Difference between revisions of "Freight"
Benjamuffin (talk | contribs) (The fact wasnʻt always going to remain accurate, and after trying to reword it, I realized a download count could be noted for many mod content websites. The fact felt unnecessary to me.) |
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==Trivia== | ==Trivia== | ||
− | *Freight was originally posted as a community map on [http://www.fpsbanana.com/maps/ | + | *Freight was originally posted as a community map on [http://www.fpsbanana.com/maps/59565 FPS BANANA]. |
*The developer, Jamie "Fishbus" Manson, is also known for developing [[Steel]]. | *The developer, Jamie "Fishbus" Manson, is also known for developing [[Steel]]. | ||
*An interesting thing to note is that although CP_Freight and CP_Freight_Final both exist, the version that was added to the game as an official map is CP_Freight_final1, yet another tweaked version of the map. | *An interesting thing to note is that although CP_Freight and CP_Freight_Final both exist, the version that was added to the game as an official map is CP_Freight_final1, yet another tweaked version of the map. |
Revision as of 23:46, 21 July 2010
Freight | |
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Basic Information | |
Developer(s): | Unknown |
Map Photos | |
Map Overview | |
Freight is a standard control point map. It was included in the April 28, 2010 Patch as an official community developed map due to its outstanding quality. Its design is inspired by Well, and it shares similarities with it, such as having underwater routes, bases designed for divisions of RED and BLU, and modified trains.
Contents
Goal
Your team must capture and control all five control points.
Locations
Freight contains one middle point flanked by two buildings, and two bases that correspond to a team, as well as two yards, and a final area, which contains train tracks.
Control Point 3
This point is arguably the hardest point to capture and the point at which most of the map's action happens. It is accessable in two ways.
- Through the waterway entrance located in the bases
- Through each team's yard
The central point is located between two train tracks on opposing sides which mark the end of each team's yard. To the direct left and right of the point are two buildings which contain slanted roof areas which classes can stand on. To the sides of these buildings are staircases which lead to each teams yard and are bordered by both train tracks. It is primarily used for flanking. On the backside of the staircase, there is a light next to the tracks which can be used by Scouts jump onto a trailer and then to the opposing teams staircase.
This point is bordered by the team's yards which each contain a seperate stair case that is instantly accessable from the base exits. It plateaus into a Sniper deck. The yard also contains a health pack and ammo pack located behind a concrete square wich can be used for cover.
Control Points 2 & 4
These Control points are second closest to each team's respawn. They reside in a building which can be accessed either from the corresponding teams closest point, or from their yards. Near the door to the teams base, there is a staircase leading to an upper area overlooking the point. From here a Scout,Demoman, or Soldier can jump to the other side of the platform, which provides an exit to the yard, the waterways and point 3. On the right side, there is an entrance, which can lead to an entrance to the waterways and yard on the right, or to points 2 & 4 on the left. After entering from points 1 & 5, you can go to the left in order to reach another exit, leading to the yard. These points can be captured quickly.
Control Points 1 & 5
These Control points are closest to each team's respawn. At round start, they belong to the team closest to it. They are directly outside the respawn and are in between two train tracks. From this area, there are three exits. One to the left (or Garage), one towards the middle, and one on the right which leads to an upper level overlooking points 2 and 4, and leading to a staircase which can access 2 and 4. These points have the fastest capture speed.
Common strategies
- Often times, teams will send a Pyro or a Scout underwater at the middle cap point to flank the Medic or other important target.
- At middle, the left or right sides can be jumped a Soldier or Demoman in order to flank.
- Snipers are able to get many picks from the staircase outside the base, as it directly faces Mid, and gives a view of the left and right flanks.
- However Snipers are vulnerable to other Snipers and flanking Soldiers, Demomen, and Scouts at the stair position
Trivia
- Freight was originally posted as a community map on FPS BANANA.
- The developer, Jamie "Fishbus" Manson, is also known for developing Steel.
- An interesting thing to note is that although CP_Freight and CP_Freight_Final both exist, the version that was added to the game as an official map is CP_Freight_final1, yet another tweaked version of the map.
Control Point Timing
Control Point | Multiplier | Seconds | ||
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Control Point 1 and 5 | ×1 |
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×2 |
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×3 |
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×4 |
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Control Point 2 and 4 | ×1 |
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×2 |
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×3 |
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×4 |
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Control Point 3 | ×1 |
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×2 |
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×3 |
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×4 |
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