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Your most useful contribution to the Team is your sentrygun. You can only have one of these built at a time, so positioning it well is important, although you can always dismantle it and build another.
Don't worry if it quickly gets destroyed the first few times you build it. Just look for a new place to put it where the enemy will have a harder time killing it. Keep an eye out for other Engineers, and see where they're placing their sentryguns. Once you've picked a place to build yours, hit your "Use Special Skill" key to bring up the Disguise menu. If there's no option 2 to build a sentrygun, that means you don't have enough metal, so go get some more from the nearest Resupply Room. It takes 4 seconds to build your sentrygun, during which time you won't be able to move or shoot, so if you're building outside your base you might need someone to guard you.
Upgrade your Sentrygun.
Once you've got your sentrygun built, you'll want to upgrade it quickly. Sentryguns have 3 levels, and at each increasing level they have more health, fire faster, and hold more ammo than at the previous level. Level 3 sentryguns fire rockets as well as their gattling guns, making them particularly vicious. To upgrade your sentrygun, make sure you've got at least 130 metal, and then hit your sentrygun with your wrench. The maintenance menu will come up. If there's no option 2 to Upgrade the sentrygun, you don't have enough metal, so go get some more from the nearest Resupply Room. Note that once your sentrygun is level 3, you won't be able to upgrade it any further.
Maintain your Sentrygun.
Once the sentrygun's up and running and killing some enemies, you'll need to maintain it. If you look in the bottom left of your screen, you'll see your sentrygun's health and ammunition. If it's low on health, you'll need to repair it. Hit it with your wrench and select the "Repair" option from the menu. Keep doing this until it's fully repaired or you run out of metal (you can see the amount of metal you've got in the ammo count in the bottom right corner of your screen). If your sentrygun is low on ammunition, you need to restock it. Grab some shells from your Resupply Room, hit your sentrygun with the wrench and then select the "Put ammo in sentrygun" option. If it's a level 3 sentrygun, make sure you grab some rockets and put them in it. Keep doing this until it's fully stocked with ammunition.
Finally, make sure your sentrygun's facing the right way. Sentryguns track better if they're facing the direction the enemies' are coming from, and they'll sometimes swing around and end up facing the wrong way after they've shot down an enemy. Hit the sentrygun with your wrench and select the "Rotate Sentrygun" option. Keep rotating it until you're happy with the direction it's facing.
Build a Dispenser.
The next thing that your team would be eternally grateful for is an ammunition & armor dispenser. This is a small machine that creates ammunition and armor inside itself every 10 seconds, and lets anyone get some from it. It's like a mini Resupply Room. If you've got a group of Defenders in a place where they can't get to a Resupply Room quickly enough, a dispenser's the perfect thing to allow them to resupply without leaving their posts. Dispensers are also great if they're hidden somewhere near the enemy base to allow your attack squads to resupply right before they go into the enemy base. Like sentryguns, you can only have one dispenser built at a time, so place it wisely. They have little health, so keep your dispenser fully repaired if you can. Hit it with your wrench to bring up the
Maintenance menu, just as you do for the sentrygun.
Repair your teammates' armor.
Another important and often overlooked trait of the Engineer is his ability to repair his teammates' armor. Simply hit your teammates with your wrench. You'll need a bit of metal to repair them, but not much. Keep hitting them until their armor's fully repaired, or until you've run out of metal. Note that your teammates will probably use the "Call for a Medic!" command to ask you to repair their armor, so if you hear them yell for help, look around. The player who called for help will have a floating red cross above his head.
Make ammunition for your teammates.
The other useful thing an Engineer can do is make ammunition. This is great for swiftly delivering ammunition to Defenders, like HW Guys, who don't have time to get to the Resupply Room and back to their posts before the enemy attacks. Making ammunition is easy. Simply hit your "Drop Unused Ammunition" key (X by default). Unlike every other class, who only drop the ammunition they're carrying that they can't use, Engineers always drop some ammunition of each type, using their metal supply to fabricate ammunition that they don't have. If you don't have much metal, you won't be able to make much, but its probably still a better idea than sending that HW Guy back to the
Resupply Room.
Protect your Sentrygun with EMP grenades.
Your EMP grenades are tricky. They explode like any grenade, but instead of doing any damage themselves, they detonate anything explosive around them and rely on that to do damage instead. This means players with explosive ammunition, like rockets and shells, will explode like firecrackers. Detpacks will go boom. Pipebombs will detonate. Ammo packs will go up in smoke. Roughly speaking, the more ammunition lying around, the more dangerous the EMP blast is going to be, and some classes, like the Soldier and HW Guy, are carrying a heckuvva lotta ammunition. The only downside is that some classes, like the Scout, are carrying almost no explosive ammunition at all, and can simply walk right through an EMP blast. Use your EMP grenades, combined with your hand grenades, to destroy enemies who are trying to destroy your sentrygun. Your sentrygun is far more dangerous to them than you are, so if you're lucky, you'll be able to throw a grenade at their feet while they're otherwise occupied.
[1.4.1] Maps
There are always new maps being made but here are the official maps along with some other common TFC maps.
[1.4.1] Two Fortresses
Two Fortresses - Capture The Flag.
Two fortresses, separated by a small bridge. Break through the enemy defenses and steal their Flag from the basement. Bring it back to the
Capture Point in your battlements to score. Watch out for enemies coming through the underwater entrances.
Objective: Assault the enemy Base, and steal the enemy Flag from their basement. Bring it back to the Capture Point in your battlements to capture it. Defend your Flag to prevent the enemy from stealing it.
Scoring: 10 points per Flag Capture.
Notes: If a player carrying a Flag is killed, the Flag will fall to the ground. It will remain there for 60 seconds and then return to its starting position. If it's your Flag, you need to defend it, wherever it is. Don't let the enemy touch it, because they'll pick it up, and even if you kill them the 60 second time starts all over again.
Players: 4 to 24.
[1.4.2] Canalzone 2
Canalzone 2 - Territorial Control.
Two Teams vie for control of a group of buildings divided up by canals. Capture strategic points on the map, and hold them to score points. Use the light, fast classes like the Scout to capture points, and back them up with heavier classes to hold the points once captured.
Objective: 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.
Players: 8 to 32.
[1.4.3] The Well
The Well - Capture The Flag. 2 large fortresses separated by a large no-mans-lan, where Snipers reign supreme. This map uses the same scoring system as 2fort, but it's bigger and caters to larger teams. Use Demomen to destroy the underwater grates and open more entrances into the enemy base.
Objective: Assault the enemy Base, and steal the enemy Flag from their tower. Bring it back to the Capture Point in the base of your tower to capture it. Defend your Flag to prevent the enemy from stealing it.
Scoring: 10 points per Flag Capture.
Notes: If a player carrying a Flag is killed, the Flag will fall to the ground. It will remain there for 60 seconds, and then return to its starting position. If it's your Flag, you need to defend it, wherever it is. Don't let the enemy touch it, because they'll pick it up, and even if you kill them the 60 second time starts all over again.
Players: 8 to 32.
[1.4.4] The Rock
The Rock - Capture The Flag Variant.
Set in two opposing prison-like bases, Rock plays similar to a
Capture The Flag map, but with slightly altered rules. Teams break into the enemy Warden's office, steal the keycard within, and carry it across to the enemy Gas Chamber, where they use the keycard to release the Gas and kill the entire enemy team.
Objective: Assault the enemy Base, and steal the Keycard from their Warden's Office. Take it across to the other side of the enemy Base, where you can gain access to their Gas
Chamber and release the Nerve Gas. Defend your Keycard to prevent the enemy from using it to release the Nerve Gas in your Base.
Scoring: 15 points each time your team releases the Gas.
Notes: If a player carrying the Keycard is killed, the Keycard will fall to the ground. It will remain there for 60 seconds, and then return to its starting position. If it's your Keycard, you need to defend it, wherever it is.
Don't let the enemy touch it, because they'll pick it up, and even if you kill them the 60 second time starts all over again.
When the Nerve Gas is released, you have 10 seconds before the Gas will kill you. To survive, you need to either get a hazard suit (located behind the appropriately marked doors) or get underwater.
Players: 8 to 32.
[1.4.5] Hunted
Hunted - Assassination / Escort.
The most heavily teamwork-oriented map in TFC, this map has 3 teams who each have strong roles. The first is The Hunted, a single player with no weapons or armor, whose only objective is to make it to the waiting truck at the end of the map. The Second Team consists of
Bodyguards, whose only objective is to ensure The Hunted player makes it to his objective. The Third Team is the group of Assassins, and their objective is to simply kill The Hunted.
Objective: The Hunted: Make it to the white truck waiting for you behind the doors at the edge of the Helipad.
The Bodyguards: Prevent the Assassins from killing The
Hunted before he gets to the truck.
The Assassins: Kill The Hunted.
Scoring: The Hunted: 50 points each time he makes it to the truck.
The Bodyguards: 50 points each time The Hunted makes it
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Other files from this game:
- Half-Life - Team Fortress Classic FAQ by System on 09/03/2006, 09:50
- Half-Life - Team Fortress Classic hints by System on 09/03/2006, 09:50






