2Fort Invasion/fi
Tätä sivua ollaan kääntämässä suomeksi. Jos pystyt puhumaan suomea, kirjoita keskustelusivulle tai puhu niille jotka ovat parantaneet sivua (katsomalla sivuhistoriaa). |
2Fort Invasion | |
---|---|
Perustiedot | |
Variants: | 2Fort |
Tekijä(t): | Tuntematon |
Kartan tiedot | |
Ympäristö: | Maaseutu |
Asetelma: | Yö |
Kuvat | |
Map Overview | |
“ | The aliens are taking over but the teams are too busy trying to figure out better ways to kill each other with alien artifacts.
— Invasion Update
|
” |
2Fort Invasion on yhteisön tekemä Lipunryöstökartta. Se on versio 2Fortista joka tehtiin Invasion-yhteisöpäivitykseen.
Öisen kartan kaksi tukikohtaa on muutettu tutkimuslaboratorioiksi, jotka tutkivat avaruusolioteknologiaa.
- BLUn salaisessa laboratoriossa tapahtuneen varuusolioiden biologiatutkimuksen takia BLUn rakennukset ovat biologinen vaara-alue. JUlisteet tässä rakennuksessa joko viitaavat avaruusoliobiologian tutkimukseen tai mainostavat radio KKBCn sponsoreita.
- Avaruusaluksien jätteiden avulla REDin rakennukset näyttävät avaruusolioiden ja palkkamurhaajien taistelukenttää. REDin salainen laboratirio tutkii avaruusolioteknologiaa, ja sisältää portaaleja ja uusia aseita. Suurin osa julisteista tässä rakennuksessa ovat tehty toisen maailmansodan propagandataiteen tyylissä.
Tuhoutuneita avaruusolentojen osia spawnaa ympäri karttaa, ja ne räjähtävät kun niitä vahingoitetaan, kuten kurpitsapommit.
Sisällysluettelo
Sijainnit
Ulkosijainnit
- Silta: Silta joka yhdistää linnoitukset. Sillan peittää katto, joka antaa Scout/fiin tuplahypätä, Demoman/fiin tahmapompata ja Soldier/fiin rakettihypätä yhdeltä parvekkeelta katolle, juosta katon yli ja hypätä toiselle parvekkeelle. Katto myös antaa suojaa pelaajille ja yleensä siirtää kartan toiminnan tukikohtiin. Yleensä Scouteilla ei ole ongelmia sillalle hyppäämisessä, mutta joskus he eivät onnistu toisessa hypyssä vihollisten parvekkeelle, ja putoavat ovien eteen. Siltakaton ääripäässä on bugi; jos Scout yrittää hypätä ääripäästä, hän "putoaa" ja hänellä on vain yksi hyppy käytettävissä, eikä kahta. Hyppäämällä vähän aikaisemmin, Force-A-Nature/fin käyttäminen hyppäämiseen, tai Atomizer/fin käyttö on tarpeeksi tämän ongelman ratkaisemiseen. Scoutit, Demomanit ja Soldierit sillan katon päällä ovat vaarassa Sniper/fiien takia, joka rajoittaa hyppyjen pituutta, ja antaa toisen esteen hyökkääville luokille.
- Sisäänkäynti: Sillan ylityksen jälkeen maassa on kaksi sisäänkäyntiä, jotka johtavat tukikohtaan. "Sisäänkäynti" yltää näistä ensimmäisistä sisäänkäynneistä pienen matkan tukikohtaan. Täältä sisäänkäynti on T-muotoinen. Vasemmalle kääntyminen tuo pelaajan portaille jotka johtavat alas viemäreihin, ja kapeaan käytävään joka johtaa parvekkeen spawnhuoneen sisäänkäyntiin ja sisäpihaan (spawnhuoneen lattiassa on luukku josta pelaajat voivat hypätä alas käytävään)
- Sisäänkäynnin sivuhuone: Turning right from the entrance leads players into a medium-sized room with a door at the opposite end which provides access to the courtyard. This room is heavily trafficked by both teams, as it is the most direct way to reach the courtyard from the main entrance. Engineers can set up small camps in here if the enemy is attempting to push through the entrance. In addition, because the room is large, it is often a hiding place for Spies. In many other parts of 2Fort, corridors are too narrow to provide much cover for an invisible Spy, but this room is an exception, allowing them to move through it undetected.
- Battlements: The Battlements are on the front of the second floor of each base and have a center "bunker" section. This section has large glass-less windows and is a roofed structure. The windows allow almost unbroken lines of sight into the area. The battlements are also often referred to as the "balcony," as well as the "Sniper ledge" or "Sniper deck", due to their main purpose as a camping area for Snipers. The ledges provide Snipers with an excellent view of most of the exterior of 2Fort, with the exception of the bridge and the water beneath it. The RED side has a ledge placed high enough to cause fall damage if walked off of, while the BLU side's ledge is not tall enough.
Fort locations
- Sewers: The tunnels under each base, leading from the water beneath the bridge to the "Entrance", are generally referred to as "The Sewers". They have several sharp turns, creating numerous blind corners around which to fight. The sewers are generally used as a way of entering the enemy base free from the attention of the Snipers above. The narrowness of the sewers and the water makes it difficult for Spies to sneak past enemies who are also using the tunnels.
- Sewer room: In each sewer, there is a room recessed into a corner in such a way that it is impossible to see the entire room from inside the tunnels. On the water-side of the room, the tunnel has two 90 degree bends, but on the base-side of the room there is one long unbroken stretch of tunnel. The long tunnel provides a long-range line of sight between the room and the sewer exit. The rooms are often camped by Engineers, who use Teleporters to allow their team to quickly access the enemy base, or Sentry Guns to prevent the opposing team from using that location.
- Courtyard: The Courtyard is the main means of transition between the ground floor and the second floor in each base. It is an enclosed, roofless space inside each base, next to the main spawn room and on the player's right when they come through the entrance. It is bounded on three sides by high ledges, and there are doors connecting to the spawn room, a staircase leading down to the Intelligence room on the second floor, and a door from the entrance and from the balcony spawn corridor on the ground floor. Two staircases allow access from below to the upper level. Engineers often use the space as a major defensive point, as it provides the only means of access to the Intelligence for most classes. By setting up a Sentry Gun, an Engineer can successfully provide effective defense against assaults on the intelligence, particularly if positioned so as to cover the Battlements' doorway.
- Grate: This is the small room with the grated floor right above the entrance of each base. It is connected directly to the upstairs area, and as a result is often used by players to gain quick access to battles in the entrance. Demomen, Soldiers, Engineers, Scouts and Pyros can jump up to the second story through this, providing another means of access to the second floor. Classes such as the Engineer and Demoman can also camp above the grate, limiting enemy access through the front entrance. Splash damage can be dealt through the grate.
- Upstairs: This is the large room on the second floor, adjacent to the main resupply room. The Upstairs area has an exit to the Battlements, "Grate", "top of the Spiral", and "Courtyard". This room is heavily trafficked as it is a major crossroads in the map, connecting practically every area of the base. It is often used by Scouts who have jumped to the balcony, as it provides a direct route to the Intelligence via the spiral ramp. The Upstairs area is also commonly referred to as the "hay room" or "hayloft" (due to the large piles of hay on the floor,) or simply the "upstairs lobby".
Main base locations
- Wheelchair Access Ramp (Spiral): The Spiral ramp that leads from the Basement up and out of the base is one of only two access points to the Intelligence room. Like the Sewers, the Spiral is a narrow corridor with right-angle turns. This tends to result in close quarters fighting, and due to the confined space it is fairly easy to block enemy access with a Dispenser, Sentry Gun, or Heavy. At the top, the Spiral connects to the upstairs area via a small room in which there is a small Health Pack and Ammo Pack, as well as two small corners in which Spies often hide. A direct line of sight can be drawn from the upstairs area along the top length of the Spiral, allowing Snipers to eliminate enemies with the Intelligence as they climb the Spiral. The BLU Spiral ramp, however, has changed as it became more narrow, meaning that Engineers can block them with Dispensers easily.
- Stairs: This area contains a long ramp running from the back of the courtyard into the basement. It is the other exit point for a stolen Intelligence. It is often called the "back stairs", "long stairs", "straight stairs", or simply "straight". It is also called the "L-Shaft", because it contained an elevator in previous incarnations of the 2Fort map.
- Data Hall (Basement): This is the space downstairs between the Spiral ramp and the Stairs. It leads to the Intelligence Office and a Resupply Room exists at the end nearest to the Stairs. In spite of appearances, the Resupply Room is not a Respawn, no player will ever respawn in that room after they die. There is a Health pack and Ammo box in the middle of the Data Hall.
- Intelligence Office: The Intelligence Office has two entrances from the Data Hall. This is the primary defensive point of 2Fort, and as such it is frequently camped, especially by Engineers. The Intelligence is on top of a desk in the opposite corner to both entrances. The layout of the room makes it very simple for campers to entrench themselves, and successfully removing them can be almost impossible without an ÜberCharge.
Strategy
Update history
6. lokakuuta 2015 -päivitys (Invasion Community Update)
- [Dokumentoimaton] Added 2Fort Invasion
- Fixed a few areas where players were getting outside of the map
13. marraskuuta 2015 -päivitys
- [Dokumentoimaton] Added the Invasion Community Update maps to regular quickplay lists.
28. maaliskuuta 2018 -päivitys #1
- Added
ctf_2fort_invasion
to Casual Mode.
Bugs
- It is possible for players to get stuck in the alien bombs.
Gallery
Posters
The movie night poster in BLU base that appeared in the midnight showing teaser.
An advertisement for Sleepy Dog dog food, a sponsor of radio KKBC.
BLU: Alien biology lab
A propaganda poster identifying the anatomy of the tentacled aliens.
A lab safety poster seen in the Intelligence Office.
An X-Ray of the Pyro with the Triboniophorus Tyrannus on top.
Another advertisement for the Mann Co. Genuine Spacesuit; referring to the original Alien tagline.
Evacuation poster for the alien research section. Caroline is Cave Johnson's "office mistress" in Portal.
RED: Alien technology research / war front
The posters in this building are a tribute to famous United States propaganda art of World War II.
A tribute to the WWII propaganda poster by Jean Carlu.
A tribute to the WWII propaganda poster by William Steig, creator of Shrek!.
A tribute to the WWII propaganda poster by R. John Holmgren.
A giant alien walker. "We can do it!" was a famous WWII propaganda phrase (J. Howard Miller).
A sign warning of an unsecured area. A variant was used to tease the update.
Tietosalkku
Katso myös
|