Difference between revisions of "Haarp"

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m (Stage 1, Capture Point 2: Caught my own error. Style fix.)
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*Demomen equipped with [[Stickybomb Launchers]] or the [[Scottish Resistance]] should guard the upper entrance to Capture Point 2 with the door. The other upper entrance can be guarded by [[Pyro | Pyros]], who can make good use of the blind corner.
 
*Demomen equipped with [[Stickybomb Launchers]] or the [[Scottish Resistance]] should guard the upper entrance to Capture Point 2 with the door. The other upper entrance can be guarded by [[Pyro | Pyros]], who can make good use of the blind corner.
 
*BLU Engineers can build a [[Teleporter]], [[Dispenser]] and Sentry Gun in the small room with the door, as RED cannot attack there easily while the door is closed.
 
*BLU Engineers can build a [[Teleporter]], [[Dispenser]] and Sentry Gun in the small room with the door, as RED cannot attack there easily while the door is closed.
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== Screenshots ==
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<gallery>
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File:ctf_haarp.jpg
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File:ctf_haarp_2.jpg
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File:ctf_haarp_3.jpg
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File:ctf_haarp_4.jpg
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File:ctf_haarp_5.jpg
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File:ctf_haarp_6.jpg
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</gallery>
  
 
== Additional links ==
 
== Additional links ==
 
* HAARP development thread: http://forums.tf2maps.net/showthread.php?t=7358
 
* HAARP development thread: http://forums.tf2maps.net/showthread.php?t=7358
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{{CustomMapNav}}
 
{{CustomMapNav}}
 
[[Category:Custom maps]]
 
[[Category:Custom maps]]

Revision as of 01:15, 16 December 2010

Haarp
Ctf haarp.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Photos
Loading screen photos.
In the snowy Alaskan wilderness, they've built antenna arrays and a gigantic satellite dish. But what you don't know is it's really a DOOMSDAY DEVICE that could potentially END THE WORLD AS WE KNOW IT. Blue must infiltrate the base and deliver the shutdown override codes before DEATH AND DESTRUCTION RAINS DOWN ON THE WORLD (or something).
HAARP promotional text

HAARP is an Attack/Defend Capture the Flag map created as an entry for the TF2Maps.net A/D CTF and Payload Race Contest. The map is divided into three stages, each in which BLU must deliver their intelligence to the control points, while RED defends. The intelligence spawns outside of BLU spawn, where it can be picked up. It won first place.

Changelog

Changelog:

ctf_haarp_b2


Gameplay Changes: -Rebalanced to help Red out.

Layout changes: -Huge boost in framerate. -Removed all custom particles, since that custom particle glitch still hasn't been patched. -Tweaking of geometry here and there for balancing, and for ease of movement.



ctf_haarp_b1


Gameplay Changes: -Overtime removed -Red's spawn times are slightly increased.

Layout changes: -Added skybox, snow, models, and other wondrous things. -All capture points have new computer models that are uniform throughout the map. -Added a small wall to nerf a sentry spot at CP 1-2 -Added a side path near CP 2-2, and edited the area under the AC unit to be a new path for Blue, rather than a sentry spot for Red.

-Changed around some health and ammo locations leading up to CP 3-2.

Locations

Stage A, Capture Point 1

The capture point is just inside RED's base, accessible either by going straight out of BLU spawn outdoors, or heading to the right into enclosed hallways.

Stage A, Capture Point 2

Capture Point 2 is just outside RED's spawn deep inside RED's base.

Strategy

Stage A, Capture Point 1

  • The first capture point for BLU is to the right of the entrance furthest from spawn. Do not take the stairs on the left to try and reach it, a mistake commonly made by those unfamiliar with the map.
  • BLU Soldiers and Demomen can reach the window adjacent to the first capture point with a well-timed rocket jump or sticky jump. This makes them, along with Scouts, ideal for carrying the Intelligence to the first capture point.
  • RED Engineers should place Sentry Guns on the small raised platform near the capture point or near the stairs to Capture Point 2 for maximum defensive efficiency. While building a Sentry Gun in the first capture point's window is possible, it also completely exposes the Sentry Gun to long-range fire from Snipers, Soldiers and Engineers using the Wrangler.
    • One of the stairways in Stage A has a landing in the middle where a well placed Sentry Gun can almost entirely block one entryway into RED's base.

Stage A, Capture Point 2

  • RED Engineers should build a Sentry Gun along the wall nearest to their spawn for Stage 1. A path to the capture point is exposed on that side, as well as the point itself, leaving RED possibly vulnerable to sneak captures.
    • Likewise, on offense, if BLU notices no Sentry Gun on the side nearest to RED's spawn, they can send a Scout with the Intelligence up the side and quickly double jump into the capture point for an easy victory. However, this should be avoided if enemies can be spotted on the capture point itself, as their presence will prevent any capture while they are there.
  • Demomen equipped with Stickybomb Launchers or the Scottish Resistance should guard the upper entrance to Capture Point 2 with the door. The other upper entrance can be guarded by Pyros, who can make good use of the blind corner.
  • BLU Engineers can build a Teleporter, Dispenser and Sentry Gun in the small room with the door, as RED cannot attack there easily while the door is closed.

Screenshots

Additional links