Team Fortress 2

Team Fortress 2

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The basics of cp_steel
By loaff
Steel is regarded as one of the best maps with its multiple meta-breaking and strategy freedom, even gaining rotation in competitive play. Others call it the worst for being overly confusing to traverse and understand. I will do my best to give you a basic understanding on the most unique map in TF2 and how to take advantage of the design.
   
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The Introduction
Steel is a psuedo-Attack/Defense and Control Points map. It, of course, features 5 points. Capturing each point changes the map in some significant way. This map is commonly played in Highlander matches and is infamous for being confusing for new players.

Steel's official introductory video
https://youtu.be/DvptDY8ivtw
This video explains the basics of Steel

Map Overview:


This is also the map overview with inaccessible areas roughly blocked off in black


Control Point HUD
The Spawns
BLU has 1 spawn with 2 exits, one to points A and (after it is capped,) D and E. The second leads to points B, (after it's capped, C) and E


RED has 2 spawns, the first of which, the Red Shed, leads directly to points A, B, and E
After Point A is captured, the exit to it is blocked permanently

After Point B is captured, the RED spawn is permanently moved back to the second spawn, which exits directly to Points C, D, and E


After Point D is captured, the exit to point E is permanently blocked off, forcing RED to exit through Points C and D


As we all know, each cap makes E easier to cap. BLU should have A in their pockets at all times, and points after that are less and less important. Understanding how each point improves the chances for BLU is very important in defending and attacking
Respawn times
This table describes the respawn wave times in seconds for both teams depending on the number of points owned by BLU
Teams
No Points
Point A
Point B
Point C
Point D
RED
10
10
11
12
9
BLU
4
4
2
0
0
Because valve servers are ususally always full, usually people will have to wait another respawn wave, doubling their respawn rate, along with an extra few seconds for death cams

Each cap adds 3 minutes to the timer and reduces the respawn time for BLU, allowing for more aggresive pushes.
Chalkboards at Spawn
Another unique thing about Steel is how it tells you where you need to be. They change dynamically depending on how many points are captured in the game. Pay attention to avoid getting lost.

BLU spawn:



RED spawns:
Point A - The front door dock
Point A is often regarded as a Throwaway point by RED team and is easily captured by BLU.

When captured, 3 things happen.
https://youtu.be/fMYdaBWbf4w
  • An alternate route to Points B and C open
  • An alternate route to Points D and E open, along with also being able to flank B's defense.
  • Red Shed's entrance to A will permanently close off

Cap times:
Cap multiplier
Time to cap in seconds
1
32.000
2
21.333
3
17.455
4
15.360
5
14.150
Point B - the Red Shed spawn
The first important point, often RED's first real line of defense. It is flankable from behind from one of Point A's exits.

When Captured, 2 things happen.
https://youtu.be/Hddv0rwdpp8
  • A gate to Point C slowly opens
  • RED's spawn is moved back to the second spawn

Cap times:
Cap multiplier
Time to cap in seconds
1
32.000
2
21.333
3
17.455
4
15.360
5
14.150
Point C - The bridge controls
Another less important and harder to defend point to RED. It is attacked from 2 main entrances, both extending from Point B

When captured, 1 very important thing happens.
https://youtu.be/eYBCkc2xCUU
  • 3 Bridges extend from A, B, and D's flanks, and connecting to the Central E point. Notably, B's bridge finishes first, then the other 2 shortly after

Cap times:
Cap multiplier
Time to cap in seconds
1
36.000
2
24.000
3
19.636
4
17.455
5
15.766
Point D - Red spawn door to E
A difficult to defend point due to the enclosed space and many flank routes. RED often prioritizes point E over D, usually but sometimes not defending both

When captured, 2 things happen.
https://youtu.be/7dbKfuP9Wa8
  • Guardrails line the bridges of Point E
  • RED's closest spawn exit to Point E is permanently blocked

Cap times:
Cap multiplier
Time to cap in seconds
1
36.000
2
24.000
3
19.636
4
17.455
5
15.766
Point E - The main point
The most important point in the map. Always avaliable; it is possible to win the game without capping A, although this is nearly impossible in normal gameplay.


Both RED spawns have an exit to Point E to further amplify its importance. If captured, the rocket above it does not launch and is presumably shut down. If RED wins the game, the rocket begins its launch and kills anyone close to it.

Every cap provides BLU with an easier time capping E.
Point A grants a sniping window to harass defenders and sentries along with an entrance


Point B grants easier access to the main entrance (as well as an alternate entrance to point C)


Point C gives every class the ability to safely walk on the point with bridges along with the lower flank route


Point D allows safer traveling with guardrails, blocking off RED's immediate entrance, yet another flank, and connects with the control room to Point A's flank, giving BLU a 270ish degree hold around Point E.


Cap times:
Cap multiplier
Time to cap in seconds
1
70.000
2
46.667
3
38.182
4
33.600
5
30.657
How to avoid getting lost
The part everyone was likely looking for. Once you become familiar with the control points, how they affect the game, and their locations, finding your way between one and another should become easier. You can watch videos on steel, boot the map up yourself and take a walk, or follow where everyone else is going. If you're looking to do something, here's where you should go as a rule of thumb.

Offense: Attack Points B or C
  • Turn left when exiting spawn
  • Go to point A, take the slower opening door, wrap around point E and Flank B/take the flight down and go on the lower path

Offense: Attack Points C, D, or E
  • Go there directly from turning left out of spawn
  • Take the flank from A
  • If taking a teleporter, check the point it is in or near and go to your destination by memory
  • If you just capped B, turn left and take the connector next to E to reach C instead of the Gate, it is much faster

Defense: Defend A, B or E from the Red Shed
  • Turn left as you spawn and take the A door
  • Take the needed door for B and E

Defense: Defend C, D or E from spawn 2
  • Like before, take the door to where you need to go because the spawn exit is extremely close
  • If E is blocked off, take the door which you think is safest to take and remember how to get there from the options you have
  • C Door: Take the bottom/top flanks near the slowly opening door
  • D Door: Move through Point D's flanks to where you want to flank and/or defend

Tl;Dr: Keep in mind where your destination is and have a designated path planned out in mind. DO NOT try to forge your path because you are more than likely going to get lost and probably killed. DO VERY MUCH pay attention to the sign(s) that corresponds to each exit of all 3 spawns and the first few points.
3 Comments
gmev1 23 Jul, 2021 @ 10:03am 
where is the cow
smelly 16 Oct, 2020 @ 3:05pm 
bad map
Sigma Male 14 Oct, 2020 @ 2:18pm 
Instructions unclear, went platinum instead.