Well (Арена)

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Well (Arena)
Tg arenawell.jpg
Информация
Варианты: Захват флага и Контрольные точки
Автор(-ы): Неизвестно
Снимки карты
Снимки на загрузочном экране.
Вид на карту сверху
Map overview.
Well доступна в нескольких игровых режимах, включая Захват контрольных точек и Захват флага.

Well — карта режима Арена, была выпущена вместе с Lumberyard, Granary, Badlands и Ravine как часть обновления Пулемётчика, в котором появилась Арена. Well (Арена) представляет собой урезанную версию карты Well. The center point spawn rooms have been moved further from control point. The side water channels have also been removed and replaced with small pools that directly connects with the main building.

Задача вашей команды: уничтожить всех противников или захватить контрольную точку, как только она станет доступна.

Вступительное видео

Места

File:Team fortress 2 map overview arena well.jpg
An Overview of The Arena Well Map
  • Central Building. Where most of the fighting takes place. The building is marked by its four doors, two on either side, Catwalk structure, and train rails running through it. This is where the Capture Point is set; its position is identical to the 3rd Capture Point from CP_Well
  • RED/BLU Trainyard. The area between the corresponding team's spawn room and the Central Building. The area has a pair of boxcars and a flatbed railcar parked in it, providing cover.
  • RED/BLU Sniper Deck. A pair of windowed balcony areas, one facing each team's Spawn room. Popular with Soldiers and Snipers for picking off enemy players from relative safety.

Водные пути

A pair of subterranean water pools connecting the outside of the buildings with the inside. These are often used by Spies to quickly enter the building, Cloak, cross, and exit to get behind the enemy. Spies may also want to try camping above the inner side or in an underwater corner in the hopes of backstabbing a passer-by.

Стратегии

  • At the start of a round, Snipers will usually take positions at either entrance to the main building, aiming specifically between the wall and train carriage in order to pick off slow moving classes before they even enter the building. Demomen can solve this problem by firing Grenades or Sticky Bombs over the carriage to dissuade sniping.
  • The lower Central Building will normally be traversed by agile classes, such as Pyros and Scouts. Slow moving or weaker classes would be better suited to wait outside the main building until the area is clear.
  • Soldiers can enter the building quickly by Rocket Jumping to the upper entrance. There, they can cover the enemy entrances to the building.
  • Engineers can set up their Sentry Guns outside of the spawn to attack any enemies that approach from the building. Once numbers have dwindled, buildings can be moved into the building and set up to cover the Control Point.
  • The underwater entrances can provide Spies with clear movement behind enemies, but doing so will cause them to drip water that can be spotted by eagle-eyed players.
  • Luring enemies into the oncoming path of the Victory Train is a tactic demonstrated in Meet the Scout. This may not work, however, with more aware and experienced players.
  • It is possible for the Scout to quickly climb into the main building from either side of the map by double-jumping onto the window ledges embedded into the walls below the battlements. Any Scout is capable of using this technique, regardless of loadout.

Факт

  • Well (Arena)'s 2D skybox appears to be from Half-Life 2, and differs from that of its CP and CTF counterparts.

Время захвата контрольной точки

Контрольные точки Множитель Секунд
Центральная контрольная точка ×1
36 ,000
×2
24 ,000
×3
19 ,636
×4
17 ,280