[SCTF4 - Twin Generators]
Flag Rooms

In the flag rooms:
1 First Aid
2 Cells
1 Rockets
1 Rocket Launcher
3 Armor Shards
1 Medkit
1 Slugs
1 Grenades
1 Railgun
1 Shells
I don't like this map. It breaks the first rule of CTF maps. You have to jump or grapple or hold forward for a while to
get out of the flag pit. You can't just walk out. Anyway, this is pretty easy to defend against regular invaders, but the
educated ones, that's a different story. Some people will start their gapple once they can see across the pit, run, grab,
the flag, and be grappled out of there before you can even notice your flag's gone. Some will Rocket Jump out of the pit.
They run in, jump down, gran the flag, and rocket jump out. This a surpirsing tactic, because if you fire rockets at him
when he does this, he seems to disappear. And reappear at the exit, before you have time to aim and fire.
Perimeter



1 Super Shotgun
13 Stimpacks
2 Cells
5 Shells
2 Grenades
8 Bullets
1 Chaingun
13 Armor Shards
3 Medkits
6 First Aid
1 Hyperblaster
1 Silencer
1 Slugs
2 Rockets
1 Machine Gun
I love the ramp thingie. The best idea is to jump down each ramp, it'll give you speed,
and no damage. If you're in a real hurry, then just jump all the way down to the floor.
Use your grapple and grapple to the floor. This will negate falling damage. In the
lower section, by the big hall, there's a walkway running above it. You can rocket jump
onto the ramp. This is a grat idea if you have the flag and have some persuers. There's
a demo of this in the Demos Section
Crossroads
Air
Fast Moving Projectiles
No Gibbing in the Halls!
On to SCTF5 - Teleportation Center
Back to SCTF3 - Lost Outpost
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