Snakewater (competitivo)

From Team Fortress Wiki
Jump to: navigation, search
Snakewater mid.jpg

El mapa Snakewater está compuesto de una base para cada equipo, un segundo puerto abierto para cada equipo y un punto central.

El objetivo de Snakewater es controlar los cinco puntos de control. Cada equipo empieza con su segundo punto de control y el final bloqueados, dejando sólo el punto medio disponible.

Snakewater no es un mapa oficial lanzado en el agua y como tal casi siempre es visto en juego competitivo.

Nombres de Lugares

Los nombres de los lugares son dados desde la perspectiva de defensa como su nombre primario (en condiciones de izquierda o derecha), obviamente excepto para el punto de control medio.

Puntos de Control 1/5

Punto Final
  • Parte Izquierda: Uno de dos caminos principales que empujará el combo, siendo el otro la derecha. Hay un tablón elevado permitiendo la protección para Snipers y Heavies como también una valla localizada más arriba
  • Parte Inferior/Principal: Esta es la área donde los Scouts y posiblemente el Demoman empujarán mientras el combo coje la derecha o izquierda. Esta área inferior y tiene un largo camino al punto. No es posible cojer esta área si hay un Heavy en el punto, sin embargo. Hay un conjunto de escaleras que conduce arriba al área de la derecha para una huida rápida también
  • Parte Derecha: Este es el otro camino principal desde donde empujará el combo. Hay una gran roca y una casa elevada, la cual es útil para el equipo defensivo para visualizar cualquier área en la que el equipo ofensivo puede empujar
  • Caída: Esta área está a la lejana izquierda y es pequeña, una puerta en la parte superior de una caja larga con escaleras hechas de cajas. Esta área es más útil para el equipo defensivo para matar o para que entre un Spy
  • Vestíbulo: Esta es la área principal donde el equipo atacante se queda y tiene acceso a todos los caminos para atacar


Puntos de Control 2/4

Patio

Some people refer to this control point as "Yard" because of it's open area.

  • Ramp: One main area that allows access into the lobby, it's located in the middle area of the yard.
  • Cliff/Drop Down: This area is covered behind a fence, as well as having access to the lobby. This area is called drop down because a player can go through lobby and go through the pit at the top, getting easy access to being behind the team. The medic will typically stand in this area with his pocket.
  • Control Point: The control point itself is located more to the left of the whole area. The cliff is located above it, so the combo can drop down to defend it. A train cart is located to the right of the point. A fence and a house protect the team from direct spam, however they can both be jumped over.
  • Flank: The flank is located to the far right. This area is not so much of a flank, as it does not take the offenders directly behind the defenders, however this spot is hard to guard directly, but is less open.
  • Main: This is the main area where most combos will push into the point. It is located right in front of the team and acts as a push area.
  • House: This area is mostly used as a sniping area for attacking snipers. It is located above the main area. Players can drop down from it, but it is difficult to get back up.

Punto de Control 3

Medio

Because of the symmetrical style of Snakewater (and almost all 5 Point Control Point maps), each team share a similar landmark/location on their respective sides of the middle point. A popular method to counteract this is to add the prefix "our" or "their", e.g. "their Choke". Some players may also refer the middle point as "Mid".

  • Control Point: The middle point is comprised of two sheds with outstretched planks, containing a log that connects the two. This log hangs directly over the middle point.
  • Sheds: The sheds are located to the left and right of the point. Inside both of the sheds are areas that lead to either team's respective right area.
  • Choke: This is the area where the combo typically emerges from. It is straight behind the little house vertical to the point.
  • Right: The area that is directly to the right of the choke. Players can go through the sheds to get to this area for each respective team. Teams will typically push through right instead of through choke because of it's tactical advantages.
  • Houses: These areas are located somewhat behind the planks on top of the shed and are often used to spam down on the point and sheds.

El Lanzamiento

Video of the Demoman Rollout by ZeroSk1ll:
The #evp parser function was deprecated in EmbedVideo 2.0. Please convert your parser function tag to #ev.

Demoman Rollout.
Demoman
The usual route for the Demoman will see him Sticky jump out of spawn, and going into lobby. After reaching lobby, he can jump from the Ramp into the house. This can be a tricky maneuverer to perform, so an alternate route would be to go into the main area below house instead. You'll lose your height advantage, however you might be really weak if you go through house.
Soldier
The snakewater rollout is comparably easier than badlands rollouts. The soldier should jump out of spawn and go right into lobby. Once reaching lobby, he should continue to go right and drop down into the flank area. After that, continue right and the point is right there.