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	<updated>2026-09-19T00:03:13Z</updated>
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		<id>https://www.fortress-forever.com/wiki/index.php?title=Map_Template:Sequential_Territory_Control&amp;diff=9404</id>
		<title>Map Template:Sequential Territory Control</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map_Template:Sequential_Territory_Control&amp;diff=9404"/>
		<updated>2009-12-22T14:42:12Z</updated>

		<summary type="html">&lt;p&gt;Pon: redspawn_cp5 said blue team not red&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
=Foreword=&lt;br /&gt;
This is likely a temporary script/page until an offical Lua for this gametype is released. As such, the Lua script itself likely isn&amp;#039;t up to the same standard as the official ones. It does work as intended, though.&lt;br /&gt;
&lt;br /&gt;
It is set up to behave as close to the TFC version of warpath as I could get it, with my limited mapping experience.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last updated:&amp;lt;/b&amp;gt; 12:52, 11 January 2008 (CST)&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
=Introduction=&lt;br /&gt;
In this game mode, each team must capture Command Points in order (no flag, just touch the Command Point), typically the Blue team capture 1 through 5, and the Red team 5 through 1. Upon a team capturing their final point, the round is reset.&lt;br /&gt;
&lt;br /&gt;
An example of this style of map is Warpath.&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
=Entities=&lt;br /&gt;
==Start Gates==&lt;br /&gt;
*&amp;lt;b&amp;gt;startgate_blue&amp;lt;/b&amp;gt; (func_door): Start gate for Blue team&lt;br /&gt;
*&amp;lt;b&amp;gt;startgate_red&amp;lt;/b&amp;gt; (func_door): Start gate for Red team&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
==Spawns==&lt;br /&gt;
*&amp;lt;b&amp;gt;bluespawn_cp1&amp;lt;/b&amp;gt; (info_ff_teamspawn): Initial Blue team spawn&lt;br /&gt;
*&amp;lt;b&amp;gt;bluespawn_cp2&amp;lt;/b&amp;gt; (info_ff_teamspawn): --\&lt;br /&gt;
*&amp;lt;b&amp;gt;bluespawn_cp3&amp;lt;/b&amp;gt; (info_ff_teamspawn):    -- Progressive spawns for the Blue team. &amp;quot;cp#&amp;quot; denotes Command Point control nessecary to be active(only current cp# spawns are active)&lt;br /&gt;
*&amp;lt;b&amp;gt;bluespawn_cp4&amp;lt;/b&amp;gt; (info_ff_teamspawn): --/&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
*&amp;lt;b&amp;gt;redspawn_cp5&amp;lt;/b&amp;gt; (info_ff_teamspawn): Initial Red team spawn&lt;br /&gt;
*&amp;lt;b&amp;gt;redspawn_cp4&amp;lt;/b&amp;gt; (info_ff_teamspawn): --\&lt;br /&gt;
*&amp;lt;b&amp;gt;redspawn_cp3&amp;lt;/b&amp;gt; (info_ff_teamspawn):    -- Progressive spawns for the Red team. &amp;quot;cp#&amp;quot; denotes Command Point control nessecary to be active (only current cp# spawns are active)&lt;br /&gt;
*&amp;lt;b&amp;gt;redspawn_cp2&amp;lt;/b&amp;gt; (info_ff_teamspawn): --/&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
==Respawn Doors==&lt;br /&gt;
*&amp;lt;b&amp;gt;bluerespawn_cp2_actual&amp;lt;/b&amp;gt; (func_door): --\&lt;br /&gt;
*&amp;lt;b&amp;gt;bluerespawn_cp3_actual&amp;lt;/b&amp;gt; (func_door):    -- Physical door for Blue spawns. All flags should be off, opening is controlled by another entity&lt;br /&gt;
*&amp;lt;b&amp;gt;bluerespawn_cp4_actual&amp;lt;/b&amp;gt; (func_door): --/&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
*&amp;lt;b&amp;gt;redrespawn_cp4_actual&amp;lt;/b&amp;gt; (func_door): --\&lt;br /&gt;
*&amp;lt;b&amp;gt;redrespawn_cp3_actual&amp;lt;/b&amp;gt; (func_door):    -- Physical door for Red spawns. All flags should be off, opening is controlled by another entity&lt;br /&gt;
*&amp;lt;b&amp;gt;redrespawn_cp2_actual&amp;lt;/b&amp;gt; (func_door): --/&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
*&amp;lt;b&amp;gt;bluerespawn_cp2&amp;lt;/b&amp;gt; (trigger_ff_script): --\&lt;br /&gt;
*&amp;lt;b&amp;gt;bluerespawn_cp3&amp;lt;/b&amp;gt; (trigger_ff_script):    -- Trigger for the respawn doors above. Fires output &amp;quot;OnStartTouch:Open&amp;quot; to corresponding &amp;quot;_actual&amp;quot; door&lt;br /&gt;
*&amp;lt;b&amp;gt;bluerespawn_cp4&amp;lt;/b&amp;gt; (trigger_ff_script): --/&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
*&amp;lt;b&amp;gt;bluerespawn_cp4&amp;lt;/b&amp;gt; (trigger_ff_script): --\&lt;br /&gt;
*&amp;lt;b&amp;gt;bluerespawn_cp3&amp;lt;/b&amp;gt; (trigger_ff_script):    -- Trigger for the respawn doors above. Fires output &amp;quot;OnStartTouch:Open&amp;quot; to corresponding &amp;quot;_actual&amp;quot; door&lt;br /&gt;
*&amp;lt;b&amp;gt;bluerespawn_cp2&amp;lt;/b&amp;gt; (trigger_ff_script): --/&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
==Command Points==&lt;br /&gt;
*&amp;lt;b&amp;gt;command_point_one&amp;lt;/b&amp;gt; (trigger_ff_script): Location for Command Point One&lt;br /&gt;
*&amp;lt;b&amp;gt;command_point_two&amp;lt;/b&amp;gt; (trigger_ff_script): ... and&lt;br /&gt;
*&amp;lt;b&amp;gt;command_point_three&amp;lt;/b&amp;gt; (trigger_ff_script): ... so&lt;br /&gt;
*&amp;lt;b&amp;gt;command_point_four&amp;lt;/b&amp;gt; (trigger_ff_script): ... on&lt;br /&gt;
*&amp;lt;b&amp;gt;command_point_five&amp;lt;/b&amp;gt; (trigger_ff_script): ... etc.&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
==Flags==&lt;br /&gt;
*&amp;lt;b&amp;gt;cp1_flag&amp;lt;/b&amp;gt; (prop_dynamic_override): Flag used to denote CP ownership. Cannot be picked up.&lt;br /&gt;
*&amp;lt;b&amp;gt;cp2_flag&amp;lt;/b&amp;gt; (prop_dynamic_override): ... and&lt;br /&gt;
*&amp;lt;b&amp;gt;cp3_flag&amp;lt;/b&amp;gt; (prop_dynamic_override): ... so&lt;br /&gt;
*&amp;lt;b&amp;gt;cp4_flag&amp;lt;/b&amp;gt; (prop_dynamic_override): ... on&lt;br /&gt;
*&amp;lt;b&amp;gt;cp5_flag&amp;lt;/b&amp;gt; (prop_dynamic_override): ... etc.&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
==Flag Rotators==&lt;br /&gt;
*&amp;lt;b&amp;gt;cp1_flag_rotator&amp;lt;/b&amp;gt; (func_rotating): Optional entity used to rotate flag on CP. Flag entity must have this entity as parent if used.&lt;br /&gt;
*&amp;lt;b&amp;gt;cp2_flag_rotator&amp;lt;/b&amp;gt; (func_rotating): ... and&lt;br /&gt;
*&amp;lt;b&amp;gt;cp3_flag_rotator&amp;lt;/b&amp;gt; (func_rotating): ... so&lt;br /&gt;
*&amp;lt;b&amp;gt;cp4_flag_rotator&amp;lt;/b&amp;gt; (func_rotating): ... on&lt;br /&gt;
*&amp;lt;b&amp;gt;cp5_flag_rotator&amp;lt;/b&amp;gt; (func_rotating): ... etc.&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
=Lua Script=&lt;br /&gt;
(NOTE: Uses a custom vgui graphic. The graphic is included in the source .vmf download linked to below the script, along with the below script)&lt;br /&gt;
&amp;lt;pre&amp;gt;------------------------------------------------&lt;br /&gt;
-- This started as cz2.lua, along with some other bits of lua from other official files, and then altered by myself&lt;br /&gt;
-- to accomodate warpath-style gameplay.&lt;br /&gt;
--&lt;br /&gt;
-- Pon.id&lt;br /&gt;
-- warpath_example.lua v1.00&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------&lt;br /&gt;
-- includes&lt;br /&gt;
-----------------------------------------------------------------------------&lt;br /&gt;
IncludeScript(&amp;quot;base_teamplay&amp;quot;)&lt;br /&gt;
IncludeScript(&amp;quot;base_location&amp;quot;)&lt;br /&gt;
IncludeScript(&amp;quot;base_respawnturret&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------&lt;br /&gt;
-- globals&lt;br /&gt;
-----------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
-- Scoring globals&lt;br /&gt;
NUMBER_OF_COMMAND_POINTS = 5&lt;br /&gt;
POINTS_FOR_COMPLETE_CONTROL = 30&lt;br /&gt;
FORTPOINTS_FOR_COMPLETE_CONTROL = 1000&lt;br /&gt;
FORTPOINTS_FOR_CAP = 200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Other Globals (Initial round delay used only for first round, give people time to log in)&lt;br /&gt;
&lt;br /&gt;
INITIAL_ROUND_DELAY = 45&lt;br /&gt;
NORMAL_ROUND_DELAY = 30&lt;br /&gt;
RECAPTURE_DELAY = 15&lt;br /&gt;
&lt;br /&gt;
-- Counters for spawn validty&lt;br /&gt;
cp_blue = 1&lt;br /&gt;
cp_red = 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- A global table for storing some team info&lt;br /&gt;
team_info = {&lt;br /&gt;
 &lt;br /&gt;
	[Team.kUnassigned] = {&lt;br /&gt;
		team_name = &amp;quot;neutral&amp;quot;,&lt;br /&gt;
		color_index = 1,&lt;br /&gt;
		skin = &amp;quot;0&amp;quot;,&lt;br /&gt;
		flag_visibility = &amp;quot;TurnOff&amp;quot;&lt;br /&gt;
	},&lt;br /&gt;
&lt;br /&gt;
	[Team.kBlue] = {&lt;br /&gt;
		team_name = &amp;quot;blue&amp;quot;,&lt;br /&gt;
		color_index = 2,&lt;br /&gt;
		skin = &amp;quot;0&amp;quot;,&lt;br /&gt;
		flag_visibility = &amp;quot;TurnOn&amp;quot;&lt;br /&gt;
	},&lt;br /&gt;
&lt;br /&gt;
	[Team.kRed] = {&lt;br /&gt;
		team_name = &amp;quot;red&amp;quot;,&lt;br /&gt;
		color_index = 0,&lt;br /&gt;
		skin = &amp;quot;1&amp;quot;,&lt;br /&gt;
		flag_visibility = &amp;quot;TurnOn&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
-- This table is for keeping track of which team controls which CP&lt;br /&gt;
command_points = {&lt;br /&gt;
	[1] = { controlling_team = Team.kBlue, cp_number = 1, disable_capture = 0, hudstatusicon = &amp;quot;hud_cp_1.vtf&amp;quot;, hudposx = -40, hudposy = 36, hudalign = 4, hudwidth = 16, hudheight = 16 },&lt;br /&gt;
	[2] = { controlling_team = Team.kUnassigned, cp_number = 2, disable_capture = 0, hudstatusicon = &amp;quot;hud_cp_2.vtf&amp;quot;, hudposx = -20, hudposy = 36, hudalign = 4, hudwidth = 16, hudheight = 16 },&lt;br /&gt;
	[3] = { controlling_team = Team.kUnassigned, cp_number = 3, disable_capture = 0, hudstatusicon = &amp;quot;hud_cp_3.vtf&amp;quot;, hudposx = 0, hudposy = 36, hudalign = 4, hudwidth = 16, hudheight = 16 },&lt;br /&gt;
	[4] = { controlling_team = Team.kUnassigned, cp_number = 4, disable_capture = 0, hudstatusicon = &amp;quot;hud_cp_4.vtf&amp;quot;, hudposx = 20, hudposy = 36, hudalign = 4, hudwidth = 16, hudheight = 16 },&lt;br /&gt;
	[5] = { controlling_team = Team.kRed, cp_number = 5, disable_capture = 0, hudstatusicon = &amp;quot;hud_cp_5.vtf&amp;quot;, hudposx = 40, hudposy = 36, hudalign = 4, hudwidth = 16, hudheight = 16 }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
icons = {&lt;br /&gt;
	[Team.kBlue] = { teamicon = &amp;quot;hud_cp_blue.vtf&amp;quot;, disabled = &amp;quot;hud_disabled.vtf&amp;quot; },&lt;br /&gt;
	[Team.kRed] = { teamicon = &amp;quot;hud_cp_red.vtf&amp;quot;, disabled = &amp;quot;hud_disabled.vtf&amp;quot; },&lt;br /&gt;
	[Team.kUnassigned] = { teamicon = &amp;quot;hud_cp_neutral.vtf&amp;quot;, disabled = &amp;quot;hud_disabled.vtf&amp;quot; }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
function startup()&lt;br /&gt;
&lt;br /&gt;
	-- set up team limits&lt;br /&gt;
	SetPlayerLimit( Team.kYellow, -1 )&lt;br /&gt;
	SetPlayerLimit( Team.kGreen, -1 )&lt;br /&gt;
&lt;br /&gt;
	local team = GetTeam(Team.kBlue)&lt;br /&gt;
	team:SetClassLimit( Player.kScout, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kSniper, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kSoldier, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kDemoman, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kMedic, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kHwguy, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kPyro, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kSpy, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kEngineer, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kCivilian, -1 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	local team = GetTeam(Team.kRed)&lt;br /&gt;
	team:SetClassLimit( Player.kScout, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kSniper, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kSoldier, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kDemoman, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kMedic, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kHwguy, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kPyro, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kSpy, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kEngineer, 0 )&lt;br /&gt;
	team:SetClassLimit( Player.kCivilian, -1 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	-- Reset all command points&lt;br /&gt;
	command_point_one:ChangeControllingTeam(Team.kBlue)&lt;br /&gt;
	command_point_two:ChangeControllingTeam(Team.kUnassigned)&lt;br /&gt;
	command_point_three:ChangeControllingTeam(Team.kUnassigned)&lt;br /&gt;
	command_point_four:ChangeControllingTeam(Team.kUnassigned)&lt;br /&gt;
	command_point_five:ChangeControllingTeam(Team.kRed)&lt;br /&gt;
&lt;br /&gt;
	-- Setup Doors for first round&lt;br /&gt;
&lt;br /&gt;
	setup_door_timer(&amp;quot;startgate_blue&amp;quot;, INITIAL_ROUND_DELAY)&lt;br /&gt;
	setup_door_timer(&amp;quot;startgate_red&amp;quot;, INITIAL_ROUND_DELAY)&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function precache()&lt;br /&gt;
	-- precache sounds&lt;br /&gt;
	PrecacheSound(&amp;quot;yourteam.flagcap&amp;quot;)&lt;br /&gt;
	PrecacheSound(&amp;quot;otherteam.flagcap&amp;quot;)&lt;br /&gt;
	PrecacheSound(&amp;quot;otherteam.flagstolen&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	PrecacheSound(&amp;quot;misc.bizwarn&amp;quot;)&lt;br /&gt;
	PrecacheSound(&amp;quot;misc.bloop&amp;quot;)&lt;br /&gt;
	PrecacheSound(&amp;quot;misc.buzwarn&amp;quot;)&lt;br /&gt;
	PrecacheSound(&amp;quot;misc.dadeda&amp;quot;)&lt;br /&gt;
	PrecacheSound(&amp;quot;misc.deeoo&amp;quot;)&lt;br /&gt;
	PrecacheSound(&amp;quot;misc.doop&amp;quot;)&lt;br /&gt;
	PrecacheSound(&amp;quot;misc.woop&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
	-- Unagi Power!  Unagi!&lt;br /&gt;
	PrecacheSound(&amp;quot;misc.unagi&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------&lt;br /&gt;
-- Round Completion&lt;br /&gt;
-----------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
function complete_control_notification ( player )&lt;br /&gt;
&lt;br /&gt;
	SmartSound(player, &amp;quot;yourteam.flagcap&amp;quot;, &amp;quot;yourteam.flagcap&amp;quot;, &amp;quot;otherteam.flagcap&amp;quot;)&lt;br /&gt;
	SmartMessage(player, &amp;quot;Your team captured ALL Command Points!&amp;quot;, &amp;quot;Your team captured ALL Command Points!&amp;quot;, &amp;quot;The enemy team captured ALL Command Points!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------&lt;br /&gt;
-- Command Points&lt;br /&gt;
-----------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
base_cp_trigger = trigger_ff_script:new({&lt;br /&gt;
	health = 100,&lt;br /&gt;
	armor = 300,&lt;br /&gt;
	grenades = 200,&lt;br /&gt;
	nails = 200,&lt;br /&gt;
	shells = 200,&lt;br /&gt;
	rockets = 200,&lt;br /&gt;
	cells = 200,&lt;br /&gt;
	detpacks = 1,&lt;br /&gt;
	gren1 = 4,&lt;br /&gt;
	gren2 = 4,&lt;br /&gt;
	item = &amp;quot;&amp;quot;,&lt;br /&gt;
	team = 0,&lt;br /&gt;
	botgoaltype = Bot.kFlagCap,&lt;br /&gt;
	cp_number = 0,&lt;br /&gt;
})&lt;br /&gt;
&lt;br /&gt;
function base_cp_trigger:ontrigger( trigger_entity )&lt;br /&gt;
	if IsPlayer( trigger_entity ) then&lt;br /&gt;
		local player = CastToPlayer( trigger_entity )&lt;br /&gt;
		local cp = command_points[self.cp_number]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		local new_controlling_team = player:GetTeamId()&lt;br /&gt;
		local old_controlling_team = cp.controlling_team&lt;br /&gt;
		local team = GetTeam(new_controlling_team)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		-- No capping if player&amp;#039;s team already controls this CP&lt;br /&gt;
		if player:GetTeamId() == cp.controlling_team then return end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		-- No Capping if team doesn&amp;#039;t own preceeding point&lt;br /&gt;
		if new_controlling_team == Team.kBlue then&lt;br /&gt;
			local last_blue_cp = self.cp_number - 1&lt;br /&gt;
			if command_points[last_blue_cp].controlling_team ~= new_controlling_team then return end&lt;br /&gt;
		elseif new_controlling_team == Team.kRed then&lt;br /&gt;
			local last_red_cp = self.cp_number + 1&lt;br /&gt;
			if command_points[last_red_cp].controlling_team ~= new_controlling_team then return end&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		-- No Capping if disabled due to recent capture&lt;br /&gt;
		if cp.disable_capture == 1 then return end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		-- Find out if any team has complete control&lt;br /&gt;
		local team_with_complete_control = Team.kUnassigned&lt;br /&gt;
		local control_count = { [Team.kBlue] = 0, [Team.kRed] = 0 }&lt;br /&gt;
		control_count[new_controlling_team] = 1&lt;br /&gt;
		for i,v in ipairs(command_points) do&lt;br /&gt;
			if v.controlling_team ~= Team.kUnassigned and v.cp_number ~= self.cp_number then&lt;br /&gt;
				control_count[v.controlling_team] = control_count[v.controlling_team] + 1&lt;br /&gt;
			end&lt;br /&gt;
			if control_count[v.controlling_team] == NUMBER_OF_COMMAND_POINTS then&lt;br /&gt;
				team_with_complete_control = v.controlling_team&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		-- Ends round if a team has all cp&amp;#039;s, else just sorts out a normal cp capture.&lt;br /&gt;
		if team_with_complete_control ~= Team.kUnassigned then&lt;br /&gt;
&lt;br /&gt;
			-- Team points for complete control, more FortPoints too&lt;br /&gt;
			team:AddScore(POINTS_FOR_COMPLETE_CONTROL)&lt;br /&gt;
			player:AddFortPoints(FORTPOINTS_FOR_COMPLETE_CONTROL, &amp;quot;Final CP Captured&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
			AddSchedule(&amp;quot;complete_control_notification&amp;quot;, 0.1, complete_control_notification, player)&lt;br /&gt;
			&lt;br /&gt;
			-- Reset all command points&lt;br /&gt;
			command_point_one:ChangeControllingTeam(Team.kBlue)&lt;br /&gt;
			command_point_two:ChangeControllingTeam(Team.kUnassigned)&lt;br /&gt;
			command_point_three:ChangeControllingTeam(Team.kUnassigned)&lt;br /&gt;
			command_point_four:ChangeControllingTeam(Team.kUnassigned)&lt;br /&gt;
			command_point_five:ChangeControllingTeam(Team.kRed)&lt;br /&gt;
&lt;br /&gt;
			-- Reset extended spawn areas and door&lt;br /&gt;
			cp_blue = 1&lt;br /&gt;
			cp_red = 5&lt;br /&gt;
&lt;br /&gt;
			-- Reset doors and set up timers for the next round&lt;br /&gt;
			setup_door_timer(&amp;quot;startgate_blue&amp;quot;, NORMAL_ROUND_DELAY)&lt;br /&gt;
			setup_door_timer(&amp;quot;startgate_red&amp;quot;, NORMAL_ROUND_DELAY)&lt;br /&gt;
&lt;br /&gt;
			-- Clean up HUD and capture disabled status for all CP&amp;#039;s&lt;br /&gt;
			for i,v in ipairs(command_points) do&lt;br /&gt;
				RemoveHudItemFromAll( v.cp_number .. &amp;quot;-disabled-&amp;quot; .. Team.kRed )&lt;br /&gt;
				RemoveHudItemFromAll( v.cp_number .. &amp;quot;-disabled-&amp;quot; .. Team.kBlue )&lt;br /&gt;
				v.disable_capture = 0&lt;br /&gt;
			end&lt;br /&gt;
&lt;br /&gt;
			-- Respawns everyone/clean up map. Done in schedule to give delay&lt;br /&gt;
			AddSchedule( &amp;quot;new_round_respawn&amp;quot;, 0.1, new_round_respawn)&lt;br /&gt;
&lt;br /&gt;
		else&lt;br /&gt;
&lt;br /&gt;
			-- Give points to player for single cap&lt;br /&gt;
			player:AddFortPoints(FORTPOINTS_FOR_CAP, &amp;quot;Captured CP&amp;quot; .. self.cp_number)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
			-- Set new owning team, change spawn validity, then disable capture for a bit&lt;br /&gt;
			self:ChangeControllingTeam(new_controlling_team, old_controlling_team)&lt;br /&gt;
			cp.disable_capture = 1&lt;br /&gt;
			AddSchedule (&amp;quot;cp&amp;quot; .. self.cp_number .. &amp;quot;_reenable&amp;quot;, RECAPTURE_DELAY, cp_reenable, cp, new_controlling_team)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
			-- have to do messages here since player is here&lt;br /&gt;
			-- could just pass player to ChangeControllingTeam, but fuck you&lt;br /&gt;
&lt;br /&gt;
			SmartMessage(player, &amp;quot;You captured Command Point &amp;quot; .. self.cp_number, &amp;quot;Your team captured Command Point &amp;quot; .. self.cp_number, &amp;quot;The enemy team captured Command Point &amp;quot; .. self.cp_number)&lt;br /&gt;
&lt;br /&gt;
			-- sounds will get more and more crazy&lt;br /&gt;
			-- NOTE: These checks are hardcoded for 5 CPs...if you have more CPs, change how these are checked&lt;br /&gt;
&lt;br /&gt;
			if control_count[new_controlling_team] == 4 then&lt;br /&gt;
				SmartSound(player, &amp;quot;misc.unagi&amp;quot;, &amp;quot;misc.unagi&amp;quot;, &amp;quot;misc.bizwarn&amp;quot;)&lt;br /&gt;
			elseif control_count[new_controlling_team] == 3 then&lt;br /&gt;
				SmartSound(player, &amp;quot;misc.woop&amp;quot;, &amp;quot;misc.woop&amp;quot;, &amp;quot;misc.buzwarn&amp;quot;)&lt;br /&gt;
			elseif control_count[new_controlling_team] == 2 then&lt;br /&gt;
				SmartSound(player, &amp;quot;misc.doop&amp;quot;, &amp;quot;misc.doop&amp;quot;, &amp;quot;misc.dadeda&amp;quot;)&lt;br /&gt;
			else&lt;br /&gt;
				SmartSound(player, &amp;quot;misc.bloop&amp;quot;, &amp;quot;misc.bloop&amp;quot;, &amp;quot;misc.deeoo&amp;quot;)&lt;br /&gt;
			end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		-- give player some health and armor&lt;br /&gt;
		if self.health ~= nil and self.health ~= 0 then player:AddHealth( self.health ) end&lt;br /&gt;
		if self.armor ~= nil and self.armor ~= 0 then player:AddArmor( self.armor ) end&lt;br /&gt;
	&lt;br /&gt;
		-- give player ammo&lt;br /&gt;
		if self.nails ~= nil and self.nails ~= 0 then player:AddAmmo(Ammo.kNails, self.nails) end&lt;br /&gt;
		if self.shells ~= nil and self.shells ~= 0 then player:AddAmmo(Ammo.kShells, self.shells) end&lt;br /&gt;
		if self.rockets ~= nil and self.rockets ~= 0 then player:AddAmmo(Ammo.kRockets, self.rockets) end&lt;br /&gt;
		if self.cells ~= nil and self.cells ~= 0 then player:AddAmmo(Ammo.kCells, self.cells) end&lt;br /&gt;
		if self.detpacks ~= nil and self.detpacks ~= 0 then player:AddAmmo(Ammo.kDetpack, self.detpacks) end&lt;br /&gt;
		if self.gren1 ~= nil and self.gren1 ~= 0 then player:AddAmmo(Ammo.kGren1, self.gren1) end&lt;br /&gt;
		if self.gren2 ~= nil and self.gren2 ~= 0 then player:AddAmmo(Ammo.kGren2, self.gren2) end&lt;br /&gt;
&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function base_cp_trigger:ChangeControllingTeam( new_controlling_team, old_controlling_team )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		-- Change the cap flag around&lt;br /&gt;
		OutputEvent( &amp;quot;cp&amp;quot; .. self.cp_number .. &amp;quot;_flag&amp;quot;, &amp;quot;Skin&amp;quot;, team_info[new_controlling_team].skin )&lt;br /&gt;
		OutputEvent( &amp;quot;cp&amp;quot; .. self.cp_number .. &amp;quot;_flag&amp;quot;, team_info[new_controlling_team].flag_visibility)&lt;br /&gt;
&lt;br /&gt;
		local cp = command_points[self.cp_number]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		-- remove old flaginfo icons and add new ones&lt;br /&gt;
		RemoveHudItemFromAll( self.cp_number .. &amp;quot;-background-&amp;quot; .. cp.controlling_team )&lt;br /&gt;
		RemoveHudItemFromAll( self.cp_number .. &amp;quot;-foreground-&amp;quot; .. cp.controlling_team )&lt;br /&gt;
&lt;br /&gt;
		AddHudIconToAll( icons[ new_controlling_team ].teamicon , self.cp_number .. &amp;quot;-background-&amp;quot; .. new_controlling_team , cp.hudposx, cp.hudposy, cp.hudwidth, cp.hudheight, cp.hudalign)&lt;br /&gt;
&lt;br /&gt;
		AddHudIconToAll( cp.hudstatusicon, self.cp_number .. &amp;quot;-foreground-&amp;quot; .. new_controlling_team , cp.hudposx, cp.hudposy, cp.hudwidth, cp.hudheight, cp.hudalign)&lt;br /&gt;
&lt;br /&gt;
		-- &lt;br /&gt;
		if (new_controlling_team ~= Team.kUnassigned) then&lt;br /&gt;
			AddHudIconToAll( icons[ new_controlling_team ].disabled, self.cp_number .. &amp;quot;-disabled-&amp;quot; .. new_controlling_team , cp.hudposx, cp.hudposy, cp.hudwidth, cp.hudheight, cp.hudalign)&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		-- Change valid spawns&lt;br /&gt;
		&lt;br /&gt;
&lt;br /&gt;
		if new_controlling_team == Team.kBlue then&lt;br /&gt;
			cp_blue = self.cp_number&lt;br /&gt;
			if old_controlling_team == Team.kRed then&lt;br /&gt;
				cp_red = self.cp_number + 1&lt;br /&gt;
			end&lt;br /&gt;
		elseif new_controlling_team == Team.kRed then&lt;br /&gt;
			cp_red = self.cp_number&lt;br /&gt;
			if old_controlling_team == Team.kBlue then&lt;br /&gt;
				cp_blue = self.cp_number - 1&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		cp.controlling_team = new_controlling_team&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
command_point_one = base_cp_trigger:new({ cp_number = 1 })&lt;br /&gt;
command_point_two = base_cp_trigger:new({ cp_number = 2 })&lt;br /&gt;
command_point_three = base_cp_trigger:new({ cp_number = 3 })&lt;br /&gt;
command_point_four = base_cp_trigger:new({ cp_number = 4 })&lt;br /&gt;
command_point_five = base_cp_trigger:new({ cp_number = 5 })&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------&lt;br /&gt;
-- Re-enable disabled CP after RECAPTURE_DELAY (default 15 seconds)&lt;br /&gt;
-------------------------&lt;br /&gt;
&lt;br /&gt;
function cp_reenable (cp, team)&lt;br /&gt;
	RemoveHudItemFromAll( cp.cp_number .. &amp;quot;-disabled-&amp;quot; .. team )&lt;br /&gt;
	cp.disable_capture = 0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function new_round_respawn()&lt;br /&gt;
	ApplyToAll({ AT.kRemovePacks, AT.kRemoveProjectiles, AT.kRespawnPlayers, AT.kRemoveBuildables, AT.kRemoveRagdolls, kReloadClips })&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
-- HUD information&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
function flaginfo( player_entity )&lt;br /&gt;
	local player = CastToPlayer( player_entity )&lt;br /&gt;
&lt;br /&gt;
	for i,v in ipairs(command_points) do&lt;br /&gt;
&lt;br /&gt;
		AddHudIcon( player, icons[ v.controlling_team ].teamicon , v.cp_number .. &amp;quot;-background-&amp;quot; .. v.controlling_team , command_points[v.cp_number].hudposx, command_points[v.cp_number].hudposy, command_points[v.cp_number].hudwidth, command_points[v.cp_number].hudheight, command_points[v.cp_number].hudalign)&lt;br /&gt;
		AddHudIcon( player, command_points[v.cp_number].hudstatusicon, v.cp_number .. &amp;quot;-foreground-&amp;quot; .. v.controlling_team , command_points[v.cp_number].hudposx, command_points[v.cp_number].hudposy, command_points[v.cp_number].hudwidth, command_points[v.cp_number].hudheight, command_points[v.cp_number].hudalign)&lt;br /&gt;
&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
-- Round start functions&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
function setup_door_timer(doorname, duration)&lt;br /&gt;
	CloseDoor(doorname)&lt;br /&gt;
	AddSchedule(&amp;quot;round_opendoor_&amp;quot; .. doorname, duration, round_start, doorname)&lt;br /&gt;
	AddSchedule(&amp;quot;round_10secwarn&amp;quot;, duration-10, round_10secwarn)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function round_start(doorname)&lt;br /&gt;
	BroadCastMessage(&amp;quot;Gates are now open!&amp;quot;)&lt;br /&gt;
	BroadCastSound( &amp;quot;otherteam.flagstolen&amp;quot; )&lt;br /&gt;
	OpenDoor(doorname)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function round_10secwarn() BroadCastMessage(&amp;quot;10 Seconds until round starts&amp;quot;) end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
-- Spawnpoints + Respawn door Stuff&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
-- Spawn Points&lt;br /&gt;
base_blue_spawn = info_ff_teamspawn:new({ cp = 0, validspawn = function(self,player)&lt;br /&gt;
	return player:GetTeamId() == Team.kBlue and self.cp == cp_blue&lt;br /&gt;
end })&lt;br /&gt;
base_red_spawn = info_ff_teamspawn:new({ cp = 0, validspawn = function(self,player)&lt;br /&gt;
	return player:GetTeamId() == Team.kRed and self.cp == cp_red&lt;br /&gt;
end })&lt;br /&gt;
bluespawn_cp1 = base_blue_spawn:new({cp=1})&lt;br /&gt;
bluespawn_cp2 = base_blue_spawn:new({cp=2})&lt;br /&gt;
bluespawn_cp3 = base_blue_spawn:new({cp=3})&lt;br /&gt;
bluespawn_cp4 = base_blue_spawn:new({cp=4})&lt;br /&gt;
redspawn_cp5 = base_red_spawn:new({cp=5})&lt;br /&gt;
redspawn_cp4 = base_red_spawn:new({cp=4})&lt;br /&gt;
redspawn_cp3 = base_red_spawn:new({cp=3})&lt;br /&gt;
redspawn_cp2 = base_red_spawn:new({cp=2})&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Spawn Doors (base entity)&lt;br /&gt;
blue_respawn_door = trigger_ff_script:new({cp = 0})&lt;br /&gt;
red_respawn_door = trigger_ff_script:new({cp = 0})&lt;br /&gt;
&lt;br /&gt;
-- Spawn Doors (validity checks)&lt;br /&gt;
function blue_respawn_door:allowed( allowed_entity )&lt;br /&gt;
	if IsPlayer( allowed_entity ) then&lt;br /&gt;
		local player = CastToPlayer( allowed_entity )&lt;br /&gt;
		if player:GetTeamId() == Team.kBlue and self.cp &amp;lt;= cp_blue then&lt;br /&gt;
			return EVENT_ALLOWED&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	return EVENT_DISALLOWED&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function red_respawn_door:allowed( allowed_entity )&lt;br /&gt;
	if IsPlayer( allowed_entity ) then&lt;br /&gt;
		local player = CastToPlayer( allowed_entity )&lt;br /&gt;
		if player:GetTeamId() == Team.kRed and self.cp &amp;gt;= cp_red then&lt;br /&gt;
			return EVENT_ALLOWED&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	return EVENT_DISALLOWED&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--Spawn Doors (Validity checks failure)&lt;br /&gt;
function blue_respawn_door:onfailtouch( touch_entity )&lt;br /&gt;
	if IsPlayer( touch_entity ) then&lt;br /&gt;
		local player = CastToPlayer( touch_entity )&lt;br /&gt;
		if player:GetTeamId() == Team.kBlue then&lt;br /&gt;
			BroadCastMessageToPlayer( player, &amp;quot;You need to capture Command Point &amp;quot;.. self.cp .. &amp;quot; before you can use this respawn!&amp;quot; )&lt;br /&gt;
		else&lt;br /&gt;
			BroadCastMessageToPlayer( player, &amp;quot;Your team cannot use this respawn.&amp;quot; )&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function red_respawn_door:onfailtouch( touch_entity )&lt;br /&gt;
	if IsPlayer( touch_entity ) then&lt;br /&gt;
		local player = CastToPlayer( touch_entity )&lt;br /&gt;
		if player:GetTeamId() == Team.kRed then&lt;br /&gt;
			BroadCastMessageToPlayer( player, &amp;quot;You need to capture Command Point &amp;quot;.. self.cp ..&amp;quot; before you can use this respawn!&amp;quot; )&lt;br /&gt;
		else&lt;br /&gt;
			BroadCastMessageToPlayer( player, &amp;quot;Your team cannot use this respawn.&amp;quot; )&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-- Spawn Doors (actual entities with command point condition attached)&lt;br /&gt;
bluerespawn_cp2 = blue_respawn_door:new({cp=2})&lt;br /&gt;
bluerespawn_cp3 = blue_respawn_door:new({cp=3})&lt;br /&gt;
bluerespawn_cp4 = blue_respawn_door:new({cp=4})&lt;br /&gt;
redrespawn_cp2 = red_respawn_door:new({cp=2})&lt;br /&gt;
redrespawn_cp3 = red_respawn_door:new({cp=3})&lt;br /&gt;
redrespawn_cp4 = red_respawn_door:new({cp=4})&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
==Overridable Globals==&lt;br /&gt;
(NOTE: Replace the values used in the code above with whats needed, defaults are as close to TFC Warpath as possible)&lt;br /&gt;
*&amp;lt;b&amp;gt;NUMBER_OF_COMMAND_POINTS&amp;lt;/b&amp;gt; (Default: 5): Amount of command points in play.&lt;br /&gt;
*&amp;lt;b&amp;gt;POINTS_FOR_COMPLETE_CONTROL&amp;lt;/b&amp;gt; (Default: 30): Team points scored for capturing all points.&lt;br /&gt;
*&amp;lt;b&amp;gt;FORTPOINTS_FOR_COMPLETE_CONTROL&amp;lt;/b&amp;gt; (Default: 1000): Fortress points scored for capturing final point.&lt;br /&gt;
*&amp;lt;b&amp;gt;FORTPOINTS_FOR_CAP&amp;lt;/b&amp;gt; (Default: 200): Fortress points scored for capturing a non-final point.&lt;br /&gt;
*&amp;lt;b&amp;gt;INITIAL_ROUND_DELAY&amp;lt;/b&amp;gt; (Default: 45): Delay before start of first round (to give people time to log in).&lt;br /&gt;
*&amp;lt;b&amp;gt;NORMAL_ROUND_DELAY&amp;lt;/b&amp;gt; (Default: 30): Delay before start of all other rounds.&lt;br /&gt;
*&amp;lt;b&amp;gt;RECAPTURE_DELAY&amp;lt;/b&amp;gt; (Default: 15): Time a point is inactive for after being captured.&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
=Downloads=&lt;br /&gt;
*[http://www.dcpaterson.ukfsn.org/tutorials/warpath_example/warpath_example_v1.rar Source .vmf] (Includes .vmf of an example map, the Lua Script, and a custom HUD graphic used): &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Templates]] [[Category:Mapping]]&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area2_abovecap&amp;diff=7332</id>
		<title>Map:ff dustbowl/cp2 area2 abovecap</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area2_abovecap&amp;diff=7332"/>
		<updated>2008-02-03T15:00:16Z</updated>

		<summary type="html">&lt;p&gt;Pon: Wrote article/new image template/remove old navbox code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Command Point Two, Above the CP=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{Image &lt;br /&gt;
|image = [[Image:Ff_dustbowl_cp2_area2_abovecap.jpg]]&lt;br /&gt;
|caption = &amp;#039;&amp;#039;&amp;#039;Above Command Point 2&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Good Sentry Gun positions (Red &amp;#039;&amp;#039;&amp;#039;SG&amp;#039;&amp;#039;&amp;#039;) are shown, as is the the Command Point (Red &amp;#039;&amp;#039;&amp;#039;X&amp;#039;&amp;#039;&amp;#039;), the Jump Point (Blue &amp;#039;&amp;#039;&amp;#039;JP&amp;#039;&amp;#039;&amp;#039;), and the routes that the Attackers will most often take (Blue &amp;#039;&amp;#039;&amp;#039;Arrows&amp;#039;&amp;#039;&amp;#039;).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp2_area2|../cp3_area1_spawn}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
This are will likely get very chaotic, with Sentry Guns, rockets and grenades very often going off all around you. Keep a cool head, and concentrate on defending the Command Point. Sentry Guns often work well, countering jumps to the CP if placed well. Often though, the Command Point should also be covered by a pipe-trap, just to be safe and to stop Spies running a nearby dropped flag in before being tracked and killed by the Sentry Guns.&lt;br /&gt;
&lt;br /&gt;
Heavy classes should concentrate on smothering threats that the Sentry Guns are ill-equipped to deal with - Spies, enemies at distance, and so forth. If ever given the opportunity, such as the flag returning, try to push the battleline back as much as possible, perhaps if lucky as far back as the grenades, or beyond. &lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
A jump to the Command Point is very often the quickest way to capture this point - but is not always possible against a well organised defence, and especially an Engineer-heavy defence. If the flag is dropped near the Command Point, it will likely become so well defended as to be untouchable - which may mean you lose ground while attempting to run the flag again.&lt;br /&gt;
&lt;br /&gt;
Taking down Sentry Guns will likely be a priority, as usual Spies are useful in the role, but most other classes can help in this reguard as well, if they can find a good spot to attack from (around the back of the Command Point can provide good cover for this).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=What_Fortress_Forever_Is&amp;diff=7325</id>
		<title>What Fortress Forever Is</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=What_Fortress_Forever_Is&amp;diff=7325"/>
		<updated>2008-02-03T14:39:28Z</updated>

		<summary type="html">&lt;p&gt;Pon: remove old infobox manual&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is Fortress Forever?==&lt;br /&gt;
&lt;br /&gt;
Fortress Forever is a &amp;#039;&amp;#039;&amp;#039;FREE&amp;#039;&amp;#039;&amp;#039; online, multiplayer, class-based mod for the Half-Life 2 PC game. It was originally created by a group of Team Fortress Classic(TFC) players. After many years of waiting for the Release of TF2, with limited to no information at the time regarding TF2&amp;#039;s production, most of the TFC community considered TF2 vaporware. With no evidence of continued production of TF2, the community took the TFC sequel into their own hands.&lt;br /&gt;
&lt;br /&gt;
The project&amp;#039;s early stages began in early August of 2004, where planning and forming began. http://www.fortress-forever.com launched in late november of that year. With the launch of the website much interest was sparked within the community. With a final promise of a TFC sequel many fans of the series gathered in support behind the team. Roughly three years in the making, and Fortress Forever was finally released on September 13th, 2007.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Classes===&lt;br /&gt;
Fortress Forever can accommodate many types of playing. Thanks to the class system, it&amp;#039;s easy choosing a loadout that fits your playing style. Like to run into the enemy&amp;#039;s base, grab the flag and run out before half of the enemy team notices you? Try the Scout. Like to pick-off things from far away, but want weapons that&amp;#039;ll work if somebody gets too close? Play as the Sniper. Ever had the urge to gib people with an enormous rocket launcher? Play the Soldier. Not good at using big guns, but you love to plan where things will be and what will happen? Play as the Engineer.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
In Fortress Forever we offer a wide variety of weapons to use against your opponent. Every class has their standard uniform of weapons. Standard Melee: which is used as last resort, humiliation, or just for fun. Standard Gun: these are your standard shotguns, super shotguns, and nailguns, which are shared by many classes. Then we have our Specialty Weapons: these include everything from the medkit to the Sentry gun. These are the weapons that are class specific, and are what give a class its uniqueness. You can read more about these weapons by clicking on the class descriptions to the right of the page.&lt;br /&gt;
&lt;br /&gt;
===Game Types===&lt;br /&gt;
Fortress Forever has a wide variety of gametypes. You can start off with Capture the Flag, where you must grab the flag in the enemy&amp;#039;s base and bring it back to yours. If you feel that&amp;#039;s too cliche, then try out Attack and Defend, where one team tries to take control of points while the defenders try to stop them. Or are you the type that wants to defend and control something? Give Territory Control a test drive, where players must successfully capture and defend points on a map. If you want something completely different, try out Hunted, where a weak civilian must be escorted to a point by bodyguards while assassins try to kill him. Wanna show off your skills? Try out a conc map, where players must strategically use grenades and jumping to overcome obstacles. Don&amp;#039;t care about any of that crap? Chill out in deathmatch mode, where the only thing you have to worry about is killing enemies.&lt;br /&gt;
&lt;br /&gt;
===Maps===&lt;br /&gt;
Fortress Forever has a large variety of maps. Wanna play CTF in monkey-themed ancient temples? Go to [[Map:ff_monkey|ff_monkey]]. Feel the need to capture control points in a futuristic arena? [[Map:ff_cz2|ff_cz2]] is waiting. In the mood to take control of a ghost town in the desert? [[Map:ff_dustbowl|ff_dustbowl]] is for you. Ever has the urge to spill some blood at a soccer arena? [[Map:ff_dm|ff_dm]] wants you!&lt;br /&gt;
&lt;br /&gt;
===Modability===&lt;br /&gt;
Fortress Forever is extremely easy to mod, thanks to the LUA scripting language. With it, you can edit nearly everything, from how much ammo is in a backpack to floors that fling the player across the map. With some time, you can make new gamemodes, such as a race between two players, co-op maps that force players to work together to survive hazards and pass obstacles, and even golf.&lt;br /&gt;
&lt;br /&gt;
In addition, you can make maps for Fortress Forever as soon as you install it. Fortress Forever uses Half-Life 2&amp;#039;s resources in addition to custom-made ones, so there are plenty of themes for you to utilize in your maps, such as Combine, City 17, Wild West, urban and even classic Half-Life 1.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
{stub}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area2&amp;diff=7319</id>
		<title>Map:ff dustbowl/cp2 area2</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area2&amp;diff=7319"/>
		<updated>2008-02-03T14:15:46Z</updated>

		<summary type="html">&lt;p&gt;Pon: Wrote article/new image template/remove old navbox code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Command Point Two, Towards the CP=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{Image &lt;br /&gt;
|image = [[Image:Ff_dustbowl_cp2_area2.jpg]]&lt;br /&gt;
|caption = &amp;#039;&amp;#039;&amp;#039;Towards the Command Point, Command Point 2&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Useful Sentry Gun positions (Red &amp;#039;&amp;#039;&amp;#039;SG&amp;#039;&amp;#039;&amp;#039;) are shown, as well as the Extraroute Exit (Blue &amp;#039;&amp;#039;&amp;#039;EX&amp;#039;&amp;#039;&amp;#039;), a useful Jump Point (Blue &amp;#039;&amp;#039;&amp;#039;JP&amp;#039;&amp;#039;&amp;#039;) and the routes that the Attackers will most often take (Blue &amp;#039;&amp;#039;&amp;#039;Arrows&amp;#039;&amp;#039;&amp;#039;).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp2_area1_choke|../cp2_area2_abovecap}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
The last area before the Command Point, this can be defended quite well given the right set up. Aside from the marked Sentry Gun positions, Heavy classes such as the Soldier, HWGuy, and Demomen (who can pipe-trap the Jump Point area, or the flag if dropped) are useful here, they will help in controlling the flow of Attackers through the area.&lt;br /&gt;
&lt;br /&gt;
Once the Extraroute is open, be wary of the Attackers using it as a means to bypass defence in this area, or sneaking Spies in to take down the Sentry Guns. Often, a Soldier covering it exclusivly is desirable, as it is just too vulnerable to leave unguarded for any length of time.&lt;br /&gt;
&lt;br /&gt;
Another useful tactic is to have a Sniper or two hang back near the Command Point, and cover the two main routes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Sentry Guns can be a problem here, they can be placed high which makes them a bit more aukward to counter with Grenades, and the compact nature of the area means you&amp;#039;ll often find heavier classes breathing down your neck at the same time. Careful planning and co-ordinated rushes will likely help immensly in overcoming the Defence.&lt;br /&gt;
&lt;br /&gt;
The Extraroute, once open, leads to the &amp;#039;&amp;#039;&amp;#039;EX&amp;#039;&amp;#039;&amp;#039; point shown in the picture, and from there you can run through the building and come out near the Command Point, which is useful for running the flag, Spies sneaking in to take down Sentry Guns, and very often just generally useful for most other classes as well, as it saves fighting through the area.&lt;br /&gt;
&lt;br /&gt;
The Jump point is useful for Scouts (if they picked up concs), Medics (grenades or concs), and Demomen (two yellow pipes, can launch self or team member). Soldiers can make use of it also, but are often less effective.&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area1_choke&amp;diff=7318</id>
		<title>Map:ff dustbowl/cp2 area1 choke</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area1_choke&amp;diff=7318"/>
		<updated>2008-02-03T12:16:01Z</updated>

		<summary type="html">&lt;p&gt;Pon: Wrote article/new image template/remove navbox code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Command Point Two, Towards the Chokepoints=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{Image &lt;br /&gt;
|image = [[Image:Ff_dustbowl_cp2_area1_choke.jpg]]&lt;br /&gt;
|caption = &amp;#039;&amp;#039;&amp;#039;Towards the Chokepoints, Command Point 2&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; A defensive Sentry Gun position (Red &amp;#039;&amp;#039;&amp;#039;SG&amp;#039;&amp;#039;&amp;#039;) is shown, as well as a useful Sniper position (Red &amp;#039;&amp;#039;&amp;#039;SN&amp;#039;&amp;#039;&amp;#039;), and the routes that the Attackers will most often take (Blue &amp;#039;&amp;#039;&amp;#039;Arrows&amp;#039;&amp;#039;&amp;#039;). The Grenade Pack for this Command Point is also shown (White &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp2_area1_spawn|../cp2_area2}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
As the Grenade pack is in this area, you will likely want to hold this Command Point as long as possible. To that end, Heavy classes will be useful as when the Attackers get this far, you likely won&amp;#039;t have many Sentry Guns ready, unless your team has a high number of Engineers. &lt;br /&gt;
&lt;br /&gt;
The lone Sentry Gun position shown here isn&amp;#039;t perfect by any means, but it can surprise the enemy if they aren&amp;#039;t expecting it. Mostly though, it will be useful in delaying the enemy while the rest of your team bolsters their defences. There are other good Sentry Gun positions in this area, such as to the right of the chokepoint entrance, and inside the building in the centre of the picture (not marked).&lt;br /&gt;
&lt;br /&gt;
The two central arrows show point in the direction of the two routes that the enemy must take. The one to the left (pointed at, but not shown directly) had a drop that you can knock the enemy into, whilst the central one (shown) houses the Extraroute on it&amp;#039;s right side, and has normal exits to both the left and right. &lt;br /&gt;
&lt;br /&gt;
Finally, the arrow on the leftmost side shows the route around the back of the building, a route often used as it is near the Grenades, and provides cover. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Like the Defenders, you will likely seek to control the Grenades, as they can provide Concussion Grenades for making jumps to the Command Point, as well as providing an overall firepower advantage. Beware that even once you control them, the enemy might make a run for them, often with a Spy or Demoman - and if your flag ever returns, expect the entire team to try to puch back and regain control of them and try to counter it.&lt;br /&gt;
&lt;br /&gt;
The routes you can take here are both fairly obvious and limited, until the Extraroute opens. Once it does, it provides a useful shortcut around the usually well-defended chokepoint exits, and can be useful in running the flag if the defence is strong in the main routes of the map.&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area1&amp;diff=7317</id>
		<title>Map:ff dustbowl/cp2 area1</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area1&amp;diff=7317"/>
		<updated>2008-02-03T11:57:36Z</updated>

		<summary type="html">&lt;p&gt;Pon: Article written/new image template/remove old navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Command Point Two, Attackers Spawn Exit=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{Image &lt;br /&gt;
|image = [[Image:Ff_dustbowl_cp2_area1.jpg]]&lt;br /&gt;
|caption = &amp;#039;&amp;#039;&amp;#039;View from the Attackers Spawn, Command Point 2&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Defensive SG positions (Red &amp;#039;&amp;#039;&amp;#039;SG&amp;#039;&amp;#039;&amp;#039;) are shown, as well as a useful Sniper position (Red &amp;#039;&amp;#039;&amp;#039;SN&amp;#039;&amp;#039;&amp;#039;), and the routes the attackers may find useful (Blue &amp;#039;&amp;#039;&amp;#039;Arrows&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp2_area1_spawn|../cp2_area1_choke}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Shown in this picture is another route that the Attacking team might take, in comparison to the last picture. The route is the one to the right side of the pciture, behind the building. This route is useful for Spies to sneak around, and up to the top of that building to take out Sentry guns, so it is always useful to keep an eye on it.&lt;br /&gt;
&lt;br /&gt;
Another thing of note is the Sniper position, high up and to the back of the picture (it is also where the previous picture was taken from). It provides a good view of much of the area, as well as some protection from enemy fire, but is aukward to get to for a lone Sniper. A Grenade jump can make it, but you&amp;#039;ll likely need to practice the jump before being able to do so reliably.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; The leftmost Sentry Gun position currently is not very useful in Fortress Forever v1.11. It has been included in this picture as it should be made usable in the upcoming v2.0 patch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Offensivly, once you get out from your spawn, the routes you can take should vary. The leftmost arrow shows a good route for Soldiers, and possibly Demomen, to sneak up behind some defenses and cause some real damage. The rightmost route is most useful to Spies, who can use it to sneak around the back of Sentry Guns placed on the nearby building - but it is also useful for other weaker classes such as Scouts, who can use it to avoid the fire they would come under if using the main route. Heavier and slower classes are often best taking the main route itself, as it is more direct - and they will likely do a better job of pushing the defence back so that the area is secured.&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area1_spawn&amp;diff=7256</id>
		<title>Map:ff dustbowl/cp2 area1 spawn</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area1_spawn&amp;diff=7256"/>
		<updated>2008-02-03T10:09:19Z</updated>

		<summary type="html">&lt;p&gt;Pon: Wrote article/new image template/remove navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Command Point Two, Attackers Spawn=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{Image &lt;br /&gt;
|image = [[Image:Ff_dustbowl_cp2_area1_spawn.jpg]]&lt;br /&gt;
|caption = &amp;#039;&amp;#039;&amp;#039;View of the Attackers Spawn, Command Point 2&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Defensive SG positions (Red &amp;#039;&amp;#039;&amp;#039;SG&amp;#039;&amp;#039;&amp;#039;) are shown, as well as a useful Sniper position (Red &amp;#039;&amp;#039;&amp;#039;SN&amp;#039;&amp;#039;&amp;#039;), and the routes that the Attackers will most often take (Blue &amp;#039;&amp;#039;&amp;#039;Arrows&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp1_area2|../cp2_area1}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Once again, dual exits from the spawn complicate things a little, but given that they are close together, it&amp;#039;s not as bad as their first spawn - most sentrygun placements will be able to cover both exits well enough. The usual threats exist, such as Spies and Snipers attempting to remove your Sentry Guns as quickly as possible, so be on the lookout for those. &lt;br /&gt;
&lt;br /&gt;
Demomen and HWguys can be used effectivly here. Demomen can be very effective in holding the entrance - pipebombs and MIRV&amp;#039;s can be used to great effect if you know how. HWguys are also useful as there isn&amp;#039;t much room to maneuver through the main route, and can mop up any stragglers that make it through the gates.&lt;br /&gt;
&lt;br /&gt;
One notable threat to look out for is Soldiers rocketjumping up the right-most route shown in the picture. Left unchecked, they can do alot of damage to your defenses.&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
For the attacking team, this is likely to be a rush to your death more often than not. Timing is the key - timing and patience - do not get frustrated and make silly mistakes. It will often be possible to have a few seconds to run out the exit in between the grenades, rockets, and pipebombs, and when it appears, it must be taken advantage of. &lt;br /&gt;
&lt;br /&gt;
If possible, a Sniper taking potshots at the enemy Sentries, Demomen, and HWguys should be employed, as it can help immensly in breaking out. Otherwise, the best bet is to try and sneak out as a Spy, and take down their defenses from behind (possibly even sabotaging a sentry or two if the chance arises)&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area2&amp;diff=7254</id>
		<title>Map:ff dustbowl/cp1 area2</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area2&amp;diff=7254"/>
		<updated>2008-02-03T09:39:49Z</updated>

		<summary type="html">&lt;p&gt;Pon: Minor revision to picture description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Command Point 1, Towards the CP=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{Image &lt;br /&gt;
|image = [[Image:Ff_dustbowl_cp1_area2.jpg]]&lt;br /&gt;
|caption = &amp;#039;&amp;#039;&amp;#039;View of Command Point One&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Defensive SG positions (Red &amp;#039;&amp;#039;&amp;#039;SG&amp;#039;&amp;#039;&amp;#039;) are shown, as well as the Command Point (Red &amp;#039;&amp;#039;&amp;#039;X&amp;#039;&amp;#039;&amp;#039;), a good covering Sniper Spot (Red &amp;#039;&amp;#039;&amp;#039;SN&amp;#039;&amp;#039;&amp;#039;), and the most common offensive routes (Blue &amp;#039;&amp;#039;&amp;#039;Arrows&amp;#039;&amp;#039;&amp;#039;). Also shown is the Extraroute exit (Blue &amp;#039;&amp;#039;&amp;#039;EX&amp;#039;&amp;#039;&amp;#039;), Jump Points (Blue &amp;#039;&amp;#039;&amp;#039;JP&amp;#039;&amp;#039;&amp;#039;), and a good offensive Sniper position (Blue &amp;#039;&amp;#039;&amp;#039;SN&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp1_area2_abovecap|../cp2_area1_spawn}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Special attention should be paid to the Jump Points, as these provide an easy way to get the flag right up to the Command Point, if not capture it. A few people (or perhaps an SG, if you have many Engineer&amp;#039;s on the team) covering the roofs can help prevent this - Snipers, Soldiers, and HWGuys all all pretty good classes in this role.&lt;br /&gt;
&lt;br /&gt;
Another thing to watch for in this shot is the route denoted by the left-most arrow, through the building. This route can be used by Spies to sneak in quite effectivly - even more so when the Extraroute is open. It will also likely be used by other classes, often Soldiers and Medics who can use the door it leads to as a protected point to fire upon Sentry Guns. Someone sneaky may also try to run the flag down this route, though it is uncommon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
As was noted in the previous picture, an early push before the enemy Sentries are set up is often the quickest way to Capture this point, and prevent being bogged down. Another tactic, though uncommonly used, is to run the flag through the building shown in the left of the picture, which runs most of the way to the Command Point - it can be risky though, as if the flag is dropped inside there, it is more easily defended than if it were dropped in the open.&lt;br /&gt;
&lt;br /&gt;
If the Extraroute opens (shot above is shown from the Extraroute opening), it can provide a few benefits. It is a good spot for a Sniper - dark, out of harm, and with a good view - but is also good for a Spy to make a less conspicous entrance into the area. In the Fortress Forever version of Dustbowl, it is also even better than ever for usage as a secondary Jump point, but is more also more open and noticable than the other one marked upon the picture above.&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area2_abovecap&amp;diff=7253</id>
		<title>Map:ff dustbowl/cp1 area2 abovecap</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area2_abovecap&amp;diff=7253"/>
		<updated>2008-02-03T09:38:59Z</updated>

		<summary type="html">&lt;p&gt;Pon: removal of navbox, new image template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Command Point One, Looking out from the Command Point=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{Image &lt;br /&gt;
|image = [[Image:Ff_dustbowl_cp1_area2_abovecap.jpg]]&lt;br /&gt;
|caption = &amp;#039;&amp;#039;&amp;#039;View from above Command Point One&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Defensive SG positions (Red &amp;#039;&amp;#039;&amp;#039;SG&amp;#039;&amp;#039;&amp;#039;) are shown, as well as the Command Point (Red &amp;#039;&amp;#039;&amp;#039;X&amp;#039;&amp;#039;&amp;#039;), and the most common offensive routes (Blue &amp;#039;&amp;#039;&amp;#039;Arrows&amp;#039;&amp;#039;&amp;#039;). Also shown is the Extraroute exit (Blue &amp;#039;&amp;#039;&amp;#039;EX&amp;#039;&amp;#039;&amp;#039;), Jump Points (Blue &amp;#039;&amp;#039;&amp;#039;JP&amp;#039;&amp;#039;&amp;#039;), and a good offensive Sniper position (Blue &amp;#039;&amp;#039;&amp;#039;SN&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp1_area1|../cp1_area2}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Defensivly, this can be hard to hold, especially if the Attackers have made a good, quick rush from the first area. Sentry Guns are often vital to hold this Command Point for a decent length of time, and as such, Spy defence is also important.&lt;br /&gt;
&lt;br /&gt;
To give the team&amp;#039;s Engineers time to prepare their sentry guns, much of the rest of the team should attempt to block the Attackers progress in the chokepoints for as long as is possible. If you have many Engineers on the team, some may wish to forego building their Sentry Guns near the Attackers Spawn in favour of making this area secure ahead of time.&lt;br /&gt;
&lt;br /&gt;
Another major threat, once the Attackers are assaulting the Command Point directly, is from a Jump to Cap - often from the top of the buildings that house the chokepoint exits. Even if the jump is unsuccessful, if the flag is close to the cap, a Spy can easily run it before being taken down by a Sentry Gun. As with most AvD maps, the Command Point is often best &amp;quot;pipe trapped&amp;quot; by a Demoman in addition to any other defenses.&lt;br /&gt;
&lt;br /&gt;
When the Extraroute opens, beware of Snipers hiding there, as well as Spies using it as a route to sneak in undetected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Speed is of the essence here, if you can run the flag into the area before the Defence is fully set up it can make this Command Point a lot easier to capture. Once it begins to get locked down, usually by Sentry Guns, then a Jump to Cap may be the best idea - you may not make it, but might get it into prime position for someone else to finish the job.&lt;br /&gt;
&lt;br /&gt;
As the area is likely going to have 2+ Sentry Guns, a Spy or two will likely be very useful in this area (though too many Spies is most definitly a mistake, back them up with some heavier/faster classes). If you see an opening to sabotage a Sentry Gun, then by all means take it - but don&amp;#039;t get &amp;quot;tunnel vision&amp;quot;, a dead Sentry Gun is better than multiple failed sabotage atempts.&lt;br /&gt;
&lt;br /&gt;
If your team chooses to walk the flag, then be prepared for a hard slog, and try to make a combined rush instead of all running to your death single-file. A Sniper providing cover from the extraroute can help immensly if this is your tactic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area1&amp;diff=7252</id>
		<title>Map:ff dustbowl/cp1 area1</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area1&amp;diff=7252"/>
		<updated>2008-02-03T09:37:39Z</updated>

		<summary type="html">&lt;p&gt;Pon: New image template, remove navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Command Point One, Chokepoint Entrances=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{Image &lt;br /&gt;
|image = [[Image:Ff_dustbowl_cp1_area1.jpg]]&lt;br /&gt;
|caption = &amp;#039;&amp;#039;&amp;#039;Back end of the Attacker&amp;#039;s Spawn area, Command point One&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Denoted are good defensive spots for Sentry Guns (&amp;quot;&amp;#039;&amp;#039;&amp;#039;SG&amp;#039;&amp;#039;&amp;#039;&amp;quot;) and Snipers (&amp;quot;&amp;#039;&amp;#039;&amp;#039;SN&amp;#039;&amp;#039;&amp;#039;&amp;quot;), as well as the Extra route (&amp;quot;&amp;#039;&amp;#039;&amp;#039;EX&amp;#039;&amp;#039;&amp;#039;&amp;quot;), and the Grenades (&amp;quot;&amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;&amp;quot;).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp1_area1_spawn|../cp1_area2_abovecap}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
The Grenades here are an early advantage to the defending team, who can use them quite effectivly to spam and harass the attacking team as they leave their spawn. They aren&amp;#039;t easy to defend once the attackers have broken through, however. If you can keep control of them however, it will give your Engineer&amp;#039;s time to set up their Sentry Guns to defend the Command Point, so it is worth delaying the enemy as much as possible here to allow them the chance to do so properly.&lt;br /&gt;
&lt;br /&gt;
The chokepoints, shown in the picture above by the Blue Arrows, lend themselves to protection by Soldiers, Demomen, and HWGuys. They can also be a good point for Pyro&amp;#039;s to check for Spies - narrow corridors don&amp;#039;t give cloaked Spies much room to avoid the flames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Conversly, for the attackers, it&amp;#039;s very advantageous to carry momentum and break through quickly, to deny the enemy Engineer&amp;#039;s the chance to get set up. If that can be done, the Command Point is often captured soon after.&lt;br /&gt;
&lt;br /&gt;
In terms of routes to the cap, the one on the right is preferable in most circumstances, as the building it leads to houses a ladder to a roof, from which a Conc or Grenade jump can help to push the flag right to the Command Point, if not capture itself. If you get bogged down, and the Extra route opens however, it can provide a similar, but slightly more open and risky, platform for a jump as well - as well as a good vantage point for a sniper to take down defenses around the Command Point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area1_spawn&amp;diff=7251</id>
		<title>Map:ff dustbowl/cp1 area1 spawn</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area1_spawn&amp;diff=7251"/>
		<updated>2008-02-03T09:35:49Z</updated>

		<summary type="html">&lt;p&gt;Pon: Using new image template, removing right navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Command Point One, Attackers Spawn=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{Image &lt;br /&gt;
|image = [[Image:Ff_dustbowl_cp1_area1_spawn.jpg]]&lt;br /&gt;
|caption = &amp;#039;&amp;#039;&amp;#039;Attacker&amp;#039;s Spawn area, Command point One&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Denoted are good defensive spots for Sentry Guns (&amp;quot;&amp;#039;&amp;#039;&amp;#039;SG&amp;#039;&amp;#039;&amp;#039;&amp;quot;), as well as the routes the attacking team will be forced to use 90% of the time.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../|../cp1_area1}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
The spawn exit is split into two, fairly seperate openings - one low, and one high. As such, having to concentrate on both is a drawback to the defenders.  Well placed snipers can help in this reguard, as well as the standard tactic of building Sentry Guns to cover the entrances (there are a few points where a Sentry can cover both exits effectivly). Demomen can also work wonders, with a well-timed detpack, and pipes covering the exits for early spy rushes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
For the attackers, a good spy or two who can take out the Sentry guns usually helps immensly. A Sniper at the lower exit can also be useful against Sentries covering that exit - though they aren&amp;#039;t much help at the higher exit, unless you can get around the back of the hut and into some cover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area2&amp;diff=7249</id>
		<title>Map:ff dustbowl/cp1 area2</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area2&amp;diff=7249"/>
		<updated>2008-02-03T09:27:56Z</updated>

		<summary type="html">&lt;p&gt;Pon: Revising article, using new image template, removing right-hand avigation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Command Point 1, Towards the CP=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{{Image &lt;br /&gt;
|image = [[Image:Ff_dustbowl_cp1_area2.jpg]]&lt;br /&gt;
|caption = &amp;#039;&amp;#039;&amp;#039;View from above Command Point One&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; Defensive SG positions (Red &amp;#039;&amp;#039;&amp;#039;SG&amp;#039;&amp;#039;&amp;#039;) are shown, as well as the Command Point (Red &amp;#039;&amp;#039;&amp;#039;X&amp;#039;&amp;#039;&amp;#039;), a good covering Sniper Spot (Red &amp;#039;&amp;#039;&amp;#039;SN&amp;#039;&amp;#039;&amp;#039;), and the most common offensive routes (Blue &amp;#039;&amp;#039;&amp;#039;Arrows&amp;#039;&amp;#039;&amp;#039;). Also shown is the Extraroute exit (Blue &amp;#039;&amp;#039;&amp;#039;EX&amp;#039;&amp;#039;&amp;#039;), Jump Points (Blue &amp;#039;&amp;#039;&amp;#039;JP&amp;#039;&amp;#039;&amp;#039;), and a good offensive Sniper position (Blue &amp;#039;&amp;#039;&amp;#039;SN&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp1_area2_abovecap|../cp2_area1_spawn}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Special attention should be paid to the Jump Points, as these provide an easy way to get the flag right up to the Command Point, if not capture it. A few people (or perhaps an SG, if you have many Engineer&amp;#039;s on the team) covering the roofs can help prevent this - Snipers, Soldiers, and HWGuys all all pretty good classes in this role.&lt;br /&gt;
&lt;br /&gt;
Another thing to watch for in this shot is the route denoted by the left-most arrow, through the building. This route can be used by Spies to sneak in quite effectivly - even more so when the Extraroute is open. It will also likely be used by other classes, often Soldiers and Medics who can use the door it leads to as a protected point to fire upon Sentry Guns. Someone sneaky may also try to run the flag down this route, though it is uncommon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
As was noted in the previous picture, an early push before the enemy Sentries are set up is often the quickest way to Capture this point, and prevent being bogged down. Another tactic, though uncommonly used, is to run the flag through the building shown in the left of the picture, which runs most of the way to the Command Point - it can be risky though, as if the flag is dropped inside there, it is more easily defended than if it were dropped in the open.&lt;br /&gt;
&lt;br /&gt;
If the Extraroute opens (shot above is shown from the Extraroute opening), it can provide a few benefits. It is a good spot for a Sniper - dark, out of harm, and with a good view - but is also good for a Spy to make a less conspicous entrance into the area. In the Fortress Forever version of Dustbowl, it is also even better than ever for usage as a secondary Jump point, but is more also more open and noticable than the other one marked upon the picture above.&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_cparea2&amp;diff=7168</id>
		<title>Map:ff dustbowl/cp3 cparea2</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_cparea2&amp;diff=7168"/>
		<updated>2008-02-02T15:05:46Z</updated>

		<summary type="html">&lt;p&gt;Pon: Updating navbox/picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point Three, Above the Command Point=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp3_cparea2.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp3_cparea1|../}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_cparea1&amp;diff=7167</id>
		<title>Map:ff dustbowl/cp3 cparea1</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_cparea1&amp;diff=7167"/>
		<updated>2008-02-02T15:03:44Z</updated>

		<summary type="html">&lt;p&gt;Pon: Updating navbox/picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point Three, Towards the CP=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp3_cparea1.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp3_midmap2|../cp3_cparea2}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_midmap2&amp;diff=7166</id>
		<title>Map:ff dustbowl/cp3 midmap2</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_midmap2&amp;diff=7166"/>
		<updated>2008-02-02T15:02:36Z</updated>

		<summary type="html">&lt;p&gt;Pon: Updating picture/navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point Three, Looking down the Midmap=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp3_midmap2.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp3_midmap1|../cp3_cparea1}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_midmap1&amp;diff=7165</id>
		<title>Map:ff dustbowl/cp3 midmap1</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_midmap1&amp;diff=7165"/>
		<updated>2008-02-02T15:01:21Z</updated>

		<summary type="html">&lt;p&gt;Pon: Updating navbox/picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point Three, Looking up the Midmap=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp3_midmap1.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp3_area1_back|../cp3_midmap2}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_area1_back&amp;diff=7164</id>
		<title>Map:ff dustbowl/cp3 area1 back</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_area1_back&amp;diff=7164"/>
		<updated>2008-02-02T14:59:50Z</updated>

		<summary type="html">&lt;p&gt;Pon: Updating picture/navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point Three, Back of First Area=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp3_area1_back.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp3_area1_spawn|../cp3_midmap1}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_area1_spawn&amp;diff=7163</id>
		<title>Map:ff dustbowl/cp3 area1 spawn</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_area1_spawn&amp;diff=7163"/>
		<updated>2008-02-02T14:58:39Z</updated>

		<summary type="html">&lt;p&gt;Pon: Updating picture/navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point Three, Attackers Spawn Exit=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp3_area1_spawn.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp2_area2_abovecap|../cp3_area1_back}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area2_abovecap&amp;diff=7162</id>
		<title>Map:ff dustbowl/cp2 area2 abovecap</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area2_abovecap&amp;diff=7162"/>
		<updated>2008-02-02T14:57:33Z</updated>

		<summary type="html">&lt;p&gt;Pon: Updating picture/navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point Two, Above the CP=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp2_area2_abovecap.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp2_area2|../cp3_area1_spawn}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area2&amp;diff=7161</id>
		<title>Map:ff dustbowl/cp2 area2</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area2&amp;diff=7161"/>
		<updated>2008-02-02T14:56:11Z</updated>

		<summary type="html">&lt;p&gt;Pon: Updated picture/navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point Two, Towards the CP=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp2_area2.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp2_area1_choke|../cp2_area2_abovecap}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area1_choke&amp;diff=7160</id>
		<title>Map:ff dustbowl/cp2 area1 choke</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area1_choke&amp;diff=7160"/>
		<updated>2008-02-02T14:54:08Z</updated>

		<summary type="html">&lt;p&gt;Pon: Updated picture/navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point Two, Towards the Chokepoints=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp2_area1_choke.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp2_area1_spawn|../cp2_area2}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area1&amp;diff=7159</id>
		<title>Map:ff dustbowl/cp2 area1</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area1&amp;diff=7159"/>
		<updated>2008-02-02T14:52:39Z</updated>

		<summary type="html">&lt;p&gt;Pon: Updating picture/navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point Two, Attackers Spawn Exit=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp2_area1.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp2_area1_spawn|../cp2_area1_choke}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area1_spawn&amp;diff=7158</id>
		<title>Map:ff dustbowl/cp2 area1 spawn</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area1_spawn&amp;diff=7158"/>
		<updated>2008-02-02T14:51:12Z</updated>

		<summary type="html">&lt;p&gt;Pon: Updating picture/navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point Two, Attackers Spawn=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp2_area1_spawn.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp1_area2|../cp2_area1}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp3_cparea2.jpg&amp;diff=7157</id>
		<title>File:Ff dustbowl cp3 cparea2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp3_cparea2.jpg&amp;diff=7157"/>
		<updated>2008-02-02T14:48:53Z</updated>

		<summary type="html">&lt;p&gt;Pon: Large Screenshot for FF_dustbowl mapguide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large Screenshot for FF_dustbowl mapguide&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp3_cparea1.jpg&amp;diff=7156</id>
		<title>File:Ff dustbowl cp3 cparea1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp3_cparea1.jpg&amp;diff=7156"/>
		<updated>2008-02-02T14:48:43Z</updated>

		<summary type="html">&lt;p&gt;Pon: Large Screenshot for FF_dustbowl mapguide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large Screenshot for FF_dustbowl mapguide&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp3_midmap2.jpg&amp;diff=7155</id>
		<title>File:Ff dustbowl cp3 midmap2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp3_midmap2.jpg&amp;diff=7155"/>
		<updated>2008-02-02T14:48:29Z</updated>

		<summary type="html">&lt;p&gt;Pon: Large Screenshot for FF_dustbowl mapguide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large Screenshot for FF_dustbowl mapguide&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp3_midmap1.jpg&amp;diff=7154</id>
		<title>File:Ff dustbowl cp3 midmap1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp3_midmap1.jpg&amp;diff=7154"/>
		<updated>2008-02-02T14:48:16Z</updated>

		<summary type="html">&lt;p&gt;Pon: Large Screenshot for FF_dustbowl mapguide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large Screenshot for FF_dustbowl mapguide&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp3_area1_back.jpg&amp;diff=7153</id>
		<title>File:Ff dustbowl cp3 area1 back.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp3_area1_back.jpg&amp;diff=7153"/>
		<updated>2008-02-02T14:48:03Z</updated>

		<summary type="html">&lt;p&gt;Pon: Large Screenshot for FF_dustbowl mapguide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large Screenshot for FF_dustbowl mapguide&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp3_area1_spawn.jpg&amp;diff=7152</id>
		<title>File:Ff dustbowl cp3 area1 spawn.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp3_area1_spawn.jpg&amp;diff=7152"/>
		<updated>2008-02-02T14:47:52Z</updated>

		<summary type="html">&lt;p&gt;Pon: Large Screenshot for FF_dustbowl mapguide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large Screenshot for FF_dustbowl mapguide&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp2_area2_abovecap.jpg&amp;diff=7151</id>
		<title>File:Ff dustbowl cp2 area2 abovecap.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp2_area2_abovecap.jpg&amp;diff=7151"/>
		<updated>2008-02-02T14:47:33Z</updated>

		<summary type="html">&lt;p&gt;Pon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp2_area2.jpg&amp;diff=7150</id>
		<title>File:Ff dustbowl cp2 area2.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp2_area2.jpg&amp;diff=7150"/>
		<updated>2008-02-02T14:47:22Z</updated>

		<summary type="html">&lt;p&gt;Pon: Large Screenshot for FF_dustbowl mapguide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large Screenshot for FF_dustbowl mapguide&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp2_area1_spawn.jpg&amp;diff=7149</id>
		<title>File:Ff dustbowl cp2 area1 spawn.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp2_area1_spawn.jpg&amp;diff=7149"/>
		<updated>2008-02-02T14:47:07Z</updated>

		<summary type="html">&lt;p&gt;Pon: Large Screenshot for FF_dustbowl mapguide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large Screenshot for FF_dustbowl mapguide&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp2_area1_choke.jpg&amp;diff=7148</id>
		<title>File:Ff dustbowl cp2 area1 choke.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp2_area1_choke.jpg&amp;diff=7148"/>
		<updated>2008-02-02T14:46:53Z</updated>

		<summary type="html">&lt;p&gt;Pon: Large Screenshot for FF_dustbowl mapguide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large Screenshot for FF_dustbowl mapguide&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp2_area1.jpg&amp;diff=7147</id>
		<title>File:Ff dustbowl cp2 area1.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=File:Ff_dustbowl_cp2_area1.jpg&amp;diff=7147"/>
		<updated>2008-02-02T14:46:39Z</updated>

		<summary type="html">&lt;p&gt;Pon: Large Screenshot for FF_dustbowl mapguide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large Screenshot for FF_dustbowl mapguide&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Talk:Map:ff_push&amp;diff=7146</id>
		<title>Talk:Map:ff push</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Talk:Map:ff_push&amp;diff=7146"/>
		<updated>2008-02-02T12:39:50Z</updated>

		<summary type="html">&lt;p&gt;Pon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are backpacks in this map, but they don&amp;#039;t work for some reason. --[[User:Hirohito|Hirohito]] 21:42, 27 January 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Here are some screenshots for anybody ready to make a guide: &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0072.gif - Spawn Room. &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0074.gif - Doors that lead to the rest of the map. &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0083.gif - Where the door on the right leads to. &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0075.gif - Where the door down the hall leads to. &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0076.gif - Shot of area right before ball room. &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0080.gif - The hallways (and lasers) that lead to the capture point room. &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0080.gif - The resupply area.&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0081.gif - The capture point.&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0084.gif - Ball Room.&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0085.gif - Another ball room view.&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0086.gif - Area right before ball room.&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.fortress-forever.com/wiki/Image:Ff_push0088.gif - Me running into the lasers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Um, guys? The images shown on the page are of gridiron. Fix. [[User:Greenday5494|Greenday5494]] 23:50, 1 February 2008 (CST)&lt;br /&gt;
:* They are placeholders until the article is written up properly. Feel free to help write it, you don&amp;#039;t need to be on the Wiki Team to contribute! --[[User:Pon|Pon]] 06:39, 2 February 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area2&amp;diff=7094</id>
		<title>Map:ff dustbowl/cp1 area2</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area2&amp;diff=7094"/>
		<updated>2008-02-01T13:06:26Z</updated>

		<summary type="html">&lt;p&gt;Pon: Correcting the navbox, few other things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point 1, Towards the CP=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp1_area2.jpg|frame|center|View from above Command Point One. Defensive SG positions (Red &amp;#039;&amp;#039;&amp;#039;SG&amp;#039;&amp;#039;&amp;#039;) are shown, as well as the Command Point (Red &amp;#039;&amp;#039;&amp;#039;X&amp;#039;&amp;#039;&amp;#039;), a good covering Sniper Spot (Red &amp;#039;&amp;#039;&amp;#039;SN&amp;#039;&amp;#039;&amp;#039;), and the most common offensive routes (Blue &amp;#039;&amp;#039;&amp;#039;Arrows&amp;#039;&amp;#039;&amp;#039;). Also shown is the Extraroute exit (Blue &amp;#039;&amp;#039;&amp;#039;EX&amp;#039;&amp;#039;&amp;#039;), Jump Points (Blue &amp;#039;&amp;#039;&amp;#039;JP&amp;#039;&amp;#039;&amp;#039;), and a good offensive Sniper position (Blue &amp;#039;&amp;#039;&amp;#039;SN&amp;#039;&amp;#039;&amp;#039;)]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp1_area2_abovecap|../cp2_area1_spawn}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
The most critical thing for this area, usually, is for the team&amp;#039;s Engineers to get their guns set up and ready before a major push from the Attackers take place. This often means that other classes should try to delay them in the chokepoints between here and the previous area. Snipers, positioned roughly where the above shot is taken (or perhaps a little further along the back wall), can also help delay anyone that gets through.&lt;br /&gt;
&lt;br /&gt;
Special attention should be paid to the Jump Points, as these provide an easy way to get the flag right up to the Command Point, if not capture it. A few people (or perhaps an SG, if you have many Engineer&amp;#039;s on the team) covering the roofs can help prevent this - Snipers, Soldiers, and HWGuys all all pretty good classes in this role.&lt;br /&gt;
&lt;br /&gt;
As with most of the Command Point areas, Spies can be a nuisance. In this area particularly, there are a few good routes for them to sneak in under the radar, so it is worth being vigilant (but not paranoid).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
An early push, before the enemy Sentries are set up, is often the quickest way to Capture this point, and prevent being bogged down. A Jump from to the Command Point can also help break an existing deadlock - though you may not reach the CP yourself, if the flag is close enough, a Spy can run in and capture before their SG&amp;#039;s take him down.&lt;br /&gt;
&lt;br /&gt;
Overall, a Spy has many uses in this area, especially in the takedown of Sentry Guns. If you feel Sabotage is an option, then by all means go for it, but don&amp;#039;t get &amp;quot;tunnel vision&amp;quot; - an SG removed is better than wasting time with failed Sabotage attempts.&lt;br /&gt;
&lt;br /&gt;
If the Extraroute opens, it can provide a few benefits. It is a good spot for a Sniper - dark, out of harm, and with a good view - but is also good for a Spy to make a less conspicous entrance into the area. In the Fortress Forever version of Dustbowl, it is also even better than ever for usage as a secondary Jump point, but is more also more open and noticable than the other one marked upon the picture above.&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area2_abovecap&amp;diff=7093</id>
		<title>Map:ff dustbowl/cp1 area2 abovecap</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area2_abovecap&amp;diff=7093"/>
		<updated>2008-02-01T12:58:44Z</updated>

		<summary type="html">&lt;p&gt;Pon: Filling in article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point One, Looking out from the Command Point=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp1_area2_abovecap.jpg|frame|center|View from above Command Point One. Defensive SG positions (Red &amp;#039;&amp;#039;&amp;#039;SG&amp;#039;&amp;#039;&amp;#039;) are shown, as well as the Command Point (Red &amp;#039;&amp;#039;&amp;#039;X&amp;#039;&amp;#039;&amp;#039;), and the most common offensive routes (Blue &amp;#039;&amp;#039;&amp;#039;Arrows&amp;#039;&amp;#039;&amp;#039;). Also shown is the Extraroute exit (Blue &amp;#039;&amp;#039;&amp;#039;EX&amp;#039;&amp;#039;&amp;#039;), Jump Points (Blue &amp;#039;&amp;#039;&amp;#039;JP&amp;#039;&amp;#039;&amp;#039;), and a good offensive Sniper position (Blue &amp;#039;&amp;#039;&amp;#039;SN&amp;#039;&amp;#039;&amp;#039;)]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp1_area1|../cp1_area2}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Defensivly, this can be hard to hold, especially if the Attackers have made a good, quick rush from the first area. Sentry Guns are often vital to hold this Command Point for a decent length of time, and as such, Spy defence is also important.&lt;br /&gt;
&lt;br /&gt;
To give the team&amp;#039;s Engineers time to prepare their sentry guns, much of the rest of the team should attempt to block the Attackers progress in the chokepoints for as long as is possible. If you have many Engineers on the team, some may wish to forego building their Sentry Guns near the Attackers Spawn in favour of making this area secure ahead of time.&lt;br /&gt;
&lt;br /&gt;
Another major threat, once the Attackers are assaulting the Command Point directly, is from a Jump to Cap - often from the top of the buildings that house the chokepoint exits. Even if the jump is unsuccessful, if the flag is close to the cap, a Spy can easily run it before being taken down by a Sentry Gun. As with most AvD maps, the Command Point is often best &amp;quot;pipe trapped&amp;quot; by a Demoman in addition to any other defenses.&lt;br /&gt;
&lt;br /&gt;
When the Extraroute opens, beware of Snipers hiding there, as well as Spies using it as a route to sneak in undetected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Speed is of the essence here, if you can run the flag into the area before the Defence is fully set up it can make this Command Point a lot easier to capture. Once it begins to get locked down, usually by Sentry Guns, then a Jump to Cap may be the best idea - you may not make it, but might get it into prime position for someone else to finish the job.&lt;br /&gt;
&lt;br /&gt;
As the area is likely going to have 2+ Sentry Guns, a Spy or two will likely be very useful in this area (though too many Spies is most definitly a mistake, back them up with some heavier/faster classes). If you see an opening to sabotage a Sentry Gun, then by all means take it - but don&amp;#039;t get &amp;quot;tunnel vision&amp;quot;, a dead Sentry Gun is better than multiple failed sabotage atempts.&lt;br /&gt;
&lt;br /&gt;
If your team chooses to walk the flag, then be prepared for a hard slog, and try to make a combined rush instead of all running to your death single-file. A Sniper providing cover from the extraroute can help immensly if this is your tactic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area1&amp;diff=7085</id>
		<title>Map:ff dustbowl/cp1 area1</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area1&amp;diff=7085"/>
		<updated>2008-02-01T12:35:57Z</updated>

		<summary type="html">&lt;p&gt;Pon: /* Command Point One, Chokepoint Entrances */  Heading correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point One, Chokepoint Entrances=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp1_area1.jpg|frame|center|Back end of the Attacker&amp;#039;s Spawn area, Command point One. Denoted are good defensive spots for Sentry Guns (&amp;quot;&amp;#039;&amp;#039;&amp;#039;SG&amp;#039;&amp;#039;&amp;#039;&amp;quot;) and Snipers (&amp;quot;&amp;#039;&amp;#039;&amp;#039;SN&amp;#039;&amp;#039;&amp;#039;&amp;quot;), as well as the Extra route (&amp;quot;&amp;#039;&amp;#039;&amp;#039;EX&amp;#039;&amp;#039;&amp;#039;&amp;quot;), and the Grenades (&amp;quot;&amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;&amp;quot;).]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp1_area1_spawn|../cp1_area2_abovecap}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
The Grenades here are an early advantage to the defending team, who can use them quite effectivly to spam and harass the attacking team as they leave their spawn. They aren&amp;#039;t easy to defend once the attackers have broken through, however. If you can keep control of them however, it will give your Engineer&amp;#039;s time to set up their Sentry Guns to defend the Command Point, so it is worth delaying the enemy as much as possible here to allow them the chance to do so properly.&lt;br /&gt;
&lt;br /&gt;
The chokepoints, shown in the picture above by the Blue Arrows, lend themselves to protection by Soldiers, Demomen, and HWGuys. They can also be a good point for Pyro&amp;#039;s to check for Spies - narrow corridors don&amp;#039;t give cloaked Spies much room to avoid the flames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Conversly, for the attackers, it&amp;#039;s very advantageous to carry momentum and break through quickly, to deny the enemy Engineer&amp;#039;s the chance to get set up. If that can be done, the Command Point is often captured soon after.&lt;br /&gt;
&lt;br /&gt;
In terms of routes to the cap, the one on the right is preferable in most circumstances, as the building it leads to houses a ladder to a roof, from which a Conc or Grenade jump can help to push the flag right to the Command Point, if not capture itself. If you get bogged down, and the Extra route opens however, it can provide a similar, but slightly more open and risky, platform for a jump as well - as well as a good vantage point for a sniper to take down defenses around the Command Point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area1&amp;diff=7084</id>
		<title>Map:ff dustbowl/cp1 area1</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area1&amp;diff=7084"/>
		<updated>2008-02-01T12:33:58Z</updated>

		<summary type="html">&lt;p&gt;Pon: Adding navigation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point One, Attackers Spawn=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp1_area1.jpg|frame|center|Back end of the Attacker&amp;#039;s Spawn area, Command point One. Denoted are good defensive spots for Sentry Guns (&amp;quot;&amp;#039;&amp;#039;&amp;#039;SG&amp;#039;&amp;#039;&amp;#039;&amp;quot;) and Snipers (&amp;quot;&amp;#039;&amp;#039;&amp;#039;SN&amp;#039;&amp;#039;&amp;#039;&amp;quot;), as well as the Extra route (&amp;quot;&amp;#039;&amp;#039;&amp;#039;EX&amp;#039;&amp;#039;&amp;#039;&amp;quot;), and the Grenades (&amp;quot;&amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;&amp;quot;).]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp1_area1_spawn|../cp1_area2_abovecap}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
The Grenades here are an early advantage to the defending team, who can use them quite effectivly to spam and harass the attacking team as they leave their spawn. They aren&amp;#039;t easy to defend once the attackers have broken through, however. If you can keep control of them however, it will give your Engineer&amp;#039;s time to set up their Sentry Guns to defend the Command Point, so it is worth delaying the enemy as much as possible here to allow them the chance to do so properly.&lt;br /&gt;
&lt;br /&gt;
The chokepoints, shown in the picture above by the Blue Arrows, lend themselves to protection by Soldiers, Demomen, and HWGuys. They can also be a good point for Pyro&amp;#039;s to check for Spies - narrow corridors don&amp;#039;t give cloaked Spies much room to avoid the flames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Conversly, for the attackers, it&amp;#039;s very advantageous to carry momentum and break through quickly, to deny the enemy Engineer&amp;#039;s the chance to get set up. If that can be done, the Command Point is often captured soon after.&lt;br /&gt;
&lt;br /&gt;
In terms of routes to the cap, the one on the right is preferable in most circumstances, as the building it leads to houses a ladder to a roof, from which a Conc or Grenade jump can help to push the flag right to the Command Point, if not capture itself. If you get bogged down, and the Extra route opens however, it can provide a similar, but slightly more open and risky, platform for a jump as well - as well as a good vantage point for a sniper to take down defenses around the Command Point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Talk:How_to_make_a_server&amp;diff=7060</id>
		<title>Talk:How to make a server</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Talk:How_to_make_a_server&amp;diff=7060"/>
		<updated>2008-01-31T11:20:52Z</updated>

		<summary type="html">&lt;p&gt;Pon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*I am thinking about making an IRC channel for the wiki. I know that Squeek idle&amp;#039;s in #ffwiki on gamesurge and quakenet. What do you guys think about making it an actual channel with help options? [[User:DrSatan-12955|DrSatan-12955]] 23:48, 19 January 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Ok this is getting pretty big. Any ideas / suggestions on how I can chop this down a bit? If you guys think it looks ok then that&amp;#039;s fine by me, but it seems to be getting rather large and I&amp;#039;m not sure if we want that or not. I&amp;#039;m sure I can make more pages to account for it and what not, but let me know if you think I need to or not! [[User:DrSatan-12955|DrSatan-12955]] 02:37, 20 January 2008 (CST)&lt;br /&gt;
:* Maybe cut down the ammount of headings you use. For example, the types of server could just be given a short paragraph each, instead of each one with it&amp;#039;s own heading. I think if you get the size of the contents box down a bit it might look a bit better and give the illusion that it&amp;#039;s not such a long article --[[User:Pon|Pon]] 05:20, 31 January 2008 (CST)&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Template:Guide_Navbox/Mapguide&amp;diff=6806</id>
		<title>Template:Guide Navbox/Mapguide</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Template:Guide_Navbox/Mapguide&amp;diff=6806"/>
		<updated>2008-01-30T02:30:31Z</updated>

		<summary type="html">&lt;p&gt;Pon: Undo revision 6803 by Pon (Talk) Link problem NOT MY FAULT! (for once! :p)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;center&amp;quot; style=&amp;quot;width:200px; border: 1px solid #000000; background-color: #f5faff;&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background: #dce7ed; padding:0 1em;&amp;quot; align=&amp;quot;center&amp;quot; width=&amp;quot;100%&amp;quot;|&amp;#039;&amp;#039;&amp;#039;{{{1}}} Mapguide&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[{{{2}}}|&amp;amp;larr;]]&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;75%&amp;quot;|[[../|Main Article]]&lt;br /&gt;
| [[{{{3}}}|&amp;amp;rarr;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==How to use this template==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Usage:&amp;#039;&amp;#039;&amp;#039; &amp;lt;pre&amp;gt;{{Guide Navbox/Mapguide|1|2|3}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Variables:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; - Title of Navbox, e.g. &amp;#039;&amp;#039;Well&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039; - Backwards link, e.g. &amp;#039;&amp;#039;../bases&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3&amp;#039;&amp;#039;&amp;#039; - Forward link, e.g. &amp;#039;&amp;#039;../yard&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Template:Guide_Navbox/Mapguide&amp;diff=6803</id>
		<title>Template:Guide Navbox/Mapguide</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Template:Guide_Navbox/Mapguide&amp;diff=6803"/>
		<updated>2008-01-30T02:16:14Z</updated>

		<summary type="html">&lt;p&gt;Pon: Small issue with links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;center&amp;quot; style=&amp;quot;width:200px; border: 1px solid #000000; background-color: #f5faff;&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background: #dce7ed; padding:0 1em;&amp;quot; align=&amp;quot;center&amp;quot; width=&amp;quot;100%&amp;quot;|&amp;#039;&amp;#039;&amp;#039;{{{1}}} Mapguide&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[../{{{2}}}|&amp;amp;larr;]]&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;75%&amp;quot;|[[../|Main Article]]&lt;br /&gt;
| [[../{{{3}}}|&amp;amp;rarr;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==How to use this template==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Usage:&amp;#039;&amp;#039;&amp;#039; &amp;lt;pre&amp;gt;{{Guide Navbox/Mapguide|1|2|3}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Variables:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; - Title of Navbox, e.g. &amp;#039;&amp;#039;Well&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2&amp;#039;&amp;#039;&amp;#039; - Backwards link, must be subpage of main article, e.g. &amp;#039;&amp;#039;bases&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3&amp;#039;&amp;#039;&amp;#039; - Forward link, must be subpage of main article &amp;#039;&amp;#039;yard&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area2&amp;diff=6802</id>
		<title>Map:ff dustbowl/cp1 area2</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp1_area2&amp;diff=6802"/>
		<updated>2008-01-30T02:10:42Z</updated>

		<summary type="html">&lt;p&gt;Pon: Adding correct Pic/Info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Placeholder=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp1_area2.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../cp1_area1|../cp1_area2}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
The most critical thing for this area, usually, is for the team&amp;#039;s Engineers to get their guns set up and ready before a major push from the Attackers take place. This often means that other classes should try to delay them in the chokepoints between here and the previous area. Snipers, positioned roughly where the above shot is taken (or perhaps a little further along the back wall), can also help delay anyone that gets through.&lt;br /&gt;
&lt;br /&gt;
Special attention should be paid to the Jump Points, as these provide an easy way to get the flag right up to the Command Point, if not capture it. A few people (or perhaps an SG, if you have many Engineer&amp;#039;s on the team) covering the roofs can help prevent this - Snipers, Soldiers, and HWGuys all all pretty good classes in this role.&lt;br /&gt;
&lt;br /&gt;
As with most of the Command Point areas, Spies can be a nuisance. In this area particularly, there are a few good routes for them to sneak in under the radar, so it is worth being vigilant (but not paranoid).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
An early push, before the enemy Sentries are set up, is often the quickest way to Capture this point, and prevent being bogged down. A Jump from to the Command Point can also help break an existing deadlock - though you may not reach the CP yourself, if the flag is close enough, a Spy can run in and capture before their SG&amp;#039;s take him down.&lt;br /&gt;
&lt;br /&gt;
Overall, a Spy has many uses in this area, especially in the takedown of Sentry Guns. If you feel Sabotage is an option, then by all means go for it, but don&amp;#039;t get &amp;quot;tunnel vision&amp;quot; - an SG removed is better than wasting time with failed Sabotage attempts.&lt;br /&gt;
&lt;br /&gt;
If the Extraroute opens, it can provide a few benefits. It is a good spot for a Sniper - dark, out of harm, and with a good view - but is also good for a Spy to make a less conspicous entrance into the area. In the Fortress Forever version of Dustbowl, it is also even better than ever for usage as a secondary Jump point, but is more also more open and noticable than the other one marked upon the picture above.&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_cparea2&amp;diff=6800</id>
		<title>Map:ff dustbowl/cp3 cparea2</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_cparea2&amp;diff=6800"/>
		<updated>2008-01-30T01:42:50Z</updated>

		<summary type="html">&lt;p&gt;Pon: Last of the Placeholders!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point One, Looking out from the Command Point=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp1_area2_abovecap.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../|../cp1_area1}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_cparea1&amp;diff=6799</id>
		<title>Map:ff dustbowl/cp3 cparea1</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_cparea1&amp;diff=6799"/>
		<updated>2008-01-30T01:42:20Z</updated>

		<summary type="html">&lt;p&gt;Pon: Penultimate Placeholder Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point One, Looking out from the Command Point=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp1_area2_abovecap.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../|../cp1_area1}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_midmap2&amp;diff=6798</id>
		<title>Map:ff dustbowl/cp3 midmap2</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_midmap2&amp;diff=6798"/>
		<updated>2008-01-30T01:41:49Z</updated>

		<summary type="html">&lt;p&gt;Pon: Placeholder, again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point One, Looking out from the Command Point=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp1_area2_abovecap.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../|../cp1_area1}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_midmap1&amp;diff=6797</id>
		<title>Map:ff dustbowl/cp3 midmap1</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_midmap1&amp;diff=6797"/>
		<updated>2008-01-30T01:41:27Z</updated>

		<summary type="html">&lt;p&gt;Pon: Placeholder page...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point One, Looking out from the Command Point=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp1_area2_abovecap.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../|../cp1_area1}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_area1_back&amp;diff=6796</id>
		<title>Map:ff dustbowl/cp3 area1 back</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_area1_back&amp;diff=6796"/>
		<updated>2008-01-30T01:40:47Z</updated>

		<summary type="html">&lt;p&gt;Pon: Again with the placeholdings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point One, Looking out from the Command Point=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp1_area2_abovecap.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../|../cp1_area1}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_area1_spawn&amp;diff=6795</id>
		<title>Map:ff dustbowl/cp3 area1 spawn</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp3_area1_spawn&amp;diff=6795"/>
		<updated>2008-01-30T01:40:23Z</updated>

		<summary type="html">&lt;p&gt;Pon: Placeholder page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point One, Looking out from the Command Point=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp1_area2_abovecap.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../|../cp1_area1}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area2&amp;diff=6794</id>
		<title>Map:ff dustbowl/cp2 area2</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Map:ff_dustbowl/cp2_area2&amp;diff=6794"/>
		<updated>2008-01-30T01:39:47Z</updated>

		<summary type="html">&lt;p&gt;Pon: Placeholder page... yawn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
&lt;br /&gt;
=Command Point One, Looking out from the Command Point=&lt;br /&gt;
&lt;br /&gt;
[[Image:Ff_dustbowl_cp1_area2_abovecap.jpg|frame|center|Placeholder Page. Navigation box below not setup correctly yet]]&lt;br /&gt;
{{Guide Navbox/Mapguide|Dustbowl Valley|../|../cp1_area1}}&lt;br /&gt;
&lt;br /&gt;
==Defenders==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attackers==&lt;br /&gt;
&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Map Guides}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Pon</name></author>
	</entry>
</feed>