Well (Control Point)
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Basic Information
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Variants: |
Arena and Capture the Flag
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Developer(s): |
Unknown
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Map Info
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Environment: |
Industrial
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Setting: |
Daylight, sunny
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Hazards: |
Trains
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Map Photos
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Map Overview
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Well is a Standard Control Point map. There are three buildings, the first and last of which hold 2 control points. The second building holds a neutral control point. The map is symmetrical from both sides of the center building.
Objective: In Well, you must capture all 5 control points to win the round. Each team starts with 2 control points closest to them and 1 neutral control point in the middle of the map.
Keep in mind that like all other standard control point maps, such as Granary, only the 2 control points nearest to each other can be captured by the enemy side. All other control points have a lock symbol on them in the HUD and cannot be taken by one side or another.
There are 6 train tracks - 2 in each yard and 2 going through the neutral building. Only the 2 in the neutral building actually have trains traveling on them, as at a random time of about 5 minutes, a train passes through which will instantly kill any player it comes in contact with.
TF2's Well drastically changes from TFC's version, but keeps the two bases, Sniper ports, and the neutral building.
Introduction video
Locations
Control Points 1 & 5
Control Points 1 & 5 (more easily referred to as '1' and '5') are the control points closest to each team's respawn. At the start of the map they belong to the team they are closest to the respawn of. The platform and the room it is in would be the flag room from the original Well from the original Team Fortress. These points have a short capture time.
- Control Points: The control points are on a raised circular platform in a large room, and behind it is the rear-most respawn of the point's corresponding team.
- Exits: The large room the point is situated in has two exits on each side of the wall opposite the respawn. Almost directly above these two exits are another two exits (one on each side) that quickly join together and lead to an area overlooking points 2 and 4.
- Catwalks: Surrounding the room are the catwalks which run along the walls on the second floor level. These enter to from the command room overlooking the point and lead all the way around to an area behind the point and a balcony above the point.
- Command Room: The command room is the room that the entrances to the catwalks lead to. It contains many computer consoles and a large window which serves as a vantage point to the control point room.
Battlements overlooking last.
Command room overlooking the point.
Second floor above point 2/4.
Control Points 2 & 4
Control Points 2 & 4 (more easily referred to as '2' and '4') are the control points second closest to each team's respawn and are located inside the lower lobby of the corresponding team's building. It is accessible from two sides (the left and right), with the other two sides being a wall and a bulletproof glass window. These points have an average capture speed.
- Inner Lobby: Next to the first forward spawn and behind the control point is the inner lobby. It has two entrances to the final point room and a set of stairs which lead to a platform surrounding the area. On both sides of the platform are exits to the battlements.
- Third Floor: The third floor is the highest point of the building, there is a hole in the middle which drops down to the inner lobby. It is accessed from the battlements and has an entrance to the command room.
- Swing Doors: There are two entrances to each main base, which are called the swing doors. They are the only entrances to the main building and enter on both far sides of the complex.
- Well Room: The well room is the room between the swing doors which has a drop down pipe to the water ways.
- Battlements: The battlements are on the second floor of the base and have windows which overlook the yard areas. There are four exits, two of which lead around to the inner lobby, one of which to the well room, and the other which leads up to the third floor drop down above the inner lobby.
- Yard: Outside the swingdoors and between the main buildings and control point building is the yard. The yard contains two train carts, the waterway, and two entrances to the central control point building.
Yard between mid and the RED/BLU base.
Battlements overlooking yard.
Spawn for teams that have capped mid.
Control Point 3
This point is arguably the hardest point to capture and the point at which most of the map's action happens.
- Water Room: The waterway in the yard leads to an open room directly connected to the interior of the neutral building, which exits out to below the point.
- Entrances: There are two ground-level side entrances on the left and right side of the point. The side entrances of both one team and their enemy are separated by a stationary train car. When entering these entrances remain cautious, trains regularly run through these entrances.
- Bridge (Point): The point itself is situated on a bridge over the rail lines that is accessible from four platforms - one going to each corner of the room. The platform connects the walls closest to each enemy base together and there is a small opening in the wall on each end of the platform leading into the Battlements.
- Train Rails: Along the ground level of the Central Building are two train rails which run through the Entrances. Beware as trains often running through them.
- Battlements: Across from the central point are the battlements which overlook the spawn yard, a common spot for Snipers and Soldiers to safely pick off enemies.
Water that leads to the point.
Sniper deck overlooking yard.
Spawn for teams that have capped 4.
Strategy
Control Point Timing
Control Point 1 and 5
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×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
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×1
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×2
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×3
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×4
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Control Point 3
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×1
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×2
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×3
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×4
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Related achievements
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Lightning Offense Win Well in 5 minutes or less.
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Quick Hook Kill a player in Well before the round starts.
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Update history
January 7, 2008 Patch
- Increased starting round timer to 10 minutes in Well
- Fixed players blocking doors in Well.
- Fixed Engineer building in exploit areas on final caps in Well.
February 14, 2008 Patch
- Added ctf_well to the default mapcycle.txt file.
- Added ctf_well to the default motd.txt file.
June 19, 2008 Patch (Pyro Update)
- Added a route from the forward central foyer up to the battlements.
- Redistributed health and ammunition throughout the bases.
July 29, 2008 Patch
- Fixed various exploits and performance problems in CP_Well.
January 6, 2011 Patch (Beta)
- Fixed a bunch of model and playerclip issues.
- Made the 2nd point defender spawn door one-way.
- Note: there's a known-issue with the skybox on the Mac.
April 14, 2011 Patch (Hatless Update)
- Spawn room by second cap for each time is now a one-way door.
March 22, 2012 Patch
- Added performance improvements.
Notes
- Well is one of the maps designed after existing Team Fortress Classic maps, the others being 2Fort, Dustbowl, and Badlands. The original version was significantly different, with this version focusing more on a train station then any actual well.
- According to the Map of Mann's Land, Well (called The Well) is southwest from Gravel Pit. A sea of gravel (called The Gravel Sea on the map) lies north.
- The beginning of Meet the Scout takes place in Well.
See also