Difference between revisions of "User:Fresh/Sandbox/ro"

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=== Outside Locations ===
 
=== Outside Locations ===
  
*'''Bridge:''' The bridge connecting the two forts. In the TF2 incarnation, unlike in the previous renditions, the bridge is covered, allowing [[Scout]]s to double-jump from the top of the one battlement, run across the bridge roof and onto the opposing Battlement. The roof also provides cover for advancing players and generally moves the map's action into the bases.
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*'''Bridge:''' Produl care conectează cele două forturi. În încarnarea TF2, diferit de celelalte versiuni, podul este acoperit, dându-le voie jucătorilor [[Scout/ro|Scout]] să facă o săritură dublă din battlement, să alerge peste acoperiș și să sară pe battlement-ul opus. Acoperișul de asemenea oferă acoperire jucătorilor care avansează și în general mută acțiunea hărții către baze.
  
:Commonly, [[Scout]]s will have no problem jumping onto the bridge, but will falter on the second jump to the opposing Battlement landing short in front of one of the doors. The very edge of the bridge roof is bugged; If a Scout attempts to jump from the very edge, in terms of game mechanics, they will be "falling" and thus have only one jump to use, rather than two. Jumping a split-second earlier is enough to remedy this problem.
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:În mod comun, [[Scout/ro|Scout]] nu are nicio problemă să sară pe pod, dar ar putea cădea la a doua săritură către fortul opus aterizând scurt în fața unei uși. Marginea adoperișului podului are probleme; dacă un Scout încearcă să sară chiar pe margine, în termenii mecanici ai jocului aceștia vor cădea și vor avea doar o săritură de folosit. Săritul cu o secundă mai repede este destul pentru a remedia această problemă.
  
:Scouts on the roof of the bridge are susceptible to [[Sniper]] fire, which limits the distance of jumps, providing another obstacle to attacking Scouts.
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:Scout de pe acoperișul podului sunt expuși focului unui [[Sniper/ro|Sniper]], care limitează disanța săriturilor, acesta fiind un alt obstacol al unui Scout ofensiv.
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{{trans}}
  
*'''Entrance:''' After crossing the bridge, there are two ground floor entrances into the base.  The "Entrance" extends from those two doorways into the base a short distance.  From here, the layout of the entrance is a T-shape. Turning left brings the player to the stairs that lead down to the sewers, as well as the narrow corridor linking the Battlement Resupply room to both the entrance and the Courtyard (there is a trapdoor in the ceiling allowing players to drop down from the Resupply room). Turning right leads you into a medium-sized room with a door at the opposite end which also provides access to the courtyard. This room is heavily trafficked by both teams, as it is the most direct way to reach the courtyard from the main entrance. [[Engineer]]s can set up small camps in here if the enemy is attempting to push through the entrance. In addition, because the room is large, it is often a hiding place for [[Spy|Spies]]. In most other parts of 2Fort, corridors are too narrow to provide much cover for an invisible Spy, but this room is an exception, allowing them to move past battles occurring in the entrance undetected.
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*'''Entrance:''' After crossing the bridge, there are two ground floor entrances into the base.  The "Entrance" extends from those two doorways into the base a short distance.  From here, the layout of the entrance is a T-shape. Turning left brings the player to the stairs that lead down to the sewers, as well as the narrow corridor linking the Battlement Resupply room to both the entrance and the Courtyard (there is a trapdoor in the ceiling allowing players to drop down from the Resupply room). Turning right leads you into a medium-sized room with a door at the opposite end which also provides access to the courtyard. This room is heavily trafficked by both teams, as it is the most direct way to reach the courtyard from the main entrance. [[Engineer]]s can set up small camps in here if the enemy is attempting to push through the entrance. In addition, because the room is large, it is often a hiding place for [[Spy|Spies]]. In most other parts of 2Fort, corridors are too narrow to provide much cover for an invisible Spy, but this room is an exception, allowing them to move past battles occurring in the entrance undetected.
  
 
*'''Battlements:''' 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 [[Sniper]]s. 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.  
 
*'''Battlements:''' 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 [[Sniper]]s. 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.  
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*'''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.
 
*'''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.
  
[[Image:TF2 2fort intel.jpg|164px|right|thumb|BLU intel room]]
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[[Image:TF2 2fort intel.png|164px|right|thumb|BLU intel room]]
  
 
*'''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 [[Engineer]]s, [[Demoman|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]].
 
*'''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 [[Engineer]]s, [[Demoman|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]].
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{{Maps nav}}
 
{{Maps nav}}
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{{DISPLAYTITLE:Junction}}
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{{Map infobox
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| game-type=Control Point
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| file-name=cp_junction_final
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| map-image=Junct 01.jpg
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| developer=[http://steamcommunity.com/id/sean_c Sean "Heyo" Cutino]
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| map-stamp-link=http://steamcommunity.com/stats/TF2/leaderboards/30384
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| map-environment = Spytech
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| map-setting = Indoor
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| map-health-pickups-small = 8
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| map-health-pickups-medium = 1
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| map-health-pickups-large =
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| map-ammo-pickups-small =
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| map-ammo-pickups-medium = 7
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| map-ammo-pickups-large =
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}}
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{{Quotation|[http://www.teamfortress.com/scoutupdate/watchtower_and_junction.htm Scout Update page for Junction]| A Gravel Pit style map. Junction is a sharp contrast to [[Watchtower]]. It’s full of tight spaces and short sight lines, which create combat opportunities dominated by ambushes and explosive weaponry.}}
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'''Junction''' este o hartă în stil Atac/Defensivă cu [[Control Point/ro|Puncte de Control]]. A fost inclusă împreună cu [[The Scout Update/ro|Actualizarea Scout]] ca o hartă oficială dezvoltată de comunitate mulțumită calității acesteia. Design-ul este similar cu cel de pe [[Gravel Pit/ro|Gravel Pit]].
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Scopul echipei BLU este de a ataca și trebuie să captureze toate cele trei puncte de control pentru a câștiga jocul. A și B trebuie capturate înainte ca C să se poată captura. Pentru ca echipa RED să câștige, ei trebuie să prevină echipa BLU să captureze ultimul punct de control C. Dacă echipa BLU captureaza ori punctul A ori B se adaugă timp pentru a câștiga mai mult timp în capturarea ultimului punct.
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==Locații==
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[[Image:Junction overview.jpg|thumb|top|Privire în ansamblu a hărți.(fișier mare)]]
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Junction este o hartă strâmtă, cu multe holuri și pasaje care duc către cele trei puncte de control. Folosirea claselor Demoman și Soldier duce la rezultate optime atât în defensivă cât și în ofensivă.
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===Punctul de Control A===
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Punctul A se află într-o cameră mică pe o platformă ridicată cu două seturi de scări care duc sus. Scările sunt sub punct, unul în față, alăturată de camera de spawn a echipei BLU și una pe lateral.
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*'''A Lobby:''' A Lobby este o zonă mică imediat după ieșirea din camera de spawn a echipei BLU, sub punct. Aceasta face conexiunea cu holurile A/B, scări și holurile A/C.
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*'''Stairs:''' Dedesubtul punctului se află un set mic de scări care duc direct în spatele punctului.
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*'''Platform:''' Platforma e zona ridicată de la capătul scărilor, cea pe care se află punctul de control.
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*'''A/B Flank:''' Flancul A/B este conectat către Lobby. Acesta este un hol care duce direct către punctul de control B. De asemenea conectează flancul A/C.
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<gallery widths=130px heights=90px>
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Image:junction_cp_01.png|Cap Point A
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Image:junction_cp_04.png|Cap Point A
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File:junctionA01.png| Stairwell
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File:junctionA02.png| A/C & A/B Flank
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</gallery>
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===Control Point B===
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Punctul B se află într-o cameră mai mare cu un balcon care acoperă doi pereți între el. B este in colțul unde cele două balcoane se întâlnesc, și e accesibil doar prin cele două holuri de pe lateral. Punctul în sine este acoperit de o fereastră indestructibilă, prevenind focul inamic să lovească direct punctul. Două scări înconjoară și duc către punct.
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*'''B Lobby:''' B Lobby este un alt hol aflat la ieșirea din locul de spawn al echipei BLU. Este mai mare decât lobby-ul A, și are cutii împrăștiate în jur. Se conectează cu flancul A/B și duce către balcoane.
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*'''Balconies:''' Balcoanele se află la scările din lobby și merg de-a lungul pereților. Amândouă duc către camera cu punctul de control. Balconul mai îndepărtat duce către flancul B/C.
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*'''Point Room:''' Camera punctului este locată la sfârșitul balcoanelor și adăpostește punctul de control. Este sigilată de niște ferestre cu vedere la balcoane.
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<gallery widths=130px heights=90px>
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Image:junction_cp_02.png|Cap Point B
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Image:junction_cp_05.png|Cap Point B
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File:junctionB01.png| A/B Flank
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File:junctionB02.png| Balcony
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</gallery>
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===Control Point C===
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P is located on a platform that rests on an elevated area that is, again, only accessible by stairs. The point itself has a small balcony surrounding it's front side and two side doors. Stairs lead from the point down to the elevated area. The elevated area also has stairs leading down to ground level. There are three entrances to C, two from A and one from B. The entrance from B is at the bottom of a flight of stairs, and the two from A are small doorways.
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*'''A/C Flank:''' From Point A is a hallway which forks into two entrances to C. Both of these are located near each other at the bottom of the stairwell.
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*'''B/C Flank:''' From Point B is another hallway which leads to an entrance at the other end of the stairwell. Next to the hallway is a room with two open windows viewing the area around the point.
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*'''Balcony:''' Surrounding the point room, at the top of the stairs is a balcony from which the entire stairwell area can be seen. This area gives height advantage against any attackers.
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*'''Battlements:''' Next to the point near the A/C flank is a small hallway and set of stairs. At the end of them is a tight area with a window all along the wall facing the point. This spot overlooks most of the area and is very useful as a [[Sentry Gun]] placement spot.
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*'''Point Room:''' The point room is located in the center of the area, right outside the spawn, and on top of the stairs. It is shaped like a box with two entrances on each side of the balcony. Each side also has large windows along the walls.
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<gallery widths=130px heights=90px>
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Image:junction_cp_06.png|Cap Point C
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Image:junction_cp_03.png|Cap Point C
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File:junctionC01.png| A/C Flank
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File:junctionC02.png| Battlements
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</gallery>
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==Strategie==
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{{hatnote|Vezi [[Community Junction strategy/ro]]}}
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== Timp Punct Control ==
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{{Control Point Timing/Official Map}}
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== Istorie actualizări ==
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'''[[March 5, 2009 Patch]]'''
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* Fixed an exploit where Engineers could build a teleporter exit in an invalid area.
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* Fixed a few bad overlay assignments and other minor issues.
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'''[[April 20, 2009 Patch]]'''
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* Updated Junction to score per-capture instead of per-round. This fixes the map not working correctly with Tournament mode and the stopwatch.
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== Trivia ==
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*Junction's control points have the same name as the control points from Gravel Pit (i.e. Point C is still called "The Laser Gun")
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== External links ==
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*[http://www.teamfortress.com/scoutupdate/watchtower_and_junction.htm ''The Scout Update'': Maps - Watchtower + Junction]
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{{ScoutUpdateNav}}
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<br />
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{{Maps nav}}
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|}
 
|}

Latest revision as of 22:43, 28 December 2023