Turbine

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Turbine is a Capture the Flag map that was released with the Pyro Update as an official map. It and CP_Fastlane became the first community created maps to be chosen by Valve as official TF2 maps due to their outstanding quality. Turbine is one of two official maps that are set entirely indoors, the other being CP_Junction, another community created map.

A CTF map inside a large industrial compound. It's clean and straightforward, making it easy to learn, but its well balanced layout ensures there are still a wide variety of strategic choices for teams to make, and for individual classes to shine.

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.

Locations

Intel room

Each base has an Intel or 'flag' room; it's a square room with railings covering the Intelligence. It features lots of space to build, a small medikit and and 4 entrances: From the resupply stairs, drop down from the Vent system and 2 circular entrances from the hallway. None of them are "closed".

Hallway

There is a hallway to the intelligence room containing 2 bends and a raised platform that Scouts can double jump to, and Engineers can deploy their teleporters up to.

Resupply

The resupply/respawn room is in the bend of a rear hallway. One direction leads down some steps to the intelligence room, the while the other direction leads to vent access, then a stairway down to the center turbine room. This entrance has a sliding "garage"-style door.

Vents

There are small vents that people can go through from the respawn area or large turbine room. The vents also lead to a hole to drop into the intelligence room.

Large turbine room

This area will see a lot of traffic. It's between the two bases with 2 containers in the middle. There are also stairs leading to both bases vent exits.

Strategy

This map doesn't have many specific strategies. You can Scout rush, use Engineers to put Sentries in choke points, or use Pyros to ambush.

  • One thing to note about this map is that there is no "sewer" through which enemies can sneak into or out of your base. The intelligence MUST travel through the middle turbine room of the map to be captured. This can make control of the middle much more rewarding than simply attempting to defend the intelligence room. Unlike some other CTF maps like Doublecross or 2Fort, Turbine's middle is very open without a chokepoint like a bridge; there is also no "sniper deck" that is difficult for most classes to access. A team that turtles and cedes control of the middle to the other team is going to have a much harder time. A team with a group of engineers that successfully fortifies the middle of this map can be devastatingly effective.
  • For Spies it is easy to cloak right before the steel doors of the base open, making traversing the central chamber easier with the cloak lasting long enough to either get into the vents or close to the intelligence room.
  • It is common to see Demomen placing sticky traps on the sliding steel doors on either side depending on which team they are on. Sticky traps are also commonly seen in the air vents. Even Spies can be vulnerable to this tactic as the Demoman laying these traps often detonates them as soon as they see the doors open, regardless of who they see. Spies using the Dead Ringer, Scouts using Bonk! as well as Demomen using the [Scottish Resistance] can be extremely useful to break enemy sticky traps at little risk to themselves.
  • Another common tactic of Demomen camping this area is to stand outside of the health pack area and to shoot grenades through the enemy's vent. It is almost impossible for the enemy to dodge these grenades. This tactic can suppress the enemy as they cannot use the garage doors and using the vent route will result in heavy damage.
  • This tactic of placing sticky traps on the garage doors can be used both defensively on your own base's doors as well as the enemy's doors.
  • Traversing through the vents allows spies to pop out and back stab any enemies running down the stairs.
  • In the hallway to the Intel, engineers should get up onto the platform and build a strong defence there as most players will assault from that direction, due to the fact that they will not have to travel past the enemy spawn point. You can reach the platform either with a Dispenser jump, jumping and placing a Teleporter exit as well as performing a crouch jump near in one of the corners.
  • Pyros should spy check near the vents and the hallway to the intelligence room as well as the corner outside of the respawn door closest to the intel room.
  • Scouts should temporarily switch to the bat when travelling through either team's vent because of the constricted nature of the vents. Players will have little room to avoid a series of melee attacks without dying. The bat can also be used for spy checking disguised spies in this area.
  • A good sentry spot in the Intel room is to the left of the Intel, facing the wall separating the two doorways into the hall that leads to the turbine room. The sentry cannot be hit or seen with the correct placement, but it will still cover most of the room, and stop most who drop down from vents.
  • Engineers will do best working in teams on this map, as there are no sentry spots that do not have some disadvantage to them. When playing Engineer on Turbine, always mind your fellow Engineers and lend them a hand if you can, especially with sentry setup. Demomen and Engineers can often work wonders together, with Engineers setting up in the intel room and Demomen clearing out the vents and the hallway of any intruders.
  • A good place for a teleport exit if you are active in the intel room is near the vent exit that drops into the intel room. This will alert you to any enemies who are coming through the vent, as most cannot resist taking down the teleporter exit. The exit can be of use to teammates, as well, as it can be used to help them clear out the vents or go through the hallway to the intel room.
  • If your team manages to push the other team back to their spawn or intel room, Engineers can jump onto the containers in the main hall and build sentries there. One on each container is (without ubers) a nearly unbreakable defense.
  • Engineers should build dispensers and teleporter exits at the own-team-faced side of the containers to provide quick movement and fast reloading/healing.
  • If you find that the enemy is abusing your vents, the following is a good defensive strategy for the engineer. It also has the added benefit of protecting your spawn area from the turbine room entrance. First, build a sentry in the cubby hole near the top of the stairs leading from your spawn to the turbine room and facing the spawn's entrance to your vents. Then, place your dispenser in the vents just inside the long corridor leading to the intel room. It should be built just far enough in that any opponent turning the bend from the turbine room won't notice it blocking their path until they're in your sentry's range, but not too far in to allow the enemy shelter from the sentry. The dispenser will act as an obstacle long enough for a non-ubered opponent to get killed by your sentry, and will prevent scouts (either with or without soda) from avoiding your sentry by quickly ducking from one corridor to the next. This has the added benefit that, if your sentry gets sapped/destroyed, they still have to kill your dispenser to use that corridor, giving your team early warning.
  • One of the best tactics for the close quarters Scout is to go through your base's vents, double-jump to the middle of the enemy stair on the main room and then continue on the enemy vents. Doing so will avoid most of the medium range combat on the Turbine room.
  • Engineers should place their defensive sentries in a direction that is constantly monitoring the drop out of the vent and both doors in the intel room. (a good place would be to the left of the stairs, facing the small medkit and against the wall.)
  • For a surprise on ambushing enemies, place a sentry on the stairs next to the "garage" door, facing towards the main room.
  • Underneath the "sniper decks" on the middle area is a surprisingly good place for Snipers to sit. On the left side, Snipers can walk back behind the door and into their spawn area if enemies get too close, and the right side (the path to the intel) gives the sniper a very good shot at the door where many players will exit their spawn area.
  • It is also possible to get onto the roof of the intel room as a Demoman performing a sticky/grenade jump, a soldier who performs a rocketjump as well as a scout using fan. This spot is useful as a Demoman to defend the intel.
  • Running around one of the turbines in the main room can provide some momentary cover. This tactic works best against heavies, hopefully with that extra time, a team mate may have taken care of the enemy for you.

See also