Turbine
From TF2 Wiki
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| Turbine | |
|---|---|
| | |
| Basic Info | |
| Map Type: | Capture the Flag |
Contents |
General Description
A CTF map inside a large industrial compound. It's clean and straightforward, making it easy to learn, but its well balanced layout ensures there are still a wide variety of strategic choices for teams to make, and for individual classes to shine. Competitive teams and players have already popularized this one.
Turbine is one of the community maps chosen by Valve as honorary official maps due to their high quality.
Introduction Video
{{{VIDEO}}}
Goal
To capture the enemy's intelligence.
Locations
Overview
Flag room
Each base has a flag room; it's 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.
Resupply
The resupply/respawn room is in the bend of a rear hallway. One direction leads down some steps to the intelligence room, the while the other direction leads to vent access and then a stairway down to the center turbine room. This entrance has a sliding "garage"-style door.
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. It's 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 steel 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 get up 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. You can reach the platform either with a dispenser jump, or by jumping and placing a teleporter exit.
- Pyros should spy check near the vents and the hallway to the intelligence room.
- Scouts should temporarily switch to the bat when travelling through either team's vent because of the constricted nature of the vents. Players will have little room to avoid a series of melee attacks without dying. The bat can also be used for spy checking disguised spies in this area.
- A good sentry spot in the intel room is to the left of the intel, facing the wall that separates the two doorways into the hall that leads to the turbine room. The sentry cannot be hit or seen with the correct placement, but it will still cover most of the room, and stop most who drop down from vents.
- Engineers will do best working in teams on this map, as there are no sentry spots that do not have some disadvantage to them. When playing Engineer on Turbine, always mind your fellow Engineers and lend them a hand if you can, especially with sentry setup. Demomen and Engineers can often work wonders together, Engineers setting up in the intel room and Demomen clearing out the vents and the hallway of any intruders.
- A good place for a teleport exit if you are active in the intel room is near the vent exit that drops into the intel room. This will alert you to any enemies who are coming through the vent, as most cannot resist taking down the teleporter exit. The exit can be of use to teammates, as well, as it can be used to help them clear out the vents or go through the hallway to the intel room.
- If your team manages to push the other team back to their spawn or intel room, Engineers can jump onto the containers in the main hall and build sentries there. One on each container is (without ubers) a nearly unbreakable defense.
- Engineers should build dispensers and teleporter exits at the own-team-faced side of the containers to provide quick movement and fast reloading/healing.
| Official Maps | ||||
|---|---|---|---|---|
| Arena | Capture the Flag | Control Point | Territorial Control | Payload |
| Badlands • Granary • Lumberyard • Ravine • Well | 2fort • Turbine • Well | Badlands • Dustbowl • Fastlane • Granary • Gravelpit • Steel • Well | Hydro | Badwater Basin • Gold Rush |
