2fort

From TF2 Wiki

(Redirected from 2Fort)
Jump to: navigation, search
2fort

Basic Info
Map Type: CTF


Contents

General Description

Two mirror image forts oppose each other, separated by a Water-filled moat. A covered bridge spans the moat, and Sniper decks on each fort provide excellent positions from which to assault oncoming players.

There are three entrances into each fort, not all of which are available to all players. The primary entrance is the two openings on ground level. There are short ramps leading up to each entrance, and they converge under an open grate allowing defenders to shoot at attackers from above.

Introduction Video

Goal

In 2fort, you must capture the opposing team's Intelligence, and bring it back to the desk of your Intelligence room. By default, the first team to make 3 captures wins, but this can vary from server to server.

Note that, unlike other variants of Capture the Flag, you can make a capture without having the Intelligence in your base.

If you are killed while carrying the Intelligence, it will drop to the ground and stay there for a minute - the icon floating above the Intelligence indicates how much time is left before it is teleported back to the enemy Intelligence room. During that time, your team must touch it to take it again, and the enemy team will try to defend it on the spot. Each time the Intelligence is picked up and dropped, the one-minute timer is reset, so even if you get blown up immediately after touching it (say, by a Demoman's minefield), it is to your advantage to at least touch it and reset the timer.

Locations

Bridge

The bridge connecting the two forts. In the TF2 incarnation, the bridge is covered allowing Scouts to double-jump from the top of the one deck, run across the bridge roof, and onto the opposing deck. The roof also provides cover for advancing players, and generally moves the action on the 2forts map into the bases.

Commonly, Scouts will have no problem jumping onto the bridge, but will falter on the second jump to the opposing sniper deck, landing squat 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 second or two earlier is enough to remedy this problem.

Entrance

After crossing the bridge, there are two ground floor entrances into the base. The "Entrance" extends from those two doorways into the base a short distance. There is a stairway down into the sewer on the left. There is a small room leading to the ramp room on the right. And there is a hallway straight ahead that provides an alternate route to the ramp room.

Deck

The Sniper deck is on the front of the second floor of each base. It has a center "bunker" section. Scouts can double-jump from the bridge onto the opposing deck. Soldiers can Rocket jump onto the deck from the ground outside the base. Demomen can also Pipe jump onto the deck. In TF2, the Sniper deck is also referred to as the "Battlements," because of the signs posted around the second floor of the fort. Other names used in teamspeak are "Balcony" and "Sniper Ledge".

The Sewer

The tunnels leading from the Water up into the "Entrance" are referred to as "The Sewer". There is now a nice little room down there that makes an excellent place for a forward Teleporter exit.

Ramp Room

Once you pass through the entrance, the ramp room is on your right. It's the room with two ramps leading up the second floor. This is a prime defensive point, and Engineers often build Sentry guns here. It is also referred to as "The Courtyard" in teamspeak.

Upstairs

The large room on the second floor, adjacent to the main resupply room. The upstairs has an exit to the Sniper deck, the "Grate", the "Top of the Spiral," and the "Ramp Room". This room is heavily trafficked, but rarely occupied. This location is also commonly referred to as the "hay room" or "hayloft" (due to the large piles of hay on the floor), "upstairs lobby", or "top of spiral".

Grate

This is the small room with the grate floor right above the "Entrance." It has a square hole in the floor to allow defenders to shoot down, and talented Soldiers and Demomen to jump up.

Spiral

The spiral ramp that leads from the "Basement" up and out of the base. This is one of only two egress routes for a stolen Intelligence. Sometimes jokingly called the Handicap Accessible Ramp for it's lack of stairs.

Top of the Spiral

The small room at the top of the "Spiral."

L-Shaft

This room is a long ramp running from the back of the ramp room 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 2forts map. In teamspeak it is often called the "back stairs", "long stairs" or "straight stairs".

Basement

The space downstairs between the "Spiral" and the "L-Shaft" is the "Basement." It leads to the Intelligence room. There is a resupply point at the end nearest to the "L-Shaft.". There is a medkit and ammo kit in the middle of the basement - added in April 25 patch. This makes strategies like 'Demoman basement defense' partly obsolete and its overall harder to defend intel room now.

Intelligence Room

BLU intel room
BLU intel room

This is the room that contains the flag. Or, in the case of TF2, the Intelligence. It has two entrances from the "Basement." This is the primary defense point. Engineers live here.

Common Strategies

Initial rush

This will generally only work for your first grab of the Intel from the enemy base. Split your team up into two teams of Scouts. All of them jump onto the roof of the bridge and after half the team have gained the battlements the other team drop down and head for the ramp room,while the battlement team use the spiral stairs, everyone heads for the Intel and when its grabbed provided enough players are alive you protect the carrier by leading him back through the ramp room (to draw Sentry gun fire) and thus back to your base. By having a stream of players lined up the Intel if dropped is quickly regained and moved on. The whole point of this co ordinated Scout rush is to overwhelm the defense on two fronts at start up as generally only one can be adequately defended. If you get to the enemy Intel and find it unguarded and have spare Scouts leave one or even two behind for an immediate second capture.

Engineer stack the Intel room

This strategy is rather simple to execute and enforce to high efficiency. It comprises of an Engineer building a Sentry gun on top of or directly next to the Intel briefcase, and putting a Dispenser directly behind him. A Teleporter exit is usually placed in the room as well, for speedy access by team-mates. The Engineer will sit on the table behind his Sentry gun and simply wait for someone to enter the room. He will then begin shotgunning them repeatedly until he establishes that they are not a Spy. Once he is satisfied the new arrival is legitimate, he simply reloads his Shotgun.

Otherwise, if he notices that they are indeed a Spy, he will notify teammates and keep shooting until the Spy approaches to place a Sapper on his buildings. Once the Spy does so, he runs the risk of bumping into the enemy Intel and auto-dropping his Disguise as a result. This will result in his immediate death from the Sentry gun. If the Spy plays well and avoids the Intel, he still must enter a very narrow corridor of fire that the Engineer will be able to predict.

Ideal placement is to place the Dispenser to the side of the desk nearest the window but with space behind for the Engineer to stand. The Sentry gun can then be positioned to cover both entrances and as much of the room as possible. The Engineer can then sit in the hole with his back covered.

This tactic gets even more effective if a Pyro stays with the Engineer laying down cover to detect cloaked Spies while using the Dispenser to stay topped up. The Spy's best tactic is to get alongside the wall and sneak a Sapper onto the Sentry gun then Backstab the Engineer as he tries to disable the Sapper.

The Engineer could also consider placing Teleporters just round the corner to the two entrances to the intel room. Most Spies will be unable to resist Sapping these on their way into the room giving the Engineer advance warning of their approach even if cloaked.

Generally, the only consistent methods of defeating this setup are an Ubercharge from a destructive class. Two Spys one to sap the Sentry gun the other to take the Intelligence A Demomans Stickies for an instant kill if the Sentry gun placement is favorable, otherwise the Engineer will be able to repair his Sentry gun while being healed by his Dispenser until the attacking Demoman runs out of ammo or is killed. Two coordinated Demomen could probably deal enough damage quickly enough with Sticky bombs and grenade spray to dislodge the Engineer, as well. Also, a skilled Soldier may be able to hit the area with splash damage without being in range of the Sentry. This requires at least one or two crits to be effective. A Sniper can stand just out of range and take down the Engineer and then the Sentry gun in the corner, Snipers however are rarely used on offense.

Another good tip for this tactic, is to shoot your opponents and attempt to lure them into the Intelligence room and thus into your Sentry gun for annihilation.

Sniper Deck Harassment

As a Scout, if the "Upstairs" room is defended by a sentry, you can still do something for your team on the Sniper Deck at least. The trick is simple, jump up to their Sniper Deck, kill a sniper and retreat on the small ledge right in front of their Bunker (note: if the Deathcam is activated, they will know where you are if you retreat there too soon). Most players will assume you simply jumped down and retreated. When the sniper comes back, simply jump back to the deck and kill him again. Be mindful of enemy spies which can block your way back, or the other classes which can be a torn on your side (snipers that change classes too!). If your health gets low, it is time to retreat.

As a Soldier, you can harass them temporarily. Rocket jump from ground level to the left wall on the Sniper Deck. Snipers usually are too busy and oblivious to anything but their prey, so unload two rockets or so at their feet to kill them. Be aware that they might know you're there now and might change class accordingly. If you're precise enough, you can also jump on the ledge in front of the Bunker. The Soldier can handle most classes and free your team from pain on the bridge (you could also clear that sentry next to their spawns to give your Scout(s) a chance).

This ledge might save your life.
This ledge might save your life.

Demomen can do this too. They can jump using two sticky bombs from their Sniper Deck to land on the enemy's, or simply one from the ground level, though the low health doesn't make it possible to last as long. It's possible for them to land on other ledges though, such as the lamp attached on the Bunker, the edge of the roof near the left wall and also on a small invisible ledge over their bunker's front roof (requires to be crouched).

Forward base in the Water

An Engineer builds a Teleporter exit in the small room connecting the water tunnel to the stairway up into the entrance. This area can then be reinforced with a forward Dispenser (usually at the bottom of the stairs) and a Sentry gun.

This forward Teleporter allows newly-spawned players to quickly proceed deep into the enemy base without having to fight their way over the bridge.

The weakness to this strategy is that the forward base defenses are generally easily defeated by a small strike force dropping in from the bridge side on the tunnel. To help prevent this, have an Engineer place a Sentry in the Water outside of it; due to it being under water, it will be harder to attack. Also, reserving one or two people (typically Soldiers or Demomen) to defend the point will make it almost impossible to remove short of using an ÜberCharge.

Forward outpost in the front porch

Build in that doorway
Build in that doorway

Engineer builds a Dispenser and a Sentry gun in the right-side entrance of the enemy base. For maximum effect, there should be two Engineers there to keep the Sentry gun intact, and one or two Pyros to root out Spies who come to sabotage the operation. This surprisingly defensible position makes it difficult for enemy units to enter and exit their base. The common configuration is to place the Dispenser in the corner of the room, sandwiching the Engineers between it and the Sentry gun. However, this plan is rather quickly defeated by a single Demoman dropping 8 Sticky bombs onto the group via the ledge above the sentry gun. From there, he can drop the bombs with impunity, and detonate for complete destruction and kills. Thus, if you are going to attempt this strategy, it is best to ensure that you have good Sniper cover.

Engineer flanking

Most Engineers do not use this tactic as they generally sit back and try to repair their Sentry gun and would rather not use their Shotgun for anything other than Spy checking. Place your Sentry gun against the Intelligence, either on top of it, or in the corner against the glass. This way, when enemy Soldiers, Heavies, and Demomen come around the corner, they immediately get shot and back away. After the enemy has retreated and cannot see you, immediately go into the alternative corridor and flank the opponent. This also works well with a Medic and Medic buddy pair; flank the pair while they are concentrating on trying to take down your Sentry, kill the Medic and retreat back to your Sentry to repair it. This defeats everything short of an Ubercharged combo. The short corridors in the basement are perfect for trapping your opponents between your Sentry and your weapons fire.

Demoman basement defense

This is a setup that allows a lone Demoman to efficiently defend his basement against enemies.

The first Sticky bomb trap location
The first Sticky bomb trap location

First, place 3 Sticky bombs on the first left wall of the left Intel room corridor, near the entrance, as shown. These three bombs should not be seen by enemies coming from the spiral, but should be able to kill anyone that enters the corridor.

The second Sticky bomb trap location
The second Sticky bomb trap location

Next, place 3 Sticky bombs on the left wall of the right Intel room corridor, near the corner, as shown. As with the first bomb spot, they should be placed so they are not visible to enemy attackers until they turn the corner.

Finally, place the remaining 2 Sticky bombs near the Intelligence, in the middle of the basement, or around the corner of the "L-shaft" left exit. You are unlikely to actually use these, but their mere presence can make attackers hesitate before making their move, giving you more time to react. Since 3 Sticky bombs is enough to trap each corridor, these 2 remaining bombs are basically free-form, but remember that placing them too much forward might alert enemies to watch out for further traps.

From here, the basement defender can see enemies coming from both entrances
From here, the basement defender can see enemies coming from both entrances

When the sticky bombs have been placed, position yourself with your back to the basement resupply room, so you can see enemies coming from either of the basement entrances, and keep your Grenade launcher ready to use.

  • If an enemy comes from the Spiral to your right, he will see you far away in the back of the basement, and will probably try to run straight to the Intel room via the left corridor, without fighting you directly. This is exactly what you want: as soon as you see the enemy turn the corner, detonate the bombs and the enemy will die. If he wisens up and doesn't charge the Intel room, just keep him at bay with your Grenade launcher, but be sure to stay close to the resupply room and heal as needed. Stay defensive and you will wear him out.
  • If an enemy comes from the "L-Shaft" or straight staircase to your left, he will come face to face with you. Fight him off with your Grenade launcher, and if you are wounded, simply take a few steps backwards to heal in the resupply room. If the enemy tries to run straight for the Intel room, detonate your sticky bombs as soon as he turns the relevant corner.
  • If the basement is clean, and you hear a battle near you, prepare yourself for attackers coming from the left straight staircase. You are very close to the straight staircase, so consider surprising any left-attackers by intercepting them in that staircase with your Grenade launcher. Be careful, however, not to leave the right spiral entrance unattended for long.
  • If two attackers rush the Intel room, you kill one of them with your Sticky bombs and the other gets in the Intel room, hurry up and immediately trap the two corridor exits with new sticky bombs. Intel carriers will likely be very brash and try to run through them directly - that's your chance to detonate the trap and kill the enemy carrier before he gets away.

How to defeat the Demoman basement defense

There are three ways for attackers to defeat this setup:

  • Brute-force: Multiple attackers. One attacker sacrifices himself and walks near the Sticky bombs so the Demoman detonates them, and the remaining attackers can then proceed to the Intel room. This is a risky move, since the Demoman can trap the exits if he's fast enough.
  • Siege the Demoman: Kill the Demoman. Once the defending Demoman dies, all his Sticky bomb traps disappear harmlessly, giving you complete freedom to capture the Intelligence. Resist the temptation to run to the Intel room blindly if the enemy Demoman is still alive. The Demoman is most vulnerable from the "L-Shaft" straight staircase, since he will not see attackers as fast. A quick, decisive strike is needed to kill him before he retreats into the resupply room to heal.
  • Sneaky Sneaky Spy: A cloaked Spy can walk right past the Sticky bombs without being seen. Simply walk into the base, uncloak to the side that the Demoman isn't facing, and either Backstab him or shoot him repeatedly. It can be dangerous to get into melee range with the Demoman, because point blank grenades from his primary gun will do high damage to the Spy, as does his melee weapon. Choose your spot, strike fast, and strike hard. Any mistakes can be quickly fatal.

Defense

One problem that can occur on this map is that an enemy force can be established outside the main spawn - in particular, a Demoman with a Medic. The Demoman will then sticky trap the main spawn exit, making it impossible to exit. The solution to this is to select a different class; when this is done, the player respawns in a randomly chosen spawn room. There are two spawn rooms on 2fort, on the left and right sides on the Sniper deck. So if you are stuck in a spawn room by a sticky trap, simply change class until you respawn in the other spawn room.

Team Balance

The above advice should help you make an informed decision on what class to choose for this map however the things to consider are

  • Engineers to protect your intel and choke points into the base or establish forward bases deep in enemy territory.
  • There's a sniper deck for a reason. If you are a useless Sniper, rockets can keep opposing Snipers out of the way.
  • Demomen as an alternative to engineers and take out Sentry guns on offence
  • Medics-While there are plenty of supply rooms in your base, there are next to no health packs anywhere else, making a medic a valuable "Credit to team!"


See above for counters to specific set ups.


Official Maps
2FortBadlandsDustbowlGranaryGravelpitHydroWell (CP)Well (CTF)Gold Rush


Related Articles

Map terms

Personal tools