Difference between revisions of "Waste"

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m (Applied filters to Waste (Requested on User:WindBOT/PageRequests))
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|download-link=[http://forums.tf2maps.net/downloads.php?do=file&id=2642 TF2Maps.net]}}
 
|download-link=[http://forums.tf2maps.net/downloads.php?do=file&id=2642 TF2Maps.net]}}
 
[[Image:pl waste finalb.jpg|thumb|top|Waste's payload.]]
 
[[Image:pl waste finalb.jpg|thumb|top|Waste's payload.]]
'''Waste''' is a Community-made map consisting of a new [[Game modes|game mode]] in the form of a Payload that is capable of being pushed by either team. It plays similarly to other 5-point [[Control Point]] maps, such as [[Well]], except that it places a stronger emphasis on teamwork to push the cart and coordination to flank the enemy. These alternate routes, although longer, usually provide [[Health]] and [[Ammo]] pickups not normally present on the main Payload track.
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'''Waste''' is a [[Community maps|Community-made map]] consisting of a new [[Game modes|game mode]] in the form of a [[Payload]] that is capable of being pushed by either team. It plays similarly to other 5-point [[Control Point]] maps, such as [[Well]], except that it places a stronger emphasis on teamwork to push the cart and coordination to flank the enemy. These alternate routes, although longer, usually provide [[Health]] and [[Ammo]] pickups not normally present on the main Payload track.
  
 
In Waste, unlike other Payload maps, both teams must attempt to escort the single [[Payload]] to the enemy base and can only win if they push it all the way to the enemy's final terminus.
 
In Waste, unlike other Payload maps, both teams must attempt to escort the single [[Payload]] to the enemy base and can only win if they push it all the way to the enemy's final terminus.
  
Waste can also be used as a form of an Arena map.
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Waste can also be used as a form of an [[Arena]] map.
  
 
== Introduction Video ==
 
== Introduction Video ==
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=== Checkpoints 2 & 4 (Factory) ===
 
=== Checkpoints 2 & 4 (Factory) ===
As the track winds down to more tighter spaces indoors, control over the higher perches becomes more critical. Naturally, these perches are occupied by defending Engineers that need to be taken down before hand, and replaced with attacking Engineers to secure a foothold in the enemy base.
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As the track winds down to more tighter spaces indoors, control over the higher perches becomes more critical. Naturally, these perches are occupied by defending [[Engineer]]s that need to be taken down before hand, and replaced with attacking Engineers to secure a foothold in the enemy base.
  
 
=== Checkpoint 3 (Courtyard) ===
 
=== Checkpoint 3 (Courtyard) ===
After the setup gates are open, there is a large arena where the Payload lays at rest in the middle. Multiple access points are available to both teams: the high ground with plenty of pickups and Sniper cover, or the sparsely traveled sewers for stealthy players.
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After the setup gates are open, there is a large arena where the Payload lays at rest in the middle. Multiple access points are available to both teams: the high ground with plenty of pickups and [[Sniper]] cover, or the sparsely traveled sewers for stealthy players.
  
 
==Additional Links==
 
==Additional Links==

Revision as of 18:23, 22 March 2011

Waste
Waste.jpg
Basic Information
Developer(s): {{{map-developer}}}
Waste's payload.

Waste is a Community-made map consisting of a new game mode in the form of a Payload that is capable of being pushed by either team. It plays similarly to other 5-point Control Point maps, such as Well, except that it places a stronger emphasis on teamwork to push the cart and coordination to flank the enemy. These alternate routes, although longer, usually provide Health and Ammo pickups not normally present on the main Payload track.

In Waste, unlike other Payload maps, both teams must attempt to escort the single Payload to the enemy base and can only win if they push it all the way to the enemy's final terminus.

Waste can also be used as a form of an Arena map.

Introduction Video

Locations

Terminals 1 & 5 (Headquarters)

Eventually the track winds down into the heart of the enemy operation and the final terminus. Attackers assault the enemy headquarters from multiple levels. Successfully push the cart into the waste pit to create a violent explosion and win the game!

Checkpoints 2 & 4 (Factory)

As the track winds down to more tighter spaces indoors, control over the higher perches becomes more critical. Naturally, these perches are occupied by defending Engineers that need to be taken down before hand, and replaced with attacking Engineers to secure a foothold in the enemy base.

Checkpoint 3 (Courtyard)

After the setup gates are open, there is a large arena where the Payload lays at rest in the middle. Multiple access points are available to both teams: the high ground with plenty of pickups and Sniper cover, or the sparsely traveled sewers for stealthy players.

Additional Links