User:Neon Knight/BUCaptureCTFChrome

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-Chrome “A recent addition to the Tournaments, this arena has yet to be fouled by the rusted brown of dried blood or the carbon black of scorch marks. Let us welcome you to be the first to christen it.”

Chrome is a map that many clans choose to play on during their clan wars because the map requires a lot of teamwork to capture the flag. (There will be no one-man does-it-all in this map against any team that's worth their weight in megabytes!) The arena is not meant for a lot of z-axis gameplay, the action in this map is more of the close combat style. The flag base consists of two side rooms that serve as spawn points and storage for the Link Gun and Minigun. The flag itself is situated on a second level of a large opened room. The flag is accessible via ramps flanking both sides of the flag, a jump pad that is situated in front of the flag, and an elevator located in back of the flag. The Lightning Gun and Biorifle sit next to the base entrances.

The entrances lead out to two side hallways. One contains a Rocket Launcher, and in the other their is a Flak Cannon. These hallways merge again into the center area which holds rockets, flak shells, health, and the Shock Rifle. These tight corridors make the Shock Rifle the weapon of choice, and will therefore force flag carriers to come with cover if they want to make it through alive.

Once inside the enemy base, flag runners will be easy targets for defenders that are armed with the Lightning Gun that spawns inside the base. To avoid these defenders, it is best for flag runners to take advantage of the cover that the upper level ramps provide. Attackers can then translocate up to the flag base, take the elevator located at the back, or use the jump pad to propel themselves to the flag.

To use the jump pad to reach the flag, jump once onto the closest edge of the jump pad. As soon as it starts pushing up, double jump back towards the flag, and the jump pad will carry you right onto it.

Defenders have the option of pursuing an attacker via three routes, one of which the runners can't use. They can choose to follow the runner through the side doorways or instead send a translocator disk through the darkened window at the base of the ramps. After translocating to it, defenders will be dumped out into the Shock Rifle alcove in the middle area.

Flag carriers will need a hiding place if their flag is not in their home base when they return, and they have many options as to where they can hide. They can choose to stand at the flag base and be targets for incoming attackers, hide in the side spawn rooms with the Link Gun and Minigun, or they can retreat to a side hallway that houses either the Flak or Rocket Launcher to a tricky hiding place made possible by a detailed static mesh (who said that all those meshes had no gameplay value!). First, go to a wall that is adjacent to one of the doorways. On it, there is a cross-brace type structure.

Walk on the open side of it, and then jump up onto the lip sticking out from wall. Then jump across onto the lower bolt piece of the static mesh, then crouch and walk along the brace as far as possible. You'll be nearly invisible to those in the room unless they see you from the side. For this reason, it is usually best to use the cross-braces adjacent to the entrance to your flag base, because attackers will usually be facing the opposite direction from where they would need to be to see you.

After the coast is clear, run that flag over your own and you just captured your enemy's flag! Easy, huh?

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