Snowdrift/es

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Snowdrift
Ctf snowdrift b20004.png
Información básica
Tipo de mapa: Capturar la Bandera
Nombre del archivo: ctf_snowdrift_b4a
Versión: Beta 4a
Lanzamiento: 18 de junio de 2009
Última actualización: 22 de junio de 2010
Desarrollado por: Joona "Jonah" Pääkkönen,
Alex "Rexy" Kreeger,
Mark "Shmitz" Major
Enlace(s): TF2maps.com,
GameBanana
Información del mapa
Entorno: Industrial
Escenario: Atardecer, nevado
Peligros: No
Aguas profundas: No
Objetos del mapa
Healthico.png Botiquines: Smallhealth.png ×11  •  Mediumhealth.png ×9  •  
Largehealth.png ×3
Ammoico.png Cajas de munición: Smallammo.png ×5   •   Mediumammo.png ×12   •  
Largeammo.png ×4
Vista general
Snowdrift overview.png

Snowdrift es un mapa de A/D de una única etapa. Se desarrolla en una fábrica en una tundra nevada en la que BLU debe llevar el dosier a 4 puntos de control para evitar que RED lance un cohete. El tiempo de preparación es de 1 minuto y 10 segundos.

El mapa fue creado para participar en el Concurso de mapas A/D CTF y Carrera de Vagonetas de TF2Maps.net y se presentó en su compilación Beta 2. Obtuvo el cuarto puesto en la categoría A/D CTF de la competición con un 3,67/5.

Ubicaciones

Pictogram comment.png Las ubicaciones están descritas desde la perspectiva del equipo BLU.

Bases

  • Primera base BLU: El edificio de la base BLU. La sala de reaparición de la base está en alto, tras una puerta de cochera, con un armario de reabastecimiento que lleva a una sala más grande con otro armario. Accesible mediante dos escaleras, una de ellas lleva a dos salidas que van al primera dosier y la otra a una salida inferior.
  • Base RED: The RED team's spawn room throughout the entirety of the map, a T-shaped room containing a single resupply cabinet with 2 doors that open depending on the capture progress of BLU. The right exit leads to the second point and is unlocked until the second point is captured when it locks and the left exit towards the final point becomes the only exit.
  • Base avanzada RED: The BLU team's spawn room when the second point is captured, being a simple room with only one resupply cabinet. It is located outside the first control point.
  • Última base RED: The BLU team's spawn room when the third point is captured, being two rooms connected by a garage door with a resupply cabinet in each half. It is located right outside the second control point.
  • Última base RED alternativa: A small RED spawn room that becomes available after the third point is captured. It is a small room with a map and a resupply cabinet.

Primer punto de control

  • Exterior de base BLU: Outside of the BLU team's first spawn room, with the first Intelligence briefcase spawn point. There is an alcove adjacent to the intelligence with a set of health and ammo pickups. A single path leads to the first control point.
  • Punto A: Es el primer punto de control, sus alrededores tienen varios edificios que ofrecen cierta cobertura y en los que hay botiquines y munición, algunos unidos por puentes y plataformas. In the building leading from the exterior of BLU spawn is a staircase to the bridge spanning the point. On the bridge and platforms connected to it there are two paths, one leading to a drop-off to the control point and the other leading to a descending staircase leading to another building. From here there are three routes to the second control point.

Segundo punto de control

  • Flanco: A winding hallway leading to cover just beside the second control point. There are health and medium pickups across its path.
  • Camino al segundo punto: Un gran camino abierto hasta el punto. Sigue un camino hasta un montón de cajas que dan acceso al punto de control o a unas escaleras que también llevan al punto.
  • Almacén químico: A side route running alongside main, it contains a health and ammo pickup with a higher up opening facing a part of in sight of the second control point.
  • Punto B: A confined area with the third control point in the center of a 4 way intersection of paths. Just beyond is the open area outside of RED's spawn door with the RED team having two points of access to the second point.

Tercer punto de control

  • Camino al tercer punto: The main route to the third point, with a half-closed shutter door as the main entry. It is lower relative to the flank routes that run alongside it with a lower concentration of health and ammo pickups but is the most open path of the three. Additionally, there is a small wooden ramp leading to a room facing the third control point.
  • Camino de oficina: A path adjacent to Third Main that begins with the office building. It is the left flank route and it is more open with less cover.
  • Camino de mantenimiento: A path adjacent to Third Main that begins with the missile observation room. It is the right flank route and is more enclosed with tighter hallways.
  • Punto C: Es el tercer punto, in an open area with a maintenance building on running along the backside of it. Outside the building surrounding the final point there is an upper platform and a porch with health and ammo pickups.

Último punto de control

  • Camino al último punto: The 2 different routes leading to the final point one with a catwalk leading to the upper flank and one leading to a room with a descending staircase. A small descending center staircase to the area below the final control point is also available until the third point is captured as well.
  • Punto D: A rocket launch building with a fairly open central area where the final control point is located. Two sets of stairs that lead up to the control point, both of RED team's spawn lead right in front of the point. There is also a small hallway underneath the final point with a set of health and ammo pickups.

Registro de cambios

Registro de cambios:

Primer lanzamiento (18 de junio de 2009)

Changelog A3 (19 de junio de 2009)

  • Added health and ammo, and changed some of the old ones' places
  • Added more signage
  • Fixed the spawntimes (Now 10 seconds faster)
  • Added a single cubemap to get rid of the purpleness
  • Teams now switch on map win
  • Added shmitz's intel base models and made the cap area smaller
  • Added the room fearlezz suggested and made the tunnel higher
  • Added a possible sentry spot near blue spawn

Changelog A4 (23 de junio de 2009)

Changelog A5 (1 de julio de 2009)

Changelog A6 (2 de julio de 2009)

  • fixed some bugs, kept some bugs as features and changed the layout a bit

Changelog A7 (8 de julio de 2009)

  • flag returns in 60 seconds
  • Added more time (6mins -> 10 mins)
  • Cap points are now bigger and can be blocked
  • respawn times are still longer for blue but shorter than before (10 -> 6, red 4)
  • some detailing
  • some other changes I forgot about

Changelog A8 (15 de julio de 2009)

Changelog A8a (16 de julio de 2009)

  • a8 was missing some playerclips, added those
  • added fearlezz's snowfall particles, however, bspzipping broke them so they don't work
  • other minor changes that I forgot about

Changelog A9 (22 de julio de 2009)

  • now with less waiting and more fighting (aka. shorter walking times, only one setup)

Changelog A9a (23 de julio de 2009)

  • fixed the flag return problem

Changelog A10 (30 de julio de 2009)

Changelog A11 (2 de agosto de 2009)

Changelog A12 (5 de agosto de 2009)

  • disabled capture blocking while ubered

Changelog A13 (24 de agosto de 2009)

Changelog A14 (27 de agosto de 2009)

  • Remembered to build cubemaps
  • Added another route to cap 4
  • Added another forward spawn for blue at point 1, that opens when point 2 is capped
  • Second forward spawn at point 2 opens when point 3 is capped
  • The intel radar is now always visible
  • Flag spawn time after capture is 15 seconds now
  • Adjusted spawntimes a bit for balance
  • Removed ugly skybox brush

Changelog A15 (30 de agosto de 2009)

Changelog A15a (1 de septiembre de 2009)

Changelog B1 (12 de septiembre de 2009)

Changelog Test1 (27 de septiembre de 2009)

Changelog Test2 (21 de octubre de 2009)

Changelog B2 (26 de octubre de 2009)

  • Versión del concurso.

Changelog B3 (26 de diciembre de 2009)

Changelog B4 (21 de junio de 2010)

  • fixed some visual bugs
  • made optimization better
  • rexy's models are now actually there
  • made cones nonsolid
Changelog B4a (22 de junio de 2010)

Errores

  • Algunos elementos del mapa no usan su apariencia temática.
  • Al llevar el dosier, si se pulsa el botón de atacar (tecla por defecto: MOUSE1) con el ¡Bonk! La Bebida Salvavidas hará que el jugador haga un movimiento raro.[1]

Curiosidades

  • Se crearon dos versiones más de Snowdrift, una sin nieve llamada "Nodrifts" y otra de Halloween, llamada "Skulldrift".

Galería

Referencias

  1. Vídeo mostrando el efecto del ¡Bonk!.