Oil Canyon: Difference between revisions
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|file-name = dom_oilcanyon | |file-name = dom_oilcanyon | ||
|release-date = July 4, 2020 ([[Death & Taxes]]) | |release-date = July 4, 2020 ([[Death & Taxes]]) | ||
|developer = MaartenS11<br>Suo<br>Trotim | |developer = {{dev|MaartenS11}}<br>{{dev|Suo}}<br>{{dev|Trotim}}<br>{{dev|Waugh101}} | ||
|map-environment = Desert | |map-environment = Desert | ||
|map-setting = Day | |map-setting = Day | ||
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{{Quotation|[http://tf2classic.com/death_and_taxes/day3 Death & Taxes update page]| | {{Quotation|[http://tf2classic.com/death_and_taxes/day3 Death & Taxes update page]| | ||
By some divine providence, your teams built perfectly symmetrical outposts within as little as 20 feet of each other, so both sides have an equal shot at all three(!) of the points on Oil Canyon. Whether you can divvy up your resources to hold more than 1 or 2 at a time? That's another problem entirely.}} | By some divine providence, your teams built perfectly symmetrical outposts within as little as 20 feet of each other, so both sides have an equal shot at all three(!) of the points on Oil Canyon. Whether you can divvy up your resources to hold more than 1 or 2 at a time? That's another problem entirely.}} | ||
'''Oil Canyon''' is an official [[Domination]] map, | '''Oil Canyon''' is an official [[Domination]] map, which takes place in a mountainous oil refinery. Teams gain points by capturing any of the three Control Points. Each captured control point generates one point every 5 seconds for the team that owns it. A contested control point will generate a point as soon as the point becomes uncontested if five seconds have passed while contested. The first team to reach 125 points wins the round. | ||
Oil Canyon was added to Team Fortress 2 Classic on July 4, 2020, in the [[Death & Taxes]] update. It was created by Team Fortress 2 Classic developers MaartenS11, Suo, and | Oil Canyon was added to Team Fortress 2 Classic on July 4, 2020, in the [[Death & Taxes]] update. It was created by Team Fortress 2 Classic developers {{dev|MaartenS11}}, {{dev|Suo}}, {{dev|Trotim}} and {{dev|Waugh101}}. | ||
== Locations == | == Locations == | ||
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=== Point A === | === Point A === | ||
Point A connects from spawn through a long indoor tunnel, | Point A connects from spawn through a long indoor tunnel, splitting out into either a room or side path that is attached to the point. This point is outdoors and exposed, with a ramp above it. | ||
<gallery mode="packed"> | <gallery mode="packed"> | ||
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=== Point B === | === Point B === | ||
Point B is | Point B is between each team's spawn with a short, direct route leading to it. It is set in a cramped indoors area with two ramps above it. There is a tunnel underneath this point that connects Point A and Point C to each other, but is inaccessible from Point B itself. | ||
<gallery mode="packed"> | <gallery mode="packed"> | ||
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== Update history == | == Update history == | ||
{{Update history| | {{Update history| | ||
{{Update|2.0.0}} | |||
* Added | * Added dom_oilcanyon | ||
{{Update|2.1.4}} | |||
* | * Detail has been increased on and around cliff faces across the map | ||
* | * Detail has been increased in the skybox terrain and foliage | ||
* | * Various skybox details have been tweaked to appear slightly more true-to-life | ||
* | * Capture Point C's building has been modified to appear more visually interesting | ||
* | * Multiple BLU buildings have been changed to better fit BLU's design language | ||
* | * Various structures have been subtly tweaked to increase consistency between them | ||
* Minor optimization improvements | |||
{{Update|2.2.0}} | |||
* | * Updated logic to Domination 2.0 | ||
* Updated mission briefing photos | |||
* | }} | ||
{{Nav_Maps}} | |||
}} | |||