Description tf2 maps

Started by KKND, October 13, 2007, 10:09:02 AM

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KKND

Well - Well is a fairly basic capture point map that consists of 5 capture points. Each team starts out with 2 points, with the central point remaining neutral. Both bases are essentially identical, although their color scheme and overall look are different. The map has several chokepoints, most notably in the enemy base leading to the 4th capture point(first one in their base). Attacking can be difficult if you are unaware of the possibily of enemies hiding in the upper level of their base. When you enter the room with the 4th capture point, always check to make sure they are not hiding a turret up at the top in a place so that they will kill you if you attempt to move into range of the CP. Overall, not the most exciting map, but it does give a good time.
 
 Granary - Uses the same game type as Well, but is designed differently. Heavy-Medic combo's can assure victory here if played correctly. To start the match, use Scout's and Pyro's to quickly run to the center point, as whoever captures that point has an immediate advantage. Pyro's are useful to quickly take out enemy Scouts and disrupt their advance, and Scouts are simply the fastest class making them necessary to gain a lead on capturing the point. Overall, not a lot different from Well, but I do suggest making sure your team has 2 scouts and 2 pyro's to start each match with probably a spy, engineer, medic and heavy making up the remainder of your team. The spy will need to go invisible and get behind enemy lines and then backstab the enemy medic-heavy combo so as to make the other team vulnerable. As the match advances, I suggest getting 2 medic-heavy combo's and a few pyros for "spy checks". Other than that, engineers would be helpful to build turrets for defense of the central point incase the other team pushed you back.
 
 2Fort - CTF map with loads of chokepoints making the action fast and furious. In my experience, 2 engineers are preferable for this map with one setting up a heavy defense in the intel(Flag) room and the other setting up a heavy defense in the courtyard within your base (when you see it you will know what I am talking about). A medic-heavy combo is always nice for a push across the center of the map, which is actual quite narrow, making it a nice place to take advantage of the heavy's minigun. Have 2-3 spies to infiltrate deep into the enemy base and take out the enemy turrets and grab the intel. Be wary of pyro's within the enemy base though as they will probably do a "spy check" on you by shooting their flamethrower at you. Keep a pyro in the intel room at all times, and preferable have the engineer place a dispenser in the corner between the two entrances to the room. By doing this, the pyro can effectively just wave back and forth with the flame constantly to check anyone entering the room, whether invisible or not, as a spy. Overall, this is possibly the most fun CFT map I have ever played. There is constant chaos and using the sewers underneath the mainlevel of the map is useful as it can get you into the enemy base easily.
 
 Gravel Pit - Possibly my favorite map. This map consists of an attacking team and a defending team. The defending team has to defend 2 points to begin with, A and B, each at the opposite ends of the map. A is fairly difficult to defend because the entire area is open and has a lot of hiding places for enemy spies to move amongst and get disguised properly. B is also very open, but the actual point is a room with only 2 entrances that are narrow and thus easy to defend. Setting up turrets in this room during the setup time is a good strategy as it helps you keep the base. If both points get captured, a third point is unlocked and this is by far the most difficult to capture. Point C consists of a large open area with a very tall, narrow tower in the center. at the top of this tower is the CP. This tower is surrounded by lots of open area making turrets at the top of the tower extremely useful as they will pick off anyone who attacks the tower. A well placed rocket can mess the defense up however. The sheer number of possible tactics the attacking and defending teams can use is amazing. For example, during setup, a good demoman can use his sticky bomb to launch himself into the tunnel leading to the door that the attacking team's base is. By jumping while simultaneously detonating the sticky bomb, you can launch yourself up and into the tunnel and then place stick bombs around the exit doorway. As soon as the door opens and the other team comes rushing out, you detonate the bombs and can kill and entire team with one swipe. Put the bombs back up and you have an effective delay allowing your team to increase its defenses. This is only a delay however, as a smart enemy team would find a way to take you out fairly quickly.
 
 Hydro - Easily the most diverse map in TF2 because there are 4 central "maps" and the game randomly decides which two maps will be played against each other, allowing for many different combinations of maps and different tactics needed. After the 4 central maps have been captured, the leading team then attacks the enemies main base from one of two randomly select adjacent points. Every map has a connecting corridor that is narrow and easy to exploit with a heavy-medic combo. A good pyro can also cause a lot of issues in this area due to the heavy damage of the flamethrower and wide spread of its flame. One of my favorite maps because no two matches play out the same way it seems and you will always find enemies using new tactics to defeat you due to the design of the level.
 
 Dustbowl - Arguably the best map in the game, this map consists of 3 different map sections each pitting an attacking team against the defending team. The attacking team must capture 2 points, each easily defended and difficult to overtake. The first of the 3 map sections consists of an open area, leading to a building with the first capture point in it. This building is very small, and has two levels to it, allowing defending engineers to place turrets accordingly and making it difficult to infiltrate. A good pyro with a dispenser behind him can keep a flame on one of the two entrances constantly making entrance a risky idea. The typical strategy is to use a heavy-medic combo to eventually overtake the base, and then push on to the second defense area, although just about everything can work. Here, there are hundreds of possible tactics that can work just as well as everything else. I personally like to take a scout and just rush in through the side, avoiding the area where it will seem natural to place turrets for the defenders. Overall, this first section is just about a relentless battle and will quite honestly be a tough test for both teams. The second section consists of a large open area, where exiting the base for the attacking team will quite possibly the biggest fight. By setting up turrets on top of a building just outside the enemy base, defenders can effective annihilate most enemies who try to push out of the base. Demomen and Soldiers are the best ways to push out of the base, and once you do that, capturing the first point is quite easy. The second point however, is extremely difficult as there are many chokepoints and perfect turret perches that will give the defense a distinct advantage. Even good spies may find it difficult to take out the turrets due to the overly confined space and sheer number of engineers likely to be in the area. Overall, this section results in some of the most relentless action you can find in the game, but doesn't even compare to the final section. The final section is arguably the best in the entire game by design. Due to the sheer numbers of chokepoints and defensive strongholds, this is the most savage map in the entire game. Coming out of the main base, you are immediately shoved into a chokepoint that quickly leads to the first CP. Capturing this point is not all that difficult, although a good defensive team will probably give you a hard time to start the match, although if you don't capture the point within 3 minutes, you aren't exactly doing all that well. From this point on this map becomes a constant battle. As you advance to the second CP, you are immediately met by a chokepoint that is so narrow that a single heavy can easily defend it alone, just so long as he has a dispenser near him. The heavy's spray of bullets consumes the entire area, making it difficult for even disguised spies to get through. If you manage to get through the chokepoint, you are then met with yet another chokepoint, and it is just as narrow. There is one upside however, and that is there is now a way around the chokepoint if your team can take the challenge. You can go down a staircase into an underground tunnel that will lead right below the 2nd CP. This area is however extremely open and turrets setup to defend it will be extremely difficult to take out. Anyway, back to the chokepoint, if you pass this chokepoint, you will emerge into the third and final chokepoint, in the form of a bridge across a canyon when the underground tunnel would emerge. If you take the underground route, you will need to go up a staircase and then across the bridge to get to the CP, but you did avoid the massive chokepoint from before. going up the staircase is however, extremely difficult as it is narrow and very long. A good heavy or sniper could take out anyone who even tries to attack through it. A good strategy is however to take a scout and rush up the stairs and create a distraction as your main attack force of heavies and soldiers rushes in from the other direction.