Difference between revisions of "Map:ff dustbowl/cp1 area1 spawn"

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=Command Point One, Attackers Spawn=
 
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[[Image:Ff_dustbowl_cp1_area1_spawn.jpg|frame|center|Attacker's Spawn area, Command point One. Denoted are good defensive spots for Sentry Guns ("'''SG'''"), as well as the routes the attacking team will be forced to use 90% of the time.]]
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Latest revision as of 01:35, 3 February 2008

Command Point One, Attackers Spawn

Ff dustbowl cp1 area1 spawn.jpg
Attacker's Spawn area, Command point One
Denoted are good defensive spots for Sentry Guns ("SG"), as well as the routes the attacking team will be forced to use 90% of the time.


Dustbowl Valley Mapguide
[[../|←]] [[../|Main Article]] [[../cp1_area1|→]]



Defenders

The spawn exit is split into two, fairly seperate openings - one low, and one high. As such, having to concentrate on both is a drawback to the defenders. Well placed snipers can help in this reguard, as well as the standard tactic of building Sentry Guns to cover the entrances (there are a few points where a Sentry can cover both exits effectivly). Demomen can also work wonders, with a well-timed detpack, and pipes covering the exits for early spy rushes.


Attackers

For the attackers, a good spy or two who can take out the Sentry guns usually helps immensly. A Sniper at the lower exit can also be useful against Sentries covering that exit - though they aren't much help at the higher exit, unless you can get around the back of the hut and into some cover.



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