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− | '''2Fort''' ( | + | '''2Fort''' (Nombre por defecto CTF_2fort) es un mapa de [[Capture the Flag/es]]. Es un remake del mapa de [[Team Fortress Classic]] con el mismo nombre; estos mapas están ambos basados en el mapa "2fort5."2Fort fue el primer mapa oficial de [[Capture the Flag/es]] para [[Team Fortress 2]]. Fue uno de los seis primeros mapas incluidos con el juego. |
Hay dos puestos similares opuestos, separados por un embalse lleno de agua. Un puente cubierto cubre el embalse y puestos de combate, situados por igual en cada fuerte, ofrecen excelentes posiciones para asaltar a los jugadores atacantes, particularmente para Snipers. | Hay dos puestos similares opuestos, separados por un embalse lleno de agua. Un puente cubierto cubre el embalse y puestos de combate, situados por igual en cada fuerte, ofrecen excelentes posiciones para asaltar a los jugadores atacantes, particularmente para Snipers. |
Revision as of 22:55, 20 April 2011
2Fort | |
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Información básica | |
Variantes: | 2Fort Invasion |
Desarrollado por: | Desconocido |
Información del mapa | |
Entorno: | Granja |
Escenario: | Día,soleado |
Imágenes del mapa | |
Vista general | |
2Fort (Nombre por defecto CTF_2fort) es un mapa de Capture the Flag/es. Es un remake del mapa de Team Fortress Classic con el mismo nombre; estos mapas están ambos basados en el mapa "2fort5."2Fort fue el primer mapa oficial de Capture the Flag/es para Team Fortress 2. Fue uno de los seis primeros mapas incluidos con el juego.
Hay dos puestos similares opuestos, separados por un embalse lleno de agua. Un puente cubierto cubre el embalse y puestos de combate, situados por igual en cada fuerte, ofrecen excelentes posiciones para asaltar a los jugadores atacantes, particularmente para Snipers.
Cada fuerte tiene tres entradas, aunque no todas son accesibles para todas las clases. Las entrada principal está a nivel del suelo. Pequeñas rampas llevan hacia cada entrada. Estas convergen bajo una gran reja abierta. Estas rampas permiten a los defensores atacar a los intrusos desde arriba. La segunda entrada son las cloacas que hay bajo las bases. En el camino entre las cloacas y la base en sí podemos encontrar unas escaleras y una pequeña piscina de agua; este área es un buen cuello de botella. La tercera entrada es a través de los puestos de combate de cada base, que normalmente solo pueden ser accedidos utilizando el salto cohete del Soldier, el salto bomba del Demoman, el doble salto del Scout o el salto centinela del Engineer.
De entre todos los mapas de Capturar la bandera, las bases de 2Fort son normalmente las más fáciles de defender debido a los largos y fácilmente bloqueables pasillos que conectan las diferentes zonas. Cada captura requerirá una importante coordinación entre los miembros del equipo, especialmente cuando la cantidad de jugadores sea elevada.
Para ganar, cada equipo deberá capturar el dossier del equipo contrario continuamente hasta que consiga el límite de capturas (Normalmente 3), mientras evita que el equipo contrario capture el suyo.
Índice
Vídeo de introducción
Zonas
Zonas exteriores
- Puente: El puente que conecta ambos fuertes. En la versión de TF2, a diferencia de las versiones anteriores, el puente está cubierto, lo que permite al Scout realizar un salto doble desde los puestos de combate de un fuerte para llegar a él, recorrerlo y ejecutar otro salto doble para llegar a los puestos de combate enemigos. El techo ofrece cobertura a los jugadores que avancen por debajo, lo que lleva a que la acción se desarrolle en las bases.
- Normalmente, los Scouts no tendrán problemas al saltar hacia el puente, pero tendrán algunos problemas al saltar a los puestos de combate enemigos y puede que caigan hacia las entradas inferiores. El borde del techo del puente está buggeado; si un Scout intenta saltar desde el borde mismo, el juego lo detectará como si estuviese cayendo, por lo que sólo podrá hacer un salto simple en vez de dos. Saltar algo antes resuelve el problema.
- Los Scouts en el techo del puente son susceptibles al fuego de los Snipers, por lo que la distancia de los saltos se ve limitada. Esto se convierte en otro obstáculo para los Scouts atacantes.
- Entrada: Tras cruzar el puente, hay dos entradas. Las entradas se prolongan ligeramente hacia el interior. Desde ese punto, los diversos pasillos forman una T.
A la izquierda se encuentran unas escaleras que llevan al jugador a las cloacas, así como a un pasillo estrecho que conecta la habitación de Reabastecimiento con ambas entradas y el patio (Hay una trampilla en el techo que permite a los jugadores descender a este pasillo desde la habitación de Reabastecimiento). A la derecha se encuentra una habitación con una puerta en el extremo opuesto que también da al patio. En esta habitación suele haber mucho movimiento por parte de ambos equipo, ya que es la manera más directa de acceder al patio desde la entrada. Los Engineers pueden construir centinelas y dispensadores en esta habitación si el enemigo está intentando abrirse paso desde la entrada. Como la habitación es bastante grande, suele ser un buen escondite para Spies. En otras partes de 2Fort, los pasillos son demasiado estrechos para proveer cobertura a un Spy invisible, pero esta habitación es una excepción, ya que le permite llegar al patio sin ser detectado, evitando los combates que se produzcan en las entradas.
- Puestos de combate: The Battlements are on the front of the second floor of each base and have a center "bunker" section. This section has large glass-less windows and is a roofed structure. The windows allow almost unbroken line of sight into the area. In TF2, the battlements are also referred to as the "balcony," as well as the "Sniper ledge," or "Sniper deck," due to their main purpose as a platform for Snipers. Snipers generally camp the ledges, which give them an excellent view of most of the exterior of 2Fort, with the exception of the bridge and under the water beneath it.
Fort Locations
- The Sewers: The tunnels under each base, leading from the water beneath the bridge to the "Entrance", are generally referred to as "the sewers". They are severely dog-legged, creating numerous extra blind corners around which to fight, giving Pyros a defensive edge. In each sewer, there is a room recessed into a corner in such a way that it is impossible to gain line of sight to 100% of the room from inside the tunnels. On the water-side of the room, the tunnel has two 90 degree bends, but on the base-side of the room there is one long unbroken stretch of tunnel. The long tunnel makes a long-range line of sight between the room and the sewer exit. The rooms in the sewers are often camped by Engineers, who use Teleporters to allow their team quick access to the enemy base. Otherwise, the sewers are generally used as a way of entering the enemy base free from the attention of the Snipers above. The narrowness of the sewers makes it difficult for Spies to sneak past enemies also using the tunnels.
- Courtyard: The Courtyard is the main means of transition between the ground floor and the second floor in each base. It is an enclosed, roofless space inside each base, next to the main spawn room and on the player's right when they come through the entrance. It is bounded on three sides by high ledges, and there are doors connecting to the spawn room, a staircase leading down to the Intelligence room on the second floor, and a door from the entrance and from the balcony spawn corridor on the ground floor. A pair of stair cases allow access from below to the upper Nivel. Engineers often use the space as a major defensive point, as it provides the only means of access to the Intelligence for most classes. By setting up a Sentry Gun, an Engineer can successfully provide effective defense against assaults on the intelligence, particularly if positioned so as to cover the Battlements doorway.
- Grate: This is the small room with the grated floor right above the entrance of each base. It is connected directly to the upstairs area, and as a result is often used by players to gain quick access to battles in the entrance. Demomen, Soldiers and Scouts can jump up to the second story through this, providing another means of access to the second floor. Classes such as the Engineer and Demoman can also camp above the grate, limiting enemy access through the front entrance. Splash damage is dealt through the grate.
- Upstairs: The large room on the second floor, adjacent to the main resupply room. The upstairs area has an exit to the Battlements, the "grate", the "top of the spiral", and the "courtyard". This room is heavily trafficked as it is a major crossroads in the map, connecting practically every area of the base. It is often used by Scouts who have jumped to the balcony, as it provides a direct route to the Intelligence via the spiral ramp. The Upstairs area is also commonly referred to as the "hay room" or "hayloft" (due to the large piles of hay on the floor,) or the "upstairs lobby".
RED base entrance.
Main Base Locations
- Spiral: The spiral ramp that leads from the basement up and out of the base is one of only two access points to the Intelligence room. Like the sewers, the spiral is a narrow corridor with frequent right-angles. This tends to result in close-quarters fighting, and due to the confined space it is fairly easy to block enemy access with a Dispenser, Sentry Gun or a Heavy. At the top, the spiral connects to the upstairs area via a small room, in which there is a small Health Pack and Ammo Pack, as well as two small corners in which Spies often hide. A direct line of sight can be drawn from the upstairs area along the top length of the spiral, allowing Snipers to eliminate enemies with the Intelligence as they climb the spiral.
- L-Shaft: This room is a long ramp running from the back of the ramp room into the basement. It is the other egress point for a stolen Intelligence. It is named the "L-Shaft" because it contained an elevator in previous incarnations of the 2Fort map. It is often called the "back stairs", "long stairs", "straight stairs", "stairs", or simply "straight".
- Basement: The space downstairs between the spiral ramp and the L-shaft is the "Basement". It leads to the Intelligence room. There is a resupply point at the end nearest to the L-shaft. There is a Health pack and an Ammo box in the middle of the basement - added in April 29, 2008 Patch. The addition of these pickups has made camping the Intelligence harder, and attacking the Intelligence slightly easier.
- Intelligence room: This is the room that has the Intelligence. It has two entrances from the basement. This is the primary defensive point of 2Fort, and as such it is frequently camped by Engineers, Demomen, and other classes. To successfully capture your opposition's Intelligence, you must return it to the Intelligence room in your own base. The Intelligence is on top of a desk in the opposite corner to both entrances. The way the room is laid out makes it very simple for campers to entrench themselves, and successfully removing them can be almost impossible without an ÜberCharge.
Strategy
Related Achievements
General
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Update history
April 29, 2008 Patch (Gold Rush Update)
- Added medium ammo and health to basement hallways.
- Added small ammo and health to top of spiral.
- Fixed a clip brush exploit outside blue Sniper deck.
- Fixed number "2" overlay on front of red base not being assigned to the brush face.
- Fixed BLU players being able to block the BLU spawn room doors to lock in teammates.
- Moved the BLU team Sniper wall down to match the RED team Sniper wall.
Bugs
- Currently, a Dispenser placed in the doorway to the Spiral Ramp will only completely block enemy players and the owning Engineer on the BLU side of the map. A Dispenser placed in a similar position on the RED side of the map can always be bypassed by crouch-jumping over it.
- Due to the ankle-depth water in the sewers, players using them can be heard walking from almost anywhere inside the base, even the Battlements.
- Players can jump in and out of the Sniper battlement window frames when playing 2Fort on the Xbox 360 and PlayStation 3 version; however, in the PC version of 2Fort this is not possible.
- On the corner of the top of the building near spawn near the BLU battlements there is an invisible clipping that allows Soldiers and Demomen to jump up to and see through the map.
Trivia
- In GameInformer's March 2010 issue, 2Fort was named #6 in their list of Top 10 FPS Multiplayer Maps, with Dust from Counter-Strike taking #1 (Issue 203, page 31)
- "The Teufort Times" is the title of the newspaper seen in Crafting, Saxton Hale part of the WAR! Update. "Teufort" is obviously a play on words with 2Fort.
- Teufort is, however, shown to be the real locational name of the map, as suggested by the Mann's land map, and can be seen near the bottom of the Engineer Update.
- According to the map of Mann's Land, 2Fort (again called Teufort) is north of Dustbowl and eastward from Badwater Basin.
- A Beta version of 2Fort can be seen in the second Team Fortress 2 trailer.
- 2Fort is the map featured in the Meet the Spy short.
References