Skip to content
Part 14
Team Fortress Classic

Part 14

Explore Part 14 of the Team Fortress Classic guide, covering strategies for maps like ROCK2 and EPICENTER, and class-specific tactics for Engineers, Spies, Scouts, Snipers, Soldiers, and Medics.

By ···10 min read·Multi-source verified
1 reading this guide  

Explore Part 14 of the Team Fortress Classic guide, covering strategies for maps like ROCK2 and EPICENTER, and class-specific tactics for Engineers, Spies, Scouts, Snipers, Soldiers, and Medics.

This section of the guide covers strategies for specific maps and classes in Team Fortress Classic, focusing on maps like ROCK2 and EPICENTER.

ROCK2 - "Ultimate Defensive Map"

ROCK2 is a capture the flag variant where the objective is to retrieve a key from the enemy base and deliver it to a separate area within the same base. This map features a large courtyard that must be crossed twice, passing the enemy respawn each time, and a series of narrow tunnels. Scoring is difficult, and successful captures can sometimes harm teammates.

  • Scout: Not recommended unless the enemy fails to build Sentry Guns (SGs) in the courtyard. If possible, use the Demoman-blasted tunnel to access the enemy base, grab the key, concussive jump across the courtyard, and head for the Gas Chamber. This requires high skill or very inexperienced opponents.
  • Sniper: Key positions include the balcony facing the gap between fortresses (accessed via elevator), under the ramp outside your base (in the water), at the end of the Demoman-blasted passage, and along the upper railing of the courtyard near a tower.
  • Medic: A good alternative to the Scout due to strong Sentry Gun destruction capabilities (Super Nailgun, grenades). Rock2 can also be a good infection map if survival is maintained.
  • Demoman: Destroy the underwater passage to the enemy base. Use Grenade Launchers to clear SGs. Traverse the long passageway and plank to enter the enemy fortress near the Gas Chamber. Scout the area for SGs around the flagroom. When your team has the key and is near the Gas Chamber, destroy any SGs. Enter the Gas Chamber with your teammate to ensure survival.
  • Heavy/Soldier: Effective for both offense (moving the key) and defense.
  • Engineer: Optimal build locations include inside the base entrance, on the bottom level of the courtyard (under lookout towers), and in the room before your Gas Chamber. SGs are crucial for hindering enemies.
  • Spy: Effective if able to infiltrate the enemy base undetected. A common tactic is to use grenades to destroy SGs in the courtyard, then grab the key and escape.

EPICENTER - "The Test of True Team Dedication"

EPICENTER is a capture the flag variant where the objective is to transport a flag from your base to a vehicle in the enemy base. Unlike standard captures, this does not award individual points, often leading to a deathmatch scenario on public servers. The map tests team dedication.

  • Scout: If the enemy lacks SGs, grab the flag and cross the central bridge into enemy territory. Reach a balcony with a slope down to a dark area and an enemy respawn. From here, a concussive jump can reach the ACV (Armored Command Vehicle).
  • Sniper: Recommended spots include before the slope leading from your base, in the raised area left of the slope, on the bridge facing your open courtyard, behind boxes below that point, on the middle bridge, and in the dark area mentioned in the Scout section. Proper positioning allows aiming between both respawn exits with minimal movement.
  • Soldier: Rocket jumping can grant access to the ACV and potentially destroy SGs from the air.
  • Medic: Similar to Scout and Soldier, concussive jumping with the flag to the ACV is the primary strategy. Poisoning is less effective here.
  • Engineer: The most effective build locations are around your ACV. Ensure SGs are placed in this area.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content