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Castleargh2 essentially replaces castleargh1 and as such you wont see castleargh1 in any popular adl leagues. Castleargh2 was made by 3v and it has been put together quite nicely. The style of play is that of dustbowl, with a team trying to hold out that attacking team from the 3 cap points. ![]() The first cap point starts off on the outter ridges of the castle with a large entrance its difficult to hold that gate for long. Little huts provide good sg positions and there are plenty of bags for ressups. ![]() Moving the flag along, it has to travel through a series of buildings before crossing a moat. A risky move as a sg could easily put the flag carrier and the flag in the water for a promised return. On the other side theres the cap point, but there are a few huts to get past still that could be holding sg's. The best flag carriers in this are sollies who know where to go for the best jump spots as there are alternative routes, usually involving a top or bottom route. ![]() Command point 2 starts where command point 1 finished in a move of an open area. A large wall prevents any huge jump from the start but 3v developed a sniper shot of the flag carrier off a dispenser that puts him down through the defense and around the corner towards the cap point. ![]() Through or over a tunnel and you find youself at the cap point. ![]() Command point 3 starts in a valley where demomen and hwguy's dominate. once your out of there if the flow of offense is continued it becomes hard to stop. It requires well planned defense to act as waves to stop that flow and hold them out. ![]() If you have successfully made your defense act as waves, then this will be a good test for the final one. There are plenty of opportunites for defense to set up a good defense but also good opportunities for offense to sneak in spies without any incs. Overall its a good map and very well balanced with well placed choke points contrsted by open alternative routes. |
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