Community Turbine strategy

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Community Turbine strategy
CTF Turbine Center.png
Basic Information
Map Type: Capture the Flag
File name: ctf_turbine
Developer(s): Flobster
Map Info
Environment: Industrial
Setting: Indoor
Map Items
Healthico.png Health Kits: Smallhealth.png ×2   •   Mediumhealth.png ×4
Ammoico.png Ammo Boxes: Mediumammo.png ×4

This article is about Community Turbine strategy. This map is very simple with very few deviations in methods. However, this does not does not mean that it is easy.

Contents

General (All Classes)

It must be noted about this map is that there is no "sewer" through which players can sneak in and out of both bases. The Intelligence must travel through the Turbine Room of the map to be captured. This can make control of the middle much more effective than simply attempting to defend the Intelligence room. Unlike some other CTF maps like Double Cross or 2Fort, Turbine's middle is very open without a chokepoint like a bridge; there is also no "Sniper deck" that is difficult for most classes to access. A team that turtles and cedes control of the middle to the other team is going to have a much harder time. A team with a group of Engineers that successfully fortifies the central room of this map can be devastatingly effective.

Class-specific strategy

Leaderboard class scout.png Scout

Leaderboard class soldier.png Soldier

Leaderboard class pyro.png Pyro

Leaderboard class demoman.png Demoman

Leaderboard class heavy.png Heavy

Leaderboard class engineer.png Engineer

Leaderboard class medic.png Medic

Leaderboard class sniper.png Sniper

Leaderboard class spy.png Spy

Team Strategy

Controlling the Turbine Room

As previously stated, the Intelligence must pass through the Turbine Room to be scored. Therefore the team that controls the main room can exert pressure onto the enemy team while simultaneously defending their own Intelligence. Engineers and Demomen are essential to this process. Demomen can set up sticky traps outside of the steel door that leads from the enemy spawn to the Turbine Room. With the spawn exit cut off, an Engineer can set up a Sentry nest outside the hallway exit, boxing the enemy team in. Be sure to set up Teleporters to keep constant pressure on the enemy team.

Even with adequate control of the Turbine Room it is still possible to lose a match. An enemy that makes good use of the Health kits on each side of the space can reach the safety of their own corridors despite an effective defense, so it is important to either control the area surrounding the kits or to have a plan in place if an enemy makes a dash for one. The kits are located in small indentations in the wall, so explosive weapons can be very effective in taking out healing enemies due to the concentrated splash damage caused by the close confines. If multiple Demomen are present, ask for one of them to patrol the Health kits while the other monitors the steel door.

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