Before I really knew this map, I had little to do with it. Now that I am more familiar with it, I play it just as much as 2fort_SK; both of them are pretty darn good in my eyes. I guess that goes for all the maps -- you can't really enjoy them until you familiarize yourself with them. Anyway, well6 has a pretty interesting layout, permitting great hiding places for defense and a few great shortcuts for offense. If you're interested in getting good at this game, you need to learn this map.

For sentry gun placement, always keep in mind the three rules for success: keep it hidden in the dark, preferably in a rarely used spot, and with a low profile; always, always place him in a choke point (where several traffic areas meet, and there is no way around it); keep it in long hallways and away from short corners for easy enemy access; and don't place sentries in places that are more easily guarded by human players. Now, there are several good places to put a sentry in this map. If you're playing a bunch of inexperienced little 13 year olds (no offense to the experienced 13 year olds out there) a great spot is on the stained glass window on the enemy side of the fort. [See fig 1] Fig 1To get on the roof of the sniper deck, go to the far left side of the front of their fortress (left side while you're standing facing it). In the corner where the left wall meets the front of their fortress, there is a small elevator which will take you to the top of the roof. Make sure no one sees you do this, so that you can keep the secret to yourself. Then, walk over to the picture and just barely drop off the top of it; immediately after falling slam it in reverse so you will catch the bottom lip of the picture. Stand parallel to the front of the fortress to build the sentry, then rotate it 45° twice to get it to face the bridge. If you can't get on the picture, build the sentry on top of the picture. Now, the gun is very well camouflaged because of all the stained glass behind it, and no one will ever think to check their back while running out of the fortress -- naturally, they'll think it was coming from the sniper deck (I know it took me a long time to figure out why I was getting wasted!). Here she is!The only precaution you need to take is to make sure not to clue any enemies off as to where you are going when you go up the elevator -- otherwise your secret is blown and you've educated another beginning TF'er a little more...not entirely a bad thing. It will be a better game. Tip courtesy of {BB}Patriot. Thanks for whooping up on me!

That tactic will really only work for beginning players; experienced ones have all run into that before (where do you think I got the idea?). With a server with experienced players, you should go with some more conservative spots, like above your ramp room (facing the elevator to the battlement, with it's back to the corner of the sniper deck wall, see fig 2) Fig 2or in your ramp room (in the shadows under the catwalk, in a corner facing the entrance to the flag area and ramps). However, this is somewhat easy to destroy because an enemy can toss in a couple grenades from the doorway, so I usually build on the actual ramp. There is a myriad of places to build a sentry in the flag battlement area. An excellent place is just to the right or the left of the flag (to prevent getting destroyed from the outside through the window grate, see fig 3) and facing the entrance to the room. Fig 3This, however, doesn't give you much protection from enemies entering in the first place; a good spot for that is right above one of the doors to the battlement area. To get here, get on the catwalk running around the perimeter of the top of the room, and slide off, maneuvering in the air to land on the ledge above the door. Build it parallel to the wall and then rotate it 45° out, so it will cover both the doors and the water entrances. [See fig 4] Fig 4Another idea is to build the sentry with its back to the wall, immediately next to one of the elevators to the top of the battlement, and facing the other elevator, so that it will be literally impossible for someone to sneak past and get on the elevator [see fig 5]. When the sentry is here, though, its weak spot is the door on the same wall it's on, so get on the opposite of the room and guard while facing that door. Also, regarding the elvators, you can create even more of a choke Fig 5point by building a dispenser on one of the elevators while you are on the ride up; the elevator will think the dispenser is a person, and won't go back down [See fig 6] The only disadvantage to this is if an enemy sneaks past your sentry (doubtful), then whoever's chasing him won't be able to follow. However, your team should have Fig 6a soldier or pyro on the top who can blow him off the elvator with a rocket, to prevent him from getting all the way to the top.

To follow up on this, place your sentry gun inside the battlement facing the flag. However, put it on the side opposite the one you built the dispenser on the elevator. [See fig 7, in this situation the dispenser would be on the right elevator, as in fig 6.] He will come up the opposite elevator, run around the battlement, Fig 7and enter the flag room from the direction which will expose him to the sentry gun, and he will not be able to see it since he's running around the corner [the white arrow in fig 7]. Of course, this only works a few times, so once you've done this then go to some of the other methods.

Miscellaneous TF tip #13: It's a must to have a pyro or soldier on the catwalk to the flag and inside the flag room in well6; not only will he be able to blow incoming enemies off the elevators and catwalks, but they provide an incredibly valuable last line of defense from within the flag room: they can plug away at whoever tries to enter the flag room (standing just inside and to one side of the doorway, opposite the elevator with the dispenser on it, since they will take the shortest route to the flag), and if the flag does get taken, they can pound the doorways from the window to damage them if they take the faster route through the ramp room. Their rockets will also knock a flag carrier off the catwalk into the ready hands of the defense (read: sentry) below.

I once saw an engineer put his sentry gun above the enemy ramps and successfully maintain it to keep our ramps pretty impassable! This is hard to do, because our team could enter through both the upper elevator (to the catwalk in the battlement) and the lower one (to the sniper deck). He built his own dispenser in addition to the backpacks on top of the ramps, so it was always fully stocked. Once we caught on, it didn't last too long; I'm sure you know what it feels like to get mown down by an enemy sentry in your own base, and how after that you totally dedicate yourself to destroying it. Therefore, they usually go pretty quick. It's a good tactic for while it lasts.

Miscellaneous TF tip #4: When taking the flag in well6, jump out the window and land in the water. Whichever side you land on, cross under the bridge and come out of the water on the opposite side (while under the bridge go to the very bottom so the glow of the flag does not show through the bridge itself). This simple tactic will confuse the defense; the delay is sufficient to convince the enemies (if they are conscientious) that you have taken the water route; they will warn their teammates. Of course, they will notice their mistake when you jump out of the water, but by that time many of the defenders will be heading for the water instead of their ramp room. Additionally, if they are good defenders, they will be pounding the door on the side you jumped in on; it's common sense to come out on the other side to prevent getting or killed. An alternate route to take is around the top catwalk into the room above the enemy ramps; not only will you be able to restock here, but if you are a fast class, you will be able to skirt around most of the defense rushing into the battlement area. However, you must check this area beforehand -- a sentry here is deadly to a flag carrier. Just come up this way and take the elevator into the battlement area.