![]() Entrance side room: Turning right from the entrance leads you into a medium-sized room with a door at the opposite end which provides access to the courtyard.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). From here, the layout of the entrance is a T-shape. The "Entrance" extends from those two doorways into the base a short distance. Entrance: After crossing the bridge, there are two ground entrances into the base.Scouts, Pyros, Demomen, and Soldiers on the roof of the bridge are susceptible to Sniper fire, which limits the distance of jumps, providing another obstacle to attacking classes. Jumping a split-second earlier, using the Force-A-Nature to jump, or using the Atomizer is enough to remedy this problem. 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. Commonly, Scouts will have no problem jumping onto the bridge, but will sometimes falter on the second jump to the opposing Battlement landing short in front of one of the doors. The roof also provides cover for advancing players and generally moves the map's action into the bases. However, Medics and Spies are also able to get onto the bridge by jumping from the edge nearest to the window of the battlements. The bridge is covered, allowing Scouts to double-jump, Pyros to use the Thermal Thruster, Demomen to sticky-jump, and Soldiers to rocket jump from the top of the one battlement, run across the bridge roof, to then propel themselves onto the opposing Battlement.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |