Review of Map: Mirage by Star on October 25, 2002

Playability: 96 Detail: 92 Balance: 90 Placement: 92 Mechanics: 95

The attackers start with a small base and some initial vehicles (a tank and two wildcats I believe). Their objective is to first destroy the two generators on the hill in front of them. The large wall between the attackers and the defenders has invulnerable elf turrets with very long range. Destroying the two generators allows the attackers to move past the unpowered elf turrets and assault the main base of the defenders. Also, the attackers will get new spawn points near the generators they destroyed and some forward inventories.

The assault on the main base is no small task. There is only one entrance into the building. However, this entrance eventually splits into multiple paths. Regardless, there are places where the defense can set up ambush points where the attackers have to slide down ramps and enter fairly small rooms. In the pickup, someone set up a mine field in the room I kept trying to enter along with spike turrets. They were also watching the room (in heavy armor) and would assist their defense in annhilating me multiple times.

Once the attackers get inside the main area of the defender's base, they have to destroy many generators to be able to access the switch. This gives the defense the chance to split up the attackers. However, it is also hard for them to repair so many generators at once.

In the pickup, some of the defense managed to get out of their base and repair some of the wall generators. This gives them those wall inventories again and pushes back your spawn point to your initial base. It cost us the game, so beware this strategy.

Fun map to play, gets crazy inside the main generator base. While some people would complain that the base needs more access to the interior, the attackers can overwhelm easily enough if you get one or two heavies in the generator areas.