Phoenix
Phoenix | |
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Basic Information | |
Map type: | Payload |
File name: | pl_phoenix
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Released: | July 12, 2023 Patch (Summer 2023 Update) |
Developer(s): | Evan "Defcon" LeBlanc Liam "Diva Dan" Moffitt Nickolas "KrazyZark" Fenech Neal "Blade x64" Smart Stuffy360 |
Map Info | |
Environment: | Desert |
Setting: | Daylight, Sunny |
Hazards: | Pitfall, Payload Cart explosion, Drowning, Crushing |
Pyrovision Support: | No |
Map Items | |
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Map Photos | |
Map overview | |
Map Stamp | |
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Supporters Leaderboard |
Phoenix is a community-created Payload map added in the Summer 2023 Update. It is set in a national park situated in the Badlands. RED is constructing a hydroelectric dam (located at the end of the map), which is blown up upon final checkpoint capture.
The setup timer is 1 minute and 10 seconds.
Phoenix was contributed to the Steam Workshop.
Contents
Locations
The following locations are described from the BLU perspective.
Checkpoint A (the Canyon)
- Watermill: BLU team's first spawn, having four exits out onto an area with three water features:
- Stream: BLU's left exit into shallow water towards a path up to a flank.
- Gate House: Near BLU's middle exits, the Gate House's bridge crosses fire-extinguishing water.
- Pond: A flank close to checkpoint A. BLU's right exit onto the Pond unlocks only when checkpoint A is captured.
BLU Spawn room.
- Arch: A natural arch forms the first chokepoint through which the cart passes.
- Restrooms: A deeper sheltered area behind the Car and Camper under a large jumpable Awning.
- Tunnel Gate: Opposite the Restrooms is a shortcut tunnel between checkpoints A and B that only opens when checkpoint A is captured.
- Road Tunnel: Located next to the Restrooms is an entrance to a road tunnel that leads to the Wagon Building.
RED's initial Spawn room.
Checkpoint B (the Depot)
The building enclosing RED's First spawn and checkpoint B.
- Wagon Building: After capturing the first checkpoint, cart ascends up a small incline and passes by the Wagon Building; a large wooden structure connected to the Rail Trestle.
- Rail Trestle: The wooden trestle located between the Wagon Building and the Depot is also the choke between checkpoints A and B. Stationed on it are multiple wagons.
- Pulley House: A flank building beyond the Trestle, same side as the Tunnel Gate. This gate also opens when checkpoint A is captured.
- Second BLU Spawn: Located behind the Pulley House is the Second BLU Spawn, which becomes active once checkpoint B is captured.
- Loading Zone B Gate: A gate opening when checkpoint A is captured, leading to the Loading Zone battlements overlooking the second checkpoint.
Checkpoint C (the Concrete Plant)
The location of checkpoint C. It is an L-shaped building partially built into the mountain side.
- ABC's Gate: A BLU flank positioned in the back of the Depot and overlooking the Rollback, opens when checkpoint B is captured; noted for directions to the first three points.
- Rollback: After securing checkpoint B, the cart exits the Depot and proceeds up an incline that reduces its speed by almost 50%.
- Cliffside: A flank following along a deadly pitfall from checkpoint B's Depot to checkpoint C's Concrete Plant. Located on the left side of the Rollback zone.
- Silos: Positioned in the middle of the Cliffside flank is a group of Silos hanging over the cliff, with a medium health and ammo pack next to them.
- Concrete Plant Entrance: The cart enters the Concrete Plant through a wooden side-structure located next to BLU's third spawn.
- Third BLU Spawn: Once checkpoint C is captured, BLU's spawn is moved to a room located on the left side of the Concrete Plant Entrance.
Final Checkpoint (the Dam)
The final point is located at the base of RED team's hydroelectric dam. To capture the last checkpoint, BLU must push the cart onto a giant inclined elevator. After reaching the top, the lift plummets to the bottom, crushing any players caught in its way before exploding and destroying the dam.
- Concrete Plant Balcony: The side of the Plant facing towards the Hydroelectric Dam has a long wooden terrace that stretches the entire length of the building. One of its ends leads to the BLU Battlements.
- Machinery Shed: Just before the cart boards onto the Lift, it passes by a small shed on its right containing large health pack.
- Lift: The inclined elevator that takes the cart to the final checkpoint. It mostly resembles a flat, rectangular platform, with the exception of an semi-enclosed operator cabin in its upper right corner. To push the Lift up, at least a single BLU member needs to ride on it. If the Lift is left unattended for even a moment, it begins sliding back down.
- BLU Battlements: Positioned on the left side of the Lift are a set of buildings connected to the Concrete Plant's balcony, typically occupied by BLU.
- RED Battlements: Meanwhile, found on the Lift's right side is a single small shack, as well as some other structures, located right in front RED's final spawn. The two battlements are connected via a narrow bridge that passes over the Lift's tracks.
- Second RED Spawn: After checkpoint B is captured, RED team's spawn is relocated behind the RED Battlements.
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
- Added Phoenix to the game.
- Fixed missing materials.
- Fixed various physics props obstructing the Payload cart.
- Increased Red respawn wave time on D from 8 to 9.
- Fixed projectile collision bug around the Payload elevator track.
- Fixed a case where the Payload cart could get stuck at the base of the elevator.
- Various clipping fixes.
- Various visual fixes.
- Reduced Blu respawn wave time on A and C from 5 to 4.
- Increased Red respawn wave time on A and C from 6 to 7.
- Rollback zone on C now reduces the Payload push speed by 50%.
- Locked door connecting B and C now opens when A is captured instead of B.
- Added a failsafe to prevent a case where the Payload cart could get stuck at the base of the elevator finale.
- Various visual fixes and adjustments.
- Various pickup size adjustments.
- Various clipping adjustments.
- Performance improvements.
- Updated checkpoint names.
July 18, 2024 Patch 1 (Summer 2024 Update)
- Updated
pl_phoenix
to fix localization issues.
Changelog
Changelog (May 19, 2023)
- Minor visual fixes
- Continued detail pass
- Increased RED respawn wave time on B from 8 to 9
- Fixed players getting stuck in the one-way door on B
- Fixed RED players spawning inside their first spawn door trigger
- Increased time added when B is capped from 180 to 240 seconds
- Added a delay before BLU’s second spawn activates after B is capped
- Reduced RED respawn wave time on C from 7 to 6
- Added a ramp to the top of the dam running parallel to the payload elevator track
- Payload elevator speed now scales with the number of players capturing
- Expanded payload elevator dispenser radius to cover the entire platform
- Changed payload elevator announcer VO to only play once per round
- Added new finale explosion sequence (work in progress)
- Reduced RED respawn wave time on D from 9 to 8
- Fixed the round ending if the payload cart is pushed onto the elevator in overtime
- Fixed players who captured C mistakenly receiving credit for capturing last
- Fixed a case where the payload cart could separate from the elevator
- Fixed players getting stuck inside the payload elevator control booth
- Fixed stickies sliding off bridge over the payload elevator
- Fixed the payload cart light being permanently enabled
- Various pickup size and placement adjustments
- Various clipping fixes and adjustments
- Various visual fixes and adjustments
Unused content
- There is a cutout texture based off KrazyZark's character, one of the map authors, in the map files.
- Located inside the walls of the Concrete Plant Entrance is a hidden room only accessible via
noclip
, showing wooden cutouts of Soldier and Demoman having beer together.
Gallery
Sign with the hotline number of 666 and a hanging corpse, similar to the one featured in Meet the Sniper.
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