Chokepoint

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Revision as of 15:03, 23 April 2012 by Mr Noname (talk | contribs) (Added more images from Dustbowl, one from each stage. These are some other rather obvious examples)
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Chokepoint is a strategy term that refers to any enclosed space, corridor, or area where large numbers of players are forced to pass through, with no alternate routes. 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, and is prone to contain explosive spam and area denial tactics.

In Team Fortress 2, many maps vary between tight and wide open spaces in order to provide proper balance to all classes and teams, depending on the map that is played on. 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. They are also seen as narrow corridors that are present in many other maps, such as attack and defend maps, such as Dustbowl.


Choke point examples:


Chokepoints have a unique advantages towards certain Character Classes, for example - a Pyro is able to wait outside where a chokepoint may be present for enemies to pass within the short range of the Flamethrower, and be able to dish out large amounts of damage/. A Heavy will be able to stand in a doorway or entrance whilst firing his Minigun to surprise and bewilder enemies, especially around corners and obstacles. A Spy could also utilise these areas by waiting for an enemy to pass through, and follow up with a lethal Backstab for precision elimination.

See also