2Fort

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2Fort
Ctf 2fort bridge ss.png
Grundläggande Information
Typ Erövra Flaggan
Filnamn: ctf_2fort
Utvecklare: Valve
Kartinformation
Miljö: Jordbruksland
Scensättning: Dagsljus, soligt
Djupt vatten: Ja
Pyrovision: Ja
Kartföremål
Healthico.png Hälsopaket: Smallhealth.png ×2   •   Mediumhealth.png ×4
Ammoico.png Ammunitionslådor: Smallammo.png ×2   •   Mediumammo.png ×4
Map Photos
Menu photos ctf 2fort.png
Map Overview
2Fort overview.png
Dis map ain't big enough for da two of us!
The Scout on adjacent bases

2Fort är en Erövra Flaggan karta och den efterföljande omgjorda versionen av Team Fortress Classic kartan med samma namn; båda kartor är baserade på Team Fortress kartan "2fort5". 2Fort var den första officiella CTF kartan för Team Fortress 2, och var en av sex kartor som var inkluderade när spelet släpptes. Två liknande fort motsätter varandra, åtskiljda av en ström vatten. En övertäckt bro leder över vattnet och kreneleringar finns exist på varje fort som skapar utmärkta positioner för att anfalla attackerande spelare, speciellt för Krypskyttar.

Det finns tre ingångar till varje fort, dock är inte alla av dem åtkomliga för varje klass. De primära ingångarna är de två öppningarna på marknivån. Det finns korta rampar som leder upp till vardera ingång, och ingångarna löper samman under en öppen lucka. Ramperna gör att försvarare kan angripa anfallare uppifrån. Den andra ingången är genom kloakerna som under varje bas. Ingången mellan kloakerna och basen består av en trappa och en pöl vatten; detta gör det till en praktiskt flaskhals. Den tredje ingången är kreneleringarna hos varje bas, som kan i huvudsak bara åtkomliga om man använder speciella hopp manövrar som Spanare, Soldier, Pryo, Demoman, eller Ingenjör. Ingången är också åtkomling för en Sjukvårade som använder Snabbfixaren medan han läker en Soldat eller Demoman.

2Fort's baser är de enklaste att försvara av alla officiella CTF kartor på grund av de lätt-blockerade korridorer som leder till och från fiende lagets flagg rum. Every tillfångataging av fiendes flagga kommer att kräva rejäl lag samordning, speciellt när det finns många spelare.

För att vinna måste ditt lag fånga det motsatta lagets Intelligens/Flagga kontinuerligt tills ni når spelets capture gräns (vanligtvis 3), medan ni försöker förhindra fienden från att nå samma mål.

Introduction video

Platser

Platser Utomhus

  • Bro: Bron sammanlänkar de två forten. I TF2, till skillnad från föregående spel, är bron täckt över vilket gör att Spanare kan dubbel-hoppa, Demomen sticky-hoppa och Soldater kan raket jump hoppa från toppen av en krenelering, springa över taken på bron och sedan hoppa up på fiendens krenelering. The roof also provides cover for advancing players and generally moves the map's action into the bases. Commonly, Scouts will have no problem jumping onto the bridge, but will sometimes falter on the second jump to the opposing Battlement landing short 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 split-second earlier, using the Force jump or the Atomizer is enough to remedy this problem. Scouts, Demomen and Soldiers on the roof of the bridge are susceptible to Sniper fire, which limits the distance of jumps, providing another obstacle to attacking classes.
  • Entrance: After crossing the bridge, there are two ground entrances into the base. The "Entrance" extends from those two doorways into the base a short distance. From here, the layout of the entrance is a T-shape. Turning left brings the player to the stairs that leads down to the sewers, as well as the narrow corridor linking the Battlement Resupply room to both the entrance and the Courtyard (there is a trapdoor in the ceiling allowing players to drop down from the Resupply room). Turning right leads you into a medium-sized room with a door at the opposite end which also provides access to the courtyard. This room is heavily trafficked by both teams, as it is the most direct way to reach the courtyard from the main entrance. Engineers can set up small camps in here if the enemy is attempting to push through the entrance. In addition, because the room is large, it is often a hiding place for Spies. In many other parts of 2Fort, corridors are too narrow to provide much cover for an invisible Spy, but this room is an exception, allowing them to move past battles occurring in the entrance undetected.
  • Battlements: The Battlements are on the front of the second floor of each base and have a center "bunker" section. This section has large glass-less windows and is a roofed structure. The windows allow almost unbroken lines of sight into the area. In TF2, the battlements are also often referred to as the "balcony," as well as the "Sniper ledge," or "Sniper deck," due to their main purpose as a platform or vantage point for Snipers. Snipers generally camp the ledges, which give them an excellent view of most of the exterior of 2Fort, with the exception of the bridge and the water beneath it. The RED side has a ledge one can damage one's self by walking off of. The BLU side asymmetrically is not tall enough.

Fort locations

  • The Sewers: The tunnels under each base, leading from the water beneath the bridge to the "Entrance", are generally referred to as "The Sewers". They are severely dog-legged, creating numerous extra blind corners around which to fight, giving Pyros a defensive edge. In each sewer, there is a room recessed into a corner in such a way that it is impossible to gain line of sight to 100% of the room from inside the tunnels. On the water-side of the room, the tunnel has two 90 degree bends, but on the base-side of the room there is one long unbroken stretch of tunnel. The long tunnel provides a long-range line of sight between the room and the sewer exit. The rooms in the sewers are often camped by Engineers, who use Teleporters to allow their team to quickly access the enemy base, or Sentry Guns to prevent the opposing team from using that location. Otherwise, the sewers are generally used as a way of entering the enemy base free from the attention of the Snipers above. The narrowness of the sewers makes it difficult for Spies to sneak past enemies who are also using the tunnels.
  • Courtyard: The Courtyard is the main means of transition between the ground floor and the second floor in each base. It is an enclosed, roofless space inside each base, next to the main spawn room and on the player's right when they come through the entrance. It is bounded on three sides by high ledges, and there are doors connecting to the spawn room, a staircase leading down to the Intelligence room on the second floor, and a door from the entrance and from the balcony spawn corridor on the ground floor. Two staircases allow access from below to the upper level. Engineers often use the space as a major defensive point, as it provides the only means of access to the Intelligence for most classes. By setting up a Sentry Gun, an Engineer can successfully provide effective defense against assaults on the intelligence, particularly if positioned so as to cover the Battlements' doorway.
  • Grate: This is the small room with the grated floor right above the entrance of each base. It is connected directly to the upstairs area, and as a result is often used by players to gain quick access to battles in the entrance. Demomen, Soldiers, Engineers, Scouts and Pyros can jump up to the second story through this, providing another means of access to the second floor. Classes such as the Engineer and Demoman can also camp above the grate, limiting enemy access through the front entrance. Splash damage can be dealt through the grate.
  • Upstairs: This is the large room on the second floor, adjacent to the main resupply room. The Upstairs area has an exit to the Battlements, "Grate", "top of the Spiral", and "Courtyard". This room is heavily trafficked as it is a major crossroads in the map, connecting practically every area of the base. It is often used by Scouts who have jumped to the balcony, as it provides a direct route to the Intelligence via the spiral ramp. The Upstairs area is also commonly referred to as the "hay room" or "hayloft" (due to the large piles of hay on the floor,) or simply the "upstairs lobby".

Main base locations

  • Spiral: The Spiral ramp that leads from the Basement up and out of the base is one of only two access points to the Intelligence room. Like the Sewers, the Spiral is a narrow corridor with frequent right-angles. This tends to result in close quarters fighting, and due to the confined space it is fairly easy to block enemy access with a Dispenser, Sentry Gun, or Heavy. At the top, the Spiral connects to the upstairs area via a small room in which there is a small Health Pack and Ammo Pack, as well as two small corners in which Spies often hide. A direct line of sight can be drawn from the upstairs area along the top length of the Spiral, allowing Snipers to eliminate enemies with the Intelligence as they climb the Spiral.
  • L-Shaft: This room is a long ramp running from the back of the courtyard 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. It is often called the "back stairs", "long stairs", "straight stairs", "stairs", or simply "straight".
  • Basement: This is the space downstairs between the Spiral ramp and the L-Shaft. It leads to the Intelligence room and a third resupply point exists at the end nearest to the L-Shaft. However, no player will ever respawn in that room after they die. There is a Health pack and Ammo box in the middle of the Basement - added in the April 29, 2008 Patch. The addition of these pickups has made camping the Intelligence harder, and attacking the Intelligence slightly easier.
BLU Intel room
  • 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, and other classes. To successfully capture your opposition's Intelligence, you must return it to the Intelligence room in your own base. The Intelligence is on top of a desk in the opposite corner to both entrances. The way the room is laid out makes it very simple for campers to entrench themselves, and successfully removing them can be almost impossible without an ÜberCharge.


Strategy

See Community 2Fort strategy

Related achievements

Achieved.png General

Kraftanfall
Kraftanfall
Vinn 2Fort med en utestängning.


Jordenruntresenär
Jordenruntresenär
Spela ett helt spel på 2Fort, Dustbowl, Granary, Gravel Pit, Hydro och Well (CP).


Update history

Februari 14, 2008 Patch
  • Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.

April 29, 2008 Patch (Gold Rush Update)

  • Added medium ammo and health to basement hallways.
  • Added small ammo and health to top of spiral.
  • Fixed a clip brush exploit outside blue Sniper deck.
  • Fixed number "2" overlay on front of red base not being assigned to the brush face.

Februari 23, 2010 Patch

  • Fixed BLU players being able to block the BLU spawn room doors to lock in teammates.
  • Moved the BLU team Sniper wall down to match the RED team Sniper wall.

Juli 18, 2011 Patch

  • [Odokumenterad] Added a "Grocket" to this map.

December 15, 2011 Patch (Australian Christmas 2011)

Juni 28, 2012 Patch

  • Fixed seeing through Sniper fences in 2Fort when using Pyrovision.

Augusti 10, 2012 Patch

Juli 10, 2013 Patch

  • Fixed building inside of spawn doors.
  • Fixed clipping exploits on battlements.
  • Fixed height of door leading to spiral stairs in Blu base so players can now crouch past a placed Dispenser.
  • Cleaned up prop collision.
  • Smoothed clipping on wagon wheel and other props.

Februari 7, 2014 Patch

  • Fixed a rendering bug on a silo prop in the skybox area for the Blue base.

Mars 5, 2014 Patch

  • Fixed collision on train-wheels prop outside Blu base.
  • Fixed clipping on window ledges.
  • Fixed collision on pipes in flag rooms.
  • Fixed texture alignment on world map textures.
  • Fixed clipping issue in the middle where Blu could stand in the sky.

April 24, 2014 Patch

  • Fixed players standing on conduits in flag rooms.
  • Fixed players standing in sky over Red battlements[1]
  • Fixed a missing face under the stairs in the Blu base ramp room that let players see enemies above.
  • Fixed collision on props under stairs in Red's courtyard.

Bugs

  • Players can jump in and out of the Sniper battlement window frames when playing 2Fort on the Xbox 360 and PlayStation 3 version.
  • On the corner of the top of the building near spawn near the BLU battlements there is an invisible clipping that allows Soldiers and Demomen to jump up to and see through the map.
  • Demomen are able to sky walk above the RED battlements tower via sticky jumping to shoot grenades into the left and right battlements.
  • If both teams are carrying the others' intelligence and one scores the winning point, the other carrier will drop the briefcase as Humiliation begins. During subsequent rounds, the briefcase's team-colored silhouette will remain on the map.
  • The resupply area doors may remain open even when no player is passing through them.

Trivia

2Fort karta
2Fort som anläggning
  • Enligt Catch-Up Comic-serien, anläggningen var byggd mellan 1850 och 1890.[1]
Teufortsbebyggelsen

Se huvudartikel: Teufort

Galleri

Se också

Referenser

  1. Actually BLU battlements.