Map Details for Holy Land

  • Author: Captain Radium
  • Author URL: none
  • Mission Types: Siege
  • Filename: HolyLand.vl2
  • Downloads: 953

This is a small, intense Seige map with a central base controlled by the defenders encircled by several attacker start points in the surrounding hills. Defenders have many turrets to aid in defense however, the attackers have the advantage of higher ground and can wallop them with mortar and rocket fire.

Screenshots for Holy Land

Comments for Holy Land

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Grade: None » Submitted by Star on 06/26/01

I suppose a sensor jammer pack would work though.

Grade: C » Submitted by Star on 06/12/01

I like the fog on the water and the atmosphere of the map. I also like the multiple attack vectors by which attackers can come quickly due to ski-friendly slopes. There are just too many turrets defending such a small base. There were 2 AA, 2 rocket, 2 plasma, and I think 4 sentry making it almost impossible to gain entry to the base. Extremely good teamwork on the attacking side and really crappy teamwork on the defending side would make it interesting but I think the odds are tipped in the way of the defenders.

Grade: A+ » Submitted by Subnubilus on 06/08/01

I wish more people played siege, cause stuff like this is AWESOME! I mean, jetting around on those mountains is great. I can't believed you did them that well. Hey, wait a sec, I know what you did...

Grade: B+ » Submitted by Stuart Presley on 06/07/01

Revamping my oppinion. The FFs on the flipflop do go down when the objectives are completed. There are three generators on the map...only two are required to bring down the generator. I would love to see Bot Support in this map!

Grade: B- » Submitted by Stuart "Vovin" Presley on 06/07/01

I think this map could be quite a challenge once the bugs are fixed. It would definately be a fast and intensely charged siege map. The terrain is A and the hazy reddish sky and low lying fog is quite reminescent of an early morning or early evening siege just as the sun rises or sets (I didn't check the direction of the shadows ). It may have just been me, but I was able to destroy both generators while the force-fields surrounding the objective did not disappear. Two repair packs in this small little base is a bit much. I would leave the one that is mostly out in the open and remove the one that is in the room with the upper level generator. Then again, since the offense can pummel the defense with mortars from 4 directions at once they might both be needed. I like that there are 4 cardinal points to which the offensive team may spawn from, all to come with death from above looks in their eyes to lay siege.