Double Cross

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Double Cross is a Capture the Flag map. It was released with the WAR! Update as an official map.

Overview

"In the middle of the night, two bridges span a bottomless chasm of certain doom. (Said bridges span the chasm in the day also, but the gate is locked.) Secret bases concealed behind the unassuming facades of a factory and a farm built next door to each other fool absolutely no one in the area, who sometimes gather around to “watch all them mercenaries fight over that spy base." Doublecross is a fast-paced map that promises a lot of turnaround, with fighting focused on the main bridge and plenty of ways to fall off of it (or cause others to). The secondary train bridge below is perfect for sneakier classes, and provides a number of secret tunnels."

Goal

Your team must capture the opposing team's Intelligence continuously until you reach the game's capture limit (default limit is 3) whilst preventing the enemy from achieving the same.

Locations

  • The Main Bridge: Directly opposite and below each team's spawn room is the main bridge, which links the two bases. A truck, crates and dirt lie across it, partially blocking sightlines. On either side is a toll booth with a small health kit inside. This bridge offers a direct route to the enemy courtyard and intel room.
  • The Train Bridge: Below and running at an angle to the Main Bridge is the Train Bridge. This can be reached from the Main Bridge via a set of stairs on either side. The Train Bridge offers access to each bases' extensive sewer system, and it has a medium health kit in the middle. A bottomless pit yawns below it.
  • The Intel Room: The Intelligence sits in the middle of a small room below and to the left of each team's spawn room. It has three access points: An upper gantry leading towards the spawn, the main doorway leading to the courtyard, and another doorway leading to a refuse area, which can be reached from the Battlements. In the Intel Room the Announcer security panel featured in Meet the Spy can be seen; this will light up displaying the appropriate message if the Intelligence is taken.
  • The Courtyard: Opposite the main base entrance and below the spawn room is the Courtyard. This open area links the Main Bridge to the Intel Room, as well as the spawn to the Intel Room via an upper gantry. There is a small shed here from which the sewers can be reached via a short drop. A small health kit and ammo box can be found underneath the gantry.
  • The Battlements: A small Sniper deck can be accessed from the Spawn. This runs parallel to and looks out over the Main Bridge, with each team's deck opposite the other. From here the Intel Room may also be accessed via a short drop into the refuse area.
  • The Sewers: Underneath each base is a network of tunnels. These can be accessed from inside the base via a set of stairs near the entrance, the shed in the Courtyard, and from a one way chute which drops into a pool of water from the spawn. These lead onto the Train Bridge. A small health kit and a medium ammo crate can be found underneath the stairs.

Common strategies

  • Scouts may find it easier to use the sewer system to get to the enemy intelligence, as most of the enemy forces will be concentrated on the bridge.
  • Spies may also find the sewer system useful in order to get into the base quickly and without provoking attention.
  • The sewer access shed in the courtyard is an excellent way to avoid the main entrance if you are looking for an escape route with the Intel.
  • Conservative Engineers can construct a reasonably effective Sentry at the top of the gantry in the Intel Room to guard it. Be warned; building on the gantry in the courtyard will allow enemies who walk directly underneath it to get to the Intel Room untouched. More adventurous Engineers may like to consider building in the enemy sewers.
  • Soldiers and double jumping/Force-a-Nature wielding Scouts can reach the enemy Battlements in the same way they can on 2Fort. From here, you have direct access to the Intel Room. Also note that Soldiers, Demomen, and Scouts are the only classes that can escape over the balcony overlooking the refuse area to the Battlements.
  • It is not too difficult to organise a strong push with offensive classes into the enemy courtyard, as unlike other CTF maps there are no killer Sentry locations. If Medic backed Heavies and Soldiers make it to the enemy base entrance, they will be in a good position to break into the Intel Room directly. Be wary of classes attacking from the balcony leading from the spawn here.
  • You can shoot directly into the enemy courtyard by hanging out a battlement window.

Trivia

  • Doublecross shares some similarities with 2Fort, such as the Sniper decks that over look the main bridge as well as a sewer path that lies under each base.
  • Security alarm panels, much like those featured in Meet the Spy, appear in each teams' intel room with the panels 'ALERT', 'INTELLIGENCE' and 'CAPTURED' lighting up when the enemy team has taken the Intelligence.
  • This isn't the first Valve map to bear the name "Doublecross". The first Double Cross was an original Half-Life map designed for team deathmatch and was a sequel to the immensely popular Crossfire. Like Crossfire, it involved a bunker which could be defended and one could activate a superweapon to kill everyone not inside the bunker.
  • Before the January 6, 2010 Patch, 7 moons could be seen on the map's skyline.
  • The map's original name was Nightfall, but a community map PLR Nightfall was released before the WAR! Update.

External Links