Team Fortress 2

Team Fortress 2

74 ratings
New & Unusual Engineer Spots
By JUST LET ME COOK
I spent 5 hours on Badwater and 3 hours on Upward yesterday finding all sorts of unusual, new, or overlooked Engineer building spots that I just have to let you guys know exist! You'd be surprised how much geometry we're not considering.

I will add more Engi map guides over time.
   
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Badwater
First things first, the building placements are represented by shape. Circles are sentries, triangles are dispensers, and rectangles are teleporters. Red shapes mean it's meant to be placed by RED engineers. Blue shapes are for BLU engineers. Purple means it's for either side.


These are two great spots for a level 1/mini sentry to help give your team against scouts, demoknights, and pyros that like to literally rain in on your parade.






This sentry will cover both ends of the tunnel to prevent scouts, pyros, or spies from making easy work of your team.







This spot works for both sides but is best done on RED. Nobody expect a sentry here. The darkness makes it hard to see the color of the sentry other than the grey metal.






A lvl 3 sentry covers both the cliff to the right and encroaching enemies that manage to get over the hill. It can't be sniped by snipers on the slope to the left.






Here you can see a great front for the BLU engineer as well as an unorthodox helpful RED sentry spot. If the RED sentry is level 3, it can seriously deny BLU's access of the hill.






This is a sentry spot for either engi, but is done best on the BLU team as it totally takes overextending pyros, scouts, and medic combos off guard.







Taking advantage of gaining control of the roof from a different angle, this spot utilizes the previous sentry spot as both defense against flankers and defense against those trying to kill the teleporter/dispenser.





You can actually place a sentry here. It has a bit of cover and the darkness of the shadow dulls its RED color.







Provided you get a speed boost from a soldier or wrangle yourself on top of those red containers, you can place a sentry that will perfectly cover the roof, the teleporter back there, and the stairs. Not to mention it's 100% inaccessible to spies.





Not many people take the left flank as much as they should, so building a front in there will be hard to take down, isn't expected, and may catch the enemy off guard.






I can't tell you how many times I can put a sentry here and just rake up the kills. This is an effective spot, seeming like people just forget this piece of corner exists.






Never have sentries really been placed here before. The RED sentry spot is hard to spam. The BLU is less hard to spam but covers the bottom and the top, preventing RED from controlling the bridge building.





This is an underused teleporter spot. Spies pass it by way too often. Nobody thinks to look here.








If placed correctly, this dispenser will prevent spies from being able to access the upstairs without sapping it first. Making it level 3 gives you plenty of time to react to the spy's presence.






This sentry for the RED team CANNOT be spammed easily from left, right, or bottom. It covers all those areas perfectly just enough. Pair this with the previous tele & dispenser spots for optimal building efficiency up here.





] If you place the sentry correctly, a level 2 sentry can hide its colored piece and LED light inside the piece of metal, camouflaging itself as part of the map. Works for both sides.






If BLU pushes too far and can't build the sentry over by the wood anymore, this sneaky sentry spot can really bear down on most classes before the figure out what's hurting them in this stage of the map. A lvl2/3 will annihilate the enemies for a few moments. That could be enough time to set your buildings back up.



In Map Room, placing a BLU tele in the RED side of the storage room or placing a RED tele near the entrance to storage is optimal for both sides. A sentry in the middle platform is hard to contest for either side. RED side is more spammable though.





Most players didn't even know you could walk down in that dark place. Both sentries can kill unaware classes. These are great spots if your teleporters are in the room and think only solo classes are going to try something since not many people frequent this room anyhow.




This sentry spot shuts down RED's access to Map Room, and the teleporter enables your team to cover the main spawn entrance of RED while having a safe overview of common RED sentry spots.





This is my favorite spot in Badwater. A sentry here covers around the corner and the spiral on the left. It is hard to spam for both ends.







Combine this with the previous sentry spot. The teleporter is to be on the opposite side of the large ammo pack and the dispenser placed in such a way that spies can't jump-crouch over or get around it. This makes the ultimate bunker and I've found it to be the equivalent of an artificial BLU spawn room.



This RED sentry spot is impossible to get rid of and easily replaceable. It covers all of the right side as well has range just about to the wall past the cart tracks on the left. A great distraction for classes like soldiers and pyros who rely on the right flank for dropping down on the most common sentry spot on last.



On BLU, when the car starts getting really close to last, move your lvl 3 sentry right up against this window. It has range just past the cart tracks so it can easily kill any classes hovering around the cart. It can easily be sniped out, though.





This spot works equally well for both sides. It is best used for when the cart is relatively close to last. The sentry should be lvl2/3 so it can see over the stairs and have good cover.






Although this is a better-known sentry spot, not many people consider/remember to add dispensers. If placed correctly, the sentry will only be able to see over the shelf after it's level 3, giving it the maximum survivability possible for this spot.
Upward
The building placements are represented by shape. Circles are sentries, triangles are dispensers, and rectangles are teleporters. Red shapes mean it's meant to be placed by RED engineers. Blue shapes are for BLU engineers. Purple means it's for either side.

Starting from BLU spawn and forward...
This is a tricky dispenser spot but perfect for giving health to soldiers, medics, heavies, and pyros. I would recommend practicing this spot on an empty game before going for it.






Placing a lvl 1 sentry or mini-sentry here will provide a sneaky spot where the sentry can see under the minecart. It's best used if classes rally around the right side.






Coupled with the dispenser spot, this cheeky lvl 1 sentry spot is perfect for defending the corner where your dispenser provides health and ammo.







On the left is a great spot for a lvl 2 sentry. On the right is a spot for any sentry to either wittle down the BLU that try to push, or defend from RED who are pushing into your territory.






A dispenser is great here, and a sentry lvl2/3 is hard to get rid of, save for a spy. Because the sentry has cover, it's hard to shoot at with rockets and bullets until RED is within mowing distance~






Moving your dispenser up, you can build a tele exit here to work on the right flank with your team. Your sentry perfectly covers for your buildings if you keep it on the wood ramp.






I didn't even know this was here. But a sentry lvl3 is the best place if you want to deny the cart when it comes around the turn. It is hard to spam with everything except stickies.






If you place a sentry lvl 3 here, it can see through the rocks perfectly to be both hard to hit and still do the job of sentries usually placed near the most common teleporter place. I would recommend placing your exit also behind your sentry. It cannot be spammed from the stairs, and has to be confronted directly, within its range.



Everyone forgets this dark place exists. A lvl1/2 sentry does magic to keep from either side from pushing beyond their relative safeties.







Another overlooked piece of geometry. This open spot is inaccessible to backstabs, safe from most forms of spam, and gives your team the option of going three different paths to the front, removing much of the danger of such a safe place.





Placing a mini-sentry or lvl 1 sentry right along the edge here will give the sentry concealment from snipers while having just enough range to damage any RED who tries to go down the slope. This is the best place for a quick sentry if you need to get one down.




On the left is a sneaky sentry spot for all sentry levels. On the right is a spot that benefits both sides equally. It could watch the cart when it passes the medium healthpack or it could watch the tunnel as BLU caps the first point.





This is one hell of a cheeky sentry spot, as well as a classic dispenser spot. The sentry has a great view of soldiers, pyros, demos, and scouts who tend to come up here. Due to the hill geometry, it's generally hard to contest those classes. But the sentry both has cover, concealment, and a wide area of denial.



If the enemy has a large amount of pyros and scouts doing whatever they please in the tunnel, this sentry can quickly get rid of them. While it is best for all levels, it can easily be spammed by scouts from the stairs.





This teleporter spot seems stupid, but is actually pretty viable once you have a sentry defending the cliff for your team.







With the teleporter above, the sentry (lvl 2/3) is pretty undefeatable and the dispenser keeps the cliff for your team.







As the cart starts to leave the tunnel, you'll get a lot of spam from soldiers, demos, and snipers. Placing a sentry where it can see through the crack gives much needed area denial for your team.






When the sentry is lvl 2 or 3, it completely shuts down RED's hold of the hills. This sentry is hard to contest by all classes unless they enter the open where snipers can see and spies can manage a backstab.





This is a great sentry spot for when BLU is about to cap second. This works equally for both sides, although BLU sentries will probably live longer.







This is a view from the windows that are right above RED's first spawn. Placing a tele and a dispenser makes it hard for BLU to take hold of the hill.






If you do build up above RED's first spawn, placing a sentry above tunnel exit will both cover the cart from being pushed and prevent a power class from coming in to clear out the room of the dispenser/teleporter.





Doing relatively the same thing, but on BLU team is also a smart move. Height advantage will definitely help your team make a hard push on RED.







Placing a sentry down low is also the ultimate area denial. You'll definitely want a lvl3 sentry here so that you get the maximum knockback and firepower from this spot. Easy to spam but hard to notice until you've died to it before.





This is a risky sentry spot. Preferably you want a lvl2/3 down here. The idea is to knock classes off the bridge and down where the sentry can finish them off.






With the risky sentry spot, it covers the cart and its own flank by just a sliver. A tele where it's hard to get for either side, and a dispenser by the steps are the best you'll get from this spot for RED.






A tele and dispenser here are the best spot here for both getting to the cart and being safe from conventional counter-pushes from RED. It also opens up to this next sentry spot.






This sentry spot is near-impossible to spam. It watches all of the ledge as well as the edge of the cart platform, as well as the left cart tracks ahead. Soldiers and pyros and scouts that rely on this specific area to deny BLU pushes will find themselves pushed away or shredded instead. Lvl2/3 needed.



The only way this little front is getting destroyed is by a spy. Impossible to backstab and impossible to spam.







Expecting you put your teleporter where that last image showed, putting a sentry above or near the tracks in a place where it covers both the left doorway and the ahead area in its range will provide optimal area denial.
had to make another section for upward
This is a good tele spot for BLU or RED and is most beneficial to RED when BLU caps second.








By the way, this sentry spot won't last long, but if you have a lvl 2 or are about to finish a lvl 3, this is a great spot to prevent hard pushes from BLU for a short time.






Not easily spammed, this sentry spot is best for lvl2/3 sentries and due to the angle, it will launch lighter classes off the ramp, denying the cart being pushed once it starts to go over the wood bridge.






If you can manage it, an amazing spot for a sentry is actually these railings facing away from them. It covers all of what you see on the left and right and can't actually be spammed from the left, making it the number one area denial for this choke point! It is my favorite Engineer spot in all of Upward. The dispenser is also well protected. The bottom flank is underused by RED and the teleporter will likely be A.O.K for most of the game.
7 Comments
JUST LET ME COOK  [author] Apr 9, 2021 @ 10:10am 
"where is the sntry spot inside the cliff"

Encasing yourself in rock is not asvised
Zakarinko Apr 9, 2021 @ 12:56am 
where is the sntry spot inside the cliff
JUST LET ME COOK  [author] Nov 13, 2019 @ 7:25pm 
The trick or reason to use most of these is mainly because the more common sentry spots are more vulnerable to experienced players. Most of these spots are also designed to be hard to counter and made either accessible to your team for spychecking and flank clas area denial, or as a skeleton key to a good push.
John Cotton Nov 12, 2019 @ 8:12pm 
At first point for RED. (which no one seems to understand how to defend)

-During setup, you can put a lvl 3 on the right side hills next to the rocks. This will overlook the left spawn doors and suppress the right, while being clear of snipers from the center doors. Keep it alive as long as possible with the Rescue Ranger.

-Holding the tower on the right side is key to success. HOLD THAT HILL.
Make that your first nest and hold it with your dispenser and sentry.
Keep a teleporter nearby so you can quickly unsap it when spies come around.
If you get overrun, abandon ship and secure the point in the usual method.

-Right before the payload makes it to the hill, you can put a sentry in between those two wooden posts on top of the right side hill and it will secure that area for red. This will be clear of snipers and the enemy will have a hard time trying to destroy it. By far the deadliest spot for RED on defence.

thats MISTER OWO furry to you! Nov 12, 2019 @ 12:28pm 
iv actually used a few of these myself and boy oh boy do they catch people off gaurd!!
s-d Nov 11, 2019 @ 9:00am 
Good stuff, thanks.
Coast Nov 11, 2019 @ 1:10am 
Thanks