Difference between revisions of "Map:ff shutdown2"

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==Ramp Room==
 
==Ramp Room==
The Ramp Room is the main hub of a base, as it connects a majority of the areas in a base with each other. It connects to the
 
 
Attackers need to be on high-alert when entering this area. Sentries are everywhere, usually on the upper level. Therefore, anti-sentry weapons need to be out at all times. Coordination between the attackers is neccessary in order to shut down the defense in this area. Some "heavy" classes might be needed to effectivly destroy a large cluster of Sentries and other defenders. Once the defense its down, the attackers need to get to the Flag Room before the defenders get back on their feet.
 
 
Attacking Spies should always enter the Ramp Room via the Underground Path. This allows them to get past the defenders at the front door and doesn't make them look suspicous when they're in their disguise.
 
 
Attacking Snipers can get a drop on enemies by coming in from the Battlements and sniping those that're on the lower floor. Snipers can also take out Sentries on both levels. Upper ones can be taken out by sniping it just past the door, while the lower ones can be taken out by walking up and taking a shot before the Sentry notices.
 
 
Defenders shold try to have at least one Sentry here at all times. A Sentry placed anywhere on the upper level (especially the strip of land overlooking the entrance to the Ramp) can take out or disorganize a large group with ease. While attackers will eventaully wisen up and destroy the Sentry, nethertheless will take out a few attackers before going down. Once the Snetry is down, it should be placed on another part of the upper area. Once attackers begin to figure out that Sentries are being placed on the upper area, they should be placed on the lower floor, in areas like the corner of the upper entrance to the Laser Control. HWGuys can be placed where Sentries need to be in case there aren't enough Engineers to cover the area or enough time to build Sentries.
 
 
Defending Soldiers should focus more on the Top of the Ramp and the Flag Room. While the Rocket Launcher is destructive, it's blast radius is better utilized in those two rooms, as they're much tighter compared to the Ramp Room.
 
 
Defending Demomen can place Pipe Traps right past the front door, forcing enemies to go by at. Once the Trap is set, they should switch to their [[Blue Grenade]] Launcher, which allows them to toss a few grenades in case a Pipe Trap doesn't kill an enemy. Pyros can also be placed here to make sure that enemies wil always suffer a good amount of damage before they get to the Laser Control/Flag Room.
 
 
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==Top of the Ramp==
 
==Top of the Ramp==
The Top of the Ramp is the primary chokepoint for the defenders because it's the only easly-avaiable path to the Flag Room, is somewhat small and has a resupply room. This room leads to the Flag Room from both paths, but use different ways of doing so. The one parallel to the Resupply room splits to the sides, then connects at the entrance to the Flag Room, while the one perpendicular to the Resupply room has an elevator that leads to the top of the Flag Room.
 
 
Attackers should bypass this area and enter the Flag Room via the Plank. There's usually a large cluster consisting of Sentries, HWGuys, Soldiers and/or Demomen here, making it all but impossible to get past this room without getting lucky or having a competent Spy successfully sabotage the Sentries. If an attacker wants to go through here, he needs to be very fast. Even one minor mistake can cost him his life. Once the defense starts becoming stretched, they'll focus less on this area, making it quite possible to get out of here alive. The sentrys can be taken down, but doing so requires an attacker to stand in the busy Ramp Room and fire at the Sentry for a few seconds. This makes the attacker very vulernable.
 
 
Defenders should place two Sentries here. The slope makes it almost impossible for attackers to attack the Sentries without them being noticed, and they'll rarely get up to the top without dying a lot. However, if attackers catch on, they'll start using the Plank to get to the Flag Room, so defenders shouldn't be surprised if they see that their flag has been stolen without them seeing the perpetrator.
 
 
Soldiers are great defenders here. The room is tight enough so that the rocket's damage radius will almost always hurt an enemy, no matter where the enemy is. However, they have a limited amount of time do to thier work before the enemy slips out, so they should try to aim as close to the enemy's feet as he can.
 
 
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==Security==
 
==Security==
The security hosts the switch that controls the laser beams in the Flag Room. It can be accessed from two entracnes in the Ramp Room.
 
 
Attackers should try to touch the switch. They shouldn't bother trying to attack anybody in there; they just need to touch the switch. Disabling secuirty will tell your fellow attackers that they can now strike the Flag Room. Sneaky attackers can go inside once the lasers are down and flip the switch one the beams turn back on. The best time to do this is when the "10 seconds remain" notification appears on-screen. Going in before that will drain your attacking squad of an attacker.
 
 
Defenders should have a Sentry and/or a HWGuy or Soldier in this room. They should be placed in one of the corners, so that they can catch attackers off guard. If an attacker touches the switch, every defensive unit should relocate to the Flag Room ASAP; enemies won't bother with this room while the lasers are down.
 
 
However, if the laser beams will come online within 10 seconds or less, a sneaky attacker might run in and wait until the security is up again, and then touch the switch immediately afterward the laser beams turn back on. Sending a defender in to clear out Security once the "10 seconds left" notification appears is the best way to prevent this from happening.
 
 
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==Battlements==
 
==Battlements==
The Battlements is where most of the Sniping occurs. Between the two sniping spots is the Cap Point for flag holders. Next to the Cap Point is a ladder that leads to the upper Yard.
 
 
Attackers can slip in through the upper Yard. Since Snipers probably won't be expecting an attacker to come through, it'll be easy to take one out. However, if a Sniper is killed, he and his buddies will be much more alert and might notice another attacker if he comes down.
 
 
Defenders can use this spot as a good sniping nest. Snipers can pick off anybody coming from the enemy's front door or the upper Yard with ease. Other classes shouldn't worry about defending this location; a [[Sniper Rifle]] shot followed by a burst from the [[Auto Rifle]] (when they get close) will take out most attackers with ease.
 
 
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==Plank==
 
==Plank==
The Plank connects the upper Ramp Room with the Flag Room. This is a very useful shortcut for attacker,s but they should be careful, as falling into the pit will kill you instantly.
 
 
Attackers can use this to bypass the Ramp and the local defense. Most defenders don't expect attackers to come into the flag room through this way, so it's usually pretty quiet. This should be especially be used if there's a lot of defense in the Top of the Ramp.
 
 
Defenders can place a HWGuy here. If there's a large amount of resistance, attackers will go into the Flag Room via the Plank. A HWGuy placed just past the plank itself can make quick work of anybody trying to come through. Dastardly defenders can try to knock attackers into the pit.
 
 
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==Flag Room==
 
==Flag Room==
The Flag Room is the crux of the base, as it contains the flag. Unlike other CTF map, the flag is defended by lasers that must be shut down. If an enemy runs though the lasers, he'll be gibbed on the spot. This room connects to the Plank and the Top of the Ramp (via the side entrance and the elevator).
 
 
Attackers should always have their anti-Snetry weapons ([[Super Nailgun]], [[Nailgun]], [[Rocket Launcher]]) when entering this area. Engineers like to place sentries in places that are hard to find, yet cover a very large area (such as the top catwalk and right in front of the flag), making it difficult for attackers to get in alive. A Sentry placed on the top or side catwalks can be countered by going in via the Plank crouching, looking for Sentries at those locations, and opening fire. Going into the Flag Room via the elevator in the Top of the Ramp can give attackers a great spot to pick off Sentries, but if there's a Sentry on the top catwalk, it'll tear the attacker into pieces long before he can escape.
 
 
Once the Sentries are down, attackers have little time to grab the flag before the lasers turn back on and/or the Engineers return. At minimum, the flag should be taken past the lasers and into the center of the Flag Room. This allows offense to ignore the Laser Control and focus all of their efforts onto grabbing the flag.
 
 
If an attacker gets here and the lasers are still up, he should hide on top of the actual flag room or on the top catwalk until the lasers are down. He can also be used to report and destroy Sentries, especially if they're at Level 1.
 
 
Because of how tall the room is, defenders should scour this room for all the ideal hinding spots it has. Engineers can build Sentries at key locations, such as in the flag room, on the flag, on top of the flag room itself and the top and side catwalks. These locations cover a large area and can be difficult to find at first. Engineers can help their Sentries by throwing [[Grenade:EMP|EMP Grenades]] at attackers trying to destroy their Sentries. The room's tightness ensures that, at the minimum, the enemy attacker will suffer a good amount of damage.
 
 
HWGuys and Soldiers can also be used in place of the Sentries, in case the team doesn't have enough Engineers to build as many Sentries as they'd like. Soldiers work especailly well in the actual flag room, as it's smallness and tightness will make the Rocket Launcher's blast radius touch everyone in the room no matter where they are. HWGuys are also effective in the actual flag room, but the Minigun's wind-up time may allow enemies to fly by them and grab the flag before the Minigun begins firing.
 
 
Demomen should place Pipe Traps right on the flag. Once it's placed, they should go to the top catwalk, get a good view of the actual flag room, take out their [[Single Shotgun]], and crouch. This makes it harder for attackers to notice and attack a Demoman that's waiting for an enemy to get onto his Pipe Trap. The Shotgun is out because [[Blue Grenade]]s will barely touch the ground while crouching, and may not hit the ground fast enough for the grenade to hit the enemy.
 
 
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==Train Tunnel==
 
==Train Tunnel==
The Train Tunnel is a long underground passage that connects the Red and Blue bases. The start of each path has four medikits in the area where the boxes are, in addition to a small railcart for those that need to get to the enemy base quickly. The medikits are very useful for attackers and defenders. The actual railway doesn't have a lot to offer, but can be conced by with ease.
 
 
Attackers should use this path to get to the enemy's base if there's too much enemy traffic and/or Snipers in the Yard. This is also an ideal passage for Spies to use, as very little people travel through here in the first place.
 
 
Defenders should have someone periodicially check in and see if there are any incoming enemies. If there are, he should inform his teammates then attack the enemies and hoard as many medikits as he can. The less an enemy can heal up the less chance he has to survive inside the base.
 
 
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==Yard==
 
==Yard==
The Yard is the primary passage between the two bases. The lower Yard is a grassy...yard...with the Bunker in it's middle. The upper Yard is a steel catwalk that's above the lower Yard and also connects the two bases. Both areas are dominated by Snipers.
 
 
Attackers should use this area as the main road to the enemy's base. To avoid Snipers, using a special jumping skill just past the front door should give an attacker enough speed to bypass the Sniper's wrath. The upper Yard can also be used to get to the enemy's base, and it is usually more effective, as many defenders don't expect attackers to use the upper Yard to get into the enemy's base. If a Demoman and/or Soldier are using the upper Yard to get to the enemy's base and are near the Battlements, they can rain down rockets and grenades to take out off-guard Snipers.
 
 
Defenders should have their Snipers cover this area via the Battlements and the upper Yard. The upper Yard doesn't have any cover from enemy Snipers, but most attackers and Snipers alike don't expect anyone to use it as a sniping spot. Once the element of surprise is gone, Snipers should retreat to the Battlements and snipe from there.
 
 
Other defenders should focus their defense inside the base and let the Snipers handle the Yard.
 
 
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==Bunker==
 
==Bunker==
The Bunker is in the middle of the Yard. The left and right sides have ladders leading to the upper Yard. This place is always dead.
 
 
Attackers can head down here if they're caught by a Sniper while trying to head to the enemy's Battlements.
 
 
Defenders shouldn't even bother with this area. Nobody except attackers hiding for a brief moment come down here.
 
 
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Latest revision as of 09:26, 29 March 2009

Description

Shutdown2 is a CTF map that takes place in a large pit in a hilly area. Red and Blue have rewired the power generator from a nearby town to power laser fields protecting their flags.

The key twist in this map is that there are lasers blocking the entrance to the Flag Room. If you touch the lasers, you will explode. To disable them, you must find and disable the power generator located nearby. Once it's down, you have a minute to grab the flag and get it out of the flag room. This encourages teammates to work together (for once!).

Locations

Respawn

This is where you'll respawn. There are two ammo backpacks side-by-side and an isolated grenade backpack in each respawn room. The ammo packpacks contain 150 Nails, 50 Cells, 200 Shells, 25 Rockets and full health and armour. The grenade bags contain four grenades of each type.


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Respawn Room 1, in the Top of the Ramp.
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Respawn Room 2, in the lower Ramp Room.
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Ramp Room

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Overview of the Ramp Room.
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The Upper Ramp Room.
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The resupply/respawn room on the right side of the lower Ramp Room.
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Top of the Ramp

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Overview of the Top of the Ramp.
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Fork that leads to the Flag Room.
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The elevator.
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Security

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This switch, when touched, will deactivate the lasers for 60 seconds.
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The entrances to the generator room.
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Battlements

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The Capture Point is hidden between the two sniper posts.
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Plank

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Don't fall down!
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Flag Room

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Overview of the Flag Room.
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Shot of the flagroom from the roof.
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Shot from the top of the flag room.
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What happens when you try to run through the lasers.

Train Tunnel

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Behind the boxes is a cache of medikits.
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People usually don't go this way, so it's usually empty.
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Yard

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Overview of the yard. Notice the pathway that's near the top of it.
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The base.
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Bunker

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The inner bunker. Not a lot goes on here.
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Map Guides
Capture The Flag
2Fort  •  2 More Forts  •  Aardvark  •  Bases  •  Crossover  •  Destroy  •  Dropdown  •  Monkey  •  Openfire  •  Pitfall  •  Schtop  •  Shutdown2  •  Well
Attack and Defend
Anticitizen  •  Cornfield  •  Dustbowl  •  Ksour  •  Napoli  •  Palermo  •  Vertigo
Other
Canalzone 2  •  Tiger  •  Warpath  •  The Hunted  •  Mulch Deathmatch  •  Push  •  Waterpolo  •  Epicenter  •  Fusion  •  Genesis  •  Impact
Map Guides Main

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