Difference between revisions of "Gullywash (competitive)"
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Revision as of 12:25, 21 October 2011
The community competitive scene changes frequently. Some or all info may be outdated.
Gullywash_pro is the final version of a community map made by Arnold. It is smaller than other maps that are played, this means that teams can run a permanent Heavy due to short distances that the Heavy has to run. The map has some interesting control points that have more than one tier, the middle point is a good example; Soldiers and Demomen can jump on the top of the point and start to capture it, Scouts and other classes that can't reach the top can also capture the point by standing close to the side. This isn't as good as standing on top of the capture point because you can be hit by splash damage.
The objective of Gullywash is to control all five capture points. Each team starts with their second and final control points locked, leaving only the middle point available.
Whilst not as popular as Badlands, Gullywash is still regularly played. It is a good map for utilities as there are many situations where they can be useful, a Sniper can be used during the middle battle and when pushing last for example.
Contents
Locations
All place names are given from the perspective of defense as their primary name (in terms of left and right), except obviously for the middle control point.
Control Point 3
Because of the symmetrical style of Badlands, each team share a similar landmark/location on their respective sides of the middle point. A popular method to counteract this is to add the prefix "our" or "their"
- Big Door: This is where the heavy classes such as the Soldiers, Demoman and Medic will come out of normally. If the enemy team are running a Sniper, this is the normal place for them to stand, it allows them to be able to headshot people who are on top of, or near to the point.
- Choke: The Demoman and scouts normally come out here, from here the Demoman can sticky up the point and Big Door, this means that the combo will take some damage getting onto middle or they will be unable to do so at all.
- Below: This is what the area under the point is referred to, it stretches from the enemies Big Door, to your Big Door.
Control Points 2/4
The second point uses the same features that the middle point does, there are two tiers that can capture the point, the capture can be blocked if an enemy stands on either of the tiers. This point is very open with a lot of height advantage.
- Upper: This is the high ground that the defenders can hold if they have Ubercharge disadvantage, it's akin to the Badlands Upper Lobby hold.
- Flank: If Big Door is the entrance then this is the exit. It also leads into Lower Lobby.
- Choke: If the team has its full compliment of heavies then they can hold choke, much like you would in Badlands.
- Lobby: When retreating from the point teams quite often come through here, it has a medium health and ammo kit.
Control Points 1/5
This is the final point, utilities are quite often used to defend the point, a Heavy can push back any jumping Soldiers and slow down, and absorb any incoming Ubercharges.
- Point: It's possible for a Heavy to stand on the rim of the point, the point is quite open and can be accessed from more than one direction.
- Riverside: A small corridor that Demomen like to spam. It leads directly to the water.
- Water: Even though there is no longer any water, it's still affectionately referred to in the same way. It provides another way to access the point.
Tactics
Gullywash_pro and it's other iterations have been around for a while now and there have several strategies employed on this map.
Defending Control Point 3
Ubercharge Advantage
- The team should be watching the enemies choke, the combo and the flank will be split up:
- The Demoman should have a sticky trap up around Choke and can spam some grenades into the choke every now and then.
- The Pocket Soldier and Medic should be holding roughly the same place as the Demoman.
- The Roamer should be near the point, watching big door so that he can easily spam Big Door and move to help out the Scouts if necessary.
- Both of the Scouts should be holding Big Door to stop the enemy Scouts getting past.
Ubercharge Disadvantage
- The team should be holding near their choke ready to fall back when the enemy team push in with their Ubercharge.
- The combo and Demoman should be watching the enemy Choke from their Choke.
- The Roamer should stand on point in order to try and force the enemy Medic to pop his Ubercharge when he enters the middle.
- The Scouts should still be holding Big Door.
Defending Control Point 2/4
Ubercharge Advantage
- The combo and Demoman can hold Choke; the Demoman should have a sticky trap up near Choke.
- The Scouts and Roamer should be watching Big Door.
Ubercharge Disadvantage
- The combo should hold Upper, the Demoman should have a sticky trap near the edge of Upper to deter any Soldiers from trying to jump the Medic.
- The Scouts need to watch Lower Lobby to make sure that the combo in Upper doesn't get flanked
- The Roamer can also watch Lower Lobby or he can watch Upper, it depends whether the team has switched out a Soldier for a Heavy.
Defending Control Point 1/5
- A heavy can make a good distraction and can protect the medic by knocking back any jumping Soldiers that the enemy sends in. The best place for the Heavy to be is on the rim that's just above the point.
- The Soldiers need to be on the left hand side of the point.
- The Demoman should be on the right hand side and be supported by the Scouts.
- The Demoman should be watching Riverside and have a sticky trap up somewhere.
The Roll-outs
Demoman
The roll-outs for Gullywash are very easy to learn, there are three jumps for the Demoman, and two for the Soldier. The hardest part of the roll-outs is trying not to take fall damage on the first jump.
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