Difference between revisions of "Map:ff dustbowl/cp2 area2"
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− | {{ | + | =Command Point Two, Towards the CP= |
+ | <center> | ||
+ | {{Image | ||
+ | |image = [[Image:Ff_dustbowl_cp2_area2.jpg]] | ||
+ | |caption = '''Towards the Command Point, Command Point 2'''<br> Useful Sentry Gun positions (Red '''SG''') are shown, as well as the Extraroute Exit (Blue '''EX'''), a useful Jump Point (Blue '''JP''') and the routes that the Attackers will most often take (Blue '''Arrows'''). | ||
+ | }} | ||
+ | </center><br> | ||
+ | {{Guide Navbox/Mapguide|Dustbowl Valley|../cp2_area1_choke|../cp2_area2_abovecap}} | ||
− | = | + | ==Defenders== |
− | + | The last area before the Command Point, this can be defended quite well given the right set up. Aside from the marked Sentry Gun positions, Heavy classes such as the Soldier, HWGuy, and Demomen (who can pipe-trap the Jump Point area, or the flag if dropped) are useful here, they will help in controlling the flow of Attackers through the area. | |
− | |||
− | + | Once the Extraroute is open, be wary of the Attackers using it as a means to bypass defence in this area, or sneaking Spies in to take down the Sentry Guns. Often, a Soldier covering it exclusivly is desirable, as it is just too vulnerable to leave unguarded for any length of time. | |
− | + | Another useful tactic is to have a Sniper or two hang back near the Command Point, and cover the two main routes. | |
==Attackers== | ==Attackers== | ||
− | + | Sentry Guns can be a problem here, they can be placed high which makes them a bit more aukward to counter with Grenades, and the compact nature of the area means you'll often find heavier classes breathing down your neck at the same time. Careful planning and co-ordinated rushes will likely help immensly in overcoming the Defence. | |
+ | |||
+ | The Extraroute, once open, leads to the '''EX''' point shown in the picture, and from there you can run through the building and come out near the Command Point, which is useful for running the flag, Spies sneaking in to take down Sentry Guns, and very often just generally useful for most other classes as well, as it saves fighting through the area. | ||
+ | The Jump point is useful for Scouts (if they picked up concs), Medics (grenades or concs), and Demomen (two yellow pipes, can launch self or team member). Soldiers can make use of it also, but are often less effective. | ||
{{Navigation Map Guides}} | {{Navigation Map Guides}} | ||
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Latest revision as of 06:15, 3 February 2008
Command Point Two, Towards the CP
Dustbowl Valley Mapguide | ||
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[[../cp2_area1_choke|←]] | [[../|Main Article]] | [[../cp2_area2_abovecap|→]] |
Defenders
The last area before the Command Point, this can be defended quite well given the right set up. Aside from the marked Sentry Gun positions, Heavy classes such as the Soldier, HWGuy, and Demomen (who can pipe-trap the Jump Point area, or the flag if dropped) are useful here, they will help in controlling the flow of Attackers through the area.
Once the Extraroute is open, be wary of the Attackers using it as a means to bypass defence in this area, or sneaking Spies in to take down the Sentry Guns. Often, a Soldier covering it exclusivly is desirable, as it is just too vulnerable to leave unguarded for any length of time.
Another useful tactic is to have a Sniper or two hang back near the Command Point, and cover the two main routes.
Attackers
Sentry Guns can be a problem here, they can be placed high which makes them a bit more aukward to counter with Grenades, and the compact nature of the area means you'll often find heavier classes breathing down your neck at the same time. Careful planning and co-ordinated rushes will likely help immensly in overcoming the Defence.
The Extraroute, once open, leads to the EX point shown in the picture, and from there you can run through the building and come out near the Command Point, which is useful for running the flag, Spies sneaking in to take down Sentry Guns, and very often just generally useful for most other classes as well, as it saves fighting through the area.
The Jump point is useful for Scouts (if they picked up concs), Medics (grenades or concs), and Demomen (two yellow pipes, can launch self or team member). Soldiers can make use of it also, but are often less effective.
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