[TW2CTF2 - Warhouses]

Flag Rooms

  • 4 Mekits
  • 6 Grenades Very little items. Actully, these items aren't actully in the flag room itself, but under it in other little rooms. There's four enterances to this room. One of these enterances is a door that can be only opened from the outside. A coodinated offense can use this door for escape from the flag room, and surprise the defense. This base is hard to defend, and you have to cover all the enterances. A door and flag guard defense works here.

    Perimeter

  • 1 Super Shotgun
  • 1 Chaingun
  • I cut this map up in a very confusing way. Weird. Anyway, perimeter guards a very good idea on this map, they can kill a few attackers because the attackers will have little room to move on the narrow ramps.

    Warehouse 1

  • 1 Combat Armor
  • 1 Silencer
  • 1 Grenade Launcher
  • 2 Grenades
  • 6 Armor Shards
  • 1 Hyperblaster
  • 1 Machine Gun
  • 1 Grenades
  • 1 Bullets
  • 2 Shells
  • 1 Megahealth
  • The Warehouses are extensions of the perimeter. Having some guards sweep through here every few seconds is a nice idea, because you have to go through these to get to the door to the flag room (the one that only opens from the outside). This warehouse has a megahealth, which is a nice idea to pick up on your way to the enemy's flag. But not as nice as what's in the other warehouse...

    Warehouse 2

  • 1 Quad Damage
  • 1 Ammo Pack
  • 1 Combat Armor
  • 1 Silencer
  • 6 Armor Shards
  • 1 Rocket Launcher
  • 1 Rockets
  • 1 Bandolier
  • 1 Bullets
  • 1 Shotgun
  • 1 Shells
  • Quad rhymes with god. Hint, hint. ;) The ultimate in base destruction is within reach of your grubby little hands. The best idea is to grapple up there, because riding those, um... moving things makes you an easy target. Just grapple up therem grab the Quad, and rush the base. It's best not to pick this up in your base and try to take to the other one unless instant powerups is off, because it'll run out by the time you get into there teritory. And then it's useless.

    Crossroads

  • I like the crossroads on this map. It's a lot like a rocket arena one-on-one arena. Only with items. If your opponent doesn't have it, they'll go for the rocket launcher. Make sure they dont get it. The narrow walkways surronding this room make it a good weapon. If they do get it, and they do use it on, jump down. Even if they miss you, you'll still probably take some splash damage. Of course, being on the lower ground is a bad thing too. Hide under the area under the Rocket Launcher until you know it's safe, or until you kill the guy, and then it will be safe. :) Anyway, when in a hurry though the crossroads, come up through a side elevator, but leave through the middle elevator. It is the fastest way. In the in-front-of-base crossroad part, no, you cannot grenade rocket quad jump to the top of the roof. I tried for a few hours, before realizing there's a nice invisible ceiling. The sniper, I dunno, it's not a room, the dugout sort of thing, is better than it looks. If you press against on of the lights, a door will shut, making it impossible to hit you from that side. The other side will remain open, so, when trying to kill a sniper, rush one window, and when they close it, jump up, and run across the top of the dugout, and either jump off the other side and throw a grenade in the open window, or run in the enterance, and super shotgun them. And jump a lot around here, because his gun is at your foot level. He just has to turn to keep his crosshair on you, and if you jump, he'll miss you completely (unless, he's got really good aim).


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