Team Fortress 2/ctf 2fort

2fort is a popular CTF map. Games of 2fort are very different to games on other maps. Medics are not absolutely needed, scouts are ineffective against demomen and so on.

Due to the map's layout, 2fort games often stalemate on public servers.

Strategies
Unlike Turbine or Well (CTF), bases in 2fort can be easily defended by a few people. Engineers have a variety of places to set up and the fastest way in and out of the intelligence room goes right past the defending team's spawn. As such, putting most of your players on offense is advisable.

Scout
Scouts are fairly limited in 2fort; it is a chokepoint heavy map that mostly takes place indoors and a single sentry can block all access to the intelligence. Unlike in more open maps, the scout is countered by nearly every class in the game on 2fort, so he's not an effective defender either. As such, scouts are best used in the first minutes of the game or as an opportunistic choice, if the enemy intelligence is on their battlements, for example, going scout until the intel is captured may be wise.

Scouts can also be quite a pest and hinderance. Due to their double jump ability, they can leap right from your battlements to the bridge to the enemy battlements and start killing enemy snipers. Not only does this cause general havok but it puts the other team on clear up duty as well as putting them on the defensive for a little while. Nothing more annoying than scouts manically running and jumping circles around you in 2fort. This in turn will also allow your team to set up some snipers on your battlement which should enable some dominance for a while.

Soldier
Soldiers are helpful to have around on 2fort. The narrow corridors give them an advantage against most classes and they can rocketjump up onto battlements either to harass enemies coming out of their base or just to make a direct run to the intel.

Although the cramped nature of the bases in 2fort give the soldier an advantage in combat, they also have a less helpful side effect: Soldiers will be hard pressed to avoid taking damage from their own rockets. If there are no medics around you will usually need to head to the sewers for health.

Pyro
Sentries tend to put a stop to a medicless pyro on offense, but on defense the large number of possible flanking routes make the pyro an incredible defender. If there is an enemy in your base, chances are you can flank them. A pyro constantly patrolling the base also makes life difficult for attacking spies, plus a good flame can kill a medic or force him to pop uber early. Pyros on defense are best complemented with an engi, giving the pyro a safe area to retreat to and giving the engy an effective filter against spies.

In this map, enemies will usually have ready access to water or a health kit, so your afterburn won't last long. Either make sure you kill them directly or block off the nearest source of extinguishment.

Demoman
The demoman is both a very effective attacker and defender on 2fort. If you position the demoman in above the hole in the floor on the spawn level of the fort and lay out some sticky bombs on either side of the entrances below you, the demoman can rack up insane kills. While your finger is on the detonate trigger, proceed to bounce normal grenades out onto the main killing ground outside - if anyone enters either entrance blast it and, if the charges are well placed, you should kill any and everyone in the area. Make sure the sticky bombs arent visible from the outside. This spot allows for a great degree of protection and is a great vantage point to exploit. If done correctly you can pretty much hold off the entire enemy force from gaining a foothold into your fort via that entrance. Get an engy to place a dispenser behind your defensive spot so that you can keep dishing out grenades without running dry.

On offense, you stand the best chance of taking out sentries without assistance using your stickies. If you are part of an offensive group, your medic will likely need to use his uber in the courtyard, leaving you to take out sentries in the intel room if there are any. If you manage to get the enemy intel outside, consider stickyjumping if you have enough health.

Heavy
On offense, the heavy is mostly useless without a medic. With a medic, the heavy stands the best chance of getting the intellligence out of a heavily guarded enemy base. Snipers tend to make venturing outside risky, so ideally you should stick to the sewers when attacking the enemy base. If you must go outside, try and stay under the bridge the avoid sniper fire from the battlements, but be careful as snipers staying downstairs can still hit you.

On defense, the heavy works best when used for ambushing. The minigun deals 600 damage per second point blank, so ideally you'll want to jump into the enemies face and mow them down. Spinning up in midair can help you with this. Even the best ambush will usually result in you taking a little damage, so you'll need to make frequent trips to the resupply cabinet.

Sniper
This map is an extreme sniper map. The two battlements are positioned relatively close together and are very vulnerable to sniper fire. There are a variety of ideal spots from which to snipe; the most common of which are located on the extreme left and right sides on the battlements. If you want to mix it up a bit you can also relocate to the bottom entrances below the battlements and snipe reasonably successfully as enemy snipers usually target the other battlement initially when they step out.

In order to be a dominant sniper on the map it pays to move around the battlement and position yourself so that you are only expose yourself to a limited angle of attack. A good example is to crouch and push yourself right next to one of the outside walls of the wooden shack on the battlement. This limits your exposed angle and allows you to only have to react to a smaller killing range as well as a small number of enemy snipers. If you attain dominance and the enemy snipers start to peel off into other classes then its time to start capping off any vulnerable enemys such as heavies and medics which will allow your team to push forward with their HWG/Med combo.