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Q23tCTF Headlines
3tCTF Public Server Up
3tCTF Continuation?
3TCTF resume date
First week over
Season 9 of 3tCTF is up
Season 9 Clans
Season 9 starts 19th August
DS win Season 8
Half way through the season
iM stay top
Latest Demos
Latest Reports
HC v [GnA] v DS
HC v DS v [o]
TJD v ^ v MkM
TJD v MkM v UKSG
[o] v HC v DA
DS v [GnA] v [o]
DS v [FRE] v HC
UKSG v +DiE+ v TJD
DS v [o] v [FRE]

Div: Week:
Div:
 Q23tCTF Maps
Waterworld
 
Waterworld
 

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

 

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