Difference between revisions of "Fastlane"
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|developer=[http://steamcommunity.com/id/skdr Arttu "SK" Mäki] | |developer=[http://steamcommunity.com/id/skdr Arttu "SK" Mäki] | ||
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{{Quotation|[http://steamgames.com/tf2/pyro/ The Pyro Update]| | {{Quotation|[http://steamgames.com/tf2/pyro/ The Pyro Update]| | ||
A control point map with five points, in the style of [[Badlands]]. Its symmetrical layout provides for high-speed and well balanced gameplay, while the multiple indoor routes, connected to larger outdoor arenas, provide a wide set of interesting and varied combat spaces. The arena-style control points require solid teamwork to capture and hold.}} | A control point map with five points, in the style of [[Badlands]]. Its symmetrical layout provides for high-speed and well balanced gameplay, while the multiple indoor routes, connected to larger outdoor arenas, provide a wide set of interesting and varied combat spaces. The arena-style control points require solid teamwork to capture and hold.}} | ||
+ | '''Fastlane''' is a standard five point control point map and was released with the Pyro Update as an official map. Along with [[Turbine]], it became one of the first community created maps to be chosen by [[Valve]] as an official TF2 map due to its outstanding quality. | ||
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+ | == Goal == | ||
Your team must capture all five control points. | Your team must capture all five control points. | ||
Revision as of 17:55, 16 October 2010
Fastlane | |
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Basic Information | |
Developer(s): | Unknown |
Map Photos | |
Map Overview | |
“ | A control point map with five points, in the style of Badlands. Its symmetrical layout provides for high-speed and well balanced gameplay, while the multiple indoor routes, connected to larger outdoor arenas, provide a wide set of interesting and varied combat spaces. The arena-style control points require solid teamwork to capture and hold.
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Fastlane is a standard five point control point map and was released with the Pyro Update as an official map. Along with Turbine, it became one of the first community created maps to be chosen by Valve as an official TF2 map due to its outstanding quality.
Goal
Your team must capture all five control points.
Locations
The BLU and RED spawn rooms are at the far end respectively but change as the control points are captured. The winning team spawns at the control point before the nearest active one but the nearest a team can respawn is at the middle point.
Strategy
The map follows an ABCBA point format like Well, Granary and Badlands do.
- There are very few good spots for Engineers to set up here. It may be better to set up early at your base's entrance if your team is losing the midpoint, to prepare for the enemies to come through. A decent spot to set up for defending your B point, is on the catwalk connecting the side area to the main base if the second point still needs defending, but its has low range from up here and is susceptible to Spies. Another common placement is at the bottom of the stairs leading through to the central point, as this usually isn't noticed until it's too late but if attacked from the gully, Demomen will be able to destroy it.
- When you are defending the last point, a good spot for a sentry would be at the doorway into your base that is accessed from the catwalk, or down the end of the hallway the doorway at the catwalk leads to.
- For defending nearer to the final point's room than the aforementioned examples, a good spot to set up a sentry is on the catwalk shortly up the ramp to the left from the spawn room. Putting up a Dispenser in the the doorway closer to the second floor exit might seem useless and a waste of time due to the nearby metal, but is a good idea to block out Soldiers from attacking from the distance, and keeping enemies (namely, Spies) from coming in from behind (as they cannot pass through Dispensers).
- The buildings and areas between the midpoint and a team's base are good territory for Pyros, as those areas are rather tight to get through and have a lot of corners. Demomen and Soldiers also do well inside the buildings.
- Conversely, the midpoint and the B point both have very open spaces that good Snipers will thrive off of.
- Spies do wonders in the open areas, but the problem is getting to them. Most people go through either of the buildings rather than around, so you are less likely to bump into people and blow your cover.
- Heavies shine as a defensive class here, especially on the final two points. It is very easy to rack up kills in either area of the base.
- You can rocket jump and sticky jump on the structure at C. Thus, having high ground advantage and surprising people who are capping the point.
- The Scout has great potential on this map. There are a lot of crates and obstacles lying around both indoors and outdoors. Make this map your playground and you will harass a mass of opponents and help your team to win the round.
- Spies using the Cloak and Dagger camp below staircases to recharge their Cloak without being seen.
Control Point Timing
Control Point | Multiplier | Seconds | ||
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Control Point 1 and 5 | ×1 |
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×2 |
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×3 |
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×4 |
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Control Point 2 and 4 | ×1 |
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×2 |
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×3 |
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×4 |
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Control Point 3 | ×1 |
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×2 |
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×3 |
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×4 |
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Trivia
- Due to the nature of the map's 3D skybox, many parts of Fastlane appear to be floating.