Difference between revisions of "Junction"
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== Strategy == | == Strategy == | ||
{{main|Community Junction strategy}} | {{main|Community Junction strategy}} | ||
+ | {{community strategy stub link}} | ||
== Control Point timing == | == Control Point timing == |
Revision as of 02:21, 14 April 2021
Junction | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Spytech |
Setting: | Indoor |
Map Photos | |
Map Overview | |
“ | A Gravel Pit style map. Junction is a sharp contrast to Watchtower. It’s full of tight spaces and short sight lines, which create combat opportunities dominated by ambushes and explosive weaponry.
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Junction is an Attack/Defend Control Point map. It was included with the Scout Update as an official community developed map due to its outstanding quality. Its design is similar to Gravel Pit.
The goal for BLU is attacking and must capture all three points in order to win the match. A and B must be captured before C can be. For RED to win, they must hold out and prevent BLU from capturing the final point C. Time is added to the countdown if BLU captures either points A or B in order to buy more time for the capture of point C.
Contents
Locations
Note: If you're having trouble with finding the locations listed here, you can scroll down to the Helpful overview section to see their exact position marked on the map.
Junction is a tight, enclosed map with lots of hallways and passages leading to the three main control points. Make use of the Demoman and Soldier classes here for optimal results defensively and offensively.
Control Point A
Point A is located in a small room; it lies on an elevated platform with two sets of stairs leading up to it. The stairways are underneath the point itself, one in front facing BLU's spawn and one on the side.
- A Lobby: The A Lobby is the small area right outside of BLU's spawn and below the point. It connects to the A/B flank hallway, stairs, and A/C flank hallway.
- Stairs: Underneath the point are a small set of stairs which lead directly behind the point.
- Platform: The platform is the raised area at the end of the stairs overlooking the lobby where the control point rests upon.
- A/B Flank: Connected to the lobby is the A/B flank. It is a hallway which runs straight to B's control point. It also connects to the A/C flank.
- Junction cp 01.jpg
Cap Point A
Control Point B
Point B is located in a larger room with a balcony that covers two walls within it. B is in the corner where the two balconies meet, and it is only accessible through two side doorways. The point itself is covered by an indestructible window, preventing enemy fire directly on the point. Two stairways border and lead up to the point.
- B Lobby: The B Lobby is the other lobby outside BLU's spawn. It is larger than the A lobby, and has crates scattered about it. It connects to the A/B flank and leads up to the balconies.
- Balconies: The balconies lay atop the stairs in the lobby and run along the outer walls. Both of them lead to the control point room. The far balcony connects to the B/C flank.
- Point Room: The point room is located at the end of the balconies and houses the control point. It is sealed off by windows which overlook the balcony,
- Junction cp 02.jpg
Cap Point B
Control Point C
Point C is located on a platform that rests on an elevated area that is, again, only accessible by stairs. The point itself has a small balcony surrounding it's front side and two side doors. Stairs lead from the point down to the elevated area. The elevated area also has stairs leading down to ground level. There are three entrances to C, two from A and one from B. The entrance from B is at the bottom of a flight of stairs, and the two from A are small doorways.
- A/C Flank: From Point A is a hallway which forks into two entrances to C. Both of these are located near each other at the bottom of the stairwell.
- B/C Flank: From Point B is another hallway which leads to an entrance at the other end of the stairwell. Next to the hallway is a room with two open windows viewing the area around the point.
- Balcony: Surrounding the point room, at the top of the stairs is a balcony from which the entire stairwell area can be seen. This area gives height advantage against any attackers.
- Battlements: Next to the point near the A/C flank is a small hallway and set of stairs. At the end of them is a tight area with a window all along the wall facing the point. This spot overlooks most of the area and is very useful as a Sentry Gun placement spot.
- Point Room: The point room is located in the center of the area, right outside the spawn, and on top of the stairs. It is shaped like a box with two entrances on each side of the balcony. Each side also has large windows along the walls.
- Junction cp 03.jpg
Cap Point C
Helpful overview
1.Balconies 2.B Lobby 3.Balconies 4.B/C flank 5.Balcony 6.A/C flank 7.A/B flank 8.A Lobby 9.Stairs
Strategy
“Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Control Point timing
Control Point | Multiplier | Seconds | ||
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Control Point A | ×1 |
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×2 |
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×3 |
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×4 |
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Control Point B | ×1 |
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×2 |
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×3 |
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×4 |
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Control Point C | ×1 |
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×2 |
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×3 |
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×4 |
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Update history
February 24, 2009 Patch (Scout Update)
- Added Junction to the game.
- Fixed an exploit where Engineers could build a teleporter exit in an invalid area.
- Fixed a few bad overlay assignments and other minor issues.
- Updated Junction to score per-capture instead of per-round. This fixes the map not working correctly with Tournament mode and the stopwatch.
- Players are now prevented from building in spawn rooms.
Bugs
- Players can walk through a computer console in the area outside BLU's spawn.
External links
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