Difference between revisions of "Chokepoint"

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A '''chokepoint''' is any enclosed space where a large number of people will have to pass through.
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'''Chokepoint''' is a [[strategy]] term that refers to any enclosed space where large numbers of players are forced to pass through. Typically, a chokepoint will be preceded by open spaces. For example, a narrow corridor or doorway may be known as a chokepoint if it connects to a wide open area. Chokepoints are important elements to consider strategically, as it enables the player to ambush an area more effectively due to the nature of a chokepoint's closed space.
  
The chief reason chokepoints are important for strategy is that you can predict to a great deal of accuracy where the enemy will be when passing through the chokepoint, thus allowing for an easy ambush.
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In ''Team Fortress 2'', many [[maps]] vary between tight and wide open spaces in order to provide proper balance to all classes. Common chokepoint placement on maps in the game include turns and bends of the track path in [[Payload]] maps, and between capture points on [[Control Point (game mode)|Control Point]] maps.
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== See also ==
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* [[Strategy]]
  
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Revision as of 09:10, 7 February 2012

Chokepoint is a strategy term that refers to any enclosed space where large numbers of players are forced to pass through. Typically, a chokepoint will be preceded by open spaces. For example, a narrow corridor or doorway may be known as a chokepoint if it connects to a wide open area. Chokepoints are important elements to consider strategically, as it enables the player to ambush an area more effectively due to the nature of a chokepoint's closed space.

In Team Fortress 2, many maps vary between tight and wide open spaces in order to provide proper balance to all classes. Common chokepoint placement on maps in the game include turns and bends of the track path in Payload maps, and between capture points on Control Point maps.

See also