Kraken Pier: Difference between revisions
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TeamSpecBot (talk | contribs) Take in the round's timings, push speeds and rollback from the Payload page |
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* '''Overtime:''' ends once no attacker has been on the cart for half a second. | * '''Overtime:''' ends once no attacker has been on the cart for half a second. | ||
* Both teams' spawns move up with the cart, so respawning players come back at the spawn point nearest the front. | * Both teams' spawns move up with the cart, so respawning players come back at the spawn point nearest the front. | ||
* Respawns use the normal 8 second timer. | |||
== The coaster == | == The coaster == | ||
Latest revision as of 04:38, 24 October 2026
| Kraken Pier | |
|---|---|
| File name | pl_krakenpier
|
| Game mode | Payload |
| Teams | Attackers, Defenders |
| Time limit | 20 minutes, plus 7.5 minutes per checkpoint |
| To win | Attackers: cart reaches the end. Defenders: the clock runs out. |
| Summary | Attackers push the payload cart to its final destination. Defenders must stall until time runs out. |
Kraken Pier is a Payload map. The attackers push a cart along a railed track over the pier while the defenders try to run the clock out.
Rules on this map
- Setup: the cart is locked for the first 30 seconds.
- Clock: 20 minutes once the cart unlocks. Each checkpoint the cart reaches adds 7.5 minutes.
- Pushing: 1.0 m/s for one attacker, 1.4 for two, 1.7 for three and 2.0 m/s for four or more.
- Blocking: a single defender beside the cart stops it dead.
- Rollback: if no attacker touches the cart for 20 seconds it rolls back at 0.5 m/s, but never past a checkpoint it has reached.
- Overtime: ends once no attacker has been on the cart for half a second.
- Both teams' spawns move up with the cart, so respawning players come back at the spawn point nearest the front.
- Respawns use the normal 8 second timer.
The coaster
Partway along, the track becomes a roller coaster. From the station to the splash the cart rides on its own: slowly up the lift, faster on the level, fastest down the drop, braking into the splash. Nobody can push, block or roll it back on the ride, and anyone standing on it rides along. From the splash the finale is pushed as usual.
Tips
- The first fight happens at the cart: the 30 second setup is long enough to pick a class and walk to the front.
- Extra pushers help less each: piling the whole team on the cart leaves nobody clearing the way ahead.
- Dying on the cart and running back costs nothing, since rollback waits 20 seconds.