Patagonia
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Patagonia | |
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Basic Information | |
Map type: | Payload |
File name: | pl_patagonia
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Released: | December 11, 2024 Patch (Smissmas 2024) |
Developer(s): | Elián "iron" Rodríguez Matthew "Panckakebro" Hiller João "Hoppkins" Marcos Stuffy360 |
Map Photos | |
Map Overview | |
Map Stamp | |
Supporters Leaderboard |
“ | The Bureau aims to take control of Argentum mining operations from Bolefuego Sindicato that have been taking place in West Patagonia, a long forgotten element that is usefull(sic) for Rocket Fuel or anything flamable(sic). Join both teams to face the calm forest of patagonia, argentina, sabotage railway and melt giant glaciers.
— Patagonia publicity blurb
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Patagonia is a community-created Payload map with three stages. The action mainly focuses around a silver mine.
Patagonia was contributed to the Steam Workshop.
Contents
Locations
Stage 1
Checkpoint A
- Ridge: Located to the left side of BLU spawn is a small ridgeline running along the edge of the map.
- Cliffside: A Flank path located on the opposite side of the Ridge, bordering a deadly pitfall.
- Gardening Shed: The first building cart passes by on its journey is a wooden shed with various gardening tools inside.
- Mineshaft Entry: Location of the First Checkpoint, it is a large multi-floor wooden structure that houses the entrance to an inaccessible Argentum mine.
Checkpoint B
- Shortcut: Once Checkpoint A is secured, a previously-closed shutter door on the Mineshaft Entry's left side will open.
- Canyon: A small cliffside overlooking a canyon with water at the bottom.
- Ore Depository: Located behind the Mineshaft Entry is the Ore Depository; two interconnected buildings with an ore chute at the top.
- Cliffside Shed: After clearing the Depository, cart drives by two buildings, the first one being a wooden house bordering a Pitfall on its right.
- Damaged House: The second house is a two-story building with a gaping hole in its top and a stairwell descending down to the Elevator on the bottom floor.
- Second Cliffside: Another flanking path going along a cliff, this one being located in between the Cliffside Shed and Elevator Control Building.
- Argentum Stash: A large stashe of Argentum is found just behind the Elevator and below the cart's tracks.
- Elevator: A metal platform that automatically lowers once the cart rolls on to it, bringing it to the same level as the Argentum Stash, as well as to the final checkpoint of this stage.
- Elevator Control Building: Next to the Elevator, a flanking building with a control panel.
Stage 2
- Spawns: On this stage, RED team has two seperate spawns while BLU has three. Once Checkpoint A is captured, the RED team's initial spawn is moved inside the Patagonia State Main Yard where it stays for the rest of the round. This is followed by BLU whose spawn also moves to the Yard after Point B's capture, albeit outside of it. Finally, after Point B's fall, BLU's spawn is moved to where RED's initial spawn used to reside.
- Trains: Every couple of minutes, a steam train passes through the Patagonia State Main Yard, killing anyone in its path and continuing onto the Railways Bridge, followed by it exiting the map shortly thereafter.
Checkpoint A
- Waterfall: On the left side of the cart's starting position is a small waterfall that produces a stream over which the cart passes.
- Rapids: As the stream flows from left to right, it eventually forms shallow rapids that descend into a pitfall.
- Cavern: A hollowed out hill which the cart goes through before exiting it on the other side.
- Stairwell: A metal stairwell connecting the Cavern to the top of the hill.
Checkpoint B
- Ore Refinery: A wooden structure housing equipment for refining the Argentum, found just behind Point B. Next to it is a gentle slope down which the cart descends after exiting the Cavern.
Checkpoint C
After Point B's capture, the trains that regularly come through the map cease. If a train is nevertheless present at the moment of capture, it continues on and exits the map. Afterwards, one last train will come through the State Yard, this time coming to a screeching halt and stopping once on the Railway Bridge, where it will remain indefinitely.
- Railway Bridge Underpass: Continuing on, the cart makes a rapid descend as it passes underneath the Railway Bridge; followed by it climbing back up a steep slope.
- Shortcut: Capturing Checkpoint B opens up a previously closed shutter door atop the Railway Bridge.
- Cliffside Warehouse: Behind the Underpass is a large wooden buidling; next to which is the third checkpoint.
- Rock: Across the Checkpoint and opposite the Cliffside Warehouse is a large vertical rock connected to the Railway Bridge.
Checkpoint D
- Double Gates: After passing the previous checkpoint and descending down a slope, cart comes infront of a pair of closed metal gates. After a couple of seconds, the Gates briefly open up and quickly let the cart through to the other side. Players are not permitted through the Gates even when they are open; standing infront of the cart as it gets pushed through gets one killed via crushing.
- Fuse Box Shed: Connected to the Gates is a small shed housing a fuse box.
- Patagonia State Main Yard: The largest and most prevalent building in the entire map, stretching from one side of the stage to the other. It is a large building complex housing a railway yard and multiple wagons, as well as occasionally having a steam train pass through it. Although it has multiple entrances, it is inaccessible to BLU for most of the round.
- Main Entrance: A large gate serving as an exit for trains going through the main Yard and proceeding onto the Railway bridge. It is only traversable by RED due to an invisible wall covering it. After Checkpoint B is captured and the last train goes through, its gates are permanently closed for both teams.
- Side Entrance: The entrance through which the cart enters the Main Yard, it is oriented perpendicular to the Main Entrance.
- Auxiliary Entrance: Found parallel to the Side Entrance, useful for BLU players trying to flank.
- Dropdown: Also parallel to the Side Entrance, but on the opposite side of the Auxiliary Entrance. It leads to the Rock, until Point D is captured by BLU, afterwhich it closes down.
- Shipping Container:The last checkpoint is located inside a closed shipping container a top one of the wagons.
Stage 3
Checkpoint A
- Row Boat House: A tall apartment complex found to the left of BLU spawn. It has a row boat hanging from the side, hence its name.
- Garage: To the right of the Row Boat House is a small bunker adjacent to a cliff, its opening facing towards the first Checkpoint.
- Wooden Arch: Cart proceeds to make a u-turn followed by a 90-degree turn to the right after passing by the Garage, bringing it to a wooden arch in between the White Mansion and the Shortcut, under which it must pass.
- Shortcut: On the tight side of the Arch, the Shortcut opens after Checkpoint A is captured.
Final Checkpoint
- White Mansion: Located to the left of Checkpoint B is a large white house containing some health and ammo.
- Final Cliffside Shed: Connected to the White Mansion via a sky bridge is the Final Cliffside Shed, this one serving as a valuable flank route.
- Courtyard: A grassy clearing located in between the White Mansion and the Final Cliffside Shed.
- Glacier Viewpoint: A metal balcony hanging of a cliff that overlooks the BLU's main target far away in the distance: ice glaciers.
- Scientific Reasearch Station: With Point B captured, the cart makes a 90-degree turn to the right and passes by a building with radar, satellites, and other communication and measuring devices on its roof.
- Slide: After one more U-turn, the cart enters a small enclosure and uncontrallaby slides down a steep incline, launching it into the glaciers that subsequently melt from the ensuing explosion.
Strategy
Main article: Community Patagonia 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 |
Changelog
This is the changelog of the map before it was added to the game.
Changelog:
RC1B Changelog (2.6.2024)
- Fixed some props missing collisions
- Reverted some I/O changes made to the stage 1 elevator to prevent a rare crash
RC1 Changelog (29.5.2024)
- Stage 3 (final stage) is fully playable now.
- Added rollback and rollforward zones for the payload in stage 1, they mostly help BLU. Rollbacks/rollforwards in stage 3 mostly help RED. Rollbacks/rollforwards for stage 2 are not changed, but is a middle ground between stage 1 and 3.
- Marked better the rollback and rollforward zones in stage 2.
- Added an ending sequence to stage 1.
- Limited the round timer to a maximum of 10 minutes.
- Drastically improved the clipping in all the map (Apart from stairs and outbounds clips, should be mostly unnoticeable, but the chances of you getting a 0 damage rocket due to a extremely small ledge should be close to impossible).
B6 Changelog (7.5.2024)
- Fixed a brush face rendering invisible near first blue spawn in stage 2.
- Fixed some missing collisions.
- Fixed some lamps in stage 1 having shadows enabled, thus preventing their light_spot to illuminate.
- Lit up some spots that were a bit dark.
- Added clip to prevent players shooting explosives over the cliff in the last point of stage 1.
- Adjusted some clips not extending fully into the sky in stage 2.
- Fixed being able to build in a small spot in the first blue spawn in stage 2.
- Fixed going out bounds with airpogos below the train bridge in stage 2.
- Fixed nav meshes for bots not generating in stage 2.
B5 Changelog (4.5.2024)
- Fixed non solid building near last point of stage 2.
- Added observer points.
- Slightly improved skybox transition.
B4 Changelog (3.5.2024)
- Fixed areaportal glitch in the tunnels of stage 2 first point
- Added back some missing tree cards
- Optimized the map more
Update history
December 11, 2024 Patch (Smissmas 2024)
- Patagonia was added to the game.
- Stage 1
- Fixed the cart going under the elevator in extremely rare occasions. (Thanks Shocked)
- Fixed sometimes hearing outside soundscapes inside blue spawn.
- Fixed being able to build in a very high rooftop after point A.
- Fixed being able to build in blue spawn.
- Cart elevator is no longer the glitchiest thing in the universe.
- Fixed cart not rolling back after completing the elevator descent sequence.
- Now, if the cart is rolling into the elevator in Overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).
- Stage 2
- Removed rollback from the train container ramp in last point (Thanks b4nny).
- Gave blue more high ground for last point.
- Added an additional dropdown for blue for last point.
- Fixed being able to be teleported into red spawn as blue after capping point A.
- Removed long hill rollback before point C.
- Fixed bots getting stuck on the closed train doors after cap B.
- Fixed being able to leave stickies inside blue last spawn.
- Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
- Fixed a pop-in issue relating to areaportals below point B.
- Fixed being able to enter the last blue spawn as red.
- Birdie (Thanks Explocivo808).
- Stage 3
- Added a fenced section for the long wood cover wall in last point (Thanks b4nny).
- Mirrored the window Sniper spot in last point choke.
- Fixed being able to build behind a displacement rock wall in last point.
- Removed troll teleport spot in last point ending ramp.
- All Stages
- Slightly lowered sun brightness and slightly raised skylight brightness.
- Improved skybox transitions.
- The cart no longer tries to defy the law of physics.
- Ninjaneers have more freedom to be ninjas.
- The bots have learned how to play the map.
- Gave the cart another coronación de gloria.
Gallery
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