Turbine is a capture the flag map in Team Fortress 2, perfectly built for anyone who enjoys close combat and heavy action. A few classes here can be real effective for moving the team ahead, sneaking up on others, grabbing intel, and defending the base.
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What is Turbine
Turbine takes place in a large industrial compound, with one large room in the middle and two separate bases featuring two floors, vents, and an intel room surrounded by rails.
Engineer
There are two great spots where the Engineer can be a real threat against their enemies. When there isn't many enemies in the main hall, the Engineer should consider building a Sentry on top of one of the two large containers. You can do this by going halfway up the stairs and jumping from there to access the top of the container. If your team manages to build a sentry on top of each container, then your enemies will have a difficult time getting to your base, while your team will have an easy time moving ahead.
A strategic spot to put a Teleporter Exit is inside the enemy vent, near the area where you can drop down to the intel room. It won't be easy since you're in enemy territory, but try to build a Dispenser first, a Sentry Gun next to protect you, and then the Teleporter Exit.
If an enemy Engineer happens to pull this strategy on you, then your team should immediately send someone down to their base to destroy the Teleporter Entrance. Once their Teleporter Entrance is gone, you won't have to worry about your vent crawling with enemies.
Spies
Spies can adapt well in Turbine because it won't take long for them to get to your sentries and intel. The best defensive strategy is to have a Pyro stay in your base, always spy checking in the intel room and inside the vents.
In the main hall, Spies can avoid harm by staying invisible on top of either containers. Being on higher ground allows you to get a wide view of what's happening around you. If you happen to spot enemies distracted by something, then drop down to sneak up on them so you can knife them in the back.
Scout
The Scout's quick speed is perfect for grabbing the enemy's intel at the start of each match, since it should take you less than ten seconds to get there. This is a great way to catch the enemy by surprise if they don't prepare at the start by building a sentry or sending a defender down to protect their intel.
Inside the vents many players won't see that baseball flying towards their face when you hit them with Sandman. This is the perfect area to use this weapon because the vents are narrow, so it's easy to aim and hit anyone in front. It's a fun way to toy around with your opponents since no one likes being stunned by the Sandman.
Demoman
The Demoman can sneak a surprise attack on players who come through the metal door by planting sticky bombs near it. Since they're coming from the other side, they won't see the you're sticky bombs until the metal door is lifted up.
The Demoman is real dangerous inside the vents with his sticky bombs. If you want to catch enemies by surprise, then the best place to launch them is on the side and corners. Another strategy is to just shoot bombs so enemies can see it, as your way to scare them off and they have no choice but to move backwards.
For more Team Fortress 2 tips, go to these links below.
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