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#1  
Old 26·10·2005, 14:13
shutdown2
Game:
Team Fortress Classic
Map Type:
Capture the Flag
Released:
8·2·2000
Ideal Team Size:
8
Teams:
2
Downloads:
459
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What was once a legendary map, with the most coveted defensive position of all time, has now sadly become an overplayed and widely hated map. This was not always the case however….

Shutdown2 is the sequel to the old school map shutdown_l, both of the same author, and reuses but also improves upon some same design principles (that being; having lasers barring enemies from reaching the flag unless the security is deactivated). While shutdown_l was a decent map for its time, its major flaw was the distance between the security and the flagroom and due to the size of both it was unclear which one should be defended. Most teams opted to defend the security but once this was down (a difficult task in itself) your flag would be pretty much gone.

This is where Shutdown2 comes in to save the day. It does away with the need to defend the security and instead Cheese has created a map that is much more balanced and played more to the style of traditional TFC maps (such as 2fort): with clearly set out positions for defense.

Shutdown2 is almost always played with 4 defense and typically arranged in the following fashion:

-Soldier ramp
-Soldier flagroom
-Soldier plank
-Engineer flagroom

Variations of this setup depend on team capability and playing conditions. Many soldiers find plank a hard position to play and often choose to defend it as a HW instead. While in high pinging circumstances (such as for international matches) a HW is normally used in the flagroom instead of a soldier.

The reason why this map used to be so loved was because of the primary defensive position: the ramp. The hordes of offense that stream up the ramp at insane speeds is no doubt on of the greatest defensive challenges in this game. Very few people know how to or have the skill/reflexes to successfully defend this position, with only a handful of members in community able to say “I scored over 100 playing ramp soldier in a war”. This milestone is why I describe ramp soldier as the most coveted position of any TFC map; everybody wants to be able to score over 100 there. Not only is there the potential to get huge amounts of frags from this position, there is also the added challenge of hitting middies.

Now, I don’t claim to be any sort of expert at soldier or playing ramp soldier for that matter but I think I understand how it needs to be played. After watching countless Euro demos and the Aussie master himself (ferm) it appears that the way to stop the flow of enemies coming from ramp, heading to the flagroom, is through two main principles:

-Keeping the lift up at all times (Engineer’s job) so as to force the enemies going ramp to only attack in one direction, towards the T.
-Making a wall of spam (ferm is very good at this ) with timed combinations of nails, rockets and general grenades.

Of course, this is not going to guarantee a 100+ score. The ramp soldier needs to also have deadly accurate rockets and decent shotgun aim; this is to ensure that you have enough ammo for the maximum amount of enemies that can attack. One final prerequisite of the ramp soldier is to be able to time his resups well. A badly timed resup could be the difference between killing 15 enemies without dying and your flag getting capped within the next 30 seconds.

So far your probably thinking “Well this map ain’t any fun, only one position is good to play”. This is the greatest misconception of Shutdown2. I find that both other soldier positions are equally as challenging and as fun to play, often preferring to play plank soldier of ramp soldier. This map can also be one of the most enjoyable and satisfying for playing engineer with a decent ramp soldier too.

The above description is only half of what you need to know to play this map though and emphasizes how in-depth Shutdown2 really is.

Shutdown2 can be played well with a variety of offensive lineups. Most commonly 3 medics and a scout are used. The key to flag movement in Shutdown2 (using this setup) is mass ramp attacking with the aim of overwhelming the ramp soldier so that the scout can get through easily. Attacking ramp is done through either DMing the ramp soldier or attempting to rampslide straight past him. Since you all know how to rampslide, I’ll keep the explanation brief:

Coming through front door you can conc (HH typically) from either the left or the right side depending on your intention. This will give you massive speed up the ramp. As you slide up the ramp you should be aiming where you want to go and when you reach the top of the ramp press the duck key to come off the end of it (a successful one will having you shoot into the T).

Once in the flagroom the primary aim is to conc and throw the flag out. A good throw would see the flag on the flagroom floor (not the ramp, this is even more difficult to move). Second to this would be taking the sentry gun down or DM the flagroom soldier.

When the flag is on the flagroom floor I feel the best plan of attack is to whore the plank. With brute force DM (and possibly some tricky scout moves) the flag should be quickly out of the flagroom, past the T and to ramp/top ramp. To avoid slow movement and returns from here most of the offense should be attacking ramp, keeping the sentry gun down and the soldiers low on health and ammo (with the occasional medic or scout run through plank to get a touch).

Other tactics may be employed for offense, again depending on team capability and playing conditions. Spies are often used by many teams instead of a scout and high ping matches tend towards a medic only lineup.

Overall, this is an extremely well balanced map and while it has a steep learning curve; it is probably the most in-depth and long lasting map you can ever play. I hope to see a revival of it for the HL2 mod Fortress Forever.
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#2  
Old 26·10·2005, 14:17
Location: Australia
Age: 23
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gogo date code ;/

Tried:

08 February 2000
8 February 2000
08 02 2000

Last one let me submit but the date is screwed ;(
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#3  
Old 26·10·2005, 14:46
Location: Canberra
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mercury mercury is offline
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k ill have to look into it
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#4  
Old 26·10·2005, 15:46
Location: Sydney
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It's what makes posting here possible
why are you reviewing old maps? when can we expect to see a 2fort review?

also, sd2 is probably the best tfc map ever made
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#5  
Old 26·10·2005, 15:52
Location: Melbourne
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From the staff forum...
Quote:
gonna keep the reviews coming as maps are posted in the match discussion
all maps covered so far, except for sd2
So ultimately, why not?
A two-
-liner.

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#6  
Old 26·10·2005, 16:25
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It's what makes posting here possible
Quote:
Originally Posted by kam
So ultimately, why not?
I guess it comes down to how much free time you have on your hands.
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#7  
Old 26·10·2005, 16:47
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/(bb|[^b]{2})/
sd2 was the last of the maps that was "required" to be reviewed.

If you want to review 2fort, go for it.

The general push was for maps that are in ozfl to be reviewed, from now on its a free-for-all (as far as I know, valk was planning this..)
ozfortress.com is constantly evolving. we appreciate your feedback!
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#8  
Old 26·10·2005, 18:24
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Quote:
Originally Posted by Bluefox
why are you reviewing old maps? when can we expect to see a 2fort review?

also, sd2 is probably the best tfc map ever made
2fort review will come soon enough too

and yes it is probably the best tfc map ever made, thats why i kept dribbling on about it.
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#9  
Old 26·10·2005, 18:44
Location: Melbourne
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2kfort5 has already been reviewed
A two-
-liner.

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#10  
Old 26·10·2005, 18:46
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well there ya go
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#11  
Old 26·10·2005, 19:55
Location: Australia
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the date coth uses 13th for double digits, i dunno about single digits
<hatz0r> just so you know baf was banned from internode servers for extreme racism
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#12  
Old 26·10·2005, 21:01
Location: Australia
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biiiiiiiiiiiiiiiiiiatch!
stowaway_l is best map ever ur all on drugs
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#13  
Old 27·10·2005, 13:40
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It's what makes posting here possible
stow sux, infact i take back what i said about sd2

Openfire was the best tfc map ever made, followed by sd2 then probably roasted

and dont say they suck just because youve played them a billion times (the last part is the reason why theyre so good!)
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#14  
Old 27·10·2005, 13:43
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stow is a bad designed map :X
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#15  
Old 27·10·2005, 14:39
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opf doesn't take much skill, unlike as sd2
A two-
-liner.

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#16  
Old 27·10·2005, 18:51
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and roasted is shit
<hatz0r> just so you know baf was banned from internode servers for extreme racism
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#17  
Old 27·10·2005, 19:05
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roasted is well balanced but its just not very fun
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#18  
Old 28·10·2005, 08:42
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It's what makes posting here possible
Quote:
Originally Posted by kam
opf doesn't take much skill, unlike as sd2
openfire was a hard map to score on if you didnt have 4 attackers and was hard to defend if you didnt have 5 defenders. Most clans went 5/3 when it first came out and the score lines were usually low, 30-10 etc.

after being played to death players got better at it and started learning new tricks and moves, (remember when =BC=undz did all those cool concs which everyone does now?) and so the scorelines went up.

when openfire isnt played by 2 newb teams its one of the best games to watch.
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#19  
Old 28·10·2005, 09:34
Location: New Zealand
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escape
i think opf first started being played 4/4 due to the arrival of chophop. teams started using it and would rip apart a 5/3 team using the chop. once it was banned however people continued using 4/4 and their concing skills have improved.

however i get the feeling that good clans might find 5/3 more effective than 4/4 if they could be bothered trying.
Last edited by anarc; 28·10·2005 at 09:37.
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#20  
Old 29·10·2005, 22:35
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another leetpants review by spector (although he was right about it being overplayed, and i definitely hate it) - wd.

p.s i'm 90% sure i've seen screenshots for ff, so it is gonna get remade
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#21  
Old 29·10·2005, 23:36
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http://www.fortress-forever.com/?a=media&s=7
A two-
-liner.

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#22  
Old 8·12·2005, 06:04
Location: Australia
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I'm right - god told me!
Quote:
Originally Posted by anarc
i think opf first started being played 4/4 due to the arrival of chophop. teams started using it and would rip apart a 5/3 team using the chop. once it was banned however people continued using 4/4 and their concing skills have improved.

however i get the feeling that good clans might find 5/3 more effective than 4/4 if they could be bothered trying.
I know we (BBQ) back in ozfl 1-3 tried to get 4/4 going but could never find a combination of defence that felt solid enough to rely on in games so tended to stick with 5/3. I guess it depends on the demoman you have. If hes a suberb demo ala gen then security is down a hell of a lot less so its easier. I know tech always used to go 4/4 and 4/4 vs 5/3 was actually really good.

So yer 4/4 works but its going to be a bit of a capfest.

P.S: Just cause a map is played alot doesn't mean it sucks, just means theres no creativity on the part of teams and their map selection.
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