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− | {{ | + | {{stub}} |
− | | | + | {{rewrite}} |
− | |image= | + | {{Map infobox |
− | | | + | | mapname = Steel |
+ | | image = Cp steel.png | ||
+ | | maptype = [[Attack/Defend|Attack / Defend]] | ||
+ | | currentversion = cp_steel | ||
+ | | developer = | ||
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− | + | <p> | |
− | + | *Jamie "Fishbus" Manson | |
− | + | *Irish Taxi Driver | |
− | + | *FLOOR_MASTER | |
− | | | + | </p> |
− | | | + | | default = Yes |
− | + | | links = | |
− | + | }} | |
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− | + | '''Steel''' is an Attack/Defend map consisting of 5 points. Whenever a point is captured, something on the map changes. Doors open and close, platforms extend, or red spawn changes. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. | |
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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. | ||
− | + | 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 | ||
− | + | 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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==Locations== | ==Locations== | ||
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====When Point A is captured==== | ====When Point A is captured==== | ||
− | * Big Door will start opening | + | * Big Door will start opening at a slow rate |
− | * Drop-Down will | + | * Drop-Down will start opening at a slow rate |
====Notes & Strategies==== | ====Notes & Strategies==== | ||
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* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. | * When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. | ||
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. | * Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. | ||
− | + | * Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B. | |
− | * Keep in mind that stickies | ||
===Control Point B=== | ===Control Point B=== | ||
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====When Point B is captured==== | ====When Point B is captured==== | ||
* Red team will start spawning in the back spawn rather than the front spawn. | * Red team will start spawning in the back spawn rather than the front spawn. | ||
− | * Metal grate separating B-C Connector and C Cliff will start opening | + | * Metal grate separating B-C Connector and C Cliff will start opening at a slow rate. |
====Notes & Strategies==== | ====Notes & Strategies==== | ||
− | * "Beck" gets its name from being the "B-E-C" connector, which spelled out is pronounced "Beck". | + | * "Beck" gets its name from being the "B-E-C" connector, which spelled out is pronounced as "Beck". |
* When defending, be aware that the enemy can come behind through Beck. | * When defending, be aware that the enemy can come behind through Beck. | ||
− | * Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken | + | * Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. |
− | * When defending Point B, the | + | * When defending Point B, the engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful. |
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===Control Point C=== | ===Control Point C=== | ||
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| area2 = Rocks / Cliff | x2 = 300px | y2 = 280px | | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px | ||
| area3 = Beck | x3 = 390px | y3 = 190px | | area3 = Beck | x3 = 390px | y3 = 190px | ||
− | | area4 = Lower | x4 = 395px | y4 = 240px | + | | area4 = Lower (Behind Rock) | x4 = 395px | y4 = 240px |
| area5 = Balcony | x5 = 500px | y5 = 150px | | area5 = Balcony | x5 = 500px | y5 = 150px | ||
| area6 = Bridge | x6 = 610px | y6 = 135px | | area6 = Bridge | x6 = 610px | y6 = 135px | ||
| area7 = Stairs | x7 = 600px | y7 = 180px | | area7 = Stairs | x7 = 600px | y7 = 180px | ||
− | | area8 = Ramp | x8 = 780px | y8 = 240px | + | | area8 = Ramp (behind wall) | x8 = 780px | y8 = 240px |
| area9 = Point (C) | x9 = 685px | y9 = 165px | | area9 = Point (C) | x9 = 685px | y9 = 165px | ||
}} | }} | ||
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====When Point C is captured==== | ====When Point C is captured==== | ||
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump. | * Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump. | ||
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===Control Point D=== | ===Control Point D=== | ||
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====When Point D is captured==== | ====When Point D is captured==== | ||
− | * Doors connecting red spawn to Point E become locked, forcing the | + | * Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. |
* Guard rails appear on Point E catwalks, making it slightly harder to fall off. | * Guard rails appear on Point E catwalks, making it slightly harder to fall off. | ||
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===Control Point E=== | ===Control Point E=== | ||
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{{Map locations | {{Map locations | ||
− | | title = Steel - Control Point E | + | | title = Steel - Control Point E |
| image = cp_steel_E2.jpg | | image = cp_steel_E2.jpg | ||
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}} | }} | ||
− | {{ | + | {{Maps navbox}} |
+ | [[Category:Attack/Defend maps]] |