Difference between revisions of "Steel"
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===Control Point C=== | ===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 (Behind Rock) | x4 = 395px | y4 = 240px | ||
+ | | area5 = Balcony | x5 = 500px | y5 = 150px | ||
+ | }} | ||
{{Maps navbox}} | {{Maps navbox}} | ||
[[Category:Attack/Defend maps]] | [[Category:Attack/Defend maps]] |
Revision as of 03:30, 15 October 2014
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 |
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Cliff Windows Ledge Health Pack Roof Yard |
Steel - Control Point A |
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Barrel Ramp Big Door Rocks Point (A) Cliff Stairs Ammo Pack Red Spawn (front) Drop-Down |
- 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.
- 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.
- 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.
Control Point B
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 |
Control Point C
Steel - Control Point C |
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B-C Connector Rocks / Cliff Beck Lower (Behind Rock) Balcony |