Team Fortress 2/ctf turbine
This page is a stub. Help us , and you get a cookie.
|Type||Capture the Flag (CTF)|
Turbine is one of 3 community maps released officially by Valve.
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.
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 there are sentries already set up defending the enemy intel, try to coordinate your drop to the intel room with your team to make sure all sentries are down.
If you are unable to reach the intel because of multiple sentries or pyros and your team will not cooperate, you can still be credit to your team. If the middle room is free of sentries, your speed and double jump will allow you to easily pop over a crate and ambush a medic or different enemy. Aim to move around a lot and take advantage of your unique movement abilities, by dashing up the stairs and dropping on the other team's forces leaving their base, fleeing before they notice. Importantly, do not aim to kill on the first go-around; instead, run off to a medikit and let the enemies lose track of you before you swoop around again and finish the job. As always, if they have a medic, this will take more tries, prioritizing the medic as your target.
Avoid the vents unless you are making a quick ambush from behind or you have the Sandman, or else you will be overpowered. With the Sandman, try to stun your enemies with the ball, run in for a shot with your primary or maybe two, and back off, until they either chase you back to the corner, or retreat to their medilocker. If they advance, it's a judgement call. Some enemies will be able to kill you from around the corner, while others will not. If they do retreat (if they're a scout, you won't be able to catch up, let it go), you must react fast to get the kill before their allies finish you. Just use your primary and aim to kill them somewhere between the exit of the vent and their spawn room.
Turbine is a great map for a decent Soldier. The wide open middle room allows you to rocket jump with ease, jumping up to the catwalks often too quick for the other team to react. However, there is a block in the middle that prevents you from jumping directly from one to another.
The vents provide good cover from one side if you stay near the corners and splash damage will make it hard for enemies to advance on you. However, it can be easy to approach from behind, so make sure you have teammates behind you, or plan to retreat quickly, or else a scout or demo can quickly arrive and flank you.
It can be much easier to take out sentries on this map than on other CTF maps, such as 2fort and Doublecross, since there are few good spots for them on this map. Still, arrange for a pocket medic to follow you or bring a Direct Hit to make sure you're successful. Utilize cover carefully and you should be equipped to take down any building relatively easily.
Generally, avoid the enemy's spawn area if you are alone unless you really know what you're doing, as you don't do quite enough damage to instakill most classes, and they will quickly take notice to the explosions. Your slow reload will quickly pile up enemies, and retreating from the area is difficult. If you find yourself here, however, try to head out through the vents, as it will confine the oncoming enemies to a straight line which you can easily exploit with your high damage launcher. If you're being tailed by a pyro, god help you.
That being said, with a few allies at hand, you can spawn camp very well, as you will provide a large source of damage. Again, pack a medic, and perhaps a heavy or pyro.
Pyro's are one of the best and most-kill classes on Turbine. While they are good at offense, however, don't forget that a pyro in the intel corridor or even patrolling the vents will get just as many kills. Occasional spy sweeps through the corridor or just quick checks down the vents are essential. There will 95% of the time be at least one engineer on your team, and high chances of two or three. All these buildings are for spy's to be a kid in a candy shop, and you need to stop them.
Some of the nice ways to spy-check this map are to aim for the corners. You'll catch new spies there, but some puffs of fire around the sides (and behind you. Always check behind you) might reveal one of those invisible pests as well. A nice timer is to do it after two kills (if you like to play offense) or every minute or so. You can, obviously, just be a constant patrol, but if you want more kill points this probably isn't the way to go.
Offense: The vents. Especially the corners. You can catch almost every class in there with fire. The scout may be able to avoid most of your blast, and the medics might evade you just enough to get to resupply, but all others will literally be toast in there. Just make sure if their team has lots-a snipers, watch out for the Huntsman. You'll easily get taken out in the head there.
Another nice place to go for offense is the catwalks. Like engineers, snipers are almost a guarantee on this map. Very few snipers will be able to head-shot you if you're panicking them by running towards them, cornered into the wall. Most will aim off. Just be careful after you get a few kills. People get angry, and most change classes once they get angry. (e.g. heavy, soldier, pyro-killers)
Lastly, if your team likes to do organized assaults, you are a priceless member to have along in groups going for the intelligence. The corridors are relatively large, but very few will manage to stay out of range of your flamethrower. Worst comes to worst, pull out a flare gun or a shot gun and you'll get a few assists to the heavy you should have along!
If you're going offensive, you can use horizontal sticky jumps to quickly reach the other end of the main room. Lay stickies around the enemy's sliding gate exit to block their quickest way to your intel. They can't see it or destroy it from their and is forced to use the other entrances. When going for the intel, go through the open corridor and have a Medic coming wih you if possible. Use your projectiles to fire around corners and check for sentries or ambushers hiding around the corner by looking through the window there. You can do a quick stickyjump onto the alcove to gain a height advantage, grabbing the medium health pack if you don't have a Medic with you. Fire a couple of stickies onto the edges and floors of the two entrances, as Engineers will likely have sentries there to surprise attackers.
If on defense, take the spawn exit closest to the intel room and do a single lateral sticky jump to get to the intel room quickly, healing up after getting there. Lay a sticky carpet on the corridor leading to the main room, since that will be the main entrance attackers use. Sticky jump onto the alcove for some extra height. You can also stay in the intel room, setting up stickies around the two entrances or the drop down from the vents. This is best done with the Scottish Resistance to cover up all the entrances.
Avoid the vents in general, no matter attacking or defending. Your movement is limited in there and you are very susceptible to close-range encounters, which is your major weakness. Having stickies in there isn't recommended either, since you don't always have a good view of them and staying in the vents will risk blowing yourself up.
As a Heavy, making your way from you base to the enemy's will be a difficult task, as the wide open stage let's enemies flank you from a safe distance. Make full use of the cover in this room and have a Medic pocket you if possible. Use your Minigun to shred anyone who gets too close. Once you're at the enemy's side of the room, your role is pretty simple. Take down as many enemies as possible to weaken their defense. The nature of the vents in particular let's you instantly tear through any enemy you meet, especially with a Medic. Having an Ubered Heavy drop into the intel room can really take your enemies by surprise, and let you take out their defenses while your teammates steal the intel.
If attacking the intel isn't your thing, you can stay by the intel room and defend. You're pretty much a mobile sentry gun, which is good news because the many entrances to the intel room makes it difficult to defend with sentries without taking away too many of your team's manpower.
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.
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.
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.
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!