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<p align="center"><font color="#FFFFFF" size="2" face="Tahoma"><b>Reviewer:<font color="00FF00">
Isotope</font></b></font></td>
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<font size="+2"><b><u>-Cornfield</u></b></font>
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Well, Zouave has outdone himself with this map...I haven't been able to find any flaws in the design or the textures. This map is <i>choice</i>.<br>

It is Avanti-style with the Attackers and Defenders exchanging places each time all the Cap Points are achieved. The map is well laid-out with lots of spots for all classes to use their particular skills to their maximum effect. It has elevated sniping and Sentry Gun positions. It has a creek running through the entire map with lots of dark tunnels for spies to lurk in. It has high skybox ceilings for lots o' jumping. You name a class, I will show you where that class is best used on this map...You can't lose - it practically screams balanced gameplay.
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The backstory: A glider has crashed on the outskirts of a small town. The enemy force is approaching the Town Gates...and the defenders have only enough time to throw up a hasty defense.
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Cap Point 1 is inside the ruined bulding overlooking a bridge across the creek - Defenders need to watch the creek closely because the attackers have access to the Manhole - heh, manhole - just inside the Town's Wall.
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Cap Point 2 is beyond the Cornfield (a dense maze of maize, lol) a nice open space ripe for jumping, but watch out, sg's are well hidden in teh corn!
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Cap Point 3 is, in my opinion, the most difficult. It sits high upon a platform/roof surrounded by a railing and only accessible by stealth or 'bait and switch'. By stealth I mean that sometimes, an inspired and brave soul has been know to run the flag through the creek's tunnel under Cap 3 all the way to Cap 4 and then run above ground back to Cap 3 with the knowledge that Defenders are re-spawning behind them and could catch them at any moment. - Not often, but sometimes it does happen. Or the team, if they are well-coordinated, can bait and switch the defenders by throwing a large attack up the main street while a wily medic or scout runs the flag along a small ledge from the broken tower directly to the Cap Point. Either way its takes skill and dedication to take that Cap.
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<img src="http://www.invade-defend.com/images/cornfield/corn04.jpg" border="0">
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Cap Point 4 is smack dab in the middle of the last bridge over the creek. It has the advantage of the wide open space like Cap 2, but it also has lots 'o places for defenders to set up. (Tower, archway, several platforms...etc. You get the picture.) There is a dark window that a sniper can take pot shots at the sg's from, helps to keep things balanced. Most often, however, a soldier simply rocket jumps onto the Cap. I haven't found any defense that can withstand a crafty solly weaving mid-air.<br>
There you have it! Simply the best TFC I/D map ever!
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