From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
Line 38: Line 38:


====[[Team Fortress 2/Medic|Medic]]====
====[[Team Fortress 2/Medic|Medic]]====
{{sect-stub}}
Like on any other map, your job is to heal teammates and build Ubercharge. The Medi Gun has the best Uber for this map, as you're very likely to encounter lots of sentries. The Ubercharge is vital for breaking down the defenses in the intel room and allow your Scouts to take the intelligence. Coordinate with a Spy and have him sap and distract sentries while you and your Uber target comes in to take down the rest. Other uses for an Uber is to push the enemy team back into their base, so that your team can take the main room.


====[[Team Fortress 2/Sniper|Sniper]]====
====[[Team Fortress 2/Sniper|Sniper]]====

Revision as of 05:41, 7 November 2011

stub
stub

This page is a stub. Please help us by expanding it.

Turbine
Developer Bill Johnston
Type Capture the Flag (CTF)

Turbine is a CTF map that is set indoors. Despite this, compared to ctf_2fort or ctf_well, Turbine is fairly open, with lots of room for scouts and rocketjumpers to move freely.

Turbine is one of 3 community maps released officially by Valve.

Strategies

Most of the action happens in the main room, as anyone hoping to enter the enemy base must pass through here. The room itself contains 3 turbines and 2 crates as well as two "caves" which contain medium health packs. The importance of this area makes it vital for your team to gain control over it. Taking the main room makes it harder for the enemy to attack and let's your own team pressure them repeatedly.

There are 3 entrances to each team's base, the sliding door, the walkway and the vents. The door is the closest exit from the spawn room. The corridor it leads to contains one of the entrances into the vents and a stairway to the intel. The walkway is the main entrance for enemies trying to steal the intel. It has a couple of bends as well as an alcove which can only be reached by special jumps. After that, it leads directly to the intel room through two entrances. The vents can be accessed from the main room through the battlements. It leads to the corridor outside the spawn room and the intel room.

Scout

As a scout on turbine, your main job is to capture the intel. The easiest routes are through the back vents or running straight through the corridor. At the beginning of the match, try to rush the intel before a sentry gets set up and avoid or take care of enemies coming the other way. If you are unable to reach the intel because of multiple sentries or pyros, you can still be credit to your team. In the large open space, your speed and double jump allows you to easily pop over a crate and ambush a medic or different enemy. Also, with the sandman, it is almost impossible to lose a one-on-one in the vents. Try to coordinate your drop to the intel with your team to make sure all sentries are down.

Soldier

This section is a stub. Help us expand it, and you get a cookie.

Pyro

This section is a stub. Help us expand it, and you get a cookie.

Demoman

Demo's job is simple, cover the entrances to the turbine field and charge the intel and sentry guns. It is possible to sticky jump from your battlements to the opposite ones.

Heavy

This section is a stub. Help us expand it, and you get a cookie.

Engineer

Like on any other CTF map, your main task is to have a sentry protecting the intel. Have one set up as soon as possible and have your Shotgun out because enemy Scouts will likely rush in at the start of the match. Anywhere in the intel room is good, but the best location covers the three entrances, the open corridor, the staircase and the vents, while being protected from enemy Soldiers and Demoman coming from the corridor.

If your team manages to push and hold the enemy back into their base long enough, set up a forward base on the enemy side of the main room. A couple of sentries on the floor and on the crates at the enemy side can cripple their offense and let your team apply constant pressure. As long as you can maintain a sentry there, your team will almost always win at the end.

Medic

Like on any other map, your job is to heal teammates and build Ubercharge. The Medi Gun has the best Uber for this map, as you're very likely to encounter lots of sentries. The Ubercharge is vital for breaking down the defenses in the intel room and allow your Scouts to take the intelligence. Coordinate with a Spy and have him sap and distract sentries while you and your Uber target comes in to take down the rest. Other uses for an Uber is to push the enemy team back into their base, so that your team can take the main room.

Sniper

The sniper is a dangerous job, but can at least supress some enemy advancements.

Most snipers find their way to the upper balcony in front of their base, and normally cover one or two approaches at once; in theory, they can detect enemies from all three positions. A sniper on the balcony will also distract enemy snipers as well, since they feel that snipers in those locations tend to be dangerous.

An alternate sniping location is in the access corridor to your intelligence. This allows you to cover the metal door to the enemy base, but is also vulnerable to attackers that approach from the side.

Spy

This strategy for the spy requires you to have a knowledge of the map. With this map being symmetrical, the spy's job is the same for both teams. Your main job is the same as ever: sap, capture and backstab.

If the middle area is not held firmly by one team, chances are that enemy engineers will be setting up in two main places: the intel room (often directly below the vent shaft) and the raised platform just outside the intel room. Your best tactic for entry is to disguise (preferably as an engineer) and go through the enemy's vent. While this is the safest aspect in one way (as it is almost impossible to cloak the whole way through to the intel room via either of the other 2 ways) it does have a nasty habit of resulting in you being burned or exploded, as if you meet someone in the vents they will fire first and ask questions later.

The really ambitious way, and possibly the safest if planned correctly, is to cloak outside of the opposing opening door in the middle ground, and enter the enemy's vent by the passage outside of their spawn, as you will rarely find people going towards you, and so you should be able to nip off to the right after entering the vent and to the intel room. Wait there to recharge your cloak, and then drop cloaked. Try to dispatch the sentry(s), but if there are two or more in the intel room, or a spy-checking pyro, you will have to co-ordinate your attack with another spy or an übered heavy/demoman/pyro. If you drop down first, and then uncloak (still disguised) as they come down, there will be far too much confusion for the engineer to notice you. You may even be able to get the intel back to your base…not going back up to the enemy spawn with the intel, obviously. With a bit of luck, and a bit of skill, you may be able to win this one, and be praised!