Enclosure

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Enclosure
Enclosure main.jpg
Basic Information
Map type: Payload
File name: pl_enclosure_final
Released: October 20, 2017 Patch
(Jungle Inferno Update)
Developer(s): Michał "AsG_Alligator" Byczko
Aeon "Void" Bollig
E-Arkham
PEAR
Stiffy360
Andrew "Dr. Spud" Thompson
Fuzzymellow
Maxime Dupuis
Freyja
Ivan "Crowbar" Sokolov
Map Info
No. of Stages: 3
Environment: Jungle, industrial
Setting: Daylight, sunny
Hazards: Whitewater, Raptors,
Tyrannosaurus rex,
Pitfalls, Crushing
Deep Water: Yes
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×12  •  Mediumhealth.png ×24
Ammoico.png Ammo Boxes: Smallammo.png ×7   •   Mediumammo.png ×16   •  
Largeammo.png ×10
Map Photos
Loading screen photos.
Map Overview
Enclosure overview.png
Map Stamp
Item icon Map Stamp - Enclosure.png
Supporters Leaderboard
Welcome, to Charles Darling's Triassic Preserve!
The past - today!
Enclosure publicity blurb

Enclosure is a community-created, three-stage Payload map released during the Jungle Inferno Update. The map depicts certain enclosures and facilities of Charles Darling's Triassic Preserve. Mr. Darling's finest exhibits include Pteranodon, Brachiosaurus, Triceratops, Velociraptor, and Tyrannosaurus rex in lush environments.

A portion of the money made from the sales of the Jungle Inferno Campaign Pass goes to the authors of the map.

Enclosure was contributed to the Steam Workshop.

Triassic Preserve's Dinosaur Enclosures:

Locations

The BLU team must push the cart through three stages, past major facilities and main attractions of Triassic Preserve.

Aviary Gate 03 (Stage One)

  • Hydroelectric Plant – BLU Base
  • Pteranodon Aviary/Ramps
  • Chasm (separates left flank route) (Pitfall/White water)
  • Service Hall (an important flank for both sides: for RED to get behind the Cart, and for BLU to get behind the defense in the Observation Room)
    • Ramps Gate (flank to Ramps)
    • Gate A (flank to Capture point (A))
    • Cage (flank to Observation Room)
    • Fan Exit (unlocks with Capture point (A))
    • High Hide (one-way gate up stairs: high flanks to the Observation Room and Restricted Area, overlooks the Amber Mine Battlements, and route to the Catwalk)
  • Capture point (A) "Aviary"
  • Aviary Gate 04 (exit from Aviary)
  • Observation Room
  • Restricted Area (flank between Observation Room and Amber Mine)
  • Amber Mine (Hammond’s Amber Mining Co. sorting buildings)
Battlements: Catwalk (BLU) / Sorting Shed (RED)
  • Capture point (B) / Final point – Amber "Mine Entrance"
  • RED Base behind Sorting Shed

Security Station 02 (Stage Two)

  • Amber Mine – BLU Base
  • Stream (White water)
  • Trail (self-interpretive flank to Triceratops Enclosure)
  • Brachiosaurus Enclosure / Security buildings
  • Capture point (A) "Security Station" - forward RED Spawn
  • Control Room flank that unlocks with Capture point (A)
  • Pipeline (duck under)
  • Triceratops Enclosure (flank)
  • Goldbloom Room controls the corner flank past the Triceratops
  • Wood Structure (track)
  • Lean to (roof/flank)
  • Capture point (B) / Final point – "Boathouse" & Freeman Airboat Tours
  • RED Base inside Goldbloom Boathouse

Holding Facility Gate 01 (Stage Three)

  • Goldbloom Warehouse – BLU Base
  • Raptor Enclosure (Raptors)
  • Maintenance Shed (note: surfable walls)
  • Capture point (A) "Raptor enclosure"
  • Gate 01 opens with Capture point (A), closes with Capture point (B),
  • Sector 6
    • RED spawn shortcut to Sector 6: closes with Capture point (A)
    • Forward BLU Spawn at Sector 6: opens with Capture point (B)
  • Capture point (B) "T. rex enclosure" (closes Gate 01) (Crushing)
  • T. rex Encounter, final combat area
  • Final point – "T. rex"
  • RED Base inside Hatchery

Strategy

Main article: Community Enclosure strategy

Changelog

This is the changelog of the map before it was added to the game.
Changelog:

Jul 14 @ 9:28am
>Stage 1

  • Cut down on size of OOB areas in aviary bit, and second half of the stage.
  • Added occluders in several places.

>Stage 2

  • Redesigned last point building of stage 2.
  • Added occluders in several places.

>Stage 3

  • Added occluders in several places.
  • Removed bunker interior from play area.
  • Added sightline blocker to the upper exit from starting building.

>Cut down on static props across all stages.

Jun 29 @ 9:48am
>Overall

  • Replaced borneo assets with E* Arkham's and Pear's foliage models.
  • Hopefully fixed displacement seams popping up here and there.

>Stage 1

  • Added a few pickups in initial area.

>Stage 2

  • Changed water in out of bounds area behind red spawn to 2fort_expensive
  • Fixed lighting on several props.

>Stage 3

  • Changed water behind blu spawnroom to 2fort_expensive
  • Added some detail to the interior of the bunker.
  • Replaced a displacement fallen tree in initial area with a fallen hollow tree model.

May 27 @ 5:15am
>Overall

  • Optimized a number of assets (decreased polycount and added LOD's to some models).
  • Fixed issues with cart getting stuck on rolling back and causing mini* earthquakes when it went up or down a slope.
  • Removed EOTL round start tune.

>Stage 1

  • Slightly increased RED respawntime.

>Stage 3

  • Fixed RED not being able to leave their spawn.

Apr 27 @ 1:20pm
>Stage 1

  • Several visual changes to out of bounds areas in this stage.

>Stage 2

  • Changed the entrance door to security station building.

>Stage 3

  • Changed several out of bounds areas.

>Skybox

  • Added some buildings to the skybox.

>Overall

  • Removed all Mayann pack assets.
  • Replaced all mayann palm trees with ones made by Void and Stiffy (thanks guys).

Apr 20 @ 7:37am
>Stage 1

  • Removed cage crane room route (it is now an out of bounds area).
  • Updated aviary model.
  • Added a new route to second point outdoor area.

>Stage 2

  • Changed initial area to get rid of sniper sightlines into blu spawn exit.
  • Added stairs to the roof of the boathouse.

>Stage 3

  • Several changes to final point area that will hopefully mitigate engie spam issue.

Mar 31 @ 12:18pm

  • Shortened stage 1
  • BLU now spawns in the generator room.
  • Area with the truck is now out of bounds.
  • Added a passage between concrete tunnel and cage unloading room.
  • Moved setupgates to the entrance to the aviary area.

Mar 12 @ 9:29am

  • Removed rock spire from out of bounds area in stage 1, extended unclipped area out to the edge of the waterfall.
  • Added multiple areaportals and hint brushes in all stages to improve performance.
  • Replaced electric fence in stage 3 with a solid wall to split up areas and prevent whole stage from rendering at once.

Mar 10 @ 12:28pm

  • Fixed several func_brushes tied to func_areaportalwindows being solid.

Mar 10 @ 8:30am

  • Changed all displacement rock textures.
  • Fixed multiple displacement seams.
  • Fixed glowing waterfall models.
  • Added missing nobuild area on one of buildings in stage 2.
  • Added occluders to several areas.
  • Replaced brush spawn truck in stage 1 blu spawn with a custom model.

Mar 2 @ 3:34pm

  • Fixed incorrect sun position.
  • Added nobuild zones on rooves in stages 1 and 2.
  • Fixed light leaks in several spots.
  • Toned down the volume of waterfall sounds in aviary soundscapes.

Feb 17 @ 5:52am

  • Added lamps to several darker areas of the map.
  • Replaced brush electric fence pylons with models.
  • Added a building covering rightmost BLU spawn exit from snipers on cliff path in stage 2.
  • Fixed a bunch of props being dynamic instead of static
  • Removed excess teamspawn points and some sprites to cut down on edicts.

Jan 31 @ 8:45am

  • Recompiled the map to fix missing LDR lighting.

Jan 30 @ 7:49am

  • Changed skybox texture and lighting to that of tc_hydro
  • Moved/added/removed some foliage from areas around the map.
  • Fixed a bunch of light sprites not working.

Update history

October 20, 2017 Patch #1 (Jungle Inferno Update)
  • Added Enclosure to the game.

October 23, 2017 Patch

  • Fixed various errors related to textures.

November 17, 2017 Patch

  • Fixed a buildable area in BLU spawn for stage 1.
  • Updated materials for foliage props.

May 17, 2018 Patch

  • Fixed players being able to get stuck in closing dropdown door in stage 3.
  • Fixed missing team filter for small resupply room in stage 3.
  • Removed unnecessary env_wind entity messing with env_dustmote entities

June 26, 2018 Patch

  • Updated pl_enclosure_final to fix a displacement hole in stage two.

March 20, 2023 Patch

  • Updated pl_enclosure_final to fix an exploit that allowed players to get out of bounds.

July 12, 2023 Patch #1 (Summer 2023)

July 18, 2024 Patch #1 (Summer 2024 Update)

  • [Stage 1] - Moved A point within the gate building.
  • [Stage 1] - Added stairs for access to the balcony overlooking the final point area.
  • [Stage 1] - Added more cover along the initial aviary area.
  • [Stage 1] - Removed the catwalk connecting the wooden tower with the oneway door and the balcony area.
  • [Stage 1] - Tweaked the layout of the tunnel section.
  • [Stage 1] - Wooden tower is now connected to a new catwalk inside of the gate building.
  • [Stage 1] - Reworked RED spawn so it now has two exit doors.
  • [Stage 2] - RED now has a 2nd spawn exit leading outside along the water to where the airboats are parked.
  • [Stage 2] - Airboats and their dock are now accessible.
  • [Stage 2] - Removed the elevated platform RED had within the building, replaced with a tall piece of cover instead.
  • [Stage 3] - Added a wall and extra stairs on the right side leading up to the catwalk around the raptor pit.
  • [Stage 3] - Added a large cliff narrowing the whole area on the left side of the raptor pit.
  • [Stage 3] - Added an extra entryway on the left side of the final point building and a dropdown to floor level within.
  • [Stage 3] - Added a jumping class vent from next to B point area into the upstairs area of the final point building.
  • [All Stages] - Allowed building inside initial BLU spawns.
  • [All Stages] - Visual improvements to a lot of places, a few new assets.

July 25, 2024 Patch #1

  • Fixed a clip wall blocking a dropdown in stage 3.

Bugs

Gate rendering bug in Deathcam spectate at final.
  • Rarely, while spectating, the T. rex gate can fail to render.
    • Certain objects on the map may fail to render as well.
  • Sometimes white boxes constantly appear and disappear near the player.

Trivia

  • Sharing an issue that the Jurassic Park film has to a lesser extent, none of the dinosaurs displayed in Triassic Park are from the Triassic Period. Most are Cretaceous dinosaurs, excepting Brachiosaurus making an appearance in the Late Jurassic.
  • "Freeman Airboat Tours" is a reference to Gordon Freeman, the protagonist from the Half-Life series, as well as to the chapter "Water Hazard" from Half-Life 2, which largely consists of driving an airboat.

Gallery

Visual references to Team Fortress 2 culture:

Visual references to the Jurassic Park franchise: