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Ch. I: Above Medical Duty

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Project: Beyond TF2


Chapter I: Above Medical Duty


Sometimes, words can mean a lot of things, but when there's action on the loose, it was still implied that "Action speaks louder than words." That's how the fighting goes, and that's how a recent battle has started.

So let's introduce to The Chapter's Mercenary: The Medic. Born and raised in Rottenburg, Germany, the Medic is highly-trained Support Class, whose main focus is to heal teammates to gain Ubercharge, and each Medi Gun, when fully-charged, gains his targeted teammate unique benefits like invulnerability, full critical hits, quicker health regeneration and knockback resistance, and even type and critical resistance. In every match, a team with a Medic can gain an advantage against an unprepared enemy team, same does applied in a 6v6 competitive match when only Scouts, Demos, Soldiers, and Medics are the 6v6 Core Team. Medic players should check their surroundings and any enemy in sight. An experienced Medic who can fight back while healing his allies can turn the tides in his team's favor and can secure a quick victory if prepared. The Medic's Primaries and Melee Weapons also have different benefits and downsides. Use them wisely and ensure that victory draws near to the Medic's Team.

Now it's time for the Map of The Chapter: 2Fort. This iconic TF2 Capture The Flag Map became a true battleground for anyone who can obtain the enemy intelligence and secure it before the enemy does the same. Two similar forts are separated by a stream of water, linked by a covered bridge, enabling Scouts, Soldiers, Demos, and Engineers to use the bridge's roof to their advantage on the high ground. Each fort has 3 entrances: The 1st entrance was the 2 openings with short ramps that converge on the open gate, through the grate for Soldiers and Demos to take the quick jump for the intel and for defending Engineers to use the grate hole for the advantage, and through the fort's 2 long hallways; one near the 2nd spawn room exit from the 2nd floor, and the other near the fort's entrance, which the latter give Engineers more usage protecting the hallway and the courtyard. The second entrance is within the sewers and the sewer rooms, but beware of trying to secure the sewers because defending Sniper can pick off enemies using the long sewer hallway, while the rest of the defending team can finish the clean-up if they got a Medic in their side. The 3rd entrance is the battlements, perfect for Snipers to engage in long-range combat against enemy Snipers and other classes, and perfect for Soldiers, Demos, Scouts, Engineers, and Pyros to use special jumping maneuver for their advantage, including Medics using the Quick-Fix on the Soldier or the Demoman. The Intel in the intelligence room is situated in the basement on the fort's main base, and can be accessed via 2 paths from the Courtyard; Spiral and Stairs. Use these 2 access paths wisely as any enemy will intercept your progress when you obtain the enemy intel. Make sure that the carrier got backup, otherwise, it won't be easy.

Now for the story to begin. A normal RED Medic has entered a recent battle where both teams got 2 captures and there's a back and forth fight where no one is ever reached to the intelligence due to Engineer's Sentry Nest in the courtyard. While he thinks about going to battle, the Scout comes to him and told that the enemy team has 3 Engineers, 3 Snipers, 3 Spies, 1 Scout, 1 Demo, and 1 Heavy; a Chapter's Scenario that only a Medic must tackle to win the match. It's a hard defensive team composition for the enemy to keep their intel off from RED Team. The Medic still thinks and found out that his team has 1 member of each class, except for Engineer, Pyro, and Heavy, which are 2 of them each. Then the Medic knows how his scenario went, so he goes back to the spawn room and comes up with a plan to secure victory in this stalemate battle alongside his teammates.

In this plan, Scout and Sniper will take the battlements, and since Scout can use Bonk! Atomic Punch to render him invulnerable for a short period, Sniper uses this distraction for the Spy to use the main entrance while he makes quick work on the 3 Snipers, while the Medic, Soldier, Heavy, and Demo took the sewer path as an alternate route. 2 Engineers, 2 Pyros, and 1 Heavy will protect the base should any enemy might went for the intelligence. Once Medic and his cohorts reached the long hallway, they need to take out Demo and Heavy and some Engineer Nests on the courtyard with the Spy's Sapper and Knife, while he has to build his Ubercharge should enemy resistance would intercept their plan. Once the courtyard is clear and must use the Stairs to the Intel room. If the Engineer has his nest there, the Spy must sap it before attacking through to secure the enemy intel. When the Medic gets the intelligence, he and his 5 allies must take the Spiral and use the Grate to exit the fort. Then they must cross the bridge to reach their fort, must reach the courtyard, to the Stairs, and to the Intel Room to secure victory.

All are agreed to the plan, but the Medic told to everyone that when one part isn't according to the plan, that plan will continue on, because he knows his own true limits, his ability to use his Crusader's Crossbow and Ubersaw in unexpected situations, and knows how to cope with his teammates to complete this match. So all agreed, and everyone took their positions. The signal is ready and the plan is on. Everything has been according to plan as usual, until the Spy calls out Sniper to assist the Medic, with Neil, and his allies when they exit the sewers. He agreed and knowing the change of pace will continue the plan, he continues to snipe anyone he sees, with the Scout followed suit. The Medic and his teammates continue to venture through the sewers, reaching through the enemy sewers, and making their way to the sewer. Upon reaching the entrance of the enemy base, they found the enemy Demoman got headshot by the team's Sniper. He told the Medic that the 2 Engineers, 2 Pyros, and the defensive Heavy keeps the enemy from reaching the briefcase. The Medic nodded, and the Sniper gave him the thumbs up, thus the plan continues on as they smash Engineer Nests, taking down the enemy Heavy by surprise, and securing the enemy intelligence after shattering the lone Engineer nest on the intelligence room.

Once the Medic obtains the intelligence, all 7 of them must make a beeline for their base to win the match. The Sniper already makes his way to the Spiral where he takes out the same 3 Snipers with his Machina before his allies obtain the enemy intelligence. Once the Spiral is clear of enemies, the Medic and his 6 allies must exit the enemy base via Grate and the 2 openings. They have to cross the bridge to reach the main base. Once they reach the base, the Medic saw an enemy Heavy trying to destroy the Engineer's Sentry, so he grabs his Crusader's Crossbow and fires it with only one hand to eliminate him. Then he notice the enemy Scout coming out from the sewer. With one hand, he destroyed the Scout with his Crossbow. Now the area is secured, they headed for the courtyard, to the stairs, and to the Intel Room, but he's also aware of the 3 Spies waiting for him. When he spotted the Spies, he makes the beeline for the Capture Zone to win, and he did. The victory for RED destroyed all enemy Spies after the Soldier fired his rocket launcher with full critical hits at them. The Medic got exhausted, but he's satisfied with the plan, knowing that the stalemate match is over.

At night in 2Fort, after the RED Team being victorious in this long stalemate CTF Battle, the Medic celebrates with his buddies in the spawn room. He told them about he handles things, and knowing that his true limits and planning to gain victory are the only things he need. His teammates smiled at him and got their drinks, as their celebration completes Medic's Chapter Scenario.

The End
Welcome to the 1st Chapter of Project: Beyond TF2 as my Official Entry for the Winter 2017 72Hr TF2Jam by TF2Maps.

In this chapter, the Medic has entered the fray and must cope with his team if he can win a stalemate battle in 2Fort, an iconic Capture the Flag Map.

I think I made a lot of effort for this one. There's no conversation, only action that can speak louder than words. Hope you guys enjoy this chapter.

Team Fortress 2 belongs to Valve
© 2017 - 2024 2K11CiNCo
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