Difference between revisions of "Steel"

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{{Maps navbox}}
 
{{Maps navbox}}
 
[[Category:Attack/Defend maps]]
 
[[Category:Attack/Defend maps]]
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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.
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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
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To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E
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In a stopwatch map, capturing E counts a capturing all 5 points (does not count as "one point")
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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)
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Defenders: Defenders start off by holding A, the only capturable point, while the attackers two spawns open
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At this point, defenders only hold A, however attackers may choose to run though B (without being able to cap it) to E
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After A is capped, two routes (one to E, one to B) open up and the attackers can choose to attack E or B
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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.
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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
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Capturing C opens a drawbridge to E, allowing the heavier classes to cap as well as removing the defenders backspawn advantage to C
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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!)
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Calls and points
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E Control point
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The most important point. Defend at all costs for the defending team, and what the attacking team is working towards.
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http://imgur.com/gSTHo82
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http://imgur.com/3beNlTs
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A Control point
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The first point for teams to attack and defend.
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http://imgur.com/GhHB1wt
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http://imgur.com/w4XsLY2
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B Control point
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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.
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Capturing this point causes the defenders to lose their primary spawns.
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http://imgur.com/Mu1XHeK
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C Control point
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The third point for teams to attack and defend. Capturing this causes a draw bridge to extend to the E point.
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http://imgur.com/k8Z17dz
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D Control point
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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.
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http://imgur.com/qJr9Kdw
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Control room
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The "flank" of the map. Opens up easy route for attackers to set up an base after they capture A
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http://imgur.com/dO3wkIe
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Control room to D connector (2 paths)
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http://imgur.com/QffCswE

Revision as of 03:59, 18 May 2014

Template:Map infobox


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!)

Calls and points

E Control point

The most important point. Defend at all costs for the defending team, and what the attacking team is working towards.

http://imgur.com/gSTHo82 http://imgur.com/3beNlTs

A Control point

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