Pier

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Pier
Pl pier.png
Basic Information
Map type: Payload
File name: pl_pier
Released: December 3, 2020 Patch
(Smissmas 2020)
Developer(s): Neal "Blade x64" Smart
Benjamin "blaholtzen" Blåholtz
Erik "Colteh" Coltey
Liam "Diva Dan" Moffitt
donhonk
Andrew "Dr. Spud" Thompson
Thijs "Evil_Knevil" Van Gerrewey
Juniper
Nassim "NassimO" Sadoun
Damian "Populus" Błaszczyk
Kevin "Ravidge" Brook
Tim "SediSocks" Brown Lees
Sky
Al "Square" Rodgers
Aeon "Void" Bollig
Zoey Smith
Map Info
Environment: Beach, Commercial, Park, Ports
Setting: Nighttime/Island Town
Deep Water: Yes
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×13  •  Mediumhealth.png ×14  •  
Largehealth.png ×1
Ammoico.png Ammo Boxes: Smallammo.png ×2   •   Mediumammo.png ×17   •  
Largeammo.png ×10
Map Photos
Loading screen photos.
Map overview
Pier overview.png
Map Stamp
Item icon Map Stamp - Pier.png
Supporters Leaderboard
BLU has discovered that RED has purchased a shipment of fireworks for a show when the pier is completed. Taking advantage of the situation, BLU plans to escort a bomb cart to demolish a significant portion of the roller coaster using the fireworks to cover the inevitable explosion.
Pier publicity blurb

Pier is a community-created, single-stage Payload map with five checkpoints. It was added with the Smissmas 2020 update. The course starts at a base in tropical caves and progresses through coastal communities, beaches, canals, and docks to an amusement pier with BLU's target, a wooden roller coaster.

If BLU team is able to push the cart up the roller coaster hill at the end to trigger the explosion, the sky is filled with fireworks, which use sounds from the Summer Camp Sale Noise Maker.

Pier was contributed to the Steam Workshop.

Locations

Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.

Checkpoint A (Town Bridge)

  • BLU Spawn: A large spawn area with three exits. There are two corridors; one leads to two ground exits, while the other is a staircase with a single exit high above the cart's starting position. The BLU spawn also contains a secret dance room.
  • Cart start: The cart starts in front of BLU's middle-lower spawn. To reach the first checkpoint, the cart has to move through open ground, go by the beach, pass through the Cliff and then climb up a short incline.
  • Bikini Beach: Running parallel to the cart tracks is a wide-open beach on the right side of the tracks. The Beach spans from BLU's spawn to the buildings adjacent to the Cliffs. On the Beach are a medium health kit and some ammo packs.
  • Cliff: Separating the Beach area and the second checkpoint is a tall stone cliff with an even top.
  • Tunnel: Dug through the Cliff is a large tunnel through which the cart passes on its way to checkpoint A.
  • Caverns: There is a small cave system on the Cliff's left side (when viewed from BLU spawn). The Caverns have single entrance, located at the base of the Cliff, which then branches out into two more caves. One of the caves leads to the top of the Cliff, while the other cave leads to the Minivan Parking Space.
  • Minivan Parking Space: A large flat area with a parked minivan in the middle, where both medium and small health kits and ammo packs can be found. This space is located behind the Cliff, but is separate from Checkpoint A by a large hole that drops down into the Canals.
  • BLU Forward Spawn: Located behind checkpoint A is a small single room with two exits, one of them being a slide that leads to the Canals. BLU team begins spawning here when checkpoint B is captured.
  • Bridge: The first checkpoint is located on a Bridge suspended high above the Canal. Players can jump off the Bridge from either side in order to reach the Canal below.

Checkpoint B (Town)

  • Red Carpet Building: A large two-story building located just after the Bridge. The upper floor leads to the Wine Cellar, while the bottom floor exits onto a road besides the Canal.
  • Canal: This is the lowest area of the map. It consists of a wide, L-shaped canal filled with water that starts underneath the Minivan Parking Space, passes under the Bridge and then ends near the Wine Cellar. Adjacent to the Canal throughout its entire course is a stone road that has the cart's tracks laid on it.
  • Hidden Room: Inside the canal is a hidden underwater entrance that leads to a small, claustrophobic room containing two large health and ammo kits.
  • Wine Cellar: A large basement complex located to the right of Bourbon Street (when viewed from the cart's perspective). It contains several large wine barrels as well as some health and ammo.
  • Dropdown Shortcut: A narrow corridor which takes the RED players directly from their spawn to the second checkpoint. It also has a dropdown which opens up after checkpoint B is captured.
  • Bourbon Street: The street in which the second checkpoint is found. It contains a parked van and some boxes stacked on top of each other.

Checkpoint C (Blu Boathouse)

  • Docks: Behind checkpoint B is a sea-side road leading to checkpoint C. Adjacent to it are a group of moored ships.
  • Stone Pier: At the end of the Docks and next to the Loading Dock's outer perimeter is a stone pier with a large ammo pack at its end.
  • Loading Dock: A large industrial building in which the third checkpoint lies. The Loading Dock is split into two parts by a large canal which runs through the middle, with the checkpoint C being on the other side. Once the cart reaches the edge of that canal, it has to stop and wait for an automated crane to transport an improvised bridge segment and fill in the gap between the two sides.
  • First RED Spawn and BLU Third Spawn: A two-story spawn area with 2 exits on each floor, where one exit leads to the Loading Dock and the two other ones to the Kitchen. The progress of the cart determines what doors are locked and which team spawns in here. If checkpoint B has not been captured yet, this spawn is RED-owned and all doors are usable. If checkpoint C has been captured, BLU owns the spawn, but can only use the doors leading to the Loading Dock. If checkpoint D has been captured, BLU gains access to the door leading to Kitchen.

Checkpoint D (Pier Bridge)

  • Sandy Beaches : A large flat area that covers the entirety of open space between the Kitchen, Small Barn and Warehouse.
  • Kitchen: A medium-sized room located just outside the BLU's third spawn.
  • Barn Bridge: Once it has passed by the Kitchen, the cart now crosses the Barn-Bridge in order to reach the Small Barn.
  • Small Barn: A semi-enclosed building containing chicken wires, it is found right next to the fourth checkpoint.

Checkpoint E (Wooden Coaster)

  • Warehouse: Adjacent to the Small Barn stands a large building with multiple points of entrances and exits. The face of the building pointed towards the final checkpoint is almost entirely opened up, as the walls there have been replaced by three large arches.
  • Gift Shop: One of the two buildings located next to the Wooden Coaster. It has a sign "GIFT SHOP" on it.
  • Target Range: The other building found next to the Wooden Coaster; it cannot be entered but players can shoot at wooden cutouts of the mercenaries through its shooting gallery.
  • Wooden Coaster: The area where checkpoint E lies.
  • RED Spawn: A large square building with two exits, one leading directly to the Wooden Coaster and the other to a courtyard behind the Warehouse.

Helpful overview

Pier's locations
1. Beach
2. Caves
3. Minivan parking space
4. Cliff
5. Bridge
6. Red Carpet Building
7. Wine cellar
8. Docks
9. Loading Dock
10. Kitchen
11. Sandy beach
12. Barn Bridge
13. Small barn
14. Warehouse
15. Shooting range
Blue/red diagonal lines: BLU/RED first spawn
Blue/red double diagonal lines: BLU/RED second spawn
Blue/red double diagonal lines w/ a circle: BLU/RED third spawn
Yellow circle: First checkpoint
Blue circle: Second checkpoint
Pink circle: Third checkpoint
Green circle: Fourth checkpoint
Purple circle: Final checkpoint

Strategy

Main article: Community Pier strategy

Update history

December 3, 2020 Patch (Smissmas 2020)
  • Added Pier to the game.

December 9, 2020 Patch

  • Expanded hallways to BLU spawn exits.
  • Players can no longer build inside RED spawn.
  • Fixed rock occasionally missing a texture.
  • Fixed clipping not covering some roof overhangs.

January 8, 2021 Patch

  • Added pl_pier to the list of maps for Casual matchmaking.
  • Added additional exits to forward spawns.
  • Added windows to RED final spawn.
  • Added small platform to the first beach.
  • Improved general clipping.
  • Players can no longer build on the tables in RED spawn.

Changelog

This is the changelog of the map before it was added to the game.
Changelog:
July 7 2011
  • Work on Pier begins.

July 21 2011 (a1)

  • Initial release for playtesting.

July 22 2011 (a2)

  • Added pickups.

July 23 2011 (a3)

  • Added moving bridge to third section.
  • Altered final point.

July 31 2011 (b1)

  • Detailed all the things
  • Added cover on the fourth point, the bridge.
  • Added a few more sniping positions in the town.
  • Improved access to catwalks in boathouse.
  • Gave Blu team a forward spawn for third and fourth points.
  • Fixed looping sound from moving bridge.
  • Altered final point.

July 31 2011 (b2)

  • Fixed some brushwork.
  • Added more particles.
  • Improved clipping
  • Made shooting gallery props breakable and respawnable.

August 1 2011 (b3 - Public Release)

  • Improved transition of water between level and 3d skybox.
  • Added a missing texture.
  • Improved texturing of first area.
  • Improved clipping.

August 5 2011 (b4)

  • Various detail improvements.
  • Reduced spawn times for both teams on final point.
  • Disabled collisions for crane machinery.
  • Improved optimization.

October 2 2011 (b11)

  • Various detail improvements.
  • Added a red spawn closer to the third point.
  • Moved fourth point back.
  • Widened upper pathway between cliffs and town.
  • Enlarged area around second point.
  • Added alternate pathway to final point.
  • Moved stairs near fourth point to opposite side.
  • Added alternate pathway between warehouse and pier.
  • Adjusted sight lines on the fourth point.

October 2 2011 #2 (b11_fix)

  • Fixed issue with cart stopping on final point.

June 8 2013 (b12)

  • Various detailing improvements.
  • Added rock for cover in beginning area.
  • Added overpass connecting to blue apartment.
  • Connected second point and red apartment bridge.
  • Gave fourth point a cubby for cover.
  • Added set of stairs to catwalk on final in the connecting building.
  • Pushed red spawn on final back.
  • Moved Blu's forward spawn during fourth point to final spawn.

June 14 2013 (b13)

  • More detailing.
  • The town has been infested with Ivy.
    • Brightened map to be not as depressing.
    • Fixed issue with Overtime and third point bridge.
    • Replaced hydro shields with more appropriate barricades.
    • Added rocks to beach around fourth.
    • Map now has a case of Saturday night fever.
  • Reverted to b12 because of "Engine error: ED_Alloc: no free edicts" for servers with high playercounts.
    • It helps when the server operators tell the map maker what's causing the crash!.

June 17 2013 (b14)

  • Fixed server crash.
  • Adjusted bridge to give more cover to red on fourth.
  • Put more ammo around first point.

Summer 2014 (b15/16)

  • Reduction of edicts.

June 5 2015 (b20)

  • Skipping numbers is fun
  • Moved all the burgers
  • Played with color correction
  • A to B
    • Widened bridge path
    • Shut doors to blue building
    • Widened canal path
    • Added wine cellar flank to B
    • Reversed side stairs to red house bridge was on
    • Changed some pickup locations
  • B to C
    • Added lower dock pathway (no more jumping across!)
    • Dropped path under dropdown
    • Tweaked far entrance to warehouse
    • Moved more pickup locations
  • D to E
    • Raised corner choke side because this map needs more height variation
    • Swapped side of stairs next to the shooting gallery
    • Moved shooting gallery, was replaced by overpowered sentry alcove
    • Erected a barricade next to truck
    • Added upper level to red spawn building
    • Removed doorway between catwalk and connector building

Bugs

  • There are some spots with the entity trigger_teleport located in the map. These triggers appears to activate when a round ends.
  • After the cart detonates on the final checkpoint, players can go out of bounds from where the cart detonated.
  • It is possible to clip out of bounds at the first control point just above the tunnel where the cart comes out.
  • It is possible to shoot projectiles at certain parts of the spawn doors.

Trivia

  • There is a hidden dance floor area inside BLU's first spawn, which can be accessed by jumping into the vent on the wall from the mini Payload.
  • Burgers are hidden around the map, including inside the Payload cart.
  • Offshore around the map are tiny islands similar to Bikini Atoll from SpongeBob SquarePants.
  • The map thumbnail has a face drawn underneath it that is not normally visible.
  • There is a Saxxy on the table in the smaller room inside the BLU spawn.

Gallery