Steel
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Информация
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Автор(-ы): |
Неизвестно
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Снимки карты
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Вид на карту сверху
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Steel — это карта режима «Захват/удержание контрольных точек». Её уникальность заключается в том, что при захвате той или иной контрольной точки карта немного изменяется, открывая или закрывая пути прохода к следующей точке для каждой из команд. Из-за этого у атакующей команды может быть куча стратегий по захвату последней точки. Ещё одной уникальной особенностью Steel является возможность победы в раунде при захвате всего лишь одной точки, а именно — последней. Тем не менее, это не упрощает игру, ведь чем больше захватывают точек Синие, тем легче им будет пройти к последней точке E и выполнить поставленную задачу.
Должны ли солдаты и разведчики сразу идти на захват точки Е? Или лучше «обойти гору», захватив несколько точек и перекрыв все пути к обороне последней точки для Красных? Именно подобная уникальность карты делаёт игру на ней интересной долгое время. Увы, карта не слишком популярна как в киберспортивном Team Fortress 2, так и в обычном.
Steel была выпущена в Обновлении пулемётчика, получив от Valve статус официальной карты за высокое качество её исполнения.
Вводное видео
Задача
Для победы в раунде Синие обязаны захватить контрольную точку Е. Синие могут захватить точку Е в любое время. Захватив контрольные точки A, B, C и D, Синие могут упростить выполнение своей основной задачи: захвата E!
Захват контрольной точки A открывает дополнительные пути к B и E, а также закрывает проход на точку А с респауна красных. Захват контрольной точки B перемещает респаун Красных и открывает дополнительный проход к контрольной точке C. Захват C «достраивает» мост к точке Е. Захват контрольной точки D блокирует наиближайший путь Красных к E, к мостикам на Е добавляются перила. Без мостиков E могут захватить только разведчики, подрывники и солдаты. Другие попросту свалятся в яму!
Note: in the event that BLU fails to capture E in time the missile in the E point room launches and it is advisable NOT to stand anywhere near it while it does. Even being in the same room will get players from either team either sucked into the flames or the pit.
Locations
BLU's Staging Area
A train station at the very bottom of the map. The base has three exits, two to Command Point A (one low and one high), and one to Command Point B. From spawn orientation, Point A is to the right and point B is to the left.
RED's Initial Spawn
A small room with exits leading to A, B and E. From spawn orientation, A is to the left, B is to the right and E is forward.
RED's Second Spawn
After BLU captures point B, RED is forced to spawn between points C and D. From spawn orientation, C is to the left, D is to the right and E is forward. After BLU captures point D, the exit to E is closed off.
Capture Point A
Point A is a shipping dock located directly to the left of RED's initial spawn. BLU is required to climb up a short hill to get to the point at the top, while a couple of walls prevent RED from directly firing at the point. The higher exit from BLU's base leads to the top of a wall. Capturing point A immediately opens a door to the right of the point leading to B, as well as a slow-opening door directly on the point that leads to D and E.
Capture Point B
Point B is located to the right of RED's initial spawn and is partially protected by a small wall facing the RED spawn. There is only one path leading to B before A is captured, while capturing A opens up another. RED's entrance to point B leads into a small 2 story building with a window at the top that can shoot out onto the whole B area except for the closest half of point B. Blue's spawn exit has a passageway off the side which leads to a small overlook and a shack that Snipers may use in attacking B. To the left of point B and just off of the building in front of RED's spawn is a passageway that leads to point E and then a ledge in the C area. Capturing point B causes a door to slowly open to point C and also moves RED's spawn to the opposite side of point E.
Capture Point C
Point C is located on an elevated platform north of point B. The hill leading up from B spikes down into a canyon. Several large rocks provide cover from incoming fire on the B side. There are two sets of stairs to get onto C, one on the outside with no cover, and on to the right which is a small tunnel. RED has a choice of 2 doorways to defend from, one of which includes a small wall on the B side. Capturing C causes three bridges to extend to point E very slowly.
Capture Point D
Point D is located directly next to RED's second spawn, on the opposite side of C. A narrow hallway with a small ledge connects C and D, but one must travel in front of RED's back spawn. RED can also see anyone moving through this hallway by way of a window above their exit to point E, but the window is closed off when the exit is. Capturing D raises guardrails on the bridges and also seals off RED spawn's closest exit to E.
Capture Point E
Point E is located in the center of the base, on a small platform above a deep pit. At first, only Scouts, Soldiers, and Demomen can effectively reach it, but once C is captured, bridges appear and allow all classes to get to the point. Point E is available from the start of the round, but capturing all the other points can make E easier to capture.
Common strategies
- In the event that RED is pushed back to D and E, it is advised that RED be ready to defend attacks from behind and defend D as well. This happens frequently as the more RED control points there are, the more thinly stretched RED becomes.
- After capturing Point A send a three Scout rush through the open door to point E while the rest of your team attack Point B. The Scouts need to place themselves on the edges of the point to prevent a single rocket removing them. Check the point for stickies before jumping onto it.
- Defenders should always have point E protected by a Sentry Gun or sticky bombs; never leave it unattended after point A is captured.
Время на захват контрольной точки
Контрольные точки A
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×4
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Контрольные точки B
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Контрольные точки C
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Контрольные точки D
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×5
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Контрольные точки E
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×4
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×5
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