Difference between revisions of "Map:ff dustbowl/cp1 area1 spawn"
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=Command Point One, Attackers Spawn= | =Command Point One, Attackers Spawn= | ||
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+ | |caption = '''Attacker's Spawn area, Command point One'''<br> 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
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Dustbowl Valley Mapguide | ||
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[[../|←]] | [[../|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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