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<div align="center"> <table border="1" width="100%" cellspacing="0" cellpadding="0" bgcolor="#181C5A" bordercolorlight="#000000" bordercolordark="#000000" bordercolor="#000000"> <tr> <td width="100%" bgcolor="#808080"> <p align="center"><font color="#FFFFFF" size="2" face="Tahoma"><b>Reviewer:<font color="00FF00"> Telos</font></b></font></td> </tr> </center> <tr> <td width="100%" bgcolor="#393C5A"> <p align="left"><font color="#FFFFFF"> <H3><u>Momentum</u></H3> Another creation by one of our own, kes, Momentum is a fun, fast Avanti style map. I have only played it with smaller numbers, such as 4v4. With this number, the map is great. I am sure it can even accommodate a full 8v8 game as well. The best thing about this map is that there are countless corridors and balconies. It is almost maze like, yet you know exactly where to go at all times. There is the main way, and then there is a balcony that you can jump up to, a tunnel you can take, and a set of stairs…and this is for almost all caps! The variety really provides the offense with a chance to trip up the defense, but it is balanced out by the close corridors, and confined spaces. The winding ways also make this map a spies dream. An engineer might not be that effective since it is such a fast paced map. With that general advice out of the way lets look at the cap by cap! <p></p> ![]() <p></p> This is a shot of the opening gates and cap 1. Directly below the position this pic was taken from is an alternate route to CP2. The gates are wide open, so it is difficult to spam them, but the jump point is easier to focus on. Usually a solly will try to rocket + gren jump from below around the corner and into the top. A fatty blocking the window will ruin his day real fast. Also, a demo should pipe top of stairs and cap. As with most maps, CP 1 is pretty easy and straightforward. <p></p> ![]() <p></p> CP 2 is in the building shown to the left. As you can see there are a number of attack routes to take, which spreads the defense thin. Fortunately for them, the offense has to take a long walk down these halls and they do not have much wiggle room. The grenade pack is located right here too, so this should make CP a bit easier for the defense to hold. However, because the defense is being attacked from multiple angles it is an easier cap to get. <p></p> ![]() <p></p> This is a nice overhead shot of CP3. It is a good distance from CP 2 and the long corridor on the right is a soldiers dream. That is the best chokepoint because there is no alternate route. Now is the time for an SG as it will take the offense more time to get there, thus giving the engie a bit more time to prepare. To cap 3, the offense has to push it the good old-fashioned way. No jumping here really unless you consider the small jump from the floor to the cap point, but by the time you have control of that, you have control of 3 anyway. Also in this shot, you can see a portion of a balcony to the bottom left. This is the top entrance to CP4, which is vital to use. <p></p> ![]() <p></p> Across the courtyard, you can see the top entrance. A lot of times soldiers and fatties will push, but usually they do so out the bottom. Even though there are only two entrances and they are close by, it is still easy for a spy to get lost here. The building on the left features a nice cut in with a window to jump out of. Jumping the flag will prove to be difficult, but it is doable. Try to go in through the window and avoid the stairs on 4. CP 3 and 4 are the hardest, but the offense has a little bit of a spawn distance advantage on 4, so it shouldn't prove to be too hard. I would really like to see momentum in rotation more. It is fast paced for the first two caps, then slows down a bit for three. It can be played with any number of players, from 4v4 to 8v8 with out any spam issues. It is great for pubs and matches alike, and puts emphasis on pushing the flag in, rather than jumping it. I hope to see more from kes in the future! </font> </td> </tr> </table> </div> [CODE][/CODE] |
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