Difference between revisions of "Map:ff dustbowl/cp2 area1 choke"
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=Command Point Two, Towards the Chokepoints= | =Command Point Two, Towards the Chokepoints= | ||
− | + | <center> | |
− | [[Image:Ff_dustbowl_cp2_area1_choke.jpg| | + | {{Image |
+ | |image = [[Image:Ff_dustbowl_cp2_area1_choke.jpg]] | ||
+ | |caption = '''Towards the Chokepoints, Command Point 2'''<br> A defensive Sentry Gun position (Red '''SG''') is shown, as well as a useful Sniper position (Red '''SN'''), and the routes that the Attackers will most often take (Blue '''Arrows'''). The Grenade Pack for this Command Point is also shown (White '''G''') | ||
+ | }} | ||
+ | </center><br> | ||
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp2_area1_spawn|../cp2_area2}} | {{Guide Navbox/Mapguide|Dustbowl Valley|../cp2_area1_spawn|../cp2_area2}} | ||
==Defenders== | ==Defenders== | ||
− | + | As the Grenade pack is in this area, you will likely want to hold this Command Point as long as possible. To that end, Heavy classes will be useful as when the Attackers get this far, you likely won't have many Sentry Guns ready, unless your team has a high number of Engineers. | |
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+ | The lone Sentry Gun position shown here isn't perfect by any means, but it can surprise the enemy if they aren't expecting it. Mostly though, it will be useful in delaying the enemy while the rest of your team bolsters their defences. There are other good Sentry Gun positions in this area, such as to the right of the chokepoint entrance, and inside the building in the centre of the picture (not marked). | ||
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+ | The two central arrows show point in the direction of the two routes that the enemy must take. The one to the left (pointed at, but not shown directly) had a drop that you can knock the enemy into, whilst the central one (shown) houses the Extraroute on it's right side, and has normal exits to both the left and right. | ||
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+ | Finally, the arrow on the leftmost side shows the route around the back of the building, a route often used as it is near the Grenades, and provides cover. | ||
==Attackers== | ==Attackers== | ||
− | + | Like the Defenders, you will likely seek to control the Grenades, as they can provide Concussion Grenades for making jumps to the Command Point, as well as providing an overall firepower advantage. Beware that even once you control them, the enemy might make a run for them, often with a Spy or Demoman - and if your flag ever returns, expect the entire team to try to puch back and regain control of them and try to counter it. | |
+ | The routes you can take here are both fairly obvious and limited, until the Extraroute opens. Once it does, it provides a useful shortcut around the usually well-defended chokepoint exits, and can be useful in running the flag if the defence is strong in the main routes of the map. | ||
{{Navigation Map Guides}} | {{Navigation Map Guides}} | ||
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Latest revision as of 04:16, 3 February 2008
Command Point Two, Towards the Chokepoints
Dustbowl Valley Mapguide | ||
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[[../cp2_area1_spawn|←]] | [[../|Main Article]] | [[../cp2_area2|→]] |
Defenders
As the Grenade pack is in this area, you will likely want to hold this Command Point as long as possible. To that end, Heavy classes will be useful as when the Attackers get this far, you likely won't have many Sentry Guns ready, unless your team has a high number of Engineers.
The lone Sentry Gun position shown here isn't perfect by any means, but it can surprise the enemy if they aren't expecting it. Mostly though, it will be useful in delaying the enemy while the rest of your team bolsters their defences. There are other good Sentry Gun positions in this area, such as to the right of the chokepoint entrance, and inside the building in the centre of the picture (not marked).
The two central arrows show point in the direction of the two routes that the enemy must take. The one to the left (pointed at, but not shown directly) had a drop that you can knock the enemy into, whilst the central one (shown) houses the Extraroute on it's right side, and has normal exits to both the left and right.
Finally, the arrow on the leftmost side shows the route around the back of the building, a route often used as it is near the Grenades, and provides cover.
Attackers
Like the Defenders, you will likely seek to control the Grenades, as they can provide Concussion Grenades for making jumps to the Command Point, as well as providing an overall firepower advantage. Beware that even once you control them, the enemy might make a run for them, often with a Spy or Demoman - and if your flag ever returns, expect the entire team to try to puch back and regain control of them and try to counter it.
The routes you can take here are both fairly obvious and limited, until the Extraroute opens. Once it does, it provides a useful shortcut around the usually well-defended chokepoint exits, and can be useful in running the flag if the defence is strong in the main routes of the map.
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