Difference between revisions of "Steel"
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− | {{ | + | {{NewInfobox Map |
− | + | |name= | |
− | | | + | |image= |
− | | image = | + | |caption= |
− | |||
− | |||
− | | | ||
+ | |maptype=ad | ||
+ | |filename=cp_steel | ||
+ | |version=Official Release | ||
+ | |author1=Jamie "Fishbus" Manson | ||
+ | |author1steam=76561197961877926 | ||
+ | |author2= | ||
+ | |author2steam= | ||
+ | |author3= | ||
+ | |author3steam= | ||
+ | |released=19 August 2008 | ||
+ | |updated=10 July 2013 | ||
+ | |official=1 | ||
+ | |gamemode1=hl | ||
+ | |gamemode2= | ||
+ | |gamemode3= | ||
+ | |adapted= | ||
+ | |pro= | ||
+ | |popularity=staple | ||
+ | |lpleague=ugchl | ||
+ | |lpseason=20 | ||
− | + | |download=http://fakkelbrigade.eu/maps/cp_steel.bsp | |
− | + | |workshop= | |
− | + | |tf2maps= | |
− | + | |gamebanana= | |
− | + | |tftv= | |
− | | | + | |tftv2= |
− | | | + | |etf2l= |
+ | |ugc= | ||
+ | |officialwiki=Steel | ||
+ | |officialwiki2=Steel_(competitive) | ||
+ | |||
+ | |footnotes= | ||
}} | }} | ||
− | '''Steel''' is | + | '''Steel''' is a non-linear [[Attack/Defend]] map consisting of 5 points. |
+ | |||
+ | Steel centres around point E, the site of a rocket launch. BLU must capture E by standing on it to win, while RED must defend it from being captured until the round timer counts down to zero. | ||
+ | |||
+ | BLU can capture point E at any time, but this is very difficult as the point requires certain classes to reach, and it is a slow point to capture and very exposed. To assist them in taking E, BLU may choose to attempt to capture the other four points instead, which reshape the map and extend the round timer to make it harder for RED to defend. These points, A through D, must be captured in order. | ||
+ | |||
+ | Capturing any point will extend the timer. Point A will open doors to point B, D, and E for BLU. Point B will open a door to point C, and move RED's spawn quite far away to point E. Capturing C makes bridges slowly extend to point E, so all classes can capture it. Capturing D puts railings on these bridges, and blocks off some of RED's spawn exits so they must travel the long way around to reach point E. | ||
+ | |||
+ | The large amount of potential choices to be made on this map, for both RED and BLU teams, makes it an excellent arena for skilled strategists and good team players. | ||
+ | |||
+ | == Usage in competitive == | ||
+ | {{Steel/MapLeagueInclusionTable}} | ||
==Locations== | ==Locations== | ||
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====When Point A is captured==== | ====When Point A is captured==== | ||
− | * Big Door will start opening | + | * Big Door will start opening slowly |
* Drop-Down will open. | * Drop-Down will open. | ||
Line 58: | Line 91: | ||
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. | * When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. | ||
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. | * Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. | ||
− | * Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B. | + | * There is a currently a map exploit where a Pyro can shoot flames through Big Door. It only works from the Lobby side. Flames cannot be shot back from the Point A side. This may or may not be considered legal in your league, so just be aware of it and don't stand near the door. As an attacker, do not send your Pyro to shoot through the door. The Pyro is more useful in the fight, rather than trying to get cheap kills using a map exploit. |
+ | * Keep in mind that stickies (or even a sentry) can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B. | ||
===Control Point B=== | ===Control Point B=== | ||
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====When Point B is captured==== | ====When Point B is captured==== | ||
* Red team will start spawning in the back spawn rather than the front spawn. | * Red team will start spawning in the back spawn rather than the front spawn. | ||
− | * Metal grate separating B-C Connector and C Cliff will start opening | + | * Metal grate separating B-C Connector and C Cliff will start opening slowly. |
====Notes & Strategies==== | ====Notes & Strategies==== | ||
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* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. | * When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. | ||
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge. | * When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge. | ||
+ | * When defending, stickies can be placed on the grate ceiling of Lower, and when detonated, they will harm people in both Beck and Lower. This may or may not be considered legal in your league. | ||
===Control Point D=== | ===Control Point D=== | ||
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====When Point D is captured==== | ====When Point D is captured==== | ||
− | * Doors connecting red spawn to Point E become locked, forcing the | + | * Doors connecting red spawn to Point E become locked, forcing the red team through Point D to get to Point E. |
* Guard rails appear on Point E catwalks, making it slightly harder to fall off. | * Guard rails appear on Point E catwalks, making it slightly harder to fall off. | ||
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* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret. | * As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret. | ||
* Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers. | * Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers. | ||
− | * If a player falls off, they can save themselves by trying to land on Pipe. Pipe will lead to Lower, which can then lead to Point C or Beck. | + | * If a player falls off, they can sometimes save themselves by trying to land on Pipe. Pipe will lead to Lower, which can then lead to Point C or Beck. |
===Other Areas=== | ===Other Areas=== | ||
Line 203: | Line 238: | ||
}} | }} | ||
− | {{Maps | + | {{Active Maps Navbox}}{{All Maps Navbox|y}} |
− |
Latest revision as of 11:54, 20 October 2021
cp_steel
Steel is a non-linear Attack/Defend map consisting of 5 points.
Steel centres around point E, the site of a rocket launch. BLU must capture E by standing on it to win, while RED must defend it from being captured until the round timer counts down to zero.
BLU can capture point E at any time, but this is very difficult as the point requires certain classes to reach, and it is a slow point to capture and very exposed. To assist them in taking E, BLU may choose to attempt to capture the other four points instead, which reshape the map and extend the round timer to make it harder for RED to defend. These points, A through D, must be captured in order.
Capturing any point will extend the timer. Point A will open doors to point B, D, and E for BLU. Point B will open a door to point C, and move RED's spawn quite far away to point E. Capturing C makes bridges slowly extend to point E, so all classes can capture it. Capturing D puts railings on these bridges, and blocks off some of RED's spawn exits so they must travel the long way around to reach point E.
The large amount of potential choices to be made on this map, for both RED and BLU teams, makes it an excellent arena for skilled strategists and good team players.
Contents
Usage in competitive[edit]
Highlander | ||||||||
---|---|---|---|---|---|---|---|---|
UGC | ETF2L | |||||||
cp_steel | Season 20 | Season 11 | ||||||
Season 19 | Season 10 | |||||||
Season 18 | Season 9 | |||||||
Season 17 | Season 8 | |||||||
Season 16 | Season 7 | |||||||
Season 15 | Season 6 | |||||||
Season 14 | Season 5 | |||||||
Season 13 | Season 3 | |||||||
Season 12 | ||||||||
Season 10 | ||||||||
Season 9 | ||||||||
Season 6 | ||||||||
Season 3 | ||||||||
Total inclusions | 13 out of 39 | 8 out of 30 |
Bold italics denotes the current or latest season
Official map | |
Locations[edit]
Control Point A[edit]
Steel - Blu Spawn |
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Cliff Windows Ledge Health Pack Roof Yard |
Steel - Control Point A |
---|
Barrel Ramp Big Door Rocks Point (A) Cliff Stairs Ammo Pack Red Spawn (front) Drop-Down |
When Point A is captured[edit]
- Big Door will start opening slowly
- Drop-Down will open.
Notes & Strategies[edit]
- When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period.
- When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard.
- Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff.
- There is a currently a map exploit where a Pyro can shoot flames through Big Door. It only works from the Lobby side. Flames cannot be shot back from the Point A side. This may or may not be considered legal in your league, so just be aware of it and don't stand near the door. As an attacker, do not send your Pyro to shoot through the door. The Pyro is more useful in the fight, rather than trying to get cheap kills using a map exploit.
- Keep in mind that stickies (or even a sentry) can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.
Control Point B[edit]
Steel - Control Point B |
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Drop-Down Ladders Secret Beck Platform Point (B) B-C Connector Blu spawn |
Steel - Control Point B |
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Platform Truck Point (B) Sniper Windows Sniper Ledge |
When Point B is captured[edit]
- Red team will start spawning in the back spawn rather than the front spawn.
- Metal grate separating B-C Connector and C Cliff will start opening slowly.
Notes & Strategies[edit]
- "Beck" gets its name from being the "B-E-C" connector, which spelled out is pronounced "Beck".
- When defending, be aware that the enemy can come behind through Beck.
- Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.
- When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.
- When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.
- When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.
Control Point C[edit]
Steel - Control Point C |
---|
B-C Connector Rocks / Cliff Beck Lower Balcony Bridge Stairs Ramp Point (C) |
When Point C is captured[edit]
- Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.
Notes & Strategies[edit]
- When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend.
- When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C.
- When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.
- When defending, stickies can be placed on the grate ceiling of Lower, and when detonated, they will harm people in both Beck and Lower. This may or may not be considered legal in your league.
Control Point D[edit]
Steel - Control Point D |
---|
Red Spawn (back) Stairs C-D Connector D-E Connector Control Room Connector Elbow Point (D) |
When Point D is captured[edit]
- Doors connecting red spawn to Point E become locked, forcing the red team through Point D to get to Point E.
- Guard rails appear on Point E catwalks, making it slightly harder to fall off.
Notes & Strategies[edit]
- When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo.
- Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost.
- When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E.
- When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry.
- When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.
Control Point E[edit]
Steel - Control Point E |
---|
Lobby Blu Batts Platform Beck Lower Pipe D-E Connector Red Batts Balcony / Upper Lime / Red Windows Point (E) |
Steel - Control Point E (catwalks extended) |
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Platform Blu Batts Lobby Control Room Catwalks Point (E) Balcony D-E Connector Red Batts Lemon / Blu Windows |
Notes & Strategies[edit]
- When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach Platform, Blu Batts, and Lobby.
- When defending, if the Engineer can't get a sentry up before the spawn doors lock, consider using Gunslinger.
- When defending, try setting up a teleporter in Lime. With the spawn doors locked, a teleporter can be very handy.
- As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret.
- Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers.
- If a player falls off, they can sometimes save themselves by trying to land on Pipe. Pipe will lead to Lower, which can then lead to Point C or Beck.
Other Areas[edit]
Steel - Control Room |
---|
Elbow Control Room Connector Control Room |
Steel - Lobby |
---|
Big Door Lobby Control Room |
List of active competitive Team Fortress 2 maps | |
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