2Fort Invasion
| 2Fort Invasion | |
|---|---|
| Basic Information | |
| Map type: | Capture the Flag |
| File name: | ctf_2fort_invasion
|
| Released: | October 6, 2015 Patch (Invasion Community Update) |
| Variants: | 2Fort |
| Developer(s): | Miguel "BANG!" Melara The Ronin Michael Egan Aeon "Void" Bollig Martin "Chaofanatic" Ellis Ryan "Freeflow" Leitao Harlen "UEAKCrash" Linke James "Retro" Wright |
| Map Info | |
| Environment: | Farmland |
| Setting: | Nighttime |
| Hazards: | Drowning, Alien Walkers |
| Deep Water: | Yes |
| Pyrovision Support: | No |
| Map Items | |
| Map Photos | |
| Map overview | |
| Map Stamp | |
| Supporters Leaderboard | |
| “ | The aliens are taking over but the teams are too busy trying to figure out better ways to kill each other with alien artifacts.
— Invasion Community Update
|
” |
2Fort Invasion is a community-created Capture the Flag map. It is a version of 2Fort made for the Invasion Community Update.
Set at nighttime, the two bases have been converted into research labs studying alien technology.
- Because of the alien biology research conducted in BLU's secret lab, the BLU buildings are a biological containment site. The posters in this building either refer to the study of alien biology or advertise the sponsors of radio KKBC.
- With the scattered wrecks of alien saucers and walkers, the RED buildings depict the alien vs. mercenary battle zone. RED's secret lab is researching recovered alien technology, including portals and new guns. Most of the posters in this building are in the style of WWII era propaganda art.
Destroyed alien parts spawn around the map, which explodes when damaged, similar to Pumpkin bombs.
Contents
Locations
Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.
Outside locations
- Bridge: The Bridge connecting the two forts. The Bridge is covered, allowing mobile classes to get on top of it (such as with a shield charge or an explosive jump). It is possible for less mobile classes (such as Medic or Sniper) to get on the roof by jumping from the edge nearest to the window of the Battlements. There are wooden poles on the side of the bridge which can be stood on, and there are a few holes in the roof of the Bridge, which allow for bullets and projectiles to pass through. Besides the playable area is a giant crashed UFO.
- 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 lead down to the Sewers, as well as the narrow corridor linking the Side Spawn room to both the entrance and the Courtyard (there is a hole in the ceiling allowing players to drop down from the Side Spawn room). Turning to the right leads directly into the Entrance Side Room.
- 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. The Battlements are also often referred to as the Balcony, as well as the Sniper Ledge or Sniper Deck. The ledges provide 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 placed high enough to cause fall damage if walked off of, while the BLU side's ledge is not tall enough.
Fort locations
- Sewers: The tunnels under each base, leading from the water beneath the bridge to the Entrance, creating an alternative base entryway. They have several sharp turns, creating numerous blind corners, and are generally very tight and claustrophobic.
- Sewer Room: In each Sewer, there is a room recessed into a corner in such a way that it is impossible to see the entire 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. There is a medium health kit and medium ammo pack in the Sewer Room.
- Entrance Side Room: Turning right from the Entrance leads into a medium-sized room with a door at the opposite end which provides access to the Courtyard. This room is the most direct way to reach the Courtyard from the main Entrance. In addition, it is also quite large and roomy. The room has a direct view of the entrance/exit to the Sewer.
- 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, located right next to the Main Spawn room. It is bounded on three sides by high ledges, and there is a doorway connecting it to the Main Spawn room, a hallway connecting it to the Side Spawn's dropdown, a staircase leading down to the Intelligence room on the second floor, and a door from the Entrance Side Room right below the one from the Main Spawn. Two staircases within the Courtyard connect the ground with the surrounding ledges.
- Grate: This is the small room with the grated floor right above the Entrance of each base. It is connected directly to the Upstairs via a doorway facing the Main Spawn. The room has a hole in the grate connecting it to the Entrance which allows classes with high vertical mobility to directly go up to the Upstairs area. Splash damage can be dealt through the grate.
- Upstairs: This is the large room on the second floor, adjacent to the Main Spawn room and right above the Entrance Side Room. The Upstairs area has exits/entrances leading to and from the Battlements, Grate, Spiral, and the Courtyard. This room is heavily trafficked as it is a major crossroads on the map, connecting practically every area of the base.
Main base locations
- Wheelchair Access Ramp (also Spiral): The Spiral ramp that leads from the Basement and to the Upstairs is one of the only two access points to the Intelligence Office. Like the Sewers, the Spiral is a narrow corridor with 90-degree turns. At the top, the Spiral connects to the Upstairs area via a small room in which there is a small health pack and small ammo pack. A direct line of sight can be drawn from the Upstairs area along the top length of the Spiral.
- Stairs: This area contains a long ramp running from the back of the Courtyard into the Basement. It is the other access point to the Intelligence Office, besides the Spiral.
- Data Hall (also Basement): This is the space downstairs between the Spiral ramp and the Stairs. It leads to the Intelligence Office and the Auxiliary Resupply room, which exists at the end nearest to the Stairs. There is also a health pack and ammo pack in the middle of the Basement.
- Intelligence Office: The Intelligence Office has two entrances from the Data Hall in the form of two long hallways each with its own 90-degree turn. Both hallways face directly towards the desk the Intelligence is lying on.
Resupply locations
- Main Spawn: The Main Spawn for both teams is located right next to the Upstairs, between the Courtyard and the Battlements. It is a single large room divided in two by two glass sliding doors which can only be opened from inside. The players first spawn behind the sliding doors.
- Side Spawn: On the completely opposite side of the base from the Main Spawn is another, smaller spawn. It has two exits, one is a simple shutter leading to the Battlements and the other is through a dropdown that leads to a narrow hallway directly connecting the Courtyard with the Entrance, bypassing the Entrance Side Room.
- Auxiliary Resupply: Connected to the Basement is a small room in which players never spawn, but has a resupply cabinet accessible to members of that base's team.
Helpful overview
1.Bridge 2.Entrances 3.Battlements 4.Sewer exits 5.Grate 6.Upstairs room and the Entrance Side room right below it 7.Courtyard 8.Stairs 9.Basement (Data Hall) 10.Spiral (Wheelchair Access ramp) 11.Intelligence Room
Strategy
Update history
- [Undocumented] Added 2Fort Invasion
- Fixed a few areas where players were getting outside of the map
- [Undocumented] Added the Invasion Community Update maps to regular quickplay lists.
- Added
ctf_2fort_invasionto Casual Mode.
July 18, 2024 Patch 1 (Summer 2024 Update)
- Moved
ctf_2fort_invasionout of the Misc matchmaking category and into CTF.
Bugs
- It is possible for players to get stuck in the alien bombs.
Gallery
Posters
The movie night poster in BLU base that appeared in the midnight showing teaser.
BLU: Alien biology lab
A propaganda poster identifying the anatomy of the tentacled aliens.
A lab safety poster seen in the Intelligence Office.
An x-ray of the Pyro with the Triboniophorus Tyrannus on top.
Evacuation poster for the alien research section. Caroline is Cave Johnson's "office mistress" in Portal 2.
RED: Alien technology research / war front
The posters in this building are a tribute to famous United States propaganda art from World War II.
A tribute to the WWII propaganda poster by Jean Carlu.
A tribute to the WWII propaganda poster by William Steig.
A tribute to the WWII propaganda poster by R. John Holmgren.
A giant alien walker. "We can do it!" was a famous WWII propaganda phrase.
A sign warning of an unsecured area. A variant was used to tease the update.
Intelligence
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||