Egypt

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Egypt
Egypt 01.jpg
Basic Information
Developer(s): Unknown
Map Photos
Loading screen photos.
Map Overview
Egypt overview.png
Map Stamp
Item icon Map Stamp - Egypt.png
Supporters Leaderboard

Egypt is an Attack/Defend Control Point map adopting a custom Egyptian desert terrain theme, and a lot of interesting uses of vertical space. RED's goal is to defend a tomb of gold from BLU discovered after an archaeological dig. Egypt is one of the community maps chosen by Valve as honorary official maps due to their high quality.


Goal

Template:Map items BLU must capture both points to complete a stage. RED attempts to defend the points, and wins if any of the points remain uncaptured when time runs out. The timer is extended if BLU captures any of the points.

Locations

Stage 1

Point A: The first control point is located on a raised platform with ramps leading up to it, almost directly outside the BLU spawn. On the platform is another smaller platform running along the side towards the spawns. This prevents BLU Soldiers and Demomen from rocket/sticky jumping up straight out of the spawn. BLU is required to move around the point and up the ramp to capture the control point.

  • Small Courtyard: One of the two courtyards leading from Point A. The small courtyard has two wooden ramps and a set of stairs that lead to Point B's tunnels and the Point B chokepoint.
  • Large Courtyard: The second courtyard leading from Point A. This curves around the building between Point A and the Point B chokepoint.


Point B:The second control point is situated in a well surrounded by higher ground on all sides, providing good sightlines for Snipers and Sentry Guns, and a lot of tunnels frequented by Spies and Pyros. This forces the attacking team to deal with the flanks first before assaulting the control point itself.

  • Tunnels: Other than the main chokepoint, another area useful to attackers are the tunnels which connect directly to the point and to a small courtyard behind the point.
  • Small Courtyard: Behind Point B is a small courtyard at the end of the tunnels. It is above ground level from the point, leaving many classes that are defending unable to access the area.

Stage 2

Point A:The first control point is placed atop a tall structure that can be reached by two routes. The left route is a linear, uphill climb with another set of stairs while the right route uses stairs to scale the immense height.

  • Side Path: One of the two routes to the point. This upward path bends around the central structure leading to a set of stairs which lead to the point, and also leads to the platform area below the point which connects to a bridge above the spawn area and the second set of stairs that access the point.
  • Stairs: A large set of stairs connected to the courtyard that exits from the spawn. This leads to another small set of stairs which connect to the point and the platform and bridge that are below the point.

Point B:The second control point is an elevated atop a flight of stairs, meeting at even ground with the enemy spawn.

  • Main Building: The building that is straight behind Point A. This is the main area attackers attack from. It has a main entrance leading to the area below the point and a gate which meets with ground level near the point.

Stage 3

Point A: The first control point of this stage uses the same "CP atop a huge structure" concept as the first point in Stage 2, but features a lot more open ground and cover.

  • Opening: From the attackers spawn is a large opening in the ceiling.
  • Valley: Outside the attackers spawn is a valley which gives access to many sets of stairs eventually leading to the central structure and the side path to the point.
  • Central Building: The building in the center of the valley. From the stairs leads a bridge which connects the building. It has another bridge which connects to the point.
  • Side Path: Other than the central building the point is also accessed from another path that connects with the valley.
  • Flank: From the spawn is a winding set of stairs that lead to the top area by the point.

Point B:The final control point is at the tomb entrance itself, but just like the other second points in the previous two stages, is covered by a lot of open, high ground. Once again, this forces the attacking team to deal with their surroundings in a logical order first.

  • Tunnels: Connecting Point B's courtyard and Point A are a series of tunnels with 3 different entrances.
  • Courtyard: From the tunnel entrances are the courtyard which most of the fighting goes on at. Half of it is atop a flight of stairs and has a large arch structure in the middle which leads to the final point.
  • Vault/Tomb: When the final point is capture, a door opens in front of it. This door has a flight of stairs which leads to a tomb with a sarcophagus filled with gold coins.

Common strategies

Offense

  • Sentry Guns serve as a crucial defensive foothold on Egypt due to the elevations and cover the terrain provides. Taking them out on an offensive team is vitally important - especially later on in the game where you have to climb uphill. Spies, Demomen and Soldiers are all ideal candidates for taking Sentry Guns down.
  • As a Heavy, try your best to stick to the tunnels, since the open is a sure-fire way to end up getting your head blown off. Most players on the other team will be focusing on stopping the main body of attackers flooding in under the arch, so try getting invulnerable at the rightmost entrance outside the CP. This draws fire from your vulnerable teammates at the arch, allowing you to inflict high damage on the opposing team.
  • As an Engineer, you might want to consider setting up a Teleporter once your team has secured a foothold near/outside the control point. The increased waves of healthy, fully loaded and reinforced attackers will put the enemy team under serious pressure. Just make sure the team is looking out for your equipment and you keep them well stocked.

Defense

  • Engineers will provide a great defensive boost to the defending team since the varied elevations and cover allow for many sentry placements. Set up your Sentry Gun, upgrade it to at least level 2 and do your best to light up the targets your sentry is shooting at. Place your Dispenser and Teleporters at the defensive front so your team can use them, then occasionally go repair them. If your sentry dies, move it somewhere else, never build in the same spot to prevent the enemy from adapting.
  • The map contains shortcut spawns in some stages of the map. When the BLU team successfully captures the first point anyone left in the spawn has a split second to get out before the doors close and the ceiling crushes them to death.

Control Point Timing

Control Point Multiplier Seconds
Control Point 1-1 ×1
28 .000
×2
18 .667
×3
15 .273
×4
13 .440
Control Point 1-2 ×1
6 .000
×2
4 .000
×3
3 .273
×4
2 .880
Control Point 2-1 ×1
8 .000
×2
5 .333
×3
4 .364
×4
3 .840
Control Point 2-2 ×1
6 .000
×2
4 .000
×3
3 .273
×4
2 .880
Control Point 3-1 ×1
10 .000
×2
6 .667
×3
5 .455
×4
4 .800
Control Point 3-2 ×1
6 .000
×2
4 .000
×3
3 .273
×4
2 .880


Previous Changes

May 1, 2009 Patch

  • Updated cp_egypt with changes based on player feedback, added additional health/ammo and updated routes

January 24, 2011 Patch

  • Fixed a bug with the round ending when a control point is captured during Overtime in CP_Egypt

Trivia

The Hieroglyphics
  • Some of the hieroglyphics featured in the map are Team Fortress 2-related. These include a Heavy with his Minigun, an Electro Sapper, two small Sticky Bombs, a large Sticky Bomb, a level one Sentry Gun, the Backstab symbol, a simplified Demoman face, a crocodile, an Übersaw, a Soldier (sitting down), the Team Fortress logo and what could be construed as a Pyro (mainly because of an axe-like protrusion at the front of a silhouetted figure).
  • Throughout the map are torches, which can hurt you if you are on top of them.

External links