Difference between revisions of "Steel"

From comp.tf
Jump to navigation Jump to search
m
 
(73 intermediate revisions by 11 users not shown)
Line 1: Line 1:
{{stub}}
+
{{NewInfobox Map
{{rewrite}}
+
|name=
{{Map infobox
+
|image=
| mapname = Steel
+
|caption=
| image = Cp steel.png
 
| maptype = [[Attack/Defend|Attack / Defend]]
 
| currentversion = cp_steel
 
| developer =  
 
  
 +
|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
  
<p>
+
|download=http://fakkelbrigade.eu/maps/cp_steel.bsp
*Jamie „Fishbus“ Manson
+
|workshop=
*Irish Taxi Driver
+
|tf2maps=
*FLOOR_MASTER
+
|gamebanana=
</p>
+
|tftv=
| default = Yes
+
|tftv2=
| links =
+
|etf2l=
 +
|ugc=
 +
|officialwiki=Steel
 +
|officialwiki2=Steel_(competitive)
 +
 
 +
|footnotes=
 
}}
 
}}
  
'''Steel''' is an Attack/Defend map consisting of 5 points. Whenever a point is captured, something on the map changes. Doors open and close, platforms extend, or red spawn changes. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test.
+
'''Steel''' is a non-linear [[Attack/Defend]] map consisting of 5 points.  
 
 
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!)
+
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==
Line 79: Line 83:
 
}}
 
}}
  
 +
====When Point A is captured====
 +
* Big Door will start opening slowly
 +
* Drop-Down will open.
 +
 +
====Notes & Strategies====
 
* 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 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.  
 
* 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.  
* After A is taken, Big Door and Drop-Down will both open slowly. Big Door can lead to E or to the back side of B. Drop-Down leads to 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 can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.  
+
* 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===
Line 100: Line 109:
 
}}
 
}}
  
{{Maps navbox}}
+
{{Map locations
[[Category:Attack/Defend maps]]
+
| title = Steel - Control Point B
 +
| image = cp_steel_B2.jpg
 +
| area1 = Platform | x1 = 140px | y1 = 280px
 +
| area2 = Truck | x2 = 360px | y2 = 170px
 +
| area3 = Point (B) | x3 = 430px | y3 = 197px
 +
| area4 = Sniper Windows | x4 = 550px | y4 = 140px
 +
| area5 = Sniper Ledge | x5 = 630px | y5 = 165px
 +
}}
 +
 
 +
====When Point B is captured====
 +
* 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====
 +
* "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===
 +
 
 +
{{Map locations
 +
| title = Steel - Control Point C
 +
| image = cp_steel_C.jpg
 +
| area1 = B-C Connector | x1 = 20px | y1 = 400px
 +
| area2 = Rocks / Cliff | x2 = 300px | y2 = 280px
 +
| area3 = Beck | x3 = 390px | y3 = 190px
 +
| area4 = Lower | x4 = 395px | y4 = 240px
 +
| area5 = Balcony | x5 = 500px | y5 = 150px
 +
| area6 = Bridge | x6 = 610px | y6 = 135px
 +
| area7 = Stairs | x7 = 600px | y7 = 180px
 +
| area8 = Ramp | x8 = 780px | y8 = 240px
 +
| area9 = Point (C) | x9 = 685px | y9 = 165px
 +
}}
 +
 
 +
====When Point C is captured====
 +
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.
 +
 
 +
====Notes & Strategies====
 +
* 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===
 +
{{Map locations
 +
| title = Steel - Control Point D
 +
| image = cp_steel_D.jpg
 +
| area1 = Red Spawn (back) | x1 = 140px | y1 = 200px
 +
| area2 = Stairs | x2 = 560px | y2 = 380px
 +
| area3 = C-D Connector | x3 = 380px | y3 = 185px
 +
| area4 = D-E Connector | x4 = 475px | y4 = 230px
 +
| area5 = Control Room Connector | x5 = 555px | y5 = 210px
 +
| area6 = Elbow | x6 = 680px | y6 = 230px
 +
| area7 = Point (D) | x7 = 590px | y7 = 295px
 +
}}
 +
 
 +
====When Point D is captured====
 +
* 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====
 +
* 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===
 +
{{Map locations
 +
| title = Steel - Control Point E
 +
| image = cp_steel_E1.jpg
 +
| area1 = Lobby | x1 = 20px | y1 = 400px
 +
| area2 = Blu Batts | x2 = 380px | y2 = 400px
 +
| area3 = Platform | x3 = 740px | y3 = 280px
 +
| area4 = Beck | x4 = 457px | y4 = 145px
 +
| area5 = Lower | x5 = 350px | y5 = 170px
 +
| area6 = Pipe | x6 = 235px | y6 = 240px
 +
| area7 = D-E Connector | x7 = 210px | y7 = 140px
 +
| area8 = Red Batts | x8 = 260px | y8 = 140px
 +
| area9 = Balcony / Upper | x9 = 365px | y9 = 110px
 +
| area10 = Lime / Red Windows | x10 = 310px | y10 = 85px
 +
| area11 = Point (E) | x11 = 280px | y11 = 177px
 +
}}
 +
 
 +
{{Map locations
 +
| title = Steel - Control Point E (catwalks extended)
 +
| image = cp_steel_E2.jpg
 +
| area1 = Platform | x1 = 140px | y1 = 195px
 +
| area2 = Blu Batts | x2 = 220px | y2 = 210px
 +
| area3 = Lobby | x3 = 263px | y3 = 185px
 +
| area4 = Control Room | x4 = 390px | y4 = 210px
 +
| area5 = Catwalks | x5 = 180px | y5 = 290px
 +
| area6 = Point (E) | x6 = 310px | y6 = 245px
 +
| area7 = Balcony | x7 = 200px | y7 = 400px
 +
| area8 = D-E Connector | x8 = 630px | y8 = 260px
 +
| area9 = Red Batts | x9 = 600px | y9 = 400px
 +
| area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px
 +
}}
 +
 
 +
====Notes & Strategies====
 +
 
 +
* 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===
 +
{{Map locations
 +
| title = Steel - Control Room
 +
| image = cp_steel_ControlRoom.jpg
 +
| area1 = Elbow | x1 = 120px | y1 = 220px
 +
| area2 = Control Room Connector | x2 = 530px | y2 = 177px
 +
| area3 = Control Room | x3 = 740px | y3 = 290px
 +
}}
 +
 
 +
{{Map locations
 +
| title = Steel - Lobby
 +
| image = cp_steel_Lobby.jpg
 +
| area1 = Big Door | x1 = 140px | y1 = 190px
 +
| area2 = Lobby | x2 = 400px | y2 = 300px
 +
| area3 = Control Room | x3 = 540px | y3 = 180px
 +
}}
 +
 
 +
{{Active Maps Navbox}}{{All Maps Navbox|y}}

Latest revision as of 11:54, 20 October 2021

Steel
[e][h]
Steel.jpg
Map Information
Map Type:
File Name:
cp_steel
Version:
Official Release
First Released:
19 August 2008
Last Updated:
10 July 2013
Official Map:
CorrectIcon.png
Competitive Information
Game Modes:
League Popularity:
Staple
In Current Rotations:
HL:
UGC-Icon2.png ETF2L-Icon2.png
Last Played:
Total Inclusions:
HL:
21 inclusions (2nd)
Links
Download Link Official Team Fortress Wiki Page Official Team Fortress Wiki Page (Competitive)

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[edit]

Seasonal Inclusions by League
[view] Map version 4v4 6v6 Prolander Highlander
UGC-Icon2.png UGC UGC-Icon2.png UGC ETF2L-Icon2.png ETF2L EseaLogo.png ESEA Ozfortress Icon.png ozfortress RGL Icon.png RGL AsiaFortress-Icon.png AsiaFortress RGL Icon.png RGL UGC-Icon2.png UGC ETF2L-Icon2.png ETF2L RGL Icon.png RGL
cp_steel Season Season Season Season Season Season Season Season Season 20 Season 11 Season
Season Season Season Season Season Season Season Season Season 19 Season 10 Season
Season Season Season Season Season Season Season Season Season 18 Season 9 Season
Season Season Season Season Season Season Season Season Season 17 Season 8 Season
Season Season Season Season Season Season Season Season Season 16 Season 7 Season
Season Season Season Season Season Season Season Season Season 15 Season 6 Season
Season Season Season Season Season Season Season Season Season 14 Season 5 Season
Season Season Season Season Season Season Season Season Season 13 Season 3 Season
Season Season Season Season Season Season Season Season Season 12 Season
Season Season Season Season Season Season Season Season Season 10 Season
Season Season Season Season Season Season Season Season Season 9 Season
Season Season Season Season Season Season Season Season Season 6 Season
Season Season Season Season Season Season Season Season Season 3 Season
Total inclusions out of 28 out of 41 out of 46 out of 30 out of 38 out of 21 out of 13 out of 10 13 out of 39 8 out of 30 out of 16

Bold italics denotes the current or latest season

Official map
Pro version

Locations[edit]

Control Point A[edit]

Steel - Blu Spawn
Cp steel bluspawn.jpg
Cliff
Windows
Ledge
Health Pack
Roof
Yard
Steel - Control Point A
Cp steel A2.jpg
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
Cp steel B1.jpg
Drop-Down
Ladders
Secret
Beck
Platform
Point (B)
B-C Connector
Blu spawn
Steel - Control Point B
Cp steel B2.jpg
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
Cp steel C.jpg
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
Cp steel D.jpg
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
Cp steel E1.jpg
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)
Cp steel E2.jpg
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
Cp steel ControlRoom.jpg
Elbow
Control Room Connector
Control Room
Steel - Lobby
Cp steel Lobby.jpg
Big Door
Lobby
Control Room