[SCTF6 - Last Stronghold]

Flag Rooms


  • 1 Rocket Launcher
  • 4 Armor Shards
  • 2 Medkits
  • 1 Rockets
  • 1 Cells
  • 1 Super Shotgun
  • 2 Shells
  • 1 Machine Gun
  • 2 Bullets
  • 2 Grenades

  • I love the sky. Sure, the map is nice, but I love the sky. I think the same guy who made the awesome Fuel 4.46 model made this sky. That's the first thing I noticed when I got these maps. Anyway, the flag room has a rocket launcher, plus two little perches to fire rockets from. There's also a nice little ledge that you can be a hammer on, but you'll be very vulnerable to rocket splash damage. This is not a great hammer and anvil defense type map, because there's three levels to the base, and they would each require a seperate Anvil. If you're on defense, then you might want to know this little trick. In shallow water (being so shallow that you can couch and still not be submerged) you cannot see explosions from grenades. Nor can you see the grenade itself. So, it's like a hidden mine for 4 seconds before it blows. This is nice if you can get a few in as your flag stealer starts to go thsi way, he'll think he has some time when he doesn't see any explode, but then he'll realize he was wrong. This works on the shallow water on this map quite well, so using this tatic is a good idea.

    Perimeter


  • 1 Bandolier
  • 1 Silencer
  • 4 Shells
  • 6 First Aid
  • 1 Shotgun
  • 1 Megahealth
  • 2 Rockets
  • 3 Grenades
  • 2 Medkits
  • 1 Slugs
  • 1 Chaingun
  • 2 Bullets
  • 3 Armor Shards
  • 1 Grenade Launcher
  • 4 Stimpacks

  • One thing I like about the perimeter is that there's a shotgun on a respawn spot. And on another one's there's bandolier. This is the type of map where going down unfamilar hall will put you in the other team's territory. I suggest spending some extra pratice time on this map, it's dark and confusing.

    Crossroads


  • 1 Quad Damage
  • 2 Medkits
  • 2 First Aid
  • 1 Adrenaline
  • 1 Cells

  • No enviormental hazards here. Just water that's so shallow you can't even try to drown. But it has a good view of the sky. I love that sky. The crossroads is interesting because it's not completely level, making for some shoot-and-duck fights. These are fun, and if you get in one, make sure there aren't any snipers. The hidden grenade trick works well here too.

    Basement

  • 1 Combat Armor
  • 2 Armor Shards
  • 1 Shells
  • 2 Grenades
  • 1 Grenade Launchers
  • 2 Rockets
  • 1 Slugs
  • 1 Railgun
  • 2 Medkits
  • 1 Cells
  • 2 Bullets

  • There's all kinds of neato completo stuff down here. Not many fights happen here, so this is a good route to take if you got the flag.

    Sorry, no screenshot.
    Not worth taking one

    Attic

  • 1 Power Screen
  • 5 Stimpacks
  • 1 Jacket Armor
  • Ba-hor-ing. There's nothing up here. Not even a good view of the snazzy keen super cool sky. :)

    On to the next section: Glows
    Back to SCTF5 - Teleportation Center
    Back to Index
    Back to Directory