Pipeline

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America's pipelines are a stirring beacon of hope. Let no man befoul their majesty with calumny or bombs.
Abraham Lincoln


Pipeline

Basic Info
Map Type: Payload Race
File Name: plr_pipeline


Contents

General Description

Pipeline consists of three rounds. The first two have a one minute setup time, and have both bombs going alternate directions - starting at one team's spawn, and moving to the other's. The third has no setup time, and has both bombs going the same direction to the same goal - whoever wins the final round, regardless of whoever won the prior two, gets the point for the match. Winning an earlier round gives you an advantage in the rounds thereafter - your bomb will start farther forward than the opposing team's. This bonus does stack; winning both rounds will put your bomb much farther forward in the final round, whereas winning one and losing the other puts both teams on even footing. Despite this advantage, though, it's still very possible for the losing team to win the final round, and thus the match as a whole.

Unlike in normal Payload, the bombs in Pipeline will NOT slowly inch backwards if they haven't been touched in a long time. They do, however, go downhill very promptly and quickly, if the team whose bomb it is abandons it on a sharp incline, negating any progress done on that hill. For the first two rounds, the only such incline is at the very end of the round, next to both teams' capture points. The third round, however, has two very long inclines that constitute the majority of the stage, with flat ground in the center and top.

There's no timer to any of the rounds; the objective is solely to get your bomb to the goal before the enemy does. Thus, if you're having trouble getting your bomb up and need a bit more time, finding a way to stall their bomb will typically net you the time you need.

Both of the earlier two rounds have a small side path towards the center which will not take you particularly far (literally just around the point where the paths cross), but have full health and ammo pickups; keep that in mind if you're running low on either.

Introduction Video

N/A


Goal

Get your payload to the other team's base before they get theirs to yours.

Locations

Common Strategies

  • Due to the first and second round's long hallway or tight, roundabout corridor layout, the map has a reputation for players favoring snipers or spies, who can use the long horizontal distances and twisting hallways for their benefit. The action on the map is also very chaotic, allowing for effective disguising and backstabbing at either team's spawn points. This is an unfortunate byproduct of the map layout, as neither snipers or spies can effectively achieve the map objective. Snipers are too far away from the cart, and spies would need to de-cloak or not use their disguise, defeating the purpose of either class. Unlike other payload maps, Scouts are not terribly successful on Pipeline, as their low health and close quarters contact with stronger opposing classes such as Pyros or Heavies makes them ineffective at harassment or defense. More experienced Scouts can find success using the Sandman or Force-of-Nature on defense.
  • There are only a few choke points on either Round 1 or 2, which can be built up quickly by engineers, creating long standoffs. Good Kritzkrieg Medic/Demoman or Soldier pairs can effectively clear out these choke points, if they are backed up by Heavy/Pyro support.
  • Quick, effective spawncamping on all rounds will prevent the opposing team from creating effective momentum, as on Rounds 1 & 3, the opposing spawns are very close to one another. Sniper spam or Spy rushes create a lot of kills, but not much cart movement, resulting in long stalemates. A healthy balance of offensive Demomen and Soldiers, with Pyro defense on the cart, will create a victory on this map. Engineers are required to be both offensive and defensive, as the map moves quickly in either direction.
  • Moving in a wave formation, with Demomen and Soldiers up front to clear sentries, with several good Snipers behind to harass enemy Snipers and prevent headshots, all moving the cart forward, can be a formidable offense.
  • During Round 1 and Round 2, a group of 3 or more scouts, along with other classes, can be used to push the cart at a maximum velocity. Scouts switch to another class as soon as they get killed. This is an effective offense, coupled with backup.

Trivia

  • This is the first Official Payload Race map in Team Fortress 2.
  • Pipeline was first seen in the background for the Bonk! page of the Scout Update page. It shows the third part of Pipeline, but in the traditional desert theme instead of the nighttime industial style Pipeline has today.
  • The soundscapes for this map bear the name "Chariots"; this may have been an earlier name for the stage.




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