Atrophy (Capture the Flag)
“I built that.” This page contains information about a custom map that is not an officially released Team Fortress 2 map. All released Valve and Community-made TF2 maps can be found on the list of maps. |
Atrophy | |
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Basic Information | |
Map type: | Capture the Flag |
File name: | ctf_atrophy_b4
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Version: | Beta 4 |
Released: | December 24, 2009 |
Last updated: | January 02, 2010 (?) |
Developer(s): | Patrick "MangyCarface" Mulholland |
Link(s): | TF2Maps.net |
Map Items | |
Health Kits: | ×6 • ×6 |
Ammo Boxes: | ×7 • ×5 • ×2 |
Map Overview | |
Atrophy (Capture the Flag) takes parts of Control Point map Atrophy and mirrors them to create a unique and fast CTF layout.
Atrophy (Capture the Flag) uses a linear rolling CTF mechanic, to prevent stalemates and to keep games tight. As each round progresses, the Intelligence will roll forward on carts until they reach the middle. If the Intelligence is taken, the cart will stop until the Intelligence is returned, and if the Intelligence is captured, the carts will roll back to the beginning of their track. Teams cannot capture the enemy Intelligence unless their own Intelligence is on their cart.
The map features two ancient temples being renovated by BLU and RED, with spytech scattered throughout the ruins and corridors. Atrophy was featured as one of four maps included in TF2Maps.net's Swamp Theme Map Pack.
Contents
Locations
- Flag Room: A small room at the edge of the map, with a single door that closes if your Intelligence is taken
- Battlements: A small platform at the front of each base that allows for sniping between bases
- The Pond: A pool of water at the center of map, useful for putting out fire
- Entrance: Two doors at the front of each base allow entry
- The Track: The path the Intelligence cart takes from near spawn to the center of the map
- The "Metal Room": A small room near the Intelligence room that contains a metal pickup.
Strategy
- The unique capture process of this map makes it occasionally prone to turtling, in which an Intelligence carrier will sit near the capture point if it is closed, waiting for it to open while their teammates build a defense around them. However, a balcony for Snipers allows provides a good sightline to kill defending enemies near the capture room.
- Due to the amount of height variation, mobile classes such as Scouts, Soldiers, and Demomen are effective at navigating the map.
- Because the Intelligence moves, Sentry Gun defenses are less effective than on other CTF maps. More offensive Engineer strategies are encouraged.
- The Gunslinger is somewhat useful in this regard with its Mini-Sentry Guns, allowing for quick deployment alongside the moving Intelligence.
- Regular Sentry Guns can be placed near the Intelligence capture room to provide cover, presumably on the large stone structure closest to the capture room. Beware of enemy Snipers attempting to take down Engineers and Sentry Guns, however.
- Additionally, keeping a Pyro and/or Heavy near the cart for defensive purposes can help keep mobile classes from easily capturing the Intelligence. Pyros should adopt a strategy that also includes vigorous Spy checking.
- The lack of strong ambush areas and inclusion of a body of water in the middle of the map makes it hard for Pyros to attack offensively. The best strategy as an offensive Pyro on Atrophy is to push near the Intelligence and act either as a decoy or as support for more mobile classes.
- The moving Intelligence partially nullifies the effectiveness of Stickybomb traps on Atrophy, though the can still be used around some of the map's blind spots. The Stickybomb Launcher also works well as a counter to Engineers with Sentry Guns and to Intelligence carriers waiting for the capture room to open.
- Medics are of high importance on this map, especially those equipped with Medi Guns. A correctly timed ÜberCharge can break the defenses surrounding an enemy Intelligence carrier and allow a teammate to successfully capture the enemy's Intelligence.
Changelog
- Exploits eliminated associated with being trapped in capture zones
- Sniper sightline in middle cut down
- Small aesthetic changes
- Various playerclipping issues resolved
- Overpowered position near capture zone lowered
- Cart speed multiplied by 1.25x
- Other various changes
Beta 3
- Flags now require ownership of both flags to cap (flag must be at home)
- Optimization all around
- Small geometry changes
- Fence added within base's courtyard
- Fence lowered near cap zone to allow headshots, projectiles to intercept carrier
- Map now autoexecs server cmd disabling ctf crit bonus
- Map now properly ends after time runs out
- Cart speed reduced by 1/5th on return
Beta 2
- Detailing pass
- Lighting Fixes
- Hull/clipping fixes
- Hanging plank reduced to wooden plank
- Pakratted properly
- Optimization
- Public release
Beta 1
- Lighting Changed
- Skybox Changed
- Massive detail pass
- Cart path widened
- Sentry cover added
- Adjusted health/ammo
- Added filters to cart hurt triggers
- More signs added
Alpha 1
- Private Release
- Point C mirrored onto itself
- CTF mechanics added
- Various bsp changes to accommodate
- Lighting/skybox changed
Screenshots
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