From Team Fortress Wiki
|Map Type:||Capture the Flag|
|File name:|| |
Like any other CTF map, your team must capture the opposing team's Intelligence repeatedly until you reach the game's capture limit while preventing the enemy from achieving the same.
This is a small map that features two moving vehicles with a moving background, each Intelligence case is located aboard one carrier.
The two carriers are mostly identical (differing only in color). These two big moving vehicles are connected by two bridges and are large enough to support a fight aboard them.
These two big carriers are connected at the tail and at the rear wheels by two tight bridges which are the only way to enter each carrier.
On each carrier there is a jump pad which launches players onto the other carrier when stood upon. Originally, in place of where the jump pads are now there was once an upper regular bridge which was removed for Version 2.
The rooms that hold the Intelligence are at the front of the two vehicles. Inside the room, the Intelligence lays on a table. In the control room ahead lies health and ammo kits.
While your team is boarding the opposing carrier, it’s a good idea to defend them from your own carrier with Snipers as they are vulnerable out in the open on the deck and cat walks. There are solo routes for certain classes. Any class that is able to get on top of the rocket has a direct route to the Intelligence room without being in the line of sight from the opposing team. There is also a sun roof on top of the control room that one can drop through and ambush those guarding the intelligence.
Defense on this map is not as easy as most CTF maps. The opposing teams can gain quick entry to the control room where your intelligence is stored if all routes are not guarded. There are a few hot spots for Sentry Guns but for an impenetrable defense it will require a precise coordination of at least 3 Sentry Guns, each one defending the others' vulnerable spots. It’s a good idea to use Heavies and Demomen to keep those invading the carrier pushed back as far as possible. Another strategy is for Demomen to use their Sticky Bombs to launch themselves from one carrier to the other. It is possible (using this strategy) to capture the Intelligence in mere seconds by launching across, grabbing the Intelligence and launching back. There is also a wind force that will push projectiles and players back if they try to jump across the map from one carrier to another, so getting directly across without using the extension bridges is not easy, but there are some spots to build a defense against those trying to jump across onto your carrier.
Also, be aware that falling off or getting crushed by the vehicles will result in clumsy, painful death.
- The map idea was inspired from the Unreal Tournament 2004 Assault map of the same name; however, this map features a completely original design created specifically for TF2 CTF gameplay.
- The moving canyon is the map's skybox; the canyons in the background loop to create the illusion of moving vehicles. As such, any weapons or rag dolls that fall off the convoy will stay in place even as the skybox moves, and not distance themselves from the carriers.
- Whenever a round begins on Convoy, a bit of Charlie Clouser's Convoy plays.