2Fort (Classic)
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Información básica
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Desarrollado por: |
Desconocido
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Vista general
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2Fort es un mapa de Capture the Flag en Team Fortress classic.
Objetivo
Entrar en la base enemiga y llegar hasta su bandera en el centro de la base. Llevar la bandera hasta nuestra base. Dejarla sobre el sector marcado para capturarlata.
Puntuación
Notes
- Los portadores dejan caer la bandera cuando mueren.
- Una vez caída, vuelve a su base luego de 60 segundos.
Locations
Outside locations
- Puente: El puente conecta los dos fuertes. Al contrario que 2Fort de Team Fortress 2, el puente esta al aire libre, permitiendo a los Snipers eliminar objetivos antes de que puedan cruzar. Como en la TF2 rendition, el puente es el lugar conflictivo por excelencia entre los dos equipos.
Vista aérea de 2Fort (disponible para espectadores.)
- Entrada: Luego de cruzar el puente, se encuentran dos entradas en planta baja en la base. La entrada comprende dos puertas en la base a corta distancia. Desde aquí, las puertas se disponen en forma de T. Al girar a la derecha, el jugador se encontrará con la escalera en espiral que da hacia la parte sumergida, también se encuentra un estrecho corredor que conecta la Sala de Reabastecimiento tanto con la Entrada, como con el Patio (aquí se encuentra una trampilla en el techo que permite a los jugadores caer desde la Sala de Re-abastecimiento). Girando a la derecha, el jugador se encontrará un habitación mediana con una puerta en el lado contrario que permite ingresar al patio. Esta habitación es muy transitada por ambos equipos, ya que es el camino más directo para alcanzar el patio desde la entrada principal.
- Battlements: Los Battlements están al frente de la Segunda Puerta de cada base, poseen una sección de bunker. Aquí hay una gran ventana de vidrio, es una zona techada. La ventana alberga una casi ininterrumpida línea de visión del área. Los Snipers generalmente permanecen en esta zona, ya que otorga una excelente vista del exterior de 2Fort, con la excepción de la parte sumergida bajo el puente. El centro de los Battlements contiene el punto de captura de la bandera enemiga.
Vista panorámica del puente
Vista desde los Battlements
Fort locations
- The Caves: The tunnels under each base, leading from the water beneath the bridge to the Entrance, is generally referred to as the Caves. These long flowing tunnels are a longer route that allows easier access to the opposing team's base. This route is often taken when enemy Snipers are too vigilant to let enemies pass the bridge.
- Ramp: The Ramp is the area that connects the downstairs portion of the fort with the upstairs portion. This area is a chokepoint on the map for most of the classes (exception with classes that can grenade jump (or rocket jump) to skip this area. From the top of the Ramp, one can also access the elevator down to the basement. Engineers will typically defend this area with a Sentry Gun to slow access to the rest of the fort.
- Upstairs: The Upstairs area is the central hub of the top floor. It is located outside the main spawn point, just behind the Battlements. This area also connects with the "spiral" down to the flag room and the Grate. The Upstairs is often heavily defended because it covers the two main areas where grenade/rocket jumpers enter to make a flag run and is immediately outside of the central spawn area. The Upstairs is sometimes referred to as the "top" or "mid-base."
- Grate: The Grate is a quick escape route for flag carriers using the spiral. It is located next to the spiral ramp's door next to the Upstairs room. The Grate is usually used as an escape route, but can be used by Demomen, Scouts, Medics, and especially Soldiers to enter an enemy base. Defense may camp this area to severely limit access to the fort. Often this is accomplished by a Demoman, Heavy Weapons Guy, or an Engineer with a Sentry Gun.
The Upstairs outside of spawn area.
The Grate above the main entrance.
Main base locations
- Spiral: The Spiral is the main ramp down to the Basement. It is another major chokepoint that makes it difficult to capture the flag. There are frequent sharp left turns that progressively go down. There is a small room at the top of the spiral, that typically has some kind of defense. This may be a Sentry Gun, Demoman's pipe bombs, or Dispenser ready to be detonated. All fighting in the spiral is close quarters combat. Therefore, splash damage is great for Rocket Launchers in this area and the potential for self-inflicted damage via any explosive is also large.
- Basement: The Basement encompasses all areas in the lowest level of the fort except the elevator and flag room. Unlike the Team Fortress 2 version, there are Ammo stashes in the open. However, there is a Resupply room (not spawn room) located in the Basement for the defense to gather Ammo, Health, and even a supply of grenades (4 primary, 2 secondary). This area can be heavily defended by any class set up for defense.
- Flag Room: The Flag Room is a medium-sized room that contains the flag. It has two entrances, both are hallways that originate in the Basement area. This is often a heavily defended area. There are several areas to place a Sentry Gun, pipe bomb traps, or organize some other defense. To capture the flag, the flag needs to be brought to your own Battlements and placed on the capture point, located in the center of the capture zone. The easiest (least technical) way to return to the base is via the spiral. The Elevator is another avenue of escape, but can only be taken by concussion grenade, pipe/grenade, or rocket jumping.
- Elevator: The Elevator is an area located between the Basement and the Ramp. The Elevator itself will only rise if a member of the defensive team stands on the platform. The platform will move if a member of the offensive team and defensive team both stand on the platform. The Elevator is the fastest way into the Basement, and is often the least guarded. If it is guarded, falling to the Basement can be lethal, so look before jumping. The Elevator is also useful when carrying the flag. If one can grenade/rocket/pipe jump up the Elevator's shaft, it is often an easy way to avoid the spiral chokepoint.
The Basement, to hall, to flag room.
The Elevator from flag room.
The top of the spiral Ramp to the Basement.
Main spawn area of the map.
Secondary spawn area of the map.
See also