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== Usage in competitive == | == Usage in competitive == | ||
{{Steel/MapLeagueInclusionTable}} | {{Steel/MapLeagueInclusionTable}} | ||
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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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==Locations== | ==Locations== |