In the first part of series we will cover e3m7tdm.
I have to tell again that what you are going to read is Milton's map analyses. It is an extract of the Discord chat we had during the tournament.
The "tdm" version of the original episode map contains an extra corridor and opening from the GL area to crossing. I never played the original, so I can only say what I was told:
This extra opening was done to avoid complete lockdowns. Did it achieved its purpose? Hard to tell...
The spawns:- one in start (with GA, SNG and Ring)
- one at gl (just GL)
- two at tower (RL, Quad, YA, Mega)
- one at ra (just RA)
- one at end (RL, YA, Mega, Quad, Pent and NO ROCKETS)
We always want to control both rockets (
tower and
end) and
ra. And you have to choose one of the spawns not to cover: it's either
gl or
startThe pick is usually
gl. Only rarely one can go to
start. This is because
gl is still a somewhat dangerous weapon and is right next to
tower so switching is easy.
start:You probably want to leave the
start spawn empty, even though the extra corridor between
gl and center doesn't make it much easier to attack anywhere (
ra or
tower).
gl:You basically have one spawn to worry about. Someone can come from start but that enemy will be below you.
It is pretty simple too on paper, but can cause some problems every once in a while. The good thing is that you have plenty of rockets.
You stand on the bridge between
gl and
tower and shoot at either of the spawns next to you: there's a spawn between
tower and
gl that is usually handled by the
tower guy, but the
gl guy definitely can chime in.
It's worth noting that players spawning in
start might come below you, and it's quite easy to hurt yourself with splash damage when you shoot at them from the bridge, be careful!
tower:It's a telefrag hell with very awkward movement. Very chaotic and annoying to control, but it's doable. There's a Mega under the lift; Quad door opens when you shoot at it; YA under the tower; 10 rockets + RL in the
tower.
The lift to the tower doesn't move down as long as someone stands on it.
In rape games standing in the tower is very viable. In tighter games standing behind one of the spawns next to the lift is safer.
An enemy can sneak through the
gl -> mid corridor and attack through lift to tower.
ra:This is probably the easiest place to hold.
As long as
end area is safe, there's only one way the enemies can come from, and most of the time they will come with no armor and max grenade launcher. In addition to that, you have one spawn in front of your face and RA to fall back to.
Here you need some rockets too, but usually not as many because it is easy to switch between the
ra guy and the
gl guy through the tunnel between
gl and cage.
You sit between the spawn at
ra and RA, and shoots a rocket when an enemy spawns.
That's all, as static as quake gets. As long as the rest of the team does what they are supposed to do, you DO NOT MOVE!
end:
This used to be the most boring and the easiest place to control by far, because there's only one spawn there, and you have almost everything you could ever want (YA, Mega, Quad, Pent, health). The only resource you lack is rockets. Hence the guy with 50+ rockets would always head for
end. The Ring is at
start but there's a teleport connecting
end to
start. This makes it slightly more challenging to control
end RL side in a full lock situation, but not by much. The added challenge is even somewhat compensated by the possibility to go through the tele and get the ten rockets on that side.
Be extremely careful with the spawn - it's surprisingly easy to get telefragged there.
And the lava... it's deeeeep
Gamestart:The start is of uttermost importance!
The
end guy should go straight to the lift in front of him, take the RL and jump to Pent. Only after that he should consider Quad, YA and Mega.
If you feel like a pro, you could let either the
ra guy or the
start guy take the Quad, leave for
tower and let the mate wait for the second RL with the Quad.
Anyway, the Pent should most often go to get rockets somewhere...
There is a pack of 10 rockets near
start, 10 rockets at
gl and 10 rockets in the
tower. The
start rockets are probably your best bet, but the problem is that they will most probably have been taken and they spawn every 30 seconds, just like the RL.
The most advanced way to play this is that either the
gl guy or the
tower guy (with RL) switches positions with the Pent guy: The
tower guy going to
end with his load of rockets, and the Pent guy will control the
tower.
The
start guy won't be fast enough to prevent the
end guy from getting RL and Pent, so there is no hurry to get there.
He should take GA, SNG and Ring, and then go through the tele to see if he can steal the Quad from the Pent guy, perhaps even make him fall in lava.
The
ra guy goes backwards, picks up RA and then either goes to
end (if mate is there), or goes to
tower to help.
gl guy just rushes to
tower and tries to help there.
The guy spawning between
gl and
tower won't make it to RL, so he should get Quad and YA. With Quad and YA he can jump over the lava and push for the Mega as well if it's enemy tower RL. That will make the tower RL guy's life very miserable.
The
tower RL lift spawn will just take the lift and take the RL.
The other two players split between the rockets and get one rocket each: one going to
ra and the other going to
gl.
If you get a proper full start with both rockets and Pent, you should definitely do the switch: Pent stays in the
tower, tower RL goes to
ra, and with the 2nd RA to
end.
Full Maplock in 40 seconds!