|“You are so small! Is funny to me!”
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| Community Nightfall strategy
| Basic Information
| Map Type:
|| Payload Race
| File name:
|| Aaron "Psy" Garcha,|
| Map Info
|| Alpine / Industrial
|| Nighttime, raining
| Deep Water:
|| Yes (third stage only)
|| Pitfall (third stage only)
| Map Items
| Health Kits:
|| ×15 • ×13
| Ammo Boxes:
|| ×23 • ×6
This article is about Community Nightfall strategy.
General (All Classes)
- Because of the unique anti-stalemate function in Nightfall, if your team's cart is ahead of the opposing team's cart near the end of the round, it may pay off to pull back and simply defend your cart. In doing so, both carts will continue to roll forward on their own. This strategy doesn't work on Stage 3, as there is no time limit.
- Stages 1 and 2 feature buildings separating each team's spawn from the central area, rendering sticky jumps and rocket jumps rather ineffective. However, Soldiers and Demomen can jump directly to the cart on Stage 3 with a well-timed blast.
- On Stage 2, team members should initially focus on pushing the cart up the incline. The cart will roll back if it does not reach the top, and this part of the map can become a choke point if the opposing team sets up a successful defense.
- Scouts have extreme mobility on all stages and can annoy the other team while they are trying to get back on their cart.
- With the Force-A-Nature you can knock people into the pit on Stage 3.
- Being pocketed by a Medic is not great on this specific map. Instead, use your own rocketjump ability to flank the other team and even push of people on Stage 3.
- On Stage 3, Pyros should make use of their compression blast to push opposing team members off their cart. Even if they don't get pushed into the pit, forcing them to climb back up to the cart costing them valuable time while your team pushes.
- Due to open spaces, on stage 2 a Demoman can easily stickyjump to reach the other side quickly and easily dominate the mid-point of the map.
- Using the G.R.U. can be really useful to get to the mid-point of Stage 2 quickly- Pairing up with a Medic can be devastating!
- Due to the tight corridors, Engineers equipped with the Gunslinger can deploy Mini-Sentry Guns to great effect on certain parts of the map, namely around corners. They can also be a distraction while teammates flank the opposing team.
- If using the Kritzkrieg on any stage, pair up with a Demoman. A kritz Demoman on stage 3 can push many people off cliffs, and crit-sticky kill a great amount of players.
- Using the Medi Gun is the only useful Medi Gun to pair up with a Heavy; due to many open spaces, people can flee from Kritz, and the Quick-Fix is easily evadeable.
- Use the Quick-Fix ONLY if pairing up with a Scout, otherwise you are wasting your Übercharge.
- Stage 3's open nature is very friendly for Snipers, with long sightlines. On Stage 1 and especially on Stage 2, Snipers may be better off equipping the Huntsman, along with Jarate, to do more close-range damage.
- Spies can make effective use of the tight corridors of Stages 1 and 2 to pick off enemies not on the cart.