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− | {{ | + | {{stub}} |
− | | | + | {{Map infobox |
− | |image= | + | | mapname = Steel |
− | | | + | | image = Cp steel.png |
+ | | maptype = [[Attack/Defend|Attack / Defend]] | ||
+ | | currentversion = cp_steel | ||
+ | | developer = | ||
+ | <p> | ||
+ | *Jamie „Fishbus“ Manson | ||
+ | *Irish Taxi Driver | ||
+ | *FLOOR_MASTER | ||
+ | </p> | ||
+ | | default = Yes | ||
+ | | links = | ||
+ | }} | ||
− | + | {{Maps navbox}} | |
− | + | [[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") | |
− | + | 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. | |
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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 | |
− | + | 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!) | |
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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 | |
+ | http://imgur.com/3beNlTs | ||
− | + | A Control point | |
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− | + | The first point for teams to attack and defend. | |
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− | + | http://imgur.com/GhHB1wt | |
− | + | 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. | |
+ | Capturing this point causes the defenders to lose their primary spawns. | ||
− | + | 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 | |
− | + | 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 |