Difference between revisions of "Steel"

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E Control point
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{{Map locations
 
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| title = Steel - Control Point A
The most important point. Defend at all costs for the defending team, and what the attacking team is working towards.
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| image = cp_steel_A1.jpg
 
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| area1 = Point (A) | x1 = 260px | y1 = 170px
http://imgur.com/gSTHo82
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| area2 = Barrel | x2 = 25px | y2 = 310px
http://imgur.com/3beNlTs
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| area3 = Ramp | x3 = 260px | y3 = 230px
 
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| area4 = Yard | x4 = 430px | y4 = 230px
A Control point
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| area5 = Rocks | x5 = 580px | y5 = 220px
 
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}}
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.
 
 
 
http://imgur.com/Mu1XHeK
 
 
 
C Control point
 
 
 
The third point for teams to attack and defend. Capturing this causes a draw bridge to extend to the E point.
 
 
 
http://imgur.com/k8Z17dz
 
 
 
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.
 
 
 
http://imgur.com/qJr9Kdw
 
 
 
Control room
 
 
 
The "flank" of the map. Opens up easy route for attackers to set up an base after they capture A
 
 
 
http://imgur.com/dO3wkIe
 
 
 
Control room to D connector (2 paths)
 
 
 
http://imgur.com/QffCswE
 
  
 
{{Maps navbox}}
 
{{Maps navbox}}
 
[[Category:Attack/Defend maps]]
 
[[Category:Attack/Defend maps]]

Revision as of 04:25, 14 October 2014

Template:Map infobox

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.

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!)



Locations

Control Point A

Steel - Blu Spawn
Cp steel bluspawn.jpg
Cliff
Windows
Ledge
Health Pack
Roof
Yard


Steel - Control Point A
Cp steel A1.jpg
Point (A)
Barrel
Ramp
Yard
Rocks