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User:Neon Knight/BUCaptureCTFCitadel

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Originally posted in the old Capture website, at capture.beyondunreal.com, now defunct. I had a copy in my backups.

ThRaWn70 Holds Your Hand Through CTF-Citadel
“A nightmarish fantasy brought to life, Citadel combines modern technology with imposing architecture for high intensity CTF combat.”

Citadel is considered by the many to be the CTF-Face of Unreal Tournament 2003. It is a relatively open and free-form map, which lends itself to being an excellent map to use the Lightning Gun and Rocket Launcher. Flak spammers need look elsewhere, for the beloved Flak Cannons are nowhere to be found. Shock Rifles and Miniguns adorn the lower bridges, while the flag bases are host to the dreaded Bio-rifle.

The flag bases have three entrances and exits. To enter, an opponent can choose to go through the side routes connected to the Shock Rifle and Minigun bridges, or they can drop through hole that is right above the flag. Once inside the base, the flag runner has the option of taking either side exit which returns them to the Shock and Minigun bridges, or they can take the teleporter directly across from the flag. The teleporter spits them out on top of their enemy’s tower. This is where the Lightening Gun and Super Shield reside. From here, the flag runner has many options as to which paths by which they can return to their home base. The weapon of choice at the top of this tower is the Shield Gun which can be used to effectively knock off or kill unsuspecting snipers. The secondary fire can be used to shield the flag carrier as they jump from the tower. While jumping, the flag carrier can land on the side spikes which are located at 90 degree angles from the teleporter. They can also land on the spokes at the bottom of the base or on the spokes of the tower base.

From the team “mesa” the flag carrier can either choose to keep their shield gun out, and fall on the tops of the base openings leading from the lower bridges and make a run for it down those routes, or continue down the middle bridge. Make sure to dodge while making your runs, but not so much as to fall off the bridges! I find that by turning about 90 degrees and then side dodging works best, because I'm weak and unable to forward dodge very easily. Once back in their home base, the flag carrier can attempt to hideout behind the tower on the “Adrenaline claws” or they can try their luck at staying just inside the side entrances. I would not recommend staying in one place too long, especially on the tower, but careful circles from the tower and Super Shield to the ground via Shield secondary, then through the 'O' portal, and to the health or teleporter again, etc. Make sure to mix it up to keep the other team guessing, but hopefully it will all pay off with an all-powerful flag cap.

Due to the versatility of the upper levels and middle bridge, when defending, this should be a priority, ranking right up there with the flag room itself. If you camp the towers, you'll be easy bait for the snipers and Shield Gun-wielding flag runners, so you'll have to keep moving if you want to control the middle. However, if you're in a camping mood no matter what, you might try getting up to the top of the opposing team's tower and translocate to the top of their teleporter. You'll be able to score a few cheap shots to the back before they figure it out, but it may just be enough to satisfy your camping urges.

Inside the flag room, the Bio-rifle and Shock are devastating. Many would-be flag runners will start charging up a stream of rockets while dropping through the 'O', which can be heard by those inside. When this happens, load up a syringe of goo with the Biorifle or fill the room with shock combos. Avoid standing at the Bio-rifle pickup base or ammo pile on the other side of the teleporter, because those are usually the first targets of dropping flag runners. Because of the degree of freedom the upper level provides, assume that the flag runner will attempt to run straight for the teleporter, because in many cases, they will.

CTF-Citadel, while appearing symmetrical, is not. The Keg of Health can be reached by translocating to a spike on its host sphere, then translocating again to the top. The picture demostrations below were done from the Red tower.

The Redeemer can be reached easiest by translocating from the Red mesa “Adrenaline claw” onto the nearest sphere, then again to the Redeemer sphere. Again, first translocate to a claw on the Redeemer sphere, then translocate up. Use your translocator camera (default Q or whatever your Translocator key is) to check positioning.

The Redeemer can also be used to reveal Citadel's secret. Take the Redeemer, and look up for the Blue Star in the sky. Shoot the Redeemer directly at it, and then watch the spheres. They go chrome! No practical application whatsoever, but cool nonetheless!

Incase you couldn't tell by the title, this article was written by ThRaWn70