http://wiki.pvkii.com/api.php?action=feedcontributions&user=Pache94&feedformat=atomPVKII Wiki - User contributions [en]2024-03-28T16:41:35ZUser contributionsMediaWiki 1.39.3http://wiki.pvkii.com/index.php?title=Sandstorm&diff=798Sandstorm2015-05-07T03:54:01Z<p>Pache94: /* Stats */</p>
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<div>[[File:Sandstorm widescreen.png|right|500px]]<br />
Sandstorm is a Territory map, notable for being the first official map to ever be released for the game mode. Five years after his release, Sandstorm received a major makeover, receiving new textures and lightning, giving new life to the map.<br />
===Stats===<br />
<br />
*'''Map file:''' te_sandstorm<br />
*'''Mode:''' Territory<br />
*'''Authors:''' CrazyTalk, Jahhur (original version), Ubermann (updated version)<br />
*'''Original Release Date:''' Beta 2.3 (December 2009)<br />
*'''Updated Version Release Date:''' Beta 3.0 (October 2014) <br />
*'''Theme:''' Ruins (Arabic)<br />
*'''Capturing Time:''' 150<br />
*'''Pick-ups:''' Food (x_), Armor (x_), and Ammo (x_)<br />
*'''Stage Hazards:''' punji sticks and quicksand<br />
<br />
==Overview==<br />
<br />
As the prime example of a Territory map, Sandstorm's basic layout can be described as two triangles tangled with each other. One of the triangles represents the territories while the other represents the team's bases.<br />
The sandstorm occasionally appears on the level, slowing players down unless they go inside the buildings, where the sandstorm has no effect.<br />
<br />
===Food Supply===<br />
The Pirates and the Vikings have faster access to this territory. It's entrances are quite narrow and inside the building there's enough space for close quarter combats. Upper floors give players access to pickups as well ways to evade enemy attacks such as jumping to the crates. It is the only area in the map with a stage hazard, most precisely the ditches with spikes. The Food Supply has two entrances, each for both teams with easy access.<br />
<br />
===Weapons Cache===<br />
All three classes have fast access to this territory. Much like it's early counterpart, there's a bottom floor, which can be used to regain the player's health with the pickups placed there, or preparing strategies. The Weapons Cache has three exits: one that leads to the Oasis, other between the Knights and the Vikings' bases and another one at the exit of the Food Supply.<br />
<br />
===Oasis===<br />
The Pirates and the Knights have faster access to this territory. Capture area is covered by an altar, making it the hardest territory to defend from enemies. There's only one entrance to the Oasis.<br />
<br />
==Presentation==<br />
In the bright sun of the Middle East lies a small town abandoned by it's native people for the sake of running away from three clans who find enjoyment from murdering people. Despite being a ghost town, most if not all of it's architecture remains intact with no signs of vandalism. Between the Knights and the Vikings' base a corridor exhibits the arabian tile art while on the other side of the Weapons Cache a market is located. The town is located near the ocean and the Oasis is protected by the rising of the sea level thanks to a gate, nevertheless a small pond of water is formed around the altar.<br />
<br />
==History==<br />
The original version was very similar to Desertruin in terms of visuals, though with vast differences gameplay-wise: the level's layout included team-specific spawn rooms rather than spawning at various places, like in Trinket Wars.<br />
Development of the new version of Sandstorm started shortly after the release of the Beta 2.5 update, with the main goal of giving the map it's own look and new gameplay improvements.<br />
<br />
===Differences between Versions===<br />
Appart from recycling textures and aesthetics from Desertruin, the original version of Sandstorm was different in many, many ways:<br />
<br />
*the global lightning was much darker;<br />
*appart from some urban buildings there were also massive garrisons surrounding various places in the level;<br />
*the entire map was surrounded by cliffs, as if it took place in a canyon;<br />
*the Food Supply was much less covered and it had a second floor;<br />
*near the Food Supply there was a quicksand pit which players could walk above it through two wooden planks;<br />
*many of the very few props in the map served as platforms;<br />
*the Weapons Cache was completely covered by a major building, followed by a smaller one;<br />
*the Oasis looked like a generic oasis and it was completely overshadowed by the rocky cliffs;<br />
*the Pirates' spawn base was vast, occupying at least a third of the area that surrounds all three territories, giving them massive advantage over the Knights and the Vikings;<br />
*the original version had no sandstorm, of all things.<br />
<br />
The trailer that announced the Beta 3.0 update showcased an unfinished version of the map, with a paler lighting, an early version of the sandstorm particle and several differences in the level's layout, specially on the entrances to the Weapons Cache.<br />
==Trivia==<br />
[[File:PikkuGestir.png|thumb|right|The Gestir and the rubber horses. Art by Pikku.]]<br />
-During the development of the updated version of Sandstorm there was a bug where a player could capture the Weapons Cache under the actual capture area by jumping through the floor. The bug is shown and explained in a Source Filmmaker video made by member of the PVKII Team Dinah.[https://www.youtube.com/watch?v=DBaEJ1ZGonU]<br />
<br />
-The rubber horse prop seen in the Oasis is based on those seen in fan-made artwork made by beta tester Pikku;<br />
<br />
-Once the Weapon's Chache is captured, team-themed arms appear in the walls. If the Knights capture it, two arms which use the Heavy Knights' sword and shield combo appear. If the Vikings capture it, the arms now use the sword and shield combo for the Huscarl. If the Pirates capture it, two Sharpshooter rifles represent one of the two arms;<br />
<br />
[[Category: Maps]]<br />
[[Category: Official Maps]]<br />
[[Category: Territory Maps]]</div>Pache94http://wiki.pvkii.com/index.php?title=Arena&diff=737Arena2015-04-15T14:35:19Z<p>Pache94: /* Stats */</p>
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<div>[[File:Arena widescreen.png|right|500px]]<br />
Arena is a Last Team Standing map created by Jahhur and YeeHaa. It was the very first LTS map and even today remains one of the most popular maps in the mod, having dedicated servers. The map is a remake of the PVK1 map Coloseum which, while it didn't have the Last Team Standing game mode implemented, it had a similar level layout and it served as a deathmatch map.<br />
<br />
===Stats===<br />
*'''Map file:''' lts_arena (formerly pvk_arena)<br />
*'''Mode:''' Last Team Standing<br />
*'''Author:''' Jahhur and YeeHaa<br />
*'''Release Date:''' Beta 2.0 (February 2008)<br />
*'''Theme:''' Not specified<br />
*'''Timer:''' <br />
*'''Sudden Death Timer:'''<br />
*'''Pick-ups:''' Food (x2) and Armor (x3)<br />
*'''Stage Hazards:''' Lava (Sudden Death, only)<br />
<br />
==Overview==<br />
<br />
Arena is seen as the standard Last Team Standing map. It's rounded layout provides a way to both balance teams and to avoid them to run away from the enemy players. On the middle of the arena there are two floors: the upper one and the lower one; the upper floor has more props that help protecting players from ranged attacks while the lower one is often used to collect pickups.<br />
Sudden Death mode enters in action, and to make things hard for players under the central area, lava will rapidly ascend draining anyone's health in no time. The lava eventually stops once it reaches the central area. With the special meter full players who use the Huscarl or the Gestir might find their special attacks handy in order to kill an enemy fast.<br />
In some cases the rounds can start in sudden death, much like every other LTS map.<br />
<br />
==Presentation==<br />
<br />
Like both the new and the original map's names suggest, the players are at a typical roman colisseum, however it's theme is not clarified wether or not the map is set at a urban location or at a ruin, although the huge volcano may suggest a reference to the roman city of Pompei. The building is empty and the gates are closed, so that no players run away. While the upper floor looks crude and decayed, the lower floor is richly decorated, despite the darker lightning and the suggetive small lava pond at the center.<br />
<br />
==History==<br />
[[File:ArenaBeta2.jpeg|thumb|right|One of the spawn rooms from Arena (Beta 2.2).]]<br />
[[File:PoisonGas.jpeg|thumb|right|The poison gas in action.]]<br />
<br />
The early version of Arena had completely different spawn areas than those seen in the map's current state; each team had it's own room, much like gladiators from the Roman Empire. Once the round started, the gates opened for the players to go out for the arena. If someone stayed in the spawn, poisoned gas would be triggered, draining out the player's health like the lava. At a later update rooms were removed and since then players spawn right outside the colisseum.<br />
The original Sudden Death mode was different. While the lava raising was present there was also a flock of crows that emerged from the sky that attacked any player in a similar way as the Captain's parrot. The crows were later removed for being unfeasable for the players to concentrate during Sudden Death.<br />
Recent updates made some of the wooden walls destructable by the lava during Sudden Death mode for less chances of a class with a high jump like the Skirmisher to run away from enemy players until the round ends in a draw. The Sudden Death timer was tweaked in recent updates as well.<br />
Despite these changes, Arena's presentation and level layout hasn't changed in nearly seven years.<br />
<br />
==Trivia==<br />
<br />
*A common bug makes players turn into ice if they die in the lava during Sudden Death. The bug was reportedly fixed in the Beta 3.1 update;</div>Pache94http://wiki.pvkii.com/index.php?title=Cathedral&diff=736Cathedral2015-04-15T14:34:36Z<p>Pache94: /* Stats */</p>
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<div>[[File:Cathedral widescreen.png|right|500px]]<br />
Cathedral is a Last Team Standing created by Jarhhur, who also created another popular LTS map, [[Arena]], and it was released in the Beta 2.1 update. Alongside Arena they are the most popular maps of said game mode, as well two of the most popular maps in the mod.<br />
<br />
===Stats===<br />
*'''Map file:''' lts_cathedral (formerly pvk_cathedral)<br />
*'''Mode:''' Last Team Standing<br />
*'''Author:''' Jahhur and YeeHaa<br />
*'''Release Date:''' Beta 2.1 (July 2008)<br />
*'''Theme:''' Medieval<br />
*'''Timer:''' <br />
*'''Sudden Death Timer:'''<br />
*'''Pick-ups:''' Food (x1) and Armor (x3)<br />
*'''Stage Hazards:''' Botomless pit, pillars and blizzards (Sudden Death, only)<br />
<br />
==Overview==<br />
<br />
Like it's older brother Arena, Cathedral has a rounded layout, however the center of the map is located at a much lower level than two of the spawn areas. The bottomless pit serves as the only stage hazard outside the Sudden Death mode, which itself has a plank over it for players to take a shorter walk. Pickups are scattered around the map, making use of the map's decaying presentation. Since the Pirates' spawn is located at a lower level than both the Vikings and the Knights' spawn, there are two staircases on both sides which lead to one another;<br />
Cathedral's Sudden Death mode has several objects falling from the ceiling, most precisely pieces of collapsing pillars. If any player avoids the pillars the big gates at the edges of the map open with the brute force of a killing blizzard which forces players to go to the middle of the map. With all of those hazards, finding a safe spot in the map is hard.<br />
<br />
==Presentation==<br />
Like the name suggests the players face each other inside a huge decaying gothic cathedral supported by massive pillars which can't hold the structure for much longer. The amount of wreckage found in the floor is proof of this building's rustic nature.<br />
<br />
==History==<br />
<br />
The map's original release was less detailed and it had different lightning, and during Sudden Death, the wrecked pillars would fall unrealistically slower; in a later update the physics of the pillars were improved in order to make the mode even more challenging.<br />
On Beta 3.0 the map got some updated visuals and new layout tweaks. As far visuals go, a new and more natural lightning illuminates the map, as well new props like a bigger statue at the northen edge of the map, as well the introduction of new staircases placed inside corridors near the Pirates' spawn, giving a bigger advantage for all three teams to evade attacks.<br />
<br />
==Trivia==<br />
<br />
*Since the pillars don't have a specific pattern on where they fall, sometimes a giant piece of a pillar can block the Pirates' spawn area and it's impossible to reach, leading the round to a draw. The big change from the Beta 3.0 update, which added stairs for a quick escape for the Pirates, indirectly fixed that issue;<br />
<br />
*Due to it's high difficulty at forcing a player to die with the blizzard, the achievement “Otzi the Iceman” was so far only achieved by 4.3% of all Steam users who play the mod. Despite that, it's one of the map-themed achievements with biggest number of players being successful at achieving it, alongside "Got a Crush on You" (also Cathedral) and "Sand Blasted" (Sandstorm);<br />
<br />
*Like in Forgotten, torches could cause instant kills to anyone who steps over it during a jump. It is unknown in which update it was fixed;</div>Pache94http://wiki.pvkii.com/index.php?title=Forgotten&diff=716Forgotten2015-04-09T00:45:41Z<p>Pache94: /* Stats */</p>
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<div>[[File:Forgotten widescreen.png|right|500px]]<br />
Forgotten is a Booty map released on the Beta 2.0 Update. The map was largely featured in the updates' teaser trailers and artwork and as a result it's widely praised for it's presentation and new gameplay mechanics.<br />
<br />
===Stats===<br />
<br />
*'''Map file:''' bt_forgotten (formerly pvk_forgotten)<br />
*'''Mode:''' Booty<br />
*'''Author:''' Jahhur<br />
*'''Release Date:''' Beta 2.0 (February 2008)<br />
*'''Theme:''' Ruins<br />
*'''Number of Chests:''' 6<br />
*'''Timer per Team:''' | Pirates 240 | Vikings 240 | Knights 240 |<br />
*'''Pick-ups:''' Food (x_), Armor (x_), and Ammo (x_)<br />
*'''Stage Hazards:''' death pit, torches (drain health), cliff<br />
<br />
==Overview==<br />
<br />
Forgotten, like every Booty Quest map, takes the player to the goal of taking the most treasure chests as possible to the team's base so that it's timer runs faster until it reaches zero. Unlike in it's older brother Island, Each team has one chest at the start at the round, being a total of three chests, and thirty seconds later three more chests will spawn at specific spots so that they can be gathered.<br />
<br />
Similarly to Island, the whole map forms a triangle-like shape by using the main paths as it's lines, and like Island, there are shortcuts and platforms for the sake of adding both evasive or offensive strategies. For instance, the decaying bridge has a lower level that can be useful for ambushes, or the Knights' base which has an upper floor where the waterfall is formed, where archers can use it for an extra sight of the site.<br />
<br />
==Presentation==<br />
<br />
The map takes place at an abandoned place from an extinct empire located at a mountain range, as suggested by the map's author. In it's architecture, nature has overtaken some areas while other places are about to collapse. Endless pits are common traps in this map, so it's recommended for the clumsier players to stay away from the most dangerous areas, or even this map in general.<br />
<br />
The Knights are located in a lower level than the Pirates and the Knights, which means that, with slightly hotter temperatures, their base transforms into a luxuriant paradise with vines decorating the rock and water falling down from the mountains. The Pirates' base is somewhat rustic, however there is plenty of space for them to protect the area, as well several objects like a stone arch which can help with the aim for Sharpshooter players. The Vikings' base is similar to the Pirates', but more composed and with a small room as an extra.<br />
[[File:ForgottenBridge.jpeg|thumb|right|An early version of Forgotten's bridge (image via Moddb).]]<br />
The transitions for each bases are unique, both in graphics and in gameplay. Between the Vikings and the Pirates' base there's the decaying bridge, the map's major landmark, built with stone and wood, continues to hold up despite the signs of chaos; since it was built under a cave the chances of surviving a fall from the bridge are nonexistent. <br />
<br />
The Pirates have access to the Knights' base thanks to two big staircases, wide enough to throw out attacks. Being the most well preserved place in the map, there is no shortage of decoration, with torches illuminating the area and pillars supporting what remains of the building.<br />
<br />
The Vikings' path to access the Knights' base and vice versa can be divided into two parts: the balcony and the sand path. The balcony is a wide open space where players can shield bash or kick out their foes to the cliff where it's installed, alongside a beautiful view of the mountain range. The sand path is more protected and it's access varies to whoever carries the chest placed there. There is two exits of the sand path that lead to the Knights' base.<br />
<br />
All three additional chests are located in the transitions above mentioned.<br />
<br />
==History==<br />
Forgotten was a highly anticipated map, as well feature, in the Beta 2.0 update, since it was designed by Jahhur, famous for his custom maps for the mod by the time the original release was made available for the public, a year earlier. The most noticeable differene between Forgotten's original release and the current version are the respawn rooms. In the Beta 2.0, the Knights' spawn was located closer to their chest capture area, the Vikings' spawn isn't covered and the same can be said for the Pirates. Also worth mentioning is how the only way the Vikings could reach the Knights' area was through one single cave. In later updates, multiple paths were added above and under the waterfall for the sake of less linear gameplay; the respawn rooms were also reworked. Updates also gave more props and decoration to the map, and at the same time optimization.<br />
<br />
==Trivia==<br />
<br />
*While the civilization of the lost empire is unknown, props and textures show hints from sumerian art and gothic architecture, meaning that it's likely to be a culture created by Jahhur himself;<br />
*Forgotten's geology feels innacurate. For instance, the floor in the Vikings' area and the Pirates' is partially covered with snow while the cave that leads the player to the Knights' area has sand, and the map takes place in the middle of a mountain range. That could mean one of these two things: during the map's development the Knights' area was originally made for the Pirates, hence the water theme in said area, or it's a clue for the map's backstory, implying that either a sandstorm or another natural disaster based on sand caused the disappearance of the unnamed civilization;<br />
*The torches, like the ones in the staricases, could immediately kill anyone who jumps over it. It was also an issue found in Cathedral's torches, and it was eventually fixed so that they only drain health rather than killing instantly the player;<br />
*Like many early maps, Forgotten was updated with High Dynamic Range (HDR) when the mod was moved to the then new Orange Box version of the Source Engine, also known as Source 2007. Despite the update, opening the map in Source Filmmaker the program won't recognize the HDR parameters and renders the map with no lightning at all, showing the textures on their raw form. The issue can be fixed by typing in the console the command mat_fullbright 0 and then moving the time arrow before the timeline. Also worth mentioning is the fact that, thanks to the HDR issue, Forgotten runs a lot smoother in SFM than any other PVKII map, when running on a low-end computer;</div>Pache94http://wiki.pvkii.com/index.php?title=Island&diff=697Island2015-04-08T03:03:38Z<p>Pache94: /* Stats */</p>
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<div>[[File:Island widescreen.png|right|500px]]<br />
Island is a Booty map released in the first public release of Pirates, Vikings and Knights II, in January 2007. To the present day it's the most popular map in the mod, having servers dedicated to the map in full time. Being the only original Booty map, very few gameplay changes were made, although the map got several visual and layout improvements throughout the years. It is also one of the few maps of the original Pirates, Vikings and Knights mod to be remade in it's sequel.<br />
<br />
===Stats===<br />
*'''Map file:''' bt_island (formerly pvk_island)<br />
*'''Mode:''' Booty<br />
*'''Author:''' Gaz<br />
*'''Release Date:''' Beta 1.0<br />
*'''Theme:''' Caribbean, with partial Viking and Medieval-themed assets<br />
*'''Number of Chests:''' 6<br />
*'''Timer per Team:''' | Pirates 240 | Vikings 240 | Knights 450 |<br />
*'''Pickups:''' Food, Armor, and Ammo<br />
*'''Stage Hazards:''' death pit (secret room, only)<br />
<br />
==Overview==<br />
Island is so far the only Booty map where all chests are saved at a specific team's base at the round's start, more precisely, The Knights. Because of that the Knights get the double of the Pirates or the Vikings' timer, although it can run out fast if the Knights defend the castle with success.<br />
<br />
Near the castle both the Pirates and the Vikings have a selection of paths that lead to the castle. Aside from the regular path with the bridge, the Pirates can also go through a cave at the back of the castle where a dungeon is located. The dungeon has a staircase which gives direct access to the chest room, and many players use the staircase to throw kegs or any of the explosive specials for a surprise attack. There's also a small corridor under the bridge which leads to the same dungeon.<br />
<br />
The Vikings have an underwater cave near the castle's gates which leads to a staircase, similar to the Pirates, and there's also a cave which exit locates near the building that leads to the Vikings' base. Said building is also accessible and it has a couple of pickups, and it also leads to the Vikings' base. Both the Pirates and the Vikings have their paths to reach each other. The major path -from the Vikings to the Pirates' base- passes through a bridge over a stream of deep salt water, followed by the Hubb Jubb Café's esplanade and finally by a small cave. There are two alternate versions of the main path: an underground path inside the tower of the Vikings' base which leads to the esplanade, and there's the Hubb Jubb Café where players can go inside and reach it's balcony, with a view and direct access to the Pirates' base.<br />
<br />
Throughout the map there are interactive objects scattered around, both from a gameplay point of view, like the gates and the dungeon's lever, and for entertaining purposes, like the Dj's table at the Hubb Jubb Café. <br />
<br />
==Presentation==<br />
The whole level takes place in a deserted island with a medieval castle built in the middle of the rocky cliffs and a small viking harbour. The map can be divided in three main areas, plus a bonus one.<br />
<br />
===The Knights' Castle===<br />
[[File:Island1.jpg|right|255px]]<br />
The castle has three floors: from the top to the bottom, the spawn rooms, the treasure room (indoors) and the terrace (outdoors) and the dungeons; all of these floors can be accessed through the staircases from both sides. The spawn room also has access to the garrisons which are helpful for classes with ranged weapons like the Archer. Outside the walls made of stone, the paths are uniquely decorated with luxuriant palm trees on the Pirates' path, and with rocks and straw dolls with targets painted on their chests on the Vikings' path.<br />
<br />
===The Pirate Bay===<br />
[[File:Island3.jpg|right|255px]]<br />
Despite how open it looks, the Pirates are safe on their massive pirate ship, however their small shoal is in constant peril, because it's there where the chests are collected. The crystalline water lets the players see school of fish wandering around and the rocks can serve both as cover and as sniping. In fact, a small path hidden behind the rocks on the Pirates/Knights path contains pickups to those who run out of ammo.<br />
<br />
===The Viking Town===<br />
[[File:Island4.jpg|right|255px]]<br />
With a more urban setting, the Vikings make use of their drakkar to save the gold while they're hidden inside a building that only they have access. The harbour tower can be a good opportunity for players with ranged weapons. <br />
<br />
===The Hubb Jubb Café===<br />
More than just a shortcut, this shack is a place where enemies can rest after long periods of looting, stabbing and obliterating. The calm ambient and the nice selection of music makes this break worth doing. Not only that, but it also has a secret place; by looking at the X somewhere in the shack and jumping to the net at the esplanade, a small room located at the World's End can be visited by anyone, but players must be aware that the trick doesn't work 100% of the time.<br />
<br />
==History==<br />
[[File:Pvk island.png|right|thumb|Island's Beta 2.2 Loading Screen]]<br />
Island's original release was similar to the GoldSrc mod version in terms of layout, where the Pirates spawned at the shoal, the Knights at the terrace and the Vikings at the drakkar; both the shoal and the drakkar were still used as chest areas. Comparing to the PVK1 version, the map itself is much tighter to avoid pacing issues and the shortcuts were created for a less linear gameplay. The pirate ship does not exist on this version, and the Viking Town has several differences, including the ability to swim in the harbour, cannons that can be used by players, and a hut set on fire with a lower floor with no way to escape. The hut got removed in following updates because chests could easily be thrown there.<br />
<br />
On the Beta 2.0 update many changes were made: the pirate ship was added, the Knights' spawn rooms were located in the upper floor of the castle, new geometry got placed for a more polished look and the Viking Town got major changes, including new building layout and improved balance, although he vikings respawned outdoors. Their current respawn base would become updated in Beta 2.3.<br />
<br />
Despite the map's popularity, Island was highly criticized because of spawn camping on the Knights' side, since they weren't protected by incoming attacks from vikings or pirates that went to the upper floor to grab the health pickup, which itself was placed in front of knight players. Despite the demand, Gaz didn't have the time to fix the problem due to his hard work in Pinegrove, being only able to fix glitches like an invisible block which let pirate players reaching the Vikings' spawn room. The Knights' spawn room was updated on the Beta 3.0 update, fixing most if not all of it's issues, as well introducing a new asset: signs, taken from Pinegrove, mostly for a decorative purpose.<br />
<br />
The Beta 3.1 version brought new updates, including a more defined path for the underwater cave at the Vikings/Knights path, bringing more advantages to the norsemen. The secret room was also updated and it no longer accepts teleporting chests.<br />
<br />
==Trivia==<br />
*Despite the pit in the secret room, it's one of the very few maps with no actual hazards in the level, with the closest possible way to die in the level is to drown in deep water, either intentionally or unintentionally;<br />
*For some time players believed that palm trees were climbable, however the devs deconfirmed the rumour by "updating" the trees;<br />
<br />
==Gallery==<br />
[[File:IslandShoal1.jpeg|left|thumb|The Pirates' base (Beta 1.0)]][[File:VikingKnightPath1.jpeg|right|thumb|The Vikings/Knights' path (Beta 1.0)]]<br />
[[File:VikingsBase1.jpeg|left|thumb|The Vikings' Base (Beta 1.0)]]<br />
[[File:HubbJubb2.jpeg|right|thumb|The Hubb Jubb Café's balcony near the Pirates' base (Beta 2.2)]]<br />
[[File:VikingKnightPath2.jpeg|left|thumb|The Vikings/Knights' path (Beta 2.2)]]<br />
[[File:VikingsBase2.jpeg|right|thumb|The Vikings' Base (Beta 2.2)]]<br />
[[File:VikingPiratePath.jpeg|left|thumb|The entrance to the alternate Vikings/Pirates' path inside the tower of the Vikings' Town (Beta 2.2)]]<br />
[[File:VikingPiratePath2.jpeg|right|thumb|The bridge and the cave's exit of the Vikings/Pirates' path (Beta 2.2). Only in later updates that the alternate path's exit would lead to the Hubb Jubb Stash.]]</div>Pache94http://wiki.pvkii.com/index.php?title=Island&diff=696Island2015-04-08T03:01:22Z<p>Pache94: </p>
<hr />
<div>[[File:Island widescreen.png|right|500px]]<br />
Island is a Booty map released in the first public release of Pirates, Vikings and Knights II, in January 2007. To the present day it's the most popular map in the mod, having servers dedicated to the map in full time. Being the only original Booty map, very few gameplay changes were made, although the map got several visual and layout improvements throughout the years. It is also one of the few maps of the original Pirates, Vikings and Knights mod to be remade in it's sequel.<br />
<br />
===Stats===<br />
*'''Map file:''' bt_island (formerly pvk_island)<br />
*'''Mode:''' Booty<br />
*'''Author:''' Gaz<br />
*'''Release Date:''' Beta 1.0<br />
*'''Theme:''' Caribbean, with partial Viking and Medieval-themed assets<br />
*'''Number of Chests:''' 6<br />
*'''Timer per Team:''' | Pirates 240 | Vikings 240 | Knights 450 |<br />
*'''Pickups:'''<br />
*'''Stage Hazards:''' death pit (secret room, only)<br />
<br />
==Overview==<br />
Island is so far the only Booty map where all chests are saved at a specific team's base at the round's start, more precisely, The Knights. Because of that the Knights get the double of the Pirates or the Vikings' timer, although it can run out fast if the Knights defend the castle with success.<br />
<br />
Near the castle both the Pirates and the Vikings have a selection of paths that lead to the castle. Aside from the regular path with the bridge, the Pirates can also go through a cave at the back of the castle where a dungeon is located. The dungeon has a staircase which gives direct access to the chest room, and many players use the staircase to throw kegs or any of the explosive specials for a surprise attack. There's also a small corridor under the bridge which leads to the same dungeon.<br />
<br />
The Vikings have an underwater cave near the castle's gates which leads to a staircase, similar to the Pirates, and there's also a cave which exit locates near the building that leads to the Vikings' base. Said building is also accessible and it has a couple of pickups, and it also leads to the Vikings' base. Both the Pirates and the Vikings have their paths to reach each other. The major path -from the Vikings to the Pirates' base- passes through a bridge over a stream of deep salt water, followed by the Hubb Jubb Café's esplanade and finally by a small cave. There are two alternate versions of the main path: an underground path inside the tower of the Vikings' base which leads to the esplanade, and there's the Hubb Jubb Café where players can go inside and reach it's balcony, with a view and direct access to the Pirates' base.<br />
<br />
Throughout the map there are interactive objects scattered around, both from a gameplay point of view, like the gates and the dungeon's lever, and for entertaining purposes, like the Dj's table at the Hubb Jubb Café. <br />
<br />
==Presentation==<br />
The whole level takes place in a deserted island with a medieval castle built in the middle of the rocky cliffs and a small viking harbour. The map can be divided in three main areas, plus a bonus one.<br />
<br />
===The Knights' Castle===<br />
[[File:Island1.jpg|right|255px]]<br />
The castle has three floors: from the top to the bottom, the spawn rooms, the treasure room (indoors) and the terrace (outdoors) and the dungeons; all of these floors can be accessed through the staircases from both sides. The spawn room also has access to the garrisons which are helpful for classes with ranged weapons like the Archer. Outside the walls made of stone, the paths are uniquely decorated with luxuriant palm trees on the Pirates' path, and with rocks and straw dolls with targets painted on their chests on the Vikings' path.<br />
<br />
===The Pirate Bay===<br />
[[File:Island3.jpg|right|255px]]<br />
Despite how open it looks, the Pirates are safe on their massive pirate ship, however their small shoal is in constant peril, because it's there where the chests are collected. The crystalline water lets the players see school of fish wandering around and the rocks can serve both as cover and as sniping. In fact, a small path hidden behind the rocks on the Pirates/Knights path contains pickups to those who run out of ammo.<br />
<br />
===The Viking Town===<br />
[[File:Island4.jpg|right|255px]]<br />
With a more urban setting, the Vikings make use of their drakkar to save the gold while they're hidden inside a building that only they have access. The harbour tower can be a good opportunity for players with ranged weapons. <br />
<br />
===The Hubb Jubb Café===<br />
More than just a shortcut, this shack is a place where enemies can rest after long periods of looting, stabbing and obliterating. The calm ambient and the nice selection of music makes this break worth doing. Not only that, but it also has a secret place; by looking at the X somewhere in the shack and jumping to the net at the esplanade, a small room located at the World's End can be visited by anyone, but players must be aware that the trick doesn't work 100% of the time.<br />
<br />
==History==<br />
[[File:Pvk island.png|right|thumb|Island's Beta 2.2 Loading Screen]]<br />
Island's original release was similar to the GoldSrc mod version in terms of layout, where the Pirates spawned at the shoal, the Knights at the terrace and the Vikings at the drakkar; both the shoal and the drakkar were still used as chest areas. Comparing to the PVK1 version, the map itself is much tighter to avoid pacing issues and the shortcuts were created for a less linear gameplay. The pirate ship does not exist on this version, and the Viking Town has several differences, including the ability to swim in the harbour, cannons that can be used by players, and a hut set on fire with a lower floor with no way to escape. The hut got removed in following updates because chests could easily be thrown there.<br />
<br />
On the Beta 2.0 update many changes were made: the pirate ship was added, the Knights' spawn rooms were located in the upper floor of the castle, new geometry got placed for a more polished look and the Viking Town got major changes, including new building layout and improved balance, although he vikings respawned outdoors. Their current respawn base would become updated in Beta 2.3.<br />
<br />
Despite the map's popularity, Island was highly criticized because of spawn camping on the Knights' side, since they weren't protected by incoming attacks from vikings or pirates that went to the upper floor to grab the health pickup, which itself was placed in front of knight players. Despite the demand, Gaz didn't have the time to fix the problem due to his hard work in Pinegrove, being only able to fix glitches like an invisible block which let pirate players reaching the Vikings' spawn room. The Knights' spawn room was updated on the Beta 3.0 update, fixing most if not all of it's issues, as well introducing a new asset: signs, taken from Pinegrove, mostly for a decorative purpose.<br />
<br />
The Beta 3.1 version brought new updates, including a more defined path for the underwater cave at the Vikings/Knights path, bringing more advantages to the norsemen. The secret room was also updated and it no longer accepts teleporting chests.<br />
<br />
==Trivia==<br />
*Despite the pit in the secret room, it's one of the very few maps with no actual hazards in the level, with the closest possible way to die in the level is to drown in deep water, either intentionally or unintentionally;<br />
*For some time players believed that palm trees were climbable, however the devs deconfirmed the rumour by "updating" the trees;<br />
<br />
==Gallery==<br />
[[File:IslandShoal1.jpeg|left|thumb|The Pirates' base (Beta 1.0)]][[File:VikingKnightPath1.jpeg|right|thumb|The Vikings/Knights' path (Beta 1.0)]]<br />
[[File:VikingsBase1.jpeg|left|thumb|The Vikings' Base (Beta 1.0)]]<br />
[[File:HubbJubb2.jpeg|right|thumb|The Hubb Jubb Café's balcony near the Pirates' base (Beta 2.2)]]<br />
[[File:VikingKnightPath2.jpeg|left|thumb|The Vikings/Knights' path (Beta 2.2)]]<br />
[[File:VikingsBase2.jpeg|right|thumb|The Vikings' Base (Beta 2.2)]]<br />
[[File:VikingPiratePath.jpeg|left|thumb|The entrance to the alternate Vikings/Pirates' path inside the tower of the Vikings' Town (Beta 2.2)]]<br />
[[File:VikingPiratePath2.jpeg|right|thumb|The bridge and the cave's exit of the Vikings/Pirates' path (Beta 2.2). Only in later updates that the alternate path's exit would lead to the Hubb Jubb Stash.]]</div>Pache94http://wiki.pvkii.com/index.php?title=Island&diff=695Island2015-04-08T02:58:55Z<p>Pache94: /* Stats */</p>
<hr />
<div>[[File:Island widescreen.png|right|500px]]<br />
Island is a Booty Quest map released in the first public release of Pirates, Vikings and Knights II, in January 2007. To the present day it's the most popular map in the mod, having servers dedicated to the map in full time. Being the only original Booty Quest map, very few gameplay changes were made, although the map got several visual and layout improvements throughout the years. It is also one of the few maps of the original Pirates, Vikings and Knights mod to be remade in it's sequel.<br />
<br />
===Stats===<br />
*'''Map file:''' bt_island (formerly pvk_island)<br />
*'''Mode:''' Booty<br />
*'''Author:''' Gaz<br />
*'''Release Date:''' Beta 1.0<br />
*'''Theme:''' Caribbean, with partial Viking and Medieval-themed assets<br />
*'''Number of Chests:''' 6<br />
*'''Timer per Team:''' | Pirates 240 | Vikings 240 | Knights 450 |<br />
*'''Pickups:'''<br />
*'''Stage Hazards:''' death pit (secret room, only)<br />
<br />
==Overview==<br />
Island is so far the only Booty Quest map where all chests are saved at a specific team's base at the round's start, more precisely, The Knights. Because of that the Knights get the double of the Pirates or the Vikings' timer, although it can run out fast if the Knights defend the castle with success.<br />
<br />
Near the castle both the Pirates and the Vikings have a selection of paths that lead to the castle. Aside from the regular path with the bridge, the Pirates can also go through a cave at the back of the castle where a dungeon is located. The dungeon has a staircase which gives direct access to the chest room, and many players use the staircase to throw kegs or any of the explosive specials for a surprise attack. There's also a small corridor under the bridge which leads to the same dungeon.<br />
<br />
The Vikings have an underwater cave near the castle's gates which leads to a staircase, similar to the Pirates, and there's also a cave which exit locates near the building that leads to the Vikings' base. Said building is also accessible and it has a couple of pickups, and it also leads to the Vikings' base. Both the Pirates and the Vikings have their paths to reach each other. The major path -from the Vikings to the Pirates' base- passes through a bridge over a stream of deep salt water, followed by the Hubb Jubb Café's esplanade and finally by a small cave. There are two alternate versions of the main path: an underground path inside the tower of the Vikings' base which leads to the esplanade, and there's the Hubb Jubb Café where players can go inside and reach it's balcony, with a view and direct access to the Pirates' base.<br />
<br />
Throughout the map there are interactive objects scattered around, both from a gameplay point of view, like the gates and the dungeon's lever, and for entertaining purposes, like the Dj's table at the Hubb Jubb Café. <br />
<br />
==Presentation==<br />
The whole level takes place in a deserted island with a medieval castle built in the middle of the rocky cliffs and a small viking harbour. The map can be divided in three main areas, plus a bonus one.<br />
<br />
===The Knights' Castle===<br />
[[File:Island1.jpg|right|255px]]<br />
The castle has three floors: from the top to the bottom, the spawn rooms, the treasure room (indoors) and the terrace (outdoors) and the dungeons; all of these floors can be accessed through the staircases from both sides. The spawn room also has access to the garrisons which are helpful for classes with ranged weapons like the Archer. Outside the walls made of stone, the paths are uniquely decorated with luxuriant palm trees on the Pirates' path, and with rocks and straw dolls with targets painted on their chests on the Vikings' path.<br />
<br />
===The Pirate Bay===<br />
[[File:Island3.jpg|right|255px]]<br />
Despite how open it looks, the Pirates are safe on their massive pirate ship, however their small shoal is in constant peril, because it's there where the chests are collected. The crystalline water lets the players see school of fish wandering around and the rocks can serve both as cover and as sniping. In fact, a small path hidden behind the rocks on the Pirates/Knights path contains pickups to those who run out of ammo.<br />
<br />
===The Viking Town===<br />
[[File:Island4.jpg|right|255px]]<br />
With a more urban setting, the Vikings make use of their drakkar to save the gold while they're hidden inside a building that only they have access. The harbour tower can be a good opportunity for players with ranged weapons. <br />
<br />
===The Hubb Jubb Café===<br />
More than just a shortcut, this shack is a place where enemies can rest after long periods of looting, stabbing and obliterating. The calm ambient and the nice selection of music makes this break worth doing. Not only that, but it also has a secret place; by looking at the X somewhere in the shack and jumping to the net at the esplanade, a small room located at the World's End can be visited by anyone, but players must be aware that the trick doesn't work 100% of the time.<br />
<br />
==History==<br />
[[File:Pvk island.png|right|thumb|Island's Beta 2.2 Loading Screen]]<br />
Island's original release was similar to the GoldSrc mod version in terms of layout, where the Pirates spawned at the shoal, the Knights at the terrace and the Vikings at the drakkar; both the shoal and the drakkar were still used as chest areas. Comparing to the PVK1 version, the map itself is much tighter to avoid pacing issues and the shortcuts were created for a less linear gameplay. The pirate ship does not exist on this version, and the Viking Town has several differences, including the ability to swim in the harbour, cannons that can be used by players, and a hut set on fire with a lower floor with no way to escape. The hut got removed in following updates because chests could easily be thrown there.<br />
<br />
On the Beta 2.0 update many changes were made: the pirate ship was added, the Knights' spawn rooms were located in the upper floor of the castle, new geometry got placed for a more polished look and the Viking Town got major changes, including new building layout and improved balance, although he vikings respawned outdoors. Their current respawn base would become updated in Beta 2.3.<br />
<br />
Despite the map's popularity, Island was highly criticized because of spawn camping on the Knights' side, since they weren't protected by incoming attacks from vikings or pirates that went to the upper floor to grab the health pickup, which itself was placed in front of knight players. Despite the demand, Gaz didn't have the time to fix the problem due to his hard work in Pinegrove, being only able to fix glitches like an invisible block which let pirate players reaching the Vikings' spawn room. The Knights' spawn room was updated on the Beta 3.0 update, fixing most if not all of it's issues, as well introducing a new asset: signs, taken from Pinegrove, mostly for a decorative purpose.<br />
<br />
The Beta 3.1 version brought new updates, including a more defined path for the underwater cave at the Vikings/Knights path, bringing more advantages to the norsemen. The secret room was also updated and it no longer accepts teleporting chests.<br />
<br />
==Trivia==<br />
*Despite the pit in the secret room, it's one of the very few maps with no actual hazards in the level, with the closest possible way to die in the level is to drown in deep water, either intentionally or unintentionally;<br />
*For some time players believed that palm trees were climbable, however the devs deconfirmed the rumour by "updating" the trees;<br />
<br />
==Gallery==<br />
[[File:IslandShoal1.jpeg|left|thumb|The Pirates' base (Beta 1.0)]][[File:VikingKnightPath1.jpeg|right|thumb|The Vikings/Knights' path (Beta 1.0)]]<br />
[[File:VikingsBase1.jpeg|left|thumb|The Vikings' Base (Beta 1.0)]]<br />
[[File:HubbJubb2.jpeg|right|thumb|The Hubb Jubb Café's balcony near the Pirates' base (Beta 2.2)]]<br />
[[File:VikingKnightPath2.jpeg|left|thumb|The Vikings/Knights' path (Beta 2.2)]]<br />
[[File:VikingsBase2.jpeg|right|thumb|The Vikings' Base (Beta 2.2)]]<br />
[[File:VikingPiratePath.jpeg|left|thumb|The entrance to the alternate Vikings/Pirates' path inside the tower of the Vikings' Town (Beta 2.2)]]<br />
[[File:VikingPiratePath2.jpeg|right|thumb|The bridge and the cave's exit of the Vikings/Pirates' path (Beta 2.2). Only in later updates that the alternate path's exit would lead to the Hubb Jubb Stash.]]</div>Pache94http://wiki.pvkii.com/index.php?title=Island&diff=694Island2015-04-08T02:54:33Z<p>Pache94: /* Stats */</p>
<hr />
<div>[[File:Island widescreen.png|right|500px]]<br />
Island is a Booty Quest map released in the first public release of Pirates, Vikings and Knights II, in January 2007. To the present day it's the most popular map in the mod, having servers dedicated to the map in full time. Being the only original Booty Quest map, very few gameplay changes were made, although the map got several visual and layout improvements throughout the years. It is also one of the few maps of the original Pirates, Vikings and Knights mod to be remade in it's sequel.<br />
<br />
===Stats===<br />
*'''Map file:''' bt_island (formerly pvk_island)<br />
*'''Mode:''' Booty<br />
*'''Author:''' Gaz<br />
*'''Release Date:''' Beta 1.0<br />
*'''Theme:''' Caribbean, with partial Viking and Medieval-themed assets<br />
*'''Number of Chests:''' 6<br />
*'''Timer per Team:''' <br />
*'''Pickups:'''<br />
*'''Stage Hazards:''' death pit (secret room, only)<br />
<br />
==Overview==<br />
Island is so far the only Booty Quest map where all chests are saved at a specific team's base at the round's start, more precisely, The Knights. Because of that the Knights get the double of the Pirates or the Vikings' timer, although it can run out fast if the Knights defend the castle with success.<br />
<br />
Near the castle both the Pirates and the Vikings have a selection of paths that lead to the castle. Aside from the regular path with the bridge, the Pirates can also go through a cave at the back of the castle where a dungeon is located. The dungeon has a staircase which gives direct access to the chest room, and many players use the staircase to throw kegs or any of the explosive specials for a surprise attack. There's also a small corridor under the bridge which leads to the same dungeon.<br />
<br />
The Vikings have an underwater cave near the castle's gates which leads to a staircase, similar to the Pirates, and there's also a cave which exit locates near the building that leads to the Vikings' base. Said building is also accessible and it has a couple of pickups, and it also leads to the Vikings' base. Both the Pirates and the Vikings have their paths to reach each other. The major path -from the Vikings to the Pirates' base- passes through a bridge over a stream of deep salt water, followed by the Hubb Jubb Café's esplanade and finally by a small cave. There are two alternate versions of the main path: an underground path inside the tower of the Vikings' base which leads to the esplanade, and there's the Hubb Jubb Café where players can go inside and reach it's balcony, with a view and direct access to the Pirates' base.<br />
<br />
Throughout the map there are interactive objects scattered around, both from a gameplay point of view, like the gates and the dungeon's lever, and for entertaining purposes, like the Dj's table at the Hubb Jubb Café. <br />
<br />
==Presentation==<br />
The whole level takes place in a deserted island with a medieval castle built in the middle of the rocky cliffs and a small viking harbour. The map can be divided in three main areas, plus a bonus one.<br />
<br />
===The Knights' Castle===<br />
[[File:Island1.jpg|right|255px]]<br />
The castle has three floors: from the top to the bottom, the spawn rooms, the treasure room (indoors) and the terrace (outdoors) and the dungeons; all of these floors can be accessed through the staircases from both sides. The spawn room also has access to the garrisons which are helpful for classes with ranged weapons like the Archer. Outside the walls made of stone, the paths are uniquely decorated with luxuriant palm trees on the Pirates' path, and with rocks and straw dolls with targets painted on their chests on the Vikings' path.<br />
<br />
===The Pirate Bay===<br />
[[File:Island3.jpg|right|255px]]<br />
Despite how open it looks, the Pirates are safe on their massive pirate ship, however their small shoal is in constant peril, because it's there where the chests are collected. The crystalline water lets the players see school of fish wandering around and the rocks can serve both as cover and as sniping. In fact, a small path hidden behind the rocks on the Pirates/Knights path contains pickups to those who run out of ammo.<br />
<br />
===The Viking Town===<br />
[[File:Island4.jpg|right|255px]]<br />
With a more urban setting, the Vikings make use of their drakkar to save the gold while they're hidden inside a building that only they have access. The harbour tower can be a good opportunity for players with ranged weapons. <br />
<br />
===The Hubb Jubb Café===<br />
More than just a shortcut, this shack is a place where enemies can rest after long periods of looting, stabbing and obliterating. The calm ambient and the nice selection of music makes this break worth doing. Not only that, but it also has a secret place; by looking at the X somewhere in the shack and jumping to the net at the esplanade, a small room located at the World's End can be visited by anyone, but players must be aware that the trick doesn't work 100% of the time.<br />
<br />
==History==<br />
[[File:Pvk island.png|right|thumb|Island's Beta 2.2 Loading Screen]]<br />
Island's original release was similar to the GoldSrc mod version in terms of layout, where the Pirates spawned at the shoal, the Knights at the terrace and the Vikings at the drakkar; both the shoal and the drakkar were still used as chest areas. Comparing to the PVK1 version, the map itself is much tighter to avoid pacing issues and the shortcuts were created for a less linear gameplay. The pirate ship does not exist on this version, and the Viking Town has several differences, including the ability to swim in the harbour, cannons that can be used by players, and a hut set on fire with a lower floor with no way to escape. The hut got removed in following updates because chests could easily be thrown there.<br />
<br />
On the Beta 2.0 update many changes were made: the pirate ship was added, the Knights' spawn rooms were located in the upper floor of the castle, new geometry got placed for a more polished look and the Viking Town got major changes, including new building layout and improved balance, although he vikings respawned outdoors. Their current respawn base would become updated in Beta 2.3.<br />
<br />
Despite the map's popularity, Island was highly criticized because of spawn camping on the Knights' side, since they weren't protected by incoming attacks from vikings or pirates that went to the upper floor to grab the health pickup, which itself was placed in front of knight players. Despite the demand, Gaz didn't have the time to fix the problem due to his hard work in Pinegrove, being only able to fix glitches like an invisible block which let pirate players reaching the Vikings' spawn room. The Knights' spawn room was updated on the Beta 3.0 update, fixing most if not all of it's issues, as well introducing a new asset: signs, taken from Pinegrove, mostly for a decorative purpose.<br />
<br />
The Beta 3.1 version brought new updates, including a more defined path for the underwater cave at the Vikings/Knights path, bringing more advantages to the norsemen. The secret room was also updated and it no longer accepts teleporting chests.<br />
<br />
==Trivia==<br />
*Despite the pit in the secret room, it's one of the very few maps with no actual hazards in the level, with the closest possible way to die in the level is to drown in deep water, either intentionally or unintentionally;<br />
*For some time players believed that palm trees were climbable, however the devs deconfirmed the rumour by "updating" the trees;<br />
<br />
==Gallery==<br />
[[File:IslandShoal1.jpeg|left|thumb|The Pirates' base (Beta 1.0)]][[File:VikingKnightPath1.jpeg|right|thumb|The Vikings/Knights' path (Beta 1.0)]]<br />
[[File:VikingsBase1.jpeg|left|thumb|The Vikings' Base (Beta 1.0)]]<br />
[[File:HubbJubb2.jpeg|right|thumb|The Hubb Jubb Café's balcony near the Pirates' base (Beta 2.2)]]<br />
[[File:VikingKnightPath2.jpeg|left|thumb|The Vikings/Knights' path (Beta 2.2)]]<br />
[[File:VikingsBase2.jpeg|right|thumb|The Vikings' Base (Beta 2.2)]]<br />
[[File:VikingPiratePath.jpeg|left|thumb|The entrance to the alternate Vikings/Pirates' path inside the tower of the Vikings' Town (Beta 2.2)]]<br />
[[File:VikingPiratePath2.jpeg|right|thumb|The bridge and the cave's exit of the Vikings/Pirates' path (Beta 2.2). Only in later updates that the alternate path's exit would lead to the Hubb Jubb Stash.]]</div>Pache94