Difference between revisions of "Convoy"
Steviestar3 (talk | contribs) (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) |
Steviestar3 (talk | contribs) m (wait I had multiple tabs open, this is the wrong edit) |
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− | {{Map | + | {{Custom Map |
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− | + | |TYPE=CTF | |
+ | |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. | + | |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= | + | |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 | ||
+ | }} |