Sawmill (Capture the Flag)
Sawmill (Capture the Flag) | |
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Basic Information | |
Variants: | Arena, King of the Hill, SnowVille and Soul-Mill |
Developer(s): | Unknown |
Map Photos | |
Map Overview | |
Sawmill has multiple variations, including Arena and King of the Hill
“ | Seriously... is there anything this map can't do?
Arena Sawmill has been re-worked to function as the third official Valve ‘Capture the Flag’ map. Two side access routes have been blocked off to concentrate gameplay, and a building near each spawn point is now accessible. These lead to a flooded underground stronghold that holds the enemy’s top secret intelligence—a flag made entirely out of microfilm. Or possibly nylon. Either way, yoink!
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Sawmill is a Capture the Flag map and was released with the Classless Update as an official map. Sawmill (Capture the Flag) offers an almost identical layout to its Arena and King of the Hill variations, the only major differences include addition of intelligence rooms for each team, and blocking off the shed access to each side area. The control point is replaced by a small health pack.
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
- Waterfall: The waterfall is on the side of the map that is right out of the RED base. It has logs to cross the water with one of the two health packs in the level. There is also a hidden path that goes behind the waterfall.
- Center Shed: The middle shed is one of the sheds in Sawmill, that housed the control point in the Arena and KotH versions of the map [in this version, the control point is covered by planks and is unusable]. It has two giant, invincible saws that kill anyone slow, dumb, or just unfortunate enough to get in the way.
- Intelligence room: Tucked in the basement of one of the buildings across from the spawn room, and also accessible from a caved-in portion of an adjacent building. The room is completely flooded.
Strategy
- Use the rooftops to give yourself the high ground advantage. The tops of the stairs in the central area are also good for picking off enemies down on the main point.
- Remember, instant kill for anyone who stands in front of (or is pushed next to) the 2 giant saws in the middle. Gain the advantage with knockback weapons (FaN, Sentry Guns and explosives.)
- Scouts work wonders here, use the rooftops and you will be on the enemy's Intelligence room in a blast.
- The stairways from either spawn to the control point make for excellent sentry spots, especially useful to set up a quick sentry in time for a push onto the point.
- Demomen with the Scottish Resistance can place stickies on the intelligence while continuing to defend other spots. This is incredibly powerful for a steady defense on the intelligence while retaining chokepoint defense.
Trivia
- Thunder occurs every 11 or 12 seconds.
- Just like in Lumberyard and the Arena version of Sawmill, there is a missile silo underneath the capture point.
- The waterfall and lake side routes have been blocked off, but it is still possible to get past that way by jumping on the metal sheets on the wall and jumping onto the main shed roof.
Gallery
- CTF Sawmill Intelligence.png
Red Intelligence room
External links