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Submitted by System on 09/03/2006, 09:50. Print file.
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The Hunted-There's not much you can do in terms of offense. The best route to take is through the sewer, then up the ramp (hide behind the boxes ) and wait for your teammates to open the garage door.
Then, under the cover of your teammates, run into the truck. That's about all you can do.

The Assassins-This map is essentially custom-tailored for Assasins.
Just about everywhere is a good place to stay. My favorite is the area above the first alleyway.

The Bodyguards-At least one Medic should stay with the Hunted, to heal him up as much as possible and to act as a last-line-of-defense bodyguard. Soldiers and HW Guy, kill Assassins wherever you see them. A smaller group of bodyguards should be aware of the Hunted's route, and stay ahead of him, to perform tasks like opening the garage door.


WELL-"Camper's Delight"

Well is a well balanced map (pun intended). It has plenty of benefits to offer all classes, even Pyros (to a lesser extent). It's another capture the flag map. This, along with 2-Fort, seems to be one of the most popular maps. And, if done correctly, about three people can make this map a Campers Delight with a defense that's very hard to penetrate.

Scout-You can conc.jump from the bridge near your base to the bridge near the enemy base, bypassing that middle section. The best entry into the enemy base is through the underwater passage, which a Demo must blow open. Once in the flagroom area, you can perform a conc. jump to the upper ledge, and thus avoid the agonizing trip up.
Another option is to go out of the water, behind the wall, up the enemy ramps, past the Sniper balcony, and onto the resupply floor.
Once there, start to prime a conc.grenade. Time it so that soon after you take the elevator up (to the flagroom) it will detonate, and you can thus jump across the entire flagroom onto the platform near the flag. If an Engie has built an SG in the area around the flag, you may be able to see the SG from the elevator that leads from the resupply floor to the flagroom...if convenient, kill it from there, before conc.jumping. After you get the flag, stay underwater as much as possible. If someone sees you going into the water, leave a conc.grenade behind you, which might disorient them. Also strafe back and forth.

Snipers-The Sniper balcony is one good place. Another is the area above your base, accessible through a ladder outside your base. It's also possible to stand on top of pipes that are largely submerged in water, for a well-disguised Sniping spot. However, perhaps the most well-disguised spot is in a small area UNDER the ladder that leads to the top part of the outside of your base. In the doorway to your base and crouched on the outside of the middle part of the middle tube. Also see the end of this strategy guide for the impenetrable defense.

Medic-Poisoning works pretty well on this map. Go for it.

HW Guy-Yes, even HW Guys have some strategy in this map! See the end section for the "impenetrable defense".

Demo-Plenty for the Demo to do on this map. First off, blow the gate to the enemy base. Very useful. Second, the Demo has the potential to do mass damage if he gets in the enemy base. Once inside the enemy base, make your way onto the area above the Sniper deck. If you're in the right area, you'll be in an oval-shaped room with a oval-shaped hole in the middle, with two elevators and four supply backpacks. One of these backpacks will restock your grenades. This location is conveniently located above the two enemy respawns! So, you're in an ideal position to shell the enemy respawn with Scatter
Grenades.  This actually usually does surprisingly little damage, aside from the occasional lucky shot. But this intends to incense the enemy team, and they will come after you. Line the elevator exits with Weapon #5. When enemies come up the elevator, detonate the weapon. Even if it doesn't kill the enemies, it will often knock them away. Repeat this process. If you can get an Engineer friend up there with you, the pair of you will be very hard to destroy!

Engineer-Good places to build SGs are inside the entance to your base, and in the tunnel that leads to your base. There are also plenty of opportunities for offensive SG placement (for an example, see Demo section).

Spy-Plenty of places to feign death and cause later mischief. As usual, take out any problematic SGs, and clear the Sniper areas with your Knife or grenades. Since you can get more grenades in the enemy base, if you can avoid detection, theres potential for causing the enemy some long-term problems.


ROCK2-"Ultimate Defensive Map"

Rock2 is a variation of a 'capture the flag' map. In this map, you must grab a key in the enemy base, and bring it to a separate area in the enemy base. Notice that all of this takes place INSIDE the enemy base. In addition to penetrating the enemy base, you must cross over a large courtyard twice, going past the enemy respawn twice, along with a series of narrow tunnels. In short, it's pretty hard to score. And even when you do score, it can kill your teammates, too. Go figure.
Rock2 is also an ideal map for...teamwork! But good luck trying to get any form of teamwork going on a public server =/

Scout-The Scout is one of my favorite classes. But I just can't advocate being a Scout in this map; too many opportunities to get killed. If you're playing a team of fools who don't build SGs in the courtyard, then you can use the Demo-blown tunnel to get access to the enemy base, grab the key, conc.jump across the courtyard and run into the Gas Chamber. But this won't work unless you have incredible skill or your opponents are incredibly stupid.

Sniper-The Sniper balcony faces the wide gap between the fortresses...you'll need to take an elevator to reach it. Other favorite Sniper spots are under the ramp on the outside of your base (in the water), and at the end of the Demo-blown passage. If you're patient enough, then wait along the upper-railing of the courtyard, near one of the towers.

Medic-A good alternative to the Scout on this map, since the Medic has great SG-destruction potential (Super Nailgun, grenades). If you can survive long enough, Rock2 is a pretty good infection map. Try for the cap.

Demo-Blow the passage to the enemy base, which is located under water and through a passage. Once you blow the passage, use the
Grenade Launchers to take out ay convenient SGs. Walk through the long passageway and across the plank of wood to emerge in the enemy fortress, roughly around the area of the gas chamber. Enemies rarely go back in this area unless someone has the key, so it will be safe for you to do a little scouting. Specifically, look for a SG built around the flagroom. When your team has the enemy key and is near the gas chamber (not before), take out the SG if there is one. After that, be sure to go into the gas chamber with your teammate, so you survive too :)

HW+Soldier-Getting the key from the drawer to the chamber is often a process that involves the death of many team members. A lot of bloody grunt work. Who better to keep the key moving than these two?
Likewise, these two make good defenders.

Engineer-The best places to build are above the entrance to your base on the inside, on the bottom level of your courtyard (preferably under one of the lookout towers) and in the room before your gas chamber. SGs make life a big pain for your foes in this level.

Spy-Spies work great in this level, as long as you can get into the enemy base undetected. The best use of Spies, I think, is to throw grenades at any SG in the courtyard, then grab the key and make a run for it.


EPICENTER-"The Test of True Team Dedication"

Epicenter is a variation of a capture the flag map, but in this case you must bring a flag that starts out in your base to a vehicle in the enemy base. The catch is, you don't get your 10 individual points for capping. Thus, many people lose their incentive, and this map often degenerates into a big Deathmatch on public servers. How dedicated are you to the team?

Scout-If the enemy doesn't have SGs up, this will be easier than usual. Grab the flag and walk across the bridge in the center of the map, into enemy territory, until you reach a balcony where straight ahead is a rough slope down, and there will be a dark area and an enemy respawn to your left/right. From here, it's possible to conc.jump straight to the ACV (your ultimate goal).

Snipers-Useful on this map. Favorite areas are before the slope that leads down from your base, in the raised area to the left of that slope, the bridge on your side that faces your open courtyard, behind the boxes directly below that point, the bridge in the middle of the map, and the dark area that I mentioned in the Scout section.
If you're in the right place, you should be able to manuver your aim between the two respawn exits with only a little movement.

Soldier-It's possible to perform a rocket jump in order to get access to the ACV. Maybe you can take out some SGs while you're up in the sky.

Medic-Same as the Scout and Soldier, the best thing you can do here is to conc.jump to the ACV with the flag. Poisoning doesn't work as well in this map.

Engineer-Just about the only really good places to build are around your ACV. Anywhere in that area, just make sure it's in a place not easily accessable by rockets or Snipers.


CASBAH-"Hope Your Team Is Good"

Casbah is the only main map that has only one respawn point for each team. Worse, in order to get out of this respawn, you must run down this long, open passageway, which can easily become "the hallway of death". If your opponent is skilled enough, they can set up defenses at the end of this hallway that will prevent your team from ever getting out, while they cap at will, in an ultimate domination scenario. Being on both ends of this, I think that this is a fundamental error of this map. Casbah is also the only main map I can think of that is NOT a mirror image. Both of these factors, I believe, are fundamental flaws in the map. Nonetheless...

Scout-The enemy defenses are fairly formidable in this map. It's best to have another teammat take out SGs, but do what you must.
Once you get the flag, the best strategy is to conc.jump onto the balcony, and then run to safety.

Sniper-The best area to Snipe is in the middle area, near the exit to your base. Other good places are the windows above your base or the enemy base, or the balcony above the enemy base.

Soldier-Good at both offense and defense, although you shouldn't try capping unless the other team is pretty bad at defense. Where
Soldiers are particularly useful on this map is in the upper tunnel that connects the two bases. A few Soldiers guarding this can make life very difficult. Another good place is right outside the tunnels that lead to the respective bases.

Medic-Go for the cap! This map is a pretty good one for conc.jumping. But since it's also a good map for SGs, just watch your step.

Demo-Plenty of places for pipe bomb traps, the best place being on top of your own flag. Whenever the enemy grabs it, then detonate, and repeat the process.

MURDERBALL-"Soccer gone wrong"
This is a map that does NOT come with the original TF package, you have to download it separately. But since it has risen to a high popularity in TF circles, I figured I'd put down my strategies here.
Keep in mind that I've only played this a few times myself.

Scout-Never attack unless you absolutely have to. A better strategy is to roam around the center (and I do mean, ROAM...chances are likely that you'll be killed if you stay in one spot. When the ball is dropped and appears in the center, prep a conc, grab the ball, and conc jump to the safety of your base. Good places to hide with the ball are UNDER the ramp, behind the boxes in your health room, inside the elevator (keep going up and down), in the side tunnel that leads to your base, on the ledge near the main entrance across from the lower elevator, and in other people's bases (you'll still get points, although this is dangerous for obvious reasons).

Sniper-The best function that Snipers have in this map is to pop anyone of the opposite team that grabs the ball once it has been dropped. Stay on a friendly balcony, and shoot away. If someone gets the ball in your base, guard any of the three entry points into the bases; the side passage, the main passage, and the balcony itself (which is accessible through rocket-jumps and conc grenades). For alternate Sniper spots, you can try going to another team's balcony,
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  1. Team Fortress Classic FAQ by System on 09/03/2006, 09:50
  2. Team Fortress Classic FAQ by System on 09/03/2006, 09:50