Difference between revisions of "Convoy"

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(fixed up a bit of the page, it's still a mess though. Probably needs an entire rewrite also as half of the article is just a glorified changelog)
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{{Custom Map
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{{Map infobox
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|TYPE=Capture the Flag
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|IMAGE=Convoy.jpg
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|DEVELOPER=Jahrain}}
  
|TYPE=CTF
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'''Convoy''' is a standard CTF symmetrical map. It consists of 2 moving rocket carriers racing side by side through the desert. The map idea was inspired from a UT2K4 map, however this map features a completely original design created specifically for TF2 CTF gameplay. Additionally, a [[Maps#Control Point|CP]] version of the map exists.
|IMAGE=94299.jpg
 
|DEVELOPER=Jahrain
 
|INFO=This is a standard CTF symmetrical map. It consists of 2 moving rocket carriers racing side by side through the desert. The map idea was inspired from a UT2K4 map, however this map features a completely original design created specifically for TF2 CTF gameplay. Additionally, a [[Maps#Control Point|CP]] version of the map exists.
 
  
  
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Defense on this map is not as easy as most CTF maps. The opposing teams can gain quick entry to the control room where your intelligence is stored if all routes are not guarded. There are a few hot spots for sentry guns but for an impenetrable defense it will require a precise coordination of at least 3 sentry guns, each one defending the others vulnerable spots. It’s a good idea to use Heavies and Demomen to keep those invading the carrier pushed back as far as possible.Another strategy is for Demomen to use their Sticky Bombs to launch themselves from one carrier to the other. It is possible (using this strategy) to capture the Intel in mere seconds by launching across, grabbing the Intel and launching back. There is also a wind force that will push players back if they try to jump across the map from one carrier to another, so getting directly across without using the extension bridges is not easy, but there are some spots to build a defense against those trying to jump across onto your carrier.
 
Defense on this map is not as easy as most CTF maps. The opposing teams can gain quick entry to the control room where your intelligence is stored if all routes are not guarded. There are a few hot spots for sentry guns but for an impenetrable defense it will require a precise coordination of at least 3 sentry guns, each one defending the others vulnerable spots. It’s a good idea to use Heavies and Demomen to keep those invading the carrier pushed back as far as possible.Another strategy is for Demomen to use their Sticky Bombs to launch themselves from one carrier to the other. It is possible (using this strategy) to capture the Intel in mere seconds by launching across, grabbing the Intel and launching back. There is also a wind force that will push players back if they try to jump across the map from one carrier to another, so getting directly across without using the extension bridges is not easy, but there are some spots to build a defense against those trying to jump across onto your carrier.
  
|GOAL=To win, your team must capture the opposing team's [[Intelligence]] continuously until you reach the game's capture limit while preventing the enemy from achieving the same.
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GOAL=To win, your team must capture the opposing team's [[Intelligence]] continuously until you reach the game's capture limit while preventing the enemy from achieving the same.
  
|LOCATIONS=
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LOCATIONS=
  
 
=== Overview ===
 
=== Overview ===
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*FPSBanana: http://www.fpsbanana.com/maps/45247
 
*FPSBanana: http://www.fpsbanana.com/maps/45247
 
*ReadMe File: http://tf2wiki.net/w/images/7/72/Readme.txt
 
*ReadMe File: http://tf2wiki.net/w/images/7/72/Readme.txt
}}
 

Revision as of 02:50, 15 July 2010

Convoy
Screenshot needed.png
Basic Information
Developer(s): Unknown
Map Overview
Convoy overview.png

Convoy is a standard CTF symmetrical map. It consists of 2 moving rocket carriers racing side by side through the desert. The map idea was inspired from a UT2K4 map, however this map features a completely original design created specifically for TF2 CTF gameplay. Additionally, a CP version of the map exists.


Update V2:

The map has been updates to version 2, little overview of the changes: In this new update, a couple exploits have been fixed, as well as some major adjustments have been made to give a better class balance. A lot more cover has been added to make it less friendly to Snipers, and a closer bridge has been added to benefit slower classes. Overall this version is more goal-oriented, and more balanced for all classes. |DOWNLOADLINK=Download (10MB) Mirror (10MB) |STRAT= Offensive and defenses tactics require some team coordination to execute efficiently, however the map is also designed to give skilled solo players a chance.

While your team is boarding their carrier, it’s a good idea to defend them from your own carrier with Snipers as they are vulnerable out in the open on the deck and cat walks. There are solo routes for certain classes. Any class that is able to get on top of the rocket has a direct route to the intel room without being in the line of sight from the opposing team. There is also a sun roof on top of the control room that one can drop through and ambush those guarding the intelligence.

Defense on this map is not as easy as most CTF maps. The opposing teams can gain quick entry to the control room where your intelligence is stored if all routes are not guarded. There are a few hot spots for sentry guns but for an impenetrable defense it will require a precise coordination of at least 3 sentry guns, each one defending the others vulnerable spots. It’s a good idea to use Heavies and Demomen to keep those invading the carrier pushed back as far as possible.Another strategy is for Demomen to use their Sticky Bombs to launch themselves from one carrier to the other. It is possible (using this strategy) to capture the Intel in mere seconds by launching across, grabbing the Intel and launching back. There is also a wind force that will push players back if they try to jump across the map from one carrier to another, so getting directly across without using the extension bridges is not easy, but there are some spots to build a defense against those trying to jump across onto your carrier.

GOAL=To win, your team must capture the opposing team's Intelligence continuously until you reach the game's capture limit while preventing the enemy from achieving the same.

LOCATIONS=

Overview

This is a small map that features two moving vehicles with a moving background, each Intelligence case is located aboard one carrier.

The Carriers

The two carriers are somewhat identical (but differs in colors). These two big moving vehicles are connected by two bridges and are large enough to support a fight aboard them.

The Bridges

These two big carriers are connected at the tail and at the rear wheels by two tight bridges which are the only way to enter each carrier...

|ADDITIONALLINKS=