Difference between revisions of "Millstone"

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===Attacking===
 
===Attacking===
The attackers have to quickly set them up for a fight after an Uber push, because otherwise the enemies just surround them and overwhelm them. That's the reason why BLU has to secure the upper flank route immidiately, by using sticky traps and Mini-Sentries. From there, if the enemy medic didn't die during the last uber push, they have to immidiately get a pick on the medic. It has to happen, otherwise the enemies shatter all their defenses. If the pick fails, it is hard for BLU to come back, but if it works, the attackers get control of the upper flank, whitch is extremely important to take down the Sentry. The sniper stands usually in the house door. Gaining control over the upper flank also makes it easier to destroy the dispenser, where ever it might be. The sniper has to kill the enemy sniper to get control of the big sightline from sniper flank to house, because it is very powerful.
+
The attackers have to quickly set them up for a fight after an Uber push, because otherwise the enemies just surround them and overwhelm them. That's the reason why BLU has to secure the upper flank route immidiately, by using sticky traps and Mini-Sentries. From there, if the enemy medic didn't die during the last uber push, they have to immidiately get a pick on the medic. It has to happen, otherwise the enemies shatter all their defenses. If the pick fails, it is hard for BLU to come back, but if it works, the attackers get control of the upper flank, whitch is extremely important to take down the Sentry. The sniper stands usually in the house door. Gaining control over the upper flank also makes it easier to destroy the dispenser, where ever it might be. The sniper has to counter-snipe the enemyto get control of the big sightline from sniper flank to house, because it is very powerful.
RED engineer's Sentry gun should be near choke, because there it is in a powerful position and as long as the upper flank is guarded, it is complitely safe. The dispenser spot is dependent on the enemies' progress in the position. The most important is to defend the upper flank to prevent any enemies from coming there and to punish the enemy team for not securing the route to the bunker. It is important to watch out for flanking scouts, spies and bombing soldiers to not get a pick on the medic. The sniper sightline from sniper flank to house is very big, so sniper is powerful in this part of the map.
+
RED engineer's Sentry gun should be near choke, because there it is in a powerful position and as long as the upper flank is guarded, it is complitely safe. The dispenser spot is dependent on the enemies' progress in the position. The most important is to defend the upper flank to prevent any enemies from coming there and to punish the enemy team for not securing the route to the bunker. It is important to watch out for flanking scouts, spies and bombing soldiers to not get a pick on the medic.
  
 
{{Map locations
 
{{Map locations

Revision as of 13:35, 28 March 2021

Millstone
[e][h]
Millstone.jpg
Map Information
Map Type:
File Name:
pl_millstone_ugc_7
Version:
UGC Version 7
Author:
First Released:
10 March 2013
Last Updated:
6 October 2016
Official Map:
IncorrectIcon.png
Competitive Information
Game Modes:
League Popularity:
Trial
In Current Rotations:
UGC-Icon2.png
Total Inclusions:
HL:
1 inclusion (35th)
Links
Download Link Steam Workshop Page TF2Maps.net Forum Thread GameBanana Page Official Team Fortress Wiki Page

Millstone is an community-created Payload map created by ICS. The final version of the map by ICS was released on 1 January 2015. Similar to Swiftwater, the map was adopted by the UGC league for UGC Highlander Season 20 and is also currently in rotation for UGC Highlander Season 22, the map is currently in its seventh UGC version.[1] Millstone's Halloween version, Hellstone, was made official during Scream Fortress 2015.[2]

History

It is still being improved by the creator. It has had more than 100 versions, including the Halloween ones. At first, It was supposed to be a Attack/Defend map with 3 control points, but the programming didn't work and the creator decided to make it a payload map instead. Basically every area of the map was redone. The map is put together of different areas, to improve the framerate without degreasing the graphics.

Usage in competitive

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
Download Link pl_millstone_ugc_4 Season Season Season Season Season Season Season Season Season 20 Season Season
Download Link pl_millstone_ugc_7 Season Season Season Season Season Season Season Season Season 22 Season 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 2 out of 39 out of 30 out of 16

Bold italics denotes the current or latest season

Map locations

Millstone - Starting area
Millstone point1..PNG
spawn
house
rock
bunker
fence

Attacking

The attacking team has to get an Ubercharge advantage, and they can do that by suiciding, like in many other Payload maps. In this particular case, a good Ubercharge push will result BLU demoman and soldier ending up in the corner behind the rock. From there, they can peak up and try to kill the enemy demoman, so he can't attack them from a high ground. If the soldier equips the Gunboats, he can bomb at the sniper and probably get some extra damage on the enemies near the bunker. If the defendig demoman is killed, then the attacking demoman can come out of the corner and deal serious damage. When BLU gets another Ubercharge while holding their position, they can get a much further foward position by going through the house and trapping the upper flank route.

Defending

The RED team has to make sure the attacking demoman and soldier don't get to the rock and potentially the corner. They have to retain even Ubers, or in a better case an Uber andvantige, to delay the opponents' push. Also, on top of the containers is an adventageous highground spot for the RED soldier, because their sniper in the bunker (the fence is an aggressive spot) can support them, while keeping an eye out for other enemies near the cart. The engineers' usual Sentry spot is on the payload tracks next to the fence, so it is protected from long range sniping from the payload cart, the biggest weakness of this spot is the soldier and demoman peeking from the side or over the containers, but the defending sniper deals with that.

Millstone - First point
Millstone point2 t.PNG
house
upper flank
window
sniper flank
choke

Attacking

The attackers have to quickly set them up for a fight after an Uber push, because otherwise the enemies just surround them and overwhelm them. That's the reason why BLU has to secure the upper flank route immidiately, by using sticky traps and Mini-Sentries. From there, if the enemy medic didn't die during the last uber push, they have to immidiately get a pick on the medic. It has to happen, otherwise the enemies shatter all their defenses. If the pick fails, it is hard for BLU to come back, but if it works, the attackers get control of the upper flank, whitch is extremely important to take down the Sentry. The sniper stands usually in the house door. Gaining control over the upper flank also makes it easier to destroy the dispenser, where ever it might be. The sniper has to counter-snipe the enemyto get control of the big sightline from sniper flank to house, because it is very powerful. RED engineer's Sentry gun should be near choke, because there it is in a powerful position and as long as the upper flank is guarded, it is complitely safe. The dispenser spot is dependent on the enemies' progress in the position. The most important is to defend the upper flank to prevent any enemies from coming there and to punish the enemy team for not securing the route to the bunker. It is important to watch out for flanking scouts, spies and bombing soldiers to not get a pick on the medic.

Millstone - Second point
Millstone point3 t.PNG
windows
plank
roof
spawn
choke


Millstone - Third point
Millstone point4 t.PNG
drop
point
corner
hallway
Millstone - Fourth point
Millstone point5 t.PNG
crates
up
point
slope
Millstone - Final point
Millstone point6 t.PNG
final spawn
void
point
bay
ramp

References