[LMCTF01 - The Meltdown]
Flag Rooms

3 First Aid
2 Medkits
1 Bullets
1 Rockets
1 Jacket Armor
1 Grenades
1 Shells
This is a good start of the gaming session map. I like the flags rooms because of the air
ducts which you can crawl through. They do have holes in them that you can fire out of,
but you won't hit anything unless you're using grenades, and even if you are, you won't
make that many shots count anyway. And, the little button you have to crawl to push
activates the lasers in the Control Room/Armory. Useful if an enemy wanders back there,
but I can't tell you how many times i "have seen the light" because of curious teammates.
This map makes for a good Hammer and Anvil Defense, because there's two higher places where
a anvil can stand, and they are on opposite sides of the room, making a intruders having
very few places to hide. There is onyl one enterance to the flag room, which makes a good
defense hard to break. Once they see you coming, you'll have a hail of rockets right at
the enterance. The bext way to break this is to do a quick run by and try to rail or
rocket the first hammer you see, then repeat this until the rockets stop. The Anvils are
not as powerful without the hammers, but they still can kill you. Dont get in a fight with
them. And don't take the sewer to escape. There's to many things that can slow you down
but not your persuer. If you have the guts for it, instead of running out the door right
away, run up to the sniper rooms. If your persuers didnt see you do this, they'll assume
you went outside. They'll run outside and find nothing. You have two choices, sniper them
and reveal your location or let them live. If there's more than two let them live, you get
all of them.
Control Room/Armory

1 Chaingun
1 Rockets
1 Rocket Launcher
1 Bandolier
3 Bullets
1 Grenade Launcher
3 Grenades
2 Medkits
1 Combat Armor
This room is kinda neat (expect for the aforementioned lasers). It has a lot of stuff
(ammo and weapons and a bandolier) to get once you just spawn. Plus, the Grenade Launcher
is in the air duct up there, providing for a quick little base juice cycle. (and however
says a juice cycle is 'camping but moving' should stop taking illegal substances, and stop
falling for the pull my finger joke...)
Perimeter and Sniper Rooms


1 Machine Gun
2 Shells
1 Super Shotgun
2 Medkits
2 Rockets
4 Armor Shards
1 Slugs (per sniper room)
I don't like the sniper rooms because if you're happily sniping away, some enemy can be in
the other sniper room and snipe you. Plus, the sniper room's have a bad view, and you need
a sniper in each room to get an effective sniper defense. The rest of the perimeter is
rather boring. A Super Shotgun is the only reason a defender would leave the flag room.
And only an anvil would need it, but there's a chaingunin the back room that them can use.
Crossroads

4 Cells
2 First Aid
1 Grenade Launcher
1 Grenades
1 Body Armor
1 Hyperblaster
and the mystery button...
Are you intrigued yet? I thought so. So, what does the mystery button do? Opens a secret
door. Should I push it? No. Why not? Because you can't go in the secret door. What's
behind the secret door? A Quad Damage. I want the quad! I'm going to get the Quad!
Don't try it. What happens is when you hit the button, belew you (in the water) bars
retract allowing access to the quad. But, they close before you can jump into the water
and grab it. The only successful way is to ally with a teammate and have him hit the
button and you grab the quad, or vice versa. Don't do this if you and a teammate havent
thought this out before hand, or else you risk letting the enemy get the quad, which is
never a good thing. You can grapple all the way across the crossroads, which isn't good
for persuers, but good for flag carriers. If you're going to do this, fire, and then keep
running. The grapple will hit the same spot as if you were standing still. But, by
standing still, you make yourself a prime target, especially if you have the flag. You
will get pulled, and you'll get there faster.
Sewers

1 Shells
2 Cells
1 Megahealth
1 Medkit
1 Super Shotgun
Nice eerie effect, but not a good fighting area. Putting a guard down here is a waste
because he'll probably die after one or two ecounters, while the flag gets taken. It's
better to put him by the door to the sewers, that way he can guard them and help out in the
flag room if the need arises. I like to take this way because it's not expected, and
because there's a megahealth down here. It's behind the big pipe. You have to crawl under
the pipe to get it, and its great in preparing to attack.
On to LMCTF02 - Temples of Terror
Back to Index
Back to Directory