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{{Map
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{{Featured article tag}}
|TYPE=Capture the Flag
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{{Other uses|this=the game map 2Fort|for=the town|Teufort (city)}}
|FILE_NAME=ctf_2fort
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{{Map infobox
|IMAGE=TF2 2fort map.jpg
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  | map-status                = official
 +
  | map-game-type            = Capture the Flag
 +
  | map-file-name            = ctf_2fort
 +
  | map-image                = Ctf 2fort bridge ss.png
 +
  | map-released              = {{Patch name|10|10|2007|date-only=yes}}
 +
  | map-released-major        = Launch
 +
  | map-environment          = Farmland
 +
  | map-setting              = Daylight, sunny
 +
  | map-has-deep-water        = yes
 +
  | map-has-pyrovision        = yes
 +
  | map-hazards              = [[Environmental death#Drowning|Drowning]]
 +
  | map-pickups-health-small  = 2
 +
  | map-pickups-health-medium = 4
 +
  | map-pickups-ammo-small    = 2
 +
  | map-pickups-ammo-medium  = 4
 
}}
 
}}
  
'''2Fort''' (prefixed as CTF_2fort) is a Capture the Flag map, and is the subsequent remake of the [[Team Fortress Classic]] map of the same name. 2Fort was the first official CTF map for [[Team Fortress 2]] and was one of the six initial maps included with the game's release.
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{{Quotation|'''The Scout'''|Dis map ain't big enough for da two of us!|sound=Scout_dominationsct02.wav}}
  
Two mirror image forts oppose each other, separated by a [[water]]-filled moat. A covered bridge spans the moat, and Sniper decks on each fort provide excellent positions from which to assault oncoming players.
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'''2Fort''' is a [[Capture the Flag]] map and the subsequent remake of the ''[[Team Fortress Classic]]'' [[2Fort (Classic)|map of the same name]]; these maps are both based on the ''[[Team Fortress]]'' map [[2Fort5]]. 2Fort was the first official CTF map for ''[[Team Fortress 2]]'', and was one of the six initial maps included with the game's release.  
  
There are three entrances into each fort, not all of which are available to all players. The primary entrance is the two openings on ground level.  There are short ramps leading up to each entrance, and they converge under an open grate allowing defenders to shoot at attackers from above. The second entrances is through the sewers that run underneath each base. The entryway between the sewers and the base features a stairway and a pool of water deep enough to douse flames if crouched in. This area is a viable chokepoint. The third entrance is the battlements of each base, and can only be accessed by [[Scout]]s, [[Soldier]]s and [[Demoman|Demomen]]. Soldiers can [[rocket jump]] and Demomen can Sticky bomb jump onto the battlements, and Scouts can run across the roof of the bridge and jump in.
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Two similar forts face each other, separated by a [[:File:Unhappyreturns59.jpg|contaminated canal]] of deep [[water]]. A covered bridge spans the stream and battlements exist on each fort, providing excellent positions to assault oncoming players, particularly for [[Sniper]]s. Below the bridge, there lies a small water body, which can be used to access the sewers.
  
2Fort's bases are the easiest to defend of all stock CTF maps due to the long, easily-blocked passages leading to and from the enemy's flag room. Every capture will require a substantial amount of team coordination, especially when the player count is high.
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To win, a team must repeatedly capture the opposing team's [[Intelligence]] by picking it up from deep within their fort and carrying it all the way to its own base until reaching the game's capture objective (3 captures on Valve servers), while preventing the enemy from achieving that same goal.
  
{{youtube|nYn8ZuRkpWE|}}
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There are three entrances into each fort, however, not all of them are accessible to every class. The primary entrances are the two openings on the ground level. There are short ramps leading up to each entrance, and the entrances converge under an open grate. These ramps allow defenders to attack intruders from above. The second entrance is through the sewers which run underneath each base.
  
== Locations ==
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The entryway between the sewers and the base features a stairway and a pool of water; this area is a viable chokepoint. The third entrance is the battlements of each base, which can generally only be accessed by using special [[Jumping|jumping maneuvers]] as a [[Scout]], [[Soldier]], [[Pyro]], [[Demoman]], or [[Engineer]]. It can also be accessed by a [[Medic]] equipping the [[Quick-Fix]] who is healing a Soldier or Demoman.
{{Map items
 
|small1=2
 
|medium1=4
 
|large1=0
 
|small2=2
 
|medium2=4
 
|large2=0}}
 
=== Bridge ===
 
The bridge connecting the two forts. In the TF2 incarnation, unlike in the previous renditions, the bridge is covered, allowing Scouts to double-jump from the top of the one deck, run across the bridge roof, and onto the opposing deck. The roof also provides cover for advancing players, and generally moves the action on the 2Fort's map into the bases.
 
  
Commonly, Scouts will have no problem jumping onto the bridge, but will falter on the second jump to the opposing sniper deck, landing squat in front of one of the doors. The very edge of the bridge roof is bugged; If a Scout attempts to jump from the very edge, in terms of game mechanics, they will be "falling" and thus have only one jump to use, rather than two. Jumping a second or two earlier is enough to remedy this problem.
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2Fort's bases are the easiest to defend of all stock CTF maps due to the long, narrow, easily-blocked passages leading to and from the enemy team's flag room. Every capture requires a substantial amount of team coordination, especially when the player count is high.
  
=== Entrance ===
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== Introduction video ==
After crossing the bridge, there are two ground floor entrances into the base.  The "Entrance" extends from those two doorways into the base a short distance.  There is a stairway down into the sewer on the left.  There is a small room leading to the ramp room on the right.  And there is a hallway straight ahead that provides an alternate route to the ramp room.
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{{youtube|mZDtIjt1pJ0}}
  
=== The Sniper Deck ===
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== Locations ==
The Sniper deck is on the front of the second floor of each base and it has a center "bunker" section. In TF2, the Sniper deck is also referred to as the "battlements", because of the signs posted around the second floor of the fort. Other common names for the Sniper deck are "balcony" and "Sniper ledge".
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{{HelpfulOverviewNote}}
  
=== The Sewers ===
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=== Outside locations ===
The tunnels leading from the [[Water]] up into the "Entrance" are referred to as "the sewers". There is now a nice little room down there that makes an excellent place for a forward [[Teleporter exit]].
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*'''Bridge''': The bridge connecting the two forts. The bridge is covered, allowing mobile classes to get on top of it (such as with a [[Charging|shield charge]] or an explosive jump). It is possible for less mobile classes (such as Medic or Sniper) to get on the roof by jumping from the edge nearest to the window of the battlements. There are wooden poles on the side of the bridge which you can stand on, and there are a few holes in the roof of the Bridge, which allow for bullets and projectiles to pass through.
  
=== Ramp Room ===
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*'''Entrance''': After crossing the bridge, there are two ground entrances into the base. The "Entrance" extends from those two doorways into the base a short distance. From here, the layout of the entrance is a T-shape. Turning left brings the player to the stairs that lead down to the sewers, as well as the narrow corridor linking the Battlement Resupply room to both the entrance and the Courtyard (there is a trapdoor in the ceiling allowing players to drop down from the Resupply room).
Once you pass through the entrance, the ramp room is on your right. It's the room with two ramps leading up the second floor. This is a prime defensive point, and [[Engineer]]s often build [[Sentry Gun|Sentry guns]] here. It is also commonly referred to as "the courtyard".
 
  
=== Upstairs  ===
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*'''Entrance side room''': Turning right from the entrance leads into a medium-sized room with a door at the opposite end which provides access to the courtyard. This room is heavily trafficked by both teams, as it is the most direct way to reach the courtyard from the main entrance. Engineers can set up small camps in here if the enemy is attempting to push through the entrance. In addition, because the room is large, it is often a hiding place for [[Spies]]. In many other parts of 2Fort, corridors are too narrow to provide much cover for an invisible Spy, but this room is an exception, allowing them to move through it undetected.
The large room on the second floor, adjacent to the main resupply room. The upstairs has an exit to the Sniper deck, the "grate", the "top of the spiral", and the "ramp room" (as explained below). This room is heavily trafficked, but rarely occupied. This location is also commonly referred to as the "hay room" or "hayloft" (due to the large piles of hay on the floor) or "upstairs lobby".
 
  
=== Grate ===
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*'''Battlements''': The Battlements are on the front of the second floor of each base and have a center "bunker" section. This section has large glass-less windows and is a roofed structure. The windows allow almost unbroken lines of sight into the area. The battlements are also often referred to as the "balcony," as well as the "Sniper ledge" or "Sniper deck", due to their main purpose as a camping area for Snipers. The ledges provide Snipers with an excellent view of most of the exterior of 2Fort, with the exception of the bridge and the water beneath it. The RED side has a ledge placed high enough to cause fall damage if walked off of, while the BLU side's ledge is not tall enough.
This is the small room with the grated floor right above the entrace of each base. It has a square hole in the floor to allow defenders to shoot down, and talented Soldiers and Demomen to jump up.
 
  
=== Spiral ===
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<gallery widths=150px heights=80px>
The spiral ramp that leads from the basement up and out of the base. This is one of only two egress routes for a stolen Intelligence.
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File:Ctf 2fort bridge ss.png|Exterior of [[RED]] base
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File:CTF 2Fort BLU base.png|BLU base, view from the RED battlements
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File:CTF 2Fort BluBase.png|Exterior of [[BLU]] base, including water and bridge
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File:CTF 2Fort Water.png|Water below bridge, including sewer entrance
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File:CTF RED battlements.png|RED battlements, same as BLU battlements
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</gallery>
  
=== Top of the Spiral ===
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=== Fort locations ===
The small room at the top of the spiral ramp.
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*'''Sewers''': The tunnels under each base, leading from the [[water]] beneath the bridge to the "Entrance", are generally referred to as "The Sewers". They have several sharp turns, creating numerous blind corners around which to fight. The sewers are generally used as a way of entering the enemy base free from the attention of the Snipers above. The narrowness of the sewers and the water makes it difficult for Spies to sneak past enemies who are also using the tunnels.
  
=== L-Shaft ===
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*'''Sewer room''': In each sewer, there is a room recessed into a corner in such a way that it is impossible to see the entire room from inside the tunnels. On the water-side of the room, the tunnel has two 90 degree bends, but on the base-side of the room, there is one long unbroken stretch of tunnel. The long tunnel provides a long-range line of sight between the room and the sewer exit. The rooms are often camped by Engineers, who use [[Teleporters]] to allow their team to quickly access the enemy base, or [[Sentry Gun]]s to prevent the opposing team from using that location.
This room is a long ramp running from the back of the ramp room into the basement. It is the other egress point for a stolen Intelligence.  It is named the "L-Shaft" because it contained an elevator in previous incarnations of the 2Forts map. In teamspeak it is often called the "back stairs", "long stairs", "straight stairs" or simply just "straight".
 
  
=== Basement ===
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*'''Courtyard''': The Courtyard is the main means of transition between the ground floor and the second floor in each base. It is an enclosed, roofless space inside each base, next to the main spawn room and on the player's right when they come through the entrance. It is bounded on three sides by high ledges, and there are doors connecting to the spawn room, a staircase leading down to the Intelligence room on the second floor, and a door from the entrance and from the balcony spawn corridor on the ground floor. Two staircases allow access from below to the upper level. Engineers often use the space as a major defensive point, as it provides the only means of access to the Intelligence for most classes. By setting up a [[Sentry Gun]], an Engineer can successfully provide an effective defense against assaults on the intelligence, particularly if positioned so as to cover the Battlements' doorway.
The space downstairs between the spiral ramp and the L-shaft is the "Basement". It leads to the Intelligence room.  There is a resupply point at the end nearest to the L-shaft. There is a Health pack and an Ammo box in the middle of the basement - added in [[April 29, 2008 Patch]]. The addition of these pickups has made camping the Intelligence harder, and attacking the Intelligence slightly easier.
 
  
=== Intelligence Room ===
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*'''Grate''': This is the small room with the grated floor right above the entrance of each base. It is connected directly to the upstairs area and, as a result, is often used by players to gain quick access to battles in the entrance. Demomen, Soldiers, Engineers, Scouts, and Pyros can jump up to the second story through this, providing another means of access to the second floor. Classes such as the Engineer and Demoman can also camp above the grate, limiting enemy access through the front entrance. Splash damage can be dealt through the grate.
[[Image:TF2 2fort intel.jpg|164px|right|thumb|BLU intel room]]
 
  
This is the room that has the Intelligence. It has two entrances from the basement. This is the primary defensive point of 2Fort, and as such it is frequently camped by Engineers, Demomen as well as other classes. To successfully capture your opposition's Intelligence, you must return it to the Intelligence room in your own base.
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*'''Upstairs''': This is the large room on the second floor, adjacent to the main resupply room. The Upstairs area has an exit to the Battlements, "Grate", "top of the Spiral", and "Courtyard". This room is heavily trafficked as it is a major crossroads on the map, connecting practically every area of the base. It is often used by Scouts who have jumped to the balcony, as it provides a direct route to the Intelligence via the spiral ramp. The Upstairs area is also commonly referred to as the "hay room" or "hayloft" (due to the large piles of hay on the floor,) or simply the "upstairs lobby".
  
== Common strategies ==
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<gallery widths=150px heights=80px perrow=4>
===Initial rush===
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File:CTF 2Fort OutsideRedSpawn.png|Outside spawn, upstairs
This will generally only work for your first grab of the Intelligence from the enemy base. Split your team up into two teams of Scouts.
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File:CTF 2Fort Courtyard.png|Courtyard
All of them jump onto the roof of the bridge and after half the team have gained the battlements the other team drop down and head for the ramp room, while the battlement team use the spiral stairs, everyone heads for the Intel and when its grabbed provided enough players are alive you protect the carrier by leading him back through the ramp room (to draw [[Sentry gun]] fire) and thus back to your base. By having a stream of players lined up the Intel if dropped is quickly regained and moved on.
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File:CTF 2Fort LongHall.png|Downstairs, long hallway
The whole point of this co ordinated [[Scout rush]] is to overwhelm the defense on two fronts at start up as generally only one can be adequately defended.
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File:CTF 2Fort RedEntrance.png|[[RED]] base entrance
If you get to the enemy Intel and find it unguarded and have spare Scouts leave one or even two behind for an immediate second capture.
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File:CTF 2Fort Sewers.png|Sewers, below ground level
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</gallery>
  
=== Engineer stack the Intel room ===
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=== Main base locations ===
This strategy is rather simple to execute and enforce to high efficiency.  It comprises of an Engineer building a Sentry gun on top of or directly next to the Intelligence briefcase, and putting a [[Dispenser]] directly behind him. A [[Teleporter]] exit is usually placed in the room as well, for speedy access by teammates. The Engineer will sit on the table behind his Sentry gun and simply wait for someone to enter the room.
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*'''Spiral''': The Spiral ramp that leads from the Basement up and out of the base is one of only two access points to the Intelligence room. Like the Sewers, the Spiral is a narrow corridor with right-angle turns. This tends to result in close quarters fighting, and due to the confined space it is fairly easy to block enemy access with a [[Dispenser]], [[Sentry Gun]], or [[Heavy]]. At the top, the Spiral connects to the upstairs area via a small room in which there is a small [[Health pack]] and [[Ammo pack]], as well as two small corners in which Spies often hide. A direct line of sight can be drawn from the upstairs area along the top length of the Spiral, allowing [[Sniper]]s to eliminate enemies with the Intelligence as they climb the Spiral.
  
The ideal placement for this strategy is with a Dispenser to the side of the desk nearest the window but with space behind for the Engineer to stand. The Sentry gun can then be positioned to cover both entrances and as much of the room as possible. The Engineer can then sit in the hole with his back covered.
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*'''Stairs''': This area contains a long ramp running from the back of the courtyard into the basement. It is the other exit point for a stolen Intelligence. It is often called the "back stairs", "long stairs", "straight stairs", or simply "straight". It is also called the "L-Shaft", because it contained an elevator in previous incarnations of the 2Fort map.
  
As an Engineer, you could also consider placing Teleporters near the Intelligence room. Many Spies will be unable to resist Sapping these on their way into the room giving you an advance warning of their approach, even if the Spy has activated their cloak.
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*'''Basement''': This is the space downstairs between the Spiral ramp and the Stairs. It leads to the Intelligence room and a third resupply point exists at the end nearest to the Stairs. However, no player ever respawns in that room after they die. There is a Health pack and Ammo box in the middle of the Basement - added in the {{Patch name|4|29|2008}}. The addition of these pickups has made camping the Intelligence harder and attacking the Intelligence slightly easier.
  
The most common methods for fighting against this form of defense are:
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[[File:TF2 2fort intel.png|164px|right|thumb|BLU Intel room]]
*An [[ÜberCharge]]d Soldier, Pyro, Heavy or Demoman.
 
*Two Spies; one to sap the Sentry gun and the other to take the Intelligence.
 
*A Demoman firing Sticky bombs or Grenades from a safe position.
 
*A Soldier firing rockets at the Engineer (and not his Sentry) from a safe position.
 
  
If you are using this method, one good idea is to fire at enemies at a distance with either your Shotgun or Pistol, then run back to the Intelligence room. By doing this, you may lure an unsuspecting player into following you, and ultimately meeting their demise in the form of your Sentry gun.
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*'''Intelligence room''': The Intelligence room has two entrances from the Basement. This is the primary defensive point of 2Fort, and as such, it is frequently camped, especially by Engineers. The Intelligence is on top of a desk in the opposite corner to both entrances. The layout of the room makes it very simple for campers to entrench themselves, and successfully removing them can be almost impossible without an [[ÜberCharge]].
  
===We Control your Sewer===
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<gallery widths=150px heights=80px perrow=4>
After clearing out the enemy's sewer, Engineers can build a Dispenser and Sentry at the inner corner of the enemy's sewer. Then they can build a Teleporter exit near the Dispenser and an entrance at the spawn to help teammates get to the enemy base quicker. Just be sure that the Sentry is in a good spot for firing and not in a spot to get fired at.
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File:CTF BLU respawn 1.png|BLU main respawn, same as RED
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File:CTF BLU respawn 2.png|BLU secondary respawn, same as RED
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File:CTF 2Fort SpiralEntrance.png|Spiral entrance to Intelligence
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File:CTF 2Fort Downstairs.png|Basement, hub directly outside intel
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File:CTF 2Fort Staircase.png|Straight stairs entrance to Intelligence
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File:CTF 2fort REDIntelRoom.png|The RED Intelligence room
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</gallery>
  
===Booby-Trap the Pool===
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== Helpful overview ==
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[[File:2Fort overview with lines.png|left|2Fort's locations|600px]]
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Please note the following: The BLU side shows the first floor while the RED side shows the second floor.
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<big>1.Bridge
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2.Entrances
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3.Battlements
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4.Sewer exits
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5.Grate (not shown on the BLU side)
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6.Entrance side room shown on Blu and the Upstairs room just above it shown on Red
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7.Courtyard
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8.Stairs
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9.Basement
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10.Spiral
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11.Intelligence Room</big>
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{{clr}}
  
If the opposing team is abusing the sewers, placing a Sentry gun in the water under the bridge or in one of the corners near the enemy base can be quite useful, both for scoring easy kills and mind games. This works especially well for the blue team as their buildings blend in with the water. Just don't get caught erecting the guns, as you are an especially easy target for Demomen. Engineers will often abstain from upgrading their sentry to level 3 as long as possible in the water, as the rocket module has just enough height to poke above the surface of the pool, grabbing the attention of Soldiers, Snipers, and Demomen.
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== Strategy ==
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{{Map strategy link|2Fort|main=yes}}
  
===Invade the enemy base===
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== Related achievements ==
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=== {{Achiev type link|general}} ===
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{{Achievement table
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| {{Show achievement|General|Powerhouse Offense}}
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| {{Show achievement|General|World Traveler}}
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}}
  
If your enemies are foolish enough to leave the sewer entrance to their base unguarded, punish them for it by using the area to establish a foothold in their territory. After ascending the stairs from the sewers, immediately place a Dispenser on the wall to the right of the stairway. Then place a Sentry gun just outside the door, opposite the corridor leading to the Ramp Room. An upgraded Sentry gun in this position can effectively cut off the enemies access to the entire first floor of their base. A [[Teleporter]] exit placed behind the stairway can be used as a safe entry point for your team. The only weakness of this system is that it is possible for a Demoman to lob grenades at the turret from the stairway, however this is easily negated by having a Pyro nearby. This setup is nearly impenetrable without an ÜberCharge.
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== Update history ==
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{{Update history|
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'''{{Patch name|2|14|2008}}'''
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* Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.
  
===Invade Their Intelligence Room===
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'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])
One strategy is to set up defenses and a teleporter in the enemy's intelligence room. This is difficult to achieve; a single Engineer can potentially sneak into the room and set up defenses, but he is extremely vulnerable and can be easily taken down. Use a coordinated rush and have your teammates guard you while you build. Save a solo trip for instances when the enemy has almost totally gone on the offensive, but has neglected their defense. If the enemy team has sentries set up at your entrance, you can perform a suicide run to try and count the sentries assembled, or change to the Spy, and cloak to do the same with a reduced risk of dying. If the server has maximum number of engineers, take note if that number of sentries are set up. Once you have an idea of how well defended their base is, switch back to engineer, set up a teleport entrance, and take to the sewers to gain entrance. Beware enemies coming through your sewers, although theirs should be empty. When you reach the courtyard, make sure to take the stairs closest to the straight staircase, which is the stairwell you should use. Generally, spawning enemies will leap off the battlements, and will be less likely to enter the courtyard. Do not use the spiral, as spawning enemies can spot you. When in the intel room, set up a sentry first. It is your best defense, which you will need when setting up alone. Build a dispenser next, using the ammo cache outside the room to stock up on metal as it builds. Once the sentry is fully upgraded, place the teleport exit. Alternatively, build the teleport exit first, and tell your teammates to take it and cover you while you build your dispenser and sentry. If successful, you now have an excellent foothold in the enemy base. You can easily reach their intelligence, and the enemy will be almost unable to capture yours, being cut down by the sentries at the home stretch. Things to especially look out for are spies and Übercharged opponents.
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* Added medium ammo and health to basement hallways.
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* Added small ammo and health to top of spiral.
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* Fixed a clip brush exploit outside BLU Sniper deck.
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* Fixed number "2" overlay on front of RED base not being assigned to the brush face.
  
===Grate Room Jump===
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'''{{Patch name|2|23|2010}}'''
A skilled [[Soldier]], [[Scout]], or [[Demoman]] can use their arsenal to launch themselves up through the grate in the main entrance hallway, bypassing the Ramp Room entirely. This will give them direct access to the main upstairs room, and the spiral ramp leading down to the Intelligence. If opposing Engineers have their [[Sentry gun|Sentries]] directed toward the Ramp Room entrance, they will take time to turn around and target you. Accessing this area can be difficult as a Scout,as you must utilize a [[Force Jump]] from a [[Force of Nature]]. However, rocket/pipe bomb jumping comes with the obvious downside of reduced health once you have made it up. If you are infiltrating the Grate Room with explosives, have a Medic heal you while you jump so that your health is still full when you reach the top. There is also of course the possibility of missing the jump and hitting the ceiling, costing you valuable ammo, health, and time. Some Engineers may take notice to this strategy after one or two successful captures, and then trap it with a Sentry. At this point, the main entrance to the base is now defended, and can usually only be cleared out by an Übercharged Heavy, Soldier, or Demoman.
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* Fixed BLU players being able to block the BLU spawn room doors to lock in teammates.
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* Moved the BLU team Sniper wall down to match the RED team Sniper wall.
  
===Demoman - Put a Mine Field on the Grate===
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'''{{Patch name|7|18|2011}}'''
A Demoman on defense can essentially cut off enemy advances into his team’s fort by placing sticky bombs on the top of his team's grate. Sticky bombs placed atop the grate are able to splash damage enemies passing underneath the grate. It is difficult for enemies to destroy or move the bombs from this position, and if enemies attempt to do so, they will often leave themselves open to attack from your pipe bombs. Typically, 4-6 well placed stickies (you'll want an even spread, leaving you a somewhat predictable kill zone) can take out most enemies passing under the grate, but why not use all 8? Just be sure to reload so you can keep that sticky launcher loaded. If you only use 4-6 stickies on the grate, that will leave you a couple stickies that you can place at the doorway at the top of the spiral stairs, essentially cutting off that path for Scouts, Demomen, or Soldiers trying to enter from the sniper deck. You can monitor all of these stickies by standing in the corner just behind the grate (protecting your back from Spies). You can also lob grenades through the grate opening out the two front doors of your base from the grate.  
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* {{Undocumented}} Added a "[[Grordbort's rockets|Grocket]]" to this map.
  
If your opponents wise up to your strategy, then try standing on the front side (water side) of the grate. This makes it practically impossible for you to monitor the stickies around the doorway at the top of the spiral stairs, but it allows you to put stickies at the corner of the grate nearest the sewer stairs, cutting off that path. Camping the grate allows you to defend several enemy attacks. For example, if enemy engineers try building on the bridge, you can go to the sniper deck and spam the bridge with grenades (be careful to stay out of enemy sniper scopes). Say some opponents entered your base and start attacking the engineers who have setup sentries in the courtyard; you're only a few feet away, so you can easily help them (remember that stickies are very useful for defending Übercharges by 'bouncing' the Übered players around, possibly breaking the Über connection). If opponents are pouring out of the sewer, just drop through the grate and spam the sewer stairs with grenades for a few easy kills.  
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'''{{Patch name|12|15|2011}}''' ([[Australian Christmas 2011]])
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* {{undocumented}} Removed the Grocket from this map.
  
While camping the grate, it is important to take out the high priority targets like medics (who may have a charged Über). If the medics eventually learn that they can't get past you without using their Über, then they are forced to use it early, negating their ability to destroy engineer defenses in the courtyard. Other high priority targets are Demomen and Soldiers, because they pose the most threat to you. Either one of these classes can fire bombs/rockets through the grate, making your life difficult. If you do need to retreat, you can still fire pipe bombs or stickies onto the grate to splash damage players passing under the grate (probably the same players who just chased you off).  
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'''{{Patch name|6|28|2012}}'''
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* Fixed seeing through Sniper fences in 2Fort when using Pyrovision.
  
===Sniper Deck Harassment===
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'''{{Patch name|8|10|2012}}'''
As a Scout, if the upstairs room is defended by a sentry, you can still do something for your team on the Sniper deck at least. The trick is simple, jump up to their Sniper deck, kill a Sniper and retreat on the small ledge right in front of their deck's bunker (if the deathcam is activated, they will know where you are if you retreat there too soon, so wait a short time first). Most players will assume you simply jumped down and retreated. When the Sniper comes back, simply jump back to the deck and kill him again. Be mindful of enemy Spies who can block your way back as well as other classes who will help defend their teammate.
+
* {{Undocumented}} Added a "[[Carrier Tank]]" to this map.
  
A new, advanced method to reach the sniper battlements with a much higher chance of success is to equip the [[FAN|Force-A-Nature]] and double jump from the tires and boxes (or the slightly heightened wooden structure in front of the fort entrances) that are infront of the enemy's base and use the Force-A-Nature's recoil to execute an additional jump. The extra height boost allows you to jump on the bridge roof and from there you can then jump onto the enemy Sniper deck. The Force-A-Nature is also an effective weapon to kill Snipers as it fires faster than the Scattergun, allowing your enemies less time to fight back.
+
'''{{Patch name|7|10|2013}}'''
 +
* Fixed building inside of spawn doors.
 +
* Fixed clipping exploits on battlements.
 +
* Fixed height of door leading to spiral stairs in BLU base so players can now crouch past a placed Dispenser.
 +
* Cleaned up prop collision.
 +
* Smoothed clipping on wagon wheel and other props.
  
As a Soldier, you can harass enemy Snipers temporarily by rocket jumping from the ground level to the either the far left, or far right side of the Sniper deck. By staying to the sides of the deck, you will stay out of the field of view of Snipers who are scoped, and thus, they will be oblivious to your presence at first. As a Soldier, you can handle an encounter or two with most classes, which can free the bridge of enemies temporarily.
+
'''{{Patch name|2|7|2014}}'''
 +
* Fixed a rendering bug on a silo prop in the skybox area for the BLU base.
  
[[Image:Ledge4.JPG|200px|right|thumb|This ledge might save your life.]]
+
'''{{Patch name|3|5|2014}}'''
 +
* Fixed collision on train-wheels prop outside BLU base.
 +
* Fixed clipping on window ledges.
 +
* Fixed collision on pipes in flag rooms.
 +
* Fixed texture alignment on world map textures.
 +
* Fixed clipping issue in the middle where BLU could stand in the sky.
  
Demomen can do this too. They can jump using two sticky bombs from their Sniper deck to land on the enemy's, or simply one from the ground level, though the low health doesn't make it possible to last as long. It's possible for them to land on other ledges though, such as the lamp attached on the deck's bunker, the edge of the roof near the left wall and also on a small invisible ledge over their bunker's front roof (requires you to crouch).
+
'''{{Patch name|4|24|2014}}'''
 +
* Fixed players standing on conduits in flag rooms.
 +
* Fixed players standing in sky over RED battlements.<ref>Actually [[BLU]] battlements.</ref>
 +
* Fixed a missing face under the stairs in the BLU base ramp room that let players see enemies above.
 +
* Fixed collision on props under stairs in RED's courtyard.
  
It's definitely easier to do this when you have the support of a decent Sniper. He can take out dangerous threats (an incoming Pyro crossing the battlements to get you) you don't see coming while you focus on your primary targets.
+
'''{{Patch name|9|10|2015}}'''
 +
* {{Undocumented}} Added [[saucers]] and posters to 2Fort.
  
=== Forward base in the Water ===
+
'''{{Patch name|11|25|2015}}'''
As an Engineer, build a Teleporter exit in the small room that connects the sewers to the stairway leading up into the enemy base. This area can then be controlled by building a Dispenser (usually at the bottom of the stairs) and a Sentry gun. This forward Teleporter allows newly-spawned players to quickly proceed deep into the enemy base without having to fight their way over the bridge or through the sewers.
+
* {{Undocumented}} Removed Saucers and Posters from all maps.
  
The largest downside of this strategy is that all of your buildings may be taken down with ease by a skillful Soldier, Demoman, or a small group of enemies who are working together. One way to help prevent your base from being destroyed with ease is to have an Engineer place a Sentry gun in the water under the bridge. As it is underwater, enemies will not notice it at first and will therefore be harder to attack. If you have some teammates in the sewers with you helping defend your buildings and hold the territory, then your base will be very hard to take down short of an enemy ÜberCharge.
+
'''{{Patch name|5|11|2016}}'''
 
+
* Updated {{code|ctf_2fort}} to fix a problem with cubemaps.
===Forward outpost in the front porch===
+
}}
[[Image:Front porch.jpg|right|thumb|200px|Build in that doorway]]
 
Engineer builds a Dispenser and a Sentry gun in the right-side entrance of the enemy base. For maximum effect, there should be two Engineers there to keep the Sentry gun intact, and one or two Pyros to root out Spies who come to sabotage the operation. This surprisingly defensible position makes it difficult for enemies to enter and exit their base. The common configuration is to place the Dispenser in the corner of the room, sandwiching the Engineers between it and the Sentry gun.  However, this plan is rather quickly defeated by a single Demoman laying eight Sticky bombs into the area via the grate room. From there, he can lay the Sticky bombs with impunity, and detonate them, possible destroying the entire base and getting a few kills in a single blow.
 
 
 
=== Engineer flanking ===
 
Most Engineers do not use this tactic as they generally sit back and try to repair their Sentry gun and would rather not use their Shotgun for anything other than [[Spy checking]]. Place your Sentry gun against the Intelligence, either on top of it, or in the corner against the glass. This way, when enemy Soldiers, Heavies, and Demomen come around the corner, they immediately get shot and back away. After the enemy has retreated and cannot see you, immediately go into the alternative corridor and [[flanking|flank]] the opponent. This also works well with a Medic and [[Medic buddy]] pair; flank the pair while they are concentrating on trying to take down your Sentry, kill the Medic and retreat back to your Sentry to repair it. The short corridors in the basement are perfect for trapping your opponents between your Sentry and your weapons fire, and as such this can be a very deadly form of attack for an Engineer.
 
 
 
===Demoman basement defense===
 
This is a setup that allows a lone Demoman to efficiently defend his basement against enemies.
 
 
 
[[Image:2fortDemomanDefenseTrap1.jpg|right|thumb|200px|The first Sticky bomb trap location]]
 
First, place three Sticky bombs on the first left wall of the left Intelligence room corridor, near the entrance, as shown. These three bombs should not be seen by enemies coming from the spiral, but should be able to kill anyone that enters the corridor.
 
 
 
[[Image:2fortDemomanDefenseTrap2.jpg|right|thumb|200px|The second Sticky bomb trap location]]
 
Next, place another three Sticky bombs on the left wall of the right Intelligence room corridor, near the corner, as shown. As with the first bomb spot, they should be placed so they are not visible to enemy attackers until they turn the corner.
 
 
 
Finally, place the remaining 2 Sticky bombs near the Intelligence, in the middle of the basement, or around the corner of the L-shaft left exit. You are unlikely to actually use these, but their mere presence can make attackers hesitate before making their move, giving you more time to react. Since three Sticky bombs is enough to trap each corridor, these two remaining bombs are basically free-form, but remember that placing them too far forward may alarm enemies and make them wary of other traps.
 
 
 
[[Image:2fortDemomanDefenseSpot.jpg|right|thumb|200px|From here, the basement defender can see enemies coming from both entrances]]
 
When the Sticky bombs have been placed, position yourself with your back to the basement resupply room, so you can see enemies coming from either of the basement entrances, and keep your [[Grenade launcher]] ready to use.
 
 
 
*If an enemy comes from the spiral to your right, he will see you far away in the back of the basement, and will probably try to run straight to the Intelligence room via the left corridor, without fighting you directly. This is exactly what you want: as soon as you see the enemy turn the corner, detonate the bombs and the enemy will die. If he wises up and doesn't charge the Intelligence room, just keep him at bay with your Grenade launcher, but be sure to stay close to the resupply room and heal as needed. Stay defensive and you will wear him out.
 
 
 
*If an enemy comes from the L-shaft or straight staircase to your left, he will come face to face with you. Fight him off with your Grenade launcher, and if you are wounded, simply take a few steps backwards to heal in the resupply room. If the enemy tries to run straight for the Intel room, detonate your Sticky bombs as soon as he turns the relevant corner.
 
 
 
*If the basement is clean, and you hear a battle near you, prepare yourself for attackers coming from the left straight staircase. You are very close to the straight staircase, so consider surprising any left-attackers by intercepting them in that staircase with your Grenade launcher. Be careful, however, not to leave the right spiral entrance unattended for long.
 
 
 
*If two attackers rush the Intelligence room, you kill one of them with your Sticky bombs and the other gets in the Intel room, hurry up and immediately trap the two corridor exits with new sticky bombs. Intel carriers will likely be very brash and try to run through them directly - that's your chance to detonate the trap and kill the enemy carrier before he gets away.
 
  
====How to defeat the Demoman basement defense====
+
== Bugs ==
There are three ways for attackers to defeat this setup:
+
* Players can jump in and out of the Sniper battlement window frames when playing 2Fort on the Xbox 360 and PlayStation 3 version.
*Brute-force: Multiple attackers. One attacker sacrifices himself and walks near the Sticky bombs so the Demoman detonates them, and the remaining attackers can then proceed to the Intel room. This is a risky move, since the Demoman can trap the exits if he's fast enough.
+
* Players can stop the enemy team's spawn shutter doors from closing by moving into the shutter door before it closes.
*Siege the Demoman:  Kill the Demoman. Once the defending Demoman dies, all his Sticky bomb traps disappear harmlessly, giving you complete freedom to capture the Intelligence. Resist the temptation to run to the Intel room blindly if the enemy Demoman is still alive. The Demoman is most vulnerable from the "L-Shaft" straight staircase, since he will not see attackers as fast. A quick, decisive strike is needed to kill him before he retreats into the resupply room to heal.
 
*Sneaky Sneaky Spy:  A cloaked Spy can walk right past the Sticky bombs without being seen.  Simply walk into the base, uncloak to the side that the Demoman isn't facing, and either Backstab him or shoot him repeatedly.  Two well placed headshots with the [[Ambassador]] will down the Demoman and his stickies, an easy task if you're at point blank range and out of sight.  However it can be dangerous to get into melee range with the Demoman, because point blank grenades from his primary gun will do high damage to the Spy, as does his melee weapon.  Choose your spot, strike fast, and strike hard.  Any mistakes can be quickly fatal.
 
  
====Alternate Demoman Basement Defense====
+
== Trivia ==
Another method of defense is to go down into the intelligence room as a Demoman, then plaster the floor with all eight of your pipe bombs. Then, proceed back up to your grate room and fire down grenades at passing enemies. You will be nearly unkillable, and the moment you hear "The enemy has taken our intelligence", simply detonate the stickies. Then head back to your intelligence room and reset the trap.
+
=== 2Fort map ===
 +
* In ''GameInformer'''s March 2010 issue, 2Fort was named #6 in their list of Top 10 FPS Multiplayer Maps, with Dust from ''Counter-Strike'' taking #1 (Issue 203, page 31).
 +
* ''ripten.com'' listed 2Fort as the 8th best FPS multiplayer map, with Dust from ''Counter-Strike'' again taking first place<ref>[https://web.archive.org/web/20160126233404/http://www.ripten.com/2010/10/27/top-10-first-person-shooter-multiplayer-maps-of-all-time-brycew/ Top 10 First Person Shooter Multiplayer Maps of All Time], ripten, archived.</ref>
 +
* A beta version of 2Fort can be seen in the [[Trailer 1|first]] and second ''Team Fortress 2'' trailer.
 +
* 2Fort makes an appearance in ''[[w:Duke Nukem Forever|Duke Nukem Forever]]'' in the [https://store.steampowered.com/agecheck/app/57923/ ''Hail to the Icons Parody Pack''] DLC under the name "2Forts1Bridge".
 +
* ''[[Meet the Spy]]'' takes place in a slightly modified version of 2Fort, adding the Alarm-O-Tron 5000 (seen in [[Double Cross]]) and doors to the Intelligence room.
 +
* 2Fort appears in ''[[Worms: Reloaded]]'' as one of the forts.
  
====Blindingly obvious hiding spot====
+
=== 2Fort facility ===
The Top of the spiral has a small alcove to your immediate left from the door. A small stack of crates creates a snug area to sit and watch the spawn gate open. As a Pyro, Demoman, Spy or creative Sniper hiding here is an excellent way to ambush the opposing team. Keep in mind that they will catch on eventually and you should use this strategy with more than a little caution. Useful for taking down early-stage sentry nests and getting the drop on enemy Spies. Snipers should avoid getting anything more than an easy kill this way, however. It is also a good place for a teleporter, since a good deal of your opposition will just assume you came from the sewers.
+
* According to the ''[[Catch-Up]]'' comic, the 2Fort facility was built between 1850 and 1890.<ref>[https://www.teamfortress.com/catchup/#f=10 Catch-Up comic]</ref>
  
==Defense==
+
=== Teufort settlement ===
One problem that can occur on this map is that an enemy force can be established outside the main spawn - in particular, a Demoman with a Medic.  The Demoman will then sticky trap the main spawn exit, making it impossible to exit.  The solution to this is to select a different class; when this is done, the player respawns in a randomly chosen spawn room. There are two spawn rooms on 2fort, on the left and right sides on the Sniper deck.  So if you are stuck in a spawn room by a sticky trap, simply change class until you respawn in the other spawn room.
+
[[File:Mannslandmap.png|right|200px|thumb|[[Map of Badlands]]]]
  
==Team Balance==
+
{{Main|Teufort (city)}}
  
The above advice should help you make an informed decision on what class to choose for this map, but be sure to consider:
+
* [[Teufort (city)|Teufort]] is a town somewhere in [[Badlands (region)|Badlands]], New Mexico, USA, with 2Fort on the outskirts. ''[[Unhappy Returns]]'' also revealed that the entire town is filled with "lead-poisoned idiots", as the mill (2Fort) the mercs have been fighting over has been [https://www.teamfortress.com/tf02_unhappy_returns/#f=58 leaking chemicals into the groundwater] for over a generation.
*Engineers help to protect your intel and choke-points into the base, and may establish forward bases deep in enemy territory.
+
** The Soldier is implied to have severe lead poisoning from drinking the water in Teufort.
*There's a sniper deck for a reason: If you are not proficient as a sniper, you can try the Soldier's rockets to keep opposing Snipers busy.
+
* That 2Fort is located at Teufort is attested to in [[Patches|updates]], [[comics]], and [[movies]]. Teufort is located in New Mexico according to the ''[[Meet the Director]]'' comic and other sources.  
*Demomen are a potential alternative to defensive engineers, while also capable of taking out Sentry guns on offense.
+
** ''The Teufort Times'' newspaper found on the [https://www.teamfortress.com/war/part3/ Crafting, Saxton Hale Day] page during the [[WAR! Update]].
*Medics. While there are plenty of supply rooms in your base, there are few health packs anywhere else, making a [[medic]] a valuable "[[Heavy responses|Credit to team!]]"
+
** The [[Teufort Tooth Kicker]]'s name refers directly to this.
 +
** Teufort has the nickname of "America's Gravel Basket" and has a population of 1280, as seen in ''Meet the Director''.
 +
** According to the [[Map of Badlands]], found during the [[Engineer Update]], Teufort is north of [[Dustbowl]] and east of [[Badwater Basin]].
 +
** The BLU Scout, Soldier, and Spy prevented [[Non-player characters#Nicholas Crowder|Old Nick]] from kidnapping the children of Teufort in ''[[A Smissmas Story]]''.
  
See previous sections for counters to specific set ups.
+
== Gallery ==
 +
=== Concept Art ===
 +
<gallery>
 +
File:2fortconcept blufortdesign.jpg|Сoncept of BLU fort exterior
 +
File:2fortconcept bluoutside.jpg|Сoncept including sewer and bridge
 +
File:2fortconcept redfortdesign.jpg|Сoncept of RED fort exterior
 +
File:2fortconcept redoutside.jpg|Сoncept including sewer and bridge
 +
File:2fortconcept basement.png|Сoncept of basement
 +
File:2fortconcept intelroom.png|Сoncept of intelligence room
 +
</gallery>
  
==Class strategy==
+
=== Pre-release ===
2fort has a large amount of open area that can be exploited or used to the benefit of either team. Almost every class can be used to its full potential in this widely expansive map. Below are some ways to break up your forces and utilize your classes to their potential.
+
<gallery>
 +
File:Earlyfort.jpg|One of the first versions of 2fort
 +
File:Team-fortress-2-20070413051119142.jpg|Early outside area
 +
File:2fort_oldspawndoors.jpg|Early spawn doors in RED base
 +
File:2fort_oldsewerentrance.png|Early sewer entrance in RED base
 +
File:2fort earlybase in.jpg|Early basement interior in RED base.
 +
File:Blu early basement.jpg|RED Spy, in BLU base.
 +
</gallery>
  
*[[Scout]] - The Scout can easily double-jump onto the main bridge's roof to jump from one set of battlements to the other. However, heavy cover on the enemy's side can lead to problems if he has no Sniper support. The corridors within the bases of both teams wind enough that the Scout's speed can easily manoeuvre through the corridors without being overwhelmingly damaged. The Scout is one of the best classes to be tasked with retrieving the opposing team's intelligence. Scout's can also come in from the sewers, this gives the opposing team an element of surprise, as they expect Scouts to come from the second floor.
+
=== Promotional ===
*[[Soldier]] - Depending on his use, the Soldier can be either an asset or a hindrance to either team. Many tend to stay on a defensive plan by firing rockets either from their team's battlements or the opposite shore. However, staying in large or open rooms or corridors that wind very quickly, the Soldier loses his defensive use. However, corridors such as the sewers under either team base are a good place for the Soldier to take an offensive stand and clear paths for others attempting to follow behind him.
+
<gallery>
*[[Pyro]] - With the Pyro's incredible mobility, it has become a very powerful and useful class. In 2fort, the most appropriate use for the Pyro comes from his defensive capabilities. The Pyro's main flamethrower is incredibly effective for pushing back enemies, both offensively and defensively. Open rooms often cause enemies to give the Pyro a wide berth and allow him to damage many enemies with little movement or retreat. The Pyro's upgraded Backburner is especially effective for camping. Two small holes, both directly outside/near the team spawns, can be camped over and used to obtain quick critical hits on incoming enemies. The hole above the main lower entrance to the forts is especially effective for stopping incoming heavies. The Pyro's Flare Gun can also be incredibly effective in taking out Snipers or camping enemies both at close and long range. Incredible accuracy is required, and only skilled Pyros are encouraged to utilize the Flare Gun.
+
File:Worms reloaded tf2 engineer fort.jpg|[[Engineer]] and 2Fort as a playable fort in ''[[Worms: Reloaded]]''
*[[Engineer]] - Perhaps the most commonly used class on 2fort, the Engineer's buildings are incredibly helpful both defensively and offensively. Dispensers are commonly placed in team battlements to quickly aid Snipers who are damaged (most commonly from Sniper duels). The Dispenser can also be placed in the lower area of the main entry of the forts to aid defense/offense teams who are openly engaged in combat. The Engineer's Sentries are incredibly effective in three major areas. Defensive/offensive teams may commonly need a Sentry or two to be placed along their progress route, to both aid their efforts and hold their ground in case of setbacks. Placing Dispenser/Sentry minibases within Intel rooms also provides a safe defense from most slower enemies. The main water trench can hold turrets as well, which become very effective if enemies are moving along sewer routes. Teleporters are most commonly effective when used to direct allied forces from spawns to either enemy sewers or directly to enemy intel rooms (though the latter requires incredible skill on the Engineer's part).
+
</gallery>
*[[Heavy]] - As with most maps, the Medic is the Heavy's best friend and vice-versa. Teams of Heavy-Meds are most useful when used for offensive pushes, where the Heavies often lead their teams into battle with their wide range of fire. The Heavy's greatest asset is his minigun. Its incredible firepower and ammo load makes it a powerful weapon when used in the right hands. In many cases, the Heavy is most useful when given a regular ÜberCharge by an allied Medic, giving him a small window of opportunity to clean out any enemies within the immediate area.
 
*[[Demoman]] - The Demoman, though not incredibly strong in open combat in 2fort, is most useful in his ability to support and defend key areas for their team. If the user is playing a Defensive game, Sticky bombs are best used to cut off enemies before they arrive. A good example of this would be to place large quantities of Sticky bombs within the sewer tunnels or fort rooms to deter or completely stop the progression of enemy forces. The Demoman has to remain moving at almost all times, however, as his versatility and ability to launch multiple timed explosive projectiles can make him a lethal force in the hands of a pro. For an Offensive game, the Demoman can most commonly be used to fire explosives up at enemy battlements to stop Snipers and Scouts attempting to use the open areas of 2fort to their advantage. Sticky bombs also become very useful when a quick retreat is needed, as well as to cut of ambush points where enemies could flank and cut off an attacking team.
 
*[[Medic]] - A Medic's survival relies almost entirely upon his ability to defend and heal nearby allies. Being alone behind enemy lines as a Medic is a recipe for complete disaster. Of all classes to stick next to, staying with an experienced Heavy is one of the smartest moves the Medic can ever make. When playing in open areas while supporting allies (such as the large bridge areas or the rooms of the forts), a normal ÜberCharge is his best bet, as the Heavy is often fired upon heavily due to his firepower. When in smaller areas where a Heavy's health isn't the primary concern, the use of the Kritzkrieg's critical-hit booster can be incredibly helpful when attempting to clear out a small amount of resistance.
 
*[[Sniper]] - There are multiple ways to play the Sniper to his full potential. One of the most commonly used ways to play the Sniper is to camp in the battlements of your fort and snipe at both enemy snipers on the opposing battlements as well as opposition attempting to cross the bridge below you. A Sniper's major concern is the Scout, who can attempt to cross the bridge roof and jump into the battlements, becoming a real problem for Snipers, Pyros and Soldiers who are unprepared for a quick enemy. Snipers attempting to play an offensive game often run into problems due to their cumbersome movement and lack of powerful weapons. A smart offensive Sniper will sit in the small room of an enemy's sewer, picking off targets from a distance in order to support a campaign to breach a fort through the sewer instead of over the main bridge. Waiting for your scope to fully charge can be the major difference, in all situations, in a split-second chance to either live or die.  If your team is on the offensive, or you are not actively defending the front entrance to your base, the lower entrances of your base are excellent sniping positions.  Each side gives you a full view of the bridge, eliminating the cover that your enemies utilize to escape the snipers on the deck.  These doors also give your snipers the advantage of attacking enemy snipers on the decks from two places at once if some of your sniping team makes the decision to stay up top.
 
*[[Spy]] - The Spy, in almost all situations, is most useful in the hands of an experienced player. The ability to blend in, notice changes around you, and stay moving are necessary. An offensive/supportive plan is the easiest and most effective to follow; playing defensively is something that requires a large amount of time to both learn and experience before you can attempt it. Your primary goal is to, after you spawn, change into a disguise of an enemy class, pull out your primary weapon, and cloak before jumping from your team's battlements either down into the bridge or into the water. As you progress through the round, make notes of which classes your enemy team is using, and which it isn't. A class that has a a large amount of people is the best one to impersonate (due to the lower chances of running into the person you're impersonating). As you pass through areas where there are no enemies, your primary job is to change the class you are impersonating, thereby confusing anyone following you and to strengthen your chances of slipping through undetected. Though it isn't always a wise idea to go after the enemy Intel, it is possible if you are quick and have enough of an open passage with which to slip by unnoticed.
 
  
Other methods can be developed, but they usually come at the preference of the user after continued experience and knowledge gained from constantly playing through the classes.
+
== See also ==
 +
* [[List of maps]]
 +
* [[:Category:2Fort images|Images of 2Fort]]
 +
* [[Capture the Flag]]
 +
* [[2Fort5|2Fort5 (Team Fortress)]]
 +
* [[2Fort (Classic)]]
 +
* [[2Fort Invasion]]
 +
* [[Devtest]]
  
<br>
+
== References ==
==Trivia==
+
<references/>
*2Fort was the map featured in the ''[[Meet the Spy]]'' short.
 
*''"The Teufort Times"'' is the title of the newspaper seen in [http://www.teamfortress.com/war/part3/ Crafting, Saxton Hale] part of the [[WAR! Update]]. "Teufort" is obviously a play on words with 2Fort.
 
*Until [[February_23,_2010_Patch|February 23, 2010]], the BLU battlements were a single Hammer unit higher than the RED battlements. It is doubtful that this height difference had any impact on Snipers, and was patched solely for neatness's sake.
 
  
 +
{{Maps Nav}}
  
{{Maps nav}}
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[[Category:Quickplay maps]]
{{Languages}}
 

Latest revision as of 15:20, 27 May 2024

This article is about the game map 2Fort. For the town, see Teufort (city).
2Fort
Ctf 2fort bridge ss.png
Basic Information
Map type: Capture the Flag
File name: ctf_2fort
Released: October 10, 2007
(Launch)
Variants: 2Fort Invasion
Developer(s): Valve
Map Info
Environment: Farmland
Setting: Daylight, sunny
Hazards: Drowning
Deep Water: Yes
Pyrovision Support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×2  •  Mediumhealth.png ×4
Ammoico.png Ammo Boxes: Smallammo.png ×2   •   Mediumammo.png ×4
Map Photos
Loading screen photos.
Map Overview
2Fort overview.png
Dis map ain't big enough for da two of us!
The Scout

2Fort is a Capture the Flag map and the subsequent remake of the Team Fortress Classic map of the same name; these maps are both based on the Team Fortress map 2Fort5. 2Fort was the first official CTF map for Team Fortress 2, and was one of the six initial maps included with the game's release.

Two similar forts face each other, separated by a contaminated canal of deep water. A covered bridge spans the stream and battlements exist on each fort, providing excellent positions to assault oncoming players, particularly for Snipers. Below the bridge, there lies a small water body, which can be used to access the sewers.

To win, a team must repeatedly capture the opposing team's Intelligence by picking it up from deep within their fort and carrying it all the way to its own base until reaching the game's capture objective (3 captures on Valve servers), while preventing the enemy from achieving that same goal.

There are three entrances into each fort, however, not all of them are accessible to every class. The primary entrances are the two openings on the ground level. There are short ramps leading up to each entrance, and the entrances converge under an open grate. These ramps allow defenders to attack intruders from above. The second entrance is through the sewers which run underneath each base.

The entryway between the sewers and the base features a stairway and a pool of water; this area is a viable chokepoint. The third entrance is the battlements of each base, which can generally only be accessed by using special jumping maneuvers as a Scout, Soldier, Pyro, Demoman, or Engineer. It can also be accessed by a Medic equipping the Quick-Fix who is healing a Soldier or Demoman.

2Fort's bases are the easiest to defend of all stock CTF maps due to the long, narrow, easily-blocked passages leading to and from the enemy team's flag room. Every capture requires a substantial amount of team coordination, especially when the player count is high.

Introduction video

Locations

Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.

Outside locations

  • Bridge: The bridge connecting the two forts. The bridge is covered, allowing mobile classes to get on top of it (such as with a shield charge or an explosive jump). It is possible for less mobile classes (such as Medic or Sniper) to get on the roof by jumping from the edge nearest to the window of the battlements. There are wooden poles on the side of the bridge which you can stand on, and there are a few holes in the roof of the Bridge, which allow for bullets and projectiles to pass through.
  • Entrance: After crossing the bridge, there are two ground entrances into the base. The "Entrance" extends from those two doorways into the base a short distance. From here, the layout of the entrance is a T-shape. Turning left brings the player to the stairs that lead down to the sewers, as well as the narrow corridor linking the Battlement Resupply room to both the entrance and the Courtyard (there is a trapdoor in the ceiling allowing players to drop down from the Resupply room).
  • Entrance side room: Turning right from the entrance leads into a medium-sized room with a door at the opposite end which provides access to the courtyard. This room is heavily trafficked by both teams, as it is the most direct way to reach the courtyard from the main entrance. Engineers can set up small camps in here if the enemy is attempting to push through the entrance. In addition, because the room is large, it is often a hiding place for Spies. In many other parts of 2Fort, corridors are too narrow to provide much cover for an invisible Spy, but this room is an exception, allowing them to move through it undetected.
  • Battlements: The Battlements are on the front of the second floor of each base and have a center "bunker" section. This section has large glass-less windows and is a roofed structure. The windows allow almost unbroken lines of sight into the area. The battlements are also often referred to as the "balcony," as well as the "Sniper ledge" or "Sniper deck", due to their main purpose as a camping area for Snipers. The ledges provide Snipers with an excellent view of most of the exterior of 2Fort, with the exception of the bridge and the water beneath it. The RED side has a ledge placed high enough to cause fall damage if walked off of, while the BLU side's ledge is not tall enough.

Fort locations

  • Sewers: The tunnels under each base, leading from the water beneath the bridge to the "Entrance", are generally referred to as "The Sewers". They have several sharp turns, creating numerous blind corners around which to fight. The sewers are generally used as a way of entering the enemy base free from the attention of the Snipers above. The narrowness of the sewers and the water makes it difficult for Spies to sneak past enemies who are also using the tunnels.
  • Sewer room: In each sewer, there is a room recessed into a corner in such a way that it is impossible to see the entire room from inside the tunnels. On the water-side of the room, the tunnel has two 90 degree bends, but on the base-side of the room, there is one long unbroken stretch of tunnel. The long tunnel provides a long-range line of sight between the room and the sewer exit. The rooms are often camped by Engineers, who use Teleporters to allow their team to quickly access the enemy base, or Sentry Guns to prevent the opposing team from using that location.
  • Courtyard: The Courtyard is the main means of transition between the ground floor and the second floor in each base. It is an enclosed, roofless space inside each base, next to the main spawn room and on the player's right when they come through the entrance. It is bounded on three sides by high ledges, and there are doors connecting to the spawn room, a staircase leading down to the Intelligence room on the second floor, and a door from the entrance and from the balcony spawn corridor on the ground floor. Two staircases allow access from below to the upper level. Engineers often use the space as a major defensive point, as it provides the only means of access to the Intelligence for most classes. By setting up a Sentry Gun, an Engineer can successfully provide an effective defense against assaults on the intelligence, particularly if positioned so as to cover the Battlements' doorway.
  • Grate: This is the small room with the grated floor right above the entrance of each base. It is connected directly to the upstairs area and, as a result, is often used by players to gain quick access to battles in the entrance. Demomen, Soldiers, Engineers, Scouts, and Pyros can jump up to the second story through this, providing another means of access to the second floor. Classes such as the Engineer and Demoman can also camp above the grate, limiting enemy access through the front entrance. Splash damage can be dealt through the grate.
  • Upstairs: This is the large room on the second floor, adjacent to the main resupply room. The Upstairs area has an exit to the Battlements, "Grate", "top of the Spiral", and "Courtyard". This room is heavily trafficked as it is a major crossroads on the map, connecting practically every area of the base. It is often used by Scouts who have jumped to the balcony, as it provides a direct route to the Intelligence via the spiral ramp. The Upstairs area is also commonly referred to as the "hay room" or "hayloft" (due to the large piles of hay on the floor,) or simply the "upstairs lobby".

Main base locations

  • Spiral: The Spiral ramp that leads from the Basement up and out of the base is one of only two access points to the Intelligence room. Like the Sewers, the Spiral is a narrow corridor with right-angle turns. This tends to result in close quarters fighting, and due to the confined space it is fairly easy to block enemy access with a Dispenser, Sentry Gun, or Heavy. At the top, the Spiral connects to the upstairs area via a small room in which there is a small Health pack and Ammo pack, as well as two small corners in which Spies often hide. A direct line of sight can be drawn from the upstairs area along the top length of the Spiral, allowing Snipers to eliminate enemies with the Intelligence as they climb the Spiral.
  • Stairs: This area contains a long ramp running from the back of the courtyard into the basement. It is the other exit point for a stolen Intelligence. It is often called the "back stairs", "long stairs", "straight stairs", or simply "straight". It is also called the "L-Shaft", because it contained an elevator in previous incarnations of the 2Fort map.
  • Basement: This is the space downstairs between the Spiral ramp and the Stairs. It leads to the Intelligence room and a third resupply point exists at the end nearest to the Stairs. However, no player ever respawns in that room after they die. There is a Health pack and Ammo box in the middle of the Basement - added in the April 29, 2008 Patch. The addition of these pickups has made camping the Intelligence harder and attacking the Intelligence slightly easier.
BLU Intel room
  • Intelligence room: The Intelligence room has two entrances from the Basement. This is the primary defensive point of 2Fort, and as such, it is frequently camped, especially by Engineers. The Intelligence is on top of a desk in the opposite corner to both entrances. The layout of the room makes it very simple for campers to entrench themselves, and successfully removing them can be almost impossible without an ÜberCharge.

Helpful overview

2Fort's locations

Please note the following: The BLU side shows the first floor while the RED side shows the second floor.

1.Bridge
2.Entrances
3.Battlements
4.Sewer exits
5.Grate (not shown on the BLU side)
6.Entrance side room shown on Blu and the Upstairs room just above it shown on Red
7.Courtyard
8.Stairs
9.Basement
10.Spiral
11.Intelligence Room

Strategy

Main article: Community 2Fort strategy

Related achievements

Achieved.png General achievements

Powerhouse Offense
Powerhouse Offense
Win 2Fort with a shutout.


World Traveler
World Traveler
Play a complete game on 2Fort, Dustbowl, Granary, Gravel Pit, Hydro, and Well (CP).


Update history

February 14, 2008 Patch
  • Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.

April 29, 2008 Patch (Gold Rush Update)

  • Added medium ammo and health to basement hallways.
  • Added small ammo and health to top of spiral.
  • Fixed a clip brush exploit outside BLU Sniper deck.
  • Fixed number "2" overlay on front of RED base not being assigned to the brush face.

February 23, 2010 Patch

  • Fixed BLU players being able to block the BLU spawn room doors to lock in teammates.
  • Moved the BLU team Sniper wall down to match the RED team Sniper wall.

July 18, 2011 Patch

  • [Undocumented] Added a "Grocket" to this map.

December 15, 2011 Patch (Australian Christmas 2011)

  • [Undocumented] Removed the Grocket from this map.

June 28, 2012 Patch

  • Fixed seeing through Sniper fences in 2Fort when using Pyrovision.

August 10, 2012 Patch

July 10, 2013 Patch

  • Fixed building inside of spawn doors.
  • Fixed clipping exploits on battlements.
  • Fixed height of door leading to spiral stairs in BLU base so players can now crouch past a placed Dispenser.
  • Cleaned up prop collision.
  • Smoothed clipping on wagon wheel and other props.

February 7, 2014 Patch

  • Fixed a rendering bug on a silo prop in the skybox area for the BLU base.

March 5, 2014 Patch

  • Fixed collision on train-wheels prop outside BLU base.
  • Fixed clipping on window ledges.
  • Fixed collision on pipes in flag rooms.
  • Fixed texture alignment on world map textures.
  • Fixed clipping issue in the middle where BLU could stand in the sky.

April 24, 2014 Patch

  • Fixed players standing on conduits in flag rooms.
  • Fixed players standing in sky over RED battlements.[1]
  • Fixed a missing face under the stairs in the BLU base ramp room that let players see enemies above.
  • Fixed collision on props under stairs in RED's courtyard.

September 10, 2015 Patch

  • [Undocumented] Added saucers and posters to 2Fort.

November 25, 2015 Patch

  • [Undocumented] Removed Saucers and Posters from all maps.

May 11, 2016 Patch

  • Updated ctf_2fort to fix a problem with cubemaps.

Bugs

  • Players can jump in and out of the Sniper battlement window frames when playing 2Fort on the Xbox 360 and PlayStation 3 version.
  • Players can stop the enemy team's spawn shutter doors from closing by moving into the shutter door before it closes.

Trivia

2Fort map

  • In GameInformer's March 2010 issue, 2Fort was named #6 in their list of Top 10 FPS Multiplayer Maps, with Dust from Counter-Strike taking #1 (Issue 203, page 31).
  • ripten.com listed 2Fort as the 8th best FPS multiplayer map, with Dust from Counter-Strike again taking first place[2]
  • A beta version of 2Fort can be seen in the first and second Team Fortress 2 trailer.
  • 2Fort makes an appearance in Duke Nukem Forever in the Hail to the Icons Parody Pack DLC under the name "2Forts1Bridge".
  • Meet the Spy takes place in a slightly modified version of 2Fort, adding the Alarm-O-Tron 5000 (seen in Double Cross) and doors to the Intelligence room.
  • 2Fort appears in Worms: Reloaded as one of the forts.

2Fort facility

  • According to the Catch-Up comic, the 2Fort facility was built between 1850 and 1890.[3]

Teufort settlement

Main article: Teufort (city)

Gallery

Concept Art

Pre-release

Promotional

See also

References