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Difference between revisions of "ONS-ArcticStronghold"
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m (Reverted edits by Neon Knight (Talk); changed back to last version by Kaithofis) |
m (Expanded the Strategies section) |
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== Strategies == | == Strategies == | ||
=== Offensive === | === Offensive === | ||
− | + | The open layout of the field is excellent for sniper support when raiding nodes. Shock Rifles and Sniper Rifles can be great tools for distant takeouts, and even keep damage on the node to prevent reinforcements from spawning. Use the cliffs via Raptors, Manta jumps, or the Low-Grav/Quad Jump modifiers to your advantage in gaining a better nest. | |
+ | |||
+ | Having trouble with a node? Due to the triple-path of the default layout, you can easily cut off one of the lateral or center nodes by attacking the node next to their base. | ||
+ | |||
=== Defensive === | === Defensive === | ||
− | + | Because of the openness and many paths to nodes, defense is incredibly difficult. Be sure to defend from the intersections that lead to a node, so that you are fighting the opponent before he can even attack the node itself. This is especial to the node next to the opponent's base, as the opponent has the advantage of close-spawning firepower. | |
+ | |||
+ | Be sure to defend the bridge. Not only is the node important in the Choke Point layout, but it is also a major path going base to base for the vehicles. Be wary of drop raids from Mantas, and infantry when Low-Grav/Quad Jump make long falls an easy feat. |
Revision as of 13:07, 21 June 2012
Stationed at 24,000 feet and veiled behind blinding fog and constant snow, Arctic Stronghold provided the perfect place to conduct unsanctioned military experiments for use against the Skaarj. Restructured for Onslaught, this arena allows several paths to your enemy, and countless paths to death for the foolish or unwary.
Full title | Arctic Stronghold |
---|---|
Author(s) | Eric 'Swartz' Evans |
Players | 10-18 |
Music | SDG-ONS08 |
Game | UT2004 |
Gametype | Onslaught |
Map Description
As the name gives away, this map is set in a small snowy valley with a dense blue fog. It's a bit of a compact Onslaught map with plenty of z-axis gameplay because of the many rocks and cliffs. The map is slightly asymmetrical, but the bases are built exactly the same. There is a bridge in the center of the map with a power node underneath which serves as the map's choke point. All other powernodes are located at walking distances. The location of the Big Keg O' Health and the Super Shield gives the team starting at the southeast core a slight advantage.
Pickups & Vehicles
Pickups
Pickup | Location |
---|---|
Redeemer | The redeemer is located on a ledge near the central node. |
Keg o' Health | At the entrance to the valley with the central node opposite to the redeemer. |
Super Shield | The only Super Shield is located near the south node. |
Shield Pack | There are four Shield Packs in total. One in each base, one near the center node and one between the north and west nodes. |
Vehicles
Vehicle | Location |
---|---|
Manta | One at each powernode and two in each base |
Scorpion | One at each powernode, except the nodes 2 and 3 |
Hellbender | The Hellbender spawns at each base and the powernodes 2 and 3 |
Goliath | The tank spawns in each base and the center node (5) |
Raptor | The Raptor can be found in each base and the center node (5) |
Paladin | With Bonus Vehicles, the Paladin replaces the Goliath at the bases |
Cicada | With Bonus Vehicles, the Cicada replaces the Raptor at the center node |
SPMA | With Bonus Vehicles, the SPMA replaces the Scorpion at the north(1) and south(4) nodes |
Energy Turret | There are four turrets at each base and another 2 at the center node |
Node Layouts
Strategies
Offensive
The open layout of the field is excellent for sniper support when raiding nodes. Shock Rifles and Sniper Rifles can be great tools for distant takeouts, and even keep damage on the node to prevent reinforcements from spawning. Use the cliffs via Raptors, Manta jumps, or the Low-Grav/Quad Jump modifiers to your advantage in gaining a better nest.
Having trouble with a node? Due to the triple-path of the default layout, you can easily cut off one of the lateral or center nodes by attacking the node next to their base.
Defensive
Because of the openness and many paths to nodes, defense is incredibly difficult. Be sure to defend from the intersections that lead to a node, so that you are fighting the opponent before he can even attack the node itself. This is especial to the node next to the opponent's base, as the opponent has the advantage of close-spawning firepower.
Be sure to defend the bridge. Not only is the node important in the Choke Point layout, but it is also a major path going base to base for the vehicles. Be wary of drop raids from Mantas, and infantry when Low-Grav/Quad Jump make long falls an easy feat.