Difference between revisions of "Glacier"
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**BLU can employ similar strategy from their entrance tunnels, but their Sentry Guns will be more vulnerable, as [[Demoman|Demomen]] and [[Soldier]]s can attack them from below. | **BLU can employ similar strategy from their entrance tunnels, but their Sentry Guns will be more vulnerable, as [[Demoman|Demomen]] and [[Soldier]]s can attack them from below. | ||
*Pyros can make use of their [[compression blast]] ability to push enemies off into the waters around Control Point B, which will instantly kill anyone who touches them. As such, using the [[Backburner]] generally can be a disadvantage when attacking B. | *Pyros can make use of their [[compression blast]] ability to push enemies off into the waters around Control Point B, which will instantly kill anyone who touches them. As such, using the [[Backburner]] generally can be a disadvantage when attacking B. | ||
− | *Watch out for | + | *Watch out for stickybombs around the BLU door leading to Control Point B. They can be hidden behind the concrete frame of the door easily. |
*If they've captured Control Point A, BLU can pincer RED by sending Spies and Pyros around to B through Control Point C. Even if they don't reach B, they can distract RED long enough to allow others to cap. | *If they've captured Control Point A, BLU can pincer RED by sending Spies and Pyros around to B through Control Point C. Even if they don't reach B, they can distract RED long enough to allow others to cap. | ||
+ | |||
+ | === Control Point C === | ||
+ | *The ceiling here allows for some rocket and sticky jumping, but in general, it is not advised for Soldiers and Demomen, respectively, to do so. Instead, focus fire on the point itself. | ||
+ | *BLU Engineers can build Teleporters, Dispensers and Sentry Guns for staging inside the tunnels between the two previous points and Control Point C. | ||
+ | *Snipers with the Sniper Rifle equipped are generally less effective on the final point due to its design than those equipped with the Huntsman. | ||
== Screenshots == | == Screenshots == |
Revision as of 20:23, 29 January 2011
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. |
Glacier | |
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Basic Information | |
Developer(s): | Unknown |
Glacier is an Attack/Defend Control Point map where RED always plays defense and BLU always plays offense. Once the BLU team has captured a point, it is locked and can never be retaken by RED. There are three control points, A, B, and C. A and B are directly accessible from the BLU base, but you must cross through one of them in order to reach C. RED's base is located near point C.
Glacier is set in an Arctic environment. Elements like the large, cracked chunks of ice forming steps at Control Point B and the ice cave in which Control Point C rests give Glacier a slightly different look than most other Arctic maps.
BLU must capture all three points. Control points A and B must be captured before C can be. RED must defend the points. RED wins if any of the points are uncaptured when time runs out. Time is added to the countdown if BLU captures any of the points.
Glacier was mentioned during Day 2 of the Classless Update, where it was acknowledged for its snowfall theme in an edit to the Day 2 page. The page's original text had noted that Viaduct was the first-ever Team Fortress 2 map to take place during a snowfall. A Team Fortress 2 blog post later referenced the text change, which acknowledged Glacier and other snowfall-themed maps.
Contents
Strategy
Control Point A
- The overhanging roof at Control Point A provides some protection for RED Engineers. Use it to your advantage and build Sentry Guns in the rooms to either side of the point.
- The two upper rooms near the point offer BLU windows through which they can attack the point and have some cover. Just beware of Spies and Pyros attacking from behind.
Control Point B
- Though the cliff above the control point offers a good spot for building Sentry Guns, the prime placement is in the small ice cave on the ground level next to the capture point. The cave offers more cover from enemy fire.
- However, the cliff above the control point offers sightlines directly into BLU's main entrances to B, making it an excellent perch for Snipers and Engineers using the Wrangler.
- BLU can employ similar strategy from their entrance tunnels, but their Sentry Guns will be more vulnerable, as Demomen and Soldiers can attack them from below.
- Pyros can make use of their compression blast ability to push enemies off into the waters around Control Point B, which will instantly kill anyone who touches them. As such, using the Backburner generally can be a disadvantage when attacking B.
- Watch out for stickybombs around the BLU door leading to Control Point B. They can be hidden behind the concrete frame of the door easily.
- If they've captured Control Point A, BLU can pincer RED by sending Spies and Pyros around to B through Control Point C. Even if they don't reach B, they can distract RED long enough to allow others to cap.
Control Point C
- The ceiling here allows for some rocket and sticky jumping, but in general, it is not advised for Soldiers and Demomen, respectively, to do so. Instead, focus fire on the point itself.
- BLU Engineers can build Teleporters, Dispensers and Sentry Guns for staging inside the tunnels between the two previous points and Control Point C.
- Snipers with the Sniper Rifle equipped are generally less effective on the final point due to its design than those equipped with the Huntsman.
Screenshots
Changelog
- Detailed some more in various places
- Added a new room at B in the building
Additional Links
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