A lot of people probably are familiar with the map cp_freight – it’s a popular map, often played in competitive 6 vs 6. It is unique, though, in that the final version of the map, cp_freight_final, which can be found here at FPSbanana, is actually NOT the version commonly played. Most people agree that the changes made to the last and 2nd/4th point were unnecessary, which is why it never really caught on. Most leagues and servers use cp_freight, the previous incarnation, for their map rotation. Given that it is not the official final version, there are only scattered uploads of the map across various sites; for those of you trying to find it, we are now hosting cp_freight here, click HERE to download.
So if cp_freight is so great, why was it updated? Three main reasons, which are somewhat linked: 1) there are serious issues with the respawn time for defenders at last, 2) you can shoot rockets through the top part of the garage doors between 1st and 2nd caps, and 3) the nature of the point layout, somewhat like freight, and also because of the spawn times, means that it is nearly impossible to push out and retake 2 from last, unless you have a clear man advantage and start capping before the attacking team can get their spawns up, which like granary is only a short distance away.
Freight also has a unique mid in that it is fairly wide open and easy for snipers and flanks to get picks. Because of this, most teams also like running a kritzkrieg because you can easily rush onto mid and lob a sticky right on the medic who is pretty much right standing there in the open. Rushing scouts through water or over the top right is common, as is flanking a solly left/right over the top. Some sollys like doing a double RJ off the building right next to the cap point to dive on the medic, which also makes for a good diversion 2 -3 seconds before a kritz, when the enemy turns around to deal with this new threat.
As for Sigma’s strategy for mid that he shared with us, it comes down to having 3 heavies fully buffed at mid, and all 3 jumping on the enemy as soon as we all arrive at mid. The thing about this strategy (as with most unique strats) is that it is unexpected for freight, where most teams are used to turtling and waiting for kritz/uber before pushing beyond the cap point. Plus, because most teams cluster up right along the left wall on the train tracks, it is easy to jump them and carpet spam them from above, and most of them won’t even see you coming. It works even better when the enemy is running a sniper, because the sniper actually gets to mid after the combo does, they won’t have an extra scout to help finish off the jumping heavy classes, and both of your own scouts should rush mid immediately afterward to help clean up, followed by your medic. Of course, if they flank early your med might die, but that’s one pick for them vs. their entire combo/demo down most likely.
So how do you counter a strat like this? Well for one, mine the hell out of your own train tracks with stickies, and have a scout ready to flank early on. When they jump their heavies, have your own heavies jump as well – your med might die, but at least your heavies will probably come out on top. If you see them run it once, be prepared for them to do it again – stay somewhat apart (remember they can’t see you either until they’re in the air), and have your scouts ready to finish them off as soon as they land.
Any other favorite freight strats out there?


I kind-of hope freight stays around because the mid is so interesting and the 2 is not bad… but the last, oh god, the last. What it really needs is for the attacking spawn to move back to mid rather than right outside the base, so 2 is easier to cap, and the doors from 1-2 need to be granary-sized, and possibly on level ground. IIRC neither freight_final or freight_r address those issues, but I’ve played each of them, like, once, so what do I know.
I’m still hoping for the perfect map to be made someday: well’s last welded to badlands base, spire, and yard, connected to gran mid. That would be wonderful.
I agree with Sigma that Freight’s mid is very fun. Quite possibly my favorite strat for that mid fight is coming out with Kritz, running to the right with my demo and jumping on the med with krit stickies in… hand? Anyway, it’s only worked twice out of all the times I’ve played freight, but its still fun.
I’ve been wanting to get into map making, so maybe I’ll make Sigma’s dream map.