2Fort
2Fort | |
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Basic Information | |
Variants: | 2Fort Invasion |
Developer(s): | Unknown |
Map Photos | |
Map Overview | |
2Fort is a Capture the Flag map, and is the subsequent remake of the Team Fortress Classic map of the same name. 2Fort was the first official CTF map for Team Fortress 2 and was one of the six initial maps included with the game's release.
Two similar forts oppose each other, separated by a water-filled moat. A covered bridge spans the moat, and battlements on each fort provide excellent positions to assault oncoming players, particularly for Snipers.
There are three entrances into each fort, not all of which are accessible to each class. The primary entrance is the two openings on ground level. There are short ramps leading up to each entrance, and the entrances converge under an open grate, allowing defenders to attack intruders from above. The second entrance is through the sewers that run underneath each base. The entryway between the sewers and the base features a stairway and a pool of water. This area is a viable chokepoint. The third entrance is the battlements of each base, which can only be accessed by Scouts, Soldiers and Demomen. Soldiers can rocket jump, Demomen can Sticky bomb jump, and Scouts can run across the roof of the bridge and double jump onto the battlements.
2Fort's bases are the easiest to defend of all stock CTF maps due to the long, easily-blocked passages leading to and from the enemy's flag room. Every capture will require a substantial amount of team coordination, especially when the player count is high.
To win 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.
Contents
Introduction Video
Locations
Bridge
The bridge connecting the two forts. In the TF2 incarnation, unlike in the previous renditions, the bridge is covered, allowing Scouts to double-jump from the top of the one deck, run across the bridge roof, and onto the opposing deck. The roof also provides cover for advancing players, and generally moves the action on the 2Fort's map into the bases.
Commonly, Scouts will have no problem jumping onto the bridge, but will falter on the second jump to the opposing Sniper deck, landing squat in front of one of the doors. The very edge of the bridge roof is bugged; If a Scout attempts to jump from the very edge, in terms of game mechanics, they will be "falling" and thus have only one jump to use, rather than two. Jumping a second or two earlier is enough to remedy this problem.
Entrance
After crossing the bridge, there are two ground floor entrances into the base. The "Entrance" extends from those two doorways into the base a short distance. There is a stairway down into the sewer on the left. There is a small room leading to the ramp room on the right. And there is a hallway straight ahead that provides an alternate route to the ramp room.
Battlements
The Battlements are on the front of the second floor of each base and have a center "bunker" section. In TF2, these are also referred to as the "Sniper deck," "balcony," and "Sniper ledge".
The Sewers
The tunnels leading from the Water up into the "Entrance" are referred to as "the sewers". There is now a nice little room down there that makes an excellent place for a forward Teleporter exit.
Ramp Room
Once you pass through the entrance, the ramp room is on your right. It's the room with two ramps leading up the second floor. This is a prime defensive point, and Engineers often build Sentry Guns here. It is also commonly referred to as "the courtyard".
Upstairs
The large room on the second floor, adjacent to the main resupply room. The upstairs has an exit to the Sniper deck, the "grate", the "top of the spiral", and the "ramp room" (as explained below). This room is heavily trafficked, but rarely occupied. This location is also commonly referred to as the "hay room" or "hayloft" (due to the large piles of hay on the floor) or "upstairs lobby".
Grate
This is the small room with the grated floor right above the entrance of each base. It has a square hole in the floor to allow defenders to shoot down, and talented Soldiers and Demomen to jump up.
Spiral
The spiral ramp that leads from the basement up and out of the base. This is one of only two egress routes for a stolen Intelligence.
Top of the Spiral
The small room at the top of the spiral ramp.
L-Shaft
This room is a long ramp running from the back of the ramp room into the basement. It is the other egress point for a stolen Intelligence. It is named the "L-Shaft" because it contained an elevator in previous incarnations of the 2Fort map. In teamspeak it is often called the "back stairs", "long stairs", "straight stairs" or simply just "straight".
Basement
The space downstairs between the spiral ramp and the L-shaft is the "Basement". It leads to the Intelligence room. There is a resupply point at the end nearest to the L-shaft. There is a Health pack and an Ammo box in the middle of the basement - added in April 29, 2008 Patch. The addition of these pickups has made camping the Intelligence harder, and attacking the Intelligence slightly easier.
Intelligence Room
This is the room that has the Intelligence. It has two entrances from the basement. This is the primary defensive point of 2Fort, and as such it is frequently camped by Engineers, Demomen as well as other classes. To successfully capture your opposition's Intelligence, you must return it to the Intelligence room in your own base.
Strategy
Trivia
- 2Fort was the map featured in the Meet the Spy short.
- "The Teufort Times" is the title of the newspaper seen in Crafting, Saxton Hale part of the WAR! Update. "Teufort" is obviously a play on words with 2Fort.
- Until February 23, 2010, the BLU battlements were a single Hammer unit higher than the RED battlements. It is doubtful that this height difference had any impact on Snipers, and was patched solely for neatness's sake.
- This map exists by the name of Teufort on Mann's land, to the North-East, near Dustbowl.
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