Difference between revisions of "2Fort"
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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 runs 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. | 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 runs 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, easily-blocked passages leading to and from the enemy team's flag room. | + | 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 team's flag room. Unless the opposing team is utterly incompetent and the player count is low, it will take some teamwork for captures. If the opposing team has created a comprehensive, layered defense closing down all chokepoints and the intelligence room, it is virtually impossible to break in without significant coordination. Establishing a forward position supported by Engineers helps significantly in any situation |
To win, your team must capture the opposing team's [[Capture the Flag#Intelligence|Intelligence]] continuously until you reach the game's capture limit (3 by default), while preventing the enemy from achieving that same goal. | To win, your team must capture the opposing team's [[Capture the Flag#Intelligence|Intelligence]] continuously until you reach the game's capture limit (3 by default), while preventing the enemy from achieving that same goal. |
Revision as of 23:24, 1 September 2014
2Fort | |
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Basic Information | |
Variants: | 2Fort Invasion |
Developer(s): | Unknown |
Map Info | |
Environment: | Farmland |
Setting: | Daylight, sunny |
Map Photos | |
Map Overview | |
“ | Dis map ain't big enough for da two of us!
Click to listen
— The Scout on adjacent bases
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” |
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 oppose each other, separated by a stream of water. A covered bridge spans the stream and battlements exist on each fort, providing excellent positions to assault oncoming players, particularly for Snipers.
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 runs 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, easily-blocked passages leading to and from the enemy team's flag room. Unless the opposing team is utterly incompetent and the player count is low, it will take some teamwork for captures. If the opposing team has created a comprehensive, layered defense closing down all chokepoints and the intelligence room, it is virtually impossible to break in without significant coordination. Establishing a forward position supported by Engineers helps significantly in any situation
To win, your team must capture the opposing team's Intelligence continuously until you reach the game's capture limit (3 by default), while preventing the enemy from achieving that same goal.
Contents
Introduction video
Locations
Outside 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, Demomen to sticky-jump and Soldiers to rocket jump from the top of the one battlement, run across the bridge roof and then propel themselves 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, using the Force jump or the Atomizer is enough to remedy this problem.
- Scouts, Demomen and Soldiers on the roof of the bridge are susceptible to Sniper fire, which limits the distance of jumps, providing another obstacle to attacking classes.
- 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 leads 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 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 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 lines of sight into the area. In TF2, 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 platform or vantage point 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 the water beneath it. The RED side has a ledge one can damage one's self by walking off of. The BLU side asymmetrically is not tall enough.
Fort locations
- 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 provides 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 to quickly access the enemy base, or Sentry Guns to prevent the opposing team from using that location. 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 who are 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. 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 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 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 simply the "upstairs lobby".
RED base entrance
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 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 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 courtyard 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: This is the space downstairs between the Spiral ramp and the L-Shaft. It leads to the Intelligence room and a third resupply point exists at the end nearest to the L-Shaft. However, no player will ever respawn 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.
- 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
General
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Update history
- 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 blue Sniper deck.
- Fixed number "2" overlay on front of red base not being assigned to the brush face.
- 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.
- [Undocumented] Added a "Grocket" to this map.
December 15, 2011 Patch (Australian Christmas 2011)
- [Undocumented] Removed the crashed rocket from this map.
- Fixed seeing through Sniper fences in 2Fort when using Pyrovision.
- [Undocumented] Added a "Carrier tank" to this map.
- 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.
- Fixed a rendering bug on a silo prop in the skybox area for the Blue base.
- 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.
- 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.
Bugs
- Players can jump in and out of the Sniper battlement window frames when playing 2Fort on the Xbox 360 and PlayStation 3 version.
- On the corner of the top of the building near spawn near the BLU battlements there is an invisible clipping that allows Soldiers and Demomen to jump up to and see through the map.
- Demomen are able to sky walk above the RED battlements tower via sticky jumping to shoot grenades into the left and right battlements.
- If both teams are carrying the others' intelligence and one scores the winning point, the other carrier will drop the briefcase as Humiliation begins. During subsequent rounds, the briefcase's team-colored silhouette will remain on the map.
- The resupply area doors may remain open even when no player is passing through them.
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 (http://www.ripten.com/2010/10/27/top-10-first-person-shooter-multiplayer-maps-of-all-time-brycew/)
- A beta version of 2Fort can be seen in the 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".
- 2Fort originally had no roof above the bridge.
- 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.[1]
- Teufort settlement
See Main Article: Teufort (City)
- 2Fort is often referred to by its locational name, "Teufort", during updates, comics, and movies. Teufort is located somewhere in Badlands, New Mexico according to the Meet the Director comic and other sources. Some examples of its use include:
- The Teufort Times newspaper found on the Crafting, Saxton Hale Day page during the WAR! Update.
- The Teufort Tooth Kicker's name refers directly to this.
- 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 prevent Old Nick from kidnapping the children of Teufort in A Smissmas Story.
- As of the comic Unhappy Returns, it has been shown that Teufort refers to an entire town, with 2Fort most likely on the outskirts. It is also revealed that the entire town is filled with "lead-poisoned idiots", as the mill (2Fort) the mercs have been fighting over has been leaking chemicals into the groundwater for over a generation.
Gallery
Engineer and 2Fort as a playable fort in Worms: Reloaded.