Difference between revisions of "Freight"

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'''Freight''' is a standard [[Control Point]] map. It was included in the [[April 28, 2010 Patch]] as an official community developed map due to its outstanding quality. Its design is inspired by [[Well]], and it shares similarities with it, such as having underwater routes, bases designed for divisions of [[RED]] and [[BLU]], and modified [[trains]].
 
'''Freight''' is a standard [[Control Point]] map. It was included in the [[April 28, 2010 Patch]] as an official community developed map due to its outstanding quality. Its design is inspired by [[Well]], and it shares similarities with it, such as having underwater routes, bases designed for divisions of [[RED]] and [[BLU]], and modified [[trains]].
 
The objective of Freight is to control all five [[control points]]. Each team starts with their second and final control points locked, leaving only the middle point available.  
 
The objective of Freight is to control all five [[control points]]. Each team starts with their second and final control points locked, leaving only the middle point available.  
 +
==Locations==
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Freight contains one middle point [[Ambushing|flanked]] by two buildings, and two bases that correspond to a team, as well as two yards, and a final area, which contains train tracks.
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===Control Point 3===
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The central point is located between two train tracks on opposing sides which mark the end of each team's yard. To the direct left and right of the point are two buildings with slanted roof areas that classes can stand on. This point is bordered by the team's yards which each contain a separate stair case that is instantly accessible from the base exits. It plateaus into a [[Sniper]] deck. The yard also contains a health pack and an ammo pack located behind a concrete block which can be used for cover.
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 +
*'''Flank/Stairs:''' On the close side of each team's mid area is the flank. It can be accessed from the top of the stairs at the far side of the mid area which leads to a small drop onto the train tracks.
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*'''Wall:''' Parallel to the central building which is separated by the point are the walls. They wall has two openings which lead into each team's yard and water way entrance. There is a set of stairs on the opposite side of the wall to the point which leads to a platform at the top of the wall. This is a very common spot for [[Snipers]].
 
{{Map items
 
{{Map items
 
|small1=8
 
|small1=8
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|medium2=10
 
|medium2=10
 
|large2=0}}
 
|large2=0}}
==Locations==
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*'''Water:''' Mainly entered from behind each team's wall is the waterway which runs under the entire mid area. The water ways lead to an opening on the enemy's side of the mid area next to the point.
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*'''Yard:''' Outside the entrances to each teams main building is the yard. It is an open area containing the main water way canal, wall, and the third forward respawn gates.
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<gallery widths=140px heights=80px>
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File:freightmidyard.jpg|Entrances to Point 2/4 building.
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File:freight_cp_mid.jpg|Middle Point
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File:freightwater.jpg|Well tunnels leading to mid.
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File:freightforwardspawn.jpg|Spawn for those who have capped Point 4.
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</gallery>
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===Control Points 2 & 4===
  
[[Image:freight_cp_mid.jpg|thumb|Middle Point]]
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Control Points 2 & 4 are located in each team's main buildings. The main building consists of small corridors and tight spaces. With only two entrances, both being narrow hallways, this is by far the hardest control point to capture on the map especially if the enemy has a [[Sentry]] set up.
[[Image:freight_cp_second.jpg|thumb|Second Point]]
 
[[Image:freight_cp_final.jpg|thumb|Final Point]]
 
  
Freight contains one middle point [[Ambushing|flanked]] by two buildings, and two bases that correspond to a team, as well as two yards, and a final area, which contains train tracks.
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*'''Main Entrance:''' From the defender's perspective the main entrance is on the right. It is mostly used when making large attacks as it exits out directly in front of the point. In front of the swing door when entering is window on the wall on the second floor of the building, only accessible for the defenders.
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*'''Flank Entrance:''' The flank entrance is the only other entrance to the main building. It enters down to the main hallway behind the point.
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*'''Well Room:''' Between the entrances is the well room which contains a drop down to the water way.
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*'''Second Floor:''' The second floor runs through the inner part of the building behind the point. It leads to a balcony overlooking the point, the small room above the main entrance ramp, and the small flank room directly across from the final point. The second floor is directly accessible by a stair case by the short exit and another staircase by the yard exit.
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*'''Short Exit:''' The short exit is the exit closest to the point. It exits out directly to a ramp which plateaus right in front of the final point.
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*'''Yard Exit:''' The yard exit is located at the end of the hallway behind the point. It exits out across from the final point at the basin of the yard.
  
===Control Point 3===
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<gallery widths=140px heights=80px perrow=5>
This point is arguably the hardest point to capture and the point at which most of the map's action happens. It is accessible in two ways:
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File:freightforwardspawn2.jpg|Spawn for those who have capped mid.
*Through the waterway entrance located in the bases
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File:freightcap2hall2.jpg|Main entrance hallway to the second point.
*Through each team's yard
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File:freightcap2hall.jpg|Other entrance hallway.
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File:freightwellroom.jpg|Well room.
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File:freight_cp_second.jpg|Second Point]]
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</gallery>
  
The central point is located between two train tracks on opposing sides which mark the end of each team's yard. To the direct left and right of the point are two buildings with slanted roof areas that classes can stand on. To the sides of these buildings are staircases which lead to each team's yard and are bordered by both train tracks. It is primarily used for flanking. On the backside of the staircase, there is a light next to the tracks which can be used by the [[Scout]]'s jumping ability onto a trailer, and then to the opposing team's staircase.
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===Control Points 1 & 5===
  
This point is bordered by the team's yards which each contain a separate stair case that is instantly accessible from the base exits. It plateaus into a [[Sniper]] deck. The yard also contains a health pack and an ammo pack located behind a concrete block which can be used for cover.
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These control points are closest to each team's respawn. At round start, they belong to the team closest to it. They are directly outside the respawn and are in between two train tracks. From this area, there are three exits.  
  
===Control Points 2 & 4===
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*'''Basin:''' The open area in front of the point is the basin. It leads to two of the exits, the flank exit to the right and main yard exit next to it. The basin has a concrete block and barrier which can be used for cover.
These control points are second closest to each team's [[respawn]]. They reside in a building which can be accessed either from the corresponding teams closest point, or from their yards. Near the door to the teams base, there is a staircase leading to an upper area overlooking the point. From here a Scout, [[Demoman]], or [[Soldier]] can jump to the other side of the platform, which provides an exit to the yard, the waterways and point 3. On the right side, there is an entrance, which can lead to an entrance to the waterways and yard on the right, or to points 2 & 4 on the left. After entering from points 1 & 5, you can go to the left in order to reach another exit, leading to the yard. These points can be captured quickly.
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*'''Tracks:''' The point is located between two train tracks, which at any random time will have trains crossing them. On the spawn side of the point is a barrier which overs the point from being directly attacked from the spawns.
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*'''Crates:''' Behind the point barrier is a stack of crates and roofing tile which can be jumped on for a vantage of the whole area. This is a common spot for Snipers and Sentries.
  
===Control Points 1 & 5===
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<gallery widths=140px heights=80px perrow=5>
These control points are closest to each team's respawn. At round start, they belong to the team closest to it. They are directly outside the respawn and are in between two train tracks. From this area, there are three exits. One to the left (or Garage), one towards the middle, and one on the right which leads to an upper level overlooking points 2 and 4, and leading to a staircase which can access 2 and 4. These points have the fastest capture speed.
 
  
[[Image:freightwater.jpg|thumb|Well tunnels leading to mid.]]
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File:freightspawn1.jpg|One of two spawn rooms.
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File:freightspawn2.jpg|The other spawn room.
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File:freight_cp_final.jpg|thumb|Final Point
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</gallery>
  
 
==Common strategies==
 
==Common strategies==
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== Control Point Timing ==
 
== Control Point Timing ==
 
{{Control Point Timing/Official Map}}
 
{{Control Point Timing/Official Map}}
 
== Gallery ==
 
 
<gallery widths=140px heights=80px>
 
File:freightmidyard.jpg|Entrances to Point 2/4 building.
 
File:freightcap2hall2.jpg|Main entrance hallway to the second point.
 
File:freightcap2hall.jpg|Other entrance hallway.
 
File:freightwellroom.jpg|Well room.
 
File:freightforwardspawn.jpg|Spawn for those who have capped Point 4.
 
File:freightforwardspawn2.jpg|Spawn for those who have capped mid.
 
File:freightspawn1.jpg|One of two spawn rooms.
 
File:freightspawn2.jpg|The other spawn room.
 
</gallery>
 
  
 
==Trivia==
 
==Trivia==

Revision as of 04:48, 15 February 2011

Freight
Cpfreight.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Photos
Loading screen photos.
Map Overview
Freight overview.png
Map Stamp
Item icon Map Stamp - Freight.png
Supporters Leaderboard

Freight is a standard Control Point map. It was included in the April 28, 2010 Patch as an official community developed map due to its outstanding quality. Its design is inspired by Well, and it shares similarities with it, such as having underwater routes, bases designed for divisions of RED and BLU, and modified trains. The objective of Freight is to control all five control points. Each team starts with their second and final control points locked, leaving only the middle point available.

Locations

Freight contains one middle point flanked by two buildings, and two bases that correspond to a team, as well as two yards, and a final area, which contains train tracks.

Control Point 3

The central point is located between two train tracks on opposing sides which mark the end of each team's yard. To the direct left and right of the point are two buildings with slanted roof areas that classes can stand on. This point is bordered by the team's yards which each contain a separate stair case that is instantly accessible from the base exits. It plateaus into a Sniper deck. The yard also contains a health pack and an ammo pack located behind a concrete block which can be used for cover.

  • Flank/Stairs: On the close side of each team's mid area is the flank. It can be accessed from the top of the stairs at the far side of the mid area which leads to a small drop onto the train tracks.
  • Wall: Parallel to the central building which is separated by the point are the walls. They wall has two openings which lead into each team's yard and water way entrance. There is a set of stairs on the opposite side of the wall to the point which leads to a platform at the top of the wall. This is a very common spot for Snipers.

Template:Map items

  • Water: Mainly entered from behind each team's wall is the waterway which runs under the entire mid area. The water ways lead to an opening on the enemy's side of the mid area next to the point.
  • Yard: Outside the entrances to each teams main building is the yard. It is an open area containing the main water way canal, wall, and the third forward respawn gates.

Control Points 2 & 4

Control Points 2 & 4 are located in each team's main buildings. The main building consists of small corridors and tight spaces. With only two entrances, both being narrow hallways, this is by far the hardest control point to capture on the map especially if the enemy has a Sentry set up.

  • Main Entrance: From the defender's perspective the main entrance is on the right. It is mostly used when making large attacks as it exits out directly in front of the point. In front of the swing door when entering is window on the wall on the second floor of the building, only accessible for the defenders.
  • Flank Entrance: The flank entrance is the only other entrance to the main building. It enters down to the main hallway behind the point.
  • Well Room: Between the entrances is the well room which contains a drop down to the water way.
  • Second Floor: The second floor runs through the inner part of the building behind the point. It leads to a balcony overlooking the point, the small room above the main entrance ramp, and the small flank room directly across from the final point. The second floor is directly accessible by a stair case by the short exit and another staircase by the yard exit.
  • Short Exit: The short exit is the exit closest to the point. It exits out directly to a ramp which plateaus right in front of the final point.
  • Yard Exit: The yard exit is located at the end of the hallway behind the point. It exits out across from the final point at the basin of the yard.

Control Points 1 & 5

These control points are closest to each team's respawn. At round start, they belong to the team closest to it. They are directly outside the respawn and are in between two train tracks. From this area, there are three exits.

  • Basin: The open area in front of the point is the basin. It leads to two of the exits, the flank exit to the right and main yard exit next to it. The basin has a concrete block and barrier which can be used for cover.
  • Tracks: The point is located between two train tracks, which at any random time will have trains crossing them. On the spawn side of the point is a barrier which overs the point from being directly attacked from the spawns.
  • Crates: Behind the point barrier is a stack of crates and roofing tile which can be jumped on for a vantage of the whole area. This is a common spot for Snipers and Sentries.

Common strategies

Main article: Strategy
  • Often times, teams will send a Pyro or a Scout underwater at the middle cap point to flank an opposing Medic or other important targets.
  • At the middle point, the left or right side ledges can be jumped by a Soldier or Demoman in order to flank the other team.
  • Snipers are able to get many picks from the staircase outside the base, as it directly faces the middle point, and gives a view of the left and right flanks. However, Snipers are vulnerable to other Snipers and flanking Soldiers, Demomen, and Scouts at the stair position.

Control Point Timing

Control Point Multiplier Seconds
Control Point 1 and 5 ×1
4 .000
×2
2 .667
×3
2 .182
×4
1 .920
Control Point 2 and 4 ×1
12 .000
×2
8 .000
×3
6 .545
×4
5 .760
Control Point 3 ×1
18 .000
×2
12 .000
×3
9 .818
×4
8 .640


Trivia

  • The developer, Jamie "Fishbus" Manson, is also known for developing Steel.
  • Although CP_Freight and CP_Freight_Final both exist, the version that was added to the game as an official map is CP_Freight_final1, yet another tweaked version of the map.
  • An unofficial arena iteration of this map by the same creators also exists.