User:Antwon/Best in Class

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Basic Information
Developer(s): {{{map-developer}}}

Best In Class is an unofficial Control Point map created by Deathzone. In order to capture any one of the 8 Control points, the player must complete a class-specific course before the opposing team. The courses are designed to test the abilities of each class (and the skill of the player controlling them) in an unconventional way; the Engineer, for example, must use his buildings to help him climb up a series of ledges. The objective of the map is to own the control points at the end of every course.

The player begins in a small room with a number of doors leading from it - each door will transport the player to the beginning of a course. These doors are marked with pictures of the class, so the correct course for each class can be easily found. When a course is completed, a trap-door will open on the floor in front of the existing one. This will transport players onto the control point to enable them to defend it, should a player from the opposite team also complete it.


The Scout Course

This is primarily designed to test the Scout's speed and double-jump ability. It begins with a series of blocks which the player must jump over. These blocks get progressively higher until the Scout must use one to double-jump over the final block. Following this, there are a series of small columns; the Scout must jump from column to column without falling to reach the next section. Next, there is a tunnel with a small light at the end of it, which damages the Scout as he crawls down it. The Scout must successfully hit the light with a Scattergun or Pistol, which will propel him down the tunnel and prevent him from taking further damage. Failure to do this in time will result in the Scout's death. The next sections include: a short run downhill, avoiding ledges that cause fall damage; a jump over spikes and through a small hole; a jump over a high barrier, followed by a long drop and a small area of water in which the player must land to avoid fall damage; and a straight section with vertical columns which must be navigated before a boulder rolling behind you crushes you to death. Following this is a small drop onto the control point.

The Soldier Course

This is similar to a typical Rocket jump map; there are a number of ledges, pits and platforms that must be navigated in order to reach the control point.

The Pyro Course

For this course, the Pyro is plunged into total darkness, and must use his Flamethrower to expose the pits and other obstacles in his way. There are ammo boxes scattered throughout the course, so the Pyro is able to continue using the Flamethrower so long as he continues to make progress.

The Demoman Course

The somewhat resembles the Soldier course, although is tailored specifically for use with the Stickybomb Launcher. As such, the platforms are further distances apart, and careful health management is a top priority.

The Heavy Course

This course is split into three sections.

  • In the first section, the heavy must shoot through a series of walls with the Minigun, then run through to the next section before they re-appear. If he is not quick enough, the walls will return and kill him. Punching through these walls and advancing as quickly as possible, with good timing, also works.
  • In the second section, there are a number of red dots circling above the Heavy. By shooting at them, the dots turn green and stop moving for a limited time. The door to the next section will only open when all dots are green.
  • The final section is similar to the Pyro's course; the Heavy is faced with a long corridor with what appears to be a solid floor. However, only some areas of the floor are solid, and the Heavy will fall through other areas to his death. By using the Minigun, he can trace the solid sections and navigate the hallway successfully.

The Engineer Course

Here, the Engineer must jump atop his Sentry Gun or Dispenser before jumping to a series of higher ledges. Large amounts of metal respawns at the beginning of the course, so the Engineer is often forced to place a Teleporter, run back to replenish his metal, and teleport back. In the latter stages of the course, a Teleporter must be placed through a thin crack in a glass wall in order to progress.

The Sniper Course

To begin this course, the player stands on a platform, which then begins to move. In order to prevent various hazards from killing the Sniper, he must shoot at targets that appear along the walls and ceiling. Some targets are not visible until the player has moved past them, or looks in unexpected places.

The Spy Course

The Spy course is the simplest of the 8. Upon entering, the player is placed near the control point and encouraged to "knife fight" with Spies on the opposing team. Although all classes can enter this course, only Critical hits will cause damage, so the Spy's Knife is most effective. Because of the ease of capturing this point, it often changes ownership multiple times throughout the map's duration.

Notes

  • This map was designed before the majority of the Class Updates, so weapons that were introduced later (particularly the FaN and Sticky Jumper) can make some courses considerably easier.
  • There is a large number of secrets and Easter Eggs on this map; so much so, that often players focus as much attention on finding and unlocking them than capturing the control points.
    • One such Easter Egg allowed Engineers to complete the Scout course. Now that Engineers can Sentry jump, this secret does not need to be discovered in order to complete it.