Difference between revisions of "Map:ff dustbowl/cp1 area2"

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{{Infobox manual/Header}}
 
{{Infobox manual/Header}}
  
=Placeholder=
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=Command Point 1, Towards the CP=
  
[[Image:Ff_dustbowl_cp1_area2.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]
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[[Image:Ff_dustbowl_cp1_area2.jpg|frame|center|View from above Command Point One. Defensive SG positions (Red '''SG''') are shown, as well as the Command Point (Red '''X'''), a good covering Sniper Spot (Red '''SN'''), and the most common offensive routes (Blue '''Arrows'''). Also shown is the Extraroute exit (Blue '''EX'''), Jump Points (Blue '''JP'''), and a good offensive Sniper position (Blue '''SN''')]]
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp1_area1|../cp1_area2}}
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{{Guide Navbox/Mapguide|Dustbowl Valley|../cp1_area2_abovecap|../cp2_area1_spawn}}
  
 
==Defenders==
 
==Defenders==

Revision as of 05:06, 1 February 2008


Command Point 1, Towards the CP

View from above Command Point One. Defensive SG positions (Red SG) are shown, as well as the Command Point (Red X), a good covering Sniper Spot (Red SN), and the most common offensive routes (Blue Arrows). Also shown is the Extraroute exit (Blue EX), Jump Points (Blue JP), and a good offensive Sniper position (Blue SN)
Dustbowl Valley Mapguide
[[../cp1_area2_abovecap|←]] [[../|Main Article]] [[../cp2_area1_spawn|→]]



Defenders

The most critical thing for this area, usually, is for the team's Engineers to get their guns set up and ready before a major push from the Attackers take place. This often means that other classes should try to delay them in the chokepoints between here and the previous area. Snipers, positioned roughly where the above shot is taken (or perhaps a little further along the back wall), can also help delay anyone that gets through.

Special attention should be paid to the Jump Points, as these provide an easy way to get the flag right up to the Command Point, if not capture it. A few people (or perhaps an SG, if you have many Engineer's on the team) covering the roofs can help prevent this - Snipers, Soldiers, and HWGuys all all pretty good classes in this role.

As with most of the Command Point areas, Spies can be a nuisance. In this area particularly, there are a few good routes for them to sneak in under the radar, so it is worth being vigilant (but not paranoid).


Attackers

An early push, before the enemy Sentries are set up, is often the quickest way to Capture this point, and prevent being bogged down. A Jump from to the Command Point can also help break an existing deadlock - though you may not reach the CP yourself, if the flag is close enough, a Spy can run in and capture before their SG's take him down.

Overall, a Spy has many uses in this area, especially in the takedown of Sentry Guns. If you feel Sabotage is an option, then by all means go for it, but don't get "tunnel vision" - an SG removed is better than wasting time with failed Sabotage attempts.

If the Extraroute opens, it can provide a few benefits. It is a good spot for a Sniper - dark, out of harm, and with a good view - but is also good for a Spy to make a less conspicous entrance into the area. In the Fortress Forever version of Dustbowl, it is also even better than ever for usage as a secondary Jump point, but is more also more open and noticable than the other one marked upon the picture above.


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