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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 =  
  
|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
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<p>
|workshop=
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*Jamie "Fishbus" Manson
|tf2maps=
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*Irish Taxi Driver
|gamebanana=
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*FLOOR_MASTER
|tftv=
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</p>
|tftv2=
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| default = Yes
|etf2l=
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| links =
|ugc=
 
|officialwiki=Steel
 
|officialwiki2=Steel_(competitive)
 
 
 
|footnotes=
 
 
}}
 
}}
  
'''Steel''' is a non-linear [[Attack/Defend]] map consisting of 5 points.  
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'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test.  
 
 
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 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==
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====When Point A is captured====
 
====When Point A is captured====
* Big Door will start opening slowly
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* Big Door will start opening at a slow rate
 
* Drop-Down will open.
 
* Drop-Down will open.
  
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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.  
* 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.
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* 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===
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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 slowly.
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* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.
  
 
====Notes & Strategies====
 
====Notes & Strategies====
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* 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 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, 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===
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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 red team through Point D to get to Point E.  
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* 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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* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret.  
 
* 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.
 
* 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.
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* If a player falls off, they can save themselves by trying to land on Pipe. Pipe will lead to Lower, which can then lead to Point C or Beck.
  
 
===Other Areas===
 
===Other Areas===
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}}
 
}}
  
{{Active Maps Navbox}}{{All Maps Navbox|y}}
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{{Maps navbox}}
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[[Category:Attack/Defend maps]]

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