Difference between revisions of "Gorge"
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+ | ==See also== | ||
+ | *[[5Gorge]] | ||
==External links== | ==External links== | ||
*[http://www.teamfortress.com/war/maps/ ''WAR! Update'': VI Day - New maps] | *[http://www.teamfortress.com/war/maps/ ''WAR! Update'': VI Day - New maps] |
Revision as of 23:43, 19 January 2011
Gorge | |
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Basic Information | |
Variants: | 5Gorge, Mannpower and Halloween |
Developer(s): | Unknown |
Map Photos | |
Map Overview | |
“ | Cp_gorge is a top secret alpine facility diabolically masquerading as something else entirely: in this case, a sinister weapons factory disguised as an innocent water purification plant, and a large-ish hole not big enough to meet the U.S. Geological Survey’s standards for a gorge, disguised as a by-the-book, nothing-to-see-here gorge.
Cp_gorge is an attack/defense map with only two control points, designed for quick rounds and fast, frantic play. It has more lateral game space than previous Control Point maps, allowing for more maneuvering options.
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Gorge is an Attack/Defend style Control Point map. It was released with the WAR! Update as an official map.
While similar to multi-stage Attack/Defend style maps like Dustbowl and Egypt, Gorge features a single large stage (as opposed to three smaller stages). Gorge is the first official Attack/Defend map with a moving BLU spawn point. The map's layout allows for more attacking choices for BLU and fewer high-traffic choke points.
Like all Attack/Defend maps, BLU plays the attackers while RED plays the defenders. The goal of the attackers (BLU) is to capture both control points in sequence. The goal of the defenders (RED) is to defend these points until the time limit is reached. The timer is increased if BLU captures the first point; once this point is captured, it is locked and cannot be retaken by the defenders.
Contents
Locations
Capture Point A
The first capture point is located on a level bridge over the map's titular gorge. The gorge landmark itself is accessible from various entrances from all directions, allowing the large health kit underneath the bridge available to both teams. The outcrop of the main building sports a 'peephole' that can serve as an effective Sentry Gun or Sniper nest. Once BLU capture this point, their spawn room moves to the top of the building overlooking the Gorge and the main building.
Capture Point B
The final capture point of the map is situated in the heart of the main building. The point itself is set in a deep open hole, immediately putting BLU at a height disadvantage when attempting to capture. In one corner of the room is the RED spawn room, and in the other is a similar peephole to Point A. The overhanging ledge within the hole is a popular place for Sentry Guns, as it can only be attacked from within the hole itself.
Notable strategies
- Outside of BLU's first spawn room are some blue crates. RED Engineers may wish to set up Teleporters and Sentry Guns here, as it can take some time before the BLU team are able to destroy these buildings in this position.
- The alternate routes around the Gorge are useful for ambush classes such as Spies and Pyros. Pincer attacks using these paths are not uncommon.
Previous Changes
- Updated CP_Gorge
- Added more cover outside of the initial BLU spawn area
- Added a forward spawn for the BLU team after Cap1 is captured
- Added another access point to the upper level from the front of the RED base
- Added more cover in the room just before Cap2
- Decreased RED team's respawn time while they own Cap1
- Fixed a few areas where players would sometimes become stuck
- Updated CP_Gorge
- Added nobuilds to the awnings outside BLU's forward spawn to preventing players building up there.
- More clip work and model collision work based on community feedback.
- Fixed BLU forward spawn door appearing through roof.
Trivia
- "Gorge Herald" was the title of the newspaper seen in The end is near part of the WAR! Update, as well as the map being featured in both the Soldier and Demoman update pages before the map was officially revealed in the update.
- It was possible for RED Engineers to build sentries atop the awnings right outside of BLU's second spawnroom, effectively 'spawncamping' until the timer ran out. Although this was fixed in a later patch, the clever Engineer can still build Sentries on the roof where the spawn door exits, effectively achieving the same thing.
Control Point Timing
Control Point | Multiplier | Seconds | ||
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Control Point 1 | ×1 |
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×2 |
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×3 |
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×4 |
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×5 |
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Control Point 2 | ×1 |
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×2 |
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×3 |
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×4 |
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×5 |
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Gallery
See also
External links
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