Difference between revisions of "Map:ff dustbowl/cp2 area1 spawn"

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{{Infobox manual/Header}}
 
 
 
=Command Point Two, Attackers Spawn=
 
=Command Point Two, Attackers Spawn=
 
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[[Image:Ff_dustbowl_cp2_area1_spawn.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]
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|image = [[Image:Ff_dustbowl_cp2_area1_spawn.jpg]]
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|caption = '''View of the Attackers Spawn, Command Point 2'''<br> Defensive SG positions (Red '''SG''') are shown, as well as a useful Sniper position (Red '''SN'''), and the routes that the Attackers will most often take (Blue '''Arrows''')
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{{Guide Navbox/Mapguide|Dustbowl Valley|../cp1_area2|../cp2_area1}}
 
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp1_area2|../cp2_area1}}
  
 
==Defenders==
 
==Defenders==
  
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Once again, dual exits from the spawn complicate things a little, but given that they are close together, it's not as bad as their first spawn - most sentrygun placements will be able to cover both exits well enough. The usual threats exist, such as Spies and Snipers attempting to remove your Sentry Guns as quickly as possible, so be on the lookout for those.
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Demomen and HWguys can be used effectivly here. Demomen can be very effective in holding the entrance - pipebombs and MIRV's can be used to great effect if you know how. HWguys are also useful as there isn't much room to maneuver through the main route, and can mop up any stragglers that make it through the gates.
  
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One notable threat to look out for is Soldiers rocketjumping up the right-most route shown in the picture. Left unchecked, they can do alot of damage to your defenses.
  
 
==Attackers==
 
==Attackers==
  
Placeholder
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For the attacking team, this is likely to be a rush to your death more often than not. Timing is the key - timing and patience - do not get frustrated and make silly mistakes. It will often be possible to have a few seconds to run out the exit in between the grenades, rockets, and pipebombs, and when it appears, it must be taken advantage of.
  
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If possible, a Sniper taking potshots at the enemy Sentries, Demomen, and HWguys should be employed, as it can help immensly in breaking out. Otherwise, the best bet is to try and sneak out as a Spy, and take down their defenses from behind (possibly even sabotaging a sentry or two if the chance arises)
  
 
{{Navigation Map Guides}}
 
{{Navigation Map Guides}}
{{Infobox manual/Footer}}
 

Latest revision as of 02:09, 3 February 2008

Command Point Two, Attackers Spawn

Ff dustbowl cp2 area1 spawn.jpg
View of the Attackers Spawn, Command Point 2
Defensive SG positions (Red SG) are shown, as well as a useful Sniper position (Red SN), and the routes that the Attackers will most often take (Blue Arrows)


Dustbowl Valley Mapguide
[[../cp1_area2|←]] [[../|Main Article]] [[../cp2_area1|→]]



Defenders

Once again, dual exits from the spawn complicate things a little, but given that they are close together, it's not as bad as their first spawn - most sentrygun placements will be able to cover both exits well enough. The usual threats exist, such as Spies and Snipers attempting to remove your Sentry Guns as quickly as possible, so be on the lookout for those.

Demomen and HWguys can be used effectivly here. Demomen can be very effective in holding the entrance - pipebombs and MIRV's can be used to great effect if you know how. HWguys are also useful as there isn't much room to maneuver through the main route, and can mop up any stragglers that make it through the gates.

One notable threat to look out for is Soldiers rocketjumping up the right-most route shown in the picture. Left unchecked, they can do alot of damage to your defenses.

Attackers

For the attacking team, this is likely to be a rush to your death more often than not. Timing is the key - timing and patience - do not get frustrated and make silly mistakes. It will often be possible to have a few seconds to run out the exit in between the grenades, rockets, and pipebombs, and when it appears, it must be taken advantage of.

If possible, a Sniper taking potshots at the enemy Sentries, Demomen, and HWguys should be employed, as it can help immensly in breaking out. Otherwise, the best bet is to try and sneak out as a Spy, and take down their defenses from behind (possibly even sabotaging a sentry or two if the chance arises)


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