Steel

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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 A2.jpg
Barrel
Ramp
Big Door
Rocks
Point (A)
Cliff
Stairs
Ammo Pack
Red Spawn (front)
Drop-Down

When Point A is captured

  • Big Door will start opening at a slow rate
  • Drop-Down will start opening at a slow rate

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 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.
  • 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
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

  • 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 at a slow rate.

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.
  • 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.

Control Point C

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

  • 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.

Control Point D

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

  • Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E.
  • Guard rails appear on Point E catwalks, making it slightly harder to fall off.

Control Point E

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

Other Areas

Steel - Control Room
Cp steel ControlRoom.jpg
Elbow
Control Room Connector
Control Room
Steel - Lobby
Cp steel Lobby.jpg
Big Door
Lobby
Control Room