[SCTF3 - Lost Outpost]
Flag Rooms


In the blue flag room:
1 Rocket Launcher
1 Rockets
4 Medkits
1 Chaingun
4 Bullets
1 Power Screen
2 First Aid
In the red flag rooms
2 Medkits
1 Chaingun
5 Bullets
1 Grenades
1 Shells
1 Cells
1 Rocket Launcher
1 Rockets
A non symetrical map! I love these. This map gives neither team a home base advantage, as
one would expect from this type of map. Each perimeter has it's weakness and strengths. I
like the blue base because I like the way defense can hide in the corners near the sky.
They are vulnerable to rockets if they hit next to them, but if they hit above them, they
disappear (because rockets dont explode when they hit the sky, they just disappear. All
projectials do.) Red's flag room has darkconrers to hide in. The "I saw you first"
advantage is apparent in both flag rooms. If you're on the Blue Team, I suggest trying to
keep them out of your base rather than fighting them in your base. EVen though you have
nice sniper nests, you have to remain grappled to stay there, which is dangerous. Some
skill when fighting in hallways is nice on this map. If you're on the red base make sure
you have some guards by the enterance from that lower room. I prefer to take that way in
because it is more stealthy, and has faster access to the flag then the front way.



Perimeter
In the blue perimeter:
1 Railgun
2 Slugs
4 Stimpacks
1 Medkit
1 Silencer
1 Bullets
1 Cells
2 Grenades
2 Shells
1 Combat Armor
3 First Aid
1 Super Shotgun
In the red perimeter.
3 First Aid
1 Rockets
1 Hyperblaster
1 Cells
3 Grenades
4 Stimpacks
1 Shells
1 Slugs
4 Armor Shards
1 Grenade Launcher
1 Silencer
The perimeter on the maps is different for each base, being that the map in non symetrical.
Each has two entances, one from the high crossroad, and one from the low crossroad. This
is like a mountain type enviorment, so there are large stone walls you grapple yourself to
and lookout from. The Blue Perimeter has some nice places to stand on, and some even have
slugs. The Red perimeter can be defended against best with a Rocket Launcher when enemies
are crossing the bridge. They can always jump off the bridge, but they might not think fast
enough to figure that out, and they'll be dead. From the blue perimeter, standing on the
many cliffs that you can is the best idea, and railgun if you can aim, and a rocket launcher
if you can't.


Crossroads
2 Shells
3 Rockets
4 Cells
2 Bullets
1 Machine Gun
1 Bandolier
4 Armor Shards
1 Grenade Launcher
3 Grenades
1 First Aid
1 Quad Damage
1 Hyperblaster
1 Megahealth
There are now enviormental hazards (unless you consider stay crouched underwater til you
drown one)on this map. However, there are water currents. The stream on the lower part
of the crossroads will push against the wall. And no, you cannot grapple into the hole
that the waterfall comes out. If you crouch in the stream at the edge of the blue
perimeter, you will get pushed out that hole, and you'll find a snazzy hyperblaster
waiting for you. What makes these crossroads interesting is that there are two routes
through them. You can take the high way, which is faster, or the low way, which has more
turns. And if you're really adventurous you can take the underground steam way, with the
megahealth. It's the way I take to get to the red base from the blue base, but I take the
high crossroads home. It's just safer that way.
On to SCTF4 - Twin Generators
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