[LMCTF09 - Twin Generators]
Flag Rooms
In the flag rooms:
- 1 First Aid
- 2 Cells
- 1 Rockets
- 1 Rocket Launcher
- 3 Armor Shards
- 1 Medkit
- 1 Slugs
- 1 Grenades
- 1 Railgun
- 1 Shells
I don't like this map. It breaks the first rule of CTF maps. You have to jump or grapple or hold forward for a while to get out of the flag pit. You can't just walk out. Anyway, this is pretty easy to defend against regular invaders, but the educated ones, that's a different story. Some people will start their gapple once they can see across the pit, run, grab, the flag, and be grappled out of there before you can even notice your flag's gone. Some will Rocket Jump out of the pit. They run in, jump down, gran the flag, and rocket jump out. This a surpirsing tactic, because if you fire rockets at him when he does this, he seems to disappear. And reappear at the exit, before you have time to aim and fire.
Perimeter
- 1 Super Shotgun
- 13 Stimpacks
- 2 Cells
- 5 Shells
- 2 Grenades
- 8 Bullets
- 1 Chaingun
- 13 Armor Shards
- 3 Medkits
- 6 First Aid
- 1 Hyperblaster
- 1 Silencer
- 1 Slugs
- 2 Rockets
- 1 Machine Gun
I love the ramp thingie. The best idea is to jump down each ramp, it'll give you speed, and no damage. If you're in a real hurry, then just jump all the way down to the floor. Use your grapple and grapple to the floor. This will negate falling damage.
Crossroads
- Air
- Fast Moving Projectiles
No Gibbing in the Halls!
On to LMCTF10 - Toxin Refinery
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