Sharkbay
| Sharkbay | |
|---|---|
| Basic Information | |
| Map type: | King of the Hill |
| File name: | koth_sharkbay
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| Released: | July 12, 2023 Patch (Summer 2023 Update) |
| Developer(s): | Vasilis "Billo" Chatzikostas Patrick "Zeus" Hennessy Seb "Tianes" Necula Benjamin "blaholtzen" Blåholtz Nickolas "KrazyZark" Fenech |
| Map Info | |
| Environment: | Port |
| Setting: | Daylight |
| Hazards: | Sharks |
| Map Items | |
| Map Photos | |
| Map overview | |
| Map Stamp | |
| Supporters Leaderboard | |
| “ | Sharkbay is a king of the hill map set on a port filled with sharks. Fight with your team in order to capture the point and take over the ship in the center of the map!
— Sharkbay publicity blurb
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” |
Sharkbay is a community-created King of the Hill map that was added with the Summer 2023 Update. It takes place in the harbor in New York, USA, with the main control point being on a boat named Iron Inkwell from Brisbane, Australia, docked between RED and BLU's wharves. A local newspaper seen on the loading screen, as well as various in-game signs, advertise an increased abundance of shark sightings in the area. There are various seagulls flying around the map.
Sharkbay was contributed to the Steam Workshop.
Contents
Locations
- Dock: The spawn room and the area immediately outside of it. The spawn room itself contains an aquarium with a shark swimming in circles.
- Wharf: The building between the Dock and the Iron Inkwell.
- Transfer: The way between the team's Wharfs and flank to the stern of the Iron Inkwell, contains a medium health kit and ammo pack.
- Gangway: The upper doorway has a gangway for walking out on to the ship's cabin, and the lower doorway leads to a wider gangway for boarding.
- Iron Inkwell: A freighter with the control point on its deck.
- Harbor: Shark-infested water.
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: N/A |
Control Point timing
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Update history
July 12, 2023 Patch 1 (Summer 2023 Update)
- Added Sharkbay to the game.
- Fixed the flying boat.
- Removed collision from seagulls.
- Updated Map Stamp icons.
Changelog
- Updated a Few Health/Ammo packs. One small Health pack now is a medium one and one full ammo pack is now a medium one. I also deleted one medium ammo pack on the blu side which I forgot to delete before A1 release.
- added patches to all Packs.
- Made the death pit on the port more obvious that it kills you by adding duct tape around it and A sign.
- added light to a small room that was kinda dark before.
A2 Changelog (November 10, 2018)
- mid was remade from the start. ( more in the notes below )
- a new design for the ship was made
- fixed a few issues with the map.
A3 Changelog (November 17, 2018)
- Added some windows to the building close to the ship which has this big balcony. only 1 of the windows is open.
- The third route to the point was slighly changed.Now it looks better and there are no major sightlines from there.
- Light was added to some dark areas.
- the ship's "roof" got moved down a little bit , so as to make it easier for classes as scout to jump up on. ( i dont think making it available for all classes a good idea - even if i have a nobuild up there )
- Finally, I fixed a few more issues like a small sightline that was under a prop that the other team could neither predict nor react at all. ( since it wasnt visible ).
A4 Changelog (November 20, 2018)
- the control point's trigger is now smaller. ( as big is the cover around it approximately)
- Fixed a small lighting problem with a door.
- And a change that I may regret but because we are still in alpha and I heard many people saying that the ship needs some more attention......-
- made it possible to go on top of the ship ( on the high ground when previously only soldier , demo and scout was able to go ) accessible to all the classes. ( you have to climb those 4 blocks to get up there though.)
A5 Changelog (November 22, 2018)
- made the cover around the control point shorter.
- the sniper balcony cover was changed a little so the sniper can actually look around more and sniper people easier.
(Dont forget these changes here are temporary. If i see that the sniper is now OP i will probably go back to the previous version)
A6 Changelog (November 24, 2018)
- the capture point was sped up ( based on feedback and now hopefully recapturing the point will be 10 times easier and quicker. the point has the same capture rate as viaduct when previously it took like 22 seconds for 1 person to capture now it should take 8 seconds)
- adjusted the duct tape around the point so as to match the trigger better.
A7 Changelog (November 25, 2018)
- reduced the ammo packs around mid ( to hopefully nerf those engineers )
- removed the ability as any class to get up to the ship. now only scouts, soldiers , pyros , demomen and maybe some really clever engineer will be able to do it.
A8 Changelog (December 14, 2018)
- the cover around the point is smaller now. ( i cant make it any smaller because the snipers will be able to snipe people from the main entrance and nobody wants that )
- did a small change to the ship - the ramps that lead you to it are different
- made the patch on the ship smaller lol
B1 Changelog (January 18, 2019)
- The whole map got textured. apart from a building in the center which I have to idea what to do yet.
- Blue side is almost fully detailed.
- Added Sharks to the map ( hopefully people will stop complaining that there is no shark in sharkbay lol )
- added more clipping
- added some soundscapes to the map.
- added 3D skybox ( not 100% done either )
- More details around the map were added.
B2 Changelog (Febuary 16, 2019)
- I re-themed , and detailed the map all over again. ( more about that on the notes below )
- Improved optimization and clipping.
B3 Changelog (March 10, 2019)
- Detailed the map a lot more.
- added details on areas outside the walkable space. ( this will help in the next version when I add a better 3D skybox)
- added a new shark aquarium for Red team ( now both teams are equal )
- optimized the map a little more and made the fps higher ( I tried replacing a few props with brushes , and more props now fade out when you are out of their view.
- Now for the second time every class can get on top of the ship ( its an experiement again but since people complain its way too hard to attack the point and for some reason nobody goes to the ship flank for health and ammo this might help the sittuation. If not I will just revert it back )
B4 Changelog (May 7, 2019)
- Detailed the map a lot more
- improved the fps overall
- added more lighting around the map
- even more detailing ( outside the playable space ) ( I added a small easter egg somewhere in the map its on the blue side inside of something see if you can find it )
- added the cow announcer back close to the point inside a building.
- Changed the Red shark aquarium a bit so it can fit to the new red spawn
B4a Changelog (May 10, 2019)
- Increased the time needed to cap the point ( reverted it back )
- fixed the long sightline from cp to lobby
- lowered the ship that every class can jump on top even heavies from both the steps on top of the ship and from the small brick walls close to the control point
- changed a few things based on feedback.
B4b Changelog (May 12, 2019)
- I packed the map correctly this time
- clipped a small area
- fixed the crate collision
B5 Changelog (June 25, 2019)
- changed the control point area a bit in order to make it less of an ideal place to stay on and to be more exposed.
- the control point capture area is smaller as well.
- more detailing around the map.
- began making the 3D skybox.
B6 Changelog (July 6, 2019)
- Bill : In this version:
- The ship saw a new design for the upper area of it mainly , to make it easier to model the ship prop for the upcoming version.
- Done more detailing and feedback quested stuff. (such as adding pipes, moving the frog to the shark aquarium , a new spectator camera overlooking the point for a better view of what is happening etc )
- The Full healthpack on the ship was changed to Medium and the small pack near the point to a medium as well.
- Continued making a 3D skybox which is not done but it's getting there.
- Fixed a few bugs with the map and made the compile take less time. Previously it took around 8 mins with both options on Normal. Now it takes around 5 mins.
B6a Changelog (July 20, 2019)
- I fixed some stuff
- added the ship. lol
B7 Changelog (November 13, 2019)
- The whole map was fully detailed.
- A 3D skybox was Added.
- changed and fixed a few stuff based on feedback
v2a1 Changelog (May 10, 2020)
- the point is now on the ship instead of on the port.
- the building on mid has now 2 floors and can be used for flanking and getting on top of the ship, something new I believe for tf2
- there are more height differences overall to the point area.
v2a2 Changelog (July 16, 2020)
- Fixed a part of the water not killing the players.
- Blocked off the fuckhouse ( now there is a small "hole" which has ammo that you can hide into but it's really small)
- made the point area smaller
- completely remade the interiors , the spawns and one of the routes leading to the point.
- Remade the lighthouse detail based on feedback
- Added some details around
- Fixed the shark not working
- The map is packed this time around lol
v2a2a Changelog (July 20, 2020)
- added more cover around mid
- added more cover on the boat
- tried to break some annoying and long sightlines
- blocked off one route from the lobby that connects to the same area as another route ( to simplify the layout )
- changed some health/ammo packs a bit.
- removed the medium ammo pack from the boat.
- added lamps and lighting to catch player's eyes to certain parts of the map. Such as the point and the mid building with the health pack.
- changed a few other things based on feedback.
v2a3 Changelog (August 7, 2020)
- Toned down the height verticality around mid.
- Added 1 new way to get into the ship ( near the mid building )
- Tweaked the Health and Ammo placements and sizes.
- Added more clipping around the map.
- Fixed a few stuff based on feedback
- Added more light around mid.
Pre-beta v1 Changelog (August 25, 2020)
- added more sharks
- added more detailing
- small changes here and there
- changed some packs
- general improvements
- added more lighting
Pre-beta v1a Changelog (August 26, 2020)
- Packed the map ( correctly this time )
- Moved the ship's small health pack a bit further back away from the cover
- Added more cover and small places to hide so spies can maneuver around the map easier
Pre-beta v2 Changelog (September 11, 2020)
- Moved the ship 64 hammer units lower. So now it's half the height as before.
- Made the midbuilding more open from inside.
- added more clipping
- added more lighting
- extended the cap zone on the ship
Pre-beta v2a Changelog (September 25, 2020)
- Added more clipping
- added more lighting
- Changed a few things based on feedback
v2b1 Changelog (Febuary 1, 2021)
- Detailed most of the map ( Around 80%)
- Added more clipping
- Added more lighting
- Extended a part of the ship up by 64 hammer units based on feedback.
v2b2 Changelog (Febuary 18, 2021)
- Detailed the Entire map ( expect the boat , waiting for a model )
- Soundscapes
- 3D skybox
- Improved lighting
- Fixed some problems
- Changed a few stuff based on feedback such as the brick textures
- Changed the shark model to the agent gun one.
- More clipping all around.
v2b3 Changelog (Febuary 22, 2021)
- The boat is a model now created by Krazy
- Most props fade away after a distance in order to improve fps
- More clipping and optimization
- Changed the sky and fog colors to match better.
- Added cubemaps
- Made the skybox with the playable space look seamless
- Removed the highground in the front of the ship because it opened new and powerful sightlines
- Other general fixes and Improvements
v2b3a Changelog (Febuary 22, 2021)
- The boat is a model now created by Krazy
- Most props fade away after a distance in order to improve fps
- More clipping and optimization
- Changed the sky and fog colors to match better.
- Added cubemaps
- Made the skybox with the playable space look seamless
- Removed the highground in the front of the ship because it opened new and powerful sightlines
- Other general fixes and Improvements
v2b4 Changelog (March 1, 2021)
- More detail on the ship. ( Added props , stains etc )
- Fixed not being able to build on the boat.
- Changed some wooden textures to fit more
- Changed some things based on feedback such as removing the big city sign from each courtyard, getting rid of the fish etc
Special thanks to: MegapiemanPHD Defcon Erk For giving me tons of feedback on this version.
- Added more detail and easter eggs around the map
- Replaced the Red's side garage detailing area with natural terrain so as for the area to make more sense.
- Tweaked the lighting in some areas.
v2b4a Changelog (March 5, 2021)
- Remade the spawn for both teams
- Changed the Health and Ammo placements inside the warehouses
- General fixes, clipping and changes based on feedback.
v2b4b Changelog (March 6, 2021)
- Changed the shark cage textures
- Made some changes based on feedback
- Improved the fps
- Replaced the brush crates on spawn with normal props
- Replaced the rope with chains on the ship
v2b5 Changelog (March 6, 2021)
- Remade both spawns from the ground up
- Changed the spawns' position so as to make the players head to all directions a lot better and hopefully more players will get to the point this way.
- More detailing was added
- Clipping and fps improvements.
- Fixed an exploit where players could get out of the map.
- Added more sound effects
- General fixes and improvements based on feedback.
v2b6 Changelog (March 22, 2021)
- Changed the layout of the warehouse interiors to direct the players to the point rather than the flank
- Added a few new teleporter spots. If needed more will come
- Done some changes based on feedback.
v2b6a Changelog (March 25, 2021)
- Detailed the map a lot more
- Added more clipping around the map
- Changed a few things based on feedback
- Added more easter eggs around the map. (one of which is a pickaxe and a miner's helmet which is a reference to Termine a video game my team and I recently released. You can find it on gamejolt and itchio)
- Tweaked the lighting a bit
RC1 Changelog (July 19, 2021)
- Replaced the sharkcages detail with actual props now (Made by Zeus)
- Made the map brighter
- lightened up some dark areas
- Fixed some clipping issues
- Moved the small boat where sharks are circling around it, somewhere more visible
- General changes and improvements
RC2 Changelog (September 21, 2021)
- Improved the fps around mid (changed a few models to fade out quicker, moved the small boat with the sniper and heavy somewhere more hidden so the CPU doesnt have to draw 2 extra sharks and eat fps)
- Improved clipping a bit
- Fixed a sign clipping through a wooden beam
- Added more detailing outside Blu's spawn
Trivia
- Appearing on the boat docked out in the Harbor, Orca is the name of the shark hunter boat in the movie Jaws.[1]
- Underneath a bridge in the distance, a Heavy and a Sniper can be seen scared in a rowboat surrounded by sharks.
- This map features a unique sign warning others of shark attacks in the area, which updates with each death to the sharks.
- There are several frogs hidden around the map.
- The Iron Inkwell uses the Tide Turner as its steering wheel.
- There is a bathroom in the RED Wharf, one for hat-wearing moustached men and one for Hatless Commoners. Behind the door for the hat-wearing moustached men is a wooden cutout of a cow wearing a Safe'n'Sound. Behind the other door are toilet stalls, one of which contains a frog.
Gallery
References
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