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2fort
File:Tf2 2fort.png
Developer Valve Software
Type Capture the Flag (CTF)

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 hindrance. 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. The demo may also try to take the intel solo by sticyjumping onto the second floor by way of the battlements or the hole in the ceiling near the 1st floor entrance, destroying any sentries on the second floor, going down the spiral staircase, destroying any sentries in the intel room, and then escaping with the intel the way you came(make sure you destroy any sentries made in the time you were taking the intel). This strategy is very risky, however, as encountering any enemy will likely result in the rest of the base going after you. If you are part of an offensive group, your medic will probably 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 intelligence 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.

Engineer

On offense, the engineer is only good at building bases in the enemy fort. If you can get a base in the enemies intel, you can provide your allies with easy access to the intel for a while. Th enemy team will likely storm down and destroy all of your buildings after a while, but this is still good for humiliation. An engineer can also build a base in the enemy sewers and provide a convenient teleport and an inconvenience to enemies who have fallen from the 1st floor. Alternatively, an engineer can build a sentry in the corner of the water for a surprise attack. Don't expect to last too long, though. A demo man can easily stickybomb your sentry from the first floor with no risk to him.

The engineer is best suited for defense in any map, and 2Fort is no exception. Placing a sentry in an area around the exit to the courtyard from the left spawn allows the sentry to cover every possible entrance to the intel. A sentry may also be placed nearly anywhere in the courtyard and near the front entrance. A sentry can be placed in several places in the intel room. In the corner not visible from the two hallways, directly on the intel, etc.

Medic

The Medic is critical for capping the intel if you aren't planning to go in unnoticed. The Medic has little other ways to help their team. If you are going for the intel, make sure you have an uber. If you are going in as a Heavy/Medic combo, you'll probably go in through the sewers, although it is easier and riskier to go in through the front door. Once you're in the enemy base, go for the courtyard. This is the place where you'll probably activate your uber, as this is where most sentry guns are. Once you've cleared the courtyard of sentries, go for the intel by way of the spiral or straight stairs. If you spot another sentry in the intel, make sure you recharge your uber before going in. Then get your heavy to pick up the intel. If he dies, you can pick up the intel and continue. Exit the enemy fort by way of the battlements or the first floor. It is possible to go in with a pyro or demo, but the heavy has the most health and is the most useful for storming the intel.

Sniper

Choose your sniping spot well. The battlements give good protection, but give you a narrow window to shoot someone's head before they reach the safety of the bridge. Your front door gives you a wide view of the bridge but makes you vulnerable to any class that slips by you. Lastly, you can snipe from the water. Enemy snipers will have a hard time hitting you, but you'll have an even narrower window to shoot people.

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.

Spy

2fort can be good for a spy in some situations, but once they catch on to you, a single pyro can patrol the base enough to keep it spy free. A popular strategy is to go in through the sewers, and there is a nice space between the stairwell from the sewers and the barrels where you can crouch to recharge your cloak, while staying unnoticed. Snipers can harass your team, so they are good and easy targets. Also, if you stay right against the enemy base's front, you can backstab anybody that exits the base before they can see you.