Map Details for Wetlands |
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This is a very large mission with lots of water and a few islands seperating the two flags (almost 2 km between flags). Each team has a base with Inventory stations and a vehicle pad, and a forward tower with an Inventory station. Each team also has 3 turrets. There is a capturable island between the bases that has 5 turrets, Inventory stations, and a vehicle pad, also when in control of the island, you're team will gain additional spawn points on the island. Control of the Island Tower could prove to be crucial to victory. This is a server-side only map, so clients DO NOT need to download. |
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Screenshots for Wetlands |
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Comments for Wetlands Add Comment |
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Grade: A- » Submitted by TseTse on 06/02/01Well. I love the environment. Very simple sever-side map. I would only suggest limiting the vehicles to ground/water. :-) Not enough maps try that (and in many cases, it makes it more team-oriented if you cut shrikes). Being able to spawn at the mid-field base is GREAT!! I hope mappers follow this concept. Great job, and this should be a classic server-side. Grade: B+ » Submitted by Xitan on 05/31/01Very nice layout. The objective in the middle is actually worth fighting for...but all the trees really hurt my usually high fps (on an empty server). This map will probably be very sluggish with the amount of people it needs to actually be fun. Would get an A if it wasn't for all the trees. Grade: A- » Submitted by NICKLE-BACK JACK on 05/31/01As Nefilim-MT's latest map, you can tell a first glance what the author is after, teamwork. This map is large and open. With many avenues of flag capping and attack teamwork is not the key but essential. From the lone shrike flag capper to the fully loaded heavies anyone can attack the enemy base with ease. With the map being deceptively simple, newbies will find this map very frustrating. While, veteran players will be challenged by their teamwork and communication skills this map can be a lot of fun. The two bases are almost identical, with one remote tower and three turrets. Each flag is located on the end of a pier with a turret protecting it. Both bases have the standard vehicle layout. The small difference being that the Inferno base has its vehicle station placed differently. In the relative center of the map there is a neutral island base with five turrets and a vehicle station. The landscape really follows the wetlands theme. Nice ambient sounds, lots of trees with many different looking islands The fog level is no more than a foot or so above the water line with another layer in the water. Underwater is relatively shallow compared to many other maps. It is very easy to get out and walk to the opposing base. It might be hard to pilot a shrike but it can be done if you are very good and know the underwater landscape. While consisting of islands, the main flag bases are connected by two bridges via three islands. I really like this. Heavies are usually out on a map like this, but with bridges you can just walk over and say hello. The water routes are very direct. It took me less than 1 minute in a grav-cycle to loop from my flag to the enemy’s and back. Flag runners will fall in love with this map but defenders will come to hate it. On the good side both bases are exactly alike in this manner. The ceiling for bombers is 950 meters. While this allows for some mighty bombing campaigns, the cloud layer starts about 200 meters so targeting will be hard if over 300 meters. While the map its self is great, the flag, and turret placement bugged me, but mostly the flag placement. I really hate open flags. With the threat of being bombed mortared, rocketed, and snipped and no place to get cover defending the flag is a nightmare. With this map all you need is a sniper and a lone shrike flag capper and shazam you have a capture. As for the turret placement you will have to up grade the flag turret to missile for any automated anti-aircraft defense. I suppose this is where a good team will succeed and where others will fail and where the author wants teamwork. It is very easy to get any vehicle right to the enemy base with out getting shot at by the automated defenses. This does not include the neutral base, but it just makes your travel marginally difficult if your opponent has it. As for the remote towers, and the neutral base I find them a little useless until the teams have at least twenty per side. Mainly because the land is so hard to defend, based on its openness and flag placement. Closing thoughts. After playing this map for a while I have come to believe that the author wanted this map for a least twenty to thirty people per team. With so many avenues of attack, and with the flag exposed, only with many teammates to help defend will your team be successful. As the number of people per team increases the tactics for this map will change, from mainly frontal assault to defense. As I said earlier this map is deceptively simple and only good communication skills and teamwork will help you win. |
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Grade: A » Submitted by SlaughterLord on 10/27/01
This is a great map. I tested it at Combat PA 3.0 server. It works great with mods and it has good balance. The island in the middle is a great idea, allowing a spawn place as well as a fortified island. Capturing this will make your team's victory easy, however, can you hold it? The flag is hard to defend, as it is placed 30 feet out from the base, and on a narrow catwalk over the water. This "dock" is easily sniped, and the surrounding area is rocky and filled with trees. Thus sniping is essential.