Difference between revisions of "Egypt"

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| map-environment = Egyptian
 
| map-environment = Egyptian
 
| map-setting = Daylight, sunny
 
| map-setting = Daylight, sunny
| map-hazards = [[Environmental_Hazards#Gate_crush|Ceiling trap]],<br />Fire (environmental)
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| map-hazards = [[Environmental_death#Crushing|Ceiling trap]],<br />[[Environmental_death#Fire|Fire]] (environmental)
 
| map-health-pickups-small = 4
 
| map-health-pickups-small = 4
 
| map-health-pickups-medium = 7
 
| map-health-pickups-medium = 7
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<gallery widths=140px heights=80px>
 
<gallery widths=140px heights=80px>
 
Image:egypt02.jpg|Stage 1, Point B  
 
Image:egypt02.jpg|Stage 1, Point B  
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Image:egypt stage1tunnels.jpg | Tunnels
 
Image:egypt stage1courtyard3.jpg | Courtyard behind point
 
Image:egypt stage1courtyard3.jpg | Courtyard behind point
Image:egypt stage1tunnels.jpg | Tunnels
 
 
</gallery>
 
</gallery>
  
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== Trivia ==
 
== Trivia ==
 
[[File:Egypt Hieroglyphs.png|thumb|150px|The Hieroglyphics]]
 
[[File:Egypt Hieroglyphs.png|thumb|150px|The Hieroglyphics]]
* Some of the hieroglyphics featured in the map are [[Team Fortress 2]]-related. These include a [[Heavy]] with his [[Minigun]], a [[Sapper]], two small [[Stickybomb Launcher|Sticky Bombs]], a large Sticky Bomb, a level one [[Sentry Gun]], the [[Backstab]] symbol, a simplified [[Demoman]] face, an [[Ubersaw]], a [[Soldier]] (sitting down), the Team Fortress logo and what could be construed as a [[Pyro]] (mainly because of an [[Fire Axe|axe-like]] protrusion at the front of a silhouetted figure).
+
* Some of the hieroglyphics featured in the map are [[Team Fortress 2]]-related. These include a [[Heavy]] with his [[Minigun]], a [[Sapper]], two small [[Sticky Bombs]], a large Sticky Bomb, a level one [[Sentry Gun]], the [[Backstab]] symbol, a simplified Demoman face, a crocodile, an [[Ubersaw]], a [[Soldier]] (sitting down), the Team Fortress logo, a hamburger and what could be construed as a [[Pyro]] (mainly because of an [[Fire Axe|axe-like]] protrusion at the front of a silhouetted figure).  
  
 
== External links ==
 
== External links ==

Revision as of 05:55, 6 June 2020

Egypt
Egypt 01.jpg
Basic Information
Developer(s): Unknown
Map Info
Environment: Egyptian
Setting: Daylight, sunny
Hazards: Ceiling trap,
Fire (environmental)
Map Photos
Loading screen photos.
Map Overview
Egypt overview.png
Map Stamp
Item icon Map Stamp - Egypt.png
Supporters Leaderboard
They can bury you in the 'Tomb of the Unskilled Soldier!'
The Spy on the burial location for the mummified Soldier

Egypt is an Attack/Defend Control Point map adopting a custom Egyptian desert terrain theme, and featuring notably unique use 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.

The objective for the map is that 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, Point A

Details of stage 1.(Large file)
  • Control Point: 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/sticky jumping up straight out of the spawn. BLU is required to move around the point and up the ramp to capture the control point.
  • Small Courtyard: One of the two courtyards leading from Point A. The small courtyard has two wooden ramps and a set of stairs that lead to Point B's tunnels and the Point B chokepoint.
  • Large Courtyard: The second courtyard leading from Point A. This curves around the building between Point A and the Point B chokepoint.

Stage 1, Point B

  • 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.
  • Tunnels: Other than the main chokepoint, another area useful to attackers are the tunnels which connect directly to the point and to a small courtyard behind the point.
  • Small Courtyard: Behind Point B is a small courtyard at the end of the tunnels. It is above ground level from the point, leaving many classes that are defending unable to access the area.

Stage 2, Point A

Details of stage 2.(Large file)
  • Control Point: The first control point is placed atop a tall structure that can be reached by two 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.
  • Side Path: One of the two routes to the point. This upward path bends around the central structure leading to a set of stairs which lead to the point, and also leads to the platform area below the point which connects to a bridge above the spawn area and the second set of stairs that access the point.
  • Stairs: A large set of stairs connected to the courtyard that exits from the spawn. This leads to another small set of stairs which connect to the point and the platform and bridge that are below the point.

Stage 2, Point B

  • Control Point: The second control point is an elevated atop a flight of stairs, meeting at even ground with the enemy spawn.
  • Main Building: The building that is straight behind Point A. This is the main area attackers attack from. It has a main entrance leading to the area below the point and a gate which meets with ground level near the point.

Stage 3, Point A

Details of stage 3.(Large file)
  • Control Point: 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.
  • Opening: From the attackers spawn is a large opening in the ceiling.
  • Valley: Outside the attackers spawn is a valley which gives access to many sets of stairs eventually leading to the central structure and the side path to the point.
  • Central Building: The building in the center of the valley. From the stairs leads a bridge which connects the building. It has another bridge which connects to the point.
  • Side Path: Other than the central building the point is also accessed from another path that connects with the valley.
  • Flank: From the spawn is a winding set of stairs that lead to the top area by the point.

Stage 3, Point B

  • Control Point: 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, this forces the attacking team to deal with their surroundings in a logical order first.
  • Tunnels: Connecting Point B's courtyard and Point A are a series of tunnels with 3 different entrances.
  • Courtyard: From the tunnel entrances are the courtyard which most of the fighting goes on at. Half of it is atop a flight of stairs and has a large arch structure in the middle which leads to the final point.
  • Vault/Tomb: When the final point is captured, a door opens in front of it. This door has a flight of stairs which leads to a tomb with a sarcophagus filled with gold coins.

Strategy

Main article: Community Egypt strategy

Control Point timing

Control Point Multiplier Seconds
Control Point 1-1 ×1
28 .000
×2
18 .667
×3
15 .273
×4
13 .440
Control Point 1-2 ×1
6 .000
×2
4 .000
×3
3 .273
×4
2 .880
Control Point 2-1 ×1
8 .000
×2
5 .333
×3
4 .364
×4
3 .840
Control Point 2-2 ×1
6 .000
×2
4 .000
×3
3 .273
×4
2 .880
Control Point 3-1 ×1
10 .000
×2
6 .667
×3
5 .455
×4
4 .800
Control Point 3-2 ×1
6 .000
×2
4 .000
×3
3 .273
×4
2 .880


Update history

February 24, 2009 Patch (Scout Update)
  • Added Egypt to the game.

May 1, 2009 Patch

  • Updated cp_egypt with changes based on player feedback, added additional health/ammo and updated routes.

January 24, 2011 Patch

  • Fixed a bug with the round ending when a control point is captured during Overtime in CP_Egypt.

July 10, 2013 Patch

  • Players can no longer build on top of high arches and high ledges.

August 27, 2013 Patch

  • Fixed players building inside of Blu's first spawn.

Trivia

The Hieroglyphics
  • Some of the hieroglyphics featured in the map are Team Fortress 2-related. These include a Heavy with his Minigun, a Sapper, two small Sticky Bombs, a large Sticky Bomb, a level one Sentry Gun, the Backstab symbol, a simplified Demoman face, a crocodile, an Ubersaw, a Soldier (sitting down), the Team Fortress logo, a hamburger and what could be construed as a Pyro (mainly because of an axe-like protrusion at the front of a silhouetted figure).

External links