Venice
(Redirected from Pl venice)
								
				| Venice | |
|---|---|
|   | |
| Basic Information | |
| Map type: | Payload | 
| File name: | pl_venice | 
| Released: | July 12, 2023 Patch (Summer 2023 Update) | 
| Developer(s): | JimWood TanookiSuit3 | 
| Map Info | |
| Environment: | Maritime City | 
| Setting: | Daylight, sunny | 
| Hazards: | Drowning, Payload Cart explosion, Pitfall | 
| Map Items | |
|  Health Kits: |  ×14  •  ×9  •  ×1 | 
|  Ammo Boxes: |  ×9   •  ×14   •  ×2 | 
| Map Photos | |
| Map overview | |
| Map Stamp | |
|   | |
| Supporters Leaderboard | |
| “ | Better late than never, Venice is a single-stage payload map set on the historic island of Venice. BLU team must push the payload through the canals, the shopping district, the village, and finally the terrace palace.
 
 — Venice publicity blurb | ” | 
Venice is a community-created, single-stage Payload map that was added with the Summer 2023 Update. It takes place in the eponymous Italian city.
The setup timer is 1 minute and 10 seconds.
Venice was contributed to the Steam Workshop.
Contents
Locations
 The following locations are described from the BLU perspective.
 The following locations are described from the BLU perspective.
Checkpoint A – The Canals
- First BLU Spawn: BLU's first spawn consists of two buildings, one on each side of the cart's starting position. The right spawn has two accessible floors, each with a resupply cabinet and a gate facing the cart. The second floor's gate leads to a fenceless veranda connected by two wooden planks to a roof of a nearby hut, which in turn is connected by another two planks to the Apartments. The left spawn room has one floor at ground level with two gates, both facing away from the rest of the map, and contains two resupply cabinets.
- Canal: The cart starts in a shallow canal with knee deep water that cannot extinguish players. As soon as the cart starts moving, it goes under a bridge connecting the two initial BLU spawn rooms and then follows a mostly straight path, ending on a ramp that takes it to the Cart Bridge. There is a row of buildings left of the Canal which can be entered. The first left building has a ramp in front of one of the BLU spawn gates leading to a catwalk that overviews the area and to a room with a medium health pack and a small ammo pack, right above the BLU spawn. The second row of left-side building houses the First and the Second Shortcut.
- Apartments: Behind the right BLU spawn is a two storey-building giving direct access to the Courtyard. The building starts out with one of its openings closed, unlocking when checkpoint A is captured. The upper floor leads to a catwalk that then leads to the Skybridge, while the lower floor is a curved corridor with brick walls, leading to the backside of the Courtyard.
- Second BLU Spawn: In one of the buildings on the Canal's left side is the Second BLU Spawn, which becomes active once checkpoint B is captured.
- Cart Bridge: Located in between the Apartments and the Second BLU Spawn is a bridge on which the cart climbs up. The first checkpoint is located just behind it.
- First Shortcut: To the left of checkpoint A is a building containing two locked gates. The first gate unlocks once checkpoint B is captured and leads behind it, to the place where the Second Cart Bridge begins.
- Second Shortcut: The second gate is further away from checkpoint A, closer to the Second BLU Spawn and the Cart Bridge. It unlocks once checkpoint B is captured and exits besides the Second Cart Bridge, also behind checkpoint B.
Checkpoint B – The Shopping District
- Skybridge: An above-ground catwalk that connects the Apartment's upper floor to the Reading Room. It separates the first checkpoint from the Courtyard, with the cart's tracks passing below it.
- Reading Room: A medium-sized room containing bookshelves, a large ammo pack and a small health pack. It connects to the Piano Lounge via another catwalk. It also has a hole in its ceiling leading to the Small Balcony.
- Small Balcony: An attic-like room with a veranda overseeing checkpoint B; the dropdown connecting the Small Balcony to the Reading Room can only be accessed through some jumping techniques, such as explosive and triple jumps.
- Courtyard: Sandwiched in between the Skybridge, the Reading Room, and the Piano Lounge is an open area with a small hut in its middle. The cart passes through here on its way to checkpoint B.
- First RED Spawn: RED's first spawn is located behind the hut in the Courtyard. It contains one resupply cabinet, and has a lower and an upper gate.
- Piano Lounge: On the Courtyard's left side is a ramp that leads to a catwalk that extends to the Skybridge but also leads inside the Piano Lunge. This large, L-shaped building stretches all the way from the Courtyard to checkpoint B. It features a black piano, a dozen entrances, and small/medium health packs.
- Staircase: In the far corner of the Piano Lounge is an L-shaped stairway heading left to the Terrace.
- Terrace: Part of the Piano Lounge's roof is an open-air terrace that is located opposite the Small Balcony with the two looking down on checkpoint B in between them.
 
Capturing B moves BLU's spawn to their second spawn and RED's spawn to the last area. It also opens the First and the Second Shortcuts.
Checkpoint C – The Village
- Second Cart Bridge: Just to the left of checkpoint B is a short L-shaped corridor that turns right. As the cart moves forward, it makes a left turn, a right turn and then crosses the Second Cart Bridge.
- Raised Bridge: Right next to the Second Cart Bridge is a raised bascule bridge.
- Docks: A large body of water behind the Raised Bridge with a moored ship.
- Second RED spawn: Located after the Second Cart Bridge, it has a ground floor and an upper floor, each with an exit. The ground floor exit leads just past the Second Cart Bridge, while the upper floor contains a resupply cabinet and an exit that leads to a veranda overseeing the same bridge.
- Green Tapestry Shortcut: A large building with green interior walls stands between the Second Cart Bridge and the final area. Once checkpoint B is captured, its entrances become unlocked and it becomes possible to enter it.
- Third Cart Bridge: The cart passes by the Green Tapestry Shortcut and crosses yet another bridge over the water. The third checkpoint comes after a 90-degree turn to the left.
- Embassy: Right next to checkpoint C is the entrance to a three-storey building with a roomy interior. The ground floor has a large health kit and offers access to the Palace, the second floor has a medium health kit and access to a veranda that oversees the bridges, and the third floor is empty.
Checkpoint D – The Palace
- Fourth Cart Bridge: The cart's final stretch consists of a left turn and a fourth bridge before following a narrow and ascending alleyway that turns right and heads into the Palace Square.
- Palace: This is a very large building with big rooms, which is connected to multiple locations including the Embassy, the cart's path, the Palace's catwalks, the Palace's yard, and all the way to RED's last spawn.
- Palace Lobby: Behind the Fourth Cart Bridge is the entrance to the Palace, where a bookshelf can be seen inside. One section of the Palace Lobby also has an open-top roof that overlooks the previous checkpoint.
 
- Palace Square: The place where the final checkpoint is located. It is a flat square with a pit in its middle, where the cart is thrown into at the end. Surrounding the square on two of its sides is the Palace Lobby, while the other two sides are taken up by the Third RED Spawn building and the entrance through which the cart enters the Palace Square. Lined up against the Palace Square's perimeter are catwalks overlooking the area.
- Third RED Spawn: RED's final spawn has one resupply cabinet and three exits; the left gate leads to a corridor behind the final point, while the right gate and the slide lead to the catwalks and the floor of the final point respectively.
Strategy
Main article: Community Venice 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
July 12, 2023 Patch 1 (Summer 2023 Update)
- Added Venice to the game.
- Gameplay
- Relocated first Blu spawn (now split into two individual spawns at random).
- Moved 1st Red spawn further away into a new room.
- Added new upper entrance into building next to Point A (thanks Delila).
- Added new exit from 2nd Red spawn room.
- Moved a building entrance near Point A to a new walkway area above.
- Removed upper entrance and Point C routes in building next to Point B.
- Added new raised position at the main open inside area between Points C and D.
- Added new route near Point D.
- Added new cubby spot at Point D.
- Removed part of the balcony at the final Point.
- Widened door between 2nd Blu spawn and Point B.
- Removed a door to upper room near first Blu spawn & connected the balconies.
- Opened section of the building next to Point C for faffing and uber charging.
- Altered the underneath of the balcony at the building next to Point C.
- Tweaked roof area near Point B to make it easier to counter.
- Tweaked walkway between Points A and B.
- Added some minor cover near Point A.
- Lowered railing at above position near Point C for Turrets.
- Added cubbies across the map to improve gameplay for Engineer, Spy, etc.
- Removed Engineer building & added smoother clipping on the raised bridge.
- Added/removed/moved some health & ammo.
 
- Art
- Misc
- Fixed strange missing texture error in middle connector.
- Fixed error in soundscapes.
- Added more direction signs across the map.
- Fixed misaligned Payload particles.
- Boat near first Blu spawn has drifted off into the distance.
- Other minor changes.
 
- Added new exit for initial Blu spawn
- Added new balcony outside Attic room above Point B
- Added new balcony inside near Point D
- Moved door on balcony near Point A (Thanks Billo)
- Bridges now have solid side walls
- Raised bridge is now less steep
- Small building next to raised bridge is now taller
- Added cover at Point C
- Slightly adjusted balcony above Point D
- Fixed being able to place turrets above Point D
- Initial Blu spawn doors now close
- Replaced fences at Blu spawn with buoys
- Removed some interior props near Point D
- The Payload now sinks
- Moved some health and ammo around
- Updated navmesh
- Lots of minor bug fixes
- Lots of minor other changes
Changelog
This is the changelog of the map before it was added to the game.
Changelog:
Changelog (May 2, 2023)
- Fixed fog & water visuals
- Spawn doors no longer open for the wrong team
- Lighting improvements
- Lots of bug fixes
- Added new exit for first Blu spawn
Changelog (May 4, 2023)
- Moved exit and added a second exit out of second Blu spawn (after taking point B)
- Added stairs into raised room outside first Blu spawn
- Added new route connecting two buildings near point B
- Allowed access to the roof for all classes on building near point B
- Removed lots of railings to improve player movement
- Moved hut outside first Blu spawn to cover up sightlines
- Extended final Blu spawn and pushed spawns back
- Decreased the number of wooden planks in canals
- Tweaked first Blu spawn & widened the room connections
- Simplified drawbridge for better movement
- Added custom soundscapes
- You can now jump in the treacherous water outside the playable area at first Blu spawn
- Added more flags models
- Fixed zfighting doors
- Changed glass texture to make it more obvious that it is glass
- Improved clipping across the map
Changelog (May 5, 2023)
- Added new route near Point C
- Fixed payload moving forwards after rolling back into slope near the final Point
- Red team are now teleported instead of killed in old spawn rooms when a Point is captured
- Blu team no longer get trapped in old spawn rooms after a point is captured
- Reduced the amount of time for Blu team gained by capturing Points
- Widened a room near Point B
- Altered the light source angle
- Fixed soundscape triggers in some areas
- Reduced amount of playable space near first Blu spawn
- Moved the hut at the final Point
- Increased the number of medium health kits
- Fences on bridges can now be shot through
- Moved signs on bridge outside second Red spawn to make it more obvious where to go
- Moved some health kits to make them easier to find
- Removed wall near Point B
- Moved resupply in second Blu spawn
- Added more obvious visual blocker at end of water near Point C
- Clipped off useless space in final Blu spawn
- Fixed building in final Blu spawn
- Improved clipping throughout the map
Changelog (May 6, 2023)
- Opened up a lot of areas more
- Fixed final Point columns collisions
- Fixed black doorframe near Point A
- Increased fade distances for tracks
Changelog (May 14, 2023)
- Made lighting more blue (less yellow) and sun placement lower
- Improved lighting on window models
- Added wall on left side of first blu spawn to block vis
- Added hazard strips along the track to the first checkpoint
- Tweaked boat
Gallery
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