2Fort
Template:Map 2Fort is a Capture the Flag map, and is the subsequent remake of the Team Fortress Classic map of the same name. 2Fort was the first official CTF map for Team Fortress 2 and was one of the six initial maps included with the game's release.
Two similar forts oppose each other, separated by a water-filled moat. A covered bridge spans the moat, and battlements on each fort provide excellent positions to assault oncoming players, particularly for Snipers.
There are three entrances into each fort, not all of which are accessible to each class. The primary entrance is the two openings on ground level. There are short ramps leading up to each entrance, and the entrances converge under an open grate, allowing defenders to attack intruders from above. The second entrance is through the sewers that run underneath each base. The entryway between the sewers and the base features a stairway and a pool of water. This area is a viable chokepoint. The third entrance is the battlements of each base, which can only be accessed by Scouts, Soldiers and Demomen. Soldiers can rocket jump, Demomen can Sticky bomb jump, and Scouts can run across the roof of the bridge and double jump onto the battlements.
2Fort's bases are the easiest to defend of all stock CTF maps due to the long, easily-blocked passages leading to and from the enemy's flag room. Every capture will require a substantial amount of team coordination, especially when the player count is high.
To win your team must capture the opposing team's Intelligence continuously until you reach the game's capture limit (default limit is 3) whilst preventing the enemy from achieving the same.
Contents
Introduction video
Locations
Bridge
The bridge connecting the two forts. In the TF2 incarnation, unlike in the previous renditions, the bridge is covered, allowing Scouts to double-jump from the top of the one deck, run across the bridge roof, and onto the opposing deck. The roof also provides cover for advancing players, and generally moves the action on the 2Fort's map into the bases.
Commonly, Scouts will have no problem jumping onto the bridge, but will falter on the second jump to the opposing sniper deck, landing squat in front of one of the doors. The very edge of the bridge roof is bugged; If a Scout attempts to jump from the very edge, in terms of game mechanics, they will be "falling" and thus have only one jump to use, rather than two. Jumping a second or two earlier is enough to remedy this problem.
Entrance
After crossing the bridge, there are two ground floor entrances into the base. The "Entrance" extends from those two doorways into the base a short distance. There is a stairway down into the sewer on the left. There is a small room leading to the ramp room on the right. And there is a hallway straight ahead that provides an alternate route to the ramp room.
Battlements
The Battlements are on the front of the second floor of each base and have a center "bunker" section. In TF2, these are also referred to as the "Sniper deck," "balcony," and "Sniper ledge".
The Sewers
The tunnels leading from the Water up into the "Entrance" are referred to as "the sewers". There is now a nice little room down there that makes an excellent place for a forward Teleporter exit.
Ramp Room
Once you pass through the entrance, the ramp room is on your right. It's the room with two ramps leading up the second floor. This is a prime defensive point, and Engineers often build Sentry guns here. It is also commonly referred to as "the courtyard".
Upstairs
The large room on the second floor, adjacent to the main resupply room. The upstairs has an exit to the Sniper deck, the "grate", the "top of the spiral", and the "ramp room" (as explained below). This room is heavily trafficked, but rarely occupied. This location is also commonly referred to as the "hay room" or "hayloft" (due to the large piles of hay on the floor) or "upstairs lobby".
Grate
This is the small room with the grated floor right above the entrance of each base. It has a square hole in the floor to allow defenders to shoot down, and talented Soldiers and Demomen to jump up.
Spiral
The spiral ramp that leads from the basement up and out of the base. This is one of only two egress routes for a stolen Intelligence.
Top of the Spiral
The small room at the top of the spiral ramp.
L-Shaft
This room is a long ramp running from the back of the ramp room into the basement. It is the other egress point for a stolen Intelligence. It is named the "L-Shaft" because it contained an elevator in previous incarnations of the 2Forts map. In teamspeak it is often called the "back stairs", "long stairs", "straight stairs" or simply just "straight".
Basement
The space downstairs between the spiral ramp and the L-shaft is the "Basement". It leads to the Intelligence room. There is a resupply point at the end nearest to the L-shaft. There is a Health pack and an Ammo box in the middle of the basement - added in April 29, 2008 Patch. The addition of these pickups has made camping the Intelligence harder, and attacking the Intelligence slightly easier.
Intelligence Room
This is the room that has the Intelligence. It has two entrances from the basement. This is the primary defensive point of 2Fort, and as such it is frequently camped by Engineers, Demomen as well as other classes. To successfully capture your opposition's Intelligence, you must return it to the Intelligence room in your own base.
Strategy
Defense
One problem that can occur on this map is that an enemy force can be established outside the main spawn - in particular, a Demoman with a Medic. The Demoman will then sticky trap the main spawn exit, making it difficult to exit. The simplest solution to this is to select a different class; when this is done, the player respawns in a randomly chosen spawn room. There are two spawn rooms on 2fort, on the left and right sides of the battlements. So if you are stuck in a spawn room by a sticky trap, simply change class until you respawn in the other spawn room.
Team Balance
The above advice should help you make an informed decision on what class to choose for this map, but be sure to consider:
- Engineers help to protect your intel and choke-points into the base, and may establish forward bases deep in enemy territory.
- There's a sniper deck for a reason: If you are not proficient as a sniper, you can try the Soldier's rockets to keep opposing Snipers busy.
- Demomen are a potential alternative to defensive engineers, while also capable of taking out Sentry guns on offense.
- Medics. While there are plenty of supply rooms in your base, there are few health packs anywhere else, making a medic a valuable "Credit to team!"
See previous sections for counters to specific set ups.
Class strategy
2fort has a large amount of open area that can be exploited or used to the benefit of either team. Almost every class can be used to its full potential in this widely expansive map. Below are some ways to break up your forces and utilize your classes to their potential.
- Scout - The Scout can easily double-jump onto the main bridge's roof to jump from one set of battlements to the other. However, heavy cover on the enemy's side can lead to problems if he has no Sniper support. The corridors within the bases of both teams wind enough that the Scout's speed can easily manoeuvre through the corridors without being overwhelmingly damaged. The Scout is one of the best classes to be tasked with retrieving the opposing team's intelligence. Scout's can also come in from the sewers, this gives the opposing team an element of surprise, as they expect Scouts to come from the second floor.
- Soldier - Depending on his use, the Soldier can be either an asset or a hindrance to either team. Many tend to stay on a defensive plan by firing rockets either from their team's battlements or the opposite shore. However, staying in large or open rooms or corridors that wind very quickly, the Soldier loses his defensive use. However, corridors such as the sewers under either team base are a good place for the Soldier to take an offensive stand and clear paths for others attempting to follow behind him.
- Pyro - With the Pyro's incredible mobility, it has become a very powerful and useful class. In 2fort, the most appropriate use for the Pyro comes from his defensive capabilities. The Pyro's main Flamethrower is incredibly effective for pushing back enemies, both offensively and defensively. Open rooms often cause enemies to give the Pyro a wide berth and allow him to damage many enemies with little movement or retreat. The Pyro's upgraded Backburner is especially effective for camping. Two small holes, both directly outside/near the team spawns, can be camped over and used to obtain quick critical hits on incoming enemies. The hole above the main lower entrance to the forts is especially effective for stopping incoming heavies. The Pyro's Flare Gun can also be incredibly effective in taking out Snipers or camping enemies both at close and long range. Incredible accuracy is required, and only skilled Pyros are encouraged to utilize the Flare Gun.
- Engineer - Perhaps the most commonly used class on 2fort, the Engineer's buildings are incredibly helpful both defensively and offensively. Dispensers are commonly placed in team battlements to quickly aid Snipers who are damaged (most commonly from Sniper duels). The Dispenser can also be placed in the lower area of the main entry of the forts to aid defense/offense teams who are openly engaged in combat. The Engineer's Sentries are incredibly effective in three major areas. Defensive/offensive teams may commonly need a Sentry or two to be placed along their progress route, to both aid their efforts and hold their ground in case of setbacks. Placing Dispenser/Sentry minibases within Intel rooms also provides a safe defense from most slower enemies. The main water trench can hold turrets as well, which become very effective if enemies are moving along sewer routes. Teleporters are most commonly effective when used to direct allied forces from spawns to either enemy sewers or directly to enemy intel rooms (though the latter requires incredible skill on the Engineer's part).
- Heavy - As with most maps, the Medic is the Heavy's best friend and vice-versa. Teams of Heavy-Meds are most useful when used for offensive pushes, where the Heavies often lead their teams into battle with their wide range of fire. The Heavy's greatest asset is his Minigun. Its incredible firepower and ammo load makes it a powerful weapon when used in the right hands. In many cases, the Heavy is most useful when given a regular ÜberCharge by an allied Medic, giving him a small window of opportunity to clean out any enemies within the immediate area.
- Demoman - The Demoman, though not incredibly strong in open combat in 2fort, is most useful in his ability to support and defend key areas for their team. If the user is playing a Defensive game, Sticky bombs are best used to cut off enemies before they arrive. A good example of this would be to place large quantities of Sticky bombs within the sewer tunnels or fort rooms to deter or completely stop the progression of enemy forces. The Demoman has to remain moving at almost all times, however, as his versatility and ability to launch multiple timed explosive projectiles can make him a lethal force in the hands of a pro. For an Offensive game, the Demoman can most commonly be used to fire explosives up at enemy battlements to stop Snipers and Scouts attempting to use the open areas of 2fort to their advantage. Sticky bombs also become very useful when a quick retreat is needed, as well as to cut of ambush points where enemies could flank and cut off an attacking team.
- Medic - A Medic's survival relies almost entirely upon his ability to defend and heal nearby allies. Being alone behind enemy lines as a Medic is a recipe for complete disaster. Of all classes to stick next to, staying with an experienced Heavy is one of the smartest moves the Medic can ever make. When playing in open areas while supporting allies (such as the large bridge areas or the rooms of the forts), a normal ÜberCharge is his best bet, as the Heavy is often fired upon heavily due to his firepower. When in smaller areas where a Heavy's health isn't the primary concern, the use of the Kritzkrieg's critical-hit booster can be incredibly helpful when attempting to clear out a small amount of resistance.
- Sniper - There are multiple ways to play the Sniper to his full potential. One of the most commonly used ways to play the Sniper is to camp in the battlements of your fort and snipe at both enemy snipers on the opposing battlements as well as opposition attempting to cross the bridge below you. A Sniper's major concern is the Scout, who can attempt to cross the bridge roof and jump into the battlements, becoming a real problem for Snipers, Pyros and Soldiers who are unprepared for a quick enemy. Snipers attempting to play an offensive game often run into problems due to their cumbersome movement and lack of powerful weapons. A smart offensive Sniper will sit in the small room of an enemy's sewer, picking off targets from a distance in order to support a campaign to breach a fort through the sewer instead of over the main bridge. Waiting for your scope to fully charge can be the major difference, in all situations, in a split-second chance to either live or die. If your team is on the offensive, or you are not actively defending the front entrance to your base, the lower entrances of your base are excellent sniping positions. Each side gives you a full view of the bridge, eliminating the cover that your enemies utilize to escape the snipers on the deck. These doors also give your snipers the advantage of attacking enemy snipers on the decks from two places at once if some of your sniping team makes the decision to stay up top.
- Spy - The Spy, in almost all situations, is most useful in the hands of an experienced player. The ability to blend in, notice changes around you, and stay moving are necessary. An offensive/supportive plan is the easiest and most effective to follow; playing defensively is something that requires a large amount of time to both learn and experience before you can attempt it. Your primary goal is to, after you spawn, change into a disguise of an enemy class, pull out your primary weapon, and cloak before jumping from your team's battlements either down into the bridge or into the water. As you progress through the round, make notes of which classes your enemy team is using, and which it isn't. A class that has a a large amount of people is the best one to impersonate (due to the lower chances of running into the person you're impersonating). As you pass through areas where there are no enemies, your primary job is to change the class you are impersonating, thereby confusing anyone following you and to strengthen your chances of slipping through undetected. Though it isn't always a wise idea to go after the enemy Intel, it is possible if you are quick and have enough of an open passage with which to slip by unnoticed.
Other methods can be developed, but they usually come at the preference of the user after continued experience and knowledge gained from constantly playing through the classes.
Trivia
- 2Fort was the map featured in the Meet the Spy short.
- "The Teufort Times" is the title of the newspaper seen in Crafting, Saxton Hale part of the WAR! Update. "Teufort" is obviously a play on words with 2Fort.
- Until February 23, 2010, the BLU battlements were a single Hammer unit higher than the RED battlements. It is doubtful that this height difference had any impact on Snipers, and was patched solely for neatness's sake.
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