
A well known map for those from the SavageUK CTF community. For those
that aren't familiar with this map here's some helpful hints and tips
on how to play it. Each base has a YA, RA, CG, RL and GL for starters
making it quite a useful starting position. But ammo is the major
concern here if you place too many defenders in the base, as attackers
will be in and out very quickly so giving chase is a certainty. There
is no PS on the map but the MH is situated in the centre of the map
where all 3 base exits meet. The map itself has some rather cool q3
type "jump pads" for accessing the upper levels quickly. Use them
to keep chasing players guessing where you are going, but be careful
not to hang in the air too long while using them as Railers will be
out in force. With the main respawn pads being in the centre, the
nearest weapon is the RG and there are 3 of these placed nearby. Getting
into the base won't be easy as there are two entrances and each one
is accessed via a long corridor. The bottom entrance has a RA and
RL located in it with just about enough ammo for one defender to be
placed neatly in the way of on coming attackers. The top entrance
has a GL to keep it company but little protection or move ability
except for the YA behind the entrance in base. With a defender placed
here, he can give shouts of incoming attackers well in advance, and
spam both the corridor and the flag room with grenades when necessary.
The way to play this map I believe will be to have 2 defenders and
3 attackers. The reason being that the attackers are not going to
get the opposition's flags very easily and get home to cap because
of the lack of protection in terms of PSs and Armour. The way to conquer
the others will be to overrun the base and work together to get back
past the centre area as there will be a lot of railers lying in wait,
you can guarantee it, from both other sides.
Key Map Point(s):
GL / RA / RL