Editing Steel

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

This page supports semantic in-text annotations (e.g. "[[Is specified as::World Heritage Site]]") to build structured and queryable content provided by Semantic MediaWiki. For a comprehensive description on how to use annotations or the #ask parser function, please have a look at the getting started, in-text annotation, or inline queries help pages.

Latest revision Your text
Line 1: Line 1:
{{NewInfobox Map
+
{{stub}}
|name=
+
{{rewrite}}
|image=
+
{{Map infobox
|caption=
+
| mapname = Steel
 +
| image = Cp steel.png
 +
| maptype = [[Attack/Defend|Attack / Defend]]
 +
| currentversion = cp_steel
 +
| developer =  
  
|maptype=ad
 
|filename=cp_steel
 
|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
 
|gamemode2=
 
|gamemode3=
 
|adapted=
 
|pro=
 
|popularity=staple
 
|lpleague=ugchl
 
|lpseason=20
 
  
|download=http://fakkelbrigade.eu/maps/cp_steel.bsp
+
<p>
|workshop=
+
*Jamie "Fishbus" Manson
|tf2maps=
+
*Irish Taxi Driver
|gamebanana=
+
*FLOOR_MASTER
|tftv=
+
</p>
|tftv2=
+
| default = Yes
|etf2l=
+
| links =
|ugc=
+
}}
|officialwiki=Steel
+
 
|officialwiki2=Steel_(competitive)
+
'''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.
 +
 
 +
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
 +
 
 +
To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E
 +
 
 +
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
  
|footnotes=
+
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.
}}
+
 
 +
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
  
'''Steel''' is a non-linear [[Attack/Defend]] map consisting of 5 points.
+
Capturing C opens a drawbridge to E, allowing the heavier classes to cap as well as removing the defenders backspawn advantage to C
  
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.
+
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!)
  
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.
 
  
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.
 
  
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.
 
  
== Usage in competitive ==
 
{{Steel/MapLeagueInclusionTable}}
 
  
 
==Locations==
 
==Locations==
Line 84: Line 80:
  
 
====When Point A is captured====
 
====When Point A is captured====
* Big Door will start opening slowly
+
* Big Door will start opening at a slow rate
* Drop-Down will open.
+
* Drop-Down will start opening at a slow rate
  
 
====Notes & Strategies====
 
====Notes & Strategies====
Line 91: Line 87:
 
* 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.  
* 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 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 (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===
 
===Control Point B===
Line 121: Line 116:
 
====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 slowly.
+
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.
 
 
====Notes & Strategies====
 
* "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===
 
===Control Point C===
Line 139: Line 126:
 
  | 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
 
}}
 
}}
Line 149: Line 136:
 
====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.
 
====Notes & Strategies====
 
* 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===
 
===Control Point D===
Line 170: Line 151:
  
 
====When Point D is captured====
 
====When Point D is captured====
* Doors connecting red spawn to Point E become locked, forcing the red team through Point D to get to Point E.  
+
* 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.
 
====Notes & Strategies====
 
* 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===
 
===Control Point E===
Line 192: Line 166:
 
  | area7 = D-E Connector | x7 = 210px | y7 = 140px
 
  | area7 = D-E Connector | x7 = 210px | y7 = 140px
 
  | area8 = Red Batts | x8 = 260px | y8 = 140px
 
  | area8 = Red Batts | x8 = 260px | y8 = 140px
  | area9 = Balcony / Upper | x9 = 365px | y9 = 110px
+
  | area9 = Balcony | x9 = 350px | y9 = 110px
 
  | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px
 
  | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px
 
  | area11 = Point (E) | x11 = 280px | y11 = 177px
 
  | area11 = Point (E) | x11 = 280px | y11 = 177px
Line 198: Line 172:
  
 
{{Map locations
 
{{Map locations
  | title = Steel - Control Point E (catwalks extended)
+
  | title = Steel - Control Point E
 
  | image = cp_steel_E2.jpg
 
  | 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====
 
 
* When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach Platform, Blu Batts, and Lobby.
 
* 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===
 
{{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
 
| 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}}
+
{{Maps navbox}}
 +
[[Category:Attack/Defend maps]]

Please note that all contributions to comp.tf may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see comp.tf:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)
Retrieved from "http://comp.tf/wiki/Steel"