Difference between revisions of "Offblast"

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== Strategy ==
 
== Strategy ==
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{{main|Strategy}}
 
*[[Pyro]]s, [[Scout]]s, and other classes with high [[Knockback]] potential will benefit most from the long drop that accompanies being pushed off the ledges on the sides of the map.
 
*[[Pyro]]s, [[Scout]]s, and other classes with high [[Knockback]] potential will benefit most from the long drop that accompanies being pushed off the ledges on the sides of the map.
 
*[[Soldier]]s can easily defend the middle capture point due to the high level of elevation which provides easy shots of rockets down to the lower elevations.
 
*[[Soldier]]s can easily defend the middle capture point due to the high level of elevation which provides easy shots of rockets down to the lower elevations.

Revision as of 22:33, 14 November 2010

Offblast
Offblast 01.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Photos
Loading screen photos.
Map Overview
Offblast overview.png

Offblast is one of the community maps chosen by Valve due to its outstanding quality and was included in The Classless Update as an honorary official map.

Arena Offblast is a fast-paced, high-altitude community map set in a top secret missile silo wedged into the top of a hollowed-out mountain. Open-air paths and narrow hallways converge on a central control point located just under the silo’s blast doors. This mountaintop arena also boasts a sheer cliff face encircling the battleground, giving you the chance to help your opponents improve their tactics. Specifically, anyone you blast over the side will get some time to think about the various flaws in their “standing next to the edge of a cliff” strategy as they plummet to an excruciating, non-respawnable death.

In Offblast, the goal is to eliminate the entire enemy team or capture the central capture point. Since there are no health packs in Arena mode, Medics are highly valued, but, since a Medic's Syringe Gun is difficult to effectivley use, and a Medic can't attack while using their Medigun, they are a prime target for enemies. Scouts work very well with this map, as their double jump ability allows them to jump off the cliff, then back on, and avoid damage, however, this is a very risky procedure. Spies are difficult to effectivley use, as this map usually sports an abundance of Pyro players, attempting to use their Compression blast on enemies that are unlucky enough to wanter too close to the edge, however, if used effectivley, a Spy can be a devistating opponent, as there are many small (Not to mention dark and secluded) corners on this map. Engineers are difficult to use as well, as there are many good perches where a Demoman or Soldier can sit and take out a Sentry Gun or Dispenser form outside it's range.

Introduction Video

Locations

The map consists of a large secret missile silo built into a mesa in the middle of the desert. Precarious ramps scale the outside of the mountain cliff sides that lead up to an innocent looking mill which is connected to the inside of the hollow mesa, while long catwalks and corridors dominate the Spy-tech stylized interior.

Strategy

Main article: Strategy
  • Pyros, Scouts, and other classes with high Knockback potential will benefit most from the long drop that accompanies being pushed off the ledges on the sides of the map.
  • Soldiers can easily defend the middle capture point due to the high level of elevation which provides easy shots of rockets down to the lower elevations.
  • The pipes which sit against the wall above the lower entrances to the main room are solid and can be stood on. This is an excellent perch position for a Scout to have the element of surprise on incoming enemies.
  • The various light posts on the outer pathways outside the spawn rooms can be stood on and used by the Soldier, Demoman and Scout as high positions to both observe the battlefield and have an out-of-sight drop on isolated enemies. Be advised, this position is highly susceptible to classes that have a Knockback ability, and should only be used in specific circumstances.
  • The trucks in both teams' spawn rooms can be jumped behind, and provide excellent cover under darkness for any class attempting to hide or heal. These are ideal spots for a Sniper to hide and await an oncoming rush, or to pick off unsuspecting stragglers.

Control Point Timing

Control Point Multiplier Seconds
Capture point ×1
12 .000
×2
8 .000
×3
6 .545
×4
5 .760