
An attacker's paradise with this map. There is only one weapon in
base and 2 large entry points. The base itself is small but has the
YA and SSG with some ammo to keep it company. Just outside the entry
points are 2 large rooms. One with a ramp leading to the bottom of
the 3 levels and one with a set of bridges below it. Confusion can
easily settle in here as even though there is a PS for every team,
it is situated within seeing distance of the base but not close enough
to make the defence feel at easy as taking a PS by the attackers will
not be a problem from an enemy base unless their defence keep on top
of the timing, but therefore taking a defender away from the base
and out of the action for 5 seconds. From a defensive points of view
this wouldn't make you feel very happy about guarding the base even
with 3 defenders as if an attacker gets into the base he has enough
protection and space to elude shots while the defence are exposed
to a secondary attack. Once out side the base an FC has many options
to choose from to get back to his base but they must go via one of
three teleporters taking them into a huge square room with not much
cover but lots of room for grappling. I have seen a clan hold this
area with 3 men and cut off FCs after they have done all the hard
work, to cap themselves. But then again an FC has enough time and
space to get tooled back up before taking a teleporter, as the base
perimeter holds many alcoves and protection from chasing defenders.
Once in the middle an FC must go through one of 3 teleporters again
to get back to his/her base. These teleporters are situated in sets
of 3 with the 3 base colours right next to each other. The top set
takes an FC to a corridor leading to the bridge at the top of the
base. The middle set takes an FC to a corridor leading to the bottom
of the ramp while the bottom set takes an FC to the bottom floor of
the set of bridges room. If the defence are tooled up then a lone
attack will be easy prey as they can be heard coming a mile away,
but a wise attacker that knows the defence will wait for back up from
either his own team or the 3rd team before venturing too close.
Key Map Point(s):
PS / Cells / Grapple Space