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ONS-IslandHop
From Liandri Archives
This volcanic archipelago served once as a gateway in the human wars of the 21st century. Transformed for tournament use, a series of bridges now connects the islands. These bridges, though excellent use for ground based vehicles, do not provide a direct path to battle. Manta's will be the primary choice for transportation.
Full title | Island Hop |
---|---|
Author(s) | Ben Beckwith |
Players | 8-16 |
Music | None |
Game | UT2004 |
Gametype | Onslaught |
Map Description
Island Hop is an Onslaught map consisting of six large islands in a diamond shape, connected via bridges. In the center is a volcanic island, the middle of which houses a Redeemer (see map). On the outskirts of the map are small, secluded islands housing target painters. On each of the diamond islands except the center, there is one powernode for each island, and on the farthest corners on the east and west sides lie the powercores.
This map was included in the ECE of UT2004.
Pickups & Vehicles
Pickups
Pickup | Location |
---|---|
Target Painter | On small remote islands off the coast of nodes 2 & 4. |
Redeemer | Inside the volcano in the middle of the map. |
Shield Pack | There's 1 right next to each powercore. |
Super Shield | On the other side of the powercore's islands. |
Keg o' Health | 1 in each base (inside the bunker), 1 near powernodes 1 & 3 |
Double Damage | On top of a large rock on the islands of nodes 2 & 4 |
Vehicles
Vehicle | Location |
---|---|
Manta | There are 2 Manta's at the bases, and 1 at all the noes. |
Scorpion | There's 1 Scorpion at every node and base. |
Hellbender | The Hellbender spawns at nodes 2 & 4 |
Goliath | There's 1 Goliath at each base. |
Paladin | The Paladin spawns at nodes 1 & 3 |
SPMA | The SPMA spawns at the bases. |
Energy Turret | There are 3 turrets at the bases, 2 at nodes 2&4, and 1 at nodes 1&3 |
Node Layouts
Strategies
As the description for the map suggests, the optimal form of transportation is the manta due to it's ability to float over water. For some reason, all ground based vehicles take damage rapidly and explode when they tread water deep enough. Swimming is also impractical, as it's slow and makes players vulnerable.
This map relies less heavily on tactics than prior maps. Due to the placement of the SPMA vehicle, the artillery could conceivably be used for defensive purposes, as it is nestled deep within enemy territory, protected.
The Manta will be the last Powercore's downfall. The Manta has enough agility and the ability to traverse water, so as to destroy the Powercore, barraging it with plasma. The Manta is able to completely circumvent all defences with it's speed, using the geography to the advantage of the pilot.