Oil Canyon: Difference between revisions

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{{Infobox map
{{Infobox map
|map-image = OilCanyon.png
|map-image = Dom_oilcanyon.webp
|game-type = Domination
|file-name = dom_oilcanyon
|file-name = dom_oilcanyon
|game-type = Domination
|release-date = July 4, 2020 ([[Death & Taxes]])
|developer = MaartenS11<br>Suo<br>Trotim
|map-environment = Desert
|map-environment = Desert
|map-setting = Sunny
|map-setting = Day
}}
}}
{{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 released in the Death & Taxes update. It's set in a typical Badlands-esque environment surrounded by oil wells and refineries, with the teams wrestling for control of the map's three control points, all of which start neutral at equal distance from the team's spawns.
'''Oil Canyon''' is an official [[Domination]] map, embedded within a mountainous oil refinery. A team gains points by capturing any of the three Control Points. Each uncontested control point generates one point each within 5 second intervals, spaced evenly apart. A contested control point that becomes uncontested will generate a point if five seconds have passed while contested. One team must reach 125 points to win 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 Trotim.
 
== Locations ==
=== Overview ===
[[File:Oil_Canyon_Overview.webp|center|640px]]
 
=== Spawn ===
Each team spawns in a room with three exits, leading into an exterior that leads into three pathways that connects to each of the three points. The close proximity of each team's spawn means that it's easy to reach the opposing spawn in a short amount of time.
 
<gallery mode="packed">
Oil_Canyon_RED_Spawn.webp|RED spawn
Oil_Canyon_RED_Exterior.webp|RED spawn exterior
</gallery>
 
=== Point A ===
Point A connects from spawn through a long indoor tunnel, spiting 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">
Oil_Canyon_Point_A_Connector.webp|Point A connector
Oil_Canyon_Point_A.webp|Point A
Oil_Canyon_Point_A_Front.webp|Point A front
Oil_Canyon_Point_A_Back.webp|Point A back
</gallery>
 
=== Point B ===
Point B is inbetween 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">
Oil_Canyon_Point_B_Connector.webp|Point B connector
Oil_Canyon_Point_B.webp|Point B
Oil_Canyon_Tunnel.webp|Tunnel under Point B
</gallery>
 
=== Point C ===
Point C connects through a spacious underground tunnel that leads players above or outside the point. The point is indoors directly between two walls, with platforms above and a short staircase below. 
 
<gallery mode="packed">
Oil_Canyon_Point_C_Connector.webp|Point C connector
Oil_Canyon_Point_C.webp|Point C
Oil_Canyon_Point_C_Front.webp|Point C front
Oil_Canyon_Point_C_Back.webp|Point C back
</gallery>
 
 
== Update history ==
{{Update history|
'''[[2.0.0]]'''
* Added vip_mineside
 
'''[[2.0.1]]'''
* Added a new second route to the Escape Zone
* Made some areas brighter
* Added a small ammo kit to upper balcony at mid
* Added more cover for upper balcony at mid
* Adjusted respawn time for Red during Escape gates being open to be longer
* Small changes in general


== Strategy ==
'''[[2.0.4]]'''
Compared to its sister map, [[Hydro (Domination)|Hydro]], Oil Canyon encourages rapid rotation between the three points, due to the close proximity and poor defensibility of the control points.
* Changed setup time from 30 seconds to 60 seconds
* Added new upper route for defenders (closes after setup time is over)
* Fixed func_dustmotes inside forward BLU spawn
* Changed pickup sizes in general
* Added ammo pickup inside upper tunnel route
* Animated barricade inside the mineside last cap area
* Small optimization changes


Even when crossing the map, A and C are connected by a tunnel that runs under B with a full healthkit, meaning that you can always cycle to whatever point needs the most help instead of committing to any single one.
'''[[2.1.3]]'''
* The now-obsolete game_text_tf entity has been replaced with env_instructor_hint


[[Category:Four-Team maps]]
'''[[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
}}

Latest revision as of 17:26, 28 May 2024

Oil Canyon
Dom oilcanyon.webp
Basic Information
Map type Domination
File name dom_oilcanyon
Release date July 4, 2020 (Death & Taxes)
Developer(s) MaartenS11
Suo
Trotim
Map info
Environment Desert
Setting Day

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.

Death & Taxes update page

Oil Canyon is an official Domination map, embedded within a mountainous oil refinery. A team gains points by capturing any of the three Control Points. Each uncontested control point generates one point each within 5 second intervals, spaced evenly apart. A contested control point that becomes uncontested will generate a point if five seconds have passed while contested. One team must reach 125 points to win 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 Trotim.

Locations

Overview

Oil Canyon Overview.webp

Spawn

Each team spawns in a room with three exits, leading into an exterior that leads into three pathways that connects to each of the three points. The close proximity of each team's spawn means that it's easy to reach the opposing spawn in a short amount of time.

Point A

Point A connects from spawn through a long indoor tunnel, spiting 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.

Point B

Point B is inbetween 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.

Point C

Point C connects through a spacious underground tunnel that leads players above or outside the point. The point is indoors directly between two walls, with platforms above and a short staircase below.


Update history

2.0.0
  • Added vip_mineside

2.0.1

  • Added a new second route to the Escape Zone
  • Made some areas brighter
  • Added a small ammo kit to upper balcony at mid
  • Added more cover for upper balcony at mid
  • Adjusted respawn time for Red during Escape gates being open to be longer
  • Small changes in general

2.0.4

  • Changed setup time from 30 seconds to 60 seconds
  • Added new upper route for defenders (closes after setup time is over)
  • Fixed func_dustmotes inside forward BLU spawn
  • Changed pickup sizes in general
  • Added ammo pickup inside upper tunnel route
  • Animated barricade inside the mineside last cap area
  • Small optimization changes

2.1.3

  • The now-obsolete game_text_tf entity has been replaced with env_instructor_hint

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