<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://comp.tf/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Satire</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=Satire"/>
	<link rel="alternate" type="text/html" href="http://comp.tf/wiki/Special:Contributions/Satire"/>
	<updated>2026-05-05T13:26:24Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.2</generator>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=10400</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=10400"/>
		<updated>2014-05-18T04:00:43Z</updated>

		<summary type="html">&lt;p&gt;Satire: &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 „Fishbus“ 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;
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;
'''Calls and points'''''Italic text''&lt;br /&gt;
&lt;br /&gt;
E Control point&lt;br /&gt;
&lt;br /&gt;
The most important point. Defend at all costs for the defending team, and what the attacking team is working towards.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/gSTHo82&lt;br /&gt;
http://imgur.com/3beNlTs&lt;br /&gt;
&lt;br /&gt;
A Control point&lt;br /&gt;
&lt;br /&gt;
The first point for teams to attack and defend.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/GhHB1wt&lt;br /&gt;
http://imgur.com/w4XsLY2&lt;br /&gt;
&lt;br /&gt;
B Control point&lt;br /&gt;
&lt;br /&gt;
The second point for teams to attack and defend, cannot be capped while A is not capped, however attackers can still run past it to E.&lt;br /&gt;
Capturing this point causes the defenders to lose their primary spawns.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/Mu1XHeK&lt;br /&gt;
&lt;br /&gt;
C Control point&lt;br /&gt;
&lt;br /&gt;
The third point for teams to attack and defend. Capturing this causes a draw bridge to extend to the E point.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/k8Z17dz&lt;br /&gt;
&lt;br /&gt;
D Control point&lt;br /&gt;
&lt;br /&gt;
The fourth point for teams to attack. If E has not been capped at this time, capturing this will cut off the Defenders easy access to E and D, create railings for the draw bridges, and allow the attacking team to spawn camp the defenders easily.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/qJr9Kdw&lt;br /&gt;
&lt;br /&gt;
Control room&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;flank&amp;quot; of the map. Opens up easy route for attackers to set up an base after they capture A&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/dO3wkIe&lt;br /&gt;
&lt;br /&gt;
Control room to D connector (2 paths)&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/QffCswE&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Satire</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=10399</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=10399"/>
		<updated>2014-05-18T04:00:22Z</updated>

		<summary type="html">&lt;p&gt;Satire: lol fail placed it wrong HELP&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 „Fishbus“ 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;
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;
Calls and points&lt;br /&gt;
&lt;br /&gt;
E Control point&lt;br /&gt;
&lt;br /&gt;
The most important point. Defend at all costs for the defending team, and what the attacking team is working towards.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/gSTHo82&lt;br /&gt;
http://imgur.com/3beNlTs&lt;br /&gt;
&lt;br /&gt;
A Control point&lt;br /&gt;
&lt;br /&gt;
The first point for teams to attack and defend.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/GhHB1wt&lt;br /&gt;
http://imgur.com/w4XsLY2&lt;br /&gt;
&lt;br /&gt;
B Control point&lt;br /&gt;
&lt;br /&gt;
The second point for teams to attack and defend, cannot be capped while A is not capped, however attackers can still run past it to E.&lt;br /&gt;
Capturing this point causes the defenders to lose their primary spawns.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/Mu1XHeK&lt;br /&gt;
&lt;br /&gt;
C Control point&lt;br /&gt;
&lt;br /&gt;
The third point for teams to attack and defend. Capturing this causes a draw bridge to extend to the E point.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/k8Z17dz&lt;br /&gt;
&lt;br /&gt;
D Control point&lt;br /&gt;
&lt;br /&gt;
The fourth point for teams to attack. If E has not been capped at this time, capturing this will cut off the Defenders easy access to E and D, create railings for the draw bridges, and allow the attacking team to spawn camp the defenders easily.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/qJr9Kdw&lt;br /&gt;
&lt;br /&gt;
Control room&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;flank&amp;quot; of the map. Opens up easy route for attackers to set up an base after they capture A&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/dO3wkIe&lt;br /&gt;
&lt;br /&gt;
Control room to D connector (2 paths)&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/QffCswE&lt;br /&gt;
&lt;br /&gt;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&lt;/div&gt;</summary>
		<author><name>Satire</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Steel&amp;diff=10398</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Steel&amp;diff=10398"/>
		<updated>2014-05-18T03:59:46Z</updated>

		<summary type="html">&lt;p&gt;Satire: &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 „Fishbus“ 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;
{{Maps navbox}}&lt;br /&gt;
[[Category:Attack/Defend maps]]&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;
Calls and points&lt;br /&gt;
&lt;br /&gt;
E Control point&lt;br /&gt;
&lt;br /&gt;
The most important point. Defend at all costs for the defending team, and what the attacking team is working towards.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/gSTHo82&lt;br /&gt;
http://imgur.com/3beNlTs&lt;br /&gt;
&lt;br /&gt;
A Control point&lt;br /&gt;
&lt;br /&gt;
The first point for teams to attack and defend.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/GhHB1wt&lt;br /&gt;
http://imgur.com/w4XsLY2&lt;br /&gt;
&lt;br /&gt;
B Control point&lt;br /&gt;
&lt;br /&gt;
The second point for teams to attack and defend, cannot be capped while A is not capped, however attackers can still run past it to E.&lt;br /&gt;
Capturing this point causes the defenders to lose their primary spawns.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/Mu1XHeK&lt;br /&gt;
&lt;br /&gt;
C Control point&lt;br /&gt;
&lt;br /&gt;
The third point for teams to attack and defend. Capturing this causes a draw bridge to extend to the E point.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/k8Z17dz&lt;br /&gt;
&lt;br /&gt;
D Control point&lt;br /&gt;
&lt;br /&gt;
The fourth point for teams to attack. If E has not been capped at this time, capturing this will cut off the Defenders easy access to E and D, create railings for the draw bridges, and allow the attacking team to spawn camp the defenders easily.&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/qJr9Kdw&lt;br /&gt;
&lt;br /&gt;
Control room&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;flank&amp;quot; of the map. Opens up easy route for attackers to set up an base after they capture A&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/dO3wkIe&lt;br /&gt;
&lt;br /&gt;
Control room to D connector (2 paths)&lt;br /&gt;
&lt;br /&gt;
http://imgur.com/QffCswE&lt;/div&gt;</summary>
		<author><name>Satire</name></author>
		
	</entry>
</feed>