Turbine
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General Description
A medium sized CTF map with a large room between bases.
Developer
Lobster
Goal
To capture the enemy's intelligence.
Locations
Overview
Flag room
Each base has a flag room, its a square room with railings covering the intelligence.
Hallway
There is a hallway to the intelligence room, with 2 bends, a structure Scouts can double jump to, and Engineers can get teleporters up to.
Resuply
Resupply has a hallway either to the intelligence room, vents, or to the large turbine room.
Vents
There are small vents that people can go through from the respawn area or large turbine room. The vents also lead to a hole to drop into the intelligence room.
Large turbine room
This is where there is a lot of traffic. Its between the two bases, and has 2 containers in the middle. There are also stairs leading to both bases vent exits.
Common Strategies
This map doesn't have many specific strategies. You can scout rush, use engineers to put sentries in choke points, or use pyros to ambush.
- For spies it is easy to cloak right before the steal doors of the base open, this will make traversing the central chamber easier and the cloak will last long enough to either get into the vents or close to the intelligence room.
- Traversing through the vents allows spies to pop out and back stab any enemies running down the stairs.
- In the hallway to the intel, engineers should dispenser jump onto the platform and build a strong defense there as most players will assault from that direction, due to the fact that they will not have to travel past the enemy spawn point.
- Pyros should spy check near the vents and the hallway to the intelligence room.
Additional Links
