Difference between revisions of "Egypt"
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{{Map infobox | {{Map infobox | ||
| − | | game-type= | + | | map-status = community |
| − | | file-name=cp_egypt_final | + | | map-game-type = Attack/Defend |
| − | | map-image=Egypt_01. | + | | map-file-name = cp_egypt_final |
| − | | | + | | map-image = Egypt_01.png |
| − | | map- | + | | map-released = {{Patch name|2|24|2009}} |
| − | | map-environment = Egyptian | + | | map-released-major = Scout Update |
| − | | map-setting = Daylight, sunny | + | | map-has-n-stages = 3 |
| − | | map-hazards = [[ | + | | map-environment = Egyptian |
| − | | map-health | + | | map-setting = Daylight, sunny |
| − | | map-health | + | | map-hazards = [[Environmental_death#Crushing|Ceiling trap]],<br />[[Environmental_death#Fire|Fire]] (environmental) |
| − | | map-health | + | | map-pickups-health-small = 4 |
| − | | map-ammo | + | | map-pickups-health-medium = 7 |
| − | | map-ammo | + | | map-pickups-health-large = 5 |
| − | | map-ammo | + | | map-pickups-ammo-small = 2 |
| − | + | | map-pickups-ammo-medium = 16 | |
| + | | map-pickups-ammo-large = 4 | ||
}} | }} | ||
| − | {{Quotation|'''The Spy''' on the burial location for the mummified Soldier|They can bury you in the 'Tomb of the Unskilled Soldier!'|sound= | + | {{Quotation|'''The Spy''' on the burial location for the mummified Soldier|They can bury you in the 'Tomb of the Unskilled Soldier!'|sound=Spy DominationSoldier05.wav}} |
| − | '''Egypt''' is | + | '''Egypt''' is a [[Steam Workshop|community-created]] [[Control Point (game mode)#Attack/Defend|Attack/Defend Control Point]] map added in the {{update link|Scout Update}}. It is set in Egyptian desert terrain, and features heavy use of vertical space. [[RED]]'s goal is to defend a tomb of gold from [[BLU]] discovered after an archaeological dig. Egypt is one of the community maps chosen by [[Valve]] as honorary official [[List of maps|maps]] due to their high quality. |
| − | The objective for the map is that BLU must capture both points to complete a stage. RED attempts to defend the points | + | The objective for the map is that BLU must capture both points to complete a stage. RED attempts to defend the points and wins if any of the points remain uncaptured when time runs out. The timer is extended if BLU captures any of the points. |
| − | + | The [[Setup time|setup]] timer for all three stages is 60 seconds. | |
| − | == | + | == {{heading|Locations}} == |
| − | + | {{HelpfulOverviewNote}} | |
| − | |||
| − | |||
| − | |||
| − | <gallery | + | {{Locations perspective|BLU}} |
| − | + | === Stage 1 === | |
| − | + | ==== Point A ==== | |
| − | + | [[File:Egypt stage one.png|thumb|right|Details of stage 1.]] | |
| + | |||
| + | *'''BLU Spawn''': A corridor with a staircase leads to two main exits, one on the left and one on the right to assault A. | ||
| + | *'''Control Point''': The first [[Control point (objective)|control point]] is located on a raised platform with ramps leading up to it, almost directly outside the BLU spawn. On the top of the raised platform is a set of [[w:Doric order|Doric columns]] running along the side facing the BLU spawn. These columns prevents BLU [[Soldier]]s and [[Demoman|Demomen]] from easily [[Jumping|blast jumping]] onto the point, although that is still possible. The hieroglyphic-engraved [[w:Entablature|entablature]] resting on top of the columns can be stood upon, offering great [[high ground advantage]]. Two medium [[ammo]] packs can be found near the point. | ||
| + | *'''Small Courtyard''': One of the two courtyards leading from Point A. The small courtyard has two wooden ramps and a set of stairs that lead to Point B's tunnels and chokepoint. | ||
| + | *'''Large Courtyard''': The second courtyard leading from Point A. This curves around the building between control point A and the control point B [[chokepoint]]. Found in front of the arches leading to the Large Courtyard is a large [[health]] and ammo pack. | ||
| + | *'''Ledges''': There is a wooden structure just behind of the point, housing a medium health and ammo pickup. | ||
| + | |||
| + | <gallery heights=80px> | ||
| + | File:egypt01.png|Stage 1, Point A. | ||
| + | File:Egypt stage 1 blu spawn.png|BLU spawn. | ||
| + | File:egypt stage1courtyard.png|The Small Courtyard. | ||
| + | File:egypt stage1courtyard2.png|The Large Courtyard. | ||
| + | File:Egypt stage 1 path to large courtyard.png|The path to the Large Courtyard. | ||
| + | File:Egypt stage 1 ledges.png|The Ledges. | ||
</gallery> | </gallery> | ||
| − | === | + | ==== Point B ==== |
| − | *'''Control Point''': The second control point is situated in a well surrounded by higher ground on all sides, providing good sightlines for [[ | + | *'''Control Point''': The second control point is situated in a well surrounded by higher ground on all sides, providing good sightlines for [[Sniper]]s and [[Sentry Gun]]s, and a lot of tunnels and other small nooks and crannies. |
| − | *'''Tunnels''': Other than the main chokepoint, another | + | *'''Shortcut''': Found within the Large Courtyard is a set of stairs cutting through the building between control points A and B. It leads directly to the Main Stairs. |
| − | *''' | + | *'''Main Stairs''': The main way for BLU to access the second control point is through a chokepoint located at the top of some wide stairs, which can be found at the end of the Large Courtyard. The area around the stairs also has a little nook hiding a large health pack, as well as one of the exits for the RED team's spawn. Once point A is captured, this exit is sealed off with a large stone block. |
| + | *'''Tunnels''': Other than the main chokepoint, another way to access the second control point is through a system of tunnels located to the left of the Main Stairs, that connect directly to the point and to a small courtyard behind the point. Near the Tunnels' entrance is a large ammo pack, while the Tunnels themselves contain a small health pack and a medium ammo pack. | ||
| + | *'''Point Courtyard''': Behind Point B is a small courtyard at the end of the tunnels. It is above ground level from the point, leaving many classes that are defending unable to access the area. | ||
| + | *'''RED Spawn''': A corridor with a staircase leading to a ledge overlooking point B. There is also a shortcut to A near the Main Stairs area, which locks when A is captured by BLU. Any RED team member attempting to use the shortcut when A is captured becomes trapped and is [[Environmental death#crushing|crushed]] by a dropping ceiling. | ||
<gallery widths=140px heights=80px> | <gallery widths=140px heights=80px> | ||
| − | + | File:egypt02.png|Stage 1, Point B. | |
| − | + | File:Egypt stage 1 shortcut entrance.png|Shortcut entrance. | |
| − | + | File:Egypt stage 1 shortcut exit.png|Shortcut exit. | |
| + | File:Egypt stage 1 main stairs area.png|The route towards point B. | ||
| + | File:Egypt stage 1 main stairs.png|The main entrance to point B. | ||
| + | File:Egypt stage 1 entrance to the tunnels.png|Entrance into the Tunnels. | ||
| + | File:egypt stage1tunnels.png|The Tunnels. | ||
| + | File:egypt stage1courtyard3.png|The Courtyard behind point. | ||
| + | File:Egypt stage 1 red spawn exterior.png|RED spawn's exterior and exit. | ||
| + | File:Egypt stage 1 red spawn.png|RED spawn. | ||
</gallery> | </gallery> | ||
| − | ===Stage 2 | + | === Stage 2 === |
| − | [[ | + | ==== Point A ==== |
| − | *'''Control Point''': The first control point is placed atop a tall structure that can be reached by two routes. The left route is a linear, uphill climb with another set of stairs while the right route uses stairs to scale the immense height. | + | [[File:Egypt stage two.png|thumb|right|Details of stage 2.]] |
| − | *'''Side | + | |
| − | *'''Stairs''': A large set of stairs connected to the courtyard that exits from the spawn. This leads to another small set of stairs | + | *'''BLU Spawn''': A small spawn room leads to two large and spacious corridors. The leftward corridor has two exits, one on the ground level and one elevated, and the right corridor leads to a single exit on the ground level. |
| + | *'''Control Point''': The first control point is placed atop a tall structure, surrounded by low ground, that can be reached by two routes. The left route is a linear, uphill climb with another set of stairs while the right route uses stairs to scale the immense height. Found behind the point are some stone blocks for cover and a medium health/ammo pack. | ||
| + | *'''Tower''': Located besides the point is another tall structure, this one has a small room containing a medium ammo pack. | ||
| + | *'''Side Route''': One of the two routes to the point. This upward path bends around the Tower building leading to a set of stairs that lead to the point, and also leads to the platform area below the point which connects to a bridge above the spawn area and the second set of stairs that access the point. | ||
| + | *'''Stairs''': A large set of stairs on the right connected to the courtyard that exits from the spawn. This leads to another small set of stairs that connect to the point and the platform and bridge that are below the point. | ||
<gallery widths=140px heights=80px> | <gallery widths=140px heights=80px> | ||
| − | + | File:egypt03.png| Stage 2, Point A. | |
| − | + | File:Egypt stage 2 BLU spawn.png|BLU spawn. | |
| − | + | File:Egypt stage 2 low ground.png|The low ground surrounding the point A. | |
| + | File:egypt stage2path.png|The Side Route. | ||
| + | File:egypt stage2ramps.png|The Stairs. | ||
</gallery> | </gallery> | ||
| − | === | + | ==== Point B ==== |
| − | *'''Control Point''': The second control point is an elevated atop a flight of stairs, meeting at even ground with the | + | *'''Control Point''': The second control point is in an elevated position atop a flight of stairs, meeting at even ground with the RED spawn. |
| − | *'''Main Building''': The building that is straight behind Point A. This is the | + | *'''Main Building''': The building that is straight behind Point A. This is the quickest and most direct route from point A to B. It has two exits, the first one leads to the open area below the point, while the second exit, located all the way in the back, is a one-way gate (only openable from inside the Main Building) that exits slightly behind the point, at the same level as it. Found near the gate exit is a medium health pack. |
| + | *'''Flank Path''': The alternate route to control point B. It can be accessed by taking a left-turn after point A and proceeding down the open path. | ||
| + | *'''Temple Ruins''': Located to the left of the point B, connected to RED team's spawn exit, is a half-collapsed structure with a small health pack and a medium ammo pack found within it. | ||
| + | *'''RED Spawn''': A small spawn area with a single exit behind a fence where the RED team must walk to reach B. | ||
<gallery widths=140px heights=80px> | <gallery widths=140px heights=80px> | ||
| − | + | File:egypt04.png| Stage 2, Point B. | |
| + | File:Egypt stage 2 behind point A and two entrances.png|Entrances to the Main Building (right) and Flank Path (left). | ||
| + | File:Egypt stage 2 inside main building.png|Inside the Main Building. | ||
| + | File:Egypt stage 2 gate exit.png|The gate within the Main Building. | ||
| + | File:Egypt stage 2 flank path.png|The Flank Path. | ||
| + | File:Egypt stage 2 temple ruins.png|The Temple Ruins. | ||
| + | File:Egypt stage 2 red spawn exit.png|The exit out of the RED spawn. | ||
</gallery> | </gallery> | ||
| − | ===Stage 3 | + | === Stage 3 === |
| − | [[ | + | ==== Point A ==== |
| − | *'''Control Point''': | + | [[File:Egypt stage three.png|thumb|right|Details of stage 3.]] |
| − | *'''Opening''': | + | |
| − | *'''Valley''': Outside the | + | *'''BLU Spawn''': A small spawn room links to a small chamber with two pathways. The left pathway is a single ground exit, while the right is a short corridor that also leads to the ground floor, near the Valley. |
| − | *'''Central | + | *'''Control Point''': Much like in Stage 2, the first control point is located on the high ground while the attackers start out down in the low ground. The stage also features a lot more open ground and cover. |
| − | *'''Side Path''': Other than the | + | *'''Roof Opening''': The left pathway out of the attacker's spawn leads to a room with a large opening in the ceiling. The room has a medium health and ammo pack, while behind the opening is an alcove with another medium health and ammo pack. |
| − | *'''Flank''': | + | *'''Valley''': Outside the attacker's spawn is a valley that gives access to many sets of stairs, some leading to the Central Pillar and others to the Side Path. |
| + | *'''Central Pillar''': The tall structure in the center of the Valley, towering high above the rest of its surroundings. Extending from the Central Pillar are two wooden bridges: one that bridges the gap between it and the control point and one that connects it to the left side of the Valley. This way, the Central Pillar functions as a route for attackers to climb out of the Valley and onto the first point. | ||
| + | *'''Side Path''': Other than the Central Pillar the point is also accessible from another path that connects with the Valley's right side. | ||
| + | *'''Flank Stairs''': Proceeding down BLU's right spawn pathway leads to a chamber housing a set of stairs that lead to the control point A's right flank. | ||
<gallery widths=140px heights=80px> | <gallery widths=140px heights=80px> | ||
| − | + | File:egypt05.png|Stage 3, Point A. | |
| − | + | File:Egypt stage 3 blu spawn and two pathways.png|BLU spawn and the two pathways. | |
| − | + | File:egypt stage3opening.png|The Roof Opening. | |
| + | File:Egypt stage 3 roof opening.png|The Roof Opening from above (alcove with health and ammo in the back). | ||
| + | File:Egypt stage 3 tunnels in the Valley.png|The many paths in and around the Valley. | ||
| + | File:Egypt stage 3 valley.png|The Valley with the Central Pillar in the background. | ||
| + | File:Egypt stage 3 central pillar.png|The Central Pillar. | ||
| + | File:egypt stage3bridge.png|A view from the Central Pillar. | ||
| + | File:Egypt stage 3 side path.png|The Side Path; Roof Opening also visible. | ||
| + | File:Egypt stage 3 flank stairs.png|The Flank Stairs. | ||
| + | File:Egypt stage 3 exit from flank stairs.png|A view from the top of the Flank Stairs. | ||
</gallery> | </gallery> | ||
| − | === | + | ==== Point B ==== |
| − | *'''Control Point''': The final control point is at the tomb entrance itself, but just like the other second points in the previous two stages, is | + | *'''Control Point''': The final control point is at the tomb entrance itself, but just like the other second points in the previous two stages, is surrounded by a lot of open and high ground. Surrounding the control point on both sides are two tall [[w:Obelisk|obelisks]]. |
| − | *''' | + | *'''Catacombs''': Connecting Point B's courtyard and Point A are a series of tunnels with 2 different entrances and 3 exits. The main entrance, directly behind the first point, leads to a chamber containing a large health pack and a medium ammo pack. The chamber then splits off into two hallways that lead to the Courtyard. |
| − | *'''Courtyard''': | + | **'''Flank Cave''': The other entrance, located to the left of the first point, leads to a cave system which terminates at a one-way gate (only openable from the inside) that leads to a ledge overlooking the Courtyard. |
| − | *'''Vault/Tomb''': When the final point is captured, a door opens in front of it. This door has a flight of stairs | + | *'''Final Courtyard''': Behind the Catacombs is the Final Courtyard, the last open area standing between the final control point and the attacking team. Half of it is atop a flight of stairs and has a large arch structure in the middle which leads to the final point. |
| + | *'''Battlements''': Located behind the control point B is an elevated ledge that overlooks the control point. Found here is a small health pack and a medium ammo pack. | ||
| + | *'''RED Spawn''': A small spawn room with a single exit, located to the right of Point B. | ||
| + | *'''Vault/Tomb''': When the final point is captured, a door opens in front of it. This door has a flight of stairs that leads to a tomb with a sarcophagus filled with gold coins. | ||
<gallery widths=140px heights=80px> | <gallery widths=140px heights=80px> | ||
| − | + | File:egypt06.png| Stage 3, Point B. | |
| − | + | File:Egypt stage 3 catacombs.png|The Catacombs. | |
| − | + | File:egypt stage3tunnels.png|The Flank Cave. | |
| + | File:Egypt stage 3 cave flank gate exit.png|The Flank Cave's exit. | ||
| + | File:Egypt stage 3 three exits into the final yard.png|The three exits out of Catacombs and into Final Courtyard. | ||
| + | File:Egypt stage 3 final courtyard.png|The Final Courtyard. | ||
| + | File:Egypt stage 3 view from the battlements.png|A view from the Battlements. | ||
| + | File:Egypt stage 3 red spawn exit.png|The RED spawn's single exit. | ||
| + | File:Egypt stage 3 red spawn inside.png|RED spawn. | ||
| + | File:egypt vault.png| The Vault. | ||
</gallery> | </gallery> | ||
| − | |||
| − | == | + | == {{heading|Helpful overview}} == |
| − | + | [[File:Egypt overview with lines.png|left|690px|Egypt's locations]] | |
| + | 1.Ledges | ||
| + | 2.Small Courtyard | ||
| + | 3.Large Courtyard | ||
| + | 4.Tunnels | ||
| + | 5.Point Courtyard | ||
| + | 6.Stairs | ||
| + | 7.Side Route | ||
| + | 8.Main Building | ||
| + | 9.Flank | ||
| + | 10.Opening | ||
| + | 11.Valley | ||
| + | 12.Central Pillar | ||
| + | 13.Flank Cave | ||
| + | 14.Final Courtyard | ||
| + | |||
| + | Red/blue diagonal lines: Red/Blu first spawn | ||
| + | Red/blue double diagonal lines: Red/Blu second spawn | ||
| + | Red/blue double diagonal lines w/ a rectangular: Red/Blu third spawn | ||
| − | == Control Point timing == | + | Purple circle: First control point Stage 1 |
| + | Green circle: Second control point Stage 1 | ||
| + | |||
| + | Blue circle: First control point Stage 2 | ||
| + | Dark red circle: Second control point Stage 2 | ||
| + | |||
| + | Pink circle: First control point Stage 3 | ||
| + | Black circle: Second/final control point Stage 3 | ||
| + | |||
| + | == {{heading|Strategy}} == | ||
| + | {{map strategy link|Egypt|main=yes|stub=yes}} | ||
| + | |||
| + | == {{heading|Control Point timing}} == | ||
{{Control Point Timing/Official Map}} | {{Control Point Timing/Official Map}} | ||
| − | == Update history == | + | == {{heading|Update history}} == |
{{update history| | {{update history| | ||
| − | '''{{Patch name|2|24|2009}}''' | + | '''{{Patch name|2|24|2009|major=Scout Update}}''' |
* Added Egypt to the game. | * Added Egypt to the game. | ||
'''{{Patch name|5|1|2009}}''' | '''{{Patch name|5|1|2009}}''' | ||
| − | * Updated cp_egypt with changes based on player feedback, added additional health/ammo and updated routes. | + | * Updated {{code|cp_egypt}} with changes based on player feedback, added additional health/ammo and updated routes. |
'''{{Patch name|1|24|2011}}''' | '''{{Patch name|1|24|2011}}''' | ||
| − | * Fixed a bug with the round ending when a control point is captured during [[Overtime]] in CP_Egypt. | + | * Fixed a bug with the round ending when a control point is captured during [[Overtime]] in {{code|CP_Egypt}}. |
'''{{Patch name|7|10|2013}}''' | '''{{Patch name|7|10|2013}}''' | ||
| − | * Players can no longer build on top of | + | * Fixed clip brush exploits |
| + | * Players can no longer build on top of arches and high ledges | ||
'''{{Patch name|8|27|2013}}''' | '''{{Patch name|8|27|2013}}''' | ||
| Line 120: | Line 208: | ||
}} | }} | ||
| − | == Bugs == | + | == {{heading|Changelog}} == |
| − | * The | + | {{Changelog note}} |
| + | {{Changelog|'''Changelog V2 (May 14, 2008)''' | ||
| + | *In order to fix a few balance issues in the map, I made major modifications to the map. It now will play a lot better on 32 player servers. | ||
| + | **Added new entry way to cap 2B | ||
| + | **Added new entry way to cap 1B | ||
| + | **Reconstructed cap 2B to be more optimized and lag less | ||
| + | **Added New interior rooms in cap 2B | ||
| + | **Made cap times a bit faster | ||
| + | **Changed layout of health and ammo | ||
| + | **Made several optimizations | ||
| + | }} | ||
| + | |||
| + | == {{heading|Bugs}} == | ||
| + | * The instant kill trigger inside of the stage 1 red spawn is always accessible until the first point is captured. | ||
| + | * Players are able to build in all of the spawn rooms excluding the stage 1 BLU spawn room. | ||
| − | == Trivia == | + | == {{heading|Trivia}} == |
| − | + | * Some of the hieroglyphics featured in the map are ''[[Team Fortress 2]]''-related. These include a [[Heavy]] with his [[Minigun]], a [[Sapper]], two small [[Stickybomb]]s, a large Stickybomb, a level one [[Sentry Gun]], the [[Backstab]] symbol, a simplified Demoman face, a crocodile, an [[Übersaw]], a [[Soldier]] (sitting down), the ''Team Fortress'' logo, a hamburger, and a [[Scout]] picking up a [[Sandman|baseball]]. | |
| − | * Some of the hieroglyphics featured in the map are [[Team Fortress 2]]-related. These include a [[Heavy]] with his [[Minigun]], a [[Sapper]], two small [[ | + | |
| + | == {{heading|Gallery}} == | ||
| + | <gallery> | ||
| + | File:Egypt_Hieroglyphs.png|The hieroglyphics. | ||
| + | </gallery> | ||
| − | == External links == | + | == {{heading|External links}} == |
| − | * [ | + | * [https://www.teamfortress.com/scoutupdate/egypt.htm The Scout Update: Maps - Egypt + Fastlane Update] |
| − | * [ | + | * [https://www.gamebanana.com/maps/54003 Direct link to map, including more screenshots] |
| + | {{Scout Update Nav}} | ||
| + | {{Maps Nav}} | ||
| − | |||
| − | |||
[[Category:Quickplay maps]] | [[Category:Quickplay maps]] | ||
Revision as of 19:48, 1 November 2025
| Egypt | |
|---|---|
| Basic Information | |
| Map type: | Attack/Defend |
| File name: | cp_egypt_final
|
| Released: | February 24, 2009 Patch (Scout Update) |
| Developer(s): | Sean "Heyo" Cutino |
| Map Info | |
| No. of Stages: | 3 |
| Environment: | Egyptian |
| Setting: | Daylight, sunny |
| Hazards: | Ceiling trap, Fire (environmental) |
| Map Items | |
| Map Photos | |
| Map overview | |
| Map Stamp | |
| Supporters Leaderboard | |
| “ | They can bury you in the 'Tomb of the Unskilled Soldier!'
Click to listen
— The Spy on the burial location for the mummified Soldier
|
” |
Egypt is a community-created Attack/Defend Control Point map added in the Scout Update. It is set in Egyptian desert terrain, and features heavy use of vertical space. RED's goal is to defend a tomb of gold from BLU discovered after an archaeological dig. Egypt is one of the community maps chosen by Valve as honorary official maps due to their high quality.
The objective for the map is that BLU must capture both points to complete a stage. RED attempts to defend the points and wins if any of the points remain uncaptured when time runs out. The timer is extended if BLU captures any of the points.
The setup timer for all three stages is 60 seconds.
Contents
Locations
Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.
The following locations are described from the BLU perspective.
Stage 1
Point A
- BLU Spawn: A corridor with a staircase leads to two main exits, one on the left and one on the right to assault A.
- Control Point: The first control point is located on a raised platform with ramps leading up to it, almost directly outside the BLU spawn. On the top of the raised platform is a set of Doric columns running along the side facing the BLU spawn. These columns prevents BLU Soldiers and Demomen from easily blast jumping onto the point, although that is still possible. The hieroglyphic-engraved entablature resting on top of the columns can be stood upon, offering great high ground advantage. Two medium ammo packs can be found near the point.
- Small Courtyard: One of the two courtyards leading from Point A. The small courtyard has two wooden ramps and a set of stairs that lead to Point B's tunnels and chokepoint.
- Large Courtyard: The second courtyard leading from Point A. This curves around the building between control point A and the control point B chokepoint. Found in front of the arches leading to the Large Courtyard is a large health and ammo pack.
- Ledges: There is a wooden structure just behind of the point, housing a medium health and ammo pickup.
Point B
- Control Point: The second control point is situated in a well surrounded by higher ground on all sides, providing good sightlines for Snipers and Sentry Guns, and a lot of tunnels and other small nooks and crannies.
- Shortcut: Found within the Large Courtyard is a set of stairs cutting through the building between control points A and B. It leads directly to the Main Stairs.
- Main Stairs: The main way for BLU to access the second control point is through a chokepoint located at the top of some wide stairs, which can be found at the end of the Large Courtyard. The area around the stairs also has a little nook hiding a large health pack, as well as one of the exits for the RED team's spawn. Once point A is captured, this exit is sealed off with a large stone block.
- Tunnels: Other than the main chokepoint, another way to access the second control point is through a system of tunnels located to the left of the Main Stairs, that connect directly to the point and to a small courtyard behind the point. Near the Tunnels' entrance is a large ammo pack, while the Tunnels themselves contain a small health pack and a medium ammo pack.
- Point Courtyard: Behind Point B is a small courtyard at the end of the tunnels. It is above ground level from the point, leaving many classes that are defending unable to access the area.
- RED Spawn: A corridor with a staircase leading to a ledge overlooking point B. There is also a shortcut to A near the Main Stairs area, which locks when A is captured by BLU. Any RED team member attempting to use the shortcut when A is captured becomes trapped and is crushed by a dropping ceiling.
Stage 2
Point A
- BLU Spawn: A small spawn room leads to two large and spacious corridors. The leftward corridor has two exits, one on the ground level and one elevated, and the right corridor leads to a single exit on the ground level.
- Control Point: The first control point is placed atop a tall structure, surrounded by low ground, that can be reached by two routes. The left route is a linear, uphill climb with another set of stairs while the right route uses stairs to scale the immense height. Found behind the point are some stone blocks for cover and a medium health/ammo pack.
- Tower: Located besides the point is another tall structure, this one has a small room containing a medium ammo pack.
- Side Route: One of the two routes to the point. This upward path bends around the Tower building leading to a set of stairs that lead to the point, and also leads to the platform area below the point which connects to a bridge above the spawn area and the second set of stairs that access the point.
- Stairs: A large set of stairs on the right connected to the courtyard that exits from the spawn. This leads to another small set of stairs that connect to the point and the platform and bridge that are below the point.
Point B
- Control Point: The second control point is in an elevated position atop a flight of stairs, meeting at even ground with the RED spawn.
- Main Building: The building that is straight behind Point A. This is the quickest and most direct route from point A to B. It has two exits, the first one leads to the open area below the point, while the second exit, located all the way in the back, is a one-way gate (only openable from inside the Main Building) that exits slightly behind the point, at the same level as it. Found near the gate exit is a medium health pack.
- Flank Path: The alternate route to control point B. It can be accessed by taking a left-turn after point A and proceeding down the open path.
- Temple Ruins: Located to the left of the point B, connected to RED team's spawn exit, is a half-collapsed structure with a small health pack and a medium ammo pack found within it.
- RED Spawn: A small spawn area with a single exit behind a fence where the RED team must walk to reach B.
Stage 3
Point A
- BLU Spawn: A small spawn room links to a small chamber with two pathways. The left pathway is a single ground exit, while the right is a short corridor that also leads to the ground floor, near the Valley.
- Control Point: Much like in Stage 2, the first control point is located on the high ground while the attackers start out down in the low ground. The stage also features a lot more open ground and cover.
- Roof Opening: The left pathway out of the attacker's spawn leads to a room with a large opening in the ceiling. The room has a medium health and ammo pack, while behind the opening is an alcove with another medium health and ammo pack.
- Valley: Outside the attacker's spawn is a valley that gives access to many sets of stairs, some leading to the Central Pillar and others to the Side Path.
- Central Pillar: The tall structure in the center of the Valley, towering high above the rest of its surroundings. Extending from the Central Pillar are two wooden bridges: one that bridges the gap between it and the control point and one that connects it to the left side of the Valley. This way, the Central Pillar functions as a route for attackers to climb out of the Valley and onto the first point.
- Side Path: Other than the Central Pillar the point is also accessible from another path that connects with the Valley's right side.
- Flank Stairs: Proceeding down BLU's right spawn pathway leads to a chamber housing a set of stairs that lead to the control point A's right flank.
Point B
- Control Point: The final control point is at the tomb entrance itself, but just like the other second points in the previous two stages, is surrounded by a lot of open and high ground. Surrounding the control point on both sides are two tall obelisks.
- Catacombs: Connecting Point B's courtyard and Point A are a series of tunnels with 2 different entrances and 3 exits. The main entrance, directly behind the first point, leads to a chamber containing a large health pack and a medium ammo pack. The chamber then splits off into two hallways that lead to the Courtyard.
- Flank Cave: The other entrance, located to the left of the first point, leads to a cave system which terminates at a one-way gate (only openable from the inside) that leads to a ledge overlooking the Courtyard.
- Final Courtyard: Behind the Catacombs is the Final Courtyard, the last open area standing between the final control point and the attacking team. Half of it is atop a flight of stairs and has a large arch structure in the middle which leads to the final point.
- Battlements: Located behind the control point B is an elevated ledge that overlooks the control point. Found here is a small health pack and a medium ammo pack.
- RED Spawn: A small spawn room with a single exit, located to the right of Point B.
- Vault/Tomb: When the final point is captured, a door opens in front of it. This door has a flight of stairs that leads to a tomb with a sarcophagus filled with gold coins.
Helpful overview
1.Ledges 2.Small Courtyard 3.Large Courtyard 4.Tunnels 5.Point Courtyard 6.Stairs 7.Side Route 8.Main Building 9.Flank 10.Opening 11.Valley 12.Central Pillar 13.Flank Cave 14.Final Courtyard Red/blue diagonal lines: Red/Blu first spawn Red/blue double diagonal lines: Red/Blu second spawn Red/blue double diagonal lines w/ a rectangular: Red/Blu third spawn
Purple circle: First control point Stage 1 Green circle: Second control point Stage 1
Blue circle: First control point Stage 2 Dark red circle: Second control point Stage 2
Pink circle: First control point Stage 3 Black circle: Second/final control point Stage 3
Strategy
| “Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Control Point timing
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| Control Point 1-A | ×1 |
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| Control Point 1-B | ×1 |
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| Control Point 2-A | ×1 |
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| Control Point 2-B | ×1 |
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| Control Point 3-A | ×1 |
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| Control Point 3-B | ×1 |
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Update history
- Added Egypt to the game.
- Updated
cp_egyptwith changes based on player feedback, added additional health/ammo and updated routes.
- Fixed a bug with the round ending when a control point is captured during Overtime in
CP_Egypt.
- Fixed clip brush exploits
- Players can no longer build on top of arches and high ledges
- Fixed players building inside of Blu's first spawn.
Changelog
- In order to fix a few balance issues in the map, I made major modifications to the map. It now will play a lot better on 32 player servers.
- Added new entry way to cap 2B
- Added new entry way to cap 1B
- Reconstructed cap 2B to be more optimized and lag less
- Added New interior rooms in cap 2B
- Made cap times a bit faster
- Changed layout of health and ammo
- Made several optimizations
Bugs
- The instant kill trigger inside of the stage 1 red spawn is always accessible until the first point is captured.
- Players are able to build in all of the spawn rooms excluding the stage 1 BLU spawn room.
Trivia
- Some of the hieroglyphics featured in the map are Team Fortress 2-related. These include a Heavy with his Minigun, a Sapper, two small Stickybombs, a large Stickybomb, a level one Sentry Gun, the Backstab symbol, a simplified Demoman face, a crocodile, an Übersaw, a Soldier (sitting down), the Team Fortress logo, a hamburger, and a Scout picking up a baseball.
Gallery
External links
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