Difference between revisions of "Well (Capture the Flag)"

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{{Map
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{{Map infobox
|TYPE=Capture the Flag
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  | map-status                = official
|FILE_NAME=ctf_well
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  | map-game-type            = Capture the Flag
|IMAGE=Well ctf.jpg
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  | map-file-name            = ctf_well
 +
  | map-image                = Ctfwell04.png
 +
  | map-released              = {{Patch name|1|25|2008}}
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  | map-environment          = Industrial
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  | map-setting              = Daylight, sunny
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  | map-has-deep-water        = yes
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  | map-hazards              = [[Train]]
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  | map-pickups-health-small  = 4
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  | map-pickups-health-medium = 8
 +
  | map-pickups-ammo-small    = 8
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  | map-pickups-ammo-medium  = 10
 
}}
 
}}
  
'''Well''' (prefixed as CTF_Well) is a Capture the Flag map and was released in the [[January 25, 2008 Patch]] as the first official map released after the game's initial release. The map is a variant of its [[Control Point]] form, [[Well|CP_Well]].
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{{Quotation|'''The Demoman''' drunkenly trying to remember to catch a train|...gonna take down to the pain train station in train town...|sound=Demoman_gibberish13.wav}}
There are two buildings, both of which hold the intelligence. The major difference between CTF_Well to CP_Well is the middle building present in [[Well|the control point version]] has been completely removed and replaced with a much smaller shed, with only one [[train]] passing through the center rather than two. The map is symmetrical from both sides of the train track.
 
  
Another noticeable difference are the respawn rooms. In the CTF version they are only found where the second Control Point would be, in other words not far from the entrance to the team's base.
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'''Well''' is a [[Capture the Flag]] map added in the {{Patch name|1|25|2008}}, and was the first official map added after the game's initial release.
 +
 
 +
Well (Capture the Flag) is a simpler variant of [[Well (Control Point)]], the major difference being the middle building. In Well (CP), the middle building is replaced by a much larger two-story building with two [[train]]s running through it. On the other hand, Well (CTF) has a smaller shed with only one train passing through. Additionally, the respawn rooms in Well (CP) are behind where the Intelligence is located, and the respawn rooms in Well (CTF) are located where the second Control Point on Well (CP) is.
  
 
== Introduction video ==
 
== Introduction video ==
{{youtube tn|mxEfh8RQYkY}}
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{{youtube|UKBoikC3sGY}}
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 +
== Locations ==
 +
=== Intelligence room (Rocket Silo) ===
 +
* '''Intelligence''': The Intelligence lies in the heart of the team's bases. It sits on a small cart in the center of a circular launch platform. The platform is accessible through two sets of stairs on either side of the platform from the front and another two sets of stairs from the back.
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 +
* '''Rocket''': Above the Intelligence is a massive rocket. When the round ends, the rocket in the winning team's base starts releasing exhaust, as if it is about to launch.
 +
 
 +
* '''Intelligence Room''': The room may be accessed by four entrances. There are two entrances from the ground floor. Two more entrances lead from the third floor to catwalks around the perimeter of the room, and above the rocket launch platform. A medium [[Health|medpack]] and [[Ammo|ammo crate]] sit behind the Intelligence platform, near the back wall, and small ammo packs lie at the far left and right sides of the room.
 +
 
 +
=== Front of Base ===
 +
* '''Ground Floor (Atrium)''': The main room of each team's base. Two wide corridors leading to large roll-up doors are situated at each end of the room. A small room sits between the corridors, with a staircase to the Sniper Deck and a one-way hatch leading to the moat outside the base. The spawn rooms are at either end of The Atrium. The right spawn room faces the door at the end of the corridor, while the left spawn room is set perpendicular to the door. Catwalks run the perimeter of the rear portion of the atrium, leading to the Sniper deck through side hallways on the left and right.
 +
 
 +
* '''Water Access''': Entering each base, there is a hallway immediately to the side that connects the two entrances. There is a staircase that leads to a side hallway on the second floor, and a one-way door that leads to the two moats in the Yard.
 +
 
 +
* '''Second Floor (Sniper Deck)''': A long, windowed corridor that runs the width of each team's base. The other team's second floor is visible from each team's base. The second floor is commonly frequented by Snipers, as the windows provide a clear view of most of the Yard, and players running along the second floor on the enemy side. A brickwork corridor in the center leads to the third floor, and a corridor at either end leads to the ground floor catwalks.
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* '''Third Floor (Attic)''': The third floor of each team's base. A wooden floor runs the perimeter of the room, leading to a brickwork corridor to the Sniper Deck on one side, and an open doorway to the Intelligence room overlooking the Silo on the other. The center of the room opens up to the ground floor. The third floor is popular with Engineers, because Sentry Guns are difficult to hit from the bottom two floors. Medium health packs and ammo crates lie on both sides of the room.
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 +
=== Outside ===
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* '''Yard''': The area between RED and BLU's bases. Outside each base is a deep moat, spanned by a bridge from each entrance. Two bridges outside each roll-up door cross the moat, leading to the central area of the yard. Many parked trains and boxcars provide cover, and the middle boxcar has a pile of crates and pallets that allow players to jump on top of the cars.
 +
 
 +
* '''Moat''': The moat is a trench of very deep water that lies outside each base and spans the width of the base. It is accessible from the Yard, or jumping in through the one-way door inside each base.
 +
 
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* '''Middle''': The middle of the yard features a small, long shed, with a single active train running through it periodically. Two medium health packs and two small ammo crates lie on the tracks, on either side of the shed. Players hit by the train will be killed and buildings hit by the train will be destroyed, without any residual metal dropping.
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<gallery widths=150px heights=90px>
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File:ctfwell02.png | Overview of mid.
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File:ctfwell03.png | The trainhouse in the center.
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File:ctfwell01.png | BLU's intel room.
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File:ctfwell04.png | RED's intel room.
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</gallery>
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== Strategy ==
 +
{{map strategy link|Well (Capture the Flag)|main=yes|stub=yes}}
 +
 
 +
== Update history ==
 +
{{update history|
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'''{{Patch name|1|25|2008}}'''
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* Added new capture the flag map {{code|CTF_Well}}
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 +
'''{{Patch name|2|14|2008}}'''
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* Fixed trains not starting on map spawn.
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* Removed cap association from red spawns that were spamming console.
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* Added {{code|ctf_well}} to the default {{code|mapcycle.txt}} file.
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* Added {{code|ctf_well}} to the default {{code|motd.txt}} file.
  
== Goal ==
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'''{{Patch name|3|20|2008}}'''
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.  
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* Updated {{code|ctf_well}} with several exploit fixes.
  
== Locations ==
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'''{{Patch name|6|19|2008}}''' ([[Pyro Update]])
[[File:Team fortress 2 map overview well.jpg|thumb|Overview of CTF Well]]
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* Added a route from the forward central foyer up to the battlements.
* '''Rocket Silo (Intel Room)''' - The furthest rooms in RED and BLU's bases. Central feature being the launch platform on which the intel sits (floating above a small cart-like map object) Above this is a massive rocket, which looks to be prepped for launch. Their are two yellow staircases on either side of the circular platform leading up from the ground floor. The room is entered by four entrances, two of which lead from the 'Attic' to the catwalks around the perimeter of the room, and above the rocket launch platform. A medium [[Health|medpack]] and [[Ammo|Ammo crate]] sit behind the intel platform, near the back wall, and small ammo packs lie at the far left and right sides of the room.
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* Removed central building, reduced overall map length.
* '''Attic''' - The third floor of each team's base. A wooden floor runs the perimeter of the room, leading to a brickwork corridor to the Sniper Deck on one side, and an open doorway to the Silo on the other. The center of the room opens up to the ground floor, and is popular with Engineers for setting up Sentry Guns to cover the area, due to the guns being difficult to hit from the ground floor. Medium Medpacks and Ammo Crates lie at either side of the room.
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* Redistributed health and ammunition throughout the bases.
* '''Sniper Deck (Second Floor)''' - A long, windowed corridor that runs the width of each team's base. Most commonly referred to as the Sniper Deck simply because of its popularity with Snipers. A brickwork corridor in the center leads to the attic, and a corridor at either end leads to the Atrium catwalks.
 
* '''Ground Floor (The Atrium)''' - The main room of each team's base. Two wide corridors leading to large roll-up doors are situated at each end of the room. A small room sits between the corridors, with a staircase to the Sniper Deck and a one-way hatch to the moat outside the base. The spawn rooms are at either end of The Atrium; (coming from the Silo) the Right Spawn-Room faces square-on with the roll-up door at the end of the corridor, whereas the Left Spawn-Room door is set perpendicular to roll-up door. The area that would normally house the [[Control Point]] on [[cp_well]] is replaced with wooden walls. Catwalks run the perimeter of the atrium, leading to the Sniper deck by way of short corridors to the left and right.
 
* '''The Yard''' - The area between RED and BLU's bases. Outside each base is a deep moat, accessible from inside the base by way of a one-way hatch. Two bridges outside each roll-up door cross the moat, leading to the central area of the yard. This area is dominated by parked traincars, stacks of crates, and a single, long shed that covers a set of rails. A single train passes through this shed on a semi-regular basis, making the interior of the shed hazardous. Two small ammo crates and 2 medium medpacks lie at either end of the shed.
 
  
== Common strategies ==
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'''{{Patch name|7|10|2013}}'''
* Spies and Scouts work wonders here.  Due to the sparse nature of the map, a spy can sap defensive sentries while the scouts dart past to pick up the intel.
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* Fixed players jumping out of the map.
*Build a teleporter underwater for surprise team attacks. Be sure to warn your team, though.
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*You can also add a Dispenser underwater for infinite survival underwater and a Sentry for mind tricks and easy kills on anyone that tries to douse flames or escape from tight battles.
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'''{{Patch name|3|28|2018}} #1'''
 +
* Added {{code|ctf_well}} to [[Casual Mode]].
 +
}}
  
 
== Trivia ==
 
== Trivia ==
*While there are features that have been added and removed from the map, TF2's CTF_Well design is more true to the original [[Team Fortress Classic|TFC]] map.
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* While there are features that have been added and removed from the map, the design of Well (Capture the Flag) is more true to the original ''[[Team Fortress Classic]]'' [[Well (Classic)|map]].
 +
* The rockets in RED and BLU's bases are much taller than the buildings they're housed in, yet are never seen outdoors.
 +
 
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== See also ==
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* [[Well6|Well6 (Team Fortress)]]
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* [[Well (Classic)]]
  
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{{Maps Nav}}
  
{{Maps nav}}
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[[Category:Quickplay maps]]
{{Languages}}
 

Latest revision as of 13:54, 22 February 2024

Well (Capture the Flag)
Ctfwell04.png
Basic Information
Map type: Capture the Flag
File name: ctf_well
Released: January 25, 2008 Patch
Variants: Arena and Control Point
Developer(s): Valve
Map Info
Environment: Industrial
Setting: Daylight, sunny
Hazards: Train
Deep Water: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×4  •  Mediumhealth.png ×8
Ammoico.png Ammo Boxes: Smallammo.png ×8   •   Mediumammo.png ×10
Map Photos
Loading screen photos.
Map Overview
Well (Capture the Flag) overview.png
...gonna take down to the pain train station in train town...
The Demoman drunkenly trying to remember to catch a train

Well is a Capture the Flag map added in the January 25, 2008 Patch, and was the first official map added after the game's initial release.

Well (Capture the Flag) is a simpler variant of Well (Control Point), the major difference being the middle building. In Well (CP), the middle building is replaced by a much larger two-story building with two trains running through it. On the other hand, Well (CTF) has a smaller shed with only one train passing through. Additionally, the respawn rooms in Well (CP) are behind where the Intelligence is located, and the respawn rooms in Well (CTF) are located where the second Control Point on Well (CP) is.

Introduction video

Locations

Intelligence room (Rocket Silo)

  • Intelligence: The Intelligence lies in the heart of the team's bases. It sits on a small cart in the center of a circular launch platform. The platform is accessible through two sets of stairs on either side of the platform from the front and another two sets of stairs from the back.
  • Rocket: Above the Intelligence is a massive rocket. When the round ends, the rocket in the winning team's base starts releasing exhaust, as if it is about to launch.
  • Intelligence Room: The room may be accessed by four entrances. There are two entrances from the ground floor. Two more entrances lead from the third floor to catwalks around the perimeter of the room, and above the rocket launch platform. A medium medpack and ammo crate sit behind the Intelligence platform, near the back wall, and small ammo packs lie at the far left and right sides of the room.

Front of Base

  • Ground Floor (Atrium): The main room of each team's base. Two wide corridors leading to large roll-up doors are situated at each end of the room. A small room sits between the corridors, with a staircase to the Sniper Deck and a one-way hatch leading to the moat outside the base. The spawn rooms are at either end of The Atrium. The right spawn room faces the door at the end of the corridor, while the left spawn room is set perpendicular to the door. Catwalks run the perimeter of the rear portion of the atrium, leading to the Sniper deck through side hallways on the left and right.
  • Water Access: Entering each base, there is a hallway immediately to the side that connects the two entrances. There is a staircase that leads to a side hallway on the second floor, and a one-way door that leads to the two moats in the Yard.
  • Second Floor (Sniper Deck): A long, windowed corridor that runs the width of each team's base. The other team's second floor is visible from each team's base. The second floor is commonly frequented by Snipers, as the windows provide a clear view of most of the Yard, and players running along the second floor on the enemy side. A brickwork corridor in the center leads to the third floor, and a corridor at either end leads to the ground floor catwalks.
  • Third Floor (Attic): The third floor of each team's base. A wooden floor runs the perimeter of the room, leading to a brickwork corridor to the Sniper Deck on one side, and an open doorway to the Intelligence room overlooking the Silo on the other. The center of the room opens up to the ground floor. The third floor is popular with Engineers, because Sentry Guns are difficult to hit from the bottom two floors. Medium health packs and ammo crates lie on both sides of the room.

Outside

  • Yard: The area between RED and BLU's bases. Outside each base is a deep moat, spanned by a bridge from each entrance. Two bridges outside each roll-up door cross the moat, leading to the central area of the yard. Many parked trains and boxcars provide cover, and the middle boxcar has a pile of crates and pallets that allow players to jump on top of the cars.
  • Moat: The moat is a trench of very deep water that lies outside each base and spans the width of the base. It is accessible from the Yard, or jumping in through the one-way door inside each base.
  • Middle: The middle of the yard features a small, long shed, with a single active train running through it periodically. Two medium health packs and two small ammo crates lie on the tracks, on either side of the shed. Players hit by the train will be killed and buildings hit by the train will be destroyed, without any residual metal dropping.

Strategy

Main article: Community Well (Capture the Flag) strategy

Update history

January 25, 2008 Patch
  • Added new capture the flag map CTF_Well

February 14, 2008 Patch

  • Fixed trains not starting on map spawn.
  • Removed cap association from red spawns that were spamming console.
  • Added ctf_well to the default mapcycle.txt file.
  • Added ctf_well to the default motd.txt file.

March 20, 2008 Patch

  • Updated ctf_well with several exploit fixes.

June 19, 2008 Patch (Pyro Update)

  • Added a route from the forward central foyer up to the battlements.
  • Removed central building, reduced overall map length.
  • Redistributed health and ammunition throughout the bases.

July 10, 2013 Patch

  • Fixed players jumping out of the map.

March 28, 2018 Patch #1

Trivia

  • While there are features that have been added and removed from the map, the design of Well (Capture the Flag) is more true to the original Team Fortress Classic map.
  • The rockets in RED and BLU's bases are much taller than the buildings they're housed in, yet are never seen outdoors.

See also