|
This is a stub map page and needs proper content. In the meantime the map loading screen is being displayed as a placeholder. |
Description
Blah.
Locations
Respawn
Outside
Front Door
|
|
.
|
|
|
|
|
.
|
|
|
|
|
Utility Corridors
|
|
.
|
|
|
|
|
.
|
|
|
|
|
Generator Room
|
|
.
|
|
|
|
|
.
|
|
|
|
|
Top Main Ramp
Respawn-side hallway
|
|
.
|
|
|
|
|
|
Flag Room
|
|
.
|
|
|
|
|
|
Lift-Side Hallway
The Lift-Side Hallway can be accessed from the Top Main Ramp (it's left side) or the Basement. Lasers block the entrance from the Top Main Ramp, so the switch in the Generator Room must be turned off before using that entrance. Enemies will be gibbed by the lasers, but can walk through it with ease. In addition, enemies that touch the switch in the Basement will end up in the glass pillars in this room. The switch on the left wall, when pressed, will cause a deadly gas to fill the pillar, killing whoever is trapped within a matter of moments.
Attackers can use it as an alternate way to the Flag Room. Defenders tend to not reinforce this area, so attackers can usually go through this area with ease. If an attacker is coming through via the Basement, he can get a jump on Sentries in the Flag Room that he can see. Just fire at it using an anti-sentry weapon, then retreat back into the cave before anybody notices the attacker.
Defenders should have a Sentry, HWGuy or Demoman defending this area. Many defenders forget to reinforce this area, making it easy for enemies coming in so fly past and grab the flag. Even one HWguy can take out most of the enemies that pour in. Be sure to shoot everything that comes in via the Basement entrance; Spies like to use it to sneak into the enemy's base.
If the lasers are down, there should be a small group of HWGuys, Soldiers or Sentries covering both of the entrances. It's very easy for an enemy to fly through this hall (especially with a Conc or Pyro Jump), so there should be a few defenders. Even after the lasers are down, some sneaky attackers will use the Basement exit so that they don't set off the defenders in the Top Main Ramp. Don't neglect the Repawn-side Hallway or the Flag Room; attackers will note how little defense is in the other hall and will use it.
Also, if an attacker appears in one of the glass pillars, don't forget to gas him before he commits suicide! It's very satisfying gassing idiots.
Basement
The Basement can be accessed from the left side of the Front Door via a water passage. Once inside, you'll see that the "Basement" is really 2fort's basement! Abandonded after the hayday of TFC, 2fort was left to rot, until Aardvark was built on it's ruins, with the old basement integrated into the new bases. Inside the old Flag Room are newspaper clippings detailing the creation of Aardvark and a switch. If you touch it, you'll be teleported to the glass pillars in the Lift-Side Hallway. The only way to get out is by killing yourself or letting the enemy gas you to death. Just across from the entrance is the exit, which leads to the Lift-Side Hallway, past the lasers.
Attackers can use it to bypass the heavy defense that's on the ramp. Just don't touch the switch in the old flag room!
Defenders shouldn't worry about defending this area. The sentries and other defenders placed in and near the Lift-Side Hallway will take out anybody coming in via the Basement.