Difference between revisions of "2Fort"
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*A Beta version of 2Fort can be seen in the [[Trailer 2|second Team Fortress 2 trailer]]. | *A Beta version of 2Fort can be seen in the [[Trailer 2|second Team Fortress 2 trailer]]. | ||
*Due to the ankle-depth water in the sewers, players using them can be heard walking from almost anywhere inside the base, even the Battlements. This is most likely due to limitations in the game engine. | *Due to the ankle-depth water in the sewers, players using them can be heard walking from almost anywhere inside the base, even the Battlements. This is most likely due to limitations in the game engine. | ||
+ | *2Fort takes place at 3:07 in the afternoon, as shown by the clock in the room at the top of the spiral staircase. | ||
== Gallery == | == Gallery == |
Revision as of 18:22, 15 November 2010
2Fort | |
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Basic Information | |
Variants: | 2Fort Invasion |
Developer(s): | Unknown |
Map Photos | |
Map Overview | |
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 Snipers.
There are three entrances into each fort, not all of which are accessible to every 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 generally only be accessed by using special jumping maneuvers as a Scout, Soldier, Demoman, or Engineer.
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.
To win, your team must capture the opposing team's Intelligence continuously until you reach the game's capture limit (default limit is 3,) while preventing the enemy from achieving that same goal.
Contents
Introduction Video
Locations
Bridge
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 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.
Commonly, Scouts 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.
Scouts on the roof of the bridge are susceptible to Sniper fire, which limits the distance of jumps, providing another obstacle to attacking Scouts.
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. 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 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 Snipers. 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.
The Sewers
The tunnels under each base, leading from the water beneath the bridge to the "Entrance", are generally referred to as "the sewers". They are severely dog-legged, creating numerous extra blind corners around which to fight, giving Pyros a defensive edge. In each sewer, there is a room recessed into a corner in such a way that it is impossible to gain line of sight to 100% of the 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 makes a long-range line of sight between the room and the sewer exit. The rooms in the sewers are often camped by Engineers, who use Teleporters to allow their team quick access to the enemy base. Otherwise, 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 makes it difficult for Spies to sneak past enemies also using the tunnels.
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. A pair of stair cases 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 effective defense against assaults on the intelligence, particularly if positioned so as to cover the Battlements doorway.
Upstairs
The large room on the second floor, adjacent to the main resupply room. The upstairs area has an exit to the Battlements, the "grate", the "top of the spiral", and the "courtyard". This room is heavily trafficked as it is a major crossroads in 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 the "upstairs lobby".
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 and Scouts 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 is dealt through the grate.
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 frequent right-angles. 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 a 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.
L-Shaft
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 2Fort map. It is often called the "back stairs", "long stairs", "straight stairs", "stairs", or simply "straight".
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.
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 Engineers, 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.
Strategy
Related Achievements
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Trivia
- 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)
- "The Teufort Times" is the title of the newspaper seen in Crafting, Saxton Hale part of the WAR! Update. "Teufort" is obviously a play on words with 2Fort.
- Teufort is, however, shown to be the real locational name of the map, as suggested by the Mann's land map, and can be seen near the bottom of the Engineer Update.
- Until February 23, 2010, the BLU battlements were a single Hammer unit higher than the RED battlements. It is doubtful that this height difference (3/4 of an inch[1]) had any impact on Snipers, and was patched solely for neatness's sake.
- Currently, a Dispenser placed in the doorway to the Spiral Ramp will only completely block enemy players and the owning Engineer on the BLU side of the map. A Dispenser placed in a similar position on the RED side of the map can always be bypassed by crouch-jumping over it. It is unknown if this will be patched in the future.
- 2Fort is one of the maps designed after existing Team Fortress Classic maps, the others being Well, Dustbowl, and Badlands. The original featured no covering on the bridge, and a side passageway with an entrance which could be opened by a Demoman.
- According to the map of Mann's Land, 2Fort (again called Teufort) is north of Dustbowl and eastward from Badwater Basin.
- Players can jump in and out of the Sniper battlement window frames when playing 2Fort on the Xbox 360 and PlayStation 3 version; however, in the PC version of 2Fort this is not possible. This is most likely an oversight that remained unnoticed during the conversion from the PC version to the console versions.
- A small ledge surrounds the window frames on the Battlements, just wide enough for a player to walk on, giving units another way to cross the Battlements.
- A Beta version of 2Fort can be seen in the second Team Fortress 2 trailer.
- Due to the ankle-depth water in the sewers, players using them can be heard walking from almost anywhere inside the base, even the Battlements. This is most likely due to limitations in the game engine.
- 2Fort takes place at 3:07 in the afternoon, as shown by the clock in the room at the top of the spiral staircase.
Gallery
Exterior of RED base.
Exterior of BLU base, including water and bridge.
RED base entrance.
- 2fort Intelligence.JPEG
The Red Intelligence room.