Turbine

From TF2 Wiki

Jump to: navigation, search

Turbine

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


Contents

General Description

CTF_Turbine is Capture the Flag map and was released with the Pyro Update as an official map. It and along with CP_Fastlane became the first community created maps to be chosen by Valve as an official TF2 map due to their ourstanding quality.

"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." [1]

Turbine is one of the two maps that set are entirely indoors, the other being CP_Junction.

Introduction Video

N/A


Goal

To win your team must capture the opposing team's Intelligence continuously until you reach the game's capture limit (default limit is 3) whilst preventing the enemy from achieving the same.

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

Intel room

Each base has an Intel or 'flag' room; it's a square room with railings covering the Intelligence. It features lots of space to build, a small medikit and and 4 entrances: From the ressuply stairs, drop down from the Vent system and 2 circular entrances from the hallway. None of them are "closed".

The Hallway

Hallway

There is a hallway to the intelligence room containing 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, 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 area will see a lot of traffic. It's between the two bases with 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, making traversing the central chamber easier with the cloak lasting 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 traveling 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 separating 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, with 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 they're 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.
  • One of the cest tactics for the close quarters Scout is to go trough your base's vents, double-jump to the middle of the enemy stair on the main room and then continue on the enemy vents. Doing so will avoid most of the medium range combat on the Turbine room.
  • Engieneers should place their defensive sentries in a direction that is constantly monitoring the drop out of the vent and both doors in the intel room. (a good place would be to the left of the stairs, facing the small medikit and aganist the wall.)
  • For a surprise on ambushing enemies, place a sentry on the stairs next to the "garage" door, facing towards the main room.




Personal tools

Bookmark and Share



eXTReMe Tracker