Editing Lakeside
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|author3steam= | |author3steam= | ||
|released=10 November 2010 | |released=10 November 2010 | ||
− | |updated=24 February | + | |updated=24 February 2010 |
|official=1 | |official=1 | ||
− | |gamemode1= | + | |gamemode1=6s |
|gamemode2= | |gamemode2= | ||
|gamemode3= | |gamemode3= | ||
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== 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 | + | 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 and 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]. |
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. | 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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== Strategy == | == Strategy == | ||
− | 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, | + | 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, the goal is to keep the other team too disorganized to push back. This is accomplished with well-timed kills on combo-members and strong positioning. |
=== Midfight === | === Midfight === | ||
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=== The Combo === | === The Combo === | ||
− | 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 | + | 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 harrassment 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. |
=== Defense === | === 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 | + | 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. | ||
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== Offense == | == Offense == | ||