Difference between revisions of "Waste"

From Team Fortress Wiki
Jump to: navigation, search
m
m
Line 14: Line 14:
 
'''Waste''' is a [[Community maps|Community-made map]] consisting of a new [[Game modes|game mode]] in the form of a [[Payload]] that is capable of being pushed by either team. It plays similarly to other [[Control Point (game mode)| 5-Point Control Point]] maps, such as [[Well (Control Point)]], except that it places a stronger emphasis on teamwork to push the cart and coordination to flank the enemy. These alternate routes, although longer, usually provide [[Health]] and [[Ammo]] pickups not normally present on the main Payload track.
 
'''Waste''' is a [[Community maps|Community-made map]] consisting of a new [[Game modes|game mode]] in the form of a [[Payload]] that is capable of being pushed by either team. It plays similarly to other [[Control Point (game mode)| 5-Point Control Point]] maps, such as [[Well (Control Point)]], except that it places a stronger emphasis on teamwork to push the cart and coordination to flank the enemy. These alternate routes, although longer, usually provide [[Health]] and [[Ammo]] pickups not normally present on the main Payload track.
  
In Waste, unlike other Payload maps, both teams must attempt to escort the single [[Payload]] to the enemy base and can only win if they push it all the way to the enemy's final terminus.
+
In Waste, unlike other Payload maps, both teams must attempt to escort the single [[Payload]] to the enemy base in a "tug of war," and can only win if they push it all the way to the enemy's final terminus.
  
 
There are also [[Arena]] and [[King of the Hill]] versions of Waste.
 
There are also [[Arena]] and [[King of the Hill]] versions of Waste.

Revision as of 10:11, 14 December 2019


Let's waste 'em!
The Scout
Waste
Waste.jpg
Basic Information
Developer(s): {{{map-developer}}}
Waste's payload.

Waste is a Community-made map consisting of a new game mode in the form of a Payload that is capable of being pushed by either team. It plays similarly to other 5-Point Control Point maps, such as Well (Control Point), except that it places a stronger emphasis on teamwork to push the cart and coordination to flank the enemy. These alternate routes, although longer, usually provide Health and Ammo pickups not normally present on the main Payload track.

In Waste, unlike other Payload maps, both teams must attempt to escort the single Payload to the enemy base in a "tug of war," and can only win if they push it all the way to the enemy's final terminus.

There are also Arena and King of the Hill versions of Waste.

Introduction Video

Locations

Terminals 1 & 5 (Headquarters)

Eventually the track winds down into the heart of the enemy operation and the final terminus. Attackers assault the enemy headquarters from multiple levels.

Checkpoints 2 & 4 (Factory)

As the track winds down to more tighter spaces indoors, control over the higher perches becomes more critical. Naturally, these perches are occupied by defending Engineers that need to be taken down before hand, and replaced with attacking Engineers to secure a foothold in the enemy base.

Checkpoint 3 (Courtyard)

After the setup gates are open, there is a large arena where the Payload lays at rest in the middle. Multiple access points are available to both teams: the high ground with plenty of pickups and Sniper cover, or the sparsely traveled sewers for stealthy players.

Strategy

Checkpoint 3 (Courtyard)

  • Spies can sneak behind the enemy by using the bottom sewer path, allowing them to attack Engineer nests and Sniping positions overlooking the central checkpoint.

Screenshots