Gravel Pit/ru

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Gravel Pit
Tf2 gravelpit.jpg
Информация
Варианты: Coal Pit и Lava Pit
Автор(-ы): Неизвестно
Снимки карты
Снимки на загрузочном экране.
Вид на карту сверху
Map overview.

Общая информация

Gravelpit — карта вида Захват точек, где Красные всегда защищаются, а Синие всегда атакуют. Всего три точки - A,B и С. Точки A и B доступны для захвата. До их захвата нельзя захватить точку С. После захвата какой-либо точки она не может быть отвоевана обратно.

Вступительное видео

Демонстрация карты cp_gravelpit


Цель

Синие должны захватить все три точки. За каждую дают 1 очко. При том победа засчитывается красным если хотя бы одна точка не была захвачена.

Локации

File:Cp gravelpit a.jpg
Медик на захвате точки А
File:Cp gravelpit pointb.jpg
Точка захвата B
File:Cp gravelpit pointc.jpg
Точка захвата C

База Синих

Локация находится выше основного уровня, имеет выходы на А и В.

Точка A

Точка А (выход налево из базы Синих, спереди из базы Красных) находится на вершине холма в здании. Есть два выхода из базы Синих к нижней части локации. Для Красных они доступны только рокет-джампом Солдата или пайп-джампом Подрывника. Есть туннели к Точкам В и С.

Точка B

Точка В (выход направо из базы Синих, налево из базы Красных) находится в большом здании в центре локации. Есть два выхода из базы Синих, один из которых прикрыт небольшим домиком. Для Красных они доступны только рокет-джампом Солдата или пайп-джампом Подрывника. Есть туннели к Точкам А и С.

Точка C

Точка С становится доступна для захвата после захвата точек А и В. Попасть на точку С можно через туннели из точек А и В. Эта локация является так же и базой Красных. Сама точка находится на вершине центральной структуры.

База Красных

Выход из зоны появления ведет на точку С, напротив выходов из точек А и В.


Стратегии

Сдать позицию

Часто защитники выбирают один пункт защиты (А или В) для большей эффективности защиты.

База красных

Есть много закрытых участков в первых двух областях, поэтому используйте медиков и следите за подрывниками и поджигателями. Умно поставленные охранные пушки могут обеспечить перевес.

Нападение

Consider flanking enemy forces, especially once you've taken one of the initial points. Generally the RED team will be too focused on getting back to the other point to notice that you're Backstabbing or sniping them.

Захват точки A

Защита

Defending Cap A can be challenging since there are more ways to assault it and less defensive areas at the point. Early in the round, some players like to try to repel invading BLU team members on the two ramps along the outside of the area. Engineers tend to set up Sentry guns inside the building with the point. Another interesting place to set up is beneath the BLU exit. Sentries can even be placed in the BLU exit itself: if an Engineer builds a Dispenser below the exit, he can jump on top of it which will allow him to place a Sentry in the exit tunnel. Pyros can surprise enemy players, who assume this area to be empty.

Нападение

Sentry guns in the building with the CP are easy to remove, since you have many angles of attack and the building provides only limited protection. Watch out for Sticky bombs on the door while you are exiting the starting area when the round begins, as this is a popular strategy.

Sometimes, the defenders will set up 3 or 4 Level-3 Sentries around the point. The best way to take them down is to have a Spy disable them and have Demomen and Soldiers charge in and destroy them. Once the Sentries are down, it is very easy to take the point. Have Snipers watch the entryway from C to A. Also be ready for any Pyros running up the stairs that are closest to the point. This is a popular defense tactic. Have your Demoman sticky up the point so if Pyros do break through, they will be killed before they can do much (or any) damage.

Захват точки B

Защита

Most rounds start with a heavy defense at Cap B. Sentry guns inside the building and on the ramp out in front of the building can be difficult to remove. Demomen can get on top of the building and lob grenades or set Sticky bombs on the point. Soldiers can also Rocket jump onto the building.

A good tactic is to have an Engineer place buildings on top of the base. You can do this by placing a Dispenser on the ramp closest to the big rock formation, then jumping on top of this. Then place a Teleporter exit on top of the little tin roof. Build the entrance anywhere you'd like (preferably where enemies are least likely to look.) Teleport onto the tin roof and then crouch-jump on the red roof (note: it may be tricky if you are doing it first time). Once there, rebuild the dispenser. Be sure to keep your Dispenser safe because you'll need it to build an exit Teleporter as well as a Sentry gun. Be sure to have your team defend your Engineer as he's doing this. The process can take up to a minute and a half (or even before the match start if perfectly done) but a Sentry up there is very useful for defense. A Level-3 Sentry is excellent up there but you must defend it due to its limited range. This Sentry can prevent Soldiers and Demomen from Rocket jumping up there as well as covering a wide view of control point B. Have a Sniper pick off enemies who are trying to destroy the Sentry from outside its range.

Нападение

Spies should focus on taking out any Sentry guns that can hit the BLU entry hall. Demomen are good at clearing the CP room once the outer area is clear. Pyros and Medics should try to hold the point, but expect heavy resistance.

Do a Rocket/Grenade jump onto the roof of B. Shoot through the windows to destroy their defense and Sentries. Just remember, there's no health and ammo up there. However, if you are close to the edge of the roof, a Medic will be able to heal you.

Захват точки C

Защита

If one of the initial points is taken, check C for Scouts and Spies. They like to camp there so they can instantly capture C when both initial points are captured.

There are four routes into the defensive area; the left side, the right side (on the ramp or from below via the tunnel) and directly from in front. A highly effective solution to this is to have one Sentry gun on each side of the map, at the top of the ramps leading to the ledges. This covers the left and right sides, leaving the direct route from in front and the right side tunnel. (Both Sentry guns need a Sentry guard, preferably a Soldier, to prevent the enemy having enough time to set up Sticky traps around the guns, or kill them with splash damage, etc, and to protect against Spies).

The direct entrance is fairly easily held by two or so players simply fighting at that exit; a Sticky trap here is effective. This leaves the right side tunnel which is fairly well covered by the right side Sentry; any enemy who comes through that route must come into view of the Sentry. The Sentry guard will protect against a Demo trying to lob grens onto the Sentry from cover.

If these defenses fail, the only remedy is direct combat. If this happens and the offense uses Ubercharges to clear the tower, a Pyro can stand in the rear area of the point and use compression blast on anyone that makes it to the top. This can force the Ubercharge back to the base of the tower.

The most common mistake on this map - which is absolutely and invariably fatal - is to try to defend on the cap point itself. This is unmitigated suicide. The CP is a small area with a back wall which can take long range rocket and Sniper fire from the front route into the defensive area. A Pyro, Demo, or Soldier getting into the CP will clear it very easily simply because he cannot miss and every shot hits multiple targets.

This point CANNOT be defended on the point. It has to be defended at the entrances into the defensive area.

Нападение

Watch for Sentry guns, and try to take them out from a distance. Soldiers and Demomen can skip many of the ramps by Rocket jumping or Grenade jumping. Another popular strategy is to have a Spy waiting on Cap C when you capture the last of the other two points. Generally there are only light defenses while C is locked, so the Spy should be able to survive. If the point is heavily defended, Demomen are very useful.

The CP can be easily reached by a Soldier or Demoman through Rocket jumping or Sticky jumping, respectively. To do this, begin by approaching the C area through the tunnel between areas A and C. Take the right exit from the tunnels to the C area. There is a small building between the tunnel exit and the CP. The roof of this building can be seen while looking out of the exit of the tunnels. As a Soldier, leap on this roof and Rocket jump to the CP. As a Demoman, fire a Sticky bomb onto the roof and leap onto the roof while detonating the bomb. Both of these methods should propel the player onto the CP.

As a Pyro, try to reach the CP unnoticed. While it's not too spectacular, you can rush onto the top of the structure while both teams are busy fighting each other. Once you're up there feel to wreak havoc with your Flame thrower as due to the size of the room, a lone Pyro can wipe out the defenses by himself. If the CP is already occupied by an Engineer, the best tactic is to team up with any nearby Spy. The Spy will sap the Sentry by any possible means (including a Disguised suicide rush) giving the Pyro a split-second to go in and burn the place down.

Связанные статьи

Gravel pit developer commentary
Gravelpit Control point timings
Map terms

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