Difference between revisions of "User:Joeun/Sandbox/1/ko"

From Team Fortress Wiki
Jump to: navigation, search
(점령지점 C)
(점령지점 B)
Line 30: Line 30:
  
 
=== 점령지점 B ===
 
=== 점령지점 B ===
*'''로비:''' Underneath the roof is a complex of several rooms. BLU frequently prepares for assaults up the stairs to the roof here.
+
*'''로비:''' 옥상 아래 있는 장소로 여러 공간와 이어지는 장소입니다. 블루 팀이 계단을 통해 옥상으로 이동하는 적을 견제하는 장소가 되기도 합니다.
*'''옥상:''' The top of the building that overlooks B. Similarly to the ridge on A, whoever controls this controls the checkpoint, so [[Engineer]]s on [[RED]] will attempt to secure this area.
+
*'''옥상:''' The top of the building that overlooks B. Similarly to the ridge on A, whoever controls this controls the checkpoint, 따라서 [[RED/ko|레드 팀]] [[엔지니어]]라면 이 장소를 지켜내는 것이 중요합니다.
 
*'''앞 계단'''과 '''뒷 계단:''' The two stairways to The Roof. The front steps approach from the first checkpoint, while the back steps approach from the second checkpoint and the back yard.
 
*'''앞 계단'''과 '''뒷 계단:''' The two stairways to The Roof. The front steps approach from the first checkpoint, while the back steps approach from the second checkpoint and the back yard.
 
*'''백루프:''' This large expanse of area features excellent cover and several health kits. It is an ideal place for BLU to launch volleys of spam onto the roof.
 
*'''백루프:''' This large expanse of area features excellent cover and several health kits. It is an ideal place for BLU to launch volleys of spam onto the roof.
*'''백야드:''' (also '''코트야드''') This is the large area behind the roof.
+
*'''백야드:''' '''코트야드'''로도 불리는 백야드는 옥상 뒷편에 있는 넓은 장소입니다.
*'''알코브:''' This is the open room opposite the checkpoint from the roof.
+
*'''알코브:''' 옥상을 중심으로 점령지점의 맞은 편에 있는 장소입니다.
 
<gallery widths=140px heights=80px>
 
<gallery widths=140px heights=80px>
 
Image:Badwater_second_point.jpg|2번째 점령지점
 
Image:Badwater_second_point.jpg|2번째 점령지점

Revision as of 10:25, 22 July 2020

Joeun/Sandbox/1
Plbadwater.jpg
기본 정보
제작: {{{map-developer}}}
맵 정보
환경: 사막
설정: 낮, 맑음
맵 사진
Loading screen photos.

Badwater Basin은 단일 맵 형식의 수레밀기 맵으로 블루 팀이 점령할 4개의 점령지점이 있습니다. 드넓은 분지에 세워진 건축물 사이를 지나는 형태의 맵이며, Badwater Basin은 대부분의 하이랜더 리그 경기에서 채택되는 맵일 만큼 가장 완성도 높은 맵으로 평가되며 경쟁전 커뮤니티에서도 가장 인기있는 맵 중 하나입니다.

장소

점령지점 A

  • 절벽: 터널 위(Above)산등성(Ridge)으로도 불리는 절벽은 블루 팀 부활 장소에서 1번째 점령 지점 사이에 있는 장소입니다. 메딕이 솔저데모맨에게 크리츠를 주곤 하는 장소이기도 합니다.
  • 터널: 절벽 아래를 통과하는 긴 터널입니다. 수레를 미는 블루 팀이 반드시 거쳐가야할 장소입니다.
  • 스나이퍼 바위: U자 형태의 바위로 스나이퍼가 엄폐를 함과 동시에 블루 팀 부활 장소가 그대로 보이는 장소입니다. 가끔 엔지니어가 구조물을 설치하기도 합니다.
  • 벙커: 차고(Garage)알코브(Alcove)으로도 불리는 벙커는 바닥으로 향해 들어가 있는 작은 콘크리트 구조물로 1번째 점령지점 바로 앞에 있습니다. 레드 팀 엔지니어가 벙커 위 아래로 구조물을 설치하기도 합니다.

점령지점 B

  • 로비: 옥상 아래 있는 장소로 여러 공간와 이어지는 장소입니다. 블루 팀이 계단을 통해 옥상으로 이동하는 적을 견제하는 장소가 되기도 합니다.
  • 옥상: The top of the building that overlooks B. Similarly to the ridge on A, whoever controls this controls the checkpoint, 따라서 레드 팀 엔지니어라면 이 장소를 지켜내는 것이 중요합니다.
  • 앞 계단뒷 계단: The two stairways to The Roof. The front steps approach from the first checkpoint, while the back steps approach from the second checkpoint and the back yard.
  • 백루프: This large expanse of area features excellent cover and several health kits. It is an ideal place for BLU to launch volleys of spam onto the roof.
  • 백야드: 코트야드로도 불리는 백야드는 옥상 뒷편에 있는 넓은 장소입니다.
  • 알코브: 옥상을 중심으로 점령지점의 맞은 편에 있는 장소입니다.

점령지점 C

  • 다리브릿지 룸: This enclosed bridge cuts across the low checkpoint of the map, forcing BLU to go underneath and face volleys of fire. The room inside is a common site of Engineer nests, owing to its defensibility.
  • 사이드 룸: This room provides a path from B onto the bridge. It lets out onto a deck that is popular with BLU Snipers.
  • 발코니: 로프트(Loft)애틱(Attic) A two-story building that BLU cannot easily access without capturing C. The heart of RED's defense while on C. The loft generally refers to the back area of the attic, while the balcony generally refers to the front areas of the attic.

마지막 점령지점

  • The Alley: The last chokepoint before the final checkpoint. Both BLU and RED use this area as a base, and the corners are the focus of the fighting during the assault on the final checkpoint.
  • 구덩이: The entire lower level is often called this. This is where most of the action takes place.
  • 스나이퍼 헛: (also Sniper Tower) The final Sniper deck for BLU. Demomen and Soldiers often come here as well. Engineers will also occasionally forward-base here.
  • The Map Room: (also called the Window Room) These two rooms branch off the alley and lead to open windows that overlook the final checkpoint. The windows are frequently utilized by BLU to avoid the second corner of the alley. The room has a big map on its wall, lending it the name "Map Room." The room between the map room and the third checkpoint is commonly called "The Outer Map Room."
  • Overhangs: (also Garages) Underneath the map room and underneath decking across from the map room are two sheltered areas that face the checkpoint. Almost always the site of Engineer nests.
  • Spiral: (also Spiral Staircase) A spiral staircase directly connecting the lower part of the checkpoint and the Sniper hut. The entrance on the Sniper hut is elevated, limiting the classes on BLU that can access this area.
  • Back Yard: This is the area between the Sniper Hut and the Spiral. Small skirmishes often occur here.
  • Chicken Wire Room: This is the room located between the third checkpoint and the Sniper Hut. RED often tries to flank through this room.

전략

공격

1번째 점령지점

  • The first point is usually defended by a sentry placed on the ridge above the tunnel. The first priority of the offense is capturing the ridge and destroying the sentry.
  • The scout and engineer should ride the cart whenever possible, spamming sentries and breaking off if the cart becomes stalled.
  • The combo should focus on taking down the sentry. The usually accepted way of accomplishing this is taking the left spawn exit and walking along the ridge to the sentry, and ÜberCharge into it.
  • The spy should coordinate with the combo whenever possible, sap the sentry at the beginning of the ÜberCharge push if possible.
  • The flank should take the rocks and attempt to clear out any enemies hiding below the ridge-line, while avoiding the sentry's line of sight.
  • Once the area is secured, everyone should stack the cart to save time.

2번째 점령지점

  • Once the first point is clear of enemies, the combo should start to make their way to the roof, and try to intercept the enemy engineer if he hasn't begun to build yet. If a sentry is present, it is prudent to wait for an ÜberCharge before pushing.
  • The flank should move the cart as far along the track as possible, though it will likely be stopped once the rooftop has a clear firing line onto it. Once it is halted, the flank should migrate to the building to help secure it and prevent flanking opportunities on the combo while they push.
  • As always, the spy should coordinate his picks and saps with the combo, but due to the cramped nature of the roof, it is unlikely a spy will be of significant help beyond distraction.

3번째 점령지점

  • The third point can often be pushed from momentum of the second point, however a speedy or proactive team may set up a hold on it to waste time. The combo should take the medium health pack room, and push out and destroy the sentry, and the flank should pour out of the side building. Due to the relatively poor defensive nature of this point, a strong team shouldn't be stone walled on this point.

마지막 점령지점

  • The final point is usually defended by a sentry under one of the overhangs, with most of the classes crowded around it. It can be a very hard position to push if team coordination is lacking.
  • The flank should focus on securing the Sniper Hut and surrounding area. A good soldier can harass very well from the stair case that leads down to the under area. During the final push, you should push up top and try to clear it out while the combo does work down below.
  • The combo should focus on clearing the map room and ramp area. Once it's cleared, they should ÜberCharge into the sentry and kill everything on the rails. Once the area is clear, you should ride the cart to the end.

수비

1번째 점령지점

  • The engineer should build a level 3 sentry on top of the ridge over looking the end of the tunnel, with his team mates suiciding metal to him during the setup. Whenever the enemy team begins to push, he should wrangler and attempt to survive as long as possible.
  • The combo can hold either in the rocks or on the ridge, and can use either Kritz or Uber depending on circumstance and preference.
  • The sniper should hold down the the large strip of land from the garage to the BLU spawn.
  • Soldiers and Scouts should coordinate bombs based on the damage that the Demoman and Sniper are calling.
  • The Spy should try play for picks when feasible, but there is little to do here beyond a lucky stab.

2번째 점령지점

  • The Second point is usually held with most of the team on top of the roof. The level 3 can lock down most of the enemies in the if it isn't taken down.
  • The combo should hold on the roof and spam down to the cart until the enemy team ÜberCharges in. Once the other team pops in, the defense should focus on protecting the sentry. There is little ability for the Kritzkrieg to be utilized here, as the nature of the building makes pushing out ineffective.
  • The flank should holy the back buildings, and try to stop any enemies from walking up the stairs behind the sentry.

3번째 점령지점

  • Because of the nature of the spawns, it is usually difficult to hold this point.
  • If you decide to defend, the engineer should build in front of the Attic's Stairs, with the rest of the team holding either in the attic or near the point.

마지막 점령지점

  • The engineer should build under either the map room or the walkover next to the ramp. Once the level 3 is up, the rest of the combo can either play defensive, or try to push out in an attempt to lock the enemy team back out near their spawn.
  • The flank should hold near the tire and try to pinch any one who extends on to the ramp away from the support. If your team is playing aggressive, you should move up with them to the bridge or to the attic.

갤러리