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	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Resuni</id>
	<title>comp.tf - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Resuni"/>
	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/Resuni"/>
	<updated>2026-05-05T03:56:36Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>http://comp.tf/index.php?title=Lakeside&amp;diff=14936</id>
		<title>Lakeside</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Lakeside&amp;diff=14936"/>
		<updated>2015-07-18T02:13:14Z</updated>

		<summary type="html">&lt;p&gt;Resuni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map infobox&lt;br /&gt;
| mapname = Lakeside&lt;br /&gt;
| image = Koth lakeside final.png&lt;br /&gt;
| maptype = [[King of the Hill]]&lt;br /&gt;
| currentversion = koth_lakeside_final&lt;br /&gt;
| developer = [http://steamcommunity.com/id/3Dnj 3Dnj]&lt;br /&gt;
| default = Yes&lt;br /&gt;
| playstyle =&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''koth_lakeside''' is a [[King of the Hill]] map made by the mapmaker [http://steamcommunity.com/id/3Dnj 3Dnj] and made official by Valve on February 24, 2011. It is played frequently in [[Highlander]], having been used by [[UGC]] for several seasons.&lt;br /&gt;
&lt;br /&gt;
The objective of Lakeside is the control the middle point for three minutes. The two teams spawn on opposite sides of the map and rush toward the middle when the round begins. A round will continue into overtime if the timer is up but there is still enemy presence on the point.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The first season of UGC Highlander that ran Lakeside in its maplist was Season 4. It is typically played as an early season map because of its simplicity, and the fact that it was a Halloween event map in 2012 makes it recognizable to new competitive players, while being more competitively viable than a map such as Mann Manor.&lt;br /&gt;
&lt;br /&gt;
== Calls ==&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Lakeside, control point&lt;br /&gt;
 | image = koth_lakeside mid.png&lt;br /&gt;
 | area1 = tunnel | x1=427px | y1=44px&lt;br /&gt;
 | area2 = ruins | x2=450px | y2=79px&lt;br /&gt;
 | area3 = bridge | x3=364px | y3=88px&lt;br /&gt;
 | area4 = stone/box | x4=243px | y4=117px&lt;br /&gt;
 | area5 = battlements | x5=189px | y5=138px&lt;br /&gt;
 | area6 = bathhouse/pool | x6=571px | y6=155px&lt;br /&gt;
 | area7 = tree/obelisk | x7=385px | y7=217px&lt;br /&gt;
 | area8 = right | x8=522px | y8=303px&lt;br /&gt;
 | area9 = left | x9=347px | y9=406px&lt;br /&gt;
 | area10 = valley/yard | x10=600px | y10=406px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The overall team strategy on this map is to simply kill the opposing team, take the point, and prevent an enemy counterpush. When in control of the point, the goal is to keep the other team too disorganized to push back. This is accomplished with well-timed kills on combo-members and strong positioning.&lt;br /&gt;
&lt;br /&gt;
=== Midfight ===&lt;br /&gt;
During the initial fight for the point, a common position for the combo to push is in valley right behind the obelisk. This puts the medic safely out of sight while allowing him to heal people that are pushing onto the point. There is an important high ground vs. low ground fight on this point, often giving a large advantage to whoever reaches the point first, but doing so puts them at risk to a Sniper. The Engineer often keeps a mini sentry watching his valley to prevent bombers from killing someone. When actually pushing the point the sentry is eventually moved onto or near the point. &lt;br /&gt;
&lt;br /&gt;
=== The Combo ===&lt;br /&gt;
Many teams use the Kritzkrieg for its versatility on this map. The critical damage can clear the point for a capture. When in control of the point, a Medic can use the charge to kill an enemy Demoman, Heavy, or Medic, delaying a push from them. Its fast charge speed allows for aggressive contesting of the point or relentless harrassment of the team that doesn't control it. Other Mediguns can be used to better protect the Medic, but it can be more difficult to push onto the point with them if the holding team forces the Ubercharge in valley or around the pool room.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
When defending the point when you control it, you should immediately consider a forward hold. You can do a forward hold if you have a significant number advantage and/or open ground that would allow you to do so. The typical forward hold consists of a combo holding the enemy plateau and a flank holding the battlements. This strategy works well with the stock Medigun because you can deny any incoming push with invincibility of your combo and scattering of your flank. With Kritz or Quick-Fix, you need to draw them out far enough that you can push into them, or you'll be sitting on a charge that will not save you from a kritz. A forward hold with Kritz typically involves the combo in the bathhouse, because your flank will be able to call any offensive push long before you're threatened by it.&lt;br /&gt;
&lt;br /&gt;
If you're not doing a forward hold, your team is essentially controlling your yard and platform with your combo classes, while controlling their yard and platform with your flank classes. It's important to call the enemy Sniper at all times during a hold like this, because he can get a sightline on most of the map without having to fight anyone.&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
The offensive strategy on Lakeside is to build an Übercharge while bombing their team and taking advantage of your superior spawn times. Kritzkrieg is usually the best option for this situation, giving you the chance for that magical first crit sticky medic pick. A good play here is to pair up your Demo and Soldier for a tandem bomb while your Spy is somewhere on their side of the map. When executed well, this is the best way to force a charge or kill a medic. All the while, your Sniper is working to create some sort of advantage you can push off of.&lt;br /&gt;
&lt;br /&gt;
== Rollouts ==&lt;br /&gt;
&lt;br /&gt;
=== Demoman === &lt;br /&gt;
The Demoman rollout for Lakeside is very simple. He fires his first sticky in spawn to get as close to the doorway as possible, then he walks out of the main door and uses one sticky to jump to either the bathhouse or the main point.&lt;br /&gt;
&lt;br /&gt;
=== Scout ===&lt;br /&gt;
The Scout should basically follow the Demoman in, emulating his rollout. If the Demoman wants to go to the bathhouse first, the Scout should walk through tunnel. If the Demoman wants to go to the point, the Scout should walk through main.&lt;br /&gt;
&lt;br /&gt;
=== Soldier ===&lt;br /&gt;
The Soldier's typical rollout is simply whipping the medic and heavy to the point as quickly as possible. After you reach the yard, most Soldiers will rocket jump toward the bathhouse and try to spam the other team out of it.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
Your Engineer is going to want to get a mini sentry watching your yard ASAP. Pyro, Medic, and Heavy will be following the Demo in and attempting to beat out their combo. The combo classes should try to stay alive in preparation for the first Kritzkrieg or Übercharge. The Sniper should either watch through the bathhouse sightline or go for an early pick on someone peeking over the point hill without exposing himself to the enemy Sniper. The Spy should determine what medigun the opposing Medic is running, either via name or by looking at the medic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
[[Category:KOTH maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Gullywash&amp;diff=14047</id>
		<title>Gullywash</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Gullywash&amp;diff=14047"/>
		<updated>2015-06-02T02:51:35Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Map Locations */ - Minor pointer positioning and name changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Gullywash&lt;br /&gt;
| image = Gullywash.jpg&lt;br /&gt;
| maptype = [[5CP|Control Point]]&lt;br /&gt;
| currentversion = cp_gullywash_final1&lt;br /&gt;
| developer = [http://forums.tf2maps.net/member.php?u=1926 Arnold]&lt;br /&gt;
| download =&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
'''cp_gullywash_final1''' is a map created by Arnold. The map is set in a sandy area.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Gullywash was first posted to the tf2maps.net forums on April 9, 2009 before being officially added to the game on October 13, 2011.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage in competitive ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Gullywash is used commonly in both [[Highlander]] and [[6v6]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Map Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Middle Point ===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Gullywash — The middle point&lt;br /&gt;
 | image = Gullywash_Middle_Point.jpg&lt;br /&gt;
 | area1 = Choke&lt;br /&gt;
 | x1 = 485px&lt;br /&gt;
 | y1 = 110px&lt;br /&gt;
 | area2 = Big Door&lt;br /&gt;
 | x2 = 170px&lt;br /&gt;
 | y2 = 130px&lt;br /&gt;
 | area3 = Dropdown&lt;br /&gt;
 | x3 = 530px&lt;br /&gt;
 | y3 = 185px&lt;br /&gt;
 | area4 = Lower / Yard&lt;br /&gt;
 | x4 = 616px&lt;br /&gt;
 | y4 = 277px&lt;br /&gt;
 | area5 = Elbow&lt;br /&gt;
 | x5 = 315px&lt;br /&gt;
 | y5 = 142px&lt;br /&gt;
 | area6 = Nipple / Point&lt;br /&gt;
 | x6 = 390px&lt;br /&gt;
 | y6 = 90px&lt;br /&gt;
 | area7 = Ramp / Banana&lt;br /&gt;
 | x7 = 80px&lt;br /&gt;
 | y7 = 170px&lt;br /&gt;
 | area8 = Boxes / Crates&lt;br /&gt;
 | x8 = 90px&lt;br /&gt;
 | y8 = 225px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Second Point===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Gullywash - The second point&lt;br /&gt;
 | image = Gullywash_Second_Point.jpg&lt;br /&gt;
 | area1 = Upper / Balcony&lt;br /&gt;
 | x1 = 535px&lt;br /&gt;
 | y1 = 160px&lt;br /&gt;
 | area2 = Rock&lt;br /&gt;
 | x2 = 135px&lt;br /&gt;
 | y2 = 150px&lt;br /&gt;
 | area3 = Big Door&lt;br /&gt;
 | x3 = 680px&lt;br /&gt;
 | y3 = 230px&lt;br /&gt;
 | area4 = Lobby&lt;br /&gt;
 | x4 = 740px&lt;br /&gt;
 | y4 = 310px&lt;br /&gt;
 | area5 = Choke&lt;br /&gt;
 | x5 = 305px&lt;br /&gt;
 | y5 = 180px&lt;br /&gt;
}}&lt;br /&gt;
===Lobby===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Gullywash - Lobby&lt;br /&gt;
 | image = Gullywash_Lobby.jpg&lt;br /&gt;
 | area1 = River&lt;br /&gt;
 | x1 = 190px&lt;br /&gt;
 | y1 = 90px&lt;br /&gt;
 | area2 = Balcony / Launchpad&lt;br /&gt;
 | x2 = 400px&lt;br /&gt;
 | y2 = 140px&lt;br /&gt;
 | area3 = Lower Lobby / Lower Lower&lt;br /&gt;
 | x3 = 80px&lt;br /&gt;
 | y3 = 300px&lt;br /&gt;
 | area4 = Main&lt;br /&gt;
 | x4 = 700px&lt;br /&gt;
 | y4 = 280px&lt;br /&gt;
 | area5 = Upper Lobby&lt;br /&gt;
 | x5 = 305px&lt;br /&gt;
 | y5 = 180px&lt;br /&gt;
 | area6 = Shutter / Lockers&lt;br /&gt;
 | x6 = 435px&lt;br /&gt;
 | y6 = 160px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Last===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Gullywash - The last point&lt;br /&gt;
 | image = Gullywash_Last_Point.jpg&lt;br /&gt;
 | area1 = Shutter / Lockers&lt;br /&gt;
 | x1 = 150px&lt;br /&gt;
 | y1 = 198px&lt;br /&gt;
 | area2 = Balcony / Launchpad&lt;br /&gt;
 | x2 = 360px&lt;br /&gt;
 | y2 = 150px&lt;br /&gt;
 | area3 = Left Batts&lt;br /&gt;
 | x3 = 80px&lt;br /&gt;
 | y3 = 300px&lt;br /&gt;
 | area4 = Last&lt;br /&gt;
 | x4 = 700px&lt;br /&gt;
 | y4 = 280px&lt;br /&gt;
 | area5 = Main&lt;br /&gt;
 | x5 = 270px&lt;br /&gt;
 | y5 = 230px&lt;br /&gt;
 | area6 = River&lt;br /&gt;
 | x6 = 485px&lt;br /&gt;
 | y6 = 190px&lt;br /&gt;
 | area7 = Right Batts&lt;br /&gt;
 | x7 = 594px&lt;br /&gt;
 | y7 = 200px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
There is an area which can be accessed by walking all the way through River which has an opening under the point and a way to access the point from behind. This area is called &amp;quot;Water&amp;quot; because in early versions of the map the area was filled with water. There is also an area under Left which allows access to the control point. This area is generally referred to as Secret. It is important to clear both Water and Secret before moving out, as Scouts and Roamers will often attempt to hide in these areas and walk onto the point after the other team has left.&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Maps]]&lt;br /&gt;
[[Category:5CP maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Ramjam&amp;diff=12055</id>
		<title>Ramjam</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Ramjam&amp;diff=12055"/>
		<updated>2014-10-18T21:02:55Z</updated>

		<summary type="html">&lt;p&gt;Resuni: Added infobox image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Ramjam&lt;br /&gt;
| image = Koth_ramjam.jpg&lt;br /&gt;
| maptype = [[King of the Hill]]&lt;br /&gt;
| currentversion = koth_ramjam_b8b&lt;br /&gt;
| developer = &lt;br /&gt;
| default = No&lt;br /&gt;
| download = http://www.ugcleague.net/downloads/maps/koth_ramjam_b8b.zip&lt;br /&gt;
}}&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:KOTH maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Koth_ramjam.jpg&amp;diff=12054</id>
		<title>File:Koth ramjam.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Koth_ramjam.jpg&amp;diff=12054"/>
		<updated>2014-10-18T21:02:12Z</updated>

		<summary type="html">&lt;p&gt;Resuni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Ramjam&amp;diff=12053</id>
		<title>Ramjam</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Ramjam&amp;diff=12053"/>
		<updated>2014-10-18T21:01:33Z</updated>

		<summary type="html">&lt;p&gt;Resuni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Ramjam&lt;br /&gt;
| image = &lt;br /&gt;
| maptype = [[King of the Hill]]&lt;br /&gt;
| currentversion = koth_ramjam_b8b&lt;br /&gt;
| developer = &lt;br /&gt;
| default = No&lt;br /&gt;
| download = http://www.ugcleague.net/downloads/maps/koth_ramjam_b8b.zip&lt;br /&gt;
}}&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:KOTH maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Template:Maps_navbox&amp;diff=12052</id>
		<title>Template:Maps navbox</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Template:Maps_navbox&amp;diff=12052"/>
		<updated>2014-10-18T20:47:53Z</updated>

		<summary type="html">&lt;p&gt;Resuni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
 | templatename = Maps navbox&lt;br /&gt;
 | collapsed = {{{1|}}}&lt;br /&gt;
 | title = [[Maplist|&amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;List of maps played in competitive TF2&amp;lt;/span&amp;gt;]]&lt;br /&gt;
 | group1 = [[Payload]]&lt;br /&gt;
 | list1 = [[Badwater]] &amp;amp;middot; [[Barnblitz|Barnblitz Pro]] &amp;amp;middot; [[Upward]] &amp;amp;middot; [[Swiftwater]] &amp;amp;middot; [[Borneo]]&lt;br /&gt;
 | group2 = [[5CP]]&lt;br /&gt;
 | list2 = [[Badlands]] &amp;amp;middot; [[Granary]] &amp;amp;middot; [[Gullywash]] &amp;amp;middot; [[Snakewater]] &amp;amp;middot; [[Process]] &amp;amp;middot; [[Croissant]] &amp;amp;middot; [[Metalworks]] &amp;amp;middot; [[Foundry]] &amp;amp;middot; [[Sunshine]] &amp;amp;middot; [[Intermodel]]&lt;br /&gt;
 | group3 = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
 | list3 = [[Gravelpit]] &amp;amp;middot; [[Steel]] &amp;amp;middot; [[Standin]] &amp;amp;middot; [[Edifice]]&lt;br /&gt;
 | group4 = [[King of the Hill]]&lt;br /&gt;
 | list4 = [[Lakeside]] &amp;amp;middot; [[Viaduct|Pro Viaduct]] &amp;amp;middot; [[Ashville]] &amp;amp;middot; [[Arctic]] &amp;amp;middot; [[Coalplant]] &amp;amp;middot; [[Airfield]] &amp;amp;middot; [[Ramjam]]&lt;br /&gt;
 | group5 = [[Capture the Flag]]&lt;br /&gt;
 | list5 = [[Turbine|Turbine Pro]] &amp;amp;middot; [[Vitalism]] &amp;amp;middot; [[Haunt]]&lt;br /&gt;
 | group6 = [[BBall]]&lt;br /&gt;
 | list6 = [[Bball Comptf|Comptf]] &amp;amp;middot; [[ctf ballin sky|Sky]] &amp;amp;middot; [[Bball alpine|Alpine]] &amp;amp;middot; [[Bball eventide|Eventide]] &amp;amp;middot; [[Bball parkade|Parkade]] &amp;amp;middot; [[Bball snow|Snow]] &amp;amp;middot; [[Bball stadium|Stadium]] &amp;amp;middot; [[Bball pro|Pro]]&lt;br /&gt;
 | group7 = [[Ultiduo]]&lt;br /&gt;
 | list7 = [[Ultiduo Seclusion|Seclusion]] &amp;amp;middot; [[Ultiduo Nicecicles|Nicecicles]] &amp;amp;middot; [[Ultiduo Nature|Nature]] &amp;amp;middot; [[Ultiduo Gullywash|Gullywash]] &amp;amp;middot; [[Ultiduo Baloo|Baloo]] &amp;amp;middot; [[Ultiduo Badlands|Badlands]] &amp;amp;middot; [[Koth Ultiduo|Koth]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
The template displays a table with the list of maps played in TF2.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;amp;#123;&amp;amp;#123;Maps navbox&amp;amp;#125;&amp;amp;#125;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;#123;&amp;amp;#123;Maps navbox|collapsed&amp;amp;#125;&amp;amp;#125;&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Maps navbox|collapsed}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Main page templates]]&lt;br /&gt;
[[Category:Navboxes]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Ramjam&amp;diff=12051</id>
		<title>Ramjam</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Ramjam&amp;diff=12051"/>
		<updated>2014-10-18T20:47:26Z</updated>

		<summary type="html">&lt;p&gt;Resuni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:KOTH maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Ramjam&amp;diff=12050</id>
		<title>Ramjam</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Ramjam&amp;diff=12050"/>
		<updated>2014-10-18T20:45:29Z</updated>

		<summary type="html">&lt;p&gt;Resuni: Created page with &amp;quot;{{Stub}}  Category:KOTH maps&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:KOTH maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12049</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12049"/>
		<updated>2014-10-18T20:35:59Z</updated>

		<summary type="html">&lt;p&gt;Resuni: Article is no longer a stub, however a resources section should be added later in addition to more strategies.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them slight advantages. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening slowly&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* There is a currently a map exploit where a Pyro can shoot flames through Big Door. It only works from the Lobby side. Flames cannot be shot back from the Point A side. This may or may not be considered legal in your league, so just be aware of it and don't stand near the door. As an attacker, do not send your Pyro to shoot through the door. The Pyro is more useful in the fight, rather than trying to get cheap kills using a map exploit. &lt;br /&gt;
* Keep in mind that stickies (or even a sentry) can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening slowly.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.&lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
&lt;br /&gt;
* When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach Platform, Blu Batts, and Lobby. &lt;br /&gt;
* When defending, if the Engineer can't get a sentry up before the spawn doors lock, consider using Gunslinger. &lt;br /&gt;
* When defending, try setting up a teleporter in Lime. With the spawn doors locked, a teleporter can be very handy. &lt;br /&gt;
* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret. &lt;br /&gt;
* Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers.&lt;br /&gt;
* If a player falls off, they can sometimes save themselves by trying to land on Pipe. Pipe will lead to Lower, which can then lead to Point C or Beck.&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12048</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12048"/>
		<updated>2014-10-18T20:30:30Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Notes &amp;amp; Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them slight advantages. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening slowly&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* There is a currently a map exploit where a Pyro can shoot flames through Big Door. It only works from the Lobby side. Flames cannot be shot back from the Point A side. This may or may not be considered legal in your league, so just be aware of it and don't stand near the door. As an attacker, do not send your Pyro to shoot through the door. The Pyro is more useful in the fight, rather than trying to get cheap kills using a map exploit. &lt;br /&gt;
* Keep in mind that stickies (or even a sentry) can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening slowly.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.&lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
&lt;br /&gt;
* When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach Platform, Blu Batts, and Lobby. &lt;br /&gt;
* When defending, if the Engineer can't get a sentry up before the spawn doors lock, consider using Gunslinger. &lt;br /&gt;
* When defending, try setting up a teleporter in Lime. With the spawn doors locked, a teleporter can be very handy. &lt;br /&gt;
* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret. &lt;br /&gt;
* Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers.&lt;br /&gt;
* If a player falls off, they can sometimes save themselves by trying to land on Pipe. Pipe will lead to Lower, which can then lead to Point C or Beck.&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12047</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12047"/>
		<updated>2014-10-18T20:28:28Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Notes &amp;amp; Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them slight advantages. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening slowly&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* There is a currently a map exploit where a Pyro can shoot flames through Big Door. It only works from the Lobby side. Flames cannot be shot back from the Point A side. This may or may not be considered a penalty in your league, so just be aware of it and don't stand near the door. &lt;br /&gt;
* Keep in mind that stickies (or even a sentry) can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening slowly.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.&lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
&lt;br /&gt;
* When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach Platform, Blu Batts, and Lobby. &lt;br /&gt;
* When defending, if the Engineer can't get a sentry up before the spawn doors lock, consider using Gunslinger. &lt;br /&gt;
* When defending, try setting up a teleporter in Lime. With the spawn doors locked, a teleporter can be very handy. &lt;br /&gt;
* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret. &lt;br /&gt;
* Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers.&lt;br /&gt;
* If a player falls off, they can sometimes save themselves by trying to land on Pipe. Pipe will lead to Lower, which can then lead to Point C or Beck.&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12046</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12046"/>
		<updated>2014-10-18T20:27:38Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Notes &amp;amp; Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them slight advantages. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening slowly&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* There is a currently a map exploit where a Pyro can shoot flames through Big Door. It only works from the Lobby side. Flames cannot be shot back from the Point A side. This may or may not be considered a penalty in your league, so just be aware of it and don't stand near the door. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening slowly.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.&lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
&lt;br /&gt;
* When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach Platform, Blu Batts, and Lobby. &lt;br /&gt;
* When defending, if the Engineer can't get a sentry up before the spawn doors lock, consider using Gunslinger. &lt;br /&gt;
* When defending, try setting up a teleporter in Lime. With the spawn doors locked, a teleporter can be very handy. &lt;br /&gt;
* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret. &lt;br /&gt;
* Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers.&lt;br /&gt;
* If a player falls off, they can sometimes save themselves by trying to land on Pipe. Pipe will lead to Lower, which can then lead to Point C or Beck.&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12045</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12045"/>
		<updated>2014-10-18T20:17:51Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Notes &amp;amp; Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them slight advantages. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening slowly&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening slowly.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.&lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
&lt;br /&gt;
* When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach Platform, Blu Batts, and Lobby. &lt;br /&gt;
* When defending, if the Engineer can't get a sentry up before the spawn doors lock, consider using Gunslinger. &lt;br /&gt;
* When defending, try setting up a teleporter in Lime. With the spawn doors locked, a teleporter can be very handy. &lt;br /&gt;
* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret. &lt;br /&gt;
* Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers.&lt;br /&gt;
* If a player falls off, they can sometimes save themselves by trying to land on Pipe. Pipe will lead to Lower, which can then lead to Point C or Beck.&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12044</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12044"/>
		<updated>2014-10-18T20:17:08Z</updated>

		<summary type="html">&lt;p&gt;Resuni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them slight advantages. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening slowly&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening slowly.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.&lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
&lt;br /&gt;
* When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach Platform, Blu Batts, and Lobby. &lt;br /&gt;
* When defending, if the Engineer can't get a sentry up before the spawn doors lock, consider using Gunslinger. &lt;br /&gt;
* When defending, try setting up a teleporter in Lime. With the spawn doors locked, a teleporter can be very handy. &lt;br /&gt;
* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret. &lt;br /&gt;
* Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers.&lt;br /&gt;
* If a player falls off, they can save themselves by trying to land on Pipe. Pipe will lead to Lower, which can then lead to Point C or Beck.&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12043</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12043"/>
		<updated>2014-10-18T20:15:59Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* When Point B is captured */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening slowly&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening slowly.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.&lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
&lt;br /&gt;
* When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach Platform, Blu Batts, and Lobby. &lt;br /&gt;
* When defending, if the Engineer can't get a sentry up before the spawn doors lock, consider using Gunslinger. &lt;br /&gt;
* When defending, try setting up a teleporter in Lime. With the spawn doors locked, a teleporter can be very handy. &lt;br /&gt;
* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret. &lt;br /&gt;
* Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers.&lt;br /&gt;
* If a player falls off, they can save themselves by trying to land on Pipe. Pipe will lead to Lower, which can then lead to Point C or Beck.&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12042</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12042"/>
		<updated>2014-10-18T20:15:42Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* When Point A is captured */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening slowly&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.&lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
&lt;br /&gt;
* When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach Platform, Blu Batts, and Lobby. &lt;br /&gt;
* When defending, if the Engineer can't get a sentry up before the spawn doors lock, consider using Gunslinger. &lt;br /&gt;
* When defending, try setting up a teleporter in Lime. With the spawn doors locked, a teleporter can be very handy. &lt;br /&gt;
* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret. &lt;br /&gt;
* Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers.&lt;br /&gt;
* If a player falls off, they can save themselves by trying to land on Pipe. Pipe will lead to Lower, which can then lead to Point C or Beck.&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12041</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12041"/>
		<updated>2014-10-18T20:12:54Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Notes &amp;amp; Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.&lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
&lt;br /&gt;
* When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach Platform, Blu Batts, and Lobby. &lt;br /&gt;
* When defending, if the Engineer can't get a sentry up before the spawn doors lock, consider using Gunslinger. &lt;br /&gt;
* When defending, try setting up a teleporter in Lime. With the spawn doors locked, a teleporter can be very handy. &lt;br /&gt;
* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret. &lt;br /&gt;
* Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers.&lt;br /&gt;
* If a player falls off, they can save themselves by trying to land on Pipe. Pipe will lead to Lower, which can then lead to Point C or Beck.&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12040</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12040"/>
		<updated>2014-10-18T20:05:24Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Notes &amp;amp; Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.&lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
&lt;br /&gt;
* When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach Platform, Blu Batts, and Lobby. &lt;br /&gt;
* When defending, if the Engineer can't get a sentry up before the spawn doors lock, consider using Gunslinger. &lt;br /&gt;
* When defending, try setting up a teleporter in Lime. With the spawn doors locked, a teleporter can be very handy. &lt;br /&gt;
* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret. &lt;br /&gt;
* Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers.&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12039</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12039"/>
		<updated>2014-10-18T20:01:32Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Control Point E */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.&lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
&lt;br /&gt;
* When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach the Blu Batts and Lobby area. &lt;br /&gt;
* When defending, if the Engineer can't get a sentry up before the spawn doors lock, consider using Gunslinger. &lt;br /&gt;
* When defending, try setting up a teleporter in Lime. With the spawn doors locked, a teleporter can be very handy. &lt;br /&gt;
* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret. &lt;br /&gt;
* Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers.&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12038</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12038"/>
		<updated>2014-10-18T20:00:47Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Control Point E */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.&lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* When defending, the Engineer will typically try to build on Balcony. Wrangler is required to reach the Blu Batts and Lobby area. &lt;br /&gt;
* When defending, if the Engineer can't get a sentry up before the spawn doors lock, consider using Gunslinger. &lt;br /&gt;
* When defending, try setting up a teleporter in Lime. With the spawn doors locked, a teleporter can be very handy. &lt;br /&gt;
* As said above, attackers should try to set up a teleporter in Control Room, Beck, or Secret. &lt;br /&gt;
* Red combo will typically hold in D-E connector or at Point D. These areas are the safest from spam and snipers.&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12037</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12037"/>
		<updated>2014-10-17T20:05:52Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Notes &amp;amp; Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.&lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12036</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12036"/>
		<updated>2014-10-17T20:03:35Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Notes &amp;amp; Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. This also allows easy access to Point E.&lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12035</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12035"/>
		<updated>2014-10-17T20:02:21Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Notes &amp;amp; Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where players can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12034</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12034"/>
		<updated>2014-10-17T20:01:45Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Notes &amp;amp; Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where you can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12033</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12033"/>
		<updated>2014-10-17T20:01:35Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Notes &amp;amp; Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12032</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12032"/>
		<updated>2014-10-17T20:01:19Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Notes &amp;amp; Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
* When calling out locations, be sure your team knows the difference between Drop-Down and Secret. It's an easy confusion since they both have areas where you can drop down.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12031</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12031"/>
		<updated>2014-10-17T20:00:14Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* When Point A is captured */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will open.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12030</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12030"/>
		<updated>2014-10-17T19:57:00Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Notes &amp;amp; Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12029</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12029"/>
		<updated>2014-10-17T19:55:51Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Control Point D */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to fall back to Lobby and regroup. While this does take longer, it's best not to risk losing your combo. &lt;br /&gt;
* Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. &lt;br /&gt;
* When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. &lt;br /&gt;
* When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. &lt;br /&gt;
* When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=User:Resuni&amp;diff=12028</id>
		<title>User:Resuni</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=User:Resuni&amp;diff=12028"/>
		<updated>2014-10-17T04:06:55Z</updated>

		<summary type="html">&lt;p&gt;Resuni: Created page with &amp;quot;I'll maybe write stuff here later.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'll maybe write stuff here later.&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12027</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12027"/>
		<updated>2014-10-17T04:00:47Z</updated>

		<summary type="html">&lt;p&gt;Resuni: Removing &amp;quot;rewrite&amp;quot; tag/template. Article is still a stub.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12026</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12026"/>
		<updated>2014-10-17T03:58:43Z</updated>

		<summary type="html">&lt;p&gt;Resuni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective of the map is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the other four points first. As Blu captures each point, doors will open and close to give them a slight advantage. While point E can be captured at any time, points A through D must be captured in order. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12025</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12025"/>
		<updated>2014-10-17T03:57:08Z</updated>

		<summary type="html">&lt;p&gt;Resuni: Removed text from introduction, since all of it is (or will be) covered below&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the four points first. As Blu captures each point, doors will open and close to give them a slight advantage. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12024</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12024"/>
		<updated>2014-10-17T03:55:58Z</updated>

		<summary type="html">&lt;p&gt;Resuni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. The objective is to capture point E. While the attacking team can try and skip straight to Point E, it's in their better interest to capture the four points first. As Blu captures each point, doors will open and close to give them a slight advantage. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
Attackers: Attackers only get one spawn, however, as they capture A, B, C, and D, they will cut off more and more spawns for the defenders.&lt;br /&gt;
&lt;br /&gt;
Attackers objectives is to capture E in order to win a game, which is located in a chasm where only scouts and explosive/bullet/selfdamage jumping classes can get to&lt;br /&gt;
&lt;br /&gt;
To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E&lt;br /&gt;
&lt;br /&gt;
In a stopwatch map, capturing E counts a capturing all 5 points (does not count as &amp;quot;one point&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The A,B,C and D points have to be captured in order, while E can be capped at any time (while it takes a exceeding long time to cap, the cap time for E does not change depending on how many points the attackers own)&lt;br /&gt;
&lt;br /&gt;
Defenders: Defenders start off by holding A, the only capturable point, while the attackers two spawns open&lt;br /&gt;
&lt;br /&gt;
At this point, defenders only hold A, however attackers may choose to run though B (without being able to cap it) to E&lt;br /&gt;
&lt;br /&gt;
After A is capped, two routes (one to E, one to B) open up and the attackers can choose to attack E or B&lt;br /&gt;
&lt;br /&gt;
After B is capped, defenders lose their primary respawns (from A, B, and E) and are given a backspawn, connecting to E, D, and C. Any people left inside the primary spawn will be teloported to the backspawn with medics keeping their ubercharge, etc.&lt;br /&gt;
&lt;br /&gt;
Routes to C from B are opened up, at this point, the entire map is accessible, however accessing D is very hard as defenders have a joint backspawn very close to C which connects to D&lt;br /&gt;
&lt;br /&gt;
Capturing C opens a drawbridge to E, allowing the heavier classes to cap as well as removing the defenders backspawn advantage to C&lt;br /&gt;
&lt;br /&gt;
Capturing D gives the drawbridge railings and removes the Defenders backspawn from E and D (at this point, defenders only have one spawn at D!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12023</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12023"/>
		<updated>2014-10-17T03:48:25Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Control Point E */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. Whenever a point is captured, something on the map changes. Doors open and close, platforms extend, or red spawn changes. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
Attackers: Attackers only get one spawn, however, as they capture A, B, C, and D, they will cut off more and more spawns for the defenders.&lt;br /&gt;
&lt;br /&gt;
Attackers objectives is to capture E in order to win a game, which is located in a chasm where only scouts and explosive/bullet/selfdamage jumping classes can get to&lt;br /&gt;
&lt;br /&gt;
To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E&lt;br /&gt;
&lt;br /&gt;
In a stopwatch map, capturing E counts a capturing all 5 points (does not count as &amp;quot;one point&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The A,B,C and D points have to be captured in order, while E can be capped at any time (while it takes a exceeding long time to cap, the cap time for E does not change depending on how many points the attackers own)&lt;br /&gt;
&lt;br /&gt;
Defenders: Defenders start off by holding A, the only capturable point, while the attackers two spawns open&lt;br /&gt;
&lt;br /&gt;
At this point, defenders only hold A, however attackers may choose to run though B (without being able to cap it) to E&lt;br /&gt;
&lt;br /&gt;
After A is capped, two routes (one to E, one to B) open up and the attackers can choose to attack E or B&lt;br /&gt;
&lt;br /&gt;
After B is capped, defenders lose their primary respawns (from A, B, and E) and are given a backspawn, connecting to E, D, and C. Any people left inside the primary spawn will be teloported to the backspawn with medics keeping their ubercharge, etc.&lt;br /&gt;
&lt;br /&gt;
Routes to C from B are opened up, at this point, the entire map is accessible, however accessing D is very hard as defenders have a joint backspawn very close to C which connects to D&lt;br /&gt;
&lt;br /&gt;
Capturing C opens a drawbridge to E, allowing the heavier classes to cap as well as removing the defenders backspawn advantage to C&lt;br /&gt;
&lt;br /&gt;
Capturing D gives the drawbridge railings and removes the Defenders backspawn from E and D (at this point, defenders only have one spawn at D!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
 | area10 = Lemon / Blu Windows | x10 = 220px | y10 = 150px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12022</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12022"/>
		<updated>2014-10-17T03:45:35Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Other Areas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. Whenever a point is captured, something on the map changes. Doors open and close, platforms extend, or red spawn changes. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
Attackers: Attackers only get one spawn, however, as they capture A, B, C, and D, they will cut off more and more spawns for the defenders.&lt;br /&gt;
&lt;br /&gt;
Attackers objectives is to capture E in order to win a game, which is located in a chasm where only scouts and explosive/bullet/selfdamage jumping classes can get to&lt;br /&gt;
&lt;br /&gt;
To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E&lt;br /&gt;
&lt;br /&gt;
In a stopwatch map, capturing E counts a capturing all 5 points (does not count as &amp;quot;one point&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The A,B,C and D points have to be captured in order, while E can be capped at any time (while it takes a exceeding long time to cap, the cap time for E does not change depending on how many points the attackers own)&lt;br /&gt;
&lt;br /&gt;
Defenders: Defenders start off by holding A, the only capturable point, while the attackers two spawns open&lt;br /&gt;
&lt;br /&gt;
At this point, defenders only hold A, however attackers may choose to run though B (without being able to cap it) to E&lt;br /&gt;
&lt;br /&gt;
After A is capped, two routes (one to E, one to B) open up and the attackers can choose to attack E or B&lt;br /&gt;
&lt;br /&gt;
After B is capped, defenders lose their primary respawns (from A, B, and E) and are given a backspawn, connecting to E, D, and C. Any people left inside the primary spawn will be teloported to the backspawn with medics keeping their ubercharge, etc.&lt;br /&gt;
&lt;br /&gt;
Routes to C from B are opened up, at this point, the entire map is accessible, however accessing D is very hard as defenders have a joint backspawn very close to C which connects to D&lt;br /&gt;
&lt;br /&gt;
Capturing C opens a drawbridge to E, allowing the heavier classes to cap as well as removing the defenders backspawn advantage to C&lt;br /&gt;
&lt;br /&gt;
Capturing D gives the drawbridge railings and removes the Defenders backspawn from E and D (at this point, defenders only have one spawn at D!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
 | area1 = Elbow | x1 = 120px | y1 = 220px&lt;br /&gt;
 | area2 = Control Room Connector | x2 = 530px | y2 = 177px&lt;br /&gt;
 | area3 = Control Room | x3 = 740px | y3 = 290px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
 | area1 = Big Door | x1 = 140px | y1 = 190px&lt;br /&gt;
 | area2 = Lobby | x2 = 400px | y2 = 300px&lt;br /&gt;
 | area3 = Control Room | x3 = 540px | y3 = 180px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12021</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12021"/>
		<updated>2014-10-17T03:36:09Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Control Point E */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. Whenever a point is captured, something on the map changes. Doors open and close, platforms extend, or red spawn changes. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
Attackers: Attackers only get one spawn, however, as they capture A, B, C, and D, they will cut off more and more spawns for the defenders.&lt;br /&gt;
&lt;br /&gt;
Attackers objectives is to capture E in order to win a game, which is located in a chasm where only scouts and explosive/bullet/selfdamage jumping classes can get to&lt;br /&gt;
&lt;br /&gt;
To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E&lt;br /&gt;
&lt;br /&gt;
In a stopwatch map, capturing E counts a capturing all 5 points (does not count as &amp;quot;one point&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The A,B,C and D points have to be captured in order, while E can be capped at any time (while it takes a exceeding long time to cap, the cap time for E does not change depending on how many points the attackers own)&lt;br /&gt;
&lt;br /&gt;
Defenders: Defenders start off by holding A, the only capturable point, while the attackers two spawns open&lt;br /&gt;
&lt;br /&gt;
At this point, defenders only hold A, however attackers may choose to run though B (without being able to cap it) to E&lt;br /&gt;
&lt;br /&gt;
After A is capped, two routes (one to E, one to B) open up and the attackers can choose to attack E or B&lt;br /&gt;
&lt;br /&gt;
After B is capped, defenders lose their primary respawns (from A, B, and E) and are given a backspawn, connecting to E, D, and C. Any people left inside the primary spawn will be teloported to the backspawn with medics keeping their ubercharge, etc.&lt;br /&gt;
&lt;br /&gt;
Routes to C from B are opened up, at this point, the entire map is accessible, however accessing D is very hard as defenders have a joint backspawn very close to C which connects to D&lt;br /&gt;
&lt;br /&gt;
Capturing C opens a drawbridge to E, allowing the heavier classes to cap as well as removing the defenders backspawn advantage to C&lt;br /&gt;
&lt;br /&gt;
Capturing D gives the drawbridge railings and removes the Defenders backspawn from E and D (at this point, defenders only have one spawn at D!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Other Areas===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Room&lt;br /&gt;
 | image = cp_steel_ControlRoom.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Lobby&lt;br /&gt;
 | image = cp_steel_Lobby.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Cp_steel_Lobby.jpg&amp;diff=12020</id>
		<title>File:Cp steel Lobby.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Cp_steel_Lobby.jpg&amp;diff=12020"/>
		<updated>2014-10-17T03:35:40Z</updated>

		<summary type="html">&lt;p&gt;Resuni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Cp_steel_ControlRoom.jpg&amp;diff=12019</id>
		<title>File:Cp steel ControlRoom.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Cp_steel_ControlRoom.jpg&amp;diff=12019"/>
		<updated>2014-10-17T03:34:21Z</updated>

		<summary type="html">&lt;p&gt;Resuni: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12018</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12018"/>
		<updated>2014-10-17T03:31:05Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Control Point E */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. Whenever a point is captured, something on the map changes. Doors open and close, platforms extend, or red spawn changes. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
Attackers: Attackers only get one spawn, however, as they capture A, B, C, and D, they will cut off more and more spawns for the defenders.&lt;br /&gt;
&lt;br /&gt;
Attackers objectives is to capture E in order to win a game, which is located in a chasm where only scouts and explosive/bullet/selfdamage jumping classes can get to&lt;br /&gt;
&lt;br /&gt;
To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E&lt;br /&gt;
&lt;br /&gt;
In a stopwatch map, capturing E counts a capturing all 5 points (does not count as &amp;quot;one point&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The A,B,C and D points have to be captured in order, while E can be capped at any time (while it takes a exceeding long time to cap, the cap time for E does not change depending on how many points the attackers own)&lt;br /&gt;
&lt;br /&gt;
Defenders: Defenders start off by holding A, the only capturable point, while the attackers two spawns open&lt;br /&gt;
&lt;br /&gt;
At this point, defenders only hold A, however attackers may choose to run though B (without being able to cap it) to E&lt;br /&gt;
&lt;br /&gt;
After A is capped, two routes (one to E, one to B) open up and the attackers can choose to attack E or B&lt;br /&gt;
&lt;br /&gt;
After B is capped, defenders lose their primary respawns (from A, B, and E) and are given a backspawn, connecting to E, D, and C. Any people left inside the primary spawn will be teloported to the backspawn with medics keeping their ubercharge, etc.&lt;br /&gt;
&lt;br /&gt;
Routes to C from B are opened up, at this point, the entire map is accessible, however accessing D is very hard as defenders have a joint backspawn very close to C which connects to D&lt;br /&gt;
&lt;br /&gt;
Capturing C opens a drawbridge to E, allowing the heavier classes to cap as well as removing the defenders backspawn advantage to C&lt;br /&gt;
&lt;br /&gt;
Capturing D gives the drawbridge railings and removes the Defenders backspawn from E and D (at this point, defenders only have one spawn at D!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E (catwalks extended)&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 195px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 220px | y2 = 210px&lt;br /&gt;
 | area3 = Lobby | x3 = 263px | y3 = 185px&lt;br /&gt;
 | area4 = Control Room | x4 = 390px | y4 = 210px&lt;br /&gt;
 | area5 = Catwalks | x5 = 180px | y5 = 290px&lt;br /&gt;
 | area6 = Point (E) | x6 = 310px | y6 = 245px&lt;br /&gt;
 | area7 = Balcony | x7 = 200px | y7 = 400px&lt;br /&gt;
 | area8 = D-E Connector | x8 = 630px | y8 = 260px&lt;br /&gt;
 | area9 = Red Batts | x9 = 600px | y9 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=File:Cp_steel_E2.jpg&amp;diff=12017</id>
		<title>File:Cp steel E2.jpg</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=File:Cp_steel_E2.jpg&amp;diff=12017"/>
		<updated>2014-10-17T03:11:49Z</updated>

		<summary type="html">&lt;p&gt;Resuni: Resuni uploaded a new version of &amp;amp;quot;File:Cp steel E2.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12016</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12016"/>
		<updated>2014-10-16T20:29:05Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Notes &amp;amp; Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. Whenever a point is captured, something on the map changes. Doors open and close, platforms extend, or red spawn changes. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
Attackers: Attackers only get one spawn, however, as they capture A, B, C, and D, they will cut off more and more spawns for the defenders.&lt;br /&gt;
&lt;br /&gt;
Attackers objectives is to capture E in order to win a game, which is located in a chasm where only scouts and explosive/bullet/selfdamage jumping classes can get to&lt;br /&gt;
&lt;br /&gt;
To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E&lt;br /&gt;
&lt;br /&gt;
In a stopwatch map, capturing E counts a capturing all 5 points (does not count as &amp;quot;one point&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The A,B,C and D points have to be captured in order, while E can be capped at any time (while it takes a exceeding long time to cap, the cap time for E does not change depending on how many points the attackers own)&lt;br /&gt;
&lt;br /&gt;
Defenders: Defenders start off by holding A, the only capturable point, while the attackers two spawns open&lt;br /&gt;
&lt;br /&gt;
At this point, defenders only hold A, however attackers may choose to run though B (without being able to cap it) to E&lt;br /&gt;
&lt;br /&gt;
After A is capped, two routes (one to E, one to B) open up and the attackers can choose to attack E or B&lt;br /&gt;
&lt;br /&gt;
After B is capped, defenders lose their primary respawns (from A, B, and E) and are given a backspawn, connecting to E, D, and C. Any people left inside the primary spawn will be teloported to the backspawn with medics keeping their ubercharge, etc.&lt;br /&gt;
&lt;br /&gt;
Routes to C from B are opened up, at this point, the entire map is accessible, however accessing D is very hard as defenders have a joint backspawn very close to C which connects to D&lt;br /&gt;
&lt;br /&gt;
Capturing C opens a drawbridge to E, allowing the heavier classes to cap as well as removing the defenders backspawn advantage to C&lt;br /&gt;
&lt;br /&gt;
Capturing D gives the drawbridge railings and removes the Defenders backspawn from E and D (at this point, defenders only have one spawn at D!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if held long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. The combination of these two factors makes it an easy point to defend. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12015</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12015"/>
		<updated>2014-10-16T20:19:34Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Control Point C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. Whenever a point is captured, something on the map changes. Doors open and close, platforms extend, or red spawn changes. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
Attackers: Attackers only get one spawn, however, as they capture A, B, C, and D, they will cut off more and more spawns for the defenders.&lt;br /&gt;
&lt;br /&gt;
Attackers objectives is to capture E in order to win a game, which is located in a chasm where only scouts and explosive/bullet/selfdamage jumping classes can get to&lt;br /&gt;
&lt;br /&gt;
To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E&lt;br /&gt;
&lt;br /&gt;
In a stopwatch map, capturing E counts a capturing all 5 points (does not count as &amp;quot;one point&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The A,B,C and D points have to be captured in order, while E can be capped at any time (while it takes a exceeding long time to cap, the cap time for E does not change depending on how many points the attackers own)&lt;br /&gt;
&lt;br /&gt;
Defenders: Defenders start off by holding A, the only capturable point, while the attackers two spawns open&lt;br /&gt;
&lt;br /&gt;
At this point, defenders only hold A, however attackers may choose to run though B (without being able to cap it) to E&lt;br /&gt;
&lt;br /&gt;
After A is capped, two routes (one to E, one to B) open up and the attackers can choose to attack E or B&lt;br /&gt;
&lt;br /&gt;
After B is capped, defenders lose their primary respawns (from A, B, and E) and are given a backspawn, connecting to E, D, and C. Any people left inside the primary spawn will be teloported to the backspawn with medics keeping their ubercharge, etc.&lt;br /&gt;
&lt;br /&gt;
Routes to C from B are opened up, at this point, the entire map is accessible, however accessing D is very hard as defenders have a joint backspawn very close to C which connects to D&lt;br /&gt;
&lt;br /&gt;
Capturing C opens a drawbridge to E, allowing the heavier classes to cap as well as removing the defenders backspawn advantage to C&lt;br /&gt;
&lt;br /&gt;
Capturing D gives the drawbridge railings and removes the Defenders backspawn from E and D (at this point, defenders only have one spawn at D!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if they can hold it long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12014</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12014"/>
		<updated>2014-10-16T20:17:41Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Control Point C -- Notes + Strategies*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. Whenever a point is captured, something on the map changes. Doors open and close, platforms extend, or red spawn changes. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
Attackers: Attackers only get one spawn, however, as they capture A, B, C, and D, they will cut off more and more spawns for the defenders.&lt;br /&gt;
&lt;br /&gt;
Attackers objectives is to capture E in order to win a game, which is located in a chasm where only scouts and explosive/bullet/selfdamage jumping classes can get to&lt;br /&gt;
&lt;br /&gt;
To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E&lt;br /&gt;
&lt;br /&gt;
In a stopwatch map, capturing E counts a capturing all 5 points (does not count as &amp;quot;one point&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The A,B,C and D points have to be captured in order, while E can be capped at any time (while it takes a exceeding long time to cap, the cap time for E does not change depending on how many points the attackers own)&lt;br /&gt;
&lt;br /&gt;
Defenders: Defenders start off by holding A, the only capturable point, while the attackers two spawns open&lt;br /&gt;
&lt;br /&gt;
At this point, defenders only hold A, however attackers may choose to run though B (without being able to cap it) to E&lt;br /&gt;
&lt;br /&gt;
After A is capped, two routes (one to E, one to B) open up and the attackers can choose to attack E or B&lt;br /&gt;
&lt;br /&gt;
After B is capped, defenders lose their primary respawns (from A, B, and E) and are given a backspawn, connecting to E, D, and C. Any people left inside the primary spawn will be teloported to the backspawn with medics keeping their ubercharge, etc.&lt;br /&gt;
&lt;br /&gt;
Routes to C from B are opened up, at this point, the entire map is accessible, however accessing D is very hard as defenders have a joint backspawn very close to C which connects to D&lt;br /&gt;
&lt;br /&gt;
Capturing C opens a drawbridge to E, allowing the heavier classes to cap as well as removing the defenders backspawn advantage to C&lt;br /&gt;
&lt;br /&gt;
Capturing D gives the drawbridge railings and removes the Defenders backspawn from E and D (at this point, defenders only have one spawn at D!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower (Behind Rock) | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp (behind wall) | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When defending, Point C is a point that Red team should commit to defending. This is a point that can win the game for red if they can hold it long enough. This is because red spawn is so close to Point C, and the Red team is easily able to fall back through spawn to start defending Point D. &lt;br /&gt;
* When attacking, Blu team can try to send their Scout or Soldier to contest Point E to try and draw some players away from Point C. &lt;br /&gt;
* When defending, the Red Engineer will typically build a Sentry on Balcony. For a better wrangling position, the Sentry can also be built on Bridge.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12013</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12013"/>
		<updated>2014-10-16T20:03:08Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Notes &amp;amp; Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. Whenever a point is captured, something on the map changes. Doors open and close, platforms extend, or red spawn changes. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
Attackers: Attackers only get one spawn, however, as they capture A, B, C, and D, they will cut off more and more spawns for the defenders.&lt;br /&gt;
&lt;br /&gt;
Attackers objectives is to capture E in order to win a game, which is located in a chasm where only scouts and explosive/bullet/selfdamage jumping classes can get to&lt;br /&gt;
&lt;br /&gt;
To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E&lt;br /&gt;
&lt;br /&gt;
In a stopwatch map, capturing E counts a capturing all 5 points (does not count as &amp;quot;one point&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The A,B,C and D points have to be captured in order, while E can be capped at any time (while it takes a exceeding long time to cap, the cap time for E does not change depending on how many points the attackers own)&lt;br /&gt;
&lt;br /&gt;
Defenders: Defenders start off by holding A, the only capturable point, while the attackers two spawns open&lt;br /&gt;
&lt;br /&gt;
At this point, defenders only hold A, however attackers may choose to run though B (without being able to cap it) to E&lt;br /&gt;
&lt;br /&gt;
After A is capped, two routes (one to E, one to B) open up and the attackers can choose to attack E or B&lt;br /&gt;
&lt;br /&gt;
After B is capped, defenders lose their primary respawns (from A, B, and E) and are given a backspawn, connecting to E, D, and C. Any people left inside the primary spawn will be teloported to the backspawn with medics keeping their ubercharge, etc.&lt;br /&gt;
&lt;br /&gt;
Routes to C from B are opened up, at this point, the entire map is accessible, however accessing D is very hard as defenders have a joint backspawn very close to C which connects to D&lt;br /&gt;
&lt;br /&gt;
Capturing C opens a drawbridge to E, allowing the heavier classes to cap as well as removing the defenders backspawn advantage to C&lt;br /&gt;
&lt;br /&gt;
Capturing D gives the drawbridge railings and removes the Defenders backspawn from E and D (at this point, defenders only have one spawn at D!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the Engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
* When defending, the Sniper can get a decent view from the windows in Secret, however it is difficult to fall back to a safe location if the point is taken.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower (Behind Rock) | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp (behind wall) | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12012</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12012"/>
		<updated>2014-10-16T20:00:45Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Notes &amp;amp; Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. Whenever a point is captured, something on the map changes. Doors open and close, platforms extend, or red spawn changes. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
Attackers: Attackers only get one spawn, however, as they capture A, B, C, and D, they will cut off more and more spawns for the defenders.&lt;br /&gt;
&lt;br /&gt;
Attackers objectives is to capture E in order to win a game, which is located in a chasm where only scouts and explosive/bullet/selfdamage jumping classes can get to&lt;br /&gt;
&lt;br /&gt;
To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E&lt;br /&gt;
&lt;br /&gt;
In a stopwatch map, capturing E counts a capturing all 5 points (does not count as &amp;quot;one point&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The A,B,C and D points have to be captured in order, while E can be capped at any time (while it takes a exceeding long time to cap, the cap time for E does not change depending on how many points the attackers own)&lt;br /&gt;
&lt;br /&gt;
Defenders: Defenders start off by holding A, the only capturable point, while the attackers two spawns open&lt;br /&gt;
&lt;br /&gt;
At this point, defenders only hold A, however attackers may choose to run though B (without being able to cap it) to E&lt;br /&gt;
&lt;br /&gt;
After A is capped, two routes (one to E, one to B) open up and the attackers can choose to attack E or B&lt;br /&gt;
&lt;br /&gt;
After B is capped, defenders lose their primary respawns (from A, B, and E) and are given a backspawn, connecting to E, D, and C. Any people left inside the primary spawn will be teloported to the backspawn with medics keeping their ubercharge, etc.&lt;br /&gt;
&lt;br /&gt;
Routes to C from B are opened up, at this point, the entire map is accessible, however accessing D is very hard as defenders have a joint backspawn very close to C which connects to D&lt;br /&gt;
&lt;br /&gt;
Capturing C opens a drawbridge to E, allowing the heavier classes to cap as well as removing the defenders backspawn advantage to C&lt;br /&gt;
&lt;br /&gt;
Capturing D gives the drawbridge railings and removes the Defenders backspawn from E and D (at this point, defenders only have one spawn at D!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower (Behind Rock) | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp (behind wall) | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12011</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12011"/>
		<updated>2014-10-16T20:00:27Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Control Point B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. Whenever a point is captured, something on the map changes. Doors open and close, platforms extend, or red spawn changes. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
Attackers: Attackers only get one spawn, however, as they capture A, B, C, and D, they will cut off more and more spawns for the defenders.&lt;br /&gt;
&lt;br /&gt;
Attackers objectives is to capture E in order to win a game, which is located in a chasm where only scouts and explosive/bullet/selfdamage jumping classes can get to&lt;br /&gt;
&lt;br /&gt;
To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E&lt;br /&gt;
&lt;br /&gt;
In a stopwatch map, capturing E counts a capturing all 5 points (does not count as &amp;quot;one point&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The A,B,C and D points have to be captured in order, while E can be capped at any time (while it takes a exceeding long time to cap, the cap time for E does not change depending on how many points the attackers own)&lt;br /&gt;
&lt;br /&gt;
Defenders: Defenders start off by holding A, the only capturable point, while the attackers two spawns open&lt;br /&gt;
&lt;br /&gt;
At this point, defenders only hold A, however attackers may choose to run though B (without being able to cap it) to E&lt;br /&gt;
&lt;br /&gt;
After A is capped, two routes (one to E, one to B) open up and the attackers can choose to attack E or B&lt;br /&gt;
&lt;br /&gt;
After B is capped, defenders lose their primary respawns (from A, B, and E) and are given a backspawn, connecting to E, D, and C. Any people left inside the primary spawn will be teloported to the backspawn with medics keeping their ubercharge, etc.&lt;br /&gt;
&lt;br /&gt;
Routes to C from B are opened up, at this point, the entire map is accessible, however accessing D is very hard as defenders have a joint backspawn very close to C which connects to D&lt;br /&gt;
&lt;br /&gt;
Capturing C opens a drawbridge to E, allowing the heavier classes to cap as well as removing the defenders backspawn advantage to C&lt;br /&gt;
&lt;br /&gt;
Capturing D gives the drawbridge railings and removes the Defenders backspawn from E and D (at this point, defenders only have one spawn at D!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* &amp;quot;Beck&amp;quot; gets its name from being the &amp;quot;B-E-C&amp;quot; connector, which spelled out is pronounced as &amp;quot;Beck&amp;quot;. &lt;br /&gt;
* When defending, be aware that the enemy can come behind through Beck. &lt;br /&gt;
* Sometimes attackers will even sneak a sentry and teleporter into Beck. This allows Blu to contest Point B from behind, as well as immediately contest Point C as soon as Point B is taken. &lt;br /&gt;
* When defending Point B, the engineer will usually build on either Platform or Truck. Either place will heavily rely on the wrangler in order to make the sentry useful.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower (Behind Rock) | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp (behind wall) | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12010</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12010"/>
		<updated>2014-10-16T19:53:31Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Control Point E */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. Whenever a point is captured, something on the map changes. Doors open and close, platforms extend, or red spawn changes. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
Attackers: Attackers only get one spawn, however, as they capture A, B, C, and D, they will cut off more and more spawns for the defenders.&lt;br /&gt;
&lt;br /&gt;
Attackers objectives is to capture E in order to win a game, which is located in a chasm where only scouts and explosive/bullet/selfdamage jumping classes can get to&lt;br /&gt;
&lt;br /&gt;
To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E&lt;br /&gt;
&lt;br /&gt;
In a stopwatch map, capturing E counts a capturing all 5 points (does not count as &amp;quot;one point&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The A,B,C and D points have to be captured in order, while E can be capped at any time (while it takes a exceeding long time to cap, the cap time for E does not change depending on how many points the attackers own)&lt;br /&gt;
&lt;br /&gt;
Defenders: Defenders start off by holding A, the only capturable point, while the attackers two spawns open&lt;br /&gt;
&lt;br /&gt;
At this point, defenders only hold A, however attackers may choose to run though B (without being able to cap it) to E&lt;br /&gt;
&lt;br /&gt;
After A is capped, two routes (one to E, one to B) open up and the attackers can choose to attack E or B&lt;br /&gt;
&lt;br /&gt;
After B is capped, defenders lose their primary respawns (from A, B, and E) and are given a backspawn, connecting to E, D, and C. Any people left inside the primary spawn will be teloported to the backspawn with medics keeping their ubercharge, etc.&lt;br /&gt;
&lt;br /&gt;
Routes to C from B are opened up, at this point, the entire map is accessible, however accessing D is very hard as defenders have a joint backspawn very close to C which connects to D&lt;br /&gt;
&lt;br /&gt;
Capturing C opens a drawbridge to E, allowing the heavier classes to cap as well as removing the defenders backspawn advantage to C&lt;br /&gt;
&lt;br /&gt;
Capturing D gives the drawbridge railings and removes the Defenders backspawn from E and D (at this point, defenders only have one spawn at D!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower (Behind Rock) | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp (behind wall) | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 365px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12009</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12009"/>
		<updated>2014-10-16T19:52:23Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Control Point E */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. Whenever a point is captured, something on the map changes. Doors open and close, platforms extend, or red spawn changes. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
Attackers: Attackers only get one spawn, however, as they capture A, B, C, and D, they will cut off more and more spawns for the defenders.&lt;br /&gt;
&lt;br /&gt;
Attackers objectives is to capture E in order to win a game, which is located in a chasm where only scouts and explosive/bullet/selfdamage jumping classes can get to&lt;br /&gt;
&lt;br /&gt;
To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E&lt;br /&gt;
&lt;br /&gt;
In a stopwatch map, capturing E counts a capturing all 5 points (does not count as &amp;quot;one point&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The A,B,C and D points have to be captured in order, while E can be capped at any time (while it takes a exceeding long time to cap, the cap time for E does not change depending on how many points the attackers own)&lt;br /&gt;
&lt;br /&gt;
Defenders: Defenders start off by holding A, the only capturable point, while the attackers two spawns open&lt;br /&gt;
&lt;br /&gt;
At this point, defenders only hold A, however attackers may choose to run though B (without being able to cap it) to E&lt;br /&gt;
&lt;br /&gt;
After A is capped, two routes (one to E, one to B) open up and the attackers can choose to attack E or B&lt;br /&gt;
&lt;br /&gt;
After B is capped, defenders lose their primary respawns (from A, B, and E) and are given a backspawn, connecting to E, D, and C. Any people left inside the primary spawn will be teloported to the backspawn with medics keeping their ubercharge, etc.&lt;br /&gt;
&lt;br /&gt;
Routes to C from B are opened up, at this point, the entire map is accessible, however accessing D is very hard as defenders have a joint backspawn very close to C which connects to D&lt;br /&gt;
&lt;br /&gt;
Capturing C opens a drawbridge to E, allowing the heavier classes to cap as well as removing the defenders backspawn advantage to C&lt;br /&gt;
&lt;br /&gt;
Capturing D gives the drawbridge railings and removes the Defenders backspawn from E and D (at this point, defenders only have one spawn at D!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower (Behind Rock) | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp (behind wall) | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony / Upper | x9 = 350px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=12008</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=12008"/>
		<updated>2014-10-16T19:51:18Z</updated>

		<summary type="html">&lt;p&gt;Resuni: /* Control Point E */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{Map infobox&lt;br /&gt;
| mapname = Steel&lt;br /&gt;
| image = Cp steel.png&lt;br /&gt;
| maptype = [[Attack/Defend|Attack / Defend]]&lt;br /&gt;
| currentversion = cp_steel&lt;br /&gt;
| developer = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
*Jamie &amp;quot;Fishbus&amp;quot; Manson&lt;br /&gt;
*Irish Taxi Driver&lt;br /&gt;
*FLOOR_MASTER&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
| default = Yes&lt;br /&gt;
| links =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an Attack/Defend map consisting of 5 points. Whenever a point is captured, something on the map changes. Doors open and close, platforms extend, or red spawn changes. Due to its complexity, Steel is a map that brutally puts a team's cohesion to the test. &lt;br /&gt;
&lt;br /&gt;
Attackers: Attackers only get one spawn, however, as they capture A, B, C, and D, they will cut off more and more spawns for the defenders.&lt;br /&gt;
&lt;br /&gt;
Attackers objectives is to capture E in order to win a game, which is located in a chasm where only scouts and explosive/bullet/selfdamage jumping classes can get to&lt;br /&gt;
&lt;br /&gt;
To assist, capturing C brings a drawbridge to E, and capturing D puts railings on E&lt;br /&gt;
&lt;br /&gt;
In a stopwatch map, capturing E counts a capturing all 5 points (does not count as &amp;quot;one point&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The A,B,C and D points have to be captured in order, while E can be capped at any time (while it takes a exceeding long time to cap, the cap time for E does not change depending on how many points the attackers own)&lt;br /&gt;
&lt;br /&gt;
Defenders: Defenders start off by holding A, the only capturable point, while the attackers two spawns open&lt;br /&gt;
&lt;br /&gt;
At this point, defenders only hold A, however attackers may choose to run though B (without being able to cap it) to E&lt;br /&gt;
&lt;br /&gt;
After A is capped, two routes (one to E, one to B) open up and the attackers can choose to attack E or B&lt;br /&gt;
&lt;br /&gt;
After B is capped, defenders lose their primary respawns (from A, B, and E) and are given a backspawn, connecting to E, D, and C. Any people left inside the primary spawn will be teloported to the backspawn with medics keeping their ubercharge, etc.&lt;br /&gt;
&lt;br /&gt;
Routes to C from B are opened up, at this point, the entire map is accessible, however accessing D is very hard as defenders have a joint backspawn very close to C which connects to D&lt;br /&gt;
&lt;br /&gt;
Capturing C opens a drawbridge to E, allowing the heavier classes to cap as well as removing the defenders backspawn advantage to C&lt;br /&gt;
&lt;br /&gt;
Capturing D gives the drawbridge railings and removes the Defenders backspawn from E and D (at this point, defenders only have one spawn at D!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Control Point A===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Blu Spawn&lt;br /&gt;
 | image = cp_steel_bluspawn.jpg&lt;br /&gt;
 | area1 = Cliff | x1 = 210px | y1 = 130px&lt;br /&gt;
 | area2 = Windows | x2 = 280px | y2 = 90px&lt;br /&gt;
 | area3 = Ledge | x3 = 380px | y3 = 120px&lt;br /&gt;
 | area4 = Health Pack | x4 = 520px | y4 = 250px&lt;br /&gt;
 | area5 = Roof | x5 = 250px | y5 = 250px&lt;br /&gt;
 | area6 = Yard | x6 = 460px | y6 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point A&lt;br /&gt;
 | image = cp_steel_A2.jpg&lt;br /&gt;
 | area1 = Barrel | x1 = 300px | y1 = 190px&lt;br /&gt;
 | area2 = Ramp | x2 = 260px | y2 = 200px&lt;br /&gt;
 | area3 = Big Door | x3 = 380px | y3 = 160px&lt;br /&gt;
 | area4 = Rocks | x4 = 30px | y4 = 260px&lt;br /&gt;
 | area5 = Point (A) | x5 = 243px | y5 = 223px&lt;br /&gt;
 | area6 = Cliff | x6 = 100px | y6 = 400px&lt;br /&gt;
 | area7 = Stairs | x7 = 500px | y7 = 240px&lt;br /&gt;
 | area8 = Ammo Pack | x8 = 475px | y8 = 390px&lt;br /&gt;
 | area9 = Red Spawn (front) | x9 = 683px | y9 = 150px&lt;br /&gt;
 | area10 = Drop-Down | x10 = 740px | y10 = 400px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point A is captured====&lt;br /&gt;
* Big Door will start opening at a slow rate&lt;br /&gt;
* Drop-Down will start opening at a slow rate&lt;br /&gt;
&lt;br /&gt;
====Notes &amp;amp; Strategies====&lt;br /&gt;
* When Point A is lost, it is very hard for the defending team to fall back to B fast enough, especially for the Engineer. Because of this, most teams don't put much effort into defending A. It is usually a bad idea to pop uber at point A. The engineer will often skip it entirely and build at B during the setup period. &lt;br /&gt;
* When a sentry is built on A, it is typically built on Ramp. This gives the sentry a view of enemies peeking Cliff as well as enemies contesting Yard. &lt;br /&gt;
* Sentries are also sometimes built near Red Spawn. While this gives the Engineer an easier escape route, it makes the sentry much more vulnerable to demo spam from over the cliff. &lt;br /&gt;
* Keep in mind that stickies can easily be hidden in Drop-Down. It is often a better idea to move back through spawn to contest B.&lt;br /&gt;
&lt;br /&gt;
===Control Point B===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B1.jpg&lt;br /&gt;
 | area1 = Drop-Down | x1 = 150px | y1 = 230px&lt;br /&gt;
 | area2 = Ladders | x2 = 220px | y2 = 160px&lt;br /&gt;
 | area3 = Secret | x3 = 400px | y3 = 105px&lt;br /&gt;
 | area4 = Beck | x4 = 420px | y4 = 120px&lt;br /&gt;
 | area5 = Platform | x5 = 530px | y5 = 130px&lt;br /&gt;
 | area6 = Point (B) | x6 = 570px | y6 = 195px&lt;br /&gt;
 | area7 = B-C Connector | x7 = 600px | y7 = 100px&lt;br /&gt;
 | area8 = Blu spawn | x8 = 0px | y8 = 300px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point B&lt;br /&gt;
 | image = cp_steel_B2.jpg&lt;br /&gt;
 | area1 = Platform | x1 = 140px | y1 = 280px&lt;br /&gt;
 | area2 = Truck | x2 = 360px | y2 = 170px&lt;br /&gt;
 | area3 = Point (B) | x3 = 430px | y3 = 197px&lt;br /&gt;
 | area4 = Sniper Windows | x4 = 550px | y4 = 140px&lt;br /&gt;
 | area5 = Sniper Ledge | x5 = 630px | y5 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point B is captured====&lt;br /&gt;
* Red team will start spawning in the back spawn rather than the front spawn. &lt;br /&gt;
* Metal grate separating B-C Connector and C Cliff will start opening at a slow rate.&lt;br /&gt;
&lt;br /&gt;
===Control Point C===&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point C&lt;br /&gt;
 | image = cp_steel_C.jpg&lt;br /&gt;
 | area1 = B-C Connector | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Rocks / Cliff | x2 = 300px | y2 = 280px&lt;br /&gt;
 | area3 = Beck | x3 = 390px | y3 = 190px&lt;br /&gt;
 | area4 = Lower (Behind Rock) | x4 = 395px | y4 = 240px&lt;br /&gt;
 | area5 = Balcony | x5 = 500px | y5 = 150px&lt;br /&gt;
 | area6 = Bridge | x6 = 610px | y6 = 135px&lt;br /&gt;
 | area7 = Stairs | x7 = 600px | y7 = 180px&lt;br /&gt;
 | area8 = Ramp (behind wall) | x8 = 780px | y8 = 240px&lt;br /&gt;
 | area9 = Point (C) | x9 = 685px | y9 = 165px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point C is captured====&lt;br /&gt;
* Catwalks extend to point E, allowing players to walk to the point rather than rocket/detonator jump.&lt;br /&gt;
&lt;br /&gt;
===Control Point D===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point D&lt;br /&gt;
 | image = cp_steel_D.jpg&lt;br /&gt;
 | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px&lt;br /&gt;
 | area2 = Stairs | x2 = 560px | y2 = 380px&lt;br /&gt;
 | area3 = C-D Connector | x3 = 380px | y3 = 185px&lt;br /&gt;
 | area4 = D-E Connector | x4 = 475px | y4 = 230px&lt;br /&gt;
 | area5 = Control Room Connector | x5 = 555px | y5 = 210px&lt;br /&gt;
 | area6 = Elbow | x6 = 680px | y6 = 230px&lt;br /&gt;
 | area7 = Point (D) | x7 = 590px | y7 = 295px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====When Point D is captured====&lt;br /&gt;
* Doors connecting red spawn to Point E become locked, forcing the read team through Point D to get to Point E. &lt;br /&gt;
* Guard rails appear on Point E catwalks, making it slightly harder to fall off.&lt;br /&gt;
&lt;br /&gt;
===Control Point E===&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E1.jpg&lt;br /&gt;
 | area1 = Lobby | x1 = 20px | y1 = 400px&lt;br /&gt;
 | area2 = Blu Batts | x2 = 380px | y2 = 400px&lt;br /&gt;
 | area3 = Platform | x3 = 740px | y3 = 280px&lt;br /&gt;
 | area4 = Beck | x4 = 457px | y4 = 145px&lt;br /&gt;
 | area5 = Lower | x5 = 350px | y5 = 170px&lt;br /&gt;
 | area6 = Pipe | x6 = 235px | y6 = 240px&lt;br /&gt;
 | area7 = D-E Connector | x7 = 210px | y7 = 140px&lt;br /&gt;
 | area8 = Red Batts | x8 = 260px | y8 = 140px&lt;br /&gt;
 | area9 = Balcony | x9 = 350px | y9 = 110px&lt;br /&gt;
 | area10 = Lime / Red Windows | x10 = 310px | y10 = 85px&lt;br /&gt;
 | area11 = Point (E) | x11 = 280px | y11 = 177px&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Map locations&lt;br /&gt;
 | title = Steel - Control Point E&lt;br /&gt;
 | image = cp_steel_E2.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Resuni</name></author>
		
	</entry>
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