Difference between revisions of "Community Steel strategy"

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'''[[Steel]]''' [[strategy]].
 
 
{{Map infobox
 
{{Map infobox
| game-type=Control Point
+
  | map-strategy              = yes
| file-name=cp_steel
+
  | map-status                = community
| map-image=01 cpSteel 2.jpg
+
  | map-name                  = Steel
| developer=[http://steamcommunity.com/id/Fishbus Jamie "Fishbus" Manson]<br>[http://steamcommunity.com/id/irishtaxidriver Irish Taxi Driver]<br>[http://steamcommunity.com/id/FLOOR_MASTER FLOOR_MASTER]
+
  | map-game-type             = Control Point
| map-environment = Industrial
+
  | map-file-name             = cp_steel
| map-setting = Daylight, sunny
+
  | map-image                 = 01 cpSteel 2.jpg
| map-hazards = [[Environmental_Hazards#Pit_Fall_Death|Pit]]
+
  | map-released              = {{Patch name|8|19|2008}}
| map-health-pickups-small = 4
+
  | map-released-major        = Heavy Update
| map-health-pickups-medium = 11
+
  | map-environment           = Industrial
| map-health-pickups-large = 3
+
  | map-setting               = Daylight, sunny
| map-ammo-pickups-small = 3
+
  | map-hazards               = [[Environmental death#Pitfalls|Pit]], [[Environmental death#Rocket exhaust path|Rocket exhaust path]]
| map-ammo-pickups-medium = 9
+
  | map-pickups-health-small = 3
| map-ammo-pickups-large = 5
+
  | map-pickups-health-medium = 11
 +
  | map-pickups-health-large = 4
 +
  | map-pickups-ammo-small   = 3
 +
  | map-pickups-ammo-medium   = 9
 +
  | map-pickups-ammo-large   = 5
 +
  | map-stamp-link            = https://steamcommunity.com/stats/TF2/leaderboards/30382
 
}}
 
}}
== General ==
 
  
* Defenders should always have point E protected by a Sentry Gun or sticky bombs; never leave it unattended after point A is captured.
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This article is about '''Community Steel strategy'''.
  
* The windows by point A serve as a vantage point to E, they can be used to eliminate any Sentry Guns defending E or as a sniping spot.
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'''Note''': It is recommended to read the main [[Steel]] article first to become familiar with the names of key map locations used in this article.
  
* The pipes and platform beneath E can be traveled down and built on. This is a useful spot for a Sentry Gun as it can cover the catwalks to the point.
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{{TOC limit|3}}
  
== {{class link|Scout}} ==
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== General strategy ==
=== Defending Point A ===
 
*By hopping along the rock pillars near point A and double jumping onto the metal ledge beside the hill outside the BLU team's window exit, the Scout can get the drop on attackers trying to rain rockets and grenades from above.
 
  
== {{class link|Soldier}} ==
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=== Offense ===
  
====Offense====
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* Every point has a large [[Health]] kit and large [[Ammo]] crate near them. Memorize their locations for when you need them!
  
====Point A====
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* Notice that whenever you're traveling your way along past B, there is a path that leads to E. One part of the team should go for A, B, C, and D while others go for E. This will confuse the defending team in what points to defend. You will also get more time to capture E while your other teammates capture the other four points.
* Soldiers should concentrate on the upper spawn exit. It offers a good vantage point, but watch out for Sentry Guns that may be placed in the area. A Kritzkrieg Medic is really helpful in this situation.
 
  
* Due to the slower movement speed of the Soldier, taking the lower spawn as the round begins leaves the Soldier vulnerable to Snipers and Spies that may be outside of the gate.
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==== Point A ====
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* The rocky outcrops on the ground route to the point provide as suitable platforms for [[Scouts]] and [[Soldiers]] to use in harassing enemies from above.
 +
* The rooftops in this area also serve for this purpose.
  
== {{class link|Pyro}} ==
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* If you are on the hill, take note that you are not completely safe. Scouts, Soldiers, [[Demomen]], and [[Pyros]] with the [[Detonator]] can easily make their way onto the hill, so always be on guard, even when ducking into cover.
===Offense===
 
* Because of the way the path to A is laid out, Pyros can find it difficult to do much unless backed up by teammates. If there are distractions, however, a Pyro can easily slip past defenders and hide in the stairwell outside the first RED spawn exit. Hiding here, it is possible to easily ambush enemies who emerge from the spawn, giving teammates more time to capture Point A.
 
  
* Once Point A is captured, several more paths will open, increasing the number of possible ambush points that enterprising Pyros can use. The double doors at A will open, and this allows players to sneak all the way around to the other side of the enemy spawn; this makes Backburner Pyros surprisingly efficient.
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* If the team has a [[ÜberCharge]] ready, it is advised to take the hill route, for you instantly have almost complete coverage of the entire point.
  
* A Pyro with the Gas Jockey set can make the jump onto Point E early in the match. However, due to the Pyro's limited ranged capabilities, this strategy is ill-advised unless backed up by a ranged specialist. However, Pyro reflections can be handy, especially since Soldiers tend to be used to try and fling people off the point.
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* Don't split your team up too much attempting to take E before A is captured. If not enough team members are concentrating on A, and instead are attempting to distract with capping E, the round may be lost early due to poor offense. If the RED team isn't being fazed by your attempts at E, give up on E and refocus on taking A.
** Additionally, a Pyro can cover the spawn gate for a teammate who is capturing E.
 
  
* After Point C is captured, Point E will become more of a hotspot for battles. This makes for more airblasting enemies into the chasm.
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* Upon capturing A, as BLU, you will be presented with another route to circle around the RED team. Most classes can effectively utilize the background routes to catch defenders off-guard. Additionally, BLU members may choose to take the Point A-B corridor to regroup with the rest of the BLU team to contest B.
** Also from Point C onwards, most fighting is performed in a tight, indoor environment, making Pyro players particularly effective.
 
  
===Defense===
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* In competitive play, the RED team will usually leave Point A in favor of fortifying Point B. The BLU team will either launch a full offensive to capture Point A as quickly as possible, or have a Scout and Soldier to do this, while the latter of the team apply pressure to Point B.
* Pyros can be used well on defense, because of the close contact with the exits of the BLU team spawn. Also, fighting on most points tends to be close-quarter combat.
 
  
* If the BLU team does manage to capture A, a clever Pyro can surprise enemies by waiting outside the double doors which lead to E. When Point A is captured, the doors slowly open. A Pyro can flame through the doors as soon as they start opening, while projectiles cannot get through easily. This can catch enemies off-guard and can distract them while a defense is set up at Point B or Point C.
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* When the point has been secured, beware of the doors that open next to the point. RED enemies may be waiting to ambush you.
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** Additionally, always check the room overlooking Point E near the Point A exit. [[Spies]] or Pyros usually like to hang out here.
  
* If the enemy team is having trouble capturing the active Control Point, it is usually wise to patrol back corridors for flanking attempts, as well as Point E for back-cappers. Some enemies, particularly Spies and other Pyros, may use the back route to perform flanking maneuvers and open up a chance for their teammates to make a successful capture.
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==== Point B ====
** Conversely, these back corridors can be used against the BLU team. By going through the doors at A, players can deliver a very surprising sneak attack on attackers who are approaching B.
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* Since the point is in an open-air area, Soldiers and Demomen can easily get the jump on enemies.
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** But also beware of enemies also doing this, as they also have the height advantage due to coming from higher terrain.
  
* When defending Control Point E, never pass up the opportunity to use compression blast to knock enemy players into the instant death pit below the point itself. During pitched battles, this can quickly crush any pushing attempts.
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* The stairwell outside the spawn is a good vantage point for [[Snipers]], with the hut providing as effective cover too. [[Engineers]] may also like to set up and [[Wrangler|wrangle]] [[Sentry Gun]]s here.
  
== {{class link|Demoman}} ==
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* Be careful when leaving your spawn area leading to B. The RED team can place [[Stickybomb|Stickybomb Traps]] on the rims of the door, so try and bait them into pre-detonating any sticky traps. Using the planks on the walls provides a good way to avoid incoming fire while getting the drop on enemies with a surprise attack around the corner to Point B.  
===Defense===
 
====Point A====
 
* Near the spawn room there is a balcony with a view over E. You can harass enemies trying to capture E from this balcony with your sticky launcher while still being able to quickly retreat to A.
 
* Between the spawn and point A there is a wall on the left side that enemies likes to hide behind. You can shoot stickies blindly over the edge at incoming enemies, or surprise them with a sudden stickyjump.
 
====Point B====
 
* While defending B there is a balcony near the point that is popular for enemy Snipers to shoot from. Stickyjump onto the balcony, then put stickies at a the blind corner in the stairways. You can see both main enemy paths from the balcony, and you can easily retreat if needed.
 
  
* Out of all classes, you have the easiest time to flush out anyone hiding in one of the two balconies with your indirect fire. Stickies works best for indirect fire as grenades might give your enemy time to retreat.
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* After capturing A, it is often a good idea to send some of the BLU team through the large gate from Point A. This allows them to backtrack behind RED's defenses, which will force them to defend not only from the BLU spawn area, but also from Point E.  
  
====Point C====
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* Since it's an open area with a wide access area to the point, save ÜberCharges until you are close to the point itself. Prioritize destroying any Sentry Guns as destroying them will allow the rest of the BLU team to push upwards and force RED out of the B Point arena.  
* Near Control Point C there is a room with a large medpak. Stickytrap under the grating above the medpak. The explosion from the stickies will go through the grating, and most enemy players don't notice the stickies through the grating.
 
  
* After B is captured, try stickying up behind the corner on the shortcut between B and C. This is a popular route, and might gain you a few kills before the enemy catches on. The nearby medkit and ammo should help.
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* Same principle as Point A, when you have captured the point, check the area outside the RED spawn for any enemies that are seeking an ambush attack. Be sure to check thoroughly for any RED teleport exits, as if one is active here, the RED team can easily backtrack behind the BLU team's offense.  
  
== {{class link|Heavy}} ==
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* At this time in the match, this is the ideal time for BLU Engineers to sneakily set up [[Teleporter]] bases behind the enemy lines, since the REDs are still concentrated in the forward spawn. By using the less-traveled routes, you can easily set up without anyone knowing. When the point is secured, you will have already readied a forward base to help the team push on.
=== General ===
 
* The multitude of pathways renders flanking a very effective tactic, both for you to use, and to be used against you. Always watch your back for Scouts and Spies that may be using these paths to get behind you.
 
  
* There is [[Health]] close to almost every point, find out where they are and stay near them to keep yourself healthy.  
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==== Point C ====
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* The opening time of the gate along the outside route to Point C is slow, so it is advised to use the indoor routes to get to the point if you do not want to let the enemy team reestablish a defense.
  
=== Offense ===
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* The rocky mounds on the outside route provide effective cover and firing positions for Snipers. The corridor with the slow opening gate to C is also a good spot for teleporter exits. Use the elevated height advantage to rain down fire on enemy positions on Point C, and RED members leaving their spawn door.
==== Point A ====
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* There is a long, straight sight line to your main spawn exit door. Snipers will almost always be watching it closely for you. Only move forward if you have your team to cover you or if you are certain the area is clear.  
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* The BLU Team has a total of 4 different routes to take to this point. Know them well, and use whichever one is appropriate for the situation at hand.
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* If you are not a Soldier or [[Demoman]], it is advised that you take the walled ramp up to the point, rather than the stairwell next to it. If you use the stairwell, you are completely open to REDs on the ledges above.
 +
 
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* In competitive play, capturing Point C is relatively unopposed as the RED team will usually not defend this point, rather setting up defense for Point E.
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* For the ÜberCharge, it is generally a better idea to take the long back route, going through Point D, to surprise enemies right outside their spawn point. This method can be crucial in a successful capture.
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** This can apply for any class/attack force that can easily throw the enemy team off-guard.
  
* If you take the main spawn door, remember that you are fighting uphill, so Soldiers and Demomen will have an advantage. They also have several walls that they can hide behind to wear down your health.  
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==== Point D ====
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* This point, again, has 4 different routes to choose from, though because some are right outside the RED spawn and across Point E; it is generally downsized to the two directly leading from A.
  
* The secondary pathway over the cliff may be your best bet in many circumstances, as it brings your [[Minigun]] into close range where it excels. Keep an eye out for any [[Sentry Gun]]s that may be below you as you pass over, as they may launch you into the sky.  
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* At this point, the round involves more close quarter fighting. Take note of this and change your class or methods of fighting appropriately.
  
==== Point B ====
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* Take advantage of the fact that because Point E is vulnerable, RED team is more likely to position their Sentry Guns and sticky traps on E rather than D. Use this knowledge to properly plan your push onto D.
* Take note of the medium health pack and ammo in the small alcove on the right as you approach the point. This is a good spot to retreat to if under enemy fire.  
 
  
* Consider moving over top of the buildings on the left as you approach the point, as this path isn't often taken and can allow you to surprise enemy Heavies who may be defending.  
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* ÜberCharges work very effectively on this point, since it is in a confined, indoor area.
  
* The side route that takes you to the an elevated platform across from the point is not necessarily a good place for a Heavy, as you are open to Snipers and the enemy is often too far away for your guns to do much damage.
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* You are constantly at threat from opponents from all sides when attacking D. Always be alert and attentive of the situation.
  
==== Point C ====
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* Take priority to secure the lobby area and control room linking Point A to Point D. By doing so, your team will force the RED team to one side of the map while you can freely rotate, while applying maximum pressure to Point D and E.  
* There are two paths to take to get to C from B, the cliff path and the inside path. The cliff path puts you above the enemy, but you are open to enemy Snipers, Soldiers and Demomen. The inside path gets you a bit closer before the enemy can see you, allowing for easier [[ÜberCharge]]s and attacks.  
 
  
* Taking the exposed stairway up onto the point could be a bad idea, as you are easy to see and wide open to enemy attacks. Consider using the enclosed stairway instead to get the jump on your enemies.  
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* When taking the A-D corridor, avoid taking the control room corridor (Gate 3) to Point D. There is a window there that will alert the RED team of an incoming BLU team push onto Point D. Use the elbow connecting pathway (Gate 4) into D - It is much quicker, harder to identify and much more efficient.  
  
==== Point D ====
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* In competitive play, BLU will not usually capture D. However, they may choose to start capping Point D and Point E at the same time to divert the RED team's defenses.
* This point is a long way away for the slow Heavy. Ask your friendly Engineers to set up a Teleporter between A and D or at C so that you can get to the front line faster.
 
  
* Again, there are two paths to take, from C or from A. The path from A is shorter, but you are attacking the enemy head-on. The path from C is longer, but you can get behind the enemy team. Be aware that this path takes you past the RED spawn, so be careful for enemy players leaving through that door.  
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* Be careful when taking the corridor linking Point C to D. RED team members are able to see you move down the corridor in their spawn, allowing them to gain the element of surprise from their spawn doors. Avoid sending too many team members at once to contest Point D through this corridor.
  
 
==== Point E ====
 
==== Point E ====
* With your large amount of health, enemies will be tempted to try and blast you into the pit with explosives or compression blast instead of simply killing you. Stay near the center of the point and focus on enemy Pyros that may be rushing towards you.  
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* This point is accessible for the entire round but only becomes fully accessible for all classes when Point C is captured. While it is a plausible strategy to try and take it now, it takes longer to capture than it does with Point D closed. You are at more risk of being pushed into the pit, while capturing D creates guardrails on the walkways. The REDs also have their closest spawn exit shut off with D secured.
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* At the same time, capturing E point at any time forces the RED team into an ultimatum, and they will have to waste time and resources to get you off the point. If your team is having trouble capping one of the other points, have a go at E and force them to divide their impenetrable defense.
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* The windows by Point A serve as a vantage point to E, so they can be used to more easily eliminate any Sentry Guns defending E or serve as an effective sniping spot.
  
* Crouch while revved to avoid being knocked off the point by an explosion.
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* The [[Environmental Hazards#Pitfalls|pit]] is there for all to use. Try your best to fling REDs into the chasm below.
  
* If D is captured, the enemy cannot spawn and go directly to E, they have to pass through D or C first. This is where they will attack from, so watch your sides.
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* Because you now have secured a large portion of the map, it is easy to pressurize the REDs into submission. Never get overconfident, though. They can easily pull through with a good defense.
  
== {{class link|Engineer}} ==
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* ÜberCharges are ill-advised on this point, due to the chance of falling to your death. Try using them as distractions from the side route rather than on the point itself.
  
===General===
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*Attacking this point at the very beginning of the round is a good way to surprise the enemy team, and if you get enough people on the point, you just might pull off a quick win.
* On either team, you can put a Sentry Gun in the corridor between A and D to prevent the attackers advancing or hold a strong front line that the defending team can only break with Übers. A popular spot to place the Sentry Gun is in the doorway of the small room with max health and ammo kits, and then use those to level up/erect your buildings safely.
 
  
* A Sentry Gun can be put up between B and C to stop attackers advancing toward C, and defenders pushing back attackers to B. However, this spot is often short-lived unless C has already been captured, as it can be attacked from both the front and the back, and has several corners perfect for explosives to be fired around.
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=== Defense ===
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* RED should always have point E protected by a [[Sentry Gun]] or [[stickies]]; never leave it unattended, even if Point A has yet to be taken but especially after it has been.
  
* At E, you can build a Teleporter exit or entrance on the opposite side of the pit near the control point. Because Teleporters are solid to both friends and foes, 100% speed classes (Spies, Snipers, Pyros, and Engineers) can make the jump toward E and help capture/defend it.
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* The pipes and platform beneath E can be traveled down and built on. This is a useful spot for a Sentry Gun as it can cover the areas around the point.
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** Note, however, that when the walkways extend after Point C is taken; it obscures the Sentry Gun's sight, so it won't be able to cover the walkways. Keep this in mind.
  
===Defense===
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* Save your [[ÜberCharge]] for defending on top of the point itself, for obvious reasons.
  
====Point A====
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*It is a good idea to have one or two classes defending B from the very beginning, because the enemy team has to pass through there to back cap you.
* A Sentry Gun can be placed around opposite the far rock, around the corner from the point to prevent enemies from going around the side. The raised ledge can be used to place the Sentry Gun on, and also prevents any Spies trying to sap your setup from running around repeatedly (it is also near a chokepoint, and so will always have at least one or two teammates waiting there with you), and will prevent explosive classes from destroying it with splash damage from ground-bound rockets or grenades. The main threats of Spies, Soldiers and Demomen will often come from behind, having dropped down from the upper ledge and attempting to rush the point area.  
 
  
* You can also put Sentry Guns directly on the point, under the ledge the BLU team will drop down from or on the walkways leading to the spawn. All of these Sentry Guns can stop people pushing over the upper ledge, but be warned that all of these spots are vulnerable to grenades, stickies and normal rockets.
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==== Point A ====
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* Here, the routes BLU will take are easy to anticipate. You can easily defend both exits from one place.
  
====Point B====
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* Engineers should always build around the point, rather than up in front of the BLU spawn. You are closer to your own spawn and the BLUs are further away from theirs. Simple.
* It is difficult to build a Sentry Gun anywhere else than directly outside the spawn hall as the area is so open that most Sentry Guns can be picked off at long range with ease. When setting up here, be sure to hide a Teleporter exit below the wooden stairs in the hall outside spawn, so that if the point is taken your team may still be able to flank the enemy.
 
  
====Point C====
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* Use appropriate classes in this situation. [[Pyros]] are only effective on the point itself, and [[Spies]] will generally find it hard to be stealthy in this area.
* Either put a Sentry Gun next to the point up the covered set of stairs (to keep it out of the BLU team's sight) or on the opposite side, on the ledge from the spawn. These spots will not be visible to the BLU team until they actually push in, allowing you to maintain the element of surprise. At this point, any Teleporters behind the enemy lines should be enabled by building their entrances, as it cuts off reinforcements that could potentially capture the point.
 
  
====Point D====
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* Place yourself in a position where you can harass enemies at the spawn gates and keep an eye on the point; you never know when someone may take the other route behind your back.
* The only really good place for a Sentry Gun is next to the RED upper spawn door. This will prevent enemies from coming around the corner from D and also stop enemies that have reached the point from C, but it is vulnerable to long range rockets from the C door. Because of this, try to get your team to stop the attacking team reaching the doorway at C, or ask a Pyro to reflect any projectiles away from your Sentry Gun.
 
  
====Point E====
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* Worse comes to worst and the enemies are capturing the point, you can try and hide behind the blast doors that open next to A when it is taken. This can provide for an effective ambush.
* At E, there are numerous places you can build Sentry Guns. Firstly, you can build one overlooking the point on the ledge. This place is good if your team still has access to E (i.e. D hasn't been captured) as you can readily run to and from the spawn to replenish your metal supply. You can also build your Dispenser in the alcove on the ledge, and hide there while repairing your Sentry Gun in the event of an enemy push. However, this place can be hit with long range projectiles fairly easily and most notably, can be cleared out very quickly by an explosive class standing on the ledge below E. The tight space will also make it hard to escape should this happen, especially if you have to move right around your Sentry Gun.
 
  
* A Sentry Gun can be built in the window facing the point. This is close to the point and allows it to fire at enemies on the bridges around the point too, but it can be hit rockets fairly easily and is also susceptible to rushes from D (the windows also will reveal your location to the attacking team).
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* Remember to always keep an eye on E as well. If the BLUs do go for it, notify teammates and send an appropriate defense force to take care of the problem.
  
* Alternatively, a Level 1 or 2 Sentry Gun can be built on the far side of the point in the alcove that was once the RED spawn door. This will stop enemies coming from the far side of the point, and will be hard for them to damage unless they are standing directly under the point or behind cover.
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==== Point B ====
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* This now means that the BLUs have access to the rest of the base through more than one access point. It is a good idea, if no one else is doing so, to take precautionary patrols around the base, to see if any attackers are trying to sneak around.
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* The large Ammo crate right next to the point allows Engineers to quickly deploy their buildings. Try to always go for it before allies accidentally walk over it in the crossfire.
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* The windowed room above the small Health kit which overlooks the point is good for Soldiers and Demomen to defend while undercover. Snipers can also use this, but note that the windows are small and make it difficult to aim when scoped in.
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* Keep an eye on the corridor that leads to Point E whenever exiting the spawn. Enemies can have easily used the backdoor route and can easily get the jump on you if you're on the point.
  
===Offense===
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* Try not to venture out too far into the open area. Because of the cover, large Health kit and Ammo crate, and spawn room, it will be difficult to hold out for long without a Medic. Stay around the point.
  
* The attacking team can also build a Sentry Gun at the entrance to the B/C corridor at any time during the round. This will deny defenders any chance of flanking your team without having to go through A, and also severely limit the RED team's defensive options as they will be unable to freely move around E. Be careful here though, as there are many angles at E which rockets and grenades can hit it from.
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* If the point is being captured, try sneaking down the route to C as an Engineer or Demoman. Once the enemies capture it, you will have made a small base or sticky nest here, and this effectively blocks off one of their four routes for a period of time.
*As BLU maintains the same spawn room throughout the round, Teleporter entrances should be built directly outside the first spawn door, between the Resupply Cabinets. Building them anywhere else, especially near the doors to A and B, leaves them open to attack from RED forces. Exits, however, should continuously be moved to positions that provide the best attacking benefit.
 
  
====Point B====
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==== Point C ====
* You can use the alternate spawn door to go directly to B, allowing you to preemptively build a Sentry Gun for when your team captures A. This will prevent the RED team from exiting their spawn, giving your team an easy time of capturing the point. Behind the point can also be used as a good Sentry Gun spot for when you are attacking C, as it prevents them from pushing you back into B.
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* Because of the many access points BLU has now, it is more difficult to defend from one spot. Communication from this point on becomes vital in the team.
  
====Point E====
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* If the enemy team is capturing points at quite a fast pace, it may be good to set up defenses on D and E as precautions to slow their advance while they're preoccupied with C.
* On offense, Engineers can build a Sentry Gun-Teleport Exit combo in the small room overlooking E. This small room contains both a large Ammo pick-up and a health kit, making it ideal for setting up a forward base. Engineers should have their Sentry Gun up first to defend while they set up a Dispenser and the Teleporter Exit. However, be careful, as veteran Demomen can use Stickybombs can destroy the Sentry Gun with ease from around a corner, exposing the Engineer to enemy fire.
 
**Alternatively, Engineers can build their Sentry Gun-Teleport Exit combo in the lower corridor between B and C (closer to the entrance at C) or on the raised area near the small room facing E. Both spots are more exposed to being fired upon or Sapped by Spies, so be on guard.
 
**After taking C, Engineers can also safely build in the corridor between C and D, offering BLU a quicker and safer path to D.
 
  
== {{class link|Medic}} ==
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* Note that Point C is elevated, thus the RED team has a protective height advantage. Use the sheltered corridor and stairwell to fire down at enemies.
====Offense====
 
  
====Point A====
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* When leaving the spawn door to Point C, there are two exits to Point C. Use both effectively - By distracting BLU by directly approaching the point from one exit, use the other exit to get behind them and launch a surprise attack.  
* Taking an ÜberCharge through the upper spawn exit with a Demoman or a Heavy can take care of any Sentry that may be placed on the defensive Point A spawn exit. Watch for Pyros that may airblast you apart from your ÜberCharge partner.  
 
  
====Point C====
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* Make good use of the cover provided by the paths near the point; it's easy to get picked off by [[Snipers]] on the rocky outcrops opposite your position.
* Taking your ÜberCharge partner around the long way past Point E can prove to be very risky, but very rewarding. The defensive line is usually focused on Point C. Getting behind the enemy lines can catch them off guard and turn tides in your favor.  
 
  
====Point E====
+
* There are small gaps in the rafters in the sheltered part above the point. [[Soldiers]] and [[Scouts]] can hide in these gaps to get the jump on people capping.
* A Medic's best bet on Point E is to come from the Point A spawn with a Demoman to take out the Sentry that is usually placed on the defensive Sniper perch. Just be wary of Pyros that will airblast either the Medic, or the Medic's partner off the point. This is usually best done with a coordinated push to eliminate any hindrances to the Medic or his partner.
+
** However, because they are quite in the open, do not rely on them for absolute stealth.
  
== {{class link|Sniper}} ==
+
* Remember, backdoor routes are there for you to use too. Sneak around the assaulting enemies to create awkward situations for them.
====Defense====
 
  
====Point A====
+
==== Point D ====
 +
* Since the style of combat changes to indoor environments, change your strategies accordingly.
  
* Standing behind the rocks looking out at the enemy spawn is a great way to nail unsuspecting targets coming around the corner. Alternatively, you can also climb the rocks to be able to cover the upper spawn exit too. Be careful though, as this can leave you exposed with little cover outside of jumping down from the rock you are on.
+
* Point D is only accessible by one route that doesn't go passed your spawn; assuming your spawn is properly guarded, it is easy to focus your defense at one point.
 +
* Note, however, that E is fully accessible to all now, so keep an eye on it too.
  
* Hanging out near the Ammo pickup near the point also offers a good vantage point for not only being able to hit enemies coming around the corner from the lower spawn, but also coming over the lip of the upper spawn.  
+
* Use the Point E spawn exit to ambush BLUs from the side when they are attacking Point D.
  
====Point B====
+
* Point D is surrounded by elevated paths from the spawn. Use the height advantage and cover provided.
  
* Hanging around the Point C slow gate entrance is a great counter-sniping position. Enemy Snipers will stand in the window of the upper spawn exit across the courtyard and make for an easy shot if you corner creep. This is also good for hitting the slower moving classes that drop down into the courtyard from the ledge that is exposed.
+
* Make it a priority to hold the BLU team back in the lobby area linking Point A to D. By controlling this corridor, the RED team can assert increased control of the map, forcing BLU to take disadvantageous routes like the corridor linking Point C to D.  
  
*You can also stand near the broken down truck and snipe people as the come around the corner on the lower side of the Point B attacker spawn.
+
* Use the corridor linking Control Point C to D to your advantage ! A thin, crammed corridor next to your spawn room gives you invaluable information of a BLU push towards Point D, while allowing your team to set up traps like [[Stickybomb|Stickybomb]] traps to eliminate large amounts of their team at once.
  
* A bad choice is to stay up in the windowed area outside of B-side Defense spawn unless you are good with closer range shots or The Huntsman.
+
==== Point E ====
 +
* The final point is the hardest point to defend, but also the hardest to capture. Try to push it more towards the latter.
  
====Point E====
+
* Engineers with their Sentry Guns should keep an eye out for Snipers and Soldiers across the chasm, especially in the windowed room from A. Use the [[Wrangler]] to scare them off or tell teammates to take care of the threats.
  
* There is a relatively safe Sniper perch on the defensive side of Point E. There is a Health Pack and Ammo Pack in there as well. It is a great place for guarding Point E, but due it's small size is very easily spammed with Pipe Bombs and Rockets. There is a similar room on the Attacker side of Point E, but you have the added disadvantage of easily being snuck up on by an attacker that leaves through their Point A spawn.
+
* Remember, the point is harder to defend than before because of your main access to Point E being sealed off. Don't let this dampen your spirits; get in there as quick as you can from the routes still available to you.  
  
== {{class link|Spy}} ==
+
* When D is captured, try and disorientate any BLU members on the point. Use the top and bottom corridors linking C to E to fire [[Rockets]] and [[Stickies]] onto the point. The lower corridor can be effective as you are harder to spot by the enemy while you fire beneath them. The short corridor linking D to E is risky as the BLU team will anticipate your movement due to it being the shortest flanking route to E.
=== General ===
 
  
* The multitude of side routes and the multiple points favors a Spy who is willing to take the time to learn the layout of the map and get behind the enemy.  
+
* While you cannot circle around them, you can definitely flank them. Remember, the routes leading from Points C and D are still available to use.
  
* There is almost always a different pathway to take to any objective that is less traveled. Use these to infiltrate the enemy base.  
+
* Use an [[Compression Blast#|Airblast]] to knock enemies into the chasm below. [[Rockets]] and [[Stickies]] work too.
 +
* While Stickies cannot be placed on the walkways themselves, they can be placed on the ends or on the point itself. Position them to either knock enemies into the pit or outright kill them.
  
=== Offense ===
+
* The room above the spawn with the medium Health kit and Ammo crate is a good vantage point for Snipers and Soldiers, and also a good recovery point when one takes too much damage in the crossfire.
==== Point A ====
 
  
* Take the route to the right by the windows and over to cliff to quickly move behind any enemy Snipers or Heavies that may be unaware of your presence. Be aware that the RED spawn is very close to the point, so keep an eye out for reinforcements.  
+
== Class-specific strategy ==
 +
=== {{class link|Scout}} ===
 +
*When attacking as a Scout, try to go for Point E with a few other players. If you are going alone, remember that RED can still get to point E from their spawn. You can get killed easily if you go alone with no protection, so ensure that a teammate either captures or defends E while the capture progresses. By putting constant pressure on Point E, you will help your team capture other points easier by diverting RED forces to the central objective.
  
* Be very careful when decloaking, there is very little cover near the point. A good place to decloak is the Sniper bunker overlooking Point E, though it may be difficult to get past the enemy spawn to get there.  
+
* If you are not going to Point E, then you will want to help your teammates destroy [[Sentry Gun]]s by equipping [[Bonk! Atomic Punch]]. Stand near the Sentry (after drinking of course) to distract it to allow your team to demolish it safely. Using the Bonk! Atomic Punch in the corridor linking Point C to Point D is an effective idea to avoid taking large amounts of damage.  
  
* If there is a Sentry Gun, co-ordinate with your team so that they wait just over the cliff edge while you sap it before rushing in to destroy it.  
+
* There are many narrow paths such as hallways on this map. These hallways will make it a lot easier hit enemies with the [[Flying Guillotine]], [[Sandman]], or [[Wrap Assassin]] than in the outdoor areas.
  
==== Point B ====
+
*Under point E, there is a pit where enemies can be knocked into. Use the [[Force-A-Nature]] to knock enemies into the pit. Be careful though, enemies could survive the fall if they land on one of the pipes or the ledge that you can see under the point.
  
* Taking the path from A, through E to B is the best route to take for flanking, if a bit long. This will put you behind the entire enemy team.  
+
=== {{class link|Soldier}} ===
 +
* Soldiers should go to point E when starting off; they can [[Rocket Jump]] to the point to capture it. Using the [[Rocket Jumper]] and [[Shotgun]] combo would work best so you do not loose health whenever you Rocket Jump over to the point and with the Shotgun, you still have a good way to defend yourself from enemies. If you would prefer having a Rocket Launcher to deal damage with, use the [[Gunboats]] to reduce your damage from Rocket Jumping that comes from any explosive weapon.
  
* Once again, the enemy spawn is just beside the point. There is a good place to hide just below the spawn door where you can wait for a Medic or Heavy to backstab. Also keep an eye on any Snipers that may be looking out from the windows across from the spawn door. They will be easy targets to a [[Backstab]] as long as they don't hear you.  
+
* Rocket Jumping on this map is a good use of transportation if a [[Engineer]] is not supplying a [[Teleporter]] at the moment. Use the Rocket Jumper to travel quickly along this map without taking much damage. Again you will need an offensive weapon, so use the Shotgun. Another option of this would be to use the Gunboats.
  
* The pathway to point C is another good place to decloak. There is also [[Health]] and [[Ammo]] there if you need to ever retreat.  
+
* Soldiers are great for taking out Sentry Guns on this map. Make sure a [[Medic]] is healing you and popping their [[ÜberCharge]] on you to be able to destroy Sentry Guns, and move forward.
  
==== Point C====
+
* The [[Pain Train]] is an excellent option on offense for Steel, as most of your time will be devoted to capturing points. Keep in mind that you will be taking extra damage against bullet weaponry, so ask your Medic to prioritize on [[Healing#Overheal|Overhealing]] you to help negate this!
  
* There are only two narrow pathways up to the elevated point. Don't linger on them if you must take them. It is almost assured that an enemy will bump into you eventually. The lack of any decent cover on or near the point also makes it easy for enemies to Spy-check and find you easily. It is recommended that you generally avoid trying to hide on the point.  
+
* Using the [[Battalion's Backup]] can help your team survive on contesting points! Use it when either when your team is ready to push for the point or when strong enemies are capturing your point.
  
* It is possible to get behind the enemy, but the pathway is long. Go to Point D and move up the stairs towards the spawn door. Run along the plank sitting on the box and jump across to the extended platform. This pathway is very rarely used, so you may have a very good element of surprise.  
+
=== {{class link|Pyro}} ===
 +
* Pyros on this map are great at defending. When an enemy is capturing E, you can force them into the pit using your [[Compression Blast|Airblast]]. Avoid using this tactic when using the [[Backburner]] since you will use up 25% of your ammo doing this.  
 +
** Pyros can get a similar effect at B and C, which can bring the enemy to lower ground.
  
==== Point D ====
+
* Pyros can hide in small corners and turns that are around this map to ambush enemy players that are passing through. Use the Backburner when doing this so you can get [[Critical hit]]s when you burn them from behind.
  
* This point has four routes to access it from; Two from point A, one from point C and one from point E. The third route is best for a Spy that wishes to get behind the enemy, though it is a long path.
+
* Offensive Pyros are not very helpful on the first three Control Points of this map, since these points are outside and are very open spaced.  If anything, a Pyro should deflect any projectiles such as Rockets, Arrows, Grenades, or Stickybombs.
 +
** Keep in mind of the flank to other points once A is captured, balanced by the travel time. If you choose to take this flank route, look for 'backed up' enemies like Snipers or Medics who are hiding a bit before a point and take them out!
  
* Be careful along the windowed path from A to D, the enemy can see your legs through the windows and may notice when you Cloak or disguise.  
+
=== {{class link|Demoman}} ===
 +
* Demomen on this map are useful for defending, they can set up [[Stickybomb]] Traps around door frames and launch Grenades from long distances. Use the default [[Grenade Launcher]] to get a good distance with these Grenades and be able to bounce them off walls to destroy Engineer nests. For such Stickybomb traps, use the [[Scottish Resistance]] to set up more than eight stickybombs and be able to set them off at different times. This is useful to defend multiple paths that are going towards a Control Point.
  
* If your teammates are attacking point E, start capturing point D until the enemy diverts some players to stop you, then Cloak and hide until they leave, before repeating. This will take the pressure off your teammates and you may even be able to capture it by yourself. The [[Dead Ringer]] works very well in this role. This strategy also applies on point E if your teammates are capturing point D.
+
* It's actually possible for a RED Demoman to shoot stickies over the roofs into the BLU spawn area before the round starts. It takes practice and a lot of luck with respect to where players are standing, but it's always funny when a Medic drops a full ÜberCharge before the gate opens.
  
==== Point E ====
+
* Demoknights are also well on this map since there are long hallways where they can use the [[Chargin' Targe]] to charge straight at enemies. Use these hallways to trap enemies from being able to avoid your charge.
  
* You can only access this point if C has been captured. You can, however, help your Scouts, Demomen and Soldiers by waiting by the enemy spawn exit to E and backstabbing them as they attempt to remove your teammates. Be sure to communicate with your team so that they know what you are doing.
+
* Demomen can use the [[Sticky Jumper]] to jump onto point E when the bridge to the point isn't up yet. Use this to capture the point before the bridge is up.
 +
** The Chargin' Targe or [[Splendid Screen]] can also accomplish this, but make sure to attack once on the point so you don't fall down the pit!
  
* The windowed room above the RED spawn exit to E is a good place to hide, as it is out of the way and has [[Health]] and [[Ammo]] if you need it. Consider waiting here until you spot a powerful target of opportunity like a Medic or a Sentry Gun.  
+
=== {{class link|Heavy}} ===
 +
* Heavies are great for attacking on this map. Consider using the [[Brass Beast]] for its increased damage, this is great for destroying Sentry Guns and killing enemy players that are in your way.
  
* Once point D is captured, the enemy only has two pathways to E: through D or through C. Consider waiting near these spawn exits and follow the enemies, they will likely be focused on saving their point rather than Spy-checking.
+
* A defending Heavy should defend E since enemy players can still get through here before capturing A. A Heavy should be the one defending here since few players go to E first and will be an easy kill.
 +
** The [[Sandvich]] will also help you keep position while staying full on health (and hunger!).
  
=== Defense ===
+
* When a Heavy attacks, they should be going for Control point A to get more time for the team. It is useless for a Heavy to go to capture point E since there is no way for the Heavy to get on point E until point C gets captured by BLU.
  
====Point A====
+
* When A is captured but B is not, the Heavy and Medic can camp the spawn door to E while the Soldier and Scout cap E and the rest of the team watches the flank. This works because a Heavy fires "from his head" and can hide behind the raised platform in front of the spawn door while shooting anything that comes out.
* Use the [[Cloak and Dagger]] to hide to the right of the BLU spawn exit and wait for the opportune time to kill any Medics with ÜberCharges ready. Also keep an eye on any Snipers or Heavies that may be harassing your team and consider taking them out. Communicate the enemy movements and plans to your own team to warn them of incoming attacks.  
 
  
* The shed beside the RED spawn exit contains a full health pack but be careful, there's only one exit. If you are being chased by an enemy, Cloak and make it appear you are going to grab the Health before moving away at the last second, leaving your chaser confused as to your new location. You can pick up the Health once he leaves.  
+
=== {{class link|Engineer}} ===
 +
* When defending as an Engineer, defending points A, B, C, and D are great. You can easily stop the other team from gaining more time to capture E. Be sure to choose your Sentry spot wisely.
  
* While you cannot get up to the raised pathway that BLU may take, you can still harass the enemy with the [[Revolver]] or [[Ambassador]]. Use this to distract enemy Snipers, Demomen or Heavies that may be about to attack.
+
* In competitive play, Point A is considered largely indefensible, so it is very common for Engineers to build at B during setup. Once Point B is captured, Engineers will usually begin to defend Point E.
  
==== Point B ====
+
* Spies can be a problem on this map since they have multiple ways to get behind you after capturing point A. Make sure to use the [[Southern Hospitality]] to make invisible Spies visible by having the bleed effect on them.
  
* The pathway from A to B will likely be used for all the enemies that just captured A. Wait at the bottom of the drop in the small alcove with the Health for any targets of opportunity. Be aware that injured enemies may try to take the Health, try not to bump into them.  
+
* Attacking Engineers on this map are useful since they can easily build a teleporter to point E from the start of the round. There is a small room near point E that they can camp in. This is an ideal spot since it contains a health kit and ammo kit. By setting up a Sentry Gun on the ramp overlooking Point E, the BLU team has a much higher chance of capturing E, as long as they can repel attacks from the RED team's spawn door to E.
  
* The main pathway from the BLU spawn to B has a small alcove you can hide in to surprise the enemy. Be aware that it is suspicious for the enemy to see someone exit from there if they didn't see them go in. Keep an eye on the enemy spawn and only decloak once it's clear.  
+
=== {{class link|Medic}} ===
 +
* When Medics are attacking, they should be using the Default [[Medi Gun]] or [[Quick-Fix]]. You will need these types of [[ÜberCharge]]s to destroy Sentry Guns. Medics should be going with Heavies that are gaining more time by capturing points A, B, C, and D.
  
* The route that takes the enemy up onto the elevated platform is narrow and twisted. Keep an eye out for enemies as you navigate it and use the shack at the end of the platform to decloak. Note that you are still close enough to any enemies on that platform that they may hear you decloak.  
+
* Using the [[Kritzkrieg]]'s ÜberCharge on Heavies is not useful since the Heavy should have normal ÜberCharges to take out Sentry Guns. Using the ÜberCharge of the Kritzkrieg on Soldiers when killing enemies in long hallways is good since the Critical rocket will kill multiple people at once.
  
====Point C====
+
* Defending Medics should always stay near teammates since there could be Spies roaming around the map. Healing a Pyro or a Heavy using the [[Huo-Long Heater]] are the best choices.
* After capturing B, the enemy will likely be grouped behind the opening gate to C. Don't try to attack them when they are milling around, there are too many people watching behind them. Wait until the door opens and they funnel through before getting a few quick backstabs and retreating.  
 
  
* Take one of the two pathways to get from C to B in order to get behind the enemy. The higher path is shorter but more dangerous while the lower path is longer and safer. Warn your team of any enemies that are moving down these pathways as you travel down them.  
+
=== {{class link|Sniper}} ===
 +
* Snipers on this map are best at defending points D and E with the [[Huntsman]]. Shooting your arrows down the long hallways located near here has a better chance of hitting enemies with your arrows.
  
==== Point D ====
+
* Whenever an enemy is attempting to capture E, while B is still locked, you cannot forget that you have a Sniper spot in the spawn that looks into the room where point E is. This is an ideal place to switch from defending point A to E at times whenever it is needed.
* Engineers often build between point A and point D. Check here occasionally to prevent them from setting up all their [[buildings]]. Coordinate with your team to remove and Sentry Gun nests that may be constructed.  
+
** If you are having trouble getting any shots on the attacker(s), ask your team for assistance! The first spawn has easy access to E by taking a right when spawning, making it easy for your team to jump in and help.
  
* Snipers may start using the windowed area above point A to attack your team. Help them out by removing the threat.  
+
*When defending C, help your Engineer(s) out by taking out any enemy Snipers, as they have good sight lines for many possible sentry nests. That said, it also means you will have a harder time sniping a bit more safely/securely if you don't.
  
==== Point E ====
+
=== {{class link|Spy}} ===
* Taking the pathway from C to E is often your best bet if D has been captured as most of your teammates will probably go from D to E.  
+
* Attacking Spies are very useful on this map. They can take the multiple paths given to get behind Engineer nests and enemy Medics. Use this to weaken the opposing team's defense.
  
* Taking the pathway from D works as well if you go around towards A to come up behind any enemies that are sitting on E.
+
* Using the [[Dead Ringer]]'s Cloak on this map is useful to fake your death whenever you need to. You can easily flee to another area before an enemy catches you.
  
 +
* When defending, up until C is unlocked, it is highly recommended to use the [[Cloak and Dagger]]. Due to the lack of sufficient flanks to pass the enemy team reliably, you can stay cloaked in a corner, and uncloak whenever a vulnerable target appears.
  
{{Class strategy}}
+
{{Map strategy}}
[[Category:Map strategy]]
 
[[Category:Community strategy]]
 

Latest revision as of 20:21, 20 January 2024

Steel
Steel Main.png
Basic Information
Map type: Control Point
File name: cp_steel
Released: August 19, 2008 Patch
(Heavy Update)
Developer(s): Jamie "Fishbus" Manson
Dan "Irish Taxi Driver" Merboth
FLOOR_MASTER
Map Info
Environment: Industrial
Setting: Daylight, sunny
Hazards: Pit, Rocket exhaust path
Map Items
Healthico.png Health Kits: Smallhealth.png ×3  •  Mediumhealth.png ×11  •  
Largehealth.png ×4
Ammoico.png Ammo Boxes: Smallammo.png ×3   •   Mediumammo.png ×9   •  
Largeammo.png ×5
Map Photos
Loading screen photos.
Map Overview
Steel overview.png

This article is about Community Steel strategy.

Note: It is recommended to read the main Steel article first to become familiar with the names of key map locations used in this article.

General strategy

Offense

  • Every point has a large Health kit and large Ammo crate near them. Memorize their locations for when you need them!
  • Notice that whenever you're traveling your way along past B, there is a path that leads to E. One part of the team should go for A, B, C, and D while others go for E. This will confuse the defending team in what points to defend. You will also get more time to capture E while your other teammates capture the other four points.

Point A

  • The rocky outcrops on the ground route to the point provide as suitable platforms for Scouts and Soldiers to use in harassing enemies from above.
  • The rooftops in this area also serve for this purpose.
  • If you are on the hill, take note that you are not completely safe. Scouts, Soldiers, Demomen, and Pyros with the Detonator can easily make their way onto the hill, so always be on guard, even when ducking into cover.
  • If the team has a ÜberCharge ready, it is advised to take the hill route, for you instantly have almost complete coverage of the entire point.
  • Don't split your team up too much attempting to take E before A is captured. If not enough team members are concentrating on A, and instead are attempting to distract with capping E, the round may be lost early due to poor offense. If the RED team isn't being fazed by your attempts at E, give up on E and refocus on taking A.
  • Upon capturing A, as BLU, you will be presented with another route to circle around the RED team. Most classes can effectively utilize the background routes to catch defenders off-guard. Additionally, BLU members may choose to take the Point A-B corridor to regroup with the rest of the BLU team to contest B.
  • In competitive play, the RED team will usually leave Point A in favor of fortifying Point B. The BLU team will either launch a full offensive to capture Point A as quickly as possible, or have a Scout and Soldier to do this, while the latter of the team apply pressure to Point B.
  • When the point has been secured, beware of the doors that open next to the point. RED enemies may be waiting to ambush you.
    • Additionally, always check the room overlooking Point E near the Point A exit. Spies or Pyros usually like to hang out here.

Point B

  • Since the point is in an open-air area, Soldiers and Demomen can easily get the jump on enemies.
    • But also beware of enemies also doing this, as they also have the height advantage due to coming from higher terrain.
  • The stairwell outside the spawn is a good vantage point for Snipers, with the hut providing as effective cover too. Engineers may also like to set up and wrangle Sentry Guns here.
  • Be careful when leaving your spawn area leading to B. The RED team can place Stickybomb Traps on the rims of the door, so try and bait them into pre-detonating any sticky traps. Using the planks on the walls provides a good way to avoid incoming fire while getting the drop on enemies with a surprise attack around the corner to Point B.
  • After capturing A, it is often a good idea to send some of the BLU team through the large gate from Point A. This allows them to backtrack behind RED's defenses, which will force them to defend not only from the BLU spawn area, but also from Point E.
  • Since it's an open area with a wide access area to the point, save ÜberCharges until you are close to the point itself. Prioritize destroying any Sentry Guns as destroying them will allow the rest of the BLU team to push upwards and force RED out of the B Point arena.
  • Same principle as Point A, when you have captured the point, check the area outside the RED spawn for any enemies that are seeking an ambush attack. Be sure to check thoroughly for any RED teleport exits, as if one is active here, the RED team can easily backtrack behind the BLU team's offense.
  • At this time in the match, this is the ideal time for BLU Engineers to sneakily set up Teleporter bases behind the enemy lines, since the REDs are still concentrated in the forward spawn. By using the less-traveled routes, you can easily set up without anyone knowing. When the point is secured, you will have already readied a forward base to help the team push on.

Point C

  • The opening time of the gate along the outside route to Point C is slow, so it is advised to use the indoor routes to get to the point if you do not want to let the enemy team reestablish a defense.
  • The rocky mounds on the outside route provide effective cover and firing positions for Snipers. The corridor with the slow opening gate to C is also a good spot for teleporter exits. Use the elevated height advantage to rain down fire on enemy positions on Point C, and RED members leaving their spawn door.
  • The BLU Team has a total of 4 different routes to take to this point. Know them well, and use whichever one is appropriate for the situation at hand.
  • If you are not a Soldier or Demoman, it is advised that you take the walled ramp up to the point, rather than the stairwell next to it. If you use the stairwell, you are completely open to REDs on the ledges above.
  • In competitive play, capturing Point C is relatively unopposed as the RED team will usually not defend this point, rather setting up defense for Point E.
  • For the ÜberCharge, it is generally a better idea to take the long back route, going through Point D, to surprise enemies right outside their spawn point. This method can be crucial in a successful capture.
    • This can apply for any class/attack force that can easily throw the enemy team off-guard.

Point D

  • This point, again, has 4 different routes to choose from, though because some are right outside the RED spawn and across Point E; it is generally downsized to the two directly leading from A.
  • At this point, the round involves more close quarter fighting. Take note of this and change your class or methods of fighting appropriately.
  • Take advantage of the fact that because Point E is vulnerable, RED team is more likely to position their Sentry Guns and sticky traps on E rather than D. Use this knowledge to properly plan your push onto D.
  • ÜberCharges work very effectively on this point, since it is in a confined, indoor area.
  • You are constantly at threat from opponents from all sides when attacking D. Always be alert and attentive of the situation.
  • Take priority to secure the lobby area and control room linking Point A to Point D. By doing so, your team will force the RED team to one side of the map while you can freely rotate, while applying maximum pressure to Point D and E.
  • When taking the A-D corridor, avoid taking the control room corridor (Gate 3) to Point D. There is a window there that will alert the RED team of an incoming BLU team push onto Point D. Use the elbow connecting pathway (Gate 4) into D - It is much quicker, harder to identify and much more efficient.
  • In competitive play, BLU will not usually capture D. However, they may choose to start capping Point D and Point E at the same time to divert the RED team's defenses.
  • Be careful when taking the corridor linking Point C to D. RED team members are able to see you move down the corridor in their spawn, allowing them to gain the element of surprise from their spawn doors. Avoid sending too many team members at once to contest Point D through this corridor.

Point E

  • This point is accessible for the entire round but only becomes fully accessible for all classes when Point C is captured. While it is a plausible strategy to try and take it now, it takes longer to capture than it does with Point D closed. You are at more risk of being pushed into the pit, while capturing D creates guardrails on the walkways. The REDs also have their closest spawn exit shut off with D secured.
  • At the same time, capturing E point at any time forces the RED team into an ultimatum, and they will have to waste time and resources to get you off the point. If your team is having trouble capping one of the other points, have a go at E and force them to divide their impenetrable defense.
  • The windows by Point A serve as a vantage point to E, so they can be used to more easily eliminate any Sentry Guns defending E or serve as an effective sniping spot.
  • The pit is there for all to use. Try your best to fling REDs into the chasm below.
  • Because you now have secured a large portion of the map, it is easy to pressurize the REDs into submission. Never get overconfident, though. They can easily pull through with a good defense.
  • ÜberCharges are ill-advised on this point, due to the chance of falling to your death. Try using them as distractions from the side route rather than on the point itself.
  • Attacking this point at the very beginning of the round is a good way to surprise the enemy team, and if you get enough people on the point, you just might pull off a quick win.

Defense

  • RED should always have point E protected by a Sentry Gun or stickies; never leave it unattended, even if Point A has yet to be taken but especially after it has been.
  • The pipes and platform beneath E can be traveled down and built on. This is a useful spot for a Sentry Gun as it can cover the areas around the point.
    • Note, however, that when the walkways extend after Point C is taken; it obscures the Sentry Gun's sight, so it won't be able to cover the walkways. Keep this in mind.
  • Save your ÜberCharge for defending on top of the point itself, for obvious reasons.
  • It is a good idea to have one or two classes defending B from the very beginning, because the enemy team has to pass through there to back cap you.

Point A

  • Here, the routes BLU will take are easy to anticipate. You can easily defend both exits from one place.
  • Engineers should always build around the point, rather than up in front of the BLU spawn. You are closer to your own spawn and the BLUs are further away from theirs. Simple.
  • Use appropriate classes in this situation. Pyros are only effective on the point itself, and Spies will generally find it hard to be stealthy in this area.
  • Place yourself in a position where you can harass enemies at the spawn gates and keep an eye on the point; you never know when someone may take the other route behind your back.
  • Worse comes to worst and the enemies are capturing the point, you can try and hide behind the blast doors that open next to A when it is taken. This can provide for an effective ambush.
  • Remember to always keep an eye on E as well. If the BLUs do go for it, notify teammates and send an appropriate defense force to take care of the problem.

Point B

  • This now means that the BLUs have access to the rest of the base through more than one access point. It is a good idea, if no one else is doing so, to take precautionary patrols around the base, to see if any attackers are trying to sneak around.
  • The large Ammo crate right next to the point allows Engineers to quickly deploy their buildings. Try to always go for it before allies accidentally walk over it in the crossfire.
  • The windowed room above the small Health kit which overlooks the point is good for Soldiers and Demomen to defend while undercover. Snipers can also use this, but note that the windows are small and make it difficult to aim when scoped in.
  • Keep an eye on the corridor that leads to Point E whenever exiting the spawn. Enemies can have easily used the backdoor route and can easily get the jump on you if you're on the point.
  • Try not to venture out too far into the open area. Because of the cover, large Health kit and Ammo crate, and spawn room, it will be difficult to hold out for long without a Medic. Stay around the point.
  • If the point is being captured, try sneaking down the route to C as an Engineer or Demoman. Once the enemies capture it, you will have made a small base or sticky nest here, and this effectively blocks off one of their four routes for a period of time.

Point C

  • Because of the many access points BLU has now, it is more difficult to defend from one spot. Communication from this point on becomes vital in the team.
  • If the enemy team is capturing points at quite a fast pace, it may be good to set up defenses on D and E as precautions to slow their advance while they're preoccupied with C.
  • Note that Point C is elevated, thus the RED team has a protective height advantage. Use the sheltered corridor and stairwell to fire down at enemies.
  • When leaving the spawn door to Point C, there are two exits to Point C. Use both effectively - By distracting BLU by directly approaching the point from one exit, use the other exit to get behind them and launch a surprise attack.
  • Make good use of the cover provided by the paths near the point; it's easy to get picked off by Snipers on the rocky outcrops opposite your position.
  • There are small gaps in the rafters in the sheltered part above the point. Soldiers and Scouts can hide in these gaps to get the jump on people capping.
    • However, because they are quite in the open, do not rely on them for absolute stealth.
  • Remember, backdoor routes are there for you to use too. Sneak around the assaulting enemies to create awkward situations for them.

Point D

  • Since the style of combat changes to indoor environments, change your strategies accordingly.
  • Point D is only accessible by one route that doesn't go passed your spawn; assuming your spawn is properly guarded, it is easy to focus your defense at one point.
  • Note, however, that E is fully accessible to all now, so keep an eye on it too.
  • Use the Point E spawn exit to ambush BLUs from the side when they are attacking Point D.
  • Point D is surrounded by elevated paths from the spawn. Use the height advantage and cover provided.
  • Make it a priority to hold the BLU team back in the lobby area linking Point A to D. By controlling this corridor, the RED team can assert increased control of the map, forcing BLU to take disadvantageous routes like the corridor linking Point C to D.
  • Use the corridor linking Control Point C to D to your advantage ! A thin, crammed corridor next to your spawn room gives you invaluable information of a BLU push towards Point D, while allowing your team to set up traps like Stickybomb traps to eliminate large amounts of their team at once.

Point E

  • The final point is the hardest point to defend, but also the hardest to capture. Try to push it more towards the latter.
  • Engineers with their Sentry Guns should keep an eye out for Snipers and Soldiers across the chasm, especially in the windowed room from A. Use the Wrangler to scare them off or tell teammates to take care of the threats.
  • Remember, the point is harder to defend than before because of your main access to Point E being sealed off. Don't let this dampen your spirits; get in there as quick as you can from the routes still available to you.
  • When D is captured, try and disorientate any BLU members on the point. Use the top and bottom corridors linking C to E to fire Rockets and Stickies onto the point. The lower corridor can be effective as you are harder to spot by the enemy while you fire beneath them. The short corridor linking D to E is risky as the BLU team will anticipate your movement due to it being the shortest flanking route to E.
  • While you cannot circle around them, you can definitely flank them. Remember, the routes leading from Points C and D are still available to use.
  • Use an Airblast to knock enemies into the chasm below. Rockets and Stickies work too.
  • While Stickies cannot be placed on the walkways themselves, they can be placed on the ends or on the point itself. Position them to either knock enemies into the pit or outright kill them.
  • The room above the spawn with the medium Health kit and Ammo crate is a good vantage point for Snipers and Soldiers, and also a good recovery point when one takes too much damage in the crossfire.

Class-specific strategy

Leaderboard class scout.png Scout

  • When attacking as a Scout, try to go for Point E with a few other players. If you are going alone, remember that RED can still get to point E from their spawn. You can get killed easily if you go alone with no protection, so ensure that a teammate either captures or defends E while the capture progresses. By putting constant pressure on Point E, you will help your team capture other points easier by diverting RED forces to the central objective.
  • If you are not going to Point E, then you will want to help your teammates destroy Sentry Guns by equipping Bonk! Atomic Punch. Stand near the Sentry (after drinking of course) to distract it to allow your team to demolish it safely. Using the Bonk! Atomic Punch in the corridor linking Point C to Point D is an effective idea to avoid taking large amounts of damage.
  • There are many narrow paths such as hallways on this map. These hallways will make it a lot easier hit enemies with the Flying Guillotine, Sandman, or Wrap Assassin than in the outdoor areas.
  • Under point E, there is a pit where enemies can be knocked into. Use the Force-A-Nature to knock enemies into the pit. Be careful though, enemies could survive the fall if they land on one of the pipes or the ledge that you can see under the point.

Leaderboard class soldier.png Soldier

  • Soldiers should go to point E when starting off; they can Rocket Jump to the point to capture it. Using the Rocket Jumper and Shotgun combo would work best so you do not loose health whenever you Rocket Jump over to the point and with the Shotgun, you still have a good way to defend yourself from enemies. If you would prefer having a Rocket Launcher to deal damage with, use the Gunboats to reduce your damage from Rocket Jumping that comes from any explosive weapon.
  • Rocket Jumping on this map is a good use of transportation if a Engineer is not supplying a Teleporter at the moment. Use the Rocket Jumper to travel quickly along this map without taking much damage. Again you will need an offensive weapon, so use the Shotgun. Another option of this would be to use the Gunboats.
  • Soldiers are great for taking out Sentry Guns on this map. Make sure a Medic is healing you and popping their ÜberCharge on you to be able to destroy Sentry Guns, and move forward.
  • The Pain Train is an excellent option on offense for Steel, as most of your time will be devoted to capturing points. Keep in mind that you will be taking extra damage against bullet weaponry, so ask your Medic to prioritize on Overhealing you to help negate this!
  • Using the Battalion's Backup can help your team survive on contesting points! Use it when either when your team is ready to push for the point or when strong enemies are capturing your point.

Leaderboard class pyro.png Pyro

  • Pyros on this map are great at defending. When an enemy is capturing E, you can force them into the pit using your Airblast. Avoid using this tactic when using the Backburner since you will use up 25% of your ammo doing this.
    • Pyros can get a similar effect at B and C, which can bring the enemy to lower ground.
  • Pyros can hide in small corners and turns that are around this map to ambush enemy players that are passing through. Use the Backburner when doing this so you can get Critical hits when you burn them from behind.
  • Offensive Pyros are not very helpful on the first three Control Points of this map, since these points are outside and are very open spaced. If anything, a Pyro should deflect any projectiles such as Rockets, Arrows, Grenades, or Stickybombs.
    • Keep in mind of the flank to other points once A is captured, balanced by the travel time. If you choose to take this flank route, look for 'backed up' enemies like Snipers or Medics who are hiding a bit before a point and take them out!

Leaderboard class demoman.png Demoman

  • Demomen on this map are useful for defending, they can set up Stickybomb Traps around door frames and launch Grenades from long distances. Use the default Grenade Launcher to get a good distance with these Grenades and be able to bounce them off walls to destroy Engineer nests. For such Stickybomb traps, use the Scottish Resistance to set up more than eight stickybombs and be able to set them off at different times. This is useful to defend multiple paths that are going towards a Control Point.
  • It's actually possible for a RED Demoman to shoot stickies over the roofs into the BLU spawn area before the round starts. It takes practice and a lot of luck with respect to where players are standing, but it's always funny when a Medic drops a full ÜberCharge before the gate opens.
  • Demoknights are also well on this map since there are long hallways where they can use the Chargin' Targe to charge straight at enemies. Use these hallways to trap enemies from being able to avoid your charge.
  • Demomen can use the Sticky Jumper to jump onto point E when the bridge to the point isn't up yet. Use this to capture the point before the bridge is up.
    • The Chargin' Targe or Splendid Screen can also accomplish this, but make sure to attack once on the point so you don't fall down the pit!

Leaderboard class heavy.png Heavy

  • Heavies are great for attacking on this map. Consider using the Brass Beast for its increased damage, this is great for destroying Sentry Guns and killing enemy players that are in your way.
  • A defending Heavy should defend E since enemy players can still get through here before capturing A. A Heavy should be the one defending here since few players go to E first and will be an easy kill.
    • The Sandvich will also help you keep position while staying full on health (and hunger!).
  • When a Heavy attacks, they should be going for Control point A to get more time for the team. It is useless for a Heavy to go to capture point E since there is no way for the Heavy to get on point E until point C gets captured by BLU.
  • When A is captured but B is not, the Heavy and Medic can camp the spawn door to E while the Soldier and Scout cap E and the rest of the team watches the flank. This works because a Heavy fires "from his head" and can hide behind the raised platform in front of the spawn door while shooting anything that comes out.

Leaderboard class engineer.png Engineer

  • When defending as an Engineer, defending points A, B, C, and D are great. You can easily stop the other team from gaining more time to capture E. Be sure to choose your Sentry spot wisely.
  • In competitive play, Point A is considered largely indefensible, so it is very common for Engineers to build at B during setup. Once Point B is captured, Engineers will usually begin to defend Point E.
  • Spies can be a problem on this map since they have multiple ways to get behind you after capturing point A. Make sure to use the Southern Hospitality to make invisible Spies visible by having the bleed effect on them.
  • Attacking Engineers on this map are useful since they can easily build a teleporter to point E from the start of the round. There is a small room near point E that they can camp in. This is an ideal spot since it contains a health kit and ammo kit. By setting up a Sentry Gun on the ramp overlooking Point E, the BLU team has a much higher chance of capturing E, as long as they can repel attacks from the RED team's spawn door to E.

Leaderboard class medic.png Medic

  • When Medics are attacking, they should be using the Default Medi Gun or Quick-Fix. You will need these types of ÜberCharges to destroy Sentry Guns. Medics should be going with Heavies that are gaining more time by capturing points A, B, C, and D.
  • Using the Kritzkrieg's ÜberCharge on Heavies is not useful since the Heavy should have normal ÜberCharges to take out Sentry Guns. Using the ÜberCharge of the Kritzkrieg on Soldiers when killing enemies in long hallways is good since the Critical rocket will kill multiple people at once.
  • Defending Medics should always stay near teammates since there could be Spies roaming around the map. Healing a Pyro or a Heavy using the Huo-Long Heater are the best choices.

Leaderboard class sniper.png Sniper

  • Snipers on this map are best at defending points D and E with the Huntsman. Shooting your arrows down the long hallways located near here has a better chance of hitting enemies with your arrows.
  • Whenever an enemy is attempting to capture E, while B is still locked, you cannot forget that you have a Sniper spot in the spawn that looks into the room where point E is. This is an ideal place to switch from defending point A to E at times whenever it is needed.
    • If you are having trouble getting any shots on the attacker(s), ask your team for assistance! The first spawn has easy access to E by taking a right when spawning, making it easy for your team to jump in and help.
  • When defending C, help your Engineer(s) out by taking out any enemy Snipers, as they have good sight lines for many possible sentry nests. That said, it also means you will have a harder time sniping a bit more safely/securely if you don't.

Leaderboard class spy.png Spy

  • Attacking Spies are very useful on this map. They can take the multiple paths given to get behind Engineer nests and enemy Medics. Use this to weaken the opposing team's defense.
  • Using the Dead Ringer's Cloak on this map is useful to fake your death whenever you need to. You can easily flee to another area before an enemy catches you.
  • When defending, up until C is unlocked, it is highly recommended to use the Cloak and Dagger. Due to the lack of sufficient flanks to pass the enemy team reliably, you can stay cloaked in a corner, and uncloak whenever a vulnerable target appears.