
22·10·2005, 20:52
siege
- Game:
- Team Fortress Classic
- Map Type:
- Capture the Flag
- Released:
- 28·2·2004
- Ideal Team Size:
- 8
- Teams:
- 2
- Downloads:
- 387
Siege is a relatively underplayed map and unjustly so. From my experience in previous ozfl series (played it quite a few times for DHL), this is a very enjoyable map for both offence and defence with a good balance once learnt well.
The map is usually played 4/4, although I have seen some teams (unsuccessfully) play 5/3. From a defensive perspective there are a variety of setups. The most effective from my experience is:
-Soldier top ramp
-Soldier water
-HW Flag
-Engy Flagroom
Engineer usually puts the sentry in such a spot that can kill incoming enemy offence from the air lift as well as either the left or right entrance. More offence tends to flow through the left (ramp) entrance to the flagroom over the right (water entrance) because that way is a lot more open and harder for the soldier to defend. Therefore typically, the sentry gun is on the right hand sidewalk in the flagroom. This does however have one drawback; spies (coming from water) can more easily take down the sentry gun. What the engineer should mostly be concerned about though is enemy offence coming through the air lift, get two medics through there and your SG is going to take a beating.
Due to the above mentioned sentry gun problem, some teams opt to move their soldiers forward: either by having the water soldier move forward (towards main ramp) or moving the ramp (left) soldier towards the main entrance. This gives a chance for the engineer to cover his sentry gun before enemy offence come up the air lift (they will also die before being able to hurt the SG too much if the soldier can do some damage).
I have also seen some teams take away their HW in the flagroom and have a demoman piping the flag OR remove their engineer and have a demoman and HW in the flagroom. With a good engineer this shouldn’t be needed.
One final note for defence are the resups…. or lack thereof. The soldiers are likely to die quite often with the only resup bag being against the wall in the centre of the flagroom (and not respawning quickly either) and it is usually not a good idea to retreat to this spot, especially if you are ramp soldier.
From an offensive point of view I am just going to emphasize this: DO NOT get the flag stuck in the lower area of the flagroom, it is near impossible to get it out against good defense (in particular against a demoman).
The map is usually played with either 4 medics or 3 medics and a scout. The aim is to keep the sentry gun down (attack the air lift) and have 1 or 2 concers throwing the flag. I find the best way to get the flag out of the flagroom is to attack and conc from the side entrances, throw the flag to one of the sidewalks and keep repeating, edging the flag forward with small movements (to avoid getting the flag stuck in the lower area)- this is normally where the scout comes in handy, especially with the SG up. When the flag is at either of the side entrances it’s just a matter of brute force to move the flag out. There is also a nifty little conc from the airlift which I haven’t learnt to do yet and would appreciate it if somebody could AVI this move for me.
With the water entrance, some teams will benefit from a spy on this map. I’ve seen AmS (Jolly you’re a bastard) use this quite a few times and wreak havoc on the flagroom; it’s quite easy for the water soldier to let his guard and a spy slip through.
From this description I hope you can all see how in depth this map really is and why I enjoy playing it so much, there’s a lot of team-work required and a fair bit of tactics involved. Typical scorelines are 70+ and although I have seen some massive ownage on behalf of offence (150-200 range), if the defence get their strategy sorted from the start it shouldn’t really be a problem.