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{{Map
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{{Featured article tag}}
|TYPE=Capture the Flag
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{{Other uses|this=the game map 2Fort|for=the town|Teufort (city)}}
|FILE_NAME=ctf_2fort
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{{Map infobox
|IMAGE=TF2 2fort map.jpg
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  | map-status                = official
 +
  | map-game-type            = Capture the Flag
 +
  | map-file-name            = ctf_2fort
 +
  | map-image                = Ctf 2fort bridge ss.png
 +
  | map-released              = {{Patch name|10|10|2007|date-only=yes}}
 +
  | map-released-major        = Launch
 +
  | map-environment          = Farmland
 +
  | map-setting              = Daylight, sunny
 +
  | map-has-deep-water        = yes
 +
  | map-has-pyrovision        = yes
 +
  | map-hazards              = [[Environmental death#Drowning|Drowning]]
 +
  | map-pickups-health-small  = 2
 +
  | map-pickups-health-medium = 4
 +
  | map-pickups-ammo-small    = 2
 +
  | map-pickups-ammo-medium  = 4
 
}}
 
}}
'''2Fort''' is a [[Capture the Flag]] map, and is the subsequent remake of the [[Team Fortress Classic]] map of the same name. 2Fort was the first official CTF map for [[Team Fortress 2]] and was one of the six initial maps included with the game's release.
 
  
Two similar forts oppose each other, separated by a [[water]]-filled moat.  A covered bridge spans the moat, and battlements on each fort provide excellent positions to assault oncoming players, particularly for [[Sniper]]s.
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{{Quotation|'''The Scout'''|Dis map ain't big enough for da two of us!|sound=Scout_dominationsct02.wav}}
  
There are three entrances into each fort, not all of which are accessible to each class.  The primary entrance is the two openings on ground level.  There are short ramps leading up to each entrance, and the entrances converge under an open grate, allowing defenders to attack intruders from above. The second entrance is through the sewers that run underneath each base. The entryway between the sewers and the base features a stairway and a pool of water. This area is a viable chokepoint. The third entrance is the battlements of each base, which can only be accessed by [[Scout]]s, [[Soldier]]s and [[Demoman|Demomen]]. Soldiers can [[rocket jump]], Demomen can Sticky bomb jump, and Scouts can run across the roof of the bridge and double jump onto the battlements.
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'''2Fort''' is a [[Capture the Flag]] map and the subsequent remake of the ''[[Team Fortress Classic]]'' [[2Fort (Classic)|map of the same name]]; these maps are both based on the ''[[Team Fortress]]'' map [[2Fort5]]. 2Fort was the first official CTF map for ''[[Team Fortress 2]]'', and was one of the six initial maps included with the game's release.  
  
2Fort's bases are the easiest to defend of all stock CTF maps due to the long, easily-blocked passages leading to and from the enemy's flag room. Every capture will require a substantial amount of team coordination, especially when the player count is high.
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Two similar forts face each other, separated by a [[:File:Unhappyreturns59.jpg|contaminated canal]] of deep [[water]]. A covered bridge spans the stream and battlements exist on each fort, providing excellent positions to assault oncoming players, particularly for [[Sniper]]s. Below the bridge, there lies a small water body, which can be used to access the sewers.
  
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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To win, a team must repeatedly capture the opposing team's [[Intelligence]] by picking it up from deep within their fort and carrying it all the way to its own base until reaching the game's capture objective (3 captures on Valve servers), while preventing the enemy from achieving that same goal.
 +
 
 +
There are three entrances into each fort, however, not all of them are accessible to every class. The primary entrances are the two openings on the ground level. There are short ramps leading up to each entrance, and the entrances converge under an open grate. These ramps allow defenders to attack intruders from above. The second entrance is through the sewers which run underneath each base.
 +
 
 +
The entryway between the sewers and the base features a stairway and a pool of water; this area is a viable chokepoint. The third entrance is the battlements of each base, which can generally only be accessed by using special [[Jumping|jumping maneuvers]] as a [[Scout]], [[Soldier]], [[Pyro]], [[Demoman]], or [[Engineer]]. It can also be accessed by a [[Medic]] equipping the [[Quick-Fix]] who is healing a Soldier or Demoman.
 +
 
 +
2Fort's bases are the easiest to defend of all stock CTF maps due to the long, narrow, easily-blocked passages leading to and from the enemy team's flag room. Every capture requires a substantial amount of team coordination, especially when the player count is high.
  
 
== Introduction video ==
 
== Introduction video ==
{{youtube|nYn8ZuRkpWE}}
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{{youtube|mZDtIjt1pJ0}}
  
 
== Locations ==
 
== Locations ==
{{Map items
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{{HelpfulOverviewNote}}
|small1=2
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|medium1=4
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=== Outside locations ===
|large1=0
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*'''Bridge''': The bridge connecting the two forts. The bridge is covered, allowing mobile classes to get on top of it (such as with a [[Charging|shield charge]] or an explosive jump). It is possible for less mobile classes (such as Medic or Sniper) to get on the roof by jumping from the edge nearest to the window of the battlements. There are wooden poles on the side of the bridge which you can stand on, and there are a few holes in the roof of the Bridge, which allow for bullets and projectiles to pass through.
|small2=2
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|medium2=4
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*'''Entrance''': After crossing the bridge, there are two ground 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).
|large2=0}}
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=== Bridge ===
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*'''Entrance side room''': Turning right from the entrance leads into a medium-sized room with a door at the opposite end which 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. Engineers 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 [[Spies]]. In many 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 through it undetected.
The bridge connecting the two forts. In the TF2 incarnation, unlike in the previous renditions, the bridge is covered, allowing Scouts to double-jump from the top of the one deck, run across the bridge roof, and onto the opposing deck. The roof also provides cover for advancing players, and generally moves the action on the 2Fort's map into the bases.
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 +
*'''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 lines of sight into the area. The battlements are also often referred to as the "balcony," as well as the "Sniper ledge" or "Sniper deck", due to their main purpose as a camping area for Snipers. The ledges provide Snipers with an excellent view of most of the exterior of 2Fort, with the exception of the bridge and the water beneath it. The RED side has a ledge placed high enough to cause fall damage if walked off of, while the BLU side's ledge is not tall enough.
  
Commonly, Scouts will have no problem jumping onto the bridge, but will falter on the second jump to the opposing sniper deck, landing squat 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 second or two earlier is enough to remedy this problem.
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<gallery widths=150px heights=80px>
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File:Ctf 2fort bridge ss.png|Exterior of [[RED]] base
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File:CTF 2Fort BLU base.png|BLU base, view from the RED battlements
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File:CTF 2Fort BluBase.png|Exterior of [[BLU]] base, including water and bridge
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File:CTF 2Fort Water.png|Water below bridge, including sewer entrance
 +
File:CTF RED battlements.png|RED battlements, same as BLU battlements
 +
</gallery>
  
=== Entrance ===
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=== Fort locations ===
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.  There is a stairway down into the sewer on the left. There is a small room leading to the ramp room on the right.  And there is a hallway straight ahead that provides an alternate route to the ramp room.
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*'''Sewers''': The tunnels under each base, leading from the [[water]] beneath the bridge to the "Entrance", are generally referred to as "The Sewers". They have several sharp turns, creating numerous blind corners around which to fight. 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 and the water makes it difficult for Spies to sneak past enemies who are also using the tunnels.
  
=== Battlements ===
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*'''Sewer room''': In each sewer, there is a room recessed into a corner in such a way that it is impossible to see the entire 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 provides a long-range line of sight between the room and the sewer exit. The rooms are often camped by Engineers, who use [[Teleporters]] to allow their team to quickly access the enemy base, or [[Sentry Gun]]s to prevent the opposing team from using that location.
The Battlements are on the front of the second floor of each base and have a center "bunker" section. In TF2, these are also referred to as the "Sniper deck," "balcony," and "Sniper ledge".
 
  
=== The Sewers ===
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*'''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. Two staircases allow access from below to the upper level. 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 an effective defense against assaults on the intelligence, particularly if positioned so as to cover the Battlements' doorway.
The tunnels leading from the [[Water]] up into the "Entrance" are referred to as "the sewers". There is now a nice little room down there that makes an excellent place for a forward [[Teleporter exit]].
 
  
=== Ramp Room ===
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*'''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, Engineers, Scouts, and Pyros 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 can be dealt through the grate.
Once you pass through the entrance, the ramp room is on your right.  It's the room with two ramps leading up the second floor. This is a prime defensive point, and [[Engineer]]s often build [[Sentry Gun|Sentry guns]] here. It is also commonly referred to as "the courtyard".
 
  
=== Upstairs ===
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*'''Upstairs''': This is the large room on the second floor, adjacent to the main resupply room. The Upstairs area has an exit to the Battlements, "Grate", "top of the Spiral", and "Courtyard". This room is heavily trafficked as it is a major crossroads on 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 simply the "upstairs lobby".
The large room on the second floor, adjacent to the main resupply room. The upstairs has an exit to the Sniper deck, the "grate", the "top of the spiral", and the "ramp room" (as explained below). This room is heavily trafficked, but rarely occupied. This location is also commonly referred to as the "hay room" or "hayloft" (due to the large piles of hay on the floor) or "upstairs lobby".
 
  
=== Grate ===
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<gallery widths=150px heights=80px perrow=4>
This is the small room with the grated floor right above the entrance of each base. It has a square hole in the floor to allow defenders to shoot down, and talented Soldiers and Demomen to jump up.
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File:CTF 2Fort OutsideRedSpawn.png|Outside spawn, upstairs
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File:CTF 2Fort Courtyard.png|Courtyard
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File:CTF 2Fort LongHall.png|Downstairs, long hallway
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File:CTF 2Fort RedEntrance.png|[[RED]] base entrance
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File:CTF 2Fort Sewers.png|Sewers, below ground level
 +
</gallery>
  
=== Spiral ===
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=== Main base locations ===
The spiral ramp that leads from the basement up and out of the base.  This is one of only two egress routes for a stolen Intelligence.
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*'''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 right-angle turns. 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 [[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 [[Sniper]]s to eliminate enemies with the Intelligence as they climb the Spiral.
  
=== Top of the Spiral ===
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*'''Stairs''': This area contains a long ramp running from the back of the courtyard into the basement. It is the other exit point for a stolen Intelligence. It is often called the "back stairs", "long stairs", "straight stairs", or simply "straight". It is also called the "L-Shaft", because it contained an elevator in previous incarnations of the 2Fort map.
The small room at the top of the spiral ramp.
 
  
=== L-Shaft ===
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*'''Basement''': This is the space downstairs between the Spiral ramp and the Stairs. It leads to the Intelligence room and a third resupply point exists at the end nearest to the Stairs. However, no player ever respawns in that room after they die. There is a Health pack and Ammo box in the middle of the Basement - added in the {{Patch name|4|29|2008}}. The addition of these pickups has made camping the Intelligence harder and attacking the Intelligence slightly easier.
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 2Forts map. In teamspeak it is often called the "back stairs", "long stairs", "straight stairs" or simply just "straight".
 
  
=== Basement ===
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[[File:TF2 2fort intel.png|164px|right|thumb|BLU Intel room]]
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 ===
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*'''Intelligence room''': The Intelligence room has two entrances from the Basement. This is the primary defensive point of 2Fort, and as such, it is frequently camped, especially by Engineers. The Intelligence is on top of a desk in the opposite corner to both entrances. The layout of the room makes it very simple for campers to entrench themselves, and successfully removing them can be almost impossible without an [[ÜberCharge]].
[[Image:TF2 2fort intel.jpg|164px|right|thumb|BLU intel 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 as well as other classes. To successfully capture your opposition's Intelligence, you must return it to the Intelligence room in your own base.
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<gallery widths=150px heights=80px perrow=4>
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File:CTF BLU respawn 1.png|BLU main respawn, same as RED
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File:CTF BLU respawn 2.png|BLU secondary respawn, same as RED
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File:CTF 2Fort SpiralEntrance.png|Spiral entrance to Intelligence
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File:CTF 2Fort Downstairs.png|Basement, hub directly outside intel
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File:CTF 2Fort Staircase.png|Straight stairs entrance to Intelligence
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File:CTF 2fort REDIntelRoom.png|The RED Intelligence room
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</gallery>
 +
 
 +
== Helpful overview ==
 +
[[File:2Fort overview with lines.png|left|2Fort's locations|600px]]
 +
Please note the following: The BLU side shows the first floor while the RED side shows the second floor.
 +
<big>1.Bridge
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2.Entrances
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3.Battlements
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4.Sewer exits
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5.Grate (not shown on the BLU side)
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6.Entrance side room shown on Blu and the Upstairs room just above it shown on Red
 +
7.Courtyard
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8.Stairs
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9.Basement
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10.Spiral
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11.Intelligence Room</big>
 +
{{clr}}
  
 
== Strategy ==
 
== Strategy ==
{{hatnote|See [[2fort (Strategy)]]}}
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{{Map strategy link|2Fort|main=yes}}
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 +
== Related achievements ==
 +
=== {{Achiev type link|general}} ===
 +
{{Achievement table
 +
| {{Show achievement|General|Powerhouse Offense}}
 +
| {{Show achievement|General|World Traveler}}
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}}
 +
 
 +
== Update history ==
 +
{{Update history|
 +
'''{{Patch name|2|14|2008}}'''
 +
* Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.
 +
 
 +
'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])
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* Added medium ammo and health to basement hallways.
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* Added small ammo and health to top of spiral.
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* Fixed a clip brush exploit outside BLU Sniper deck.
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* Fixed number "2" overlay on front of RED base not being assigned to the brush face.
 +
 
 +
'''{{Patch name|2|23|2010}}'''
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* Fixed BLU players being able to block the BLU spawn room doors to lock in teammates.
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* Moved the BLU team Sniper wall down to match the RED team Sniper wall.
 +
 
 +
'''{{Patch name|7|18|2011}}'''
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* {{Undocumented}} Added a "[[Grordbort's rockets|Grocket]]" to this map.
 +
 
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'''{{Patch name|12|15|2011}}''' ([[Australian Christmas 2011]])
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* {{undocumented}} Removed the Grocket from this map.
 +
 
 +
'''{{Patch name|6|28|2012}}'''
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* Fixed seeing through Sniper fences in 2Fort when using Pyrovision.
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 +
'''{{Patch name|8|10|2012}}'''
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* {{Undocumented}} Added a "[[Carrier Tank]]" to this map.
 +
 
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'''{{Patch name|7|10|2013}}'''
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* Fixed building inside of spawn doors.
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* Fixed clipping exploits on battlements.
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* Fixed height of door leading to spiral stairs in BLU base so players can now crouch past a placed Dispenser.
 +
* Cleaned up prop collision.
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* Smoothed clipping on wagon wheel and other props.
 +
 
 +
'''{{Patch name|2|7|2014}}'''
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* Fixed a rendering bug on a silo prop in the skybox area for the BLU base.
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'''{{Patch name|3|5|2014}}'''
 +
* Fixed collision on train-wheels prop outside BLU base.
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* Fixed clipping on window ledges.
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* Fixed collision on pipes in flag rooms.
 +
* Fixed texture alignment on world map textures.
 +
* Fixed clipping issue in the middle where BLU could stand in the sky.
 +
 
 +
'''{{Patch name|4|24|2014}}'''
 +
* Fixed players standing on conduits in flag rooms.
 +
* Fixed players standing in sky over RED battlements.<ref>Actually [[BLU]] battlements.</ref>
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* Fixed a missing face under the stairs in the BLU base ramp room that let players see enemies above.
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* Fixed collision on props under stairs in RED's courtyard.
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 +
'''{{Patch name|9|10|2015}}'''
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* {{Undocumented}} Added [[saucers]] and posters to 2Fort.
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 +
'''{{Patch name|11|25|2015}}'''
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* {{Undocumented}} Removed Saucers and Posters from all maps.
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 +
'''{{Patch name|5|11|2016}}'''
 +
* Updated {{code|ctf_2fort}} to fix a problem with cubemaps.
 +
}}
 +
 
 +
== Bugs ==
 +
* Players can jump in and out of the Sniper battlement window frames when playing 2Fort on the Xbox 360 and PlayStation 3 version.
 +
* Players can stop the enemy team's spawn shutter doors from closing by moving into the shutter door before it closes.
 +
 
 +
== Trivia ==
 +
=== 2Fort map ===
 +
* 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).
 +
* ''ripten.com'' listed 2Fort as the 8th best FPS multiplayer map, with Dust from ''Counter-Strike'' again taking first place<ref>[https://web.archive.org/web/20160126233404/http://www.ripten.com/2010/10/27/top-10-first-person-shooter-multiplayer-maps-of-all-time-brycew/ Top 10 First Person Shooter Multiplayer Maps of All Time], ripten, archived.</ref>
 +
* A beta version of 2Fort can be seen in the [[Trailer 1|first]] and second ''Team Fortress 2'' trailer.
 +
* 2Fort makes an appearance in ''[[w:Duke Nukem Forever|Duke Nukem Forever]]'' in the [https://store.steampowered.com/agecheck/app/57923/ ''Hail to the Icons Parody Pack''] DLC under the name "2Forts1Bridge".
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* ''[[Meet the Spy]]'' takes place in a slightly modified version of 2Fort, adding the Alarm-O-Tron 5000 (seen in [[Double Cross]]) and doors to the Intelligence room.
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* 2Fort appears in ''[[Worms: Reloaded]]'' as one of the forts.
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 +
=== 2Fort facility ===
 +
* According to the ''[[Catch-Up]]'' comic, the 2Fort facility was built between 1850 and 1890.<ref>[https://www.teamfortress.com/catchup/#f=10 Catch-Up comic]</ref>
 +
 
 +
=== Teufort settlement ===
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[[File:Mannslandmap.png|right|200px|thumb|[[Map of Badlands]]]]
  
==Defense==
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{{Main|Teufort (city)}}
One problem that can occur on this map is that an enemy force can be established outside the main spawn - in particular, a Demoman with a Medic.  The Demoman will then sticky trap the main spawn exit, making it difficult to exit.  The simplest solution to this is to select a different class; when this is done, the player respawns in a randomly chosen spawn room.  There are two spawn rooms on 2fort, on the left and right sides of the battlements.  So if you are stuck in a spawn room by a sticky trap, simply change class until you respawn in the other spawn room.
 
  
==Team Balance==
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* [[Teufort (city)|Teufort]] is a town somewhere in [[Badlands (region)|Badlands]], New Mexico, USA, with 2Fort on the outskirts. ''[[Unhappy Returns]]'' also revealed that the entire town is filled with "lead-poisoned idiots", as the mill (2Fort) the mercs have been fighting over has been [https://www.teamfortress.com/tf02_unhappy_returns/#f=58 leaking chemicals into the groundwater] for over a generation.
The above advice should help you make an informed decision on what class to choose for this map, but be sure to consider:
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** The Soldier is implied to have severe lead poisoning from drinking the water in Teufort.
*Engineers help to protect your intel and choke-points into the base, and may establish forward bases deep in enemy territory.
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* That 2Fort is located at Teufort is attested to in [[Patches|updates]], [[comics]], and [[movies]]. Teufort is located in New Mexico according to the ''[[Meet the Director]]'' comic and other sources.  
*There's a sniper deck for a reason: If you are not proficient as a sniper, you can try the Soldier's rockets to keep opposing Snipers busy.
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** ''The Teufort Times'' newspaper found on the [https://www.teamfortress.com/war/part3/ Crafting, Saxton Hale Day] page during the [[WAR! Update]].
*Demomen are a potential alternative to defensive engineers, while also capable of taking out Sentry guns on offense.
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** The [[Teufort Tooth Kicker]]'s name refers directly to this.
*Medics. While there are plenty of supply rooms in your base, there are few health packs anywhere else, making a [[medic]] a valuable "[[Heavy responses|Credit to team!]]"
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** Teufort has the nickname of "America's Gravel Basket" and has a population of 1280, as seen in ''Meet the Director''.
 +
** According to the [[Map of Badlands]], found during the [[Engineer Update]], Teufort is north of [[Dustbowl]] and east of [[Badwater Basin]].
 +
** The BLU Scout, Soldier, and Spy prevented [[Non-player characters#Nicholas Crowder|Old Nick]] from kidnapping the children of Teufort in ''[[A Smissmas Story]]''.
  
See previous sections for counters to specific set ups.
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== Gallery ==
 +
=== Concept Art ===
 +
<gallery>
 +
File:2fortconcept blufortdesign.jpg|Сoncept of BLU fort exterior
 +
File:2fortconcept bluoutside.jpg|Сoncept including sewer and bridge
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File:2fortconcept redfortdesign.jpg|Сoncept of RED fort exterior
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File:2fortconcept redoutside.jpg|Сoncept including sewer and bridge
 +
File:2fortconcept basement.png|Сoncept of basement
 +
File:2fortconcept intelroom.png|Сoncept of intelligence room
 +
</gallery>
  
==Class strategy==
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=== Pre-release ===
2fort has a large amount of open area that can be exploited or used to the benefit of either team. Almost every class can be used to its full potential in this widely expansive map. Below are some ways to break up your forces and utilize your classes to their potential.
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<gallery>
 +
File:Earlyfort.jpg|One of the first versions of 2fort
 +
File:Team-fortress-2-20070413051119142.jpg|Early outside area
 +
File:2fort_oldspawndoors.jpg|Early spawn doors in RED base
 +
File:2fort_oldsewerentrance.png|Early sewer entrance in RED base
 +
File:2fort earlybase in.jpg|Early basement interior in RED base.
 +
File:Blu early basement.jpg|RED Spy, in BLU base.
 +
</gallery>
  
*[[Scout]] - The Scout can easily double-jump onto the main bridge's roof to jump from one set of battlements to the other. However, heavy cover on the enemy's side can lead to problems if he has no Sniper support. The corridors within the bases of both teams wind enough that the Scout's speed can easily manoeuvre through the corridors without being overwhelmingly damaged. The Scout is one of the best classes to be tasked with retrieving the opposing team's intelligence. Scout's can also come in from the sewers, this gives the opposing team an element of surprise, as they expect Scouts to come from the second floor.
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=== Promotional ===
*[[Soldier]] - Depending on his use, the Soldier can be either an asset or a hindrance to either team. Many tend to stay on a defensive plan by firing rockets either from their team's battlements or the opposite shore. However, staying in large or open rooms or corridors that wind very quickly, the Soldier loses his defensive use. However, corridors such as the sewers under either team base are a good place for the Soldier to take an offensive stand and clear paths for others attempting to follow behind him.
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<gallery>
*[[Pyro]] - With the Pyro's incredible mobility, it has become a very powerful and useful class. In 2fort, the most appropriate use for the Pyro comes from his defensive capabilities. The Pyro's main Flamethrower is incredibly effective for pushing back enemies, both offensively and defensively. Open rooms often cause enemies to give the Pyro a wide berth and allow him to damage many enemies with little movement or retreat. The Pyro's upgraded Backburner is especially effective for camping. Two small holes, both directly outside/near the team spawns, can be camped over and used to obtain quick critical hits on incoming enemies. The hole above the main lower entrance to the forts is especially effective for stopping incoming heavies. The Pyro's Flare Gun can also be incredibly effective in taking out Snipers or camping enemies both at close and long range. Incredible accuracy is required, and only skilled Pyros are encouraged to utilize the Flare Gun.
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File:Worms reloaded tf2 engineer fort.jpg|[[Engineer]] and 2Fort as a playable fort in ''[[Worms: Reloaded]]''
*[[Engineer]] - Perhaps the most commonly used class on 2fort, the Engineer's buildings are incredibly helpful both defensively and offensively. Dispensers are commonly placed in team battlements to quickly aid Snipers who are damaged (most commonly from Sniper duels). The Dispenser can also be placed in the lower area of the main entry of the forts to aid defense/offense teams who are openly engaged in combat. The Engineer's Sentries are incredibly effective in three major areas. Defensive/offensive teams may commonly need a Sentry or two to be placed along their progress route, to both aid their efforts and hold their ground in case of setbacks. Placing Dispenser/Sentry minibases within Intel rooms also provides a safe defense from most slower enemies. The main water trench can hold turrets as well, which become very effective if enemies are moving along sewer routes. Teleporters are most commonly effective when used to direct allied forces from spawns to either enemy sewers or directly to enemy intel rooms (though the latter requires incredible skill on the Engineer's part).
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</gallery>
*[[Heavy]] - As with most maps, the Medic is the Heavy's best friend and vice-versa. Teams of Heavy-Meds are most useful when used for offensive pushes, where the Heavies often lead their teams into battle with their wide range of fire. The Heavy's greatest asset is his Minigun. Its incredible firepower and ammo load makes it a powerful weapon when used in the right hands. In many cases, the Heavy is most useful when given a regular ÜberCharge by an allied Medic, giving him a small window of opportunity to clean out any enemies within the immediate area.
 
*[[Demoman]] - The Demoman, though not incredibly strong in open combat in 2fort, is most useful in his ability to support and defend key areas for their team. If the user is playing a Defensive game, Sticky bombs are best used to cut off enemies before they arrive. A good example of this would be to place large quantities of Sticky bombs within the sewer tunnels or fort rooms to deter or completely stop the progression of enemy forces. The Demoman has to remain moving at almost all times, however, as his versatility and ability to launch multiple timed explosive projectiles can make him a lethal force in the hands of a pro. For an Offensive game, the Demoman can most commonly be used to fire explosives up at enemy battlements to stop Snipers and Scouts attempting to use the open areas of 2fort to their advantage. Sticky bombs also become very useful when a quick retreat is needed, as well as to cut of ambush points where enemies could flank and cut off an attacking team.
 
*[[Medic]] - A Medic's survival relies almost entirely upon his ability to defend and heal nearby allies. Being alone behind enemy lines as a Medic is a recipe for complete disaster. Of all classes to stick next to, staying with an experienced Heavy is one of the smartest moves the Medic can ever make. When playing in open areas while supporting allies (such as the large bridge areas or the rooms of the forts), a normal ÜberCharge is his best bet, as the Heavy is often fired upon heavily due to his firepower. When in smaller areas where a Heavy's health isn't the primary concern, the use of the Kritzkrieg's critical-hit booster can be incredibly helpful when attempting to clear out a small amount of resistance.
 
*[[Sniper]] - There are multiple ways to play the Sniper to his full potential. One of the most commonly used ways to play the Sniper is to camp in the battlements of your fort and snipe at both enemy snipers on the opposing battlements as well as opposition attempting to cross the bridge below you. A Sniper's major concern is the Scout, who can attempt to cross the bridge roof and jump into the battlements, becoming a real problem for Snipers, Pyros and Soldiers who are unprepared for a quick enemy. Snipers attempting to play an offensive game often run into problems due to their cumbersome movement and lack of powerful weapons. A smart offensive Sniper will sit in the small room of an enemy's sewer, picking off targets from a distance in order to support a campaign to breach a fort through the sewer instead of over the main bridge. Waiting for your scope to fully charge can be the major difference, in all situations, in a split-second chance to either live or die.  If your team is on the offensive, or you are not actively defending the front entrance to your base, the lower entrances of your base are excellent sniping positions.  Each side gives you a full view of the bridge, eliminating the cover that your enemies utilize to escape the snipers on the deck.  These doors also give your snipers the advantage of attacking enemy snipers on the decks from two places at once if some of your sniping team makes the decision to stay up top.
 
*[[Spy]] - The Spy, in almost all situations, is most useful in the hands of an experienced player. The ability to blend in, notice changes around you, and stay moving are necessary. An offensive/supportive plan is the easiest and most effective to follow; playing defensively is something that requires a large amount of time to both learn and experience before you can attempt it. Your primary goal is to, after you spawn, change into a disguise of an enemy class, pull out your primary weapon, and cloak before jumping from your team's battlements either down into the bridge or into the water. As you progress through the round, make notes of which classes your enemy team is using, and which it isn't. A class that has a a large amount of people is the best one to impersonate (due to the lower chances of running into the person you're impersonating). As you pass through areas where there are no enemies, your primary job is to change the class you are impersonating, thereby confusing anyone following you and to strengthen your chances of slipping through undetected. Though it isn't always a wise idea to go after the enemy Intel, it is possible if you are quick and have enough of an open passage with which to slip by unnoticed.
 
  
Other methods can be developed, but they usually come at the preference of the user after continued experience and knowledge gained from constantly playing through the classes.
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== See also ==
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* [[List of maps]]
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* [[:Category:2Fort images|Images of 2Fort]]
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* [[Capture the Flag]]
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* [[2Fort5|2Fort5 (Team Fortress)]]
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* [[2Fort (Classic)]]
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* [[2Fort Invasion]]
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* [[Devtest]]
  
==Trivia==
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== References ==
*2Fort was the map featured in the ''[[Meet the Spy]]'' short.
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<references/>
*''"The Teufort Times"'' is the title of the newspaper seen in [http://www.teamfortress.com/war/part3/ Crafting, Saxton Hale] part of the [[WAR! Update]]. "Teufort" is obviously a play on words with 2Fort.
 
*Until [[February_23,_2010_Patch|February 23, 2010]], the BLU battlements were a single Hammer unit higher than the RED battlements. It is doubtful that this height difference had any impact on Snipers, and was patched solely for neatness's sake.
 
  
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{{Maps Nav}}
  
{{Maps nav}}
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[[Category:Quickplay maps]]
{{Languages}}
 

Latest revision as of 15:20, 27 May 2024

This article is about the game map 2Fort. For the town, see Teufort (city).
2Fort
Ctf 2fort bridge ss.png
Basic Information
Map type: Capture the Flag
File name: ctf_2fort
Released: October 10, 2007
(Launch)
Variants: 2Fort Invasion
Developer(s): Valve
Map Info
Environment: Farmland
Setting: Daylight, sunny
Hazards: Drowning
Deep Water: Yes
Pyrovision Support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×2  •  Mediumhealth.png ×4
Ammoico.png Ammo Boxes: Smallammo.png ×2   •   Mediumammo.png ×4
Map Photos
Loading screen photos.
Map Overview
2Fort overview.png
Dis map ain't big enough for da two of us!
The Scout

2Fort is a Capture the Flag map and the subsequent remake of the Team Fortress Classic map of the same name; these maps are both based on the Team Fortress map 2Fort5. 2Fort was the first official CTF map for Team Fortress 2, and was one of the six initial maps included with the game's release.

Two similar forts face each other, separated by a contaminated canal of deep water. A covered bridge spans the stream and battlements exist on each fort, providing excellent positions to assault oncoming players, particularly for Snipers. Below the bridge, there lies a small water body, which can be used to access the sewers.

To win, a team must repeatedly capture the opposing team's Intelligence by picking it up from deep within their fort and carrying it all the way to its own base until reaching the game's capture objective (3 captures on Valve servers), while preventing the enemy from achieving that same goal.

There are three entrances into each fort, however, not all of them are accessible to every class. The primary entrances are the two openings on the ground level. There are short ramps leading up to each entrance, and the entrances converge under an open grate. These ramps allow defenders to attack intruders from above. The second entrance is through the sewers which run underneath each base.

The entryway between the sewers and the base features a stairway and a pool of water; this area is a viable chokepoint. The third entrance is the battlements of each base, which can generally only be accessed by using special jumping maneuvers as a Scout, Soldier, Pyro, Demoman, or Engineer. It can also be accessed by a Medic equipping the Quick-Fix who is healing a Soldier or Demoman.

2Fort's bases are the easiest to defend of all stock CTF maps due to the long, narrow, easily-blocked passages leading to and from the enemy team's flag room. Every capture requires a substantial amount of team coordination, especially when the player count is high.

Introduction video

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.

Outside locations

  • Bridge: The bridge connecting the two forts. The bridge is covered, allowing mobile classes to get on top of it (such as with a shield charge or an explosive jump). It is possible for less mobile classes (such as Medic or Sniper) to get on the roof by jumping from the edge nearest to the window of the battlements. There are wooden poles on the side of the bridge which you can stand on, and there are a few holes in the roof of the Bridge, which allow for bullets and projectiles to pass through.
  • Entrance: After crossing the bridge, there are two ground 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).
  • Entrance side room: Turning right from the entrance leads into a medium-sized room with a door at the opposite end which 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. Engineers 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 Spies. In many 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 through it 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 lines of sight into the area. The battlements are also often referred to as the "balcony," as well as the "Sniper ledge" or "Sniper deck", due to their main purpose as a camping area for Snipers. The ledges provide Snipers with an excellent view of most of the exterior of 2Fort, with the exception of the bridge and the water beneath it. The RED side has a ledge placed high enough to cause fall damage if walked off of, while the BLU side's ledge is not tall enough.

Fort locations

  • Sewers: The tunnels under each base, leading from the water beneath the bridge to the "Entrance", are generally referred to as "The Sewers". They have several sharp turns, creating numerous blind corners around which to fight. 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 and the water makes it difficult for Spies to sneak past enemies who are also using the tunnels.
  • Sewer room: In each sewer, there is a room recessed into a corner in such a way that it is impossible to see the entire 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 provides a long-range line of sight between the room and the sewer exit. The rooms are often camped by Engineers, who use Teleporters to allow their team to quickly access the enemy base, or Sentry Guns to prevent the opposing team from using that location.
  • 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. Two staircases allow access from below to the upper level. 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 an 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, Engineers, Scouts, and Pyros 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 can be dealt through the grate.
  • Upstairs: This is the large room on the second floor, adjacent to the main resupply room. The Upstairs area has an exit to the Battlements, "Grate", "top of the Spiral", and "Courtyard". This room is heavily trafficked as it is a major crossroads on 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 simply the "upstairs lobby".

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 right-angle turns. 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 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.
  • Stairs: This area contains a long ramp running from the back of the courtyard into the basement. It is the other exit point for a stolen Intelligence. It is often called the "back stairs", "long stairs", "straight stairs", or simply "straight". It is also called the "L-Shaft", because it contained an elevator in previous incarnations of the 2Fort map.
  • Basement: This is the space downstairs between the Spiral ramp and the Stairs. It leads to the Intelligence room and a third resupply point exists at the end nearest to the Stairs. However, no player ever respawns in that room after they die. There is a Health pack and Ammo box in the middle of the Basement - added in the April 29, 2008 Patch. The addition of these pickups has made camping the Intelligence harder and attacking the Intelligence slightly easier.
BLU Intel room
  • Intelligence room: The Intelligence room has two entrances from the Basement. This is the primary defensive point of 2Fort, and as such, it is frequently camped, especially by Engineers. The Intelligence is on top of a desk in the opposite corner to both entrances. The layout of the room makes it very simple for campers to entrench themselves, and successfully removing them can be almost impossible without an ÜberCharge.

Helpful overview

2Fort's locations

Please note the following: The BLU side shows the first floor while the RED side shows the second floor.

1.Bridge
2.Entrances
3.Battlements
4.Sewer exits
5.Grate (not shown on the BLU side)
6.Entrance side room shown on Blu and the Upstairs room just above it shown on Red
7.Courtyard
8.Stairs
9.Basement
10.Spiral
11.Intelligence Room

Strategy

Main article: Community 2Fort strategy

Related achievements

Achieved.png General achievements

Powerhouse Offense
Powerhouse Offense
Win 2Fort with a shutout.


World Traveler
World Traveler
Play a complete game on 2Fort, Dustbowl, Granary, Gravel Pit, Hydro, and Well (CP).


Update history

February 14, 2008 Patch
  • Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.

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 BLU Sniper deck.
  • Fixed number "2" overlay on front of RED base not being assigned to the brush face.

February 23, 2010 Patch

  • 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.

July 18, 2011 Patch

  • [Undocumented] Added a "Grocket" to this map.

December 15, 2011 Patch (Australian Christmas 2011)

  • [Undocumented] Removed the Grocket from this map.

June 28, 2012 Patch

  • Fixed seeing through Sniper fences in 2Fort when using Pyrovision.

August 10, 2012 Patch

July 10, 2013 Patch

  • Fixed building inside of spawn doors.
  • Fixed clipping exploits on battlements.
  • Fixed height of door leading to spiral stairs in BLU base so players can now crouch past a placed Dispenser.
  • Cleaned up prop collision.
  • Smoothed clipping on wagon wheel and other props.

February 7, 2014 Patch

  • Fixed a rendering bug on a silo prop in the skybox area for the BLU base.

March 5, 2014 Patch

  • Fixed collision on train-wheels prop outside BLU base.
  • Fixed clipping on window ledges.
  • Fixed collision on pipes in flag rooms.
  • Fixed texture alignment on world map textures.
  • Fixed clipping issue in the middle where BLU could stand in the sky.

April 24, 2014 Patch

  • Fixed players standing on conduits in flag rooms.
  • Fixed players standing in sky over RED battlements.[1]
  • Fixed a missing face under the stairs in the BLU base ramp room that let players see enemies above.
  • Fixed collision on props under stairs in RED's courtyard.

September 10, 2015 Patch

  • [Undocumented] Added saucers and posters to 2Fort.

November 25, 2015 Patch

  • [Undocumented] Removed Saucers and Posters from all maps.

May 11, 2016 Patch

  • Updated ctf_2fort to fix a problem with cubemaps.

Bugs

  • Players can jump in and out of the Sniper battlement window frames when playing 2Fort on the Xbox 360 and PlayStation 3 version.
  • Players can stop the enemy team's spawn shutter doors from closing by moving into the shutter door before it closes.

Trivia

2Fort map

  • 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).
  • ripten.com listed 2Fort as the 8th best FPS multiplayer map, with Dust from Counter-Strike again taking first place[2]
  • A beta version of 2Fort can be seen in the first and second Team Fortress 2 trailer.
  • 2Fort makes an appearance in Duke Nukem Forever in the Hail to the Icons Parody Pack DLC under the name "2Forts1Bridge".
  • Meet the Spy takes place in a slightly modified version of 2Fort, adding the Alarm-O-Tron 5000 (seen in Double Cross) and doors to the Intelligence room.
  • 2Fort appears in Worms: Reloaded as one of the forts.

2Fort facility

  • According to the Catch-Up comic, the 2Fort facility was built between 1850 and 1890.[3]

Teufort settlement

Main article: Teufort (city)

Gallery

Concept Art

Pre-release

Promotional

See also

References