Well (Arena)

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Well (Arena)
Tg arenawell.jpg
Basic Information
Variants: Capture the Flag and Control Point
Developer(s): {{{map-developer}}}
Map Photos
Loading screen photos.
Map Overview
Well (Arena) overview.png
Well has multiple variations, including Control Point and Capture the Flag

Well is an Arena map, a modified version of Well (Control Point). It, along with Lumberyard, Ravine, Granary (Arena), and Badlands (Arena), was released with the Heavy Update as one of the first official Arena maps for Team Fortress 2.

In similar to other arena converted maps, Well (Arena) is essentially the central capture point area of its Control Point version and access to other areas is blocked off and removed. 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.

The goal is to eliminate the entire enemy team or capture the central control point.

Introduction Video

Template:Map items

Locations

File:Team fortress 2 map overview arena well.jpg
An Overview of The Arena Well Map

Central Building (Mid)

Where most of the fighting takes place, the Central Building is an identical copy of Well's regular mid.

  • Entrances: The building is marked by its four doors, two on either side separated by train carts.
  • Catwalk (Point): Connected by four ramps, the point it self is located on a catwalk suspended above the ground level of the central building.
  • Train Rails: Along the ground level of the Central Building are two train rails which run through the Entrances. Beware as trains often running through them.
  • Battlements: Across from the central point are the battlements which overlook the spawn yard, a common spot for Snipers and Soldiers to safely pick off enemies.

Train Yards (Spawn Areas)

The area between the corresponding team's spawn room and the Central Building. The yards are somewhat identical copies of Well's train yards except the main base entrances have been replaced with a single small spawn room, the waterways have been removed, and train cars moved.

  • Waterways: 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.
  • Boxcars: Right outside the spawn are two boxcars stopped on the rail tracks. These can be used as cover when a losing team must retreat or resort to turtling.

Strategy

  • 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 Stickybombs 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.
  • Spies should try camping above the inner side or in an underwater corner in the hopes of backstabbing a passer-by.
  • It is possible for the Scout to Triple Jump over the train cars either side of the map, allowing you to flank the enemy team.

Control Point Timing

Control Point Multiplier Seconds
Capture point ×1
36 .000
×2
24 .000
×3
19 .636
×4
17 .280


Trivia

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

See also