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From: "Jonathan Eric Miller" <_jemiller@midway.uchicago.edu>
Subject: Re: What's your favorite Quake 2 CTF map?
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Date: Wed, 15 Apr 1998 22:16:11 GMT
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ThatGuy wrote in message <35352611.0@news6.kcdata.com>...
>My favorite Q2CTF maps in order:
>
>1) Q2CTF3: The Smelter: Even though is contradictory to what another
>person said in this thread, I love this map because it is a lot easier
>for OFFENSE.  No one seems to keep a lookout on the entrance above the
>flag, so of course I'll just hops on down, grab the flag, and grapple
>back up!  Since there are no choke points in this map, it is a definite
>love.  Plus, this map is gorgeous with a 3Dfx card.


Yeah, I always have to keep trying to point out to my fellow team members
the fact that it's pretty easy to get picked off by someone who just got
Quad from on top. After you get nailed by the rocket launcher a time or two
from someone on top, you tend to stay out of the way of the hole. I usually
stay off to the side for that reason. Plus, it helps for if someone's trying
to do a power forward with the rocket launcher from the main entrance.

The area in front of the blue base is pretty fun too, because the super
shotgun, super machine gun, and plenty of ammo are usually readily
available. If you get a rune too, then, you can rack up some good points
right there.

I like the colored lighting in either of the flag rooms.

>2) Q2CTF4: Outlands:  A lot of fun, which is one of the characteristics
>that was forgotten to be implemented in most of the other maps.  I don't
>hate the large areas in front of each of the bases because of the BFG!
>That is the reason why the BFG is in this map: To make defending the
>bases a bit harder.  However, there are only two passageways in the map,
>through the twisting valley or the water.  This isn't too big of a
>problem because the map is pretty big.  Traveling in this map in packs
>with your team is the most fun out of any of the maps!


Yeah, I agree, that traveling in packs on this level is the way to go. Of
course, that's helpful for any level, but, this one seems particularly well
suited for it because you have such a long way to run. I always do terrible
on this level. I have a hard time penetrating the enemy base. Usually, this
map seems to be pretty low scoring for both teams. The whole thing is pretty
difficult if you ask me. If you someone manage to get the flag, and get past
the rocket launcher and rail gun in the center area, chances are that you're
going to get smoked going into either of the end points by someone with a
rocket launcher.

>3) Q2CTF1: McKinley Revival:  Solid play.  Not as much fun as in Quake
>"Classic" however.  The same ugly texture is pretty much used in the
>entire map, which is a big turnoff.  Cosmetic issues aside however,
>gameplay is solid, as I already said.  There are always two ways into,
>and out of each base which is good.  Defending your base is a lot of fun
>in this one.  After a while, the map gets a bit boring though.  The BFG
>was poorly implemented in this map however.  Zoid thought puting the BFG
>in the water would make the area as exciting as it was in the original
>McKinely.  Sorry, Zoid, but the BFG is just a pain to defend against in
>the water.  Plus, the BFG can be used to clear out a base if necessary,
>especially with a Quad.
>
>4) Q2CTF2: Stronghold Opposition: Huh?  This map is too "squarish" for
>me.  Is there one curve in the entire map?  The grapple isn't very
>useful except for outside.  There isn't very much creativeity in this
>map at all.  Defending the flag is a bitch since there are three
>doorways into the flag room.  You can also enter each base FOUR ways
>(including grappling into the sniper room).  The Rocket Launcher is
>poorly placed.  And there isn't much armor around either.  At least the
>map never lags for me.  All in all, this map was a waste in the pak.


As long as there are about 3 people on defense, I like this one. I usually,
pick up the hyperblaster and run back and forth between the two doors. If
someones coming, I rush them, then crouch down, and blast em. I think the
best way into this flag room is the elevator because there's less warning. I
used to always try and take the underwater way back to the home base, but,
usually, there's two or more enemies waiting to stock up on the rocket
launched. So, I've gotten screwed more often than not, going that way. I
think taking the land route is better because hopefully your team member
will back you up and give you cover.

>5) Q2CTF5: Capture Showdown: *cringe*  This map is HORRIBLE!  The map is
>overly burdened with special effects, that someone must have forgotten
>to put some fun into this map.  The flag rooms are horriblely lagged
>when an enemy decides he wants to walk away with the flag.  The weapons
>are pathetically placed.  The hallways are also considerably lagged with
>all the sounds and textures in there.  The colored lighting seems to be
>the only plus.  So if you have a non 3dfx card, this map has no pros to
>it at all.


This one's alright, it does tend to get a bit monotonous after a while
though, but, not as much as Outlands IMHO.

Jon

>There you go.  I enjoyed doing this little review.  Please respond with
>some feedback in the newsgroup!
>
>ThatGuy
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