
A PS in every base gives attackers a good chance of strong attacks
but only if their defence can withstand the other team's pressure
and hold onto the PS to provide spares. The PS is situated just outside
the base but near enough to allow the defenders to keep an eye on
it as well as the main entrance to the rather small base. One main
entrance and a hold in one of the windows gives players access to
and from the base. Once inside the base the attackers will have to
be quick and skilful to avoid being a sitting duck as the flag is
at the back of the base providing defenders a full shot on the flag
if an attacker goes near it. However, even though there is little
room for a grappler to stay swinging around he/she does have a slight
protection from the high defenders with a bridge to the flag keeping
shots from above off the attacker. If the FC makes it outside the
base through the window or the front door they have 4 options. 2 of
them are to go either left or right around the block and head out
through a long tunnel to the middle ground. The 3rd is via a teleporter
located up high in the ledge above the base, which will teleport the
FC to a set of 2 double doors underneath the middle ground. To get
through the doors though he/she has to press a button to open each
set of doors, which takes time and allows chasing defenders to catch
up with the FC. Only an FC with enough protection to sustain a couple
of hits or knows he/she has enough time should take this exit. The
last and most popular exit from the base is via another teleporter
but round a series of corners in the ledge above the base. These teleporters
take the players to an area just outside the middle area where they
can get cells and armour to tool back up. But as 3tctf likes to be
designed, the middle ground is the area that players have to pass
to get back to their own base. With an RG above the middle area and
other weapons dotted about the top of the middle ground an FC can
expect to come under heavy fire here if they don't have their wits
about them. There is a MH in the water around the central area but
only a player knowing that no one has seen him/her should take it,
as it's a sitting duck position. The clans that will win this map
are the ones that can hold their own PS and allow their attackers
to tool up without losing their base.
Key Map Point(s):
PS / Teleporters / RA