: The second large open area of the map, found within it are the Ramp and the Shortcut.
- Ramp: After traversing the Choke Building and the Second Yard, the cart reaches a wooden ramp that hoists it up to the first checkpoint. The ramp is not steep, so the cart does not roll back immediately if left unattended, and has a small health kit under it.
- Pipe Flank: A flank route located behind the building that is adjacent to the Ramp. While the first exit takes players to just past checkpoint A, the route keeps going, eventually meeting BLU's third spawn.
- Grate Room: The first exit of the Pipe Flank; it is a room with metal grating as its floor, located slightly behind checkpoint A.
- BLU's Second Spawn: A big room that becomes active if BLU manages to capture A. It has two doors, one inside and one outside the Choke Building (left and right when viewed from within the room, respectively), with a nearby resupply cabinet each.
Checkpoint B
- Stairs Room: Found to the left of point A is a building that offers the quickest route between checkpoints A and B.
- Arch: A narrow passage under a building's arch that the cart must go through after passing the first checkpoint. It is adjacent to the Grate Room.
- Third Yard: The third large open area of the map.
- Tracks Building: A building sheltering part of the tracks in a short corridor.
- Observation Deck: Connected to the Tracks Building via a flight of stairs is a room with a big opening overseeing the Third Yard.
- Stairs Flank: Another set of stairs, this time leading out of the Observation Deck, which connect to the Warehouse's interior and, eventually, to the RED spawn.
- BLU's Third Spawn: BLU's third spawn becomes active if they manage to capture B. It has two doors and two resupply cabinets.
Checkpoint C
- RED's Spawn: RED's only spawn has three doors, two facing one another, and one with a resupply cabinet near it.
- RED's Courtyard: The sheltered area immediately outside of RED's spawn.
- Entry Yard: Behind checkpoint B is a bit of open space located next to the Warehouse. A door on the right leads to the Warehouse's catwalk where the Stairs Flank is also connected to.
- Warehouse: A large spacious building through which the cart goes through, it contains a large ammo pack and a small health kit. Adjacent to its left side (when viewed from the perspective of the cart) is the Corridor.
- Corridor: A long and narrow enclosed passage that takes the cart to the final yard. Within are a few crates providing some cover for the players entering with the cart.
- Shortcut: On one end of the Corridor is an opening in the wall that leads directly to the Second Yard, facilitating RED quick access to the first checkpoint. The opening is closed down after checkpoint A gets captured. Located next to the opening is a bucket elevator attached to a nearby building.
- Final Yard: The final open area of the map, it can be found right next to the Pit.
- Pit: The hole in the ground that the cart must be thrown into for BLU to win. Connecting the two ends of the Pit is a small wooden plank. Once the cart gets pushed in, it hits the plank during its fall and snaps it in two, destroying the improvised bridge and taking the large health kit (as well as any players unlucky enough to be crossing at that moment) down with it.
- Veranda: A slightly elevated platform accessible through RED's Room with an overview of the Final Yard and a long sight line of the Corridor located behind the Pit.
Strategy
Main article: Community Emerge strategy
![]() | “Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Update history
December 7, 2023 Patch (Smissmas 2023)
- Added Emerge to the game.
- Updated
pl_emerge
to fix missing.nav
file.
- Fixed some malformed geometry in Blu's first spawn.
- Fixed unintentional perch point just outside Blu's(sic) first spawn.
December 11, 2024 Patch (Smissmas 2024)
- Switched on the cart light.
- Fixed Red players being able to sit on the edge of an exit of Blu's starting spawn.
- Fixed some doors showing incorrect textures.
- Fixed the final capture point displaying an incorrect string.
- Fixed the map occasionally playing incorrect ambient sounds.
- Minor visual and performance tweaks.
Unused content
- In the map files, there is another character drawing similar to the two that are hidden in the map, however it is not featured anywhere in the map itself.
Trivia
- A Tux can be seen under the stairs in BLU's first spawn.
- In the skybox and outside of the normal view is a frog's head coming out of a rock formation.
- On a wall of the second floor of the first building the car must go through, near the Auto-Borax sign and hidden behind a crate, is a drawing of one of the map creator's characters.
- On a wall near BLU's third spawn behind an orange generator is a drawing of the other map creator's character.
- Inside the wooden structure supporting the bridge above the cart's starting position are three Jimi Jam mascots painted on one of the walls.
- Behind the Maintenance doors next to the cart's starting position is a hidden room, lit by candles and braziers, containing four regular ghosts, the ghost of Zepheniah Mann, and a picture of the cat "Muji" ("2012 - 2022"). Muji was the family cat of one of the map's creators, Muddy.[1]
Gallery
References
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