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Line 22: |
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| *The first control point of this stage uses the same "CP atop a huge structure" concept as the first point in Stage 2, but features a lot more open ground and cover. | | *The first control point of this stage uses the same "CP atop a huge structure" concept as the first point in Stage 2, but features a lot more open ground and cover. |
| *The final control point is at the tomb entrance itself, but just like the other second points in the previous two stages, is covered by a lot of open, high ground. Once again forcing the attacking team to deal with their surroundings in a logical order first. | | *The final control point is at the tomb entrance itself, but just like the other second points in the previous two stages, is covered by a lot of open, high ground. Once again forcing the attacking team to deal with their surroundings in a logical order first. |
| + | <gallery> |
| + | Image:egypt01.jpg|Stage 1, Point A |
| + | Image:egypt02.jpg|Stage 1, Point B |
| + | Image:egypt03.jpg|Stage 2, Point A |
| + | Image:egypt04.jpg|Stage 2, Point B |
| + | Image:egypt05.jpg|Stage 3, Point A |
| + | Image:egypt06.jpg|Stage 3, Point B |
| + | </gallery> |
| | | |
| == Common strategies == | | == Common strategies == |
Egypt
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Basic Information
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Developer(s): |
Unknown
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Map Photos
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Map Overview
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Egypt is an Attack/Defend control point map adopting a custom Egyptian desert terrain theme, and a lot of interesting uses of vertical space. RED's goal is to defend a tomb of gold from BLU discovered after an archaeological dig. Egypt is one of the community maps chosen by Valve as honorary official maps due to their high quality.
Goal
BLU must capture both points to complete a stage. RED attempts to defend the points, and wins if any of the points remain uncaptured when time runs out. The timer is extended if BLU captures any of the points.
Locations
Stage 1
- The first control point is located on a raised platform with ramps leading up to it, almost directly outside the BLU spawn. On the platform is another smaller platform running along the side towards the spawns. This prevents BLU Soldiers and Demomen from rocket/bomb jumping up straight out of the spawn. BLU is required to move around the point and up the ramp to capture the control point.
- The second control point is situated in a well surrounded by higher ground on all sides, providing good sightlines for Snipers and Sentry Guns, and a lot of tunnels frequented by Spies and Pyros. This forces the attacking team to deal with the flanks first before assaulting the control point itself.
Stage 2
- The first control point is placed atop a tall structure that can be reached by three obvious routes. The left route is a linear, uphill climb with another set of stairs while the right route uses stairs to scale the immense height.
- The second control point is an elevated atop a flight of stairs, meeting at even ground with the enemy spawn.
Stage 3
- The first control point of this stage uses the same "CP atop a huge structure" concept as the first point in Stage 2, but features a lot more open ground and cover.
- The final control point is at the tomb entrance itself, but just like the other second points in the previous two stages, is covered by a lot of open, high ground. Once again forcing the attacking team to deal with their surroundings in a logical order first.
Common strategies
Offense
- Sentry Guns serve as a crucial defensive foothold on Egypt due to the elevations and cover the terrain provides. Taking them out on an offensive team is vitally important - especially later on in the game where you have to climb uphill. Spies, Demomen and Soldiers are all ideal candidates for taking Sentry Guns down.
- As a Heavy, try your best to stick to the tunnels, since the open is a sure-fire way to end up getting your head blown off. Most players on the other team will be focusing on stopping the main body of attackers flooding in under the arch, so try getting invulnerable at the rightmost entrance outside the CP. This draws Fire from your vulnerable teammates at the arch, allowing you to inflict high damage on the opposing team.
- As an Engineer, you might want to consider setting up a Teleporter once your team has secured a foothold near/outside the control point. The increased waves of healthy, fully loaded and reinforced attackers will put the enemy team under serious pressure. Just make sure the team is looking out for your equipment and you keep them well stocked.
Defense
- Engineers will provide a great defensive boost to the defending team since the varied elevations and cover allow for many sentry placements. Set up your Sentry Gun, upgrade it to at least level 2 and do your best to light up the targets your sentry is shooting at. Place your Dispenser and Teleporters at the defensive front so your team can use them, then occasionally go repair them. If your sentry dies, move it somewhere else, never build in the same spot to prevent the enemy from adapting.
- The map contains shortcut spawns in some stages of the map. When the BLU team successfully captures the first point anyone left in the spawn has a split second to get out before the doors close and the ceiling crushes them to death.
Control Point Timing
Control Point 1-1
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×1
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×2
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×3
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×4
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Control Point 1-2
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×1
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×2
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×3
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×4
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Control Point 2-1
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×1
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×2
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×3
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×4
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Control Point 2-2
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×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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×1
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×2
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×3
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×4
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Control Point 3-2
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×1
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×2
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×3
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×4
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Trivia
- Some of the hieroglyphics featured in the map are Team Fortress 2-related. These are: A Heavy with his Minigun, an Electro Sapper, two Sticky Bombs, a level one Sentry Gun, the Backstab symbol, and the Team Fortress logo.
External links