Difference between revisions of "Mannhattan"

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'''Mannhattan''' is a map, released in the [[Two Cities Update]]. It sees players in a metropolis area resembling {{w|Manhattan}}, defending the manufacturing arm of Mann Co's "Mhankö" line.
 
'''Mannhattan''' is a map, released in the [[Two Cities Update]]. It sees players in a metropolis area resembling {{w|Manhattan}}, defending the manufacturing arm of Mann Co's "Mhankö" line.
  
Unique to this map are its two gates, labelled Gate A and Gate B. Roughly half of the [[robots]] that spawn are "gatebots", identified by glowing yellow lights on their heads, which ignore the bomb and instead try to open the gates much like capturing [[control point]]s. If a gate is captured, all bombs currently in play will be sent back to spawn, and all non-giant robots will be [[stun]]ned for approximately twenty seconds. When this time expires, the robots will resume their assault and gain guaranteed [[critical hits]] for a short period of time. Note that unlike control points, the robots' capture progress cannot be blocked by standing on the point yourself, you must destroy every robot in the capture zone to prevent the capture.
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Unique to this map are its two gates, labelled Gate A and Gate B. Roughly half of the [[robots]] that spawn are "gatebots", identified by glowing yellow lights on their heads, which ignore the bomb and instead try to open the gates much like capturing [[control point]]s. If a gate is captured, all bombs currently in play will be sent back to spawn, and all non-giant robots will be [[stun]]ned for approximately twenty seconds. When this time expires, the robots will resume their assault and gain guaranteed [[critical hits]] for a short period of time. Note that unlike control points, the robots' capture progress cannot be blocked by the player alone, as they must destroy every robot in the capture zone to prevent it.
  
 
The capturing of a gate has three effects that will make the defenders' job more difficult: the robots' spawn will move up to the newly captured gate, captured gates cannot be closed or recaptured for the rest of the wave, and an additional bomb will be brought into play. This will force the defenders to split their forces accordingly, as players may have to defend against two or three bombs at once. In the event both gates are captured, the gatebots' lights will turn off, and they will join the rest of the horde in carrying the bombs.
 
The capturing of a gate has three effects that will make the defenders' job more difficult: the robots' spawn will move up to the newly captured gate, captured gates cannot be closed or recaptured for the rest of the wave, and an additional bomb will be brought into play. This will force the defenders to split their forces accordingly, as players may have to defend against two or three bombs at once. In the event both gates are captured, the gatebots' lights will turn off, and they will join the rest of the horde in carrying the bombs.

Revision as of 22:26, 27 November 2013

Mannhattan
Mannhattan.png
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Urban City
Setting: Daylight, Sunny
Map Photos
Loading screen photos.
Map Overview
Mannhattan overview.png
The first of our two cities, Mannhattan, takes our mercs all the way from the sun-blasted gravel pits of the Badlands to the urban sprawl of the East Coast, where they'll have to defend the manufacturing arm of Saxton Hale's boutique Mhankö line. Mannhattan's robot hordes can advance their own spawn points and introduce new bombs into the map for the first time, making for a unique new MvM experience.
Two Cities Update page

Mannhattan is a map, released in the Two Cities Update. It sees players in a metropolis area resembling Template:W, defending the manufacturing arm of Mann Co's "Mhankö" line.

Unique to this map are its two gates, labelled Gate A and Gate B. Roughly half of the robots that spawn are "gatebots", identified by glowing yellow lights on their heads, which ignore the bomb and instead try to open the gates much like capturing control points. If a gate is captured, all bombs currently in play will be sent back to spawn, and all non-giant robots will be stunned for approximately twenty seconds. When this time expires, the robots will resume their assault and gain guaranteed critical hits for a short period of time. Note that unlike control points, the robots' capture progress cannot be blocked by the player alone, as they must destroy every robot in the capture zone to prevent it.

The capturing of a gate has three effects that will make the defenders' job more difficult: the robots' spawn will move up to the newly captured gate, captured gates cannot be closed or recaptured for the rest of the wave, and an additional bomb will be brought into play. This will force the defenders to split their forces accordingly, as players may have to defend against two or three bombs at once. In the event both gates are captured, the gatebots' lights will turn off, and they will join the rest of the horde in carrying the bombs.

Trivia

  • The map's name is a play on Manhattan, a borough of New York City, known for its skyscrapers.

Bugs

  • If the gatebots capture a gate and a wave is beaten, all the robot spawn gates get locked, resulting in the robots not being able to get out of their spawn. This will result in the wave not being able to be beaten or lost. The only way out is to make a vote to change mission or restart the current mission. The robots will spawn at the gate the gatebots captured in the last wave, but the gate is closed, and they will just try to walk through the gate, which they can't.

Gallery