The Offense base is underground (and unrapable). They start by following the arrows through a small tunnel to reach the surface. They then proceed to attack the Field, Valley, and Hill Top Generators. Once the Field gen goes down, the Offense gains access to the main tunnel exit from their base. The Valley and Hill Top generators also power other FFs in the tunnel blocking their path. Once all three outer generators go down, the Main Base FFs go down and the tunnel FFs go down so you can go straight to the Main Base through it. There are speed boosters in the tunnel to help the Offense get through it quickly and keep the gameplay going.
The Defense initially spawns and one of the 3 outside generators. As each gen goes down, so does its respective spawn sphere. Once all the outer gens go down they then spawn in the main base. The Field, Vally, and Hill Top generators are unrepairable, but the Main generator is repairable. Once the Main gen goes down, the switch is revealed.
That about covers it. See if you can find the secret "Shrine" ;). (Note: I am not trying to take credit for "inventing" the shrines here. It has come to my attention that other people have thought of something like this first, one of which is Verna, who put one in his map Aqua Hydrant.)
Comments
Add CommentUpdated. I made the tunnel
by ???Unknown??? on April 22, 2003 Permalink · Rating:Updated. I made the tunnel boosters compatible with classic physics and made the Hill Top base easier to attack.
Verna shouldn't get credit
by Red Shifter on August 13, 2002 Permalink · Rating:Verna shouldn't get credit for inventing the "shrine" idea... hell, nobody should. Nobody knows who originally made a shrine, and it's not Verna. Look closely at Solace and you'll see. Back to the map... this map reminds me of the gameplay found in Trident, but on the server side. Only one of the defense's four generators can be repaired, and the offense would do well to take out the ELF'ers that keep getting those FRIGGIN HEAVIES! As far as server side maps go, A- is the grade that this map deserves, because it never ends in a 40 minute game and because coordination, teamwork, and cowboy capping are valid strategies.
Oops,
by ???Unknown??? on August 20, 2002 Permalink · Rating:Oops,
"The Defense initially spawns at* one of the 3 outside generators." I was tired when I submitted this.
I am not giving Verna credit, only stating a fact that was brought to my attention, and that was that others have made shrines before me. The only one I specifically knew about was Verna.
The new version with the
by ???Unknown??? on September 14, 2002 Permalink · Rating:The new version with the fixed spawns is up. In the first version the first defending team would spawn only at the main base, but the second round defending team would spawn at the correct locations, this offset the balance of the map.
I won't give you an F,
by Mr Tagomi on May 1, 2003 Permalink · Rating:I won't give you an F, because you obviously spent some time making things like the wooshy tunnel. But what disappoints me about this map is the lack of attention to detail to some parts, like parts of the tunnel exits sticking up messily through the ground and those FF arrows are quite messy too. But my main qualm with this map is the spam. The Hilltop base is where this map falls apart, when you are playing with 20+ players (although obviously not always). I shiver when this map comes up on the pond knowing we'll have to put up with it until the time runs out. On a couple of ocasions I've considered Teamkilling the hilltop generator just to get things moving when on defense.
I agree in general that this
by Paint it Black on June 14, 2003 Permalink · Rating:I agree in general that this map needs a more detail, and revised bases (the spam in Hilltop is infuriating), but I would not call DFB a failure. I've played some very tense matches on this map.