Egypt

From TF2 Wiki

Jump to: navigation, search

  "Is-is anyone even paying attention ta me?"
This article is a stub. As such, it is not complete.

You can help TF2 Wiki by expanding it.


Egypt

Basic Info
Map Type: Control Point
File Name: cp_egypt_final
Developer: Sean "Heyo" Cutino


Contents

General Description

A Dustbowl-style control point map, Egypt is visually striking, full of great combat spaces, and features some really interesting uses of vertical space. RED must defend the base's tomb full of gold against BLU. Classes with the ability to ascend rapidly (Soldiers, Demomen, and Scouts using the Force-A-Nature) have lots of options for traversing the arenas. In addition, the ruins provide Engineers with a large number of potential sentrygun locations. The dark and narrow hallways also provide Pyros and Spies an advantage. Egypt is one of the community maps chosen by Valve as honorary official maps due to their high quality.

Introduction Video

N/A


Goal

BLU must capture both points to complete a stage. RED attempts to defend the points, and wins if any of the points remain uncaptured when time runs out. The timer is extended if BLU captures any of the points.

Locations

Common Strategies

  • Defensively, Egypt is a great map, especially on the last control point. Engineers can set up sentries near the pillars of the spawn. This makes them slightly harder to see and grants them a bit of cover. Characters can bottleneck the attackers at the main entrance.
  • The other entrance to the last control point are the tunnels. Pyros, on both sides, can easily ambush players. There is a direct entrance to the final control point and a longer route with some cover. Attacking engineers can also set up a teleporter and dispenser in the tunnels for a good shortcut.
  • The first control point is on a raised platform with ramps leading up to it, almost directly outside the Blu spawn. On the platform is another smaller platform running along the side towards the spawns. This prevents soldiers from rocket jumping up straight out of the spawn. It is a good vantage point for a sentry but because of its proximity to the spawns, they will be taken out quickly. Better to build it on level with the point and use the platform as a shield. This will also make life difficult for attackers coming up the ramps. This usually falls into BLU's hands quickly, as Red have such a long way to go to defend. Engies also prefer to hang back and set up bases around the second CP.
  • The first control point has a lot of open areas which snipers love. Both sides can easily take out the other team with a head shot, so make sure to keep moving.
  • The second CP is on the opposite side of the map, right outside the Red Spawn. It has a flight of stairs leading from the slightly more open area in the middle of the map, under and arch and into the CP, with an almost identical twin on the opposite side. The control point is within spitting distance of these steps. Unfortunately, the Snipers and sentry guns will no doubt have seen you by now, so an all-out bum rush is out of the question. There is also a tunnel on the right hand side of the area, which spies and Pyros are adept at sneaking through. However, a good team will have an engineer who covers this with a sentry gun as well, more or less blocking that route for anyone not ubercharged. However, the tunnel continues past the CP, then turns a corner so you're behind it. If the sentries have been taken out, any spy worth his salt will be able to solocap, hopefully with a Heavy-Medic combo watching his back. If you plan ahead and communicate with your team, CP_Egypt is not as impregnable as you thought.
  • If you're a Spy on the attacking team, remember that you are the only person (Or one of the only people) who can sneak behind enemy lines successfully. It is CRITICAL that you take down the enemy sentries, as there's always one or two. Be prepared to make a few runs at this, because Engies are incredibly paranoid about their buildings. If you're defending, just do what you normally do, take out as many Blu team members as you can.
  • As a Heavy, you're not much use when attacking the Second Cp, unless you're ubered. Snipers love a slow moving target, and they'll probably get you as you waltz up the steps at five miles a fortnight. Sneaking around the tunnel is a potentially crippling tactic, although a medic is vital. Almost every single person on the other team will be focusing on stopping the main body of attackers flooding in under the arch. You could sneak around to the complete back of the map, but the Snipers will probably notice you and kill you before you do any major damage. Instead, try the close entrance almost exactly outside the CP. This draws Fire from your vulnerable teammates at the arch, while you have eight seconds of invulnerability to do some serious damage. However, a defending Heavy can usually devastate the attacking forces coming down the steps, where the snipers can't see you
  • Scouts aren't much use when attacking the second CP, due to their low health and lack of special abilities. The good news is, the snipers mightn't hit you. The bad news is, the Sentries almost certainly will. HOWEVER, do be prepared to charge the CP if someone has managed to take down the sentries, you could potentially win the game for your team. Defending, they can be slightly more useful, especially for pushing back the enemy lines if they're weak.
  • Demomen are what the defending Engies fear the most, as you can potentially destroy their sentries while keeping out of range. However, and experienced Engie will have built his sentry somewhere a: out of range, or b: hiding around a corner. This makes your job difficult, but not impossible. Try to charge them if another teammate has them distracted somewhere else. And of course, NEVER stand still, or the snipers will pop your head. Defending Engineers can fire grenades and stickybombs between the arch and the steps, and you might get in a lucky shot from where the snipers can't see you. And of course, lay stickys around the arch and on the control point, just in case a surprise comes along.
  • Soldiers are like Demomen, but less of a threat in the engies eyes, because if you can see them, the sentry can see you. Engies can also hide behind their sentries and whack away at them, stopping you doing any lasting damage while they whale on you. Sneaking around from behind can be a useful tactic, but after a few seconds, you'll have red team members swarming you. Defending Soldiers can usually sneak through the tunnels and ambush the enemy from behind, but they usually see you coming.
  • Engineers are inarguably the most important defensive class. They provide Sentries and dispensers, and teleporters...but you probably won't need the teleporters for long. Remember: The Second control point is far better in the long term than the first. Setting up sentries and dispensers is harder on the later stages, but on the first stage it's a piece of cake to get a base up and running. Remember to not hide behind your sentry constantly, as a good demoman will eventually get a few grenades into your nest...bad news for you. Roaming around your sentry is advised, but not to a huge extent. Just keep your buildings up and running, and you should have a good starting point of a real good defense...before the spies and ubers come for you. As an attacking Engie, teleporters will have your team thanking you every three seconds. Teleporters are great because Egypt has three huge stages, with the second being slightly smaller. Entrances should be placed right outside the spawn (this should be obvious) and exits should can be built in any of the various nooks and crannys around the map. Sentries and dispensers help fortify this forward base, but sentries are only really and good for stopping the Enemy pushing you back. IMPORTANT! Do NOT build your base on the platform right in front of the pillars. Snipers will be able to take out your sentry in a few shots, and you do NOT want that happening. Teammates will continuously charge back to your dispenser, but by that point it's usually too late. Just remember to keep whacking that sentry, and watch out for Spies!
  • While Snipers are good for assisting with the first capture, they wear out their welcome when it comes to the second CP. There is a ramp surrounding the pillars outside the second CP, which Snipers can use to fight back...but that's only good for shooting other snipers, as the steps obscure the main view of the area. Sneaking the whole way back through the tunnels is a good idea, mainly because you can hide. Not much good for anything else really. HOWEVER, DEFENDING Snipers can be the bane of the other teams existence, mainly because right outside the spawn, there is a flight of stairs, and right at the top is an ideal sniper post. Remember, even a fully charged body shot will kill a scout, and do serious damage to some of the other classes. But watch out for opposing Snipers, they usually make it their business to take you out.
  • Spies and Medics are Gods when attacking the scond CP. Without Ubercharges or Spies, Red could arguably make the last control point impregnable.
  • The two control points are far apart so teleporters go a long way in this map, as well as a well placed dispenser.
  • The map contains shortcut spawns for the red team in some stages of the map. When the Blu team successfully captures the first point anyone left in the spawn has a split second to get out before the doors close and the ceiling crushes them to death.

Trivia

  • If you pay attention to the textures in Egypt,you will see that some of the hieroglyphics are actually TF2 related icons.

External links





Personal tools

Bookmark and Share



eXTReMe Tracker