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− | {{ | + | {{Map infobox |
− | | | + | | mapname = Steel |
− | |image= | + | | image = Cp steel.png |
− | | | + | | maptype = [[Attack/Defend|Attack / Defend]] |
− | + | | currentversion = cp_steel | |
− | | | + | | developer = |
− | | | + | <p>Jamie "Fishbus" Manson</p> |
− | | | + | <p>Irish Taxi Driver</p> |
− | + | <p>FLOOR_MASTER</p> | |
− | + | | default = Yes | |
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}} | }} | ||
− | '''Steel''' is a non-linear | + | '''Steel''' is a non-linear Attack/Defend map consisting of 5 points. |
Steel centres around point E, the site of a rocket launch. BLU must capture E by standing on it to win, while RED must defend it from being captured until the round timer counts down to zero. | Steel centres around point E, the site of a rocket launch. BLU must capture E by standing on it to win, while RED must defend it from being captured until the round timer counts down to zero. | ||
− | BLU can capture point E at any time, but | + | BLU can capture point E at any time, but it is extremely difficult as the point requires certain classes to reach, and it is a slow point to capture. To assist them in their goal they may choose to attempt to capture the other four points instead, which make capturing E easier by reshaping the map to make defense harder for RED and extending the round timer. These points, A through D, must be captured in order. |
Capturing any point will extend the timer. Point A will open doors to point B, D, and E for BLU. Point B will open a door to point C, and move RED's spawn quite far away to point E. Capturing C makes bridges slowly extend to point E, so all classes can capture it. Capturing D puts railings on these bridges, and blocks off some of RED's spawn exits so they must travel the long way around to reach point E. | Capturing any point will extend the timer. Point A will open doors to point B, D, and E for BLU. Point B will open a door to point C, and move RED's spawn quite far away to point E. Capturing C makes bridges slowly extend to point E, so all classes can capture it. Capturing D puts railings on these bridges, and blocks off some of RED's spawn exits so they must travel the long way around to reach point E. | ||
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}} | }} | ||
− | {{ | + | {{Maps navbox}} |
+ | [[Category:Attack/Defend maps]] |