Map:ff cz2
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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 bring a flag to the point. Beware; carrying a flag will reduce your speed by 1/2. 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.
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.
Succeding 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, few slippery enemy attackers can get the points they're defending, allowing them to win a round.
Locations
Base
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.
Inside the Control Center are three flags in the back, and lights indicating what team has what points on the left and right walls. If a Detpack is placed here, your captured points will reset and the enemy will get 15 points.
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.
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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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 their speed is reduced, 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 effectivly 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 enitre Outside Base, giving Snipers an nearly omniscienet 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).
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 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.
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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. Concjumps 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.
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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.
Attackers should have "heavy" escort, such as a HWGuy and a Soldier. Things get really hectic in this point, and bodyguards will do wonders while trying to get to the point. Even though the ceiling is low, a concjump can make a big difference getting past the chaos.
Defenders will find it difficult to set up a long-term defense here. Because of the constant waves of attacker and their bodyguards, 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 relativly easy for Engineers 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.
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