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{{NewInfobox Map
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{{stub}}
|name=
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{{Map infobox
|image=
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| mapname = Steel
|caption=
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| image = Cp steel.png
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| maptype = [[Attack/Defend|Attack / Defend]]
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| currentversion = cp_steel
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| developer =
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<p>
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*Jamie „Fishbus“ Manson
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*Irish Taxi Driver
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*FLOOR_MASTER
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</p>
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| default = Yes
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| links =
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}}
  
|maptype=ad
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{{Maps navbox}}
|filename=cp_steel
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[[Category:Attack/Defend maps]]
|version=Official Release
 
|author1=Jamie "Fishbus" Manson
 
|author1steam=76561197961877926
 
|author2=
 
|author2steam=
 
|author3=
 
|author3steam=
 
|released=19 August 2008
 
|updated=10 July 2013
 
|official=1
 
  
|gamemode1=hl
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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.
|gamemode2=
 
|gamemode3=
 
|adapted=
 
|pro=
 
|popularity=staple
 
|lpleague=ugchl
 
|lpseason=20
 
  
|download=http://fakkelbrigade.eu/maps/cp_steel.bsp
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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
|workshop=
 
|tf2maps=
 
|gamebanana=
 
|tftv=
 
|tftv2=
 
|etf2l=
 
|ugc=
 
|officialwiki=Steel
 
|officialwiki2=Steel_(competitive)
 
  
|footnotes=
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To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E
}}
 
  
'''Steel''' is a non-linear [[Attack/Defend]] map consisting of 5 points.
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In a stopwatch map, capturing E counts a capturing all 5 points (does not count as "one point")
  
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.
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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)
  
BLU can capture point E at any time, but this is very difficult as the point requires certain classes to reach, and it is a slow point to capture and very exposed. To assist them in taking E, BLU may choose to attempt to capture the other four points instead, which reshape the map and extend the round timer to make it harder for RED to defend. These points, A through D, must be captured in order.
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Defenders: Defenders start off by holding A, the only capturable point, while the attackers two spawns open
  
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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At this point, defenders only hold A, however attackers may choose to run though B (without being able to cap it) to E
  
The large amount of potential choices to be made on this map, for both RED and BLU teams, makes it an excellent arena for skilled strategists and good team players.
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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
  
== Usage in competitive ==
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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.
{{Steel/MapLeagueInclusionTable}}
 
  
==Locations==
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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
  
===Control Point A===
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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
  
{{Map locations
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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!)
| title = Steel - Blu Spawn
 
| image = cp_steel_bluspawn.jpg
 
| area1 = Cliff | x1 = 210px | y1 = 130px
 
| area2 = Windows | x2 = 280px | y2 = 90px
 
| area3 = Ledge | x3 = 380px | y3 = 120px
 
| area4 = Health Pack | x4 = 520px | y4 = 250px
 
| area5 = Roof | x5 = 250px | y5 = 250px
 
| area6 = Yard | x6 = 460px | y6 = 400px
 
}}
 
  
{{Map locations
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Calls and points
| title = Steel - Control Point A
 
| image = cp_steel_A2.jpg
 
| area1 = Barrel | x1 = 300px | y1 = 190px
 
| area2 = Ramp | x2 = 260px | y2 = 200px
 
| area3 = Big Door | x3 = 380px | y3 = 160px
 
| area4 = Rocks | x4 = 30px | y4 = 260px
 
| area5 = Point (A) | x5 = 243px | y5 = 223px
 
| area6 = Cliff | x6 = 100px | y6 = 400px
 
| area7 = Stairs | x7 = 500px | y7 = 240px
 
| area8 = Ammo Pack | x8 = 475px | y8 = 390px
 
| area9 = Red Spawn (front) | x9 = 683px | y9 = 150px
 
| area10 = Drop-Down | x10 = 740px | y10 = 400px
 
}}
 
  
====When Point A is captured====
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E Control point
* Big Door will start opening slowly
 
* Drop-Down will open.
 
  
====Notes & Strategies====
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The most important point. Defend at all costs for the defending team, and what the attacking team is working towards.
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period.
 
* 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.
 
* There is a currently a map exploit where a Pyro can shoot flames through Big Door. It only works from the Lobby side. Flames cannot be shot back from the Point A side. This may or may not be considered legal in your league, so just be aware of it and don't stand near the door. As an attacker, do not send your Pyro to shoot through the door. The Pyro is more useful in the fight, rather than trying to get cheap kills using a map exploit.
 
* Keep in mind that stickies (or even a sentry) can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.
 
  
===Control Point B===
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http://imgur.com/gSTHo82
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http://imgur.com/3beNlTs
  
{{Map locations
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A Control point
| title = Steel - Control Point B
 
| image = cp_steel_B1.jpg
 
| area1 = Drop-Down | x1 = 150px | y1 = 230px
 
| area2 = Ladders | x2 = 220px | y2 = 160px
 
| area3 = Secret | x3 = 400px | y3 = 105px
 
| area4 = Beck | x4 = 420px | y4 = 120px
 
| area5 = Platform | x5 = 530px | y5 = 130px
 
| area6 = Point (B) | x6 = 570px | y6 = 195px
 
| area7 = B-C Connector | x7 = 600px | y7 = 100px
 
| area8 = Blu spawn | x8 = 0px | y8 = 300px
 
}}
 
  
{{Map locations
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The first point for teams to attack and defend.
| title = Steel - Control Point B
 
| image = cp_steel_B2.jpg
 
| area1 = Platform | x1 = 140px | y1 = 280px
 
| area2 = Truck | x2 = 360px | y2 = 170px
 
| area3 = Point (B) | x3 = 430px | y3 = 197px
 
| area4 = Sniper Windows | x4 = 550px | y4 = 140px
 
| area5 = Sniper Ledge | x5 = 630px | y5 = 165px
 
}}
 
  
====When Point B is captured====
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http://imgur.com/GhHB1wt
* Red team will start spawning in the back spawn rather than the front spawn.  
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http://imgur.com/w4XsLY2
* Metal grate separating B-C Connector and C Cliff will start opening slowly.
 
  
====Notes & Strategies====
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B Control point
* "Beck" gets its name from being the "B-E-C" connector, which spelled out is pronounced "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. This also allows easy access to Point E.
 
* 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.
 
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.
 
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.
 
  
===Control Point C===
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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.
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Capturing this point causes the defenders to lose their primary spawns.
  
{{Map locations
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http://imgur.com/Mu1XHeK
| title = Steel - Control Point C
 
| image = cp_steel_C.jpg
 
| area1 = B-C Connector | x1 = 20px | y1 = 400px
 
| area2 = Rocks / Cliff | x2 = 300px | y2 = 280px
 
| area3 = Beck | x3 = 390px | y3 = 190px
 
| area4 = Lower | x4 = 395px | y4 = 240px
 
| area5 = Balcony | x5 = 500px | y5 = 150px
 
| area6 = Bridge | x6 = 610px | y6 = 135px
 
| area7 = Stairs | x7 = 600px | y7 = 180px
 
| area8 = Ramp | x8 = 780px | y8 = 240px
 
| area9 = Point (C) | x9 = 685px | y9 = 165px
 
}}
 
  
====When Point C is captured====
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C Control point
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.
 
  
====Notes & Strategies====
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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.
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend.  
 
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C.
 
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.
 
* When defending, stickies can be placed on the grate ceiling of Lower, and when detonated, they will harm people in both Beck and Lower. This may or may not be considered legal in your league.
 
  
===Control Point D===
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http://imgur.com/k8Z17dz
{{Map locations
 
| title = Steel - Control Point D
 
| image = cp_steel_D.jpg
 
| area1 = Red Spawn (back) | x1 = 140px | y1 = 200px
 
| area2 = Stairs | x2 = 560px | y2 = 380px
 
| area3 = C-D Connector | x3 = 380px | y3 = 185px
 
| area4 = D-E Connector | x4 = 475px | y4 = 230px
 
| area5 = Control Room Connector | x5 = 555px | y5 = 210px
 
| area6 = Elbow | x6 = 680px | y6 = 230px
 
| area7 = Point (D) | x7 = 590px | y7 = 295px
 
}}
 
  
====When Point D is captured====
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D Control point
* Doors connecting red spawn to Point E become locked, forcing the red team through Point D to get to Point E.
 
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.
 
  
====Notes & Strategies====
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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.
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo.
 
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost.
 
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E.
 
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry.
 
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.
 
 
 
===Control Point E===
 
{{Map locations
 
| title = Steel - Control Point E
 
| image = cp_steel_E1.jpg
 
| area1 = Lobby | x1 = 20px | y1 = 400px
 
| area2 = Blu Batts | x2 = 380px | y2 = 400px
 
| area3 = Platform | x3 = 740px | y3 = 280px
 
| area4 = Beck | x4 = 457px | y4 = 145px
 
| area5 = Lower | x5 = 350px | y5 = 170px
 
| area6 = Pipe | x6 = 235px | y6 = 240px
 
| area7 = D-E Connector | x7 = 210px | y7 = 140px
 
| area8 = Red Batts | x8 = 260px | y8 = 140px
 
| area9 = Balcony / Upper | x9 = 365px | y9 = 110px
 
| area10 = Lime / Red Windows | x10 = 310px | y10 = 85px
 
| area11 = Point (E) | x11 = 280px | y11 = 177px
 
}}
 
  
{{Map locations
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http://imgur.com/qJr9Kdw
| title = Steel - Control Point E (catwalks extended)
 
| image = cp_steel_E2.jpg
 
| area1 = Platform | x1 = 140px | y1 = 195px
 
| area2 = Blu Batts | x2 = 220px | y2 = 210px
 
| area3 = Lobby | x3 = 263px | y3 = 185px
 
| area4 = Control Room | x4 = 390px | y4 = 210px
 
| area5 = Catwalks | x5 = 180px | y5 = 290px
 
| area6 = Point (E) | x6 = 310px | y6 = 245px
 
| area7 = Balcony | x7 = 200px | y7 = 400px
 
| area8 = D-E Connector | x8 = 630px | y8 = 260px
 
| area9 = Red Batts | x9 = 600px | y9 = 400px
 
| area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px
 
}}
 
  
====Notes & Strategies====
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Control room
  
* When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach Platform, Blu Batts, and Lobby.
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The "flank" of the map. Opens up easy route for attackers to set up an base after they capture A
* When defending, if the Engineer can't get a sentry up before the spawn doors lock, consider using Gunslinger.  
 
* When defending, try setting up a teleporter in Lime. With the spawn doors locked, a teleporter can be very handy.
 
* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret.
 
* Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers.
 
* If a player falls off, they can sometimes save themselves by trying to land on Pipe. Pipe will lead to Lower, which can then lead to Point C or Beck.
 
  
===Other Areas===
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http://imgur.com/dO3wkIe
{{Map locations
 
| title = Steel - Control Room
 
| image = cp_steel_ControlRoom.jpg
 
| area1 = Elbow | x1 = 120px | y1 = 220px
 
| area2 = Control Room Connector | x2 = 530px | y2 = 177px
 
| area3 = Control Room | x3 = 740px | y3 = 290px
 
}}
 
  
{{Map locations
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Control room to D connector (2 paths)
| title = Steel - Lobby
 
| image = cp_steel_Lobby.jpg
 
| area1 = Big Door | x1 = 140px | y1 = 190px
 
| area2 = Lobby | x2 = 400px | y2 = 300px
 
| area3 = Control Room | x3 = 540px | y3 = 180px
 
}}
 
  
{{Active Maps Navbox}}{{All Maps Navbox|y}}
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http://imgur.com/QffCswE

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