Difference between revisions of "Sawmill (Capture the Flag)"
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{{Map infobox | {{Map infobox | ||
− | |game-type=Capture the Flag | + | | map-status = official |
− | |file-name=ctf_sawmill | + | | map-game-type = Capture the Flag |
− | |map-image=CTF Sawmill Center.png | + | | map-file-name = ctf_sawmill |
+ | | map-image = CTF Sawmill Center.png | ||
+ | | map-released = {{Patch name|8|13|2009}} | ||
+ | | map-released-major = Classless Update | ||
+ | | map-environment = Alpine | ||
+ | | map-setting = Cloudy, raining | ||
+ | | map-has-deep-water = yes | ||
+ | | map-hazards = [[Sawblades|Saw Blades]] | ||
+ | | map-pickups-health-small = 5 | ||
+ | | map-pickups-health-medium = 4 | ||
+ | | map-pickups-ammo-small = 2 | ||
+ | | map-pickups-ammo-medium = 4 | ||
}} | }} | ||
− | |||
+ | {{Quotation|[https://www.teamfortress.com/classless/ The rumors were true!]|Seriously... is there anything this map '''can't''' do? | ||
− | + | Arena Sawmill has been re-worked to function as the third official Valve ‘Capture the Flag’ map. Two side access routes have been blocked off to concentrate gameplay, and a building near each spawn point is now accessible. These lead to a flooded underground stronghold that holds the enemy’s top-secret intelligence—a flag made entirely out of microfilm. Or possibly nylon. Either way, yoink!}} | |
− | + | '''Sawmill''' is a [[Capture the Flag]] map added in the [[Classless Update]]. Sawmill (Capture the Flag) offers an almost identical layout to its Arena and King of the Hill variations, the only major differences include the addition of [[intelligence]] rooms for each team, and blocking off the shed access to each side area. The control point is replaced by a small health pack. | |
− | |||
− | '''Sawmill''' is a [[Capture the Flag]] map | ||
To win your team must capture the opposing team's intelligence continuously until you reach the game's capture limit (default limit is 3) whilst preventing the enemy from achieving the same. | To win your team must capture the opposing team's intelligence continuously until you reach the game's capture limit (default limit is 3) whilst preventing the enemy from achieving the same. | ||
== Locations == | == Locations == | ||
− | {{ | + | {{HelpfulOverviewNote}} |
− | + | ||
− | + | * '''Center Shed''': The center of the map is dominated by a large shed that houses multiple entries for either team. Within the center of the shed is the map's control point (boarded off and unusable in this version). Large circular saws move linear to the control point, generate large amounts of noise, and serve as deadly obstacles to players as they attempt to capture the flag or travel through the area in general. Logs are suspended above the area. | |
− | + | * '''Log Shed''': On the right-hand side of [[BLU]]'s spawn area is a wide shed, full of timber, standing over a flooded ditch. Another mini health kit sits on a pile of planks within the shed. The far side towards RED's yard is boarded off in the CTF version. | |
− | + | * '''Intelligence Room''': Tucked in the basement of one of the buildings across from the spawn room, and also accessible from a caved-in portion of an adjacent building. The room is completely flooded. | |
− | + | * '''Waterfall''': Located on the right-hand side of [[RED]]'s spawn area, a titular waterfall flows down from a gray cliff into the center of a [[Water|large pool]]. Logs form a floating path across the pool, although the water itself is not too deep. A mini health kit can be found in the center of the logs. There is also an obvious "hidden" path that goes behind the waterfall that can be used in case of watchful enemy eyes. In the CTF version, the far entrance to the BLU yard is boarded off. | |
− | + | * '''Cave''': A cavern makes a wide loop around one side of the map behind the waterfall, and can be defended at either end. | |
− | *''' | + | * '''Rooftops''': Outside each [[spawn room]] are walkways that lead to the roof of the building directly across from them. Another wooden plank connects these rooftops to the Alcoves inside The Mill. |
− | *''' | + | * '''The Alcoves''': On either side of the control point, perpendicular to the sides dominated by the blades, are two windowed ledges, with stairs leading down to the ground floor. These small "rooms" can be defended by a determined [[Engineer]], if he sets up a [[Buildings|Sentry nest]] early. |
− | *'''Intelligence | + | |
+ | <gallery widths=150px heights=90px> | ||
+ | File:CTF Sawmill Center.png|Center Shed (CTF) | ||
+ | File:Ctfsawmill06.png|Red Intelligence Room | ||
+ | File:Ctfsawmill01.png|Main Entrance to intel room. | ||
+ | File:Ctfsawmill02.png|Side Entrance to intel room. | ||
+ | File:Ctfsawmill03.png|Shed Area <br><sub>''note: the far entrance is boarded off.''</sub> | ||
+ | File:Ctfsawmill04.png|Waterfall Area <br><sub>''note: the far entrance is boarded off.''</sub> | ||
+ | File:Ctfsawmill05.png|Spawn Area. | ||
+ | File:CTF Sawmill Overview.png|Overview of Sawmill (CTF). | ||
+ | </gallery> | ||
+ | |||
+ | == Helpful overview == | ||
+ | [[File:Sawmill (Capture the Flag) overview with lines.png|left|CTF Sawmill's locations|600px]] | ||
+ | <big>1.Rooftops | ||
+ | 2.Cave | ||
+ | 3.Waterfall | ||
+ | 4.Center Shed | ||
+ | 5.Alcoves | ||
+ | 6.Log Shed</big> | ||
+ | {{clr}} | ||
== Strategy == | == Strategy == | ||
− | + | {{map strategy link|Sawmill (Capture the Flag)|main=yes|stub=yes}} | |
− | + | ||
− | * | + | == Update history == |
− | + | '''{{Patch name|8|13|2009}}''' ([[Classless Update]]) | |
− | * | + | * Added Sawmill (Capture the Flag) to the game. |
+ | |||
+ | '''{{Patch name|8|21|2009}}''' | ||
+ | * Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the middle of a round. | ||
− | + | '''{{Patch name|10|29|2009}}''' | |
− | * | + | * Fixed Engineer exploit. |
− | |||
− | |||
− | + | '''{{Patch name|3|28|2018}} #1''' | |
− | + | * Added {{code|ctf_sawmill}} to [[Casual Mode]]. | |
− | |||
− | |||
− | |||
− | + | == Bugs == | |
+ | * It is possible to clip onto the edge of the BLU spawn roof with [[Explosive jump|explosive jumping]]. | ||
+ | * It is possible for an [[Engineer]] to build on the head saw tracks without the buildings being destroyed by the saws. | ||
+ | * The [[w:Head saw|Head Saws]] are possible to jam if a player walks into their sides and lets the saws drag the player with them. If the player then gets stopped by a building or another player, the saw will stop moving until the player dies while continuing to circle and kill anyone who walks into them. | ||
== External links == | == External links == | ||
− | *[ | + | * [https://www.teamfortress.com/classless/index.php Classless Update Day 3 - CTF_Sawmill, CP_Yukon] |
+ | {{Classless Update Nav}} | ||
+ | {{Maps Nav}} | ||
− | + | [[Category:Quickplay maps]] |
Latest revision as of 13:53, 22 February 2024
Sawmill (Capture the Flag) | |
---|---|
Basic Information | |
Map type: | Capture the Flag |
File name: | ctf_sawmill
|
Released: | August 13, 2009 Patch (Classless Update) |
Variants: | Arena, King of the Hill, SnowVille and Soul-Mill |
Developer(s): | Valve |
Map Info | |
Environment: | Alpine |
Setting: | Cloudy, raining |
Hazards: | Saw Blades |
Deep Water: | Yes |
Map Items | |
Health Kits: | ×5 • ×4 |
Ammo Boxes: | ×2 • ×4 |
Map Photos | |
Map Overview | |
“ | Seriously... is there anything this map can't do?
Arena Sawmill has been re-worked to function as the third official Valve ‘Capture the Flag’ map. Two side access routes have been blocked off to concentrate gameplay, and a building near each spawn point is now accessible. These lead to a flooded underground stronghold that holds the enemy’s top-secret intelligence—a flag made entirely out of microfilm. Or possibly nylon. Either way, yoink!
|
” |
Sawmill is a Capture the Flag map added in the Classless Update. Sawmill (Capture the Flag) offers an almost identical layout to its Arena and King of the Hill variations, the only major differences include the addition of intelligence rooms for each team, and blocking off the shed access to each side area. The control point is replaced by a small health pack.
To win your team must capture the opposing team's intelligence continuously until you reach the game's capture limit (default limit is 3) whilst preventing the enemy from achieving the same.
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.
- Center Shed: The center of the map is dominated by a large shed that houses multiple entries for either team. Within the center of the shed is the map's control point (boarded off and unusable in this version). Large circular saws move linear to the control point, generate large amounts of noise, and serve as deadly obstacles to players as they attempt to capture the flag or travel through the area in general. Logs are suspended above the area.
- Log Shed: On the right-hand side of BLU's spawn area is a wide shed, full of timber, standing over a flooded ditch. Another mini health kit sits on a pile of planks within the shed. The far side towards RED's yard is boarded off in the CTF version.
- Intelligence Room: Tucked in the basement of one of the buildings across from the spawn room, and also accessible from a caved-in portion of an adjacent building. The room is completely flooded.
- Waterfall: Located on the right-hand side of RED's spawn area, a titular waterfall flows down from a gray cliff into the center of a large pool. Logs form a floating path across the pool, although the water itself is not too deep. A mini health kit can be found in the center of the logs. There is also an obvious "hidden" path that goes behind the waterfall that can be used in case of watchful enemy eyes. In the CTF version, the far entrance to the BLU yard is boarded off.
- Cave: A cavern makes a wide loop around one side of the map behind the waterfall, and can be defended at either end.
- Rooftops: Outside each spawn room are walkways that lead to the roof of the building directly across from them. Another wooden plank connects these rooftops to the Alcoves inside The Mill.
- The Alcoves: On either side of the control point, perpendicular to the sides dominated by the blades, are two windowed ledges, with stairs leading down to the ground floor. These small "rooms" can be defended by a determined Engineer, if he sets up a Sentry nest early.
Helpful overview
1.Rooftops 2.Cave 3.Waterfall 4.Center Shed 5.Alcoves 6.Log Shed
Strategy
Main article: Community Sawmill (Capture the Flag) strategy
“Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Update history
August 13, 2009 Patch (Classless Update)
- Added Sawmill (Capture the Flag) to the game.
- Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the middle of a round.
- Fixed Engineer exploit.
- Added
ctf_sawmill
to Casual Mode.
Bugs
- It is possible to clip onto the edge of the BLU spawn roof with explosive jumping.
- It is possible for an Engineer to build on the head saw tracks without the buildings being destroyed by the saws.
- The Head Saws are possible to jam if a player walks into their sides and lets the saws drag the player with them. If the player then gets stopped by a building or another player, the saw will stop moving until the player dies while continuing to circle and kill anyone who walks into them.
External links
|