Map:ff well

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Description

Ah, yes. The classic map, a map that defines Team Fortress: Well. Well is a symmetrical capture-the-flag level that consists of three main parts: the Blue base, the Red base, and the very large yard in between the bases. The bases can be entered through a water route (with a little help from Mister Detpack), or you can bull-rush the front door. Other features include a roof and battlements for sniping, a middle bunker for ducking down in, and a roomy flag room, great for sentry guns.

Locations

Respawn

This is where you respawn. Both respawns have two routes; one leads to the base and the other leads to a platform for concjumping to the enemy's base. However, one of them has a hole that leads to the Flag Room Water Route. The backpacks in this room contain 200 Cells, 25 Rockets, 200 Shells, 200 Nails, 100 Health and 200 Armour. There is, of course, the obligatory spawnguarding indestructible turret to keep your spawn area free of Pyros or perhaps the occasional EMP-happy Engineer.

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Respawn with water entrance.
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Respawn without water entrance.
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The Conc Exit.
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The Conc Exit seen from inside.

Ramp Room

This is the main room in your base. On the bottom level, there are routes that lead to the front door, the Lower Flag Room and respawn rooms. The upper portion leads to the Battlements. It's relatively tight and directly accesses almost every area in the base.

Attackers should bypass the area ASAP. It's tight corridors make it very easy to get killed with a Pipe Trap or a few Rockets. Defenders usually expect you to go directly to the flag room. To trick them, head up to the Battlements and go to the Flag Room from there. Doing so won't make you have to use the dangerous elevator that's in the Flag Room to get the flag and bypasses a lot of defenders on the lower levels.

Defenders should focus on setting traps in the tight corridors near the respawn rooms. A Pipe Trap in the halls can take out most attackers with ease. The main room can be covered with a Sentry near the ramps or near the Battlement entrance, along with a Solider to cover blindspots.

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Overview of the Ramp Room.
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Shot of the entrance to the Lower Flag Room.
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Battlements

This is the main Sniper post, accessed from the upper Ramp Room. Its back has an elevator that leads to the Loft. You will want to steer clear of this little window if you are in the Yard.

Attackers can go through this area to bypass defense on the lower level and take out enemy Snipers.

Defenders can use this area as an excellent sniping perch. It allows you to see the enemy's Yard, and is somewhat difficult to attack from the enemy's side. Attackers occasionally come by here, so be ready to fight one off with the Auto Rifle.

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Overview of the Battlements.
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Alternate shot showing entrance to the Loft.
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Loft

This is a area directly above the Ramp Room that has four backpacks, a hole leading to the Ramp Room and an elevator. This is the main resupply room for Engineers building in the Flag Room. The backpacks contain 60 Cells, 60 Rockets, 60 Shells, 60 Nails, 1 Regular and Special grenade, 20 Health and 15 Armour. Spies also like to hide here, waiting for an opportune moment to sabotage all of the hard-working Engie's sentry guns.

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The Loft has a ton of backpacks for Engineers.
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Flag Room Catwalks

These are catwalks placed on the upper side of the Flag Room area. These lead to the Flag Room. Usually sentry guns will be placed here, or in the Water Route on the bottom level.

Attackers can bypass the area with special jumping techniques, such as concjumping. No matter what angle you view the area at, check it for Sentries. You're usually too far away from one at entrances, so if you find one, destroy it with a long-range and accurate weapon, like the Rocket Launcher or Nailgun. Once they're down, go to the Flag Room.

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Overview of the entire Flag Room area. Notice the catwalks on the sides.
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Flag Room

This is a circular room that contains the flag and a button that will open a barred, large window. The window has a hole in it that, if you crouch, can squeeze through, but if you press the button as you exit the flag room, the bars will recede fully and you can simply jump through. Watch out for Dispensers that will be sure to block this way.

Attackers should destroy any Dispensers they see blocking the way. Touching one will tell an Engineer that you're near the flag, causing them to warn their teammates and/or blow up the Dispenser in your face. Before an attacker enters the room, he should toss two Frag Grenades on the opposite ends of the room. Engineers like to hide their Sentries on the sides of the room. Spies can sabotage them, which saves a Frag Grenade or two. Once an attacker has the flag, he should throw it out the window immediately (C key by default). Doing so will usually cause the flag to end up on the lower level, making it much easier for other attackers to come in and grab it before defenders can set up shop.

Defenders should have Engineers place Sentries on the sides and a Dispenser in front or on the sides of the entrance. The Sentries can catch enemies off-guard, and the Dispenser can let you know if an enemy is near the flag if he touches or destroys it. A HWGuy can do a ton of damage in the room, since it's so small.

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The actual Flag Room.
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Lower Flag Room

This area contains the Cap Point (inside the silo), elevators leading to the Flag Room Catwalks, an exit to the Ramp Room, and the Flag Room Water. There is a bridge over the water, from which anyone coming in through the water route will emerge. Two entrances lead in from the ramp room, on the other side of the bridge, opposite from the elevators.

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Overview of the lower Flag Room.
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Temp.
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Flag Room Water

One route leads to the Water Route, while the other leads to the one of the Respawn rooms. The bridge is overhead.

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The arena.
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Water Route

A route leading from the Yard to the Flag Room Water. It's entrance in the Yard Canal is usually blocked by a grate, but it can be destroyed with a Detpack.

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The grate. Notice the detpack near it, ready to blow the grate up.
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The grate after being blown up.
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Yard Canal

This area are the moats in front of each base. These lead to the Yard or Bunker.

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The arena.
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The arena.
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Bunker

This is a bunker for sniping the enemy near his base. On each end are entrances to the Yard Canal, and the sides have entrances leading to the Yard. Spies will hide here, and Medics will probably have fun infecting anyone who runs by with their medkits.

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Overview of the Bunker.
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The pools on the left and right sides of the Bunker.
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Shot of the Bunker from the water pools.
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The Bunker is an ideal place for harassing your enemy's the outer defenses.

Yard

This is the big yard in front of the bases. The sides of the bases have a ladders (which are covered from enemy fire, unless you are unfortunate enough to have a Demoman shoot grenades down at you as you climb) leading to the roof; an excellent sniping position.

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Overview of the Yard.
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The roof of your base is a great place to snipe.
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Another shot of the roof.
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The ladder leading up to the roof.

Front Door

This must be opened by hitting the buttons on the side of it. Expect heavy resistance inside. Leads directly into the ramp room, with both Respawns flanking the route there.

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The Front Door. It can only be opened by pressing one of the red buttons on it's sides.
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Just past the Front Door.
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