Vector
| “I built that.” This page contains information about a custom map that is not an officially released Team Fortress 2 map. All released Valve and Community-made TF2 maps can be found on the list of maps. |
| Vector | |
|---|---|
| Basic Information | |
| Map type: | Attack/Defend |
| File name: | ctf_vector_v1
|
| Version: | Version 1 (final) |
| Released: | October 17, 2009 |
| Last updated: | December 17, 2009 |
| Developer(s): | Eric "Icarus" Wong |
| Link(s): | GameBanana.com TF2Maps |
| Map Info | |
| Environment: | Spytech |
| Setting: | Sunny, indoor |
| Hazards: | Pitfall, Reactor |
| Map Items | |
| “ | Hidden away behind an electric company front is a sprawling underground RED base. Control rooms direct remote operatives, and ominous devices are constructed in mysterious voids. Unwilling to live with the fact that RED has a fancy new machines, BLU develops a super-powered ultra-sapper and sets out to destroy RED's contraption before it can be activated.
— Vector promotional text
|
” |
Vector is a Attack/Defend map. Featuring a three-stage layout, Vector requires the BLU team to carry the Intelligence to each Control Point in order gain control of the point. A successful capture of the final control point by the attackers will result in the defender's device to be sapped and explode, killing all nearby. A successful defense will result in the machine activating, drawing all nearby players toward it. (This activation can be heard but not seen if the defenders succeed at holding Stage 1 or 2.)
The intelligence uses a custom model, and is a giant spider-shaped "Ultra-Sapper." When carried, the intelligence leaves a trail of Sapper sparks, as opposed to the usual paper trail. Special brushes in the level (with the Sapper enclosed in a NO symbol) prevent the intelligence from being carried further until the preceding Control Point is captured, and force the Intelligence carrier to drop the intelligence.
When the BLU Intelligence carrier gets near the control point, the RED team hears the Announcer proclaim "Security Alert!". If the intelligence carrier nears the final point of each stage, a klaxon alarm will sound; this alarm will not cease until the intelligence has returned to its spawn point.
The map was created as an entry for the TF2Maps.net A/D CTF and Payload Race Contest and was submitted in its Contest Entry 3 build. It was awarded 2nd place in the A/D CTF category of the competition with a score of 4.17/5.
Contents
Introduction video
Locations
The following locations are described from the BLU perspective.
Stage 1, Point A
Control point A is inside a small building on the right. The intelligence is placed next to BLU's lower spawn.
- Attackers' spawn: Features high Left and Middle exits and a lower Right exit near the intelligence.
- Canyon: The straight pathway from the right spawn door leads to the intelligence and on to the front doorway of Control point A.
- Control Point A Building: A large Health and Ammo Pack lie next to the stairs. This building has two ground-floor entrances, a stairwell to the upper deck, and two open upper windows.
- Exits: Lower left tunnel, upper left tunnel, upper right tunnel.
Stage 1, Point B
Control point B is inside a building on the left. The intelligence remains next to BLU's lower spawn.
- Tunnel paths: 3 tunnel pathways lead to the second area.
- Ground floor from Control Point A
- Upper left from Control Point A. The upper fork contains a large Health Pack. The left path contains a medium Health Pack as well.
- Upper right from Control Point A. The upper fork contains a large Health Pack. The right path contains a medium Ammo Pack as well.
- Control point B building: Contains a small Health and Ammo pack on its roof, accessible via a rear stairwell.
- Silos: The silos in front of Control Point B have a small Health and Ammo pack on each side.
- Defenders spawn: The spawn point for the defenders is to the right of Control Point B.
Stage 2, Point A
The first Control point is on a platform straight across from the BLU base. The intelligence is on a cart immediately outside BLU's spawn room.
- Three spawn gates: Two gates placed close together Left and Middle, and a third gate further Right, open at the start of the round.
- Control point building: Directly in front of BLU spawn. Control point is on top of the second level. Second level has a small side room, which contains a large Health and Ammo pack. Near the capture point are a medium Health and Ammo pack. The lower level has a large Health and small Ammo pack to the left of the control point.
- Exits: Two lower exits and two upper exits lead to point B.
Stage 2, Point B
The second Control point is on a platform next to RED's spawn. The intelligence is still next to BLU's spawn.
- Control point: The Control point is on a short platform adjacent to the defenders' spawn room in the right building.
- Defenders spawn building: The building to the right of the control point is the spawn point for the defending RED team.
Stage 3, Point A
The first Control point is on a platform straight across from the BLU base. The intelligence is on a desk immediately outside BLU's spawn room.
- Three Exits: Two gates placed close together Middle and Right, and a ventilation shaft to the Left, open at the start of the round.
- Control point A: Located on a Nucleus-style platform just beyond the intelligence spawn point.
Stage 3, Point B
The final Control point is on a catwalk, underneath a reactor similar to Nucleus, in the centre of RED's base. Unlike previous stages, the intelligence spawn point has moved into a large room beyond Point A.
- Control point B: This is the final Control point for this map and is between the two spawn rooms.
- RED Spawn: On either side of Control point B; each contains one Health and Ammo supply locker.
Changelog
Changelog A2 (June 4, 2009)
- Lengthened the overall size of the map
- Added an additional stairway to the upper alcove in the canyons
- Remade Command Point 2 to make it easier to defend
Changelog A4 (June 4, 2009)
- Fixed wrong skybox
- Added alert announcements for RED
- Widened canyon
- Changed placement of shipping containers
Changelog A5 (June 4, 2009)
- Moved pickups around CP1 closer to attackers
- Moved attackers' spawn exits to prevent bottlenecking
- Moved several objects to close sight lines
- Added a staircase in attackers' spawn to prevent bottlenecking
- Added Shmitz' intel base plate
- CP1's roof is now more accessible
- Removed an access point on CP2
- Added signs to show which CP is active
Changelog A7 (June 10, 2009)
- Added second stage
- Modified announcements to be less spammy
- Opened up CP 1-2
- CPs can now be blocked by the defending team by standing on the plate
Changelog A10 (June 11, 2009)
- Added second stage
- Modified announcements to be less spammy
- Redone CPs 1-1 and 1-2
- CPs can now be blocked by the defending team by standing on the plate
- Lengthened RED spawn time
- Optimization improvements
Changelog A14 (June 16, 2009)
- Added stage 3
- CP 1-2 made easier to capture
- CP 2-2 made harder to capture
- Added a 15-min limit to round timer
- Slightly decreased spawn time for BLU
- Intels now respawn instantly after being captured
Changelog A18 (June 16, 2009)
- Players are now properly awarded points for capturing Command Points
- Print names are now used when capturing Command Points
- Several bug fixes
Changelog A22 (June 25, 2009)
- Whole shitloads stuff changed
- Partially detailed Stage 1
Changelog A23 (June 25, 2009)
- Reworked to give defenders a bigger advantage
- Increased attackers' spawn time slightly
- Increased blocking areas
- Added particles to the intelligence to make it easier to notice
- Lowered max round time to 10 minutes
- Partially detailed Stage 1
Changelog A24 (July 2, 2009)
- More detailing around CP 1-1
- Added new HUD features
- Raised RED spawn for stage 2 up to prevent rampant spawncamping
- Added additional path on CP 3-2
- Intel now has a forward spawn on stage 3
- CPs are now lettered instead of numbered
- Optimization has now begun
- Several bug fixes
Changelog A26 (July 9, 2009)
- Added more detail, Stage 1
- Added more routes to CP 1-2
- Added intro movie files (separate download)
- Modified stage 2 to give BLU an easier staging area and made CP 2-2 less farmy
- Forward intel spawn, stage 3, moved back into the control room
Changelog A29 (July 12, 2009)
- Return timer is now 30 seconds
- removed alternate route around silo on 1-1
- 2-2 made easier to set up engineers
- Added additional route on 3-1. reduced number of metal in the area
Changelog A30 (July 14, 2009)
- Added out-of-bounds areas for intels
- Intels dropped into deathpits on stage 3 will now have a shorter return time
- Remade CP 2-2
Changelog A32 (July 16, 2009)
- Added custom particle systems for the final CP events
Changelog B3 (November 11, 2009)
- Clipping and visual improvements
- Fixed a bug where the on-screen compass would not appear for players carrying the sapper-intel if the enemy is blocking the point
- Added alarm when the sapper-intel is near the active CP
- Stage 1
- Added short wall near second cap to give attackers some breathing space
- Stage 2
- Modified pickups and layout to better help attackers for the initial CP
- Removed upper sentry ledge for second cap
- Reduced number of barriers, making sentries a little bit more vulnerable
- Increased number of health packs
- Stage 3
- Added second walkway and railings to the initial CP
- reduced the size of sentry-campable window for initial CP
- Reduced size of health packs
- Moved pickups near final CP closer to defenders
Gallery
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