The spawn room in your base |
Take a flag from the command room to a yellow command point |
Command point captured by red |
Help other player in your team by protecting flag carriers |
Pyros are more deadly now |
A command point under heavy grenade bombment |
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"Capture and hold as much Territory as you can by placing Flags on the Command Points throughout the map.
Scoring:
1 point for every 30 seconds you hold a Command Point.
25 bonus points for gaining control of all 5 Command Points.
Notes:
Capturing a Command point is done by taking a Flag from your Command Center and placing it on a Command Point. You can see which team holds a Command Point by the Flag and colored light around the Point. If the enemy holds a Command Point, you need to recapture it with a Flag. Players move at half-speed while carrying a flag.
Use fast classes to take Command Points.
Flag carriers move at half-speed, so they're incredibly vulnerable. A Heavy Weapons Guy or Soldier can waste precious time carrying a Flag to a Command Point, so leave it to the Scouts. Use the heavier classes to escort the slow moving scouts, and to hold the Points once they're captured.
Defend your Command Points.
Once you take a Command Point, it's vital that you defend it. You get 1 point for every 30 seconds that you hold a CP, so if the enemy snatches it right back from you, you've wasted time and effort. Most all Command Points can be effectively defended from inside their building, but as a general principle, it's best to stop the enemy Flag Carriers as far from their target Command Points as possible. Command Point 3, for example, is more effectively held by dominating the pathways leading to it than by fighting within the CP itself.
Use the right classes in the right places.
A single skilled Demoman can often hold Command Points 2 or 4, but ideally defenders should work in teams. Demomen or Heavy Weapons Guys are good choices for Point defense, with support from a Medic, Engineer, or Pyro often helping a great deal. It's best to diversify, so avoid defending with a teammate of the same class, to avoid both defenders having the same vulnerabilities.
Intercept the enemy Flag carriers.
If you've got the manpower, have several people devoted entirely to intercepting enemy Flag carriers. The Spy is the ultimate class for this purpose, being able to lie in wait outside the enemy base for Flag carriers, either disguised as an enemy or lying on the ground pretending to be dead. If the enemy is extremely cautious, which is rare, then it's best to use some heavier classes to do this. Snipers and Soldiers work well at, especially when working together. The Soldier engages the Flag carrier and escorts, leaving the Sniper free to pick off targets without being attacked. However, if manpower is short and you're working alone, use the Soldier. Be careful that you don't get too distracted fighting just any enemy you see, because a flag carrier might be slipping past while you're caught up in the fight.
Destroy the enemy Command Center if you're losing badly.
If a Demoman destroys the enemy Command Center with a detpack, the enemy loses control of any Command Points they've captured. This is an extremely hard thing to do, because the doors into the enemy Command Center won't open for you, but it may be your only hope if you're being severely beaten. It can be done slightly more easily by sneaking a disguised Spy into the enemy Command Center first, where he can use the computer console inside to open the door for the Demoman.
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Canalzone 2 is not as good as the original as there is no tall buildings to explore and snipe from. Hopefully someone out there can bring the original Canalzone to TFC. This version (CZ2) is more aimed at new players to TF and is very fast paced
JMC
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