This is yet another in a series of Quake Live strategy discussion posts.
Earlier xephyr wrote a guide on how to defend Ironworks. Today I’ll write up some tips for when you’re on the attacking side of Ironworks. Keep in mind these tips are just suggestions. If you strongly disagree on something feel free to join the discussion in the comments! Here it goes. Read More
As promised, we would be posting more strategy discussions. This time we take you to the troubled waters.
For the quake veterans, QZCTF2 is nothing new as it is actually an exact copy of Q3CTF2. Nevertheless it might be interesting to write about this map.
Troubled Waters: a map for defenders?
I think I can easily say this map is very heavily defense oriented. The flagdef has Yellow Armor and Mega Health. He has a good overview on incoming enemies and can position himself to have an advantage over the attackers.
Moreover, attackers entering enemy base will probably not be stacked. First of all they have to cross mid which is not easy when you have a good raildefender. Additionally, there are not many items for an attacker to pick up; basically enemy’s Yellow Armor at rail is the only one that is easily accessible. Of course there is Red Armor and Medkit in water but those can not be considered easily accessible. Read More
This is the first strategy discussion post in a series of many yet to come, so be sure to check back!
Ironworks is the first in a new series of QuakeLive ctf maps which is considered to be actually quite playable, so I figured it might be interesting to discuss some of the different possible tactics, starting with the defense.
In this post I will share what should be considered as my own personal opinion, and I invite everyone who wishes to share their own insights, to do so in the comment box below!
Ironworks: a map for attackers?
Ironworks is the first map in the quake series to break with the tradition of CTF maps that are very heavily defense oriented. First of all, Ironworks has health items (Red Armor in particular, but also the Mega Health) which are very easily stolen by enemy attackers. Secondly, as soon as the enemy flag carrier leaves the base using the high exit, a cap is not far away. The fact that there are no jumppads in mid, makes it even more difficult to kill the Enemy Flag Carrier when he’s strafing his way to a fast cap. Read More