Difference between revisions of "Turbine"

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{{Map infobox
 
{{Map infobox
|game-type=Capture the Flag
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  | map-status                = community
|file-name=ctf_turbine
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  | map-game-type             = Capture the Flag
|map-image=Ctf turbine v30024.jpg
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  | map-file-name             = ctf_turbine
|developer=[http://www.fpsbanana.com/members/260401 Flobster]
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  | map-image                 = CTF Turbine Center.png
 +
  | map-released              = {{Patch name|6|19|2008}}
 +
  | map-released-major        = Pyro Update
 +
  | map-environment          = Industrial
 +
  | map-setting              = Indoor
 +
  | map-pickups-health-small  = 2
 +
  | map-pickups-health-medium = 4
 +
  | map-pickups-ammo-medium  = 4
 +
  | map-has-bots              = yes
 +
  | map-stamp-link            = https://steamcommunity.com/stats/TF2/leaderboards/30381
 
}}
 
}}
  
'''Turbine''' is a [[Capture the Flag]] map that was released with the [[June 19, 2008 Patch|Pyro Update]] as an official map. It and [[Fastlane]] became the first community created maps to be chosen by [[Valve]] as official TF2 maps due to their outstanding quality. Turbine is one of two official maps that are set entirely indoors, the other being [[Junction]], another community created map.  
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{{Quotation|'''[https://www.teamfortress.com/pyro/ The Pyro Update]'''|A CTF map inside a large industrial compound. It's clean and straightforward, making it easy to learn, but its well-balanced layout ensures there are still a wide variety of strategic choices for teams to make, and for individual classes to shine.}}
  
{{Quotation|[http://steamgames.com/tf2/pyro/ The Pyro Update]|A CTF map inside a large industrial compound. It's clean and straightforward, making it easy to learn, but its well balanced layout ensures there are still a wide variety of strategic choices for teams to make, and for individual classes to shine.}}
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'''Turbine''' is a [[Steam Workshop|community-created]] [[Capture the Flag]] map added in the [[Pyro Update]].
  
== Goal ==
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Turbine and [[Fastlane]] became the first community-created maps to be added to ''Team Fortress 2'' by [[Valve]] as official maps due to their outstanding quality.
To win, your team must capture the opposing team's [[Intelligence]] continuously until you reach the game's capture limit (default limit is 3) while preventing the enemy from achieving the same. In competitive games, the goal is to get more Intelligences than the enemy team in 30 minutes.
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Turbine has been played in various competitive leagues, including the [[Competitive Mode|official Competitive Mode]].
  
 
== Locations ==
 
== Locations ==
'''Intel rooms''' &ndash; A rectangular room with railings that partially borders the lower area which contains the [[Intelligence]]. The rooms can be reached via three ways: From the resupply stairs, a ceiling hole from the vent system and two large entrances from the hallway that connects to the main room.<br/>
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{{HelpfulOverviewNote}}
'''Hallway''' &ndash; There is a hallway that connects the main area to the Intelligence room containing two right angle bends. There is also a raised platform for [[Scout]]s, [[Soldier]]s and [[Demoman]] to grap a medium health pack. It is also possible for an [[Engineer]] to place a [[Teleporter]] on them, allowing any class including themselves to access the platform. This allows the Engineer to build defenses on the platform.<br/>
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=== Turbine Room ===
'''Resupply Area''' &ndash; The resupply room is adjacent to the bend of a rear hallway with one end of the hallway leading to the Intelligence room, the while the other leads down to the main area. Vent access is also nearby the resupply rooms. These stairs leading from the Resupply Area to the Turbine Room are a common defensive position.<br/>
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* '''Turbine Room''': The main area that links RED and BLU bases. It is a large room with three turbines in the middle and a shipping container on either side. Two staircases near the base exits lead up to a balcony spanning the width of the opposite side of the room, leading to the other team's vents. To the side of the base, exits are the main hallway, leading to the Intelligence room. The containers and turbines provide good cover for players, even from people standing on the balconies.
'''Vents''' &ndash; Small vent tunnels provide links from the main area to the resupply areas and to the Intelligence rooms via drop down access. The Vents can be broken into two sections, joining at the Resupply Area entrance. One side exits to a balcony in the Turbine Room, the other leads to the hole to the Intelligence room.<br/>
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* '''Alcove''': A small alcove at the foot of each staircase contains a medium Health pack.
'''Turbine Room''' &ndash; The main area that links RED and BLU bases. It is a typically large room with two shipping containers and some turbines found around the center area. A raised platform is found next to each base with a staircase connecting the platform to the main area. From the platform leads a vent access to either bases.
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* '''Balcony''': A balcony that spans the width of the room connects each team's vents to the Turbine Room. Most of the floor of the room can be seen from the balconies, making them an ideal location for Snipers.
<gallery>
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* '''Balcony Observation Room''': A small windowed, doorless room lies at the center of the balcony. It opens on both sides to the rest of the balcony. The room provides some cover from players attacking from the floor of the Turbine Room. The outside of the room can be used to place sticky traps.
Image:Ctf_turbine_v30023.jpg|Overhead view of turbine room and RED's base
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Image:Ctf_turbine_v30019.jpg|Red's intelligence room
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=== Intelligence room ===
Image:Ctf_turbine_v30016.jpg|The Hallway
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* '''Intelligence Room''': The Intelligence room is a rectangular room with railings partially bordering the lower area. The Intelligence is located in the corner of the room.  
Image:Ctf_turbine_v30020.jpg|Resupply
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* '''Entrances''': There are three entrances to the Intelligence room.
Image:Ctf_turbine_v30021.jpg|The vents
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** A set of stairs leads down from spawn to the Intelligence room.
Image:Ctf_turbine_v30015.jpg|Turbine room
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** Players can drop through a hole in the ceiling, connecting from the vent system.
Image:TF2_Turbine_map.jpg|View from the RED balcony
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** Two large entrances connect to the main hallway that connects to the Turbine Room.
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=== Main Hallway ===
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* '''Main Hallway''': A hallway connects the Turbine Room to the Intelligence room. The hallway makes two right-angle turns, providing some cover for players and the opportunity to set up sticky traps and sentry nests.
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* '''Raised Platform''': There is a raised platform along the corridor that leads directly into the Intelligence room with a medium health pack. The platform is too high to jump on top of normally, being accessible by either crouch-jumping, [[explosive jump]]ing, or using a jump-boosting weapon. For other classes, there is a small cart next to the platform that can be crouch-jumped on in order to get on top, but the cart is located right next to the entrances to the Intelligence room, making platform access dangerous for enemy players.
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=== Resupply and Vents ===
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* '''Resupply Area''': The resupply room is L-shaped, and the hallway it leads out to is L-shaped as well. One end of the hallway leads to a staircase that descends to the Turbine Room, and the other end of the hallway leads to a staircase that descends to the Intelligence room.
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* '''Vent Access''': The vent system can be reached at the top of the stairs leading to the Turbine Room.
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* '''Vents''': Small vent tunnels provide passages from the Turbine Room to the resupply areas and to the Intelligence room through a hole in the ceiling of the room. The Vents are broken into two sections, joining at the Resupply Area entrance.
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<gallery widths="150px" heights="90px">
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File:turbine01.png|RED intelligence room.
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File:turbine02.png|Hallway.
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File:turbine03.png|RED Resupply area exit.
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File:turbine04.png|The vents.
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File:turbine05.png|Turbine room.
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File:turbine06.png|RED balcony.
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File:CTF Turbine Billboard.PNG|Billboard outside Turbine room.
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File:CTF Turbine SpawnCorridor.png|BLU spawn corridor.
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File:CTF Turbine SpawnExit.png|BLU resupply area exit.
 
</gallery>
 
</gallery>
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== Helpful overview ==
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[[File:Turbine overview with lines.png|left|Turbine's locations|550px]]
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<big>1.Turbines
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2.Alcoves
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3.Balcony
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4.Vents
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5.Main Hallway
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6.Raised Platform</big>
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{{clr}}
  
 
== Strategy ==
 
== Strategy ==
This map doesn't have many specific strategies. You can [[Scout]] rush, use [[Engineer]]s to put [[Sentry|Sentry Gun]]s in choke points, or use [[Pyro]]s to ambush.
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{{map strategy link|Turbine|main=yes|stub=yes}}
*One thing to note about this map is that there is no "sewer" through which enemies can sneak into or out of your base.  The intelligence MUST travel through the middle turbine room of the map to be captured.  This can make control of the middle much more rewarding than simply attempting to defend the Intelligence room.  Unlike some other CTF maps like Double Cross or 2Fort, Turbine's middle is very open without a chokepoint like a bridge; there is also no "Sniper deck" that is difficult for most classes to access.  A team that turtles and cedes control of the middle to the other team is going to have a much harder time.  A team with a group of Engineers that successfully fortifies the middle of this map can be devastatingly effective.
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*For [[Spies]] it is easy to [[Cloak]] right before the steel doors of the base open, making traversing the central chamber easier with the Cloak lasting long enough to either get into the vents or close to the Intelligence room.
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== Update history ==
*It is common to see Demomen placing sticky traps on the sliding steel doors on either side depending on which team they are on.  Sticky traps are also commonly seen in the air vents.  Even Spies can be vulnerable to this tactic as the Demoman laying these traps often detonates them as soon as they see the doors open, regardless of who they see.  Spies using the [[Dead Ringer]], Scouts using [[Bonk! Atomic Punch|Bonk!]], and Demomen using the [[Scottish Resistance]] can be extremely useful to break enemy sticky traps at little risk to themselves.
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{{Update history|
*Another common tactic of [[Demomen]] camping this area is to stand outside of the health pack area and to shoot grenades through the enemy team's vent. It is almost impossible for the enemy to dodge these grenades. This tactic can suppress the enemy as they cannot use the garage doors and using the vent route will result in heavy damage.
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'''{{Patch name|6|19|2008}}''' ([[Pyro Update]])
*This tactic of placing sticky traps on the garage doors can be used both defensively on your own base's doors as well as the enemy's doors.
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* Added Turbine to the game.
*Traversing through the vents allows Spies to pop out and back stab any enemies running down the stairs.
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*In the hallway to the Intelligence, Engineers should get up onto the platform and build a strong defense there as most players will assault from that direction, due to the fact that they will not have to travel past the enemy spawn point. You can reach the platform with a [[Dispenser]] jump, jumping and placing a [[Teleporter]] exit, crouch-jumping in one of the corners, or by [[Jumping#Sentry jumps|Sentry Jumping]].
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'''{{Patch name|4|24|2014}}'''
*Pyros should Spy check near the vents and the hallway to the Intelligence room as well as the corner outside of the respawn door closest to the Intelligence room.
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* Fixed collision on spawn doors
*Scouts should temporarily switch to the [[bat]] when travelling through either team's vent because of the constricted nature of the vents. Players will have little room to avoid a series of melee attacks without dying. The bat can also be used for Spy checking disguised Spies in this area.
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* Added prop to facilitate players jumping up to raised platform and fixed surrounding collision
*A good Sentry Gun spot in the Intelligence room is to the left of the Intelligence, facing the wall separating the two doorways into the hall that leads to the turbine room. The Sentry Gun cannot be hit or seen with the correct placement, but it will still cover most of the room, and stop most who drop down from vents.
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* Fixed collision under stairs in mid-room
*Engineers will do best working in teams on this map, as there are no Sentry Gun spots that do not have some disadvantage to them. When playing Engineer on Turbine, always mind your fellow Engineers and lend them a hand if you can, especially with Sentry Gun setup. Demomen and Engineers can often work wonders together, with Engineers setting up in the Intelligence room and Demomen clearing out the vents and the hallway of any intruders.
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* Fixed misc prop collision
*Another good place to build a Sentry Gun is on the raised platform in the Hallway. This gives the Sentry a clear line of fire to anyone attempting to enter the Intelligence room directly from the Turbine Room. This does leave the Vent and Resupply Area clear, allowing a good Scout to drop down the Vents and exit through the Resupply Area.
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* Fixed collision on signs in mid-room
*A good place for a teleport exit if you are active in the Intelligence room is near the vent exit that drops into the Intelligence room. This will alert you to any enemies who are coming through the vent, as most cannot resist taking down the teleporter exit. The exit can be of use to teammates, as well, as it can be used to help them clear out the vents or go through the hallway to the Intelligence room.
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* Fixed the clipping in the rafters of flag rooms
*If your team manages to push the other team back to their spawn or Intelligence room, Engineers can jump onto the containers in the main hall and build Sentry Guns there. One on each container is (without Übers) a nearly unbreakable defense.
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* Increased performance with addition of [[vdc:areaportal|area portals]]
*Engineers should build Dispensers and teleporter exits at the own-team-faced side of the containers to provide quick movement and fast reloading/healing.
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* Added decals under ammo and health packs
*If you find that the enemy is abusing your vents, the following is a good defensive strategy for the Engineer. It also has the added benefit of protecting your spawn area from the turbine room entrance. First, build a Sentry Gun in the cubby hole near the top of the stairs leading from your spawn to the turbine room and facing the spawn's entrance to your vents. Then, place your Dispenser in the vents just inside the long corridor leading to the Intelligence room. It should be built just far enough in that any opponent turning the bend from the turbine room won't notice it blocking their path until they're in your Sentry Gun's range, but not too far in to allow the enemy shelter from the Sentry Gun. The Dispenser will act as an obstacle long enough for a non-Übered opponent to get killed by your Sentry Gun, and will prevent Scouts (either with or without soda) from avoiding your Sentry Gun by quickly ducking from one corridor to the next. This has the added benefit that, if your Sentry Gun gets sapped/destroyed, they still have to kill your Dispenser to use that corridor, giving your team early warning.
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* Smoothed geometry in the vents
*One of the best tactics for the close quarters Scout is to go through your base's vents, double-jump to the middle of the enemy stair on the main room and then continue on the enemy vents. Doing so will avoid most of the medium range combat on the Turbine room.
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* Added [[vdc:func_nobuild|nobuild]] around spawn doors
*Engineers should place their defensive Sentry Guns in a direction that is constantly monitoring the drop out of the vent and both doors in the Intelligence room. (a good place would be to the left of the stairs, facing the small medkit and against the wall.)
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* Added light props over Red and Blu gate 1 doorways
*For a surprise on ambushing enemies, place a Sentry Gun on the stairs next to the "garage" door, facing towards the main room.
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*Underneath the "Sniper decks" on the middle area is a surprisingly good place for Snipers to sit. On the left side, Snipers can walk back behind the door and into their spawn area if enemies get too close, and the right side (the path to the Intelligence) gives the Sniper a very good shot at the door where many players will exit their spawn area.
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'''{{Patch name|2|29|2016}}'''
*It is also possible to get onto the roof of the Intelligence room as a Demoman performing a sticky/grenade jump, a Soldier who performs a [[Rocket Jump]] as well as a Scout using the [[Force-A-Nature]]. This spot is useful as a Demoman to defend the Intelligence. This technique can be used to escape with the enemy intelligence unhindered, since the enemy team will probably expect intelligence carriers to run either up the stairs and through their spawn room or towards the opposite ground floor path, thus covering these exits and not the vents.
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* Updated several maps to support [[Competitive Mode]].
*Running around one of the turbines in the main room can provide some momentary cover. This tactic works best against Heavies, hopefully with that extra time, a team mate may have taken care of the enemy for you.
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* It is possible, as any class, to climb onto the "[[Sniper]]/[[Engineer]] Deck" on the lower floor path to the intelligence on either side. By aligning yourself with the corner where the wall meets the platform, and by performing a running jump while transitioning into a crouch, it is possible to slide up a clipping texture and climb on top of the platform without the use of any special weapons or techniques. Note that this is an ideal tactic for any [[Spy]] trying to get to a hard-to-reach [[Engineer]] or any buildings he has built. (Note: You will know you are in the right spot if your character is brushed aside by the clip as you attempt to climb. This technique takes time and patience to perform easily)
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'''{{Patch name|10|21|2016}}''' ([[Scream Fortress 2016]])
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* Added {{code|ctf_turbine}} to the Competitive maps list.
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'''{{Patch name|10|25|2016}} #2'''
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* Removed {{code|ctf_turbine}} from the Competitive maps list.
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'''{{Patch name|3|28|2018}} #1'''
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* Added a bot navigation file for {{code|ctf_turbine}}.
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}}
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== Bugs ==
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* Certain props on the map are not solid and can be walked through.
  
== See also ==
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== External links ==
*[[:Category:Turbine images|Turbine image gallery]]
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* [https://www.teamfortress.com/pyro/ The Pyro Update]
  
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{{Pyro Update Nav}}
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{{Maps Nav}}
  
{{Maps nav}}
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[[Category:Quickplay maps]]

Latest revision as of 19:44, 9 April 2024

Turbine
CTF Turbine Center.png
Basic Information
Map type: Capture the Flag
File name: ctf_turbine
Released: June 19, 2008 Patch
(Pyro Update)
Variants: Turbine Center
Developer(s): Flobster
Map Info
Environment: Industrial
Setting: Indoor
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×2  •  Mediumhealth.png ×4
Ammoico.png Ammo Boxes: Mediumammo.png ×4
Map Photos
Loading screen photos.
Map Overview
Turbine overview.png
Map Stamp
Item icon Map Stamp - Turbine.png
Supporters Leaderboard
A CTF map inside a large industrial compound. It's clean and straightforward, making it easy to learn, but its well-balanced layout ensures there are still a wide variety of strategic choices for teams to make, and for individual classes to shine.

Turbine is a community-created Capture the Flag map added in the Pyro Update.

Turbine and Fastlane became the first community-created maps to be added to Team Fortress 2 by Valve as official maps due to their outstanding quality.

Turbine has been played in various competitive leagues, including the official Competitive Mode.

Locations

Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.

Turbine Room

  • Turbine Room: The main area that links RED and BLU bases. It is a large room with three turbines in the middle and a shipping container on either side. Two staircases near the base exits lead up to a balcony spanning the width of the opposite side of the room, leading to the other team's vents. To the side of the base, exits are the main hallway, leading to the Intelligence room. The containers and turbines provide good cover for players, even from people standing on the balconies.
  • Alcove: A small alcove at the foot of each staircase contains a medium Health pack.
  • Balcony: A balcony that spans the width of the room connects each team's vents to the Turbine Room. Most of the floor of the room can be seen from the balconies, making them an ideal location for Snipers.
  • Balcony Observation Room: A small windowed, doorless room lies at the center of the balcony. It opens on both sides to the rest of the balcony. The room provides some cover from players attacking from the floor of the Turbine Room. The outside of the room can be used to place sticky traps.

Intelligence room

  • Intelligence Room: The Intelligence room is a rectangular room with railings partially bordering the lower area. The Intelligence is located in the corner of the room.
  • Entrances: There are three entrances to the Intelligence room.
    • A set of stairs leads down from spawn to the Intelligence room.
    • Players can drop through a hole in the ceiling, connecting from the vent system.
    • Two large entrances connect to the main hallway that connects to the Turbine Room.

Main Hallway

  • Main Hallway: A hallway connects the Turbine Room to the Intelligence room. The hallway makes two right-angle turns, providing some cover for players and the opportunity to set up sticky traps and sentry nests.
  • Raised Platform: There is a raised platform along the corridor that leads directly into the Intelligence room with a medium health pack. The platform is too high to jump on top of normally, being accessible by either crouch-jumping, explosive jumping, or using a jump-boosting weapon. For other classes, there is a small cart next to the platform that can be crouch-jumped on in order to get on top, but the cart is located right next to the entrances to the Intelligence room, making platform access dangerous for enemy players.

Resupply and Vents

  • Resupply Area: The resupply room is L-shaped, and the hallway it leads out to is L-shaped as well. One end of the hallway leads to a staircase that descends to the Turbine Room, and the other end of the hallway leads to a staircase that descends to the Intelligence room.
  • Vent Access: The vent system can be reached at the top of the stairs leading to the Turbine Room.
  • Vents: Small vent tunnels provide passages from the Turbine Room to the resupply areas and to the Intelligence room through a hole in the ceiling of the room. The Vents are broken into two sections, joining at the Resupply Area entrance.

Helpful overview

Turbine's locations
1.Turbines
2.Alcoves
3.Balcony
4.Vents
5.Main Hallway
6.Raised Platform

Strategy

Main article: Community Turbine strategy

Update history

June 19, 2008 Patch (Pyro Update)
  • Added Turbine to the game.

April 24, 2014 Patch

  • Fixed collision on spawn doors
  • Added prop to facilitate players jumping up to raised platform and fixed surrounding collision
  • Fixed collision under stairs in mid-room
  • Fixed misc prop collision
  • Fixed collision on signs in mid-room
  • Fixed the clipping in the rafters of flag rooms
  • Increased performance with addition of area portals
  • Added decals under ammo and health packs
  • Smoothed geometry in the vents
  • Added nobuild around spawn doors
  • Added light props over Red and Blu gate 1 doorways

February 29, 2016 Patch

October 21, 2016 Patch (Scream Fortress 2016)

  • Added ctf_turbine to the Competitive maps list.

October 25, 2016 Patch #2

  • Removed ctf_turbine from the Competitive maps list.

March 28, 2018 Patch #1

  • Added a bot navigation file for ctf_turbine.

Bugs

  • Certain props on the map are not solid and can be walked through.

External links