Panamint
| “I built that.” This page contains information about a custom map that is not an officially released Team Fortress 2 map. All released Valve and Community-made TF2 maps can be found on the list of maps. |
| Panamint | |
|---|---|
| Basic Information | |
| Map type: | Capture the Flag |
| File name: | ctf_panamint_a18
|
| Version: | Alpha 18 |
| Released: | June 2, 2009 |
| Last updated: | April 1, 2010 |
| Developer(s): | Hannes "Hanz" Tirez, Grahame "grazr" Hinde, Alex "Rexy" Kreeger, Shmitz, Icarus, Acegikmo, III_Demon |
| Link(s): | TF2Maps.net |
| Map Info | |
| Environment: | Desert, Devtextures |
| Setting: | Sunny, Partly Cloudy |
| Hazards: | no |
| Map Items | |
| Map overview | |
Panamint is an Attack/Defend Capture the Flag map. The map features a two-stage layout where BLU is set with preventing RED's doomsday cannon from firing by delivering a manual override device to disable it. However, due to the map layout reworks of the final version, BLU is only tasked with delivering the intelligence to Stage B. The setup timer is 1 minute and 5 seconds.
The map was created as an entry for the TF2Maps.net A/D CTF and Payload Race Contest in its Alpha 17 build. It was awarded 6th place in the A/D CTF category of the competition with a score of 3.02/5.
As of March 16th 2016, Panamint's development was officially ended with the creator allowing open usage of its vmf file so long as credit was given its creators. [1]
Contents
Locations
The following locations are described from the BLU perspective.
Stage A
Point A
- BLU Spawn: The BLU team's spawn on Stage A. It leads out into three exits, the left and forward exit facing an opening adjacent to the hill and the right leading towards a flank to the control point.
- Hill: An incline leading out from BLU Spawn leading into the buildings of the upper half of the first control point. There is a ledge adjacent to this point containing a small ammo pickup. The hill leads into the main tunnel towards the first control point.
- Minecart Tracks Building: A two floor building with minecart tracks leading out of it. On the first floor there is a large ammo pickup with a staircase leading to the second floor. On the second floor there is a pathway to the gated tunnel and a balcony containing a medium ammo pickup and a bridge connected to Building "1"
- Flank: A side path leading from BLU Spawn to an upper area of the first control point. There is a ladder that leads down to the intelligence area, an opening to the "Gray Gravel Co." building containing medium health and ammo pickups, and an opening to the building surrounding the control point.
- Building "1": A large two floor building surrounding the first control point. On the first floor the first control point resides in a large empty room with a large ammo pickup hidden in the corner. A staircase leads to the second floor containing a medium health and ammo pickup and an entrance to the upper tunnel.
- Gated Tunnel: A gated tunnel that opens upon the capture of the first control point leading from the Minecart Tracks Building to the buildings surrounding second control point. In this tunnel there is a medium health pickup and large ammo pickup.
- Main Tunnels: A set of tunnels connecting the first and second control points. At the entrance there is a medium health and ammo pickup with two routes, one leading to a shorter direct forward path and a longer indirect path both leading to the second control point.
Point B
- Tracks: The area immediately outside the main tunnels with the start of a minecart track leading to the second control point. It serves as a chokepoint.
- Upper Decks: A set of connected wooden buildings composing the upper layer of the second control point. The first building is lead into by the gated tunnel with a wide opening to a wooden platform connected to the second building. In this second building there is a small health pickup and a medium ammo pickup along with two exits, one dropdown to the area outside of the second control point and another leading to a bridge connected to the "Red Mining Valley" building.
- "Red Mining Valley" Building: The building surrounding the second control point with two raised structures. On the balcony of the one connecting to the Upper Decks there is a small health pickup and large ammo pickup next to a structure with a striated entrance and exit. There is an open air wooden floor with a large metal grate giving view to the control point. On the other side of this floor there is another structure with a staircase leading down to a room with an entrance and exit connected to the control point. This room has a small health and ammo pickup.
- Cubby: A shallow building with a large opening adjacent to the "Red Mining Valley" building. It contains a medium ammo pickup.
- RED Spawn: A spawn room that serves as RED's spawn on Stage A and BLU's spawn on Stage B. It is a spawn room with an exit leading into the area directly outside of the second control point.
Stage B
Point A
- BLU Spawn: BLU's spawn on Stage B. There is garage door leading into a larger concrete spawn area for BLU with two paths, one with two exits leading toward the manual override device and another to a higher cliff edge.
- Barren Gorge: The area immediately outside of BLU Spawn, it is a large open area that leads to the first control point. On the cliff edge led to by the upper exit of BLU spawn there is a building with a high ceiling containing a small health and ammo pickup and a upper ledge. There is a ramp and lower path towards the complex surrounding the first control point and a broad raised cliff face containing a small health pickup and medium ammo pickup.
- Complex: The metal buildings surrounding the first control point. The control point lies on a raised floor with two buildings protecting it, a staircase leading toward a platform connecting the two buildings. There is a mini flank path on the lower layer leading to the control point containing a medium health pickup. On the top there is a room with a medium health and ammo pickups leading to the platform just above the point. The second building opens to a room with a medium health and ammo pickup and a hallway which leads to the a chokepoint and a path to the storage building.
Point B
- Slot Canyon: The area surrounding the second control point. There is an elevated area of terrain with rock pillars blocking edges of this zone. There is a lower path leading to the backside of the elevated terrain and a rock bridge leading directly to this region. Behind a large pillar rock there is a large ammo pickup.
- Storage building: A room leading to the second control point with two non-functional garage doors. Behind the closed garage door is a large health pickup.
- RED Spawn: A small spawn room where RED spawns throughout the match leading to the second control point and Sniper Den.
- Sniper Den: A small room higher up overlooking the second control point with two glassless windows where Sniper can snipe from.
Changelog
- Panamint is created.
June 6, 2009
ctf_panamint_a2_s1:
- Removed the ramp at cp 1.
- Added a new sentry spot for red between blu setup and cp 1 to make it easier for red to defend.
- Added a few things at cp 2 to make it easier for red to defend.
+ Started making stage 2
June 13, 2009
ctf_panamint_a3_s1:
- Changed the building with cp 1 (stage 1)
- Added the intel pedistal from Shmitz
- Added signs to show witch cp is capped/not capped
- Disabled a lot of shadows
- .. Can't think of other stuff :p
+ Working on stage 2 now, this will probably take another week or 2 weeks since I have to study for my exams. :S
June 19, 2009
ctf_pananamint_a4_s1:
No big update, since I was working on stage 2 a lot. But:
- Made the nobuild zones arround the cp's bigger
- New way into the big 'cave' between cp 1 and 2
And next version will include stage 2. :)
June 21, 2009
ctf_panamint_a5_s1:
- Intel now spawns outside the spawn.
- Tried to add some cover for blu in the beginning
- Removed a way up for red so they can't rush back to cp 1, when blu already capped it.
- Changed the spawntimes for blu and red. Blu now spawns between 2-4 seconds, red between 7-14 seconds.
June 23, 2009
ctf_panamint_a6:
- Added stage2
- Some small changes at stage1 on cp2 to make it blu a little bit easier to capture the point.
July 3, 2009
ctf_panamint_a7:
- Changed some planks to catwalks.
- Added a building in stage 1 between the building with cp 1 and the building before it for making it bit more defendable for red.
- Added a door in stage 1 that only opens when cp 1 is captured to prevent blu players passing cp 1 and running to cp 2 without cp 1 capped.
- Removed a plank at stage 1 arround cp 2 to not connect every building to another one.
- The full setup area for team blu in stage 2 is now func_respawnroom, to prevent sentries, etc in the setup area.
- Changed a the roof of an accessable building at stage 2.
- Changed another building at stage 2 arround cp 2 to give blu some more advantage.
- Added a little more cover at stage 2 for blu.
July 8, 2009
ctf_panamint_a8:
- Fixed the timer.
- Dropdown added at stage 1 cp 1 that opens when blu caps cp1. (Thanks grazr!)
- The blocked door at stage 2 blu spawn has now a big hand on it. :)
- Removed the sniperfence at stage 2 cp 2
- Added a ramp at stage 2 cp 2 at the left to make it easier for blu to attack the control point.
- Enlargened the blockzones and marked them with hazardstrips.
July 18, 2009
ctf_panamint_a9:
- Added stage 3 (for screenshots look above, 3th, 4th and 5th screen)
- Added a stair for red at stage 2 cp 2 to make it easier to defend + placed the sniperfence back for more cover for red.
July 27, 2009
ctf_panamint_a10:
- Fixed all entity bugs in stage 3, it's now ready to test.
- Added some detailling in stage 1, blu spawn + setup. (Note that a few walls are just textured but not yet detailled with props, etc.)
- Added health + ammo at the bottom of the badlands rock at 2 - 2.
July 30, 2009
ctf_panamint_a11:
-Detailled almost whole blu setup area
-Fixed the respawnwavetimes and added more time for blu at stage 2.
August 5, 2009
ctf_panamint_a12:
- Did some optimizing and seperated all the stages so, for example: You don't see stage 2 anymore while you are in stage 1. :)
- Sticked in Icarus prefab, now the entity setup is a bit cleaner.
- Changed the ammopacks at 1 - 1 to make it less sentry campable.
- Added Rexy's Doomsday Machine model: Henrietta.
August 7, 2009
ctf_panamint_a12a:
- Opened the building with the cp in at 1 - 2 and changed some ammo/health packs to prevent sentry spam.
- Fixed some nodraw bugs
- Cp 3-2 is not anymore at the ground
- Added a small building at 3 - 1 to give red a new sentry spot.
- ..
August 17, 2009
ctf_panamint_a15:
- Fixed the overtime with help from Broken: Tripod-Turret. (Thanks!)
- Basic detailled a lot of stage 1
August 23, 2009
ctf_panamint_a16:
- Changed the ammopacks at 1-1 and 1-2 (again)
- Fixed a lot of small bugs (thanks to Littleedge to find them )
- Detailled until 2-1
- Implented new console textures by Rexy.
- Playerclipped a lot of things to not get stuck anymore
- ..
October 28, 2009
ctf_panamint_a17:
- Textured almost whole map
- Added custom intel by Rexy
- Optimized the map (with thanks to Rexy for help with areaportals!)
- Added new building to stage 2 to prevent demo-jump-capturing 2-2
- ..
April 1, 2010
ctf_panamint_a18:
- Panamint turned into a collab between Mr. Hanz and grazr
- Remade S1 and S2 partly, deleted S3 because it wasn't that good (We will still use Rexy's custom models in the new S3)
Unused content
- The contest submission version of this map had a third stage which was cut and as of the final map version has was not replaced. It featured a Doomsday Cannon where BLU delivered the manual override device to disable.
- In the contest submission version of this map there are two posters for Calculated Chaos and TF2Maps found on the second stage.
A poster for the "Tree Feller 2 Million" (A Backronym of the abbreviation for TF2Maps)
Trivia
- Panamint is based off an unknown village in Panamint Springs.[2]
- Trivia related to the version of the map entered into the contest:
- The name of the Doomsday Device is "Henrietta".
- Sputnik-1, the English name of the satellite targeted by the doomsday cannon, is the name of the first ever satellite launched into space by the Soviet Union.
Gallery
References
- ↑ TF2maps Forum announcing the end of development and open usage
- ↑ TF2maps post describing the map.
External links
- Doomsday Cannon "Henrietta" Creation Thread.
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