Quetzal

From Team Fortress Wiki
Jump to: navigation, search
Quetzal
Quetzal.jpg
Basic information
Map type Mann vs. Machine
File name: mvm_quetzal_rc5
Version: Release Candidate 5
Release date: February 17, 2018
Last updated: April 27, 2019
Developer(s): Dayal
Freyja
AsG_Alligator
Link(s): Steam Workshop
Map Info
Environment: Jungle, Aztec
Setting: Daylight, sunny
Hazards: Crocodiles, Pitfalls
Map Items
Healthico.png Health Kits: Mediumhealth.png ×7   •   Largehealth.png ×2
Ammoico.png Ammo Boxes: Mediumammo.png ×5   •   Largeammo.png ×5
"Oh what's your name ya pretty lit'le thing!"
The Demoman, birdwatching on Quetzal.

Quetzal is a community-created Mann vs. Machine map made by Dayal. It takes place in the ruins of an Aztec site. Quetzal offers four missions on its own: AZ-Tech (Intermediate), Meso Mashing (Advanced), Tropical Trashing (Advanced), and Scorched Syntax (Expert).

Like Rottenburg, Quetzal features blockades that force the robots to take a longer path to the bomb hatch. These blockades can be destroyed by tanks, additionally giving the robots a shortcut through the map. There are two blockades on the map: a short stone wall near the front field and a wooden spike barricade in front of the hatch.

Quetzal was one of the maps included in the custom event Operation Canteen Crasher. Three missions were made for the map: Oaxaca Offense (Intermediate), Sunset Sacrilege (Intermediate), and Tiacopan Tenacity (Advanced).

Locations

Hatch Area

The hatch area is separated into two parts, with a large stone gate forcing the robots to move around it.

  • Left Path: A slightly shorter path to the hatch, but goes past RED spawn and a platform defenders can use to attack both sides of the gate.
  • Right Path: A longer path that wraps around the hatch area. A short wall allows defenders to attack robots from the hatch.
  • The Gate: A wooden barricade blocks the robots from using this path on their own. Certain tanks can destroy this barricade, allowing the robots to pass through it, giving them a major shortcut.

Middle Area

  • Front Buildings: The two buildings and stone barricade mark the separation of the front path from the three middle paths. One of these buildings houses an Upgrade Station players can use in between waves.
  • Upper Path: Overlooking the entire area is an elevated platform, with a dirt path marking how robots will traverse the area.
  • Cliff Path: The farthest path goes by a lake that is infested with crocodiles. A player or robot falling into the lake will kill them, identical to a pitfall death. The bomb will also be reset if it falls into the lake.
  • Tunnel: A straight-shot path that goes underneath the Upper Path.
  • Back Field: All three paths converge into this area and leads to the hatch. Also offers highground to the Tunnel.

Front

  • Cliff: The primary spawn for the robots. The area immediately in front overlooks the general area, giving robots a slight advantage.
  • Tank Tunnel: A barricaded tunnel where some of the tanks spawn from.
  • Right Building: A building that some robots will appear from. Some tanks may also spawn from this area. This spawn is quite dangerous, as it usually flanks defenders.

Changelog

Changelog:
RC5
  • Updated some visuals.
  • Made performance somewhat better.
  • Fixed a case where the collision of the 2nd barricade persisted for a bit after the barricade was destroyed.

RC4

  • Hopefully last version before a finished product.
  • Fixes:
  • A bit of extra details.
  • Spies no longer want to hug trees that much.
  • Blocked an insane sightline which benefited Sniper bots a lot.
  • Nerfed an overpowered Sniper spot. (hopefully)
  • Improved bot navigation.
  • Sentry Busters no longer self detonate as soon as they spawn when putting Sentries on top of front rocks.
  • Added relays mission makers can use to open/close the front upgrade station during a wave.
  • Arrows with the penetration upgrade will no randomly break on the map. (Thanks Freyja) Except on top of the front buildings. This is due buggy interactions with arrows with penetration and respawnroomvisualizers. Which only Valve can fix.
  • Missions:
  • Intermediate received several changes to make it easier.
  • Expert received several changes to make it harder.
  • Some changes I am planning:
  • Make it more noticeable that the tank that destroys the front barricade won't break the second barricade.
  • Maybe make red spawn visually more interesting? I don't know.

RC2C

  • Bots can no longer be catapulted on top of the houses at the front. This will prevent players from being able to trap the bomb on top of the buildings.

RC2

  • Nobuild some spots.
  • No longer can you build a sentry inside the breakable wall.
  • Removed the ability to place teleporters in the spawn courtyard.
  • Sew a displacement seam everyone was bugging me about.
  • Didn't fix: arrows with penetration upgraded tend to break midair around the middle of the map. I know it's related to the custom barricade, but no idea what about the barricade is causing it.

RCA

  • Fixed an issue where the breakable wall's collision doesn't get disabled after being destroyed. Whoopsies...

RC: Workshop Release

B6

  • A bit of optimization
  • Added sound to the waterfall
  • New intermediate mission: AZ-Tech
  • Hopefully next version will be workshop release.

B5

  • Tank fix patch:
  • Fixed an error where tank would deploy bomb mid path.
  • A 3D skybox change.
  • A couple of changes to the missions.
  • On to-do list:
  • Optimization
  • Make an intermediare mission

B4

  • Changed named to Quetzal instead of Quetzalcoatl.
  • Added a 3d skybox, although some parts of it are still a bit iffy.
  • Some changes to a particular Sniper spot.
  • Reworked Red spawn.
  • Fixed some pathing issues.
  • A couple of tweaks to the missions.
  • Etc...

B3A

  • Initial public release

Trivia

  • A number of birds can be found around the map. These are the Quizzical Quetzal, tying into the map's name.

Gallery

External links