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{{NewInfobox Map
 
|name=
 
|image=
 
|caption=
 
 
|maptype=koth
 
|filename=koth_lakeside_final
 
|version=Official Release
 
|author1=Valentin "3Dnj" Levillain
 
|author1steam= 76561197987845309
 
|author2=
 
|author2steam=
 
|author3=
 
|author3steam=
 
|released=10 November 2010
 
|updated=24 February 2011
 
|official=1
 
 
|gamemode1=highlander
 
|gamemode2=
 
|gamemode3=
 
|adapted=
 
|pro=
 
|popularity=moderate
 
|lpleague=
 
|lpseason=
 
 
|download=http://fakkelbrigade.eu/maps/koth_lakeside_final.bsp.bz2
 
|workshop=
 
|tf2maps=15658
 
|gamebanana=151237
 
|tftv=
 
|tftv2=
 
|etf2l=
 
|ugc=
 
|officialwiki=Lakeside
 
|officialwiki2=
 
 
|footnotes=
 
}}
 
 
'''koth_lakeside''' is a [[King of the Hill]] map made by the mapmaker [http://steamcommunity.com/id/3Dnj 3Dnj] and made official by Valve on February 24, 2011. It is played frequently in [[Highlander]], having been used by [[UGC]] for several seasons.
 
'''koth_lakeside''' is a [[King of the Hill]] map made by the mapmaker [http://steamcommunity.com/id/3Dnj 3Dnj] and made official by Valve on February 24, 2011. It is played frequently in [[Highlander]], having been used by [[UGC]] for several seasons.
  
The objective of Lakeside is to control the middle point for three minutes. The two teams spawn on opposite sides of the map and rush toward the middle when the round begins. A round will continue into overtime if the timer is up but there is still enemy presence on the point.
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The objective of Lakeside is the control the middle point for three minutes. The two teams spawn on opposite sides of the map and rush toward the middle when the round begins. A round will continue into overtime if the timer is up but there is still enemy presence on the point.
  
 
== History ==
 
== History ==
  
Lakeside began development in November of 2010, created by 3Dnj. A mere four months after the map's conception, the map would be officially added to Team Fortress 2 in the [https://wiki.teamfortress.com/wiki/Community_Map_Pack_Update Community Map Pack Update] in February, 2011. Lakeside was first brought into the competitive limelight in the spring of 2011 with both the ''Wireplay'' and ''Community Fortress'' competitive communities featuring it in their 7v7 and Highlander tournaments at the time, respectively. After these brief appearances, UGC would begin to prominently feature Lakeside as one of their premiere Highlander maps, alongside other popular KOTH maps Ashville and Viaduct. In 2012, the map started to see usage outside of UGC once more, being played in ETF2L, TRR, and Wireplay. 2013 marked the first year Lakeside was played in a more "garish" competitive format, being Ready Steady Pan. As well as this, Lakeside was picked up by OzFortress for the first time, being featured in their short-lived Highlander League. Towards the end of 2013, Lakeside was also featured in the small-but-looming 4v4 competitive scene via [https://web.archive.org/web/20131005204439/http://andyvichtf2.com/4v4-weekend-cup/ a small community cup].
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The first season of UGC Highlander that ran Lakeside in its maplist was Season 4. It is typically played as an early season map because of its simplicity, and the fact that it was a Halloween event map in 2012 makes it recognizable to new competitive players, while being more competitively viable than a map such as Mann Manor.
  
Lakeside started out 2014 strongly, being played in the first seasons of both UGC League and ETF2L that year; It even featured in UGC's second ever season of competitive 4v4. Not much far from that, Lakeside also had its first major exposure to the South American competitive scene by being played in LBTF2's first season of Highlander near the middle of the year. However, during the second half of 2014, both UGC and ETF2L dropped Lakeside from their pools simultaneously, leaving the map with no play until the next year.
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== Calls ==
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The calls on Lakeside are very straightforward as long as you actually name things. Because of its wide open nature, calls of "left", "right", and "mid" are useful when being specific. The names themselves are not specifically important as long as you have unique names for all the listed locations, but the ones listed here are used to describe strategy.
  
Lakeside began to enter a state of semi-limbo, becoming the on-and-off King of the Hill map of UGC for the next few years. In 2015, the map was only featured in three events, a far cry from the map's prior successful years. 2016 gave the map a little bit more leeway, being reintroduced to ETF2L's Highlander scene across the year, however the map still lacked the relevancy it once held. 2017 was even more of the same for Lakeside, though the map did recieve some relatively new attention from the South American scene once again, being featured in Brasil Fortress' second season of 6v6. Unfortunately, what could be seen as a killing blow struck the map, as ETF2L relegated Lakeside to their Experimental Highlander cup early in the year. During mid-2017 though, something began to happen. Lakeside started to consistently appear in seasons of UGC once again.
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At mid, the location just behind the point is called "tree", the point itself is referred to as "point", the large building on the side is "bathhouse", "bath", or "water', and the greater sandy area is split between "left yard" and "right yard" speaking as if your back was to your team's spawn. When someone is standing on the lip of the obelisk just behind the makeshift cover on the point, you refer to them as on "pillar". This call will likely only be used for spies and heavies.
  
2018 was the year Lakeside began to find its competitive footing once again, being featured in multiple new events and leagues such as Get it Onne and Sacred Scouts, but most importantly, obtaining a spot in RGL's first season of Highlander. Combined with its newfound love from UGC, the map came into a golden age of sorts. As well as this, Russian Highlander brought the map back into the folds of the east, with its first season in December including the KOTH map. 2019 was much of a continuation from the previous year, the map getting more attention via repeated inclusion in RGL and UGC, as well as coming back to ETF2L via their preseason highlander cup. Russian Highlander, Rasslabyxa, the map was booming! Lakeside did end up falling back into a semi-limbo state during the middle of the year, but the fact was that Lakeside was here to stay and stand its ground once again.
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Moving toward either spawn, many teams make the mistake of referring to the entire structure is "battlements". This is unhelpful, as the specific location of a Sniper on the battlements determines where it is safe to position yourself. You should split the battlements structure into its three parts. The wooden structure with the small health kit and a ramp is called "nest" or "battlements", the middle area with stone bricks is called "stone" or "box", and the low wooden bridge is called "bridge".
  
Lakeside began 2020 interestingly, being featured in RGL once again, however a new pro version of the map, aptly named "Proside," reared its face over in Oceania and Asia via Respawn League. While Proside in it of itself would prove futile, it DID bring interest of Lakeside back onto eastern soils. Lakeside had a much more consistent run in 2020, featuring in all three seasons of UGC and two seasons of RGL. However, the map was still majorly lacking in dedicated European turf, a reality that Lakeside had been struggling with for multiple years. In October, UGC brought the first use of "koth_lakeside_r#" to the table, which set to permanently improve Lakeside for competitive play.
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Beside the battlement structure is either "platform" or "plateau". This is the large, flat sandstone structure that leads to the bathhouse. There is a broken stone wall that is popular for snipers referred to as "wall". Leading down into spawn is "tunnel", containing two small health kits. Behind the battlements are two distinct areas. Behind the "bridge" is referred to a "backyard", while someone below or behind the "nest" or "battlements" is in the "shadow". Lastly, the small room on the ground in front of the "nest" with a medium health kit is simply referred to as "health" or "kit".
 
 
With what could be dubbed as "Lakeside Pro" on the horizon, it's no surprise that 2021 was a very feisty year for the map. LBTF2 would be the first to feature the map outside of UGC in February, to which RGL promptly followed suit. Its consistency rising once again from UGC, ETF2L finally gave the map another jab in May that year via Lakeside Pro. Fortress Faceoffs even breathed some life into the original Lakeside in mid-2021, however even this effort was not enough. With newer Highlander KOTH maps like Cascade and Proot releasing in 2021 and 2022 respectively, Lakeside finally was granted the death that it desperately fought against for half a decade. With its final breath of both Proside and Lakeside Pro being played in OZF and UGC, the playerbase moved on from the map in mid-2022 in favour of koth_proot, and has not been played since.
 
== Usage in competitive ==
 
{{Lakeside/MapLeagueInclusionTable}}
 
== Calls ==
 
{{Map locations
 
| title = Lakeside, control point
 
| image = koth_lakeside mid.png
 
| area1 = Tunnel | x1=427px | y1=44px
 
| area2 = Ruins | x2=450px | y2=79px
 
| area3 = Bridge | x3=364px | y3=88px
 
| area4 = Stone / Box | x4=243px | y4=117px
 
| area5 = Batts | x5=189px | y5=138px
 
| area6 = Bathhouse / Pool | x6=571px | y6=155px
 
| area7 = Tree / Obelisk | x7=365px | y7=217px
 
| area8 = Right | x8=522px | y8=303px
 
| area9 = Left | x9=347px | y9=406px
 
| area10 = Valley / Yard | x10=600px | y10=406px
 
}}
 
  
 
== Strategy ==
 
== Strategy ==
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The overall team strategy on this map is to simply kill enough of the opposing team that you can safely take the point. Once you have the point, your goal is to kill as many of the opposing team as you can with minimal deaths on your part. This is accomplished by good positioning and coordination.
  
The overall team strategy on this map is to simply kill the opposing team, take the point, and prevent an enemy counterpush. When in control of the point, teams want to hold it for as long as possible. This is often done by stationing the medic along with their combo members in bathhouse. It's a safe room, not allowing sniper, spy, or soldiers to get any damage onto the medic.
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=== Positioning ===
=== Midfight ===
 
  
During the initial fight for the point, a common position for the combo to push is in valley right behind the obelisk. This puts the medic safely out of sight while allowing him to heal people that are pushing onto the point. There is an important high ground vs. low ground fight on this point, often giving a large advantage to whoever reaches the point first, but doing so puts them at risk to a Sniper. The Engineer often keeps a mini sentry watching his valley to prevent bombers from killing someone. When actually pushing the point the sentry is eventually moved onto or near the point.
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==== Midfight ====
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When attempting to take an uncontrolled point, the best holding position is at tree, just behind the point. This puts your medic safely out of sight while allowing him to heal people that are pushing onto the point. There is an important high ground vs. low ground fight on this point giving the advantage to whoever actually walks onto the point, but doing so puts them more at risk to a Sniper or a brave Scout. The Engineer should have a mini sentry watching yard at this point to prevent ambitious rushers from picking someone you'd rather keep alive. When actually pushing the point the sentry should be moved so that it can shoot onto the point.  
  
=== The Combo ===
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Once the ubiquitous Kritzkrieg charge is ready, take stock of their positioning in deciding how to respond. If the opposing team is on the point and you are not, you should use your charge to push onto it. If you are on the point and the opposing team is in the yard below, you should try to pick their medic with the charge to prevent a counter-push. If the other team has already lost the midfight and is in the backyard, then you should immediately take a forward hold on their plateau and attempt to shoot down into backyard. This will establish your forward hold for defending the point and running up the clock.
  
Many teams use the Kritzkrieg for its versatility on this map. The critical damage can clear the point for a capture. When in control of the point, a Medic can use the charge to kill an enemy Demoman, Heavy, or Medic, delaying a push from them. Its fast charge speed allows for aggressive contesting of the point or relentless harassment of the team that doesn't control it. Other Mediguns can be used to better protect the Medic, but it can be more difficult to push onto the point with them if the holding team forces the Ubercharge in valley or around the pool room.
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If you're not running a Kritzkrieg, you need to get your medic out of the fight while using someone expendable to force their charge. In doing so, you should probably be able to re-push with your Über and win the point. If it's a Quick-Fix, however, you have two options. First, you can rocket/sticky jump your medic away from the kritz as soon as you see it coming. Second, you can play aggressively and kill their medic before they can kritz yours. Most teams with Quick-Fix will get a charge before the Kritzkrieg, so this tactic should work if the other team doesn't get their medic out before you can kill him.
=== Defense ===
 
  
When defending the point when you control it, you should immediately consider a forward hold. You can do a forward hold if you have a significant number advantage and/or open ground that would allow you to do so. The typical forward hold consists of a combo holding the enemy plateau and a flank holding the battlements. This strategy works well with the stock Medigun because you can deny any incoming push with invincibility of your combo and scattering of your flank. With Kritz or Quick-Fix, you need to draw them out far enough that you can push into them, or you'll be sitting on a charge that will not save you from a Kritz. A forward hold with Kritz typically involves the combo in the bathhouse, because your flank will be able to call any offensive push long before you're threatened by it.
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==== Defense ====
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When defending the point when you control it, you should immediately consider a forward hold. You can do a forward hold if you have a significant number advantage and/or open ground that would allow you to do so. The typical forward hold consists of a combo holding the enemy plateau and a flank holding the battlements. This strategy works well with the stock Medigun because you can deny any incoming push with invincibility of your combo and scattering of your flank. With Kritz or Quick-Fix, you need to draw them out far enough that you can push into them, or you'll be sitting on a charge that will not save you from a kritz. A forward hold with Kritz typically involves the combo in the bathhouse, because your flank will be able to call any offensive push long before you're threatened by it.
  
 
If you're not doing a forward hold, your team is essentially controlling your yard and platform with your combo classes, while controlling their yard and platform with your flank classes. It's important to call the enemy Sniper at all times during a hold like this, because he can get a sightline on most of the map without having to fight anyone.
 
If you're not doing a forward hold, your team is essentially controlling your yard and platform with your combo classes, while controlling their yard and platform with your flank classes. It's important to call the enemy Sniper at all times during a hold like this, because he can get a sightline on most of the map without having to fight anyone.
  
== Offense ==
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==== Offense ====
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The offensive strategy on Lakeside is to build an Übercharge while bombing their team and taking advantage of your superior spawn times. Kritzkrieg is usually the best option for this situation, giving you the chance for that magical first crit sticky medic pick. A good play here is to pair up your Demo and Soldier for a tandem bomb while your Spy is somewhere on their side of the map. When executed well, this is the best way to force a charge or kill a medic. All the while, your Sniper is working to create some sort of advantage you can push off of.
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The offensive strategy on Lakeside is to build an Übercharge while bombing their team and taking advantage of your superior spawn times. Kritzkrieg is usually the best option for this situation, giving you the chance for that magical first crit sticky medic pick. A good play here is to pair up your Demo and Soldier for a tandem bomb while your Spy is somewhere on their side of the map. When executed well, this is the best way to force a charge or kill a medic. All the while, your Sniper is working to create some sort of advantage you can push off of.
 
 
== Rollouts ==
 
== Rollouts ==
  
 
=== Demoman ===  
 
=== Demoman ===  
The Demoman rollout for Lakeside is very simple. He fires his first sticky in spawn to get as close to the doorway as possible, then he walks out of the main door and uses one sticky to jump to either the bathhouse or the main point.  
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The Demoman rollout for Lakeside is very simple. He fires his first sticky in spawn to get as close to the doorway as possible, then he walks out of the main door and uses one sticky to jump to either the bathhouse or the main point.
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=== Scout ===
 
=== Scout ===
 
The Scout should basically follow the Demoman in, emulating his rollout. If the Demoman wants to go to the bathhouse first, the Scout should walk through tunnel. If the Demoman wants to go to the point, the Scout should walk through main.
 
The Scout should basically follow the Demoman in, emulating his rollout. If the Demoman wants to go to the bathhouse first, the Scout should walk through tunnel. If the Demoman wants to go to the point, the Scout should walk through main.
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=== Soldier ===
 
=== Soldier ===
The Soldier's typical rollout is simply whipping the medic and heavy to the point as quickly as possible. After you reach the yard, most Soldiers will rocket jump toward the bathhouse and try to spam the other team out of it.  
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The Soldier's typical rollout is simply whipping the medic and heavy to the point as quickly as possible. After you reach the yard, most Soldiers will rocket jump toward the bathhouse and try to spam the other team out of it.
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=== Other ===
 
=== Other ===
 
Your Engineer is going to want to get a mini sentry watching your yard ASAP. Pyro, Medic, and Heavy will be following the Demo in and attempting to beat out their combo. The combo classes should try to stay alive in preparation for the first Kritzkrieg or Übercharge. The Sniper should either watch through the bathhouse sightline or go for an early pick on someone peeking over the point hill without exposing himself to the enemy Sniper. The Spy should determine what medigun the opposing Medic is running, either via name or by looking at the medic.
 
Your Engineer is going to want to get a mini sentry watching your yard ASAP. Pyro, Medic, and Heavy will be following the Demo in and attempting to beat out their combo. The combo classes should try to stay alive in preparation for the first Kritzkrieg or Übercharge. The Sniper should either watch through the bathhouse sightline or go for an early pick on someone peeking over the point hill without exposing himself to the enemy Sniper. The Spy should determine what medigun the opposing Medic is running, either via name or by looking at the medic.
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