[SCTF1 - Toxin Refinery]

Flag Rooms

  • 1 Body Armor
  • 2 Cells
  • 4 Medkits
  • 2 Rockets
  • 3 Bullets
  • 1 Chaingun
  • 1 Slugs
  • 1 Rocket Launcher
  • 1 First Aid
  • Notes: Big room, good weapons, and easy to defend. There's only two enterances to base. I like to come and go the way of the water, but some people prefer to grab the Quad Damage and go in the dry way, and then leave either the water way or the way they came. Defeding the water is easy, if you suspect soemthing is in there, fire some grenades in the whole. If you still think something is in there, fire some rockets in there. Keeping them down there for more then twleve seconds and drowning will get them. If the enemy come the dry way, they might have a quad, so be careful. Most people with the Quad use the Rocket Launcher because it is lethal almost all the time, even if you only hit them with a little radius damage. The best idea is to run up to them with the super shotgun, and hope that they blow themseleves up.

    Perimeter

  • 4 Grenades
  • 1 Grenade Launcher
  • 1 Medkit
  • 1 Rocket Launcher
  • 4 Shells
  • 1 Super Shotgun
  • 4 Shells
  • 1 Bandolier
  • 2 Rockets
  • 1 Adrenaline
  • 7 Armor Shards
  • 1 Cells
  • 1 Hyperblaster
  • 4 First Aid
  • 2 Bullets

  • Notes:The perimeter in front of the flag room with the laser bridge is where most of the action will be. Defenders fighting off enemy offense, while other enemy offense sneak in the water way Anyway, watch out in here. There's lots of places where an enemy could pop up, fire a shot, then disappear. Flag carriers can hide behind that big pipe while waiting for there flag to return. Be careful not to stand on the respawn spot, or else you might get telefragged. It'd be a good idea to carry a supershotgun, because you can kill anyone who spawns with one shot. Shoot before trying to indentify if they're friendly or not. They'll only have a blaster, but taking no damage is better then taking 15 points damage.

    Crossroads


    There's three types of crossroad:
    The Tower
  • 1 Quad Damage
  • 5 Armor Shards
  • 3 Bullets
  • 1 Machine Gun
  • 1 Cells
  • 1 Rockets
  • 1 Grenades
  • 1 Slugs
  • 1 Grenade Launcher
  • 1 Megahealth
  • The Sewer
  • 1 Medkit
  • 10 Stimpax
  • 1 Cells
  • 1 Super Shotgun
  • 2 Shells
  • 1 Power Screen
  • 1 Silencer

  • And the spinny thing that you shouldn't ever take
  • 2 Combat Armor
  • 4 Rockets
  • Notes: There's a whole bunch of stuff in the tower, including a Quad on a little perch in a dark corner, near the roof. I suggests keeping this in your teams hands, or else you might find your defense diminished to nothing in a few seconds, and your 3 capture lead changed to a 5 capture loss. Walking in the water will slow you down dramatically, and you can't look down, or you will stop completely. Looking up all the way will have the same effect. I suggest running out of the water tunnel, grappling up to the power shield, then back down to the other water tunnel. It's faster than grappling through the water, so it's faster then pretty much any other way. Putting someone up by the power shild sniping outgoing offensive enemies and ingoing enemy flag carriers, while protecting your teammates. The spinny acid mixer thingy is dangerous, you can be stuck waiting for it to rotate open then get in, and then rotate to the other opening. You can grapple over it once it opens, but timing it so it's open is tricky, because if someone is following you, and that thing is closed, you're screwed. It's an way way to enter there base, but a downright stupid way to leave.


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