The Rock
Anyone who's seen the movie would agree that the detail of this level is amazing. But how is it
as a TF map? Equally great, and destined to become a favorite of players (and servers)
everywhere.
The Goal - Somewhat different from most maps. You take the
enemy key, hidden behind a bookcase in the Warden's office, and take it to THEIR gas
chamber, at the opposite end of their base. Sound tough? Well it is.
Choke Points
- The Lake - In between the bases is a huge lake. Players
must swim their way to the other side, all while avoiding Sniper shots and other enemy foes
perhaps trying to get to your base. Snipers situated in balconies at the waaaay top are still
reachable by rockets. While you won't kill them, you'll probably distract them long enough to
get into the water. Watch out for Snipers situated on the ground, in the shadows, or underwater
as well. One particularly nasty spot is right below the lake entrance. If Snipers are a big
problem, try going the underground route. Be sure to get a Demoman to detpack blast the way
through. You'll need two of 'em though.
- Lobby - A respawn point just above the lobby may make
things a bit hairy for intruders. Snipers love to take a break from sniping over the water, to
gib foes which might have gotten through. Also, the Lobby is a natural playhouse for Demomen.
They love bouncing grenades all over the place.
- Courtyard - Well-placed, multiple Sentries can really
ruin your day, if you're trying to score. It takes a while for rockets to hit them, and enemy
foes are always in the area. One person alone is simply not going to make it through alive if
there's any sort of defense whatsoever. Arrange an attack team to keep the enemy busy. Fast
moving classes might be nice, as you're likely to have people on your tail.
- Warden's Office - Before you ask, the key is hidden
behind a bookcase in the office. Just touch it to open. Watch for Sentries, though.
Fortunately, if you know where they are, they're not tough to destroy. (Lob grenades) Remember
that there area is split into two parts. I often enter through the left, and exit on the right
(weaving in and out of bookcases to confuse chasers). Watch out for respawners outside though.
- Cells and Gas Chamber - More Sentries. But again,
generally easy to destroy if you spot them beforehand. Also watch out for pipebombers. It can
be hard trying to get them to trigger early, though. If you're low on health, and your key
carrier is right behind you, sacrifice yourself. And remember, if you manage to get into the
chamber area, try to let your friends into the glass walled safety room before hitting the
switch. It's cruel to let them die outside. :)
Class Issues
- Scout - Quite important in this level, just to keep the
key alive. Also, you're usually capable of running past pipebombs before the Demoman can
explode them ... especially useful if the person behind you has the key. Just remember that
you'll have to face the Demoman once the bombs have been exploded.
- Sniper - Don't be fooled into thinking that you're
unreachable at those balconies high above the lake. You're still rather susceptible to rocket
attacks and enemy Snipers. Some alternate sneaky spots: in the water or in the shadow right
next to the lake entrance. The towers in the courtyard are also a nice place to hide.
Unfortunately, it can be difficult to get a good shot at enemies below, only because the
courtyard is rather action packed.
- Soldier - Probably the best weapon against Snipers and
Sentries in this level. Your rockets have the reach necessary to hit guns placed on the second
level, or Snipers hiding in the rafters. While it might not be too difficult to initially grab
the key, running with it surely will. Your slow speed will become an obvious detriment, as the
enemy quickly mobilizes to stop you. You'll have to rely on faster classes to pick up the key
and actually score with it.
- Demolition Man - Quite important in this level. Open a
hole in the enemy's courtyard, to allow an alternate route of entry. Remember you can reseal
them as well. Anyway, the Demoman is great for carrying the key in this level ... since his
weapon seems naturally suited to "anti-chase". And this level, probably more than any, will
have quite a few chases. Also, if you see the enemy has snatched your key, prepare some
pipebomb surprises near your gas chamber.
- Medic - Best used to support offense/defense. You lack
the power to kill many on your own. However, your speed also makes you a great key carrier.
Learn to fire your super nailgun while running backwards! Also, remember to use your grenades.
- Heavy Weapons Guy - Primarily defense. You're really
too slow to avoid the onslaught that usually happens in the enemy courtyard. Better stay in
your own. Sweep the area with your AC, although you should remember that doing so will wear
away some of your teammates' armor. Fortunately, resupply packs aren't too far away.
- Pyro - Typical role. Torch, roast, injure. Fighting in
the lake, however, might not be such a "hot idea". :)
- Spy - You'll learn to hate this level. The spotlights
will give you away every time. If possible, sneak in while your teammates are attacking. Once
you have the key, well, good luck going through the courtyard alive.
- Engineer - Lots of great places to hide a sentry. In
the courtyard is one obvious spot. One sneaky place: on the second level of the yard. Hard to
reach unless you're a Soldier. Of course, the narrow hallways near the flag and in the cell
area, make great settings for Sentries. If you want to be evil, build one near your gas
chamber, to catch the surely-weakened key holder.
Things to Remember
Again, remember that the goal is to take the key to THEIR base. You will simply
frustrate your teammates to no end if you take it back home. (Then again, if you coordinate it
before hand, you might be able to assemble a (healthy) strike team to go back in with the key)
It is also vital that you keep the key alive, even if you know you won't make it very far.
Gas masks. If you see that a team has scored, bee-line towards the nearest respawn room with a
mask. (That is, if you want to survive) However, please be courteous. If someone is there
already, don't push/blast them out. You're going to end up back in the respawn anyway after
death. Also, in the newest version of the Rock, you can survive the gas if totally underwater.
Just watch out for rockets, detpacks, and whatever else might be lurking below. :)
Finally, remember that the underground tunnels require two detpacks to open. They can also be
closed. Use this to force the enemy into coming through via the front entrance.
Last updated:
June 12, 1997