Difference between revisions of "Metalworks"
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Metalworks is a Control Point map made by Scorpio Uprising. It was first used competitively in [[ESEA-I Season 13|ESEA Season 13]]. It was later adopted by ETF2L as one of [[ETF2L 6v6 Season 16|Season 16]] official maps. | Metalworks is a Control Point map made by Scorpio Uprising. It was first used competitively in [[ESEA-I Season 13|ESEA Season 13]]. It was later adopted by ETF2L as one of [[ETF2L 6v6 Season 16|Season 16]] official maps. | ||
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+ | The objective of Metalworks is to control all five capture points. Each team starts with their second and final control points locked, leaving only the middle point available. | ||
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+ | The open and spacious design of Metalworks allow for a, more often than not, [[Glossary#DM|DM]] centric play-style. [[Glossary#Backcap|Backcaps]] are not an uncommon sight, as it is very easy for the aggressive team to fail to lock down all routes. | ||
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+ | In the '''_rc5''' version of Metalworks, there are virtually no hiding spots, save for a couple of exceptions. You are unable to jump on any lamp for example. This separates the cosmetic aspect of the map from the way it is meant to be played, effectively giving the advantage not to the most creative and cunning team, but rather to the most skilful. The collisions of the map have also been scrutinized to prevent Demomen from hiding their sticky-bombs inside brushes or props. | ||
{{Map infobox | {{Map infobox |
Revision as of 11:41, 21 September 2013
Metalworks is a Control Point map made by Scorpio Uprising. It was first used competitively in ESEA Season 13. It was later adopted by ETF2L as one of Season 16 official maps.
The objective of Metalworks is to control all five capture points. Each team starts with their second and final control points locked, leaving only the middle point available.
The open and spacious design of Metalworks allow for a, more often than not, DM centric play-style. Backcaps are not an uncommon sight, as it is very easy for the aggressive team to fail to lock down all routes.
In the _rc5 version of Metalworks, there are virtually no hiding spots, save for a couple of exceptions. You are unable to jump on any lamp for example. This separates the cosmetic aspect of the map from the way it is meant to be played, effectively giving the advantage not to the most creative and cunning team, but rather to the most skilful. The collisions of the map have also been scrutinized to prevent Demomen from hiding their sticky-bombs inside brushes or props.
Locations
Metalworks - Middle point |
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Valley Lower Lobby Main/Lobby Point Crate Platform/Balcony Truck |
Metalworks - Second point |
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Underpass/Ground Alleyway Main/Metal Point Bridge |
Metalworks - Last point |
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Far Left Shed Shutter Main Far Right |