Pipeline
Revision as of 06:25, 5 January 2011 by NihonTiger (talk | contribs)
Pipeline | |
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Basic Information | |
Developer(s): | Unknown |
Map Photos | |
Map Overview | |
“ | America's pipelines are a stirring beacon of hope. Let no man befoul their majesty with calumny or bombs.
— Abraham Lincoln
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Pipeline is a Payload Race map. It was included in The Sniper vs. Spy Update as the first official Payload Race map for Team Fortress 2.
Goal
Your team must simultaneously push your bomb cart through enemy territory, in order to reach the finishing point, while preventing the enemy team from doing the same.
Strategy
- Due to the long hallways in the first and second rounds and the tight, roundabout corridor layout, the map has a reputation for players favoring Snipers and Spies, who can use the long horizontal distances and twisting hallways for their benefit. The action on the map can also be very chaotic, allowing for effective disguising and backstabbing at either team's spawn areas.
- Unlike other Payload maps, Scouts are not terribly successful on Pipeline, as their low health and close quarters contact with stronger opposing classes such as Pyros or Heavies makes them less effective at harassment or defense. More experienced Scouts can find success using the Sandman or Force-A-Nature on defense.
- There are only a few choke points on either Round 1 or 2, which can be built up quickly by Engineers, creating long standoffs. Good Kritzkrieg Medic and Demoman or Soldier pairs can effectively clear out these choke points, especially when backed up by Heavy or Pyro support.
- Moving in a wave formation, with Demomen and Soldiers up front to clear Sentry Guns, with several good Snipers behind to harass enemy Snipers and prevent headshots, all moving the cart forward, can be a formidable offense.
- During Stages A and B, a group of three or more Scouts, along with other classes, can be used to push the cart at a maximum velocity. Scouts switch to another class as soon as they get killed. This is an effective offense, when coupled with backup.
- Engineers can also be particularly useful on this map by covering the entrance of the ramps with a Sentry Gun, preventing Pyros from airblasting your team away as well as preventing the other team from going to their own cart.
Screenshots
- Pipeline01.jpg
Stage A
Previous changes
- Increased the starting advantage in the third round if a team has won the first two rounds.
- Fixed carts not continuing to the second round if they're capped at the same time in the first round.
- Fixed being able to shoot pipebombs over the starting gates in the first round.
- Fixed being able to open the doors in the first round before the setup time was finished.
- Fixed players getting stuck in some doors.
- Fixed players being able to get onto rooftops and out of the map boundaries.
- Fixed other minor bugs and exploits.
Trivia
- The Sniper sent a postcard to his mother detailing his experiences fighting at "Scenic Pipeline". A quote by Abraham Lincoln is also seen at the bottom right of the card.
- Pipeline was first seen in the background for the Bonk! Atomic Punch page of The Scout Update page (Link). The image shows the third stage of the map, but with the traditional desert theme rather than the night time industrial style used at its release.
- Originally the first 2 stages of pipeline were one large stage, and capturing the points would open gates leading to what is now the second stage. [citation needed]
- According to the Map of Mann's Land, Pipeline (called the Badwater Basin Pipeline) stretches out across the Badlands.
Bugs
The stairs at the center of Stage B can be gotten under from the sides, and the player can see out from underneath the untextured underside of the stairs.
External links
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