Difference between revisions of "Community Process strategy"

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{{stub}}
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{{community strategy stub|Expand the "General Strategy" section to cover map locations in more detail. Potentially look at the class-specific strategies as well.}}
{{hatnote|This article is for the map [[Process]].}}
 
  
 
{{Map infobox
 
{{Map infobox
| game-type=Control Point
+
  | map-strategy              = yes
| file-name=cp_process_final
+
  | map-status                = community
| map-image= Cp_process_middle_point.jpeg
+
  | map-name                  = Process
| developer=[http://forums.tf2maps.net/member.php?u=2208 Ian "ScorpioUprising" Cuslidge]
+
  | map-game-type             = Control Point
| map-environment = Alpine
+
  | map-file-name             = cp_process_final
| map-setting = Daylight, sunny
+
  | map-image                 = Cp_process_middle_point.png
| map-deep-water= No
+
  | map-released              = {{Patch name|7|10|2013}}
| map-pyrovision= Unknown
+
  | map-released-major        = Summer Event 2013
| map-health-pickups-small = 5
+
  | map-environment           = Alpine
| map-health-pickups-medium = 10
+
  | map-setting               = Daylight, sunny
| map-ammo-pickups-small = 12
+
  | map-stamp-link            = https://steamcommunity.com/stats/TF2/leaderboards/175684
| map-ammo-pickups-medium = 8
+
  | map-has-deep-water       = no
 +
  | map-has-pyrovision       = no
 +
  | map-pickups-health-small = 7
 +
  | map-pickups-health-medium = 8
 +
  | map-pickups-ammo-small   = 12
 +
  | map-pickups-ammo-medium   = 8
 +
  | map-has-bots              = yes
 
}}
 
}}
  
 
This article is about '''Community Process strategy'''.
 
This article is about '''Community Process strategy'''.
  
== General (All Classes) ==
+
'''Note''': It is recommended to read the main [[Process]] article first to become familiar with the names of key map locations used in this article.
*This map has an open sky, so be careful of enemy Demomen [[Jumping#Basic_sticky_jump|sticky jumping]] or enemy Soldiers [[Jumping#Basic_rocket_jump|rocket jumping]] in from above. <!---Note: I don't know how else to describe the fact that there aren't any roofs/ceilings other than with "open sky". Open to changes--->
+
 
*There are many [[Ambushing|flank]] routes on this map, so keep an eye out on all sides rather than just one.
+
{{TOC limit|3}}
 +
 
 +
== General strategy ==
 +
* The fact that most areas in the map are very open makes Demomen and Soldiers very prone to [[Jumping#Basic sticky jump|sticky jump]] and [[Jumping#Basic rocket jump|rocket jump]] in from the above.
 +
* There are many [[Ambushing|flank]] routes on this map, so keep an eye out on all sides rather than just one.
 +
* Gaining control over the shipping containers on the middle is a key factor to capture the middle point, since it gives a massive [[High ground advantage|height advantage]] over the enemies.
 +
** By [[crouch-jumping]] onto the smaller rock on the right side, every class can get themselves on top of containers, however, the ones who can take advantage of it the most are Scout, Soldier and Demoman.
  
 
== Class-specific strategy ==
 
== Class-specific strategy ==
 
=== {{class link|Scout}} ===
 
=== {{class link|Scout}} ===
*Make use of the open area and differences in elevation to dodge enemy fire.
+
* Make use of the open area and differences in elevation to dodge enemy fire.
 +
 
 +
* Scout can quickly double-jump from the chokepoint onto the rock in the middle point area and from there onto the containers. This is a very good position to deny enemy soldiers from rocket jumping onto your Medic, especially on a [[Mid fight (competitive)]]
 +
 
 +
* You can double-jump onto the boiler in the lobby area of the last control point to hide and wait for the right moment to back-cap the point.
 +
 
 +
* Openness of the areas makes pistols generally more viable choices, as they provide Scout with the ability to reliably hit enemies and buildings from safe distance, although the [[Flying Guillotine]] combined with the [[Sandman]]’s stun ability might also prove to be useful.
  
 
=== {{class link|Soldier}} ===
 
=== {{class link|Soldier}} ===
*The open area makes your [[Rocket Launcher]] bad at long range. Use [[Jumping#Basic_rocket_jump|rocket jumping]] to close the distance between you and your enemies.
+
 
*Try [[rocket jumping]] onto the shipping containers at the third control point to gain a [[High_ground_advantage|height advantage]].
+
* Big areas don’t work in favour of the [[Rocket Launcher]], so use [[Jumping#Basic rocket jump|rocket jumping]] to get yourself on the containers or rocks to close the distance between you and your enemies and gain height advantage.
 +
 
 +
* Small rooftops just behind medium healthkits around the middle control point not only are great spots for assaults, but also help controlling key areas, like the said healthkits and the containers.
 +
 
 +
* Since the skybox is high and there is plenty of ramps Soldier can slide off on this map, moving and assaulting enemies with rocket jumps is quite easy and rewarding, though when relying on them frequently, equipping the [[Gunboats]] is advised.
 +
 
 +
* Some [[Jumping#Basic rocket jump|rocket jumps]] can be utilized to reach the Medic. Medic [[Pick]]s are very important in 6v6 and can be achieved with synchronized jumps with both the Pocket and Roamer.
  
 
=== {{class link|Pyro}} ===
 
=== {{class link|Pyro}} ===
*Pyros have an advantage on this map, as there are no available water sources for players to reach. Use the hit-and-run tactic to kill other players by Overtime burning.
+
* Pyros have an advantage on this map, as there are no available water sources for players to reach. Use the hit-and-run tactic to kill other players by Overtime burning.
 +
* Using both flanks on this map and the [[Backburner]] can wreak havoc among the enemies.
 +
* Since in open areas flamethrowers don’t work well, the ability of flare guns to ignite the enemies from a distance is a good way of dealing damage as Pyro on this map.
 +
* The [[Thermal Thruster]] can be used to very quickly cover large amounts of ground and when used right, makes it possible for Pyro to even land behind the enemies without them noticing.
  
 
=== {{class link|Demoman}} ===
 
=== {{class link|Demoman}} ===
*Make sure to place stickytraps on points to slow down or stop the enemy team from capping.
+
* Make sure to place stickytraps on points to slow down or stop the enemy team from capping.
*Try [[sticky jumping]] onto the shipping containers at the third control point to gain a [[High_ground_advantage|height advantage]].
+
* The many shutter doors on the map also allows for effective traps.
 +
* Try [[sticky jumping]] onto the shipping containers in the middle control point area to gain a [[High ground advantage|height advantage]].
 +
* A [[Glossary of player terms#D|Demoknight]] stops being useful when attacking the last control point, as it is often guarded by Sentry Guns, against whom he is mostly powerless or at the very best not effective.
 +
* The [[Scottish Resistance]] can be of much help when defending control points, as multiple routes, that lead to all of them, are hard to guard with traps made of only 8 stickybombs in total.
 +
* Demoman is very strong on this map especially on the second and last control point. Holding sewer and the choke point leading into second is great for zoning enemies. Spamming your Grenade Launcher onto choke points when the enemy is pushing is also a very strong method of zoning and dealing damage.
  
 
=== {{class link|Heavy}} ===
 
=== {{class link|Heavy}} ===
*Because of the enclosed area, Heavy is best for defending the final control point, and acting as a meatshield to discourage enemy advances.
+
* Because of the enclosed area, Heavy is best for defending the final control point, and acting as a meatshield to discourage enemy advances.
 +
* Having control over every higher elevation possible is the most reliable way to play Heavy on Process.
  
 
=== {{class link|Engineer}} ===
 
=== {{class link|Engineer}} ===
*As a result of the open area, this map's center and second points are not good places for [[Glossary_of_player_terms#E|Engineer nests]]; your buildings will be easily open to spamming by the enemy team, and they will often be able to see your Sentry before it sees them, thus removing the element of surprise.
+
* As a result of the open area, this map's middle and second points are not good places for [[Glossary of player terms#E|Engineer nests]]; your buildings will be seen and spammed easily by the enemy team.
 +
* Since the distances between the control points are not long and by the time you build and upgrade a teleport exit your team is likely to either capture the next point or lose its point to the enemy, building a teleport becomes reasonable only when neither of the teams has been able to gain control over the enemies’ territory for about two minutes or longer.
 +
** At times when a teleport is needed, it is best to build its exit either in the corner of the containers, the one close the smaller rock of your team's side, or under the spire of the second control point, depending on the situation.
 +
* A mini-sentry on the containers, or somewhere on the higher grounds around the second control point, is a great counter to enemy Scouts, Soldiers and Demomen jumping in.
 +
* Holding the last control point as [[Engineer]] is greatly beneficial as it can buy time for your team when the enemy team is pushing with an UbërCharge. Your sentry with force the enemy team to focus you instead of your team, buying time as the Ubërcharge runs out.
 +
* [[Engineer]]s can place Sentry Guns near health packs to pick off low-health enemies; such as in the health pack room near sewers.
  
 
=== {{class link|Medic}} ===
 
=== {{class link|Medic}} ===
*The open area leaves little room for hiding, so be careful of enemy Snipers who may try to [[Headshot|headshot]] you.
+
* The open area leaves little room for hiding, so be careful of enemy Snipers who may try to [[headshot]] you.
 +
* The safest areas to be in are behind the bigger rock on the middle, behind the stairs leading onto the second point and on the catwalk above the first respawn area.
 +
* The open map makes it easy to heal allies that are far from you with the [[Crusader's Crossbow]]
  
 
=== {{class link|Sniper}} ===
 
=== {{class link|Sniper}} ===
*Make use of the open area to shoot enemies from beyond their range, but be careful of enemy Snipers.
+
* Despite long sightlines making Sniper’s life easier, by using flanks enemies, especially Scouts and Spies, can avoid every single one of them and counter Sniper.
 +
* The [[Jarate]] can be thrown onto the point from basically every entrance leading to its area.
 +
* From the small hills in the second capture point area Sniper can see all the way behind the medium healthkit of his team’s side.
  
 
=== {{class link|Spy}} ===
 
=== {{class link|Spy}} ===
*As the map is relatively large and ammo packs are not very plentiful, it is recommended for you to use the [[Invis Watch]]. However, the [[Cloak and Dagger]] can be more viable for attacking the enemy's last point.
+
* As the map is relatively large and ammo packs are not very plentiful, it is recommended for you to use the [[Invis Watch]]. However, the [[Cloak and Dagger]] can be more viable for attacking the enemy's last point.
 +
* The [[Dead Ringer]] can be easily heard from most places, which makes using this item inadvisable in most cases.
  
 
{{Map strategy}}
 
{{Map strategy}}

Latest revision as of 20:10, 20 January 2024

Process
Cp process middle point.png
Basic Information
Map type: Control Point
File name: cp_process_final
Released: July 10, 2013 Patch
(Summer Event 2013)
Developer(s): Ian "Scorpio Uprising" Cuslidge
Map Info
Environment: Alpine
Setting: Daylight, sunny
Deep Water: No
Pyrovision Support: No
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×7  •  Mediumhealth.png ×8
Ammoico.png Ammo Boxes: Smallammo.png ×12   •   Mediumammo.png ×8
Map Photos
Loading screen photos.
Map Overview
Process overview.png

This article is about Community Process strategy.

Note: It is recommended to read the main Process article first to become familiar with the names of key map locations used in this article.

General strategy

  • The fact that most areas in the map are very open makes Demomen and Soldiers very prone to sticky jump and rocket jump in from the above.
  • There are many flank routes on this map, so keep an eye out on all sides rather than just one.
  • Gaining control over the shipping containers on the middle is a key factor to capture the middle point, since it gives a massive height advantage over the enemies.
    • By crouch-jumping onto the smaller rock on the right side, every class can get themselves on top of containers, however, the ones who can take advantage of it the most are Scout, Soldier and Demoman.

Class-specific strategy

Leaderboard class scout.png Scout

  • Make use of the open area and differences in elevation to dodge enemy fire.
  • Scout can quickly double-jump from the chokepoint onto the rock in the middle point area and from there onto the containers. This is a very good position to deny enemy soldiers from rocket jumping onto your Medic, especially on a Mid fight (competitive)
  • You can double-jump onto the boiler in the lobby area of the last control point to hide and wait for the right moment to back-cap the point.
  • Openness of the areas makes pistols generally more viable choices, as they provide Scout with the ability to reliably hit enemies and buildings from safe distance, although the Flying Guillotine combined with the Sandman’s stun ability might also prove to be useful.

Leaderboard class soldier.png Soldier

  • Big areas don’t work in favour of the Rocket Launcher, so use rocket jumping to get yourself on the containers or rocks to close the distance between you and your enemies and gain height advantage.
  • Small rooftops just behind medium healthkits around the middle control point not only are great spots for assaults, but also help controlling key areas, like the said healthkits and the containers.
  • Since the skybox is high and there is plenty of ramps Soldier can slide off on this map, moving and assaulting enemies with rocket jumps is quite easy and rewarding, though when relying on them frequently, equipping the Gunboats is advised.
  • Some rocket jumps can be utilized to reach the Medic. Medic Picks are very important in 6v6 and can be achieved with synchronized jumps with both the Pocket and Roamer.

Leaderboard class pyro.png Pyro

  • Pyros have an advantage on this map, as there are no available water sources for players to reach. Use the hit-and-run tactic to kill other players by Overtime burning.
  • Using both flanks on this map and the Backburner can wreak havoc among the enemies.
  • Since in open areas flamethrowers don’t work well, the ability of flare guns to ignite the enemies from a distance is a good way of dealing damage as Pyro on this map.
  • The Thermal Thruster can be used to very quickly cover large amounts of ground and when used right, makes it possible for Pyro to even land behind the enemies without them noticing.

Leaderboard class demoman.png Demoman

  • Make sure to place stickytraps on points to slow down or stop the enemy team from capping.
  • The many shutter doors on the map also allows for effective traps.
  • Try sticky jumping onto the shipping containers in the middle control point area to gain a height advantage.
  • A Demoknight stops being useful when attacking the last control point, as it is often guarded by Sentry Guns, against whom he is mostly powerless or at the very best not effective.
  • The Scottish Resistance can be of much help when defending control points, as multiple routes, that lead to all of them, are hard to guard with traps made of only 8 stickybombs in total.
  • Demoman is very strong on this map especially on the second and last control point. Holding sewer and the choke point leading into second is great for zoning enemies. Spamming your Grenade Launcher onto choke points when the enemy is pushing is also a very strong method of zoning and dealing damage.

Leaderboard class heavy.png Heavy

  • Because of the enclosed area, Heavy is best for defending the final control point, and acting as a meatshield to discourage enemy advances.
  • Having control over every higher elevation possible is the most reliable way to play Heavy on Process.

Leaderboard class engineer.png Engineer

  • As a result of the open area, this map's middle and second points are not good places for Engineer nests; your buildings will be seen and spammed easily by the enemy team.
  • Since the distances between the control points are not long and by the time you build and upgrade a teleport exit your team is likely to either capture the next point or lose its point to the enemy, building a teleport becomes reasonable only when neither of the teams has been able to gain control over the enemies’ territory for about two minutes or longer.
    • At times when a teleport is needed, it is best to build its exit either in the corner of the containers, the one close the smaller rock of your team's side, or under the spire of the second control point, depending on the situation.
  • A mini-sentry on the containers, or somewhere on the higher grounds around the second control point, is a great counter to enemy Scouts, Soldiers and Demomen jumping in.
  • Holding the last control point as Engineer is greatly beneficial as it can buy time for your team when the enemy team is pushing with an UbërCharge. Your sentry with force the enemy team to focus you instead of your team, buying time as the Ubërcharge runs out.
  • Engineers can place Sentry Guns near health packs to pick off low-health enemies; such as in the health pack room near sewers.

Leaderboard class medic.png Medic

  • The open area leaves little room for hiding, so be careful of enemy Snipers who may try to headshot you.
  • The safest areas to be in are behind the bigger rock on the middle, behind the stairs leading onto the second point and on the catwalk above the first respawn area.
  • The open map makes it easy to heal allies that are far from you with the Crusader's Crossbow

Leaderboard class sniper.png Sniper

  • Despite long sightlines making Sniper’s life easier, by using flanks enemies, especially Scouts and Spies, can avoid every single one of them and counter Sniper.
  • The Jarate can be thrown onto the point from basically every entrance leading to its area.
  • From the small hills in the second capture point area Sniper can see all the way behind the medium healthkit of his team’s side.

Leaderboard class spy.png Spy

  • As the map is relatively large and ammo packs are not very plentiful, it is recommended for you to use the Invis Watch. However, the Cloak and Dagger can be more viable for attacking the enemy's last point.
  • The Dead Ringer can be easily heard from most places, which makes using this item inadvisable in most cases.