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===Control Point D=== {{Map locations | title = Steel - Control Point D | image = cp_steel_D.jpg | area1 = Red Spawn (back) | x1 = 140px | y1 = 200px | area2 = Stairs | x2 = 560px | y2 = 380px | area3 = C-D Connector | x3 = 380px | y3 = 185px | area4 = D-E Connector | x4 = 475px | y4 = 230px | area5 = Control Room Connector | x5 = 555px | y5 = 210px | area6 = Elbow | x6 = 680px | y6 = 230px | area7 = Point (D) | x7 = 590px | y7 = 295px }} ====When Point D is captured==== * Doors connecting red spawn to Point E become locked, forcing the red team through Point D to get to Point E. * Guard rails appear on Point E catwalks, making it slightly harder to fall off. ====Notes & Strategies==== * When attacking, contesting point D using the C-D Connector can be tempting but risky. This is because it goes past two active Red spawn doors. This should only be done with either Uber advantage or advantage in numbers. Otherwise, it is safer to regroup in lobby. While this does take longer, it's better to not to risk losing your combo. * Because the doors connecting red spawn to Point E become locked when Point D is taken, Point D is a critical point for defenders to hold on to. Point E is much harder to defend if Point D is lost. * When defending, the Red Engineer will often not build a sentry on point D. The spawn doors locking after Point D is taken makes it very difficult to build a sentry on E. * When a sentry is built on D, it is typically built at the top of Stairs. From there, the sentry will be able to reach every point of the room except for Elbow, which requires wrangling to scare off enemies harassing the sentry. * When attacking Points D and E, it is wise to get a teleporter set up. The most common places to set up a sentry nest are Control Room, Beck, and Secret (near point B). Control room is the ideal place, since it gives easy access to both D and E points. A teleporter in Beck or Secret is only useful when contesting Point E.
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