Table of Content
[100]----------Introduction
[200]----------Tips/Advice
[210]----------~~~Runners
[220]----------~~~Tips for 'Defenders'
[300]----------Jumps
[310]----------~~~Wall jump
[311]----------~~~~~~Block Jumping
[320]----------~~~Anchor
[330]----------~~~Other Jumps
[331]----------~~~~~CS jump
[332]----------~~~~~HandGun Jump Tutorial
[400]----------Sentinel
[410]----------~~~Sentries
[420]----------~~~Nell
[421]----------~~~~~~Nell areas
[422]----------~~~~~~Wall + Nell
[500]----------Wall
[600]----------Facts
[700]----------Credits
[Modifications]
[February 25, 2011] 10:39pm, submitted guide
[February 26, 2011] 1:42am, changed some pictures (wall, sentry, nell) and added more text
[February 26, 2011] 2:00am, added more pictures
[July 16, 2011]Updated and Continued (pictures work now)
[100]Introduction
Hello people! I know there are other guides, but this guide will cover more towards the depths of soem fact rather than the general view of Station-1. This won't cover skills and weapon related issues, but the map itself. My IGN is akiyume, been playing since Open Beta, and has loved Station1 and will continue to love it. Station-1 is a narrow, 1 way, 2 paths type of map, which could categories the teams which successed the most into about two categories: Runner team, which they have control over the area, but some individuals are best at running through those gaps in the defence and scoring the goals; and the Power team, the type that insta-kills you and pushes you back to your spawn area, and scores. What I love about this map is the simple way for this map to win is all about power and runners. This map isn't an easy, 1 man team to be able to do all the work (unless he's/she's facing a sh!tty team). This guide uses alot of images to show how it is done.
[200]Tips/Advice
In this stage, offence is the best defence. The more you push the ball towards their side, the more time it takes for them to bring the ball back to your side (and more time for you to spawn). Controlling the middle of the stage is the key to success in this map.
[210]~~~Runners~~~
{WORK IN PROGRESS}
[220]~~~Tips for 'Defenders'~~~
{WORK IN PROGRESS}
Here is the godly tip for people who will defend their of the goal no matter what happens with their life, helping their teams with all they can and not allow any ball to ever be score if possible.
G.T.F.O. If you are seriously planning defending the whole game, (unless your team is super offensive and you are their only defence and you are good at it, fine) you should just leave this map and play another map. If you are planning on just staying on your side of the map all the time, just to set up a wall and a sentry and shoot when they come, you are just asking them, "Please come here for me to shoot you, I'll give you all the chances to score, and I won't get the ball" is stupid. 2 People camping on your team, is already bad enough for the team's offensive power. The only time you should be at your side of the map is when you spawn, the enemy killed everyone of your team in the middle and is about to enter your side, or you are killing the backup and the ball carrier. Once your team gets control of the middle, you should at least be in front of the gates of your area and shooting the people that are in the middle, even if you have wall.
[300]Jumps
Oh the joys of jumping. Station-1 has multiple ways of jumping into the goal (or just go the long, hard way to the right).
[310]~~~Wall Jump~~~
I have taken most of the jumps that you are able to perform on station-1 which goes into the goal.
Red Arrow: From the floor, dashing towards the wall
Yellow Arrow: The first jump from the wall
Purple arrow: Additional jumps/dodges/CS jump attack
http://img688.imageshack.us/img688/6728/s420110225164136.jpg
Basic jump from the left corner, dash (red) towards the wall,during the jump (yellow) angle it towards the goal
http://img204.imageshack.us/img204/8442/s420110225164343.jpg
Basic jump from the right side.
http://img9.imageshack.us/img9/9602/s420110225164728.jpg
Jump from the middle wall. Face the wall at 90degree, jump off, and while it's almost at it's furthest point (still above the goal), do a dodge (left or right) towards the goal, or do a CS attack. Sometimes you don't need the extra step.
http://img225.imageshack.us/img225/1563/s420110225164805.jpg
Jump from the bottom of the Pit. Angle yourself to go the direction of the goal. If you do a 90degree, you can do a dodge to make yourself go into the goal.
http://img13.imageshack.us/img13/1593/s420110225164734.jpg
Jump from the pit while being on the other side. This jump is more complexed and easily screw up if you don't get your angles right. You need an extra dodge or an extra CS attack in the end to reach the goal.
http://img695.imageshack.us/img695/6428/s420110225164334.jpg
From the right corner of the enemy's turn, this will require abit more SP to excute, and you must have a good angle to excute this. If you have a bad angle, you could end up sliding into their spawn lightning, or slide all the way to the end of hall. Depending on how you jump, you may need an extra dodge/Cs attack to reach the goal.
[311]~~~Block Jumping~~~
http://img577.imageshack.us/img577/8642/s420110225164450.jpg
This one is something I found out about, which is used to jump over a wall that is on the goal (the White bar in the picture). First you angle yourself about 80-85degree(from the left) and jump against the wall so you do a backflip towards the wall (jumping towards the camera), afterwards, you do another jump, which causes you to jump higher, and if you angled yourself right, you would be flying across towards the goal, and onto the top of the wall. If you were angled abit too far for the second jump(purple), you could add a dodge into the goal, or a CS jump onto the wall/into the goal.
http://img840.imageshack.us/img840/4955/s420110716032923.jpg
This jump isn't really recommended since the chances of failure is really high and u would probably need an extra CS jump attack to hit on the slope of the block.
http://img836.imageshack.us/img836/5950/s420110716032959.jpg
This jump is abit hard to execute, it depends on the angle you jump from, and the second wall area will further make you go higher. You need an extra shooting/CS jump to stop yourself from going too far (the green line), but once you have done it, you'll be high above the wall.
[320]~~~Anchor~~~
This skill really isn't for everyone on this map, and only those who know how to use this skill should be using it on this map. There are multiple ways to use Anchor of course, but some cool ways to use it are as follow:
http://img832.imageshack.us/img832/8735/s420110225165017.jpg
1. Grab the ball and take a jump/step and use the archor skill to aim at that locate (you need to take a step up, or you'll be too far away)
http://img171.imageshack.us/img171/2555/s420110225165021.jpg
2. When you reach the end,press [A] (left) as much as you can and [W] (up) to move alittle up. If you have enough SP (pray that you do), press Z while you are still in the air, and aim for that area. With that jump, you should be able to jump over any obstacles (including wall), and be oblivious to any melee attacks (since you are so high up in the air).
http://img717.imageshack.us/img717/4284/s420110225165101.jpg
There are other ways to aim and target too
http://img806.imageshack.us/img806/2131/s420110225165201.jpg
In this picture, this area is in the top corner of the Pit, which after you have stolen the ball, you act as if you have fallen into the pit, but in reality you are anchor-ing. Most of the time, opponents will think that you fell down the pity and will worry-less about you and you can take advantage of that and be able to anchor thru to the goal.
[330]~~~Other Jumps~~~
You can use other ways to propel yourself towards the goal with weapons like the CS, the handgun recoil against the wall, and the TB backwords jump. All three require you to be in a similar area to be able to excute their jumps.
[331]~~~CS Jump~~~
http://img26.imageshack.us/img26/7543/s420110225164645.jpg
The dark green area on the picture shows the perfect spot to be standing on while you are excuting a CS jump or a TB backwards jump. The light green box, indicates the area which, when using CS, you are still able to make it across to the goal (dark green has the highest success rate, while the light green is lower). Any further than that, you won't be able to jump across to the other side.
[332]~~~HandGun Jump Tutorial~~~
{WORK IN PROGRESS}
[400]Sentinel
Your partner-in-crime, which controls the flow of the game. Depending on the numbers on the team, it could give a major disadvantage to your opponent (of course if they use it the way it should be). Only 1 nell would be needed to stop the flow of the opponents while 2 sentries(or 1 FP/AP sentry) is enough to slaughter and push the opponent away from the goal.
http://img251.imageshack.us/img251/7414/s420110225163653.jpg
The Brown Circle is the ideal place to put either nell or a sentry. At that location, it is out enough to shoot/stun opponents, and close enough to the goal, to reject those people that try to dash across into the goal. If you want to put a sential on the goal area, that is the perfect place.
[410]~~~Sentries~~~
Sentries are the butter that comes with your toast. With enough butter, you can drown your opponent. Sentries are the one-man army which stay at one place and shoot for you. Most of the time, it is worth shooting and killing at, but sometime it could ruin your game (kill the ball carrier and then someone else from the other team gets the ball and score). Sentries are annoying pest which could dominate the whole game if enough of them are used. Even one is enough to change the flow of the game.
http://img153.imageshack.us/img153/2093/st1sentryarea.png
These are the best areas for putting a sentry. The X> marks the worse areas to put a sentry. 1: That area tends to lead to people getting stuck when they try to run out, and same with nell, don't put in smack down in front of the entrance, 1 second delay can change a game.
[420]~~~Nell~~~
One of my favourite weapons when it comes to Station-1. If you lose control of the ball and you know that they have enough SP to make that jump, the nell at the area in the corner could save you alot. You can use it as a cannon folder and put it in front of the road so that they will stop and shoot at it before moving on. Nells could be used for offences occasions too. Putting a nell in the corner which they turn from, could provide a fatal stall if they come together (once I stunned 4 people with the corner nell).
[421]~~~Nell Areas~~~
There are certain areas which are the best for putting nells (at corners), you need to know when to be able to put the nells.
http://img36.imageshack.us/img36/4731/st1nellarea.png
(Changed the image now), Those are considered the best areas to place nells (circle = nell). Blue circle = Defensive nell; Pink Circle = Offensive nell;Red X = Stupid areas/not recommended as a good spot. Behind every pillar is a good spot to place a Nell.
[422]~~~Wall + Nell~~~
The best defense combination.
http://img836.imageshack.us/img836/3448/st1wallnell.png
In this diagram, you can see that the nell is around the corner near the wall, which the wall limits the opinions for the opponent to run, and leads them straight into a nell. Notice the wall in the middle is further up from the pillar, this is made so that your team is able to grab the ball and run though the gaps, while other team jump inwards towards the ball into the nell.
http://img27.imageshack.us/img27/3276/s420110225170302.jpg
Example of blocking one side, nell-ing other. DO NOT REVERSE THIS SETUP with the wall where I am standing. It messes up the tempo of people that are running from our team.
http://img87.imageshack.us/img87/7168/s420110225170856.jpg
Middle Controlling Wall+Nell Combo. Notice the gaps between the wall and the two pillars? Do not jump and make the wall, or they'll shoot the nell/notice the nell from the bottom.
http://img189.imageshack.us/img189/422/s420110225170432.jpg
Offensive combo, which makes the opponent run and jump over the sides of the wall, not noticing the nell on the other side of it. You can reverse this setup but most people come from the right side since it's their spawn.
http://img143.imageshack.us/img143/3122/s420110225170327.jpg
A legit but complained upon tactic of using the wall. Only do this when your team manages to kill minimum of 3 opponents, or you'll just be walking into a death trap. The nell is just an extra piece, and watch your distance between the wall and the enemy lightning. Don't be a suicider now.
http://img683.imageshack.us/img683/2482/s420110225170954.jpg
An extra way of using the wall and nell. If you put the nell there alone, most people blast it to death and move on once they notice your pattern. By using the wall this way, most people are forced to just go thru the gap (which you made on purpose :) ) and then trigger the nell on the other side.
[500]Wall
Most of the time, this is used for defencive measurements, but It could be used as an offensive/delaying tactic too. Walls will easily disturb most experienced players, but will not do much if the waller don't know how to set up a wall or the team isn't strong enough to move the ball forward and away from the wall/defend the base. But without a doubt, this skill could be devestating if used in the correct way.
And some facts for wallers out there, if you are a waller, don't just wall the goal, and just camp at the base and have a cup of tea while your team is moving the ball up. At least move up to the middle or in front of the gates to the middle from your side and shoot towards the opponents in the middle. Make yourself useful for the team, not just your wall. Similar case for people with sentries. If I wanted a person to be shooting from my side all the time, I would just use a sentry, instead of you standing there and camping all the time.
http://img703.imageshack.us/img703/325/st1n.png
In this diagram, you can see where the areas of walls are good to be put. Blue rectangles = Defensive walls. Pink Rectangles = Offensive walls (<--LOL, talking walls) For the defensive walls, DO NOT put your walls on the other side, which blocks the path of teammate's running.
[600]Facts
-Nells and Sentries are the ones that control the flow in this map
-Counter-sword spamming in this map is like heaven raining knifes on you
Did you know?
-the bridge respawns once every 30 seconds (and earlier if the other team is losing by a few points)
-Station-1 was the first TD map to be released? (along with Tunnel)
-There are 183729317932 other station-2 map per one station-1 map?
[700]Credits
-Me, akiyume for writing this guide/screenshoting for the jumps
-people that have taught me along the way of station-1
-Evangelyn (hope i spelt that right) for the Anchor jump
And for the last part, I know I have been missing some information/you are strongly against some points, but most of these are based on my experience in-game. I will never use the word "Pro" unless it deals with the ranking system, and I will not say anyone is "Pro" at something. I will only interpret it as "experienced."
COMMENTS AND SUGGESTIONS ARE APPRECIATED Try not to be too negative though ._.
This post has been edited by Akiyume: 16 July 2011 - 05:37 PM


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