Difference between revisions of "User:Lolimsogreat21/Sandbox1"

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====Offense====
 
====Offense====
 
'''Checkpoint A'''
 
'''Checkpoint A'''
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* You should first build a [[Dispenser]] behind a group of rocks, so that your teammates pushing the cart can safely heal. Once your team manages to push out of the Front Yard, you can move it up to the Red Shed.
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* Due to the relatively shot distances at hand, setting up a [[Teleporters|Teleporter]] exit is not worth the hassle or the metal cost.
  
 
'''Checkpoint B'''
 
'''Checkpoint B'''
 +
* Your [[Sentry Gun]] can either watch the Crossing and make sure no Red members attempt a flank. Or it can be placed in a more useful, but dangerous position overviewing the Slope.
 +
* The [[Wrangler]] is quite handy when it comes to harassing [[Sniper]]s on top of the Cliffside Shed.
 +
* Don't forget about the Dispenser, which is most commonly placed by the Crossing. From this location, it can heal teammates assaulting the Slope.
 +
* The Teleporter should also go in the Crossing, but if you want to do something unorthodox, you can try to set it up inside the Old Geeser. This way, recently teleporter allies can make their way to the Bridge and flank around the defenders.
  
 
'''Checkpoint C'''
 
'''Checkpoint C'''
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* You should first establish your nest inside the Mann Mannor, from which your team can launch multiple attacks at the Checkpoint C.
  
 
'''Checkpoint D'''
 
'''Checkpoint D'''
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====Defense====
 
====Defense====
 
'''Checkpoint A'''
 
'''Checkpoint A'''
 +
* On the first checkpoint, you should first establish a nest inside the Red Shed, where there is metal and safe cover.
 +
* If your team is doing quite well, you then can move up your gear on to the small roof hanging of the Blu spawn.
  
 
'''Checkpoint B'''
 
'''Checkpoint B'''

Revision as of 08:10, 17 October 2021

Lolimsogreat21
Pl terror event.png
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Halloween
Setting: Night
Hazards: Pumpkin bombs, Pitfalls,
Skeletons
Map Photos
Loading screen photos.
Map Stamp
[[File:Item icon Map Stamp - Template:Dictionary/common strings/map name lolimsogreat21.png|170px|link=Map Stamp]]
Supporters Leaderboard

This article is about Community Terror strategy.

Note: It is recommended to read the main Terror article first to become familiar with the names of key map locations used in this article.

General strategy

Offense

Checkpoint A

  • Taking over the Front Yard should be a relatively easy task for Blu, as there is no Chokepoints which need to be pushed through.
  • There are multiple flank routes going around the Red Shed, both on its right and left side. Allowing the attackers to make coordinated attacks from multiple directions.

Checkpoint B

  • Once the defenders are pushed down the Slope, the Blu team should gain an easily exploitable High ground advantage.
  • The Old Geeser is excellent for flanking behind unaware Red teammates, and taking out their key targets. It's also useful for reaching Mann Mannor via the Bridge.

Checkpoint C

  • This section of the map is quite open indeed, once again giving the Blu team the upper hand.
  • Mann Mannor is yet another flank route which can be utilized to great effect due to its accessibility.

Checkpoint D

  • Since the entire checkpoint D is housed inside the compact building of Casali Shafting, Magic Spells such as the Ball O' Lightning or Meteor Shower are very effective when it comes to clearing out Red's defensive entrenchments.

Checkpoint E

  • It is important for the attackers to remember that they need to pass by the entire Red spawn before reaching the Pit. Due to this, the tactic of "Spawn camping" is a perfectly valid one.

Defense

Checkpoint A

  • It is not recommended to try and defend the Front Yard too hard, as it is hardly strategically important, and can be easily captured by the Blu. Therefore, Red members should always be ready for a quick retreat towards the Red Shed, where a lot more feasible defense can be made.

Checkpoint B

  • Try to defend the top of the Slope as fierce as possible, since if the Blu team gets a hold of it, they will gain a big height advantage over the Reds. In the case that this happens, the Slope can be retaken back from the Old Geeser, which offers another avenue approach towards it.

Checkpoint C

  • The Bridge offers excellent height advantage and immediate access to the Old Geeser and Mann Mannor, making it an important position to hold.
  • If the Bridge is captured, Red defenders should expect a whole lot of attackers rushing through the Mann Mannor. So be prepared.
  • The narrow pass through which the Cart travels is very long, making Ball O' Lightning an excellent spell to be deployed here.

Checkpoint D

  • Pumpkin MIRV can be used to place hazards on the two entrances leading up to the Casali Shafting complex, thus delaying the attackers.

Checkpoint E

  • Attackers will often be contempt with spawn camping the Red before pushing in the Cart, opening up opportunities for a well laid trap.

Class-specific strategy

Scout

Offense

Checkpoint A

  • The Front yard is very open and spacious, allowing you to take more aggressive positions and secure a lot of kills. Just watch out for any Sentry Guns nearby.
  • If traversing the Red Shed is too dangerous, you can make use of a flank route wrapping around it from the left side.

Checkpoint B

  • Although the temptation to rush down the Slope and immediately start engaging enemies might be big, a wiser play would consist of sneaking through the Old Geeser and ending up behind the opponents, putting you in a lot more advantageous position.

Checkpoint C

  • Since this particular checkpoint is relatively vast and open, weapons with long range capabilities, such as the Pistol or the Shortstop, can be more beneficial then stock.

Checkpoint D

  • Try not to spend to much time fighting inside the Casali Shafting building, as its cramped corridors will severely restrict your movement and leave you prone to a lot more damage then usual. Not to mention the numerous Sentry Guns commonly present here.
  • The Mad Milk is quite useful here, as the close-quarters nature of checkpoint D opens up opportunities to douse multiple people at once.

Checkpoint E

  • You can use your Double Jump ability to jump across the Pit and reach the Outhouse faster.

Defense

Checkpoint A

  • Make use of the rocks present within the Front Yard by constantly jumping on them, thus making it harder to hit you.
  • Red Shed's numerous doorways and corridors make it an excellent place to utilize "hit-and-run" tactics, especially with a fast firing weapon such as the Force-A-Nature

Checkpoint B

  • If the Slope gets taken by Blu, try to be aggressive and cause a distraction, so that friendly teammates can recapture it more easily.

Checkpoint C

  • The Scout's double jump ability can be used to quickly reach the Bridge (and subsequently the Old Geeser), surprising any opponents which weren't expecting you there.
  • Just like your Blu counterpart, the use of long range weaponry is recommended, due to the open nature of this checkpoint.

Checkpoint D

  • As the attackers are pushing the Cart through the Casali Shafting, they will often forget about the Flank House, allowing you to easily sneak behind the entirety of Blu team and cause chaos in their backline. Even better if you have a powerful Spell ready to go.

Checkpoint E

  • Running circles around the Outhouse is a good way to confuse your opponents, and slightly delay their push.

Soldier

Offense

Checkpoint A

  • You can Rocket Jump on to a group of rocks right in the middle of the Front Yard, thus giving you a full overview of this area.
  • Your explosives will make short work of anyone found inside the Red Shed, so don't be too hesitant to go there.

Checkpoint B

  • Try to take over the Slope as fast as possible, as the High ground advantage that particular location provides is simply invaluable.
  • Assuming you are excellent at Soldier, it is possible to Rocket Jump from the Slope and onto the Cliffside Shed, putting you deep behind the enemy lines.

Checkpoint C

  • From the Bridge, you can bombard retreating enemies, who will have to pass under it.

Checkpoint D

  • If you and your team are struggling to break through the Casali Shafting building, equipping the Battalion's Backup might just turn the tides.

Checkpoint E

Defense

Checkpoint A

  • Adjacent to the Blu spawn, is a small section of the roof which can be accessed, granting you a small advantage in the process.
  • If there is a Kritzkrieg Medic nearby or you have just picked up a Crumpkin, you have potential to wipe out the entire Blu team grouping up together inside the Red Shed.

Checkpoint B

  • The Base Jumper can be used to float above the Slope for longer, thus ensuring that you have the upper hand even when pushed back.

Checkpoint C

  • The Bridge is an excellent position to defend from, as its elevated position greatly plays into your advantages. Just watch out for the Old Geese and Mann Mannor, from which enemies can run up to you.
  • The open and spacious areas of checkpoint C open up numerous opportunities for dive bombing attacks with the Air Strike.

Checkpoint D

  • Due to the unavoidable nature of close-quarters combat when fighting inside the Casali Shafting, the use of Direct Hit is heavily recommended, as its maximum ramp-up damage can one-shot a light class

Checkpoint E

  • If enemy fire is to severe, the Outhouse can serve as temporary cover.

Pyro

Offense

Checkpoint A

  • If you are opting in for a flank playstyle, the Thermal Thruster is your friend then, as you can use it to fly over the Front Yard and quickly reach the Red Shed.
  • The Rocks can serve as cover against Red Sentry Guns, who are your biggest counter.
  • Due to the Red Shed's relatively narrow structure, it can be quickly cleared out with the Phlogistinator and a friendly ÜberCharge.

Checkpoint B

  • The Slope's elevation can be nicely exploited by the Scorch Shot. Although the other Flare Guns can also make use of the aforementioned height advantage.
  • Don't forget that the Crossing exits, which can be used to quickly and quietly reach the Cliffside Shed.
  • You can also make your way through the Old Geeser and onto the Bridge, from which you can dropdown on passing enemies.

Checkpoint C

  • The Bridge can be quickly accessed with the help of the Detonator.

Checkpoint D

  • Other then pushing the Cart or Airblasting away enemy Projectiles, there isn't much you can do on this checkpoint alone. The vast number of Sentry Guns and tough defenses will prevent any solo play.

Checkpoint E

  • Airblast is an immensely powerful tool on this checkpoint, as it can be used to simply push the enemies back into their spawn, completely preventing any kind of a successful defense.

Defense

Checkpoint A

  • You should primarily stick to the Front Yard's left side, where there are a couple of corridors and buildings in which you can hide.
  • Due to the compact nature of the Red Shed and the environment around it, the Shotguns are probably more useful here then the Flare Guns, especially the Panic Attack.
  • Do remember that there multiple flank routes present on this checkpoint, which can work both against and for you.

Checkpoint B

  • If the attackers have already reached the Slope, you climb up the Crossing and reach their backline, at which point the Back Burner becomes very effective.

Checkpoint C

  • The Bridge serves as an excellent ambush spot, as you can dropdown from it and land right on the Cart.

Checkpoint D

  • Since there are, commonly, a lot of friendly Buildings present on this checkpoint, the first priority should be to protect them from any incoming Projectiles. Especially the Sentry Guns, as they are the real roadblocks to the Blu team.

Checkpoint E

Demoman

Offense

Checkpoint A

  • Charged up Sticky bombs can be launched at the Red Shed, where important targets such as Medics and Snipers are often located.
  • Due to arc of your Projectiles, the Front Yard's slight height disadvantage actually works in your favour.

Checkpoint B

  • If you wish to, you can perform a long Stickyjump all the way from Slope till the Cliffside Shed, landing you right behind enemy lines. However, doing this is not recommended, as a lone Demoman is easy picking for anyone.
  • The Slope's very long path makes it an excellent place to Charge for a long time, without being obstructed in the process. This especially favours the Claidheamh Mòr.

Checkpoint C

  • Sticky jumping your way up to the skies and then raining down hellfire while parachuting down is a viable strategy on this checkpoint, whose nature allows such a tactic.

Checkpoint D

  • Be careful while attacking the Casali Shafting building. While it is true that its chokey nature greatly benefits your explosives, people can easily get into your face and cause a lot of trouble. So be aware.
  • Since you can often expect multiple Sentry nests here, brining the Loch-n-Load isn't a bad idea.

Checkpoint E

  • If you want an easy path to victory, sticky trapping the entire Red spawn is the best solution available.

Defense

Checkpoint A

  • The Blu team really has only two exits leading out of their spawn, meaning that with some proper sticky traps, you could deny a lot of ground from them. Especially if you are using the Scottish Resistance
  • You can nicely hide your Stickies within the Rocks, which just happen to be conveniently located near the Cart's path.

Checkpoint B

  • Laying multiple traps inside the Crossing is certainly a good idea, since attackers will often traverse that location in order to quickly reach the Cliffside Shed. Same things applies to the Old Geeser, which is another location the Blu team desires.

Checkpoint C

  • Use the Arc of your projectiles to launch them over the Bridge and do some damage, without the opponents ever getting a glimpse of you.

Checkpoint D

  • The Scottish Resistance is once again useful, as there are only two entryways (At Blu's disposal) leading into the Casali Shafting, making the defensive Demoman playstyle useful.

Checkpoint E

Heavy

Offense

Checkpoint A

  • Red Snipers from the Red Shed will often be looking out for your head, so be aware of them. Taking the left spawn exit puts you behind more cover, severely mitigating this risk.
  • Pushing the Cart past the Red Shed is not recommended, as doing this will put you in a direct sightline spanning all the way from the old Geeser. Instead, leave it up for your team, or use the Fists of Steel while doing it.

Checkpoint B

  • If there are no Snipers located on top of the Cliffside Shed, then it would be relatively safe to push the Cart down the Slope. Don't forget about other enemies.

Checkpoint C

  • As the defenders are retreating from point B, you can drop down from the Bridge and block the escapees way.
  • If you have a Blast Jump [[Magic spells|Spell] reaady, you can use it to jump over the wooden barrier near the Tree, surprising many opponents by your unexpected appearance.

Checkpoint D

  • On this checkpoint, you should take a role of the Cart pusher, trying to carve out a path through the tough defenses found in Casali Shafting.

Checkpoint E

Defense

Checkpoint A

  • There are a couple of rocky positions you can take cover behind while shooting up enemies from within the Front Yard.
  • Inside the Red Shed, you are a relatively easy picking for any explosive class, who can use numerous corners to damage you without establishing line of sight. Due to this reason, it would be a wiser move to stay further back, around the Rocks.
  • The Second Banana is useful when playing around the left side, where you probably won't have a Medic at your disposal.

Checkpoint B

  • A flank-Heavy play style is particularly well suited for the Crossing area.
  • Slowing down the attacker's advance on the Slope is very important, meaning that the Natascha can be more beneficial then stock.
  • Watch out for Spies approaching from the Old Geeser.

Checkpoint C

  • The Tomislav's long range capability comes into play quite often on this checkpoint, since it is very open and spacious.
  • Try to stay somewhere around Mann Mannor, where there is plenty of cover against Snipers.

Checkpoint D

  • A key to achieving victory on this checkpoint would be a strong and brittle defense, something which the Brass Beast specializes in.

Checkpoint E

  • You can quietly stay revved up inside the Outhouse, patiently waiting for the attackers to come by and receive a surprise of their life.

Engineer

Offense

Checkpoint A

  • You should first build a Dispenser behind a group of rocks, so that your teammates pushing the cart can safely heal. Once your team manages to push out of the Front Yard, you can move it up to the Red Shed.
  • Due to the relatively shot distances at hand, setting up a Teleporter exit is not worth the hassle or the metal cost.

Checkpoint B

  • Your Sentry Gun can either watch the Crossing and make sure no Red members attempt a flank. Or it can be placed in a more useful, but dangerous position overviewing the Slope.
  • The Wrangler is quite handy when it comes to harassing Snipers on top of the Cliffside Shed.
  • Don't forget about the Dispenser, which is most commonly placed by the Crossing. From this location, it can heal teammates assaulting the Slope.
  • The Teleporter should also go in the Crossing, but if you want to do something unorthodox, you can try to set it up inside the Old Geeser. This way, recently teleporter allies can make their way to the Bridge and flank around the defenders.

Checkpoint C

  • You should first establish your nest inside the Mann Mannor, from which your team can launch multiple attacks at the Checkpoint C.

Checkpoint D

Checkpoint E

Defense

Checkpoint A

  • On the first checkpoint, you should first establish a nest inside the Red Shed, where there is metal and safe cover.
  • If your team is doing quite well, you then can move up your gear on to the small roof hanging of the Blu spawn.

Checkpoint B

Checkpoint C

Checkpoint D

Checkpoint E

Medic

Offense

Checkpoint A

Checkpoint B

Checkpoint C

Checkpoint D

Checkpoint E

Defense

Checkpoint A

Checkpoint B

Checkpoint C

Checkpoint D

Checkpoint E

Sniper

Offense

Checkpoint A

Checkpoint B

Checkpoint C

Checkpoint D

Checkpoint E

Defense

Checkpoint A

Checkpoint B

Checkpoint C

Checkpoint D

Checkpoint E

Spy

Offense

Checkpoint A

Checkpoint B

Checkpoint C

Checkpoint D

Checkpoint E

Defense

Checkpoint A

Checkpoint B

Checkpoint C

Checkpoint D

Checkpoint E