Vanguard
| Vanguard | |
|---|---|
| Basic Information | |
| Map type: | Control Point |
| File name: | cp_vanguard
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| Released: | December 17, 2015 Patch (Tough Break Update) |
| Developer(s): | Maxime "Mimas Torres" Dupuis Kevin "Ravidge" Brook Gavin "Equinoxo" Sawford |
| Map Info | |
| Environment: | Construction |
| Setting: | Daytime |
| Bot support: | Yes |
| Map Items | |
| Map Photos | |
| Map overview | |
| Map Stamp | |
| Supporters Leaderboard | |
| “ | A flagship map of the construction theme, Vanguard puts you in the middle of the action. A fast paced map with an emphasis on momentum and positioning. great 5cp fun.
— Vanguard publicity blurb
|
” |
Vanguard is a community-created Control Point map that was included with the Tough Break Update. It is set in a construction site, with many floors at varying heights. With many alternate routes towards objectives created by the construction props, it is easy to flank and gain a height advantage for all classes.
Vanguard was contributed to the Steam Workshop.
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.
Control point 3
- Middle Point: The middle control point is located inside an open yard, surrounded by buildings on all sides. Above the control point is a rectangular board suspended via an out-of-bounds crane, with a medium ammo pack on it. Two concrete barriers, located on both sides of the point, are the only pieces of cover in this area.
- Scaffolding: On either side of the Center Yard are two structures containing a small health and ammo pack. They connect both team's Warehouses via a plank bridge, and can additionally be used to access the suspended board above the point.
- Warehouse: This is a large building separating the Center Yard from the 2nd/4th control points. It has 6 distinct openings that lead to the middle point. 2 on the left side lead to the opposite team's Scaffolding, 3 on the right lead to the friendly-colored Scaffolding and there is also a final opening in the middle, just in front of the point. The Warehouse also holds 2 medium ammo packs, as well as medium and small health pack.
- Third Spawn: Located adjacent to the Warehouse, with the exit facing the Center Yard, is the Third Spawn, which becomes available once the team has captured all but the last enemy's control point. This spawn does not have a resupply locker.
Control point 2 & 4
- Second/Fourth Point: The control point is located on a raised scaffolding with a plank bridge connecting it to the Elevator and the nearby exit from the Factory.
- Elevator: Located right next to the control point is an inactive elevator tower. The elevator is stuck on the second floor, while the first floor has a plank laid over the elevator shaft turning it into a walkway leading in/out of the Pulley House. The elevator cabin oversees the Warehouse's exits.
- Pulley House: This is the structure to the left (when viewed from the defender's perspective) of the control point that links to the Elevator. It contains a medium ammo pack and a small health pack.
- Balcony: On the opposite side of the 2nd/4th point from the Pulley House is a metal balcony attached to the Warehouse, overlooking the control point and the surrounding area. It leads to a part of the Warehouse containing the Second Spawn.
- Second Spawn: A respawn room without a resupply locker located deep within the Warehouse. It becomes used once middle point is captured.
Control point 1 & 5
- Factory: The last/first control points, as well as the First Spawn, are entirely enclosed within a giant industrial complex. From the attacker's perspective, there are two entrances into this building. The one on the right leads to the Observation Room, while the one on the left leads directly to the final point and the Air Vent. The final point itself is found within a large, open room between the First Spawn and the Observation Room. It is placed on a slightly elevated platform, surrounded by computer terminals.
- Air Vent: A ventilation duct connects the two floors of the Factory. It is located in the Factory's left exit and leads to a balcony overlooking the final point.
- Observation Room: Also overlooking the control point is a large observation room with one-way glass, allowing those inside the Observation Room to view the point but preventing the opposite.
- First Spawn: The initial respawn room is located all the way in the back of the Factory. It has three exits: two side exits lead to two balconies opposite the Observation Room and the middle exit descend directly to the point.
Helpful overview
1.Center Yard 2.Scaffolding 3.Balcony 4.Center Scaffolding 5.Elevator 6.Pulley House 7.Observation rooms 8.Air Vent
Red/blue diagonal lines: Red/Blu first spawn Red/blue double diagonal lines: Red/Blu second spawn Red/blue double diagonal lines w/ a circle: Red/Blu third spawn
Pink circle: Middle/third points Yellow circles: Second/fourth points Green circles: First/fifth points
Strategy
Main article: Community Vanguard strategy
| “Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Control point timing
| Control Point | Multiplier | Seconds | ||
|---|---|---|---|---|
| Control Points 1 and 5 | ×1 |
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| ×2 |
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| ×3 |
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| ×4 |
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| Control Points 2 and 4 | ×1 |
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| ×2 |
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| ×3 |
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| ×4 |
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| Control Point 3 | ×1 |
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| ×2 |
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| ×3 |
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| ×4 |
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Update history
December 17, 2015 Patch (Tough Break Update)
- Added Vanguard to the game.
- Updated Vanguard to fix an exploit related to spawn room doors.
- Added new path to the last point.
- New geometry to reduce sightlines on the middle point.
- Reorganized spawn points to better exit final spawns.
- Fixed Red forward spawn door blocking when held open.
- Fixed some material issues.
- Removed teleporter exploit on second point.
- Various minor fixes (lighting, collision, optimization).
- [Undocumented] Added Vanguard, Landfall, Highpass and Snowycoast to their respective modes' Quickplay rotations.
Changelog
This is the changelog of the map before it was added to the game.
Changelog:
rc1 Changelog (October 10, 2015)
- nerfed sentry spot on last
- nerfed sticky traps
- bigger last capture zone
rc2 Changelog (October 16, 2015)
- fixed capture zone imbalance on last point
- tweaked capture time on middle capture point
rc3 Changelog (October 23, 2015)
- new structure on mid
- new vent route on last
- redesigned scaffolding exit on last lobby
- spam protection added to last lobby
- receded final spawn
- larger final capture zone
rc4 Changelog (October 29, 2015)
- does not include recent mid changes
- final spawn made closer to last
Trivia
- Behind the vault doors near both spawns, there is a small room with a single banana peel.
- There is a cutout of a cow in each team's Warehouse.
- There is also a team-colored Engineer's toolbox found in each of the Scaffoldings.
Gallery
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