Difference between revisions of "Turbine"

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*'''Vents''' &ndash; Small vent tunnels provide passages from the Turbine Room to the resupply areas and to the Intelligence rooms via drop down access. The Vents can be broken into two sections, joining at the Resupply Area entrance. One side exits to a balcony in the Turbine Room, the other leads to the hole to the Intelligence room.<br/>
 
*'''Vents''' &ndash; Small vent tunnels provide passages from the Turbine Room to the resupply areas and to the Intelligence rooms via drop down access. The Vents can be broken into two sections, joining at the Resupply Area entrance. One side exits to a balcony in the Turbine Room, the other leads to the hole to the Intelligence room.<br/>
  
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Image:Ctf_turbine_v30023.jpg|Overhead view of Turbine room and RED's base
 
Image:Ctf_turbine_v30023.jpg|Overhead view of Turbine room and RED's base
 
Image:turbine01.png|Red's intelligence room
 
Image:turbine01.png|Red's intelligence room

Revision as of 08:32, 19 February 2011

Turbine
CTF Turbine Center.png
Basic Information
Variants: Turbine Center
Developer(s): Unknown
Map Photos
Loading screen photos.
Map Overview
Turbine overview.png
A CTF map inside a large industrial compound. It's clean and straightforward, making it easy to learn, but its well balanced layout ensures there are still a wide variety of strategic choices for teams to make, and for individual classes to shine.

Turbine is a Capture the Flag map that was released with the Pyro Update as an official map. It and Fastlane became the first community created maps to be chosen by Valve as official TF2 maps due to their outstanding quality. Turbine is one of two official maps that are set entirely indoors, the other being Junction, another community created map.

To win, your team must capture the opposing team's Intelligence continuously until you reach the game's capture limit (default limit is 3) while preventing the enemy from achieving the same. In competitive games, the goal is to get more Intelligences than the enemy team in 30 minutes.

Locations

Template:Map items

  • Turbine Room – The main area that links RED and BLU bases. It is a large room with two shipping containers and two turbines found around the center of the room. A staircase can be found on either side of the room, leading to the side's vents. A small alcove on the sides contains a medium Health pack.
  • Intelligence rooms – A rectangular room with railings that partially borders the lower area which contains the Intelligence. The rooms can be reached via three ways: from the stairs near the spawn, a drop through a ceiling hole from the vent system and two large entrances from the hallway that connects to the main room.
  • Hallway – There is a hallway that connects the Turbine Room to the Intelligence rooms. There is also a raised platform for Scouts, Soldiers and Demoman to grab a medium health pack. It is also possible for an Engineer to place a Teleporter on them, allowing any class to access the platform. This allows the Engineer to build defenses on the platform.
  • Resupply Area – The resupply room leads out to a hallway in which one end leads to the Intelligence room, and the other end leads down to the Turbine Room. Vent access is also nearby the resupply rooms. These stairs leading from the Resupply Area to the Turbine Room are a common defensive position.
  • Vents – Small vent tunnels provide passages from the Turbine Room to the resupply areas and to the Intelligence rooms via drop down access. The Vents can be broken into two sections, joining at the Resupply Area entrance. One side exits to a balcony in the Turbine Room, the other leads to the hole to the Intelligence room.
File:Turbine.JPG
Overhead view of turbine

Strategy

This map doesn't have many specific strategies. You can Scout rush, use Engineers to put Sentry Guns in choke points, or use Pyros to ambush.

  • One thing to note about this map is that there is no "sewer" through which enemies can sneak into or out of your base. The intelligence MUST travel through the middle turbine room of the map to be captured. This can make control of the middle much more rewarding than simply attempting to defend the Intelligence room. Unlike some other CTF maps like Double Cross or 2Fort, Turbine's middle is very open without a chokepoint like a bridge; there is also no "Sniper deck" that is difficult for most classes to access. A team that turtles and cedes control of the middle to the other team is going to have a much harder time. A team with a group of Engineers that successfully fortifies the middle of this map can be devastatingly effective.
  • For Spies it is easy to Cloak right before the steel doors of the base open, making traversing the central chamber easier with the Cloak lasting long enough to either get into the vents or close to the Intelligence room.
  • It is common to see Demomen placing sticky traps on either side of the sliding steel doors, depending on which team they are on. Sticky traps are also commonly seen in the air vents. Even Spies can be vulnerable to this tactic as the Demoman laying these traps often detonates them as soon as they see the doors open, regardless of who they see. Spies using the Dead Ringer, Scouts using Bonk!, and Demomen using the Scottish Resistance can be extremely useful to break enemy sticky traps at little risk to themselves.
  • Another common tactic of Demomen camping this area is to stand outside of the health pack area and to shoot grenades through the enemy team's vent. It is almost impossible for the enemy to dodge these grenades. This tactic can suppress the enemy as they cannot use the garage doors and using the vent route will result in heavy damage.
  • This tactic of placing sticky traps on the garage doors can be used both defensively on your own base's doors as well as the enemy's doors.
  • Traversing through the vents allows Spies to pop out and backstab any enemies running down the stairs.
  • In the hallway to the Intelligence, Engineers should get up onto the platform and build a strong defense there as most players will assault from that direction, due to the fact that they will not have to travel past the enemy spawn point. You can reach the platform with a Dispenser jump, jumping and placing a Teleporter exit, crouch-jumping in one of the corners, or by Sentry Jumping.
  • Pyros should Spy check near the vents and the hallway to the Intelligence room as well as the corner outside of the respawn door closest to the Intelligence room.
  • Players should consider temporarily switch to their melee weapon when traveling through either team's vent because of the constricted nature of the vents. Opponents will have little room to avoid a series of melee attacks without dying. This strategy can also be used for Spy checking in this area.
  • A good Sentry Gun spot in the Intelligence room is to the left of the Intelligence, facing the wall separating the two doorways into the hall that leads to the turbine room. The Sentry Gun cannot be hit or seen with the correct placement, but it will still cover most of the room, and stop most who drop down from vents.
  • Engineers will do best working in teams on this map, as there are no Sentry Gun spots that do not have some disadvantage to them. When playing Engineer on Turbine, always mind your fellow Engineers and lend them a hand if you can, especially with Sentry Gun setup. Demomen and Engineers can often work wonders together, with Engineers setting up in the Intelligence room and Demomen clearing out the vents and the hallway of any intruders.
  • Another good place to build a Sentry Gun is on the raised platform in the Hallway. This gives the Sentry a clear line of fire to anyone attempting to enter the Intelligence room directly from the Turbine Room. This does leave the Vent and Resupply Area clear, allowing a good Scout to drop down the Vents and exit through the Resupply Area.
  • Still another good spot to place a Sentry is against the wall, to the left of the stairs, facing the small medkit.
  • A good place for a Teleporter exit if you are active in the Intelligence room is near the vent exit that drops into the Intelligence room. This will alert you to any enemies who are coming through the vent, as most cannot resist taking down the Teleporter exit. The exit can be of use to teammates, as well, as it can be used to help them clear out the vents or go through the hallway to the Intelligence room.
  • If your team manages to push the other team back to their spawn or Intelligence room, Engineers can jump onto the containers in the main hall and build Sentry Guns there. One on each container is a nearly unbreakable defense.
  • Engineers should build Dispensers and Teleporter exits at the own-team-faced side of the containers to provide quick movement and fast reloading/healing.
  • If you find that the enemy is abusing your vents, the following is a good defensive strategy for the Engineer. It also has the added benefit of protecting your spawn area from the turbine room entrance. First, build a Sentry Gun in the cubby hole near the top of the stairs leading from your spawn to the turbine room and facing the spawn's entrance to your vents. Then, place your Dispenser in the vents just inside the long corridor leading to the Intelligence room. It should be built just far enough in that any opponent turning the bend from the turbine room won't notice it blocking their path until they're in your Sentry Gun's range, but not too far in to allow the enemy shelter from the Sentry Gun. The Dispenser will act as an obstacle long enough for a non-Übered opponent to get killed by your Sentry Gun, and will prevent Scouts (either with or without Bonk) from avoiding your Sentry Gun by quickly ducking from one corridor to the next. This has the added benefit that, if your Sentry Gun gets sapped/destroyed, they still have to kill your Dispenser to use that corridor, giving your team early warning.
  • One of the best tactics for the close quarters as Scout is to go through your base's vents, double-jump to the middle of the enemy stairs on the main room and then continue on the enemy vents. Doing so will avoid most of the medium range combat on the Turbine room.
  • For a surprise on ambushing enemies, place a Sentry Gun on the stairs next to the "garage" door, facing towards the main room.
  • Underneath the battlements leading to the vents in the Turbine Room is a surprisingly good place for Snipers to sit. On the left side, Snipers can walk back behind the door and into their spawn area if enemies get too close, and the right side (the path to the Intelligence) gives the Sniper a very good shot at the door where many players will exit their spawn area.
  • It is also possible to get onto the roof of the Intelligence room as a Demoman performing a sticky/grenade jump, a Soldier who performs a Rocket Jump as well as a Scout using the Force-A-Nature. This spot is useful as a Demoman to defend the Intelligence. This technique can be used to escape with the enemy intelligence unhindered, since the enemy team will probably expect intelligence carriers to run either up the stairs and through their spawn room or towards the opposite ground floor path, thus covering these exits and not the vents.
  • Running around one of the turbines in the main room can provide some momentary cover. This tactic works best against Heavies, hopefully with that extra time, a team mate may have taken care of the enemy for you.
  • It is possible, as any class, to climb onto the "Sniper/Engineer Deck" on the lower floor path to the intelligence on either side. By aligning yourself with the corner where the wall meets the platform, and by performing a running jump while transitioning into a crouch, it is possible to slide up a clipping texture and climb on top of the platform without the use of any special weapons or techniques. Note that this is an ideal tactic for any Spy trying to get to a hard-to-reach Engineer or any buildings he has built. (Note: You will know you are in the right spot if your character is brushed aside by the clip as you attempt to climb. This technique takes time and patience to perform easily)


See also