Let it Rumble by Ventrax

Map guides, O and D strategies, and tips.
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Jonan
Posts: 342
Joined: Wed Nov 27, 2013 7:51 pm

Let it Rumble by Ventrax

Post by Jonan »

I think this map has potential. Feels like a 2fort5r type map. Smallish map, 1-5 a side could work. Easyish to learn lay-out.

A few paths that I can see.

Path #1
Bridge, Main Entrance, Right Turn / Left Turn, Ramp Room, Upper Respawn / Resup, Corridor, Slalom Walls, Flag Room.

Path #2
Bridge, Main Entrance, Left Turn, Lower Respawn / Resup, Ramp Room, Upper Respawn / Resup, Corridor, Slalom Walls, Flag Room.

Path #3
Bridge, Boots / Rocket Jump etc, Sniper Deck, Upper Respawn / Resup, Corridor, Slalom Walls, Flag Room.

Path #4
Bridge, Water, Detpack, Ramp Room, Upper Respawn / Resup, Corridor, Slalom Walls, Flag Room.


Advantages for Defence
Everyone has to go pass the Exit of Ramp Room, Upper Respawn / Resup, Corridor, Slalom Walls, Flag Room.
With the Upper Respawn / Resup area as part of every path, you may have to deal with the same defender more than one time even if killed, in a single run.
Chaplin could hold Slalom Walls quite nicely.
Fast players will be slowed down by the Slalom Walls.
A nice shadowy spot to hide things, close to Upper Respawn / Resup.
With limitations on the flag carrier, it is a reasonably long path to the cap point, and Red could be harassed for quite some time.

Disadvantages for Defence
Flag return is 60 seconds, and Red can get to Blue base quickly.

https://www.quaddicted.com/files/idgame ... let_it.zip

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