Difference between revisions of "Map:ff cz2"

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=Description=
 
=Description=
CZ2 takes place in a futuristic arena, where Red and Blue are competing to take control of Capture Points for glory, fame, money, women, and cats. In order to capture a point, you must stand on it. The more people on a point, the faster it'll be captured. Unlike other Capture Point maps, you can see what team controls what point simply by looking at the beams shooting to the sky. Red beams mean Red controls a point and blue beams mean Blue controls a point.
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CZ2 takes place in a futuristic arena, where Red and Blue are competing to take control of Capture Points for glory, fame, money, women, and cats. In order to capture a point, you must stand on it. The more people on a point, the faster it'll be captured. The speed that you capture at is equal to the speed you move at. [[Class:HWGuy|HWGuy]] captures the slowest, [[Class:Scout|Scout]] the fastest. Unlike other Capture Point maps, you can see what team controls what point simply by looking at the beams shooting to the sky. Red beams mean Red controls a point and blue beams mean Blue controls a point.
  
The invisible roof in this map is in line with the roofs of the buildings as to prevent camping on the building's roofs and easy captures. This greatly reduces the usefulness of special jumping techniques, but they can still be used to gain a quick burst of speed.
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The invisible roof in this map is in line with the roofs of the buildings as to prevent camping on top of them and easy captures. This greatly reduces the usefulness of special jumping techniques, but they can still be used to gain a quick burst of speed.
  
Enemy Demoman can reset all of a team's captured CPs by placing a [[Detpack]] in the room where the flags are. Doing so will give the enemy team 15 points, in addition to resetting all of the afflicted team's captured CPs.
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Succeeding in this map takes a precise mixture of attackers and defenders. If there are too many attackers, they'll get slaughtered by the enemy's defense when they try to capture points that are near the enemy's base. If there's too much defense, they won't be able to capture any points outside of the ones that're near their base. Even with all that defense, a few slippery enemy attackers can get the points they're defending, allowing them to win a round.
  
Succeeding in this map takes a precise mixture of attackers and defenders. If there are too many attackers, they'll get slaughtered by the enemy's defense when they try to capture points that're near the enemy's base. If there's too much defense, they won't be able to capture any points outside of the ones that're near their base. Even with all that defense, a few slippery enemy attackers can get the points they're defending, allowing them to win a round.
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=Strategies and Tips=
  
=Locations=
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==The Command Center==
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An enemy [[Class:Demoman|Demoman]] can reset all of a team's captured CPs by placing a [[Buildable:Detpack|Detpack]] in the Command Center. Doing so will give the enemy team 15 points, in addition to resetting all of the afflicted team's captured CPs.
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If an enemy [[Class:Spy|Spy]] gets into the base, they can hack open all of that base's doors by pressing +use on the Command Center computers. It can be done while cloaked or disguised, so if you notice that your doors are open with no-one nearby, try shooting next to the computers. Generally, explosive weapons ( like the [[Weapon:RPG|RPG]] or the [[Weapon:Grenade Launcher|Grenade Launcher]] ) or weapons that fire a constant stream ( like the [[Weapon:Nailgun|Nailgun]] ) are best for this.
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If you're playing as a [[Class:Scout|Scout]], check your Command Center regularly. If a [[Class:Demoman|Demoman]] has placed a [[Buildable:Detpack|Detpack]], then you can defuse it before you lose all your CP's!
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As a [[Class:Engineer|Engineer]], you can build a [[Buildables#Sentry_Gun|Sentry Gun]] in the main room of your base, or at the back of the Command Center. Bear in mind you cannot build on the ramp leading to the Command Center, however. This also will not stop spies who can sabotage it, and will render you sentryless, and therefore losing part of the team if no-one attacks the Command Center.
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==Near Capture Points==
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There are lots of resupply bags, medkits, and armor near CP's, if you're taking a lot of damage, quickly get to one, and you can take down classes much more heavier than you.
  
==Base==
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==Using The Teleporters==
This is where your respawn and Control Center are. You'll appear in the respawn room, which has four bags and a defense turret.
 
  
Just past the respawn room is the resupply room. It has four ammo backpacks surrounding a large glass pillar with electricity in it. On the walls are two grenade backpacks, each containing two grenades. The two doors near the ammo backpacks lead to Outside the Base, along with the gas fan between the two doors.
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You can teleport to any owned capture point by going into your Command Center, going to the flag and beam representing that capture point, and pressing +use (default key: E).
  
Inside the Control Center are five pillars of light, each with a CP name under it. If your team has captured a point, walk up to the corresponding pillar and press USE to warp to the point. This is vital for setting up defense on a point near your enemy's base, so don't walk to a captured point unless you have to.
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You can teleport back from a capture point to your base by going onto the point, and pressing +use. This will put you inside your respawn, as well as fully restocking your health, ammo and armor.
  
Attackers should send a Demoman in here if the enemy has a lot of points and the flag runners might not get to the points in time. The reset will turn the tides towards the attacker's team.
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If you're playing as a [[Class:HWGuy|HWGuy]], then you should use the teleporters in your Command Center frequently to defend your capture points!
  
Defenders should have a HWGuy in here if one of your teammates spots a Demoman running around. The HWGuy's [[armour]] can absorb a lot of Blue Grenades, and a [[MIRV]]. In addition, the Minigun makes short work of the Demoman. Some persistant attackers might have a [[Spy]] come in and try to backstab the HWGuy, so he should be careful. 
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=Locations=
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==Base==
 
{{Image_Gallery
 
{{Image_Gallery
 
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==Outside Base==
 
==Outside Base==
The Outside Base is a team's territory that extends from the Base to CP3. Coloured paths are used to show new players how to get to all the CPs in the Outside Base and CP3. It's wide-openess makes it difficult for defenders to be very effective, which usually means that the Outside Base will usually only be occupied by attackers and defenders running to their destinations.
 
 
Attackers should use jumping techniques to get to their location faster. Even though there is an invisible ceiling, such techniques can speed up getting to the point by a few seconds. If an attacker sees an enemy attacker flying though the Outside Base, he should go past him, report that he's coming to a point and shoot the enemy with an accurate weapon (such as the [[Single Shotgun]]) while running to his destination.
 
 
Defenders should focus on defending the actual Capture Points. Defenders here should treat enemy attackers like ally attackers would; report the attacker and shoot him with an accurate and fast weapon a few times. The Outside Base is too open to effectively use weapons like the [[Flamethrower]] and [[Minigun]].
 
 
Snipers can use the walkway jutting from the front of the base as a sniping point. It covers the entire Outside Base, giving Snipers an nearly omniscient view of the Outside Base. It's only weakness is that it has no geometry to hide behind and it's difficult to retreat back into the base because of the gas. Otherwise, it's the best sniping perch in the map. Snipers can also hide in the water canals to disguise themselves and get a good view of a certain point (such as the entrance to CP2/4).
 
 
{{Image_Gallery
 
{{Image_Gallery
 
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==Capture Points 1 and 5==
 
==Capture Points 1 and 5==
Capture Point 1 (and 5) is the closest point to a team's base. It can be accessed from the hall that leads from the leftmost door in the Base and across from CP3. Near the back left wall is are two medikits. Once the point is captured, Blue Armour, a backpack filled with ammo and two more medikits will appear next to the medikits. The "moat" that surrounds the CP has two medikits behind a box.
 
 
Attackers should try to get CP 1 if they're on blue or 5 if they're on Red first. It's the closest point and is frequently the last point to be captured by the enemy. Once the point closest to them is captured, they should have one attacker focus on capturing the opposite point (5 for Blue, 1 for Red). This usually freaks out the enemy team long enough so that ally attackers can capture a hotly-contested point and set up a basic defense.
 
 
Defenders should have a HWGuy or Soldier in this area. Once the closest point to the base is captured, attackers like to slip through and capture this point point while the defender's team try to capture other points. A burst from the [[Minigun]] or [[Rocket Launcher]] can take out your average attacker before he touches the point and disappears. If the point is captured, the defender should ask an attacker to take a flag over to the point before things get worse.
 
 
{{Image_Gallery
 
{{Image_Gallery
 
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==Capture Points 2 and 4==
 
==Capture Points 2 and 4==
 
Capture Point 2 (for Blue) and CP4 (for Red) are located somewhat closer to CP3 than CP1/5 is. They connect to CP3 via the windows surronding CP3, near the small roofed sewer that also has a path that leads to CP3, the water path from the enemy's sewer, and a small tunnel that's to the right of the main entrance to CP3. A large, rounded cubbyhole under the catwalk has four medikits, and a crate next to the entrance from the Outer Base has two medikits to it's left side. Once the point is captured, a Blue Armor and ammo backpack will appear on the left side of the box that's on the ground.
 
 
Attackers need to remember that there are many routes that lead to CP2/4. They should poke around and see which entrances have the least amount of defense. Once it's figured out, they should go through that entrance and capture the point before defense can take them out. [[Concjump]]s can be used to fly to the CP from the middle catwalk or from the ground to the middle catwalk.
 
 
Defenders should always have two defenders here; one at the entrance to CP3 and near the entrance from Outside Base. Because it's closer to get to than CP 1/5 and is still on a team's territory, attackers like to capture this point so that the defender's team will scramble to capture the point while the enemy's attackers grab CP3 and set up a barebones defense. If defenders see an attacker coming though different entrances, it's possible that the enemy's offense way be trying to find a weakness in the CP's defense. If this is the case, a defender from another location should be "loaned" to cover weaknesses until the attackers give up.
 
 
{{Image_Gallery
 
{{Image_Gallery
 
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==Capture Point 3==
 
==Capture Point 3==
Capture Point 3 is the most hotly-contested point in CZ2, as it's in the center of the map. CP 2/4 links to this area from two ways (from the hall that's to the right of the actual CP and the slope that goes past the regular entrance to CP 2/4) CP 1/5 from one (the entrance that's away from the team's base is almost directly connected to CP3. The huts on each side have two medikits, and a Blue Armour and a backpack filled with ammo will appear once the point is captured.
 
 
When trying to capture the point, have your stronger classes distract the enemy while faster ones run for the point. If the stronger classes get lucky, they can get on the point and help the fast classes cap it.
 
 
Defenders will find it difficult to set up a long-term defense here. Because of the constant waves of attackers, getting a Sentry up will be quite difficult. To divert the enemy offense long enough to set up a barebones defense, an ally attacker should capture a point on their side. This will make the enemy focus more on that point (as it's closer to their base), causing less attackers to come by. Backpacks and [[Blue Armour]] in the huts make it relatively easy for [[Engineer]]s to set up a [[Sentry]] when there's a lull in the fighting.
 
 
Once defenders have set up shop, they should have at least one defender guarding every entrance. A sentry should be on top of one of the hut's corners that face the entrance from CP1/5, allowing it to cover the windows from the enemy's CP 2/4 , the entrance from CP 1/5 and the actual arena. HWguys, Soldiers, Pyros and Demomen should be placed in the Sentry's blind spots (such as the ramp that comes from CP 2/4 and the defender's team windows) or in areas that the sentry covers (as reinforcement). Defenders need to be quick on their toes, as attacker can get to the point quickly if they're a fast class like a [[Scout]] or [[Medic]].
 
 
{{Image_Gallery
 
{{Image_Gallery
 
| igimage1=[[Image:cp3.gif|135px]]
 
| igimage1=[[Image:cp3.gif|135px]]

Latest revision as of 06:41, 23 January 2013

Description

CZ2 takes place in a futuristic arena, where Red and Blue are competing to take control of Capture Points for glory, fame, money, women, and cats. In order to capture a point, you must stand on it. The more people on a point, the faster it'll be captured. The speed that you capture at is equal to the speed you move at. HWGuy captures the slowest, Scout the fastest. Unlike other Capture Point maps, you can see what team controls what point simply by looking at the beams shooting to the sky. Red beams mean Red controls a point and blue beams mean Blue controls a point.

The invisible roof in this map is in line with the roofs of the buildings as to prevent camping on top of them and easy captures. This greatly reduces the usefulness of special jumping techniques, but they can still be used to gain a quick burst of speed.

Succeeding in this map takes a precise mixture of attackers and defenders. If there are too many attackers, they'll get slaughtered by the enemy's defense when they try to capture points that are near the enemy's base. If there's too much defense, they won't be able to capture any points outside of the ones that're near their base. Even with all that defense, a few slippery enemy attackers can get the points they're defending, allowing them to win a round.

Strategies and Tips

The Command Center

An enemy Demoman can reset all of a team's captured CPs by placing a Detpack in the Command Center. Doing so will give the enemy team 15 points, in addition to resetting all of the afflicted team's captured CPs.

If an enemy Spy gets into the base, they can hack open all of that base's doors by pressing +use on the Command Center computers. It can be done while cloaked or disguised, so if you notice that your doors are open with no-one nearby, try shooting next to the computers. Generally, explosive weapons ( like the RPG or the Grenade Launcher ) or weapons that fire a constant stream ( like the Nailgun ) are best for this.

If you're playing as a Scout, check your Command Center regularly. If a Demoman has placed a Detpack, then you can defuse it before you lose all your CP's!

As a Engineer, you can build a Sentry Gun in the main room of your base, or at the back of the Command Center. Bear in mind you cannot build on the ramp leading to the Command Center, however. This also will not stop spies who can sabotage it, and will render you sentryless, and therefore losing part of the team if no-one attacks the Command Center.

Near Capture Points

There are lots of resupply bags, medkits, and armor near CP's, if you're taking a lot of damage, quickly get to one, and you can take down classes much more heavier than you.

Using The Teleporters

You can teleport to any owned capture point by going into your Command Center, going to the flag and beam representing that capture point, and pressing +use (default key: E).

You can teleport back from a capture point to your base by going onto the point, and pressing +use. This will put you inside your respawn, as well as fully restocking your health, ammo and armor.

If you're playing as a HWGuy, then you should use the teleporters in your Command Center frequently to defend your capture points!

Locations

Base

Ff cz20130.gif
The main supply room.
Ff cz20125.gif
Respawn.
Ff cz20126.gif
The Control Center. Don't let a Demoman get in here!
Image gallery filler.jpg
 

Outside Base

Ff cz20144.gif
Overview of the paths leading from Base. The left one leads to CP2/4 and CP3 and the right one leads to CP1/5.
Ff cz20131.gif
Closeup of the left path. You can see how the right path leads to CP1/5.
Ff cz20132.gif
Closeup of the right path. You can see how the left path connects to CP2/4 and CP3.
Ff cz20135.gif
The gas machine will propel you up to the top of the nearby building.

Capture Points 1 and 5

Cz2cp1.gif
Overview of Control Point 1/5.
Ff cz20134.gif
There's a cache of medikits behind the box on the lower floor.
Image gallery filler.jpg
 
Image gallery filler.jpg
 

Capture Points 2 and 4

Ff cz20137.gif
The area just outside Capture Point 2/4. The water path leads to the enemy's CP 2/4, the ramp leads to CP3 and the entrance on the right leads to CP2/4.
Ff cz20140.gif
Overview of CP2/4. Notice the medikit behind the box.
Ff cz20139.gif
Shot of the actual Capture Point.
Image gallery filler.jpg
 

Capture Point 3

Cp3.gif
Overview of Capture Point 3. The huts will have a Blue Armor and backpack appear when somebody captures the CP.
Ff cz20146.gif
The entrance to CP3 from CP2/4.
Image gallery filler.jpg
 
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