Difference between revisions of "Defer"
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=== Out of Control === | === Out of Control === | ||
| − | Keep a tight timing on both weapons and preferably show up to all until you secure one. Afterwards getting a green+HP should be a given before venturing out to red/powerups. Recommended route is through pent, because you get some ammo in the water (you need to think if it's safe to swim) and mega opportunity. After that you should try regaining red control through GL, or some other angle if that gets spammed. | + | Keep a tight timing on both weapons and preferably show up to all until you secure one. Afterwards getting a green+HP should be a given before venturing out to red/powerups. Recommended route is through pent, because you get some ammo in the water (you need to think if it's safe to swim) and mega opportunity. After that you should try regaining red control through GL, or some other angle if that gets spammed. You need to coordinate that attack together with your teammates to get support needed to break through. |
=== Quad === | === Quad === | ||
| Line 65: | Line 65: | ||
== Credits == | == Credits == | ||
: {{player|gosciu|flag=pl}} - for motivation, major contributions and feedback | : {{player|gosciu|flag=pl}} - for motivation, major contributions and feedback | ||
| − | : | + | : [[Image:flag_se.gif]] [[snapcase (Swedish Player)|snapcase]] - for server support, early testing and feedback |
: {{player|rokky|flag=se}} {{player|kane|flag=cz}} {{player|irn|flag=pl}} - for early testing and feedback | : {{player|rokky|flag=se}} {{player|kane|flag=cz}} {{player|irn|flag=pl}} - for early testing and feedback | ||
: {{player|flintheart|flag=se}} - for helping with the .loc file | : {{player|flintheart|flag=se}} - for helping with the .loc file | ||
Latest revision as of 11:58, 30 November 2025
Coup de Fer (defer.bsp) is designed explicitly for 4on4. It uses a zone-based approach intended to incentivize and emphasize strategic teamplay for securing resources and gaining control. Teams must coordinate tightly, the resources present allow for expanding control even up to a lock if the skill difference is high enough. Key items are spread across distinct zones, requiring teams to rotate and contest multiple areas. The map has a deliberately sparse resource layout: a single red armor, minimal health, and three green armors, forcing player discipline.
Visually, the map blends the original id Software base texture set with rocky landscapes and iron panels, portraying an abandoned base in the mountains.
Items
| Powerups | Armor | Weapons | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Quad | Ring | Pent | MH | RA | YA | GA | LG | RL | GL | SNG | NG | SSG | ||
| 1 | 1 | 1 | 1 | 1 | 0 | 3 | 1 | 1 | 1 | 1 | 0 | 2 | ||
How to Play
(Credits:
gosciu)
General Strategy
High red - LG gateway is the place you should strive for. You won't have an easy time staying alive, so ammo/HP detours will often be needed, I'd recommend controlling HP over at tele to deny them from enemies trying to backstab, this also gives an opportunity for controlling the only mega on the map, which is great.
Out of Control
Keep a tight timing on both weapons and preferably show up to all until you secure one. Afterwards getting a green+HP should be a given before venturing out to red/powerups. Recommended route is through pent, because you get some ammo in the water (you need to think if it's safe to swim) and mega opportunity. After that you should try regaining red control through GL, or some other angle if that gets spammed. You need to coordinate that attack together with your teammates to get support needed to break through.
Quad
Try to control the tele, as it negates an entire attack angle and you only have to worry about the other one (can even spam it). Be wary of fresh enemy weapon pickups and track them if they didn't show up for quad fight.
Pent
Red control is preferable beforehand, afterwards you sweep the entire area starting from GL and spam the weapon entrance you anticipate an attack from while standing on pent. LG sits on GA for better range.
In Control
You want to make sure your team is the one getting a stable red income, so settle around aforementioned gate. This also gives you control over 1 contested main weapon + active cells supply. You often won't be able to stand still for long due to lack of ammo/HP, but try to be around. There is a spawn that's able to steal red close, but you can react to him quickly. Track all enemy weapons and respond to their positions before they have a chance to contest.
Gallery
Credits
gosciu - for motivation, major contributions and feedback
snapcase - for server support, early testing and feedback
rokky
kane
irn - for early testing and feedback
flintheart - for helping with the .loc file
carapace
splash
andeh - for valuable insights and feedback
infiniti
hemostick - for technical assistance and feedback
peppe
phren
eh
alice - and everyone else for beta testing