2Fort
| 2Fort | |
|---|---|
| Basic Information | |
| Map type: | Capture the Flag |
| File name: | ctf_2fort
|
| Released: | October 10, 2007 (Launch) |
| Variants: | 2Fort Invasion |
| Developer(s): | Valve |
| Map Info | |
| Environment: | Farmland |
| Setting: | Daylight, sunny |
| Hazards: | Drowning |
| Deep Water: | Yes |
| Pyrovision Support: | Yes |
| Map Items | |
| Map Photos | |
| Map overview | |
| “ | Dis map ain't big enough for da two of us!
Click to listen
— The Scout, on the cramped corridors
|
” |
2Fort is a Capture the Flag map and the subsequent remake of the Team Fortress Classic map of the same name; these maps are both based on the Team Fortress map 2Fort5. 2Fort was the first official Capture the Flag map for Team Fortress 2, and was one of the six initial maps included with the game's release.
Two similar forts face each other separated by a contaminated canal of deep water spanned by a covered bridge. Each side defends a deep underground secret base that holds the team's Intelligence briefcase.
These symmetric forts have three levels of entrances; however, not all are accessible to every class. The primary entrances are the two openings on the ground level, which converge inside beneath an opening to the upper level. Alternatively, the battlements level of each base is accessible by high-mobility classes through various jumping techniques from either ground level or the roof of the bridge. Below the bridge, the third entrance is through the sewers that run beneath the base.
Contents
Introduction video
Locations
Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.
Outside locations
- Bridge: The Bridge connecting the two forts. The Bridge is covered, allowing mobile classes to get on top of it (such as with a shield charge or an explosive jump). It is possible for less mobile classes (such as Medic or Sniper) to get on the roof by jumping from the edge nearest to the window of the Battlements. There are wooden poles on the side of the bridge which can be stood on, and there are a few holes in the roof of the Bridge, which allow for bullets and projectiles to pass through. Underneath the Bridge is a large pool of water deep enough to drown in, and it has two tunnels leading to each team's Sewers on either side directly underneath the Bridge.
- Entrance: After crossing the Bridge, there are two ground entrances into the base. The Entrance extends from those two doorways into the base a short distance. From here, the layout of the entrance is a T-shape. Turning left brings the player to the stairs that lead down to the Sewers, as well as the narrow corridor linking the Side Spawn room to both the entrance and the Courtyard (there is a hole in the ceiling allowing players to drop down from the Side Spawn room). Turning to the right leads directly into the Entrance Side Room.
- Battlements: The Battlements are on the front of the second floor of each base and have a center bunker section. This section has large glass-less windows and is a roofed structure. The windows allow almost unbroken lines of sight into the area. The Battlements are also often referred to as the Balcony, as well as the Sniper Ledge or Sniper Deck. The ledges provide an excellent view of most of the exterior of 2Fort, with the exception of the Bridge and the water beneath it. The RED side has a ledge placed high enough to cause fall damage if walked off of, while the BLU side's ledge is not tall enough.
Fort locations
- Sewers: The tunnels under each base, leading from the water beneath the Bridge to the Entrance, creating an alternative base entryway. They have several sharp turns, creating numerous blind corners, and are generally very tight and claustrophobic.
- Sewer Room: In each Sewer, there is a room recessed into a corner in such a way that it is impossible to see the entire room from inside the tunnels. On the water-side of the room, the tunnel has two 90 degree bends, but on the base-side of the room, there is one long unbroken stretch of tunnel. The long tunnel provides a long-range line of sight between the room and the Sewer exit. There is a medium health kit and medium ammo pack in the Sewer Room.
- Entrance Side Room: Turning right from the Entrance leads into a medium-sized room with a door at the opposite end which provides access to the Courtyard. This room is the most direct way to reach the Courtyard from the main Entrance. In addition, it is also quite large and roomy. The room has a direct view of the entrance/exit to the Sewer.
- Courtyard: The Courtyard is the main means of transition between the ground floor and the second floor in each base. It is an enclosed, roofless space inside each base, located right next to the Main Spawn room. It is bounded on three sides by high ledges, and there is a doorway connecting it to the Main Spawn room, a hallway connecting it to the Side Spawn's dropdown, a staircase leading down to the Observation Room on the second floor, and a door from the Entrance Side Room right below the one from the Main Spawn. Two staircases within the Courtyard connect the ground with the surrounding ledges.
- Grate: This is the small room with the grated floor right above the Entrance of each base. It is connected directly to the Upstairs via a doorway facing the Main Spawn. The room has a hole in the grate connecting it to the Entrance which allows classes with high vertical mobility to directly go up to the Upstairs area. Splash damage can be dealt through the grate.
- Upstairs: This is the large room on the second floor, adjacent to the Main Spawn room and right above the Entrance Side Room. The Upstairs area has exits/entrances leading to and from the Battlements, Grate, Spiral, and the Courtyard. This room is heavily trafficked as it is a major crossroads on the map, connecting practically every area of the base.
Main base locations
- Spiral: The Spiral ramp that leads from the Basement and to the Upstairs is one of the only two access points to the Observation Room. Like the Sewers, the Spiral is a narrow corridor with 90-degree turns. At the top, the Spiral connects to the Upstairs area via a small room in which there is a small health pack and small ammo pack. A direct line of sight can be drawn from the Upstairs area along the top length of the Spiral.
- Stairs: This area contains a long ramp running from the back of the Courtyard into the Basement. It is the other access point to the Observation Room, besides the Spiral.
- Basement: This is the space downstairs between the Spiral ramp and the Stairs. It leads to the Observation Room and the Auxiliary Resupply room, which exists at the end nearest to the Stairs. There is also a health pack and ammo pack in the middle of the Basement.
- Observation Room: The Observation Room has two entrances from the Basement in the form of two long hallways each with its own 90-degree turn. Both hallways face directly towards the desk the Intelligence is lying on. Next to the desk is a large window overlooking rows of computers and a large screen
Resupply locations
- Main Spawn: The Main Spawn for both teams is located right next to the Upstairs, between the Courtyard and the Battlements. It is a single large room divided in two by two glass sliding doors which can only be opened from inside. The players first spawn behind the sliding doors.
- Side Spawn: On the completely opposite side of the base from the Main Spawn is another, smaller spawn. It has two exits, one is a simple shutter leading to the Battlements and the other is through a dropdown that leads to a narrow hallway directly connecting the Courtyard with the Entrance, bypassing the Entrance Side Room.
- Auxiliary Resupply: Connected to the Basement is a small room in which players never spawn, but has a resupply cabinet accessible to members of that base's team.
Helpful overview
Please note the following: The BLU side shows the first floor while the RED side shows the second floor.
1.Bridge 2.Entrances 3.Battlements 4.Sewer exits 5.Grate (not shown on the BLU side) 6.Entrance side room shown on Blu and the Upstairs room just above it shown on Red 7.Courtyard 8.Stairs 9.Basement 10.Spiral 11.Observation Room
Strategy
Related achievements
General achievements
|
|
Update history
- Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.
April 29, 2008 Patch (Gold Rush Update)
- Added medium ammo and health to basement hallways.
- Added small ammo and health to top of spiral.
- Fixed a clip brush exploit outside BLU Sniper deck.
- Fixed number "2" overlay on front of RED base not being assigned to the brush face.
- Fixed BLU players being able to block the BLU spawn room doors to lock in teammates.
- Moved the BLU team Sniper wall down to match the RED team Sniper wall.
- [Undocumented] Added a "Grocket" to this map.
December 15, 2011 Patch (Australian Christmas 2011)
- [Undocumented] Removed the Grocket from this map.
- Fixed seeing through Sniper fences in 2Fort when using Pyrovision.
- [Undocumented] Added a "Carrier Tank" to this map.
- Fixed building inside of spawn doors.
- Fixed clipping exploits on battlements.
- Fixed height of door leading to spiral stairs in BLU base so players can now crouch past a placed Dispenser.
- Cleaned up prop collision.
- Smoothed clipping on wagon wheel and other props.
- Fixed a rendering bug on a silo prop in the skybox area for the BLU base.
- Fixed collision on train-wheels prop outside BLU base.
- Fixed clipping on window ledges.
- Fixed collision on pipes in flag rooms.
- Fixed texture alignment on world map textures.
- Fixed clipping issue in the middle where BLU could stand in the sky.
- Fixed players standing on conduits in flag rooms.
- Fixed players standing in sky over RED battlements.[1]
- Fixed a missing face under the stairs in the BLU base ramp room that let players see enemies above.
- Fixed collision on props under stairs in RED's courtyard.
- [Undocumented] Added saucers and posters to 2Fort.
- [Undocumented] Removed saucers and posters from all maps.
- Updated
ctf_2fortto fix a problem with cubemaps.
Bugs
- Players can jump in and out of the Sniper battlement window frames when playing 2Fort on the Xbox 360 and PlayStation 3 version.
- Players can stop the enemy team's spawn shutter doors from closing by moving into the shutter door before it closes.
Trivia
2Fort map
- In GameInformer's March 2010 issue, 2Fort was named #6 in their list of Top 10 FPS Multiplayer Maps, with Dust from Counter-Strike taking #1 (Issue 203, page 31).
- ripten.com listed 2Fort as the 8th best FPS multiplayer map, with Dust from Counter-Strike again taking first place[2]
- A beta version of 2Fort can be seen in the first and second Team Fortress 2 trailer.
- 2Fort makes an appearance in Duke Nukem Forever in the Hail to the Icons Parody Pack DLC under the name "2Forts1Bridge".
- Meet the Spy takes place in a slightly modified version of 2Fort, adding the Alarm-O-Tron 5000 (seen in Double Cross), doors to the Observation Room, and miscellaneous pieces of furniture inside the Observation Room.
- 2Fort appears in Worms Reloaded as one of the forts.
2Fort facility
Teufort settlement
- Teufort is a town somewhere in Badlands, New Mexico, USA, with 2Fort on the outskirts. Unhappy Returns also revealed that the entire town is filled with "lead-poisoned idiots", as the mill (2Fort) the mercs have been fighting over has been leaking chemicals into the groundwater for over a generation.
- The Soldier is implied to have severe lead poisoning from drinking the water in Teufort.
- That 2Fort is located at Teufort is attested to in updates, comics, and movies. Teufort is located in New Mexico according to the Meet the Director comic and other sources.
- The Teufort Times newspaper found on the Crafting, Saxton Hale Day page during the WAR! Update.
- The Teufort Tooth Kicker's name refers directly to this.
- Teufort has the nickname of "America's Gravel Basket" and has a population of 1280, as seen in Meet the Director.
- According to the Map of Badlands, found during the Engineer Update, Teufort is north of Dustbowl and east of Badwater Basin.
- The BLU Scout, Soldier, and Spy prevented Old Nick from kidnapping the children of Teufort in A Smissmas Story.
Gallery
Special events
A dove that could be seen above the cover for the BLU team's Battlements after the June 8, 2011 Patch.
A crash-landed rocket seen after the July 18, 2011 Patch.
A UFO seen after the September 10, 2015 Patch.
The Soldier Statue that appears every 12th–14th of April.
Concept art
Pre-release
Promotional
Engineer and 2Fort as a playable fort in Worms Reloaded
See also
External links
References
- ↑ Actually BLU battlements.
- ↑ Top 10 First Person Shooter Multiplayer Maps of All Time, ripten, archived.
- ↑ Catch-Up comic

