I like this map a lot, and thought I'd share these strats for all the
orange_x maps.
Download
here.
Introduction1. This map is heavily RED sided, because they have many more platforms for building stuff and can get into the tower quicker.
2. Only Scouts, Engies, and rocketjumping classes can get back into Resupply.
3. Snipers can find many good spots to snipe the other team efficiently without dying, because it is hard to see the others' head.
4. Good Demomen can dominate this map completely.
5. Due to the small number of chokepoints on this map, which results in bottlenecking, a good Engie or two can hold a point completely and effectively if they have a proper set-up. Yes, even against 3 Ubercharged HWGs.
6. Spies beware, long distances and many Pyros will hinder your success.
7. When joining a game, be prepared to be there for a while until its finish.
General Tips1. You can jump-crouch into the right window on both sides, from the ramp that spirals up to the top.
2. Since most people guard the main ramps from the insides of the tower, you cann flank from the sides.
Class-by-class StrategiesScout - Due to the long distances between the CPs, Scouts are most welcome to quickly capping a point. Good scouts on this map can eliminate countless hordes of enemies trying to cap various points, because their ability to double-jump can quickly get them on the side ledge to go up the tower quickly. They can double-jump everywhere, giving a hard time for Snipers and giving Pyros and Demomen a hard time trying to hit them. This is especially effective on the top of the tower, where they can double-jump around the edges and down onto the ledge to dodge enemy fire. Remember, a Scout is worth two other people when capping!
Soldier - Soldiers in this map may or may not have a hard time depending on skill level. Soldiers are prone to headshots from Snipers, especially if not paying attention to their surroundings. However, you can rocketjump over onto the walls next to either spawn to grief the enemy team. But mainly, the Soldier is a frontlines class on this map. Horizontal rocketjumping is effective when running away from pyros.
Pyro - In this map, Pyros are great for spychecking and protecting the Engies while they sentry-up. The flaregun is especially useful because this map has long distances, so a shotgun may not be as good. The backburner is good for flanking Pyros,, while it is also effective to air-compress the enemies' asses off the top of the tower. Pyros that are Ubercharged are good for destroying enemy buildings and basically griefing the hell out of the other team.
Demoman - Demoman is one of the most useful classes on this map. Two grenades or three sticky mines can destroy any buildings an Engie can build, so with or without an Ubercharge, a good Demoman can destroy everything indirectly from over a wall or strafing in and out of cover. You can also uberjump to cover long distances, and charge up sticky mines to plant on top of walls or the tower from lower down.
Heavy Weapons Guy - The HWG, when used correctly, can be the winner for the team. When guarding a CP next to a Dispenser, the HWG can fire FOREVER. That's an endless stream of death dealing lead, folks. With an Ubercharge, the HWG can destroy almost anything the enemy has and can overtake a CP's defence, too.
Engineer - The Engie may be the one class on this map, that if used correctly, can absolutely DEVASTATE the other team from even getting up to the tower CP. There are many spots on this map that a sentry