Turbine

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Turbine

Basic Info
Map Type: Capture the Flag
File Name: ctf_turbine
Developer: Bill Johnston


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. The map is one of the two maps that are entirely indoors, the other being Junction. Turbine is one of the community maps chosen by Valve as honorary official maps due to their high quality.

Introduction Video

N/A


Goal

In Turbine, as with other Capture The Flag-style maps such as 2fort, you must capture the opposing team's Intelligence, and bring it back to the desk of your Intelligence room. (Your Intelligence need not be present for the Capture to count)

By default, the first team to make 3 captures wins, but this can vary from server to server. The March 19, 2009 Patch now allows administrators to set win conditions of more than three captures.

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 (Note that they cannot move or reset the intel themselves). 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

Overview

The map overview of Red's base (Blu base is mirrored) showing the various routes to the Intelligence, including the vents
Red's intelligence room

Flag room

Each base has a flag room; it's a square room with railings covering the intelligence.

The Hallway

Hallway

There is a hallway to the intelligence room, that contains 2 bends and a raised platform that Scouts can double jump to, and Engineers can deploy their teleporters up to.

Resupply

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.

The Vent system

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.

Turbine 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.
  • If you find that the enemy is abusing your vents, the following is a good defensive strategy for the engineer. It also has the added benefit of protecting your spawn area from the turbine room entrance. First, build a sentry in the cubby hole near the top of the stairs leading from your spawn to the turbine room and facing the spawn's entrance to your vents. Then, place your dispenser in the vents just inside the long corridor leading to the intel room. It should be built just far enough in that any opponent turning the bend from the turbine room won't notice it blocking their path until their in your sentry's range, but not too far in to allow the enemy shelter from the sentry. The dispenser will act as an obstacle long enough for a non-ubered opponent to get killed by your sentry, and will prevent scouts (either with or without soda) from avoiding your sentry by quickly ducking from one corridor to the next. This has the added benefit that, if your sentry gets sapped/destroyed, they still have to kill your dispenser to use that corridor, giving your team early warning.


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