Difference between revisions of "Map:ff monkey"

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==Yard==
 
==Yard==
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The gorgeous Yard connects the Red and Blue bases. The pond can be used to access both team's Water Routes. The Yard connects to the Base and the Water Route.
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Attackers can access the enemy's base via the front door or the water route. If there's a large amount of defenders in front of or just past the front door, the Water Route is recommended. Otherwise, they should go through the front door. Putting a [[Jump Pad]] in front of or just past the front door can be very useful for slower attackers such as the [[HWGuy]].
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Defenders should focus more on the Flag Room and the Base, but a Demoman or two in the Yard can make a difference. Pipe Traps should be placed in front of (or in) the front door and the defender's end of the bridge. A well-timed chain of explosions by the Demomen can take out a group of attackers at once. Even if there's just one, one Pipe Trap can critically injure an attacker coming in.
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Because of how large the Yard is, there's a ton of places for [[Sniper]]s to hide. The front door of the defender's base can be used, but this makes the Sniper a very easy target for enemy Snipers and passing attackers. The jungle that's to the side of the bases is a good hiding spot, as most attackers and defenders don't check it for enemies. The entrance to the Water Route is also a great sniping spot, as defenders never go through it and attackers only occasionally use it.
 
{{Image_Gallery
 
{{Image_Gallery
 
| igimage1=[[Image:ff_monkey0040.gif|135px]]
 
| igimage1=[[Image:ff_monkey0040.gif|135px]]

Revision as of 08:46, 13 March 2008

The WIP page is below this.

Rating-BlankStar.gif This is a stub map page and needs proper content. In the meantime the map loading screen is being displayed as a placeholder.


Ff monkey loading.jpg


Description

Monkey takes place in two old Mayan temples, where Red and Blue have decided to use CTF as a way to show the Monkey God who is superior. The Capture Point is located inside the Base, not the Flag room.

This map can get pretty resource-intensive, so if you're using an older computer, you might want to knock a few settings down a few notches.

Locations

Respawn

There are two respawn rooms. One is near the Flag Room while the other is in the Base. The Base Respawn room does not have a grenade bag. The regular backpack in them contain 90 cells 25 rockets 90 shells 90 nails 100 health and 300 armour. The Grenade Backpack contains 4 Frag and Special grenades.

Ff monkey0032.gif
The respawn room.
Ff monkey0033.gif
The area right outside the respawn room.
Image gallery filler.jpg
 
Image gallery filler.jpg
 

Base

Ff monkey0048.gif
Overview of the base.
Ff monkey0039.gif
Another shot of the base from another angle.
Ff monkey0043.gif
The resupply room in the base.
Image gallery filler.jpg
 

Water Route

Ff monkey0046.gif
This is where you go in...
Ff monkey0047.gif
...and this is where you come out.
Ff monkey0038.gif
Overview of the water exit for defenders.
Image gallery filler.jpg
 

Flag Room

Ff monkey0034.gif
Overview of the flag room.
Ff monkey0035.gif
Alternate picture.
Ff monkey0036.gif
Alternate picture.
Image gallery filler.jpg
 

Yard

The gorgeous Yard connects the Red and Blue bases. The pond can be used to access both team's Water Routes. The Yard connects to the Base and the Water Route.

Attackers can access the enemy's base via the front door or the water route. If there's a large amount of defenders in front of or just past the front door, the Water Route is recommended. Otherwise, they should go through the front door. Putting a Jump Pad in front of or just past the front door can be very useful for slower attackers such as the HWGuy.

Defenders should focus more on the Flag Room and the Base, but a Demoman or two in the Yard can make a difference. Pipe Traps should be placed in front of (or in) the front door and the defender's end of the bridge. A well-timed chain of explosions by the Demomen can take out a group of attackers at once. Even if there's just one, one Pipe Trap can critically injure an attacker coming in.

Because of how large the Yard is, there's a ton of places for Snipers to hide. The front door of the defender's base can be used, but this makes the Sniper a very easy target for enemy Snipers and passing attackers. The jungle that's to the side of the bases is a good hiding spot, as most attackers and defenders don't check it for enemies. The entrance to the Water Route is also a great sniping spot, as defenders never go through it and attackers only occasionally use it.

Ff monkey0040.gif
Overview of the Yard.
Ff monkey0041.gif
Alternate picture.
Image gallery filler.jpg
 
Image gallery filler.jpg
 


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