Difference between revisions of "Steel"
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Attackers: Attackers only get one spawn, however, as they capture A, B, C, and D, they will cut off more and more spawns for the defenders. | Attackers: Attackers only get one spawn, however, as they capture A, B, C, and D, they will cut off more and more spawns for the defenders. | ||
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Revision as of 04:00, 18 May 2014
Attackers: Attackers only get one spawn, however, as they capture A, B, C, and D, they will cut off more and more spawns for the defenders.
Attackers objectives is to capture E in order to win a game, which is located in a chasm where only scouts and explosive/bullet/selfdamage jumping classes can get to
To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E
In a stopwatch map, capturing E counts a capturing all 5 points (does not count as "one point")
The A,B,C and D points have to be captured in order, while E can be capped at any time (while it takes a exceeding long time to cap, the cap time for E does not change depending on how many points the attackers own)
Defenders: Defenders start off by holding A, the only capturable point, while the attackers two spawns open
At this point, defenders only hold A, however attackers may choose to run though B (without being able to cap it) to E
After A is capped, two routes (one to E, one to B) open up and the attackers can choose to attack E or B
After B is capped, defenders lose their primary respawns (from A, B, and E) and are given a backspawn, connecting to E, D, and C. Any people left inside the primary spawn will be teloported to the backspawn with medics keeping their ubercharge, etc.
Routes to C from B are opened up, at this point, the entire map is accessible, however accessing D is very hard as defenders have a joint backspawn very close to C which connects to D
Capturing C opens a drawbridge to E, allowing the heavier classes to cap as well as removing the defenders backspawn advantage to C
Capturing D gives the drawbridge railings and removes the Defenders backspawn from E and D (at this point, defenders only have one spawn at D!)
Calls and points
E Control point
The most important point. Defend at all costs for the defending team, and what the attacking team is working towards.
http://imgur.com/gSTHo82 http://imgur.com/3beNlTs
A Control point
The first point for teams to attack and defend.
http://imgur.com/GhHB1wt http://imgur.com/w4XsLY2
B Control point
The second point for teams to attack and defend, cannot be capped while A is not capped, however attackers can still run past it to E. Capturing this point causes the defenders to lose their primary spawns.
C Control point
The third point for teams to attack and defend. Capturing this causes a draw bridge to extend to the E point.
D Control point
The fourth point for teams to attack. If E has not been capped at this time, capturing this will cut off the Defenders easy access to E and D, create railings for the draw bridges, and allow the attacking team to spawn camp the defenders easily.
Control room
The "flank" of the map. Opens up easy route for attackers to set up an base after they capture A
Control room to D connector (2 paths)