|
30th Nov 2003, 08:03 AM | #1 |
Brief guide to the 2.9 EAS maps
After playing a couple of days with the people who got 2.9 earlier than
others I decided that it might be a good idea to post a quick overview
of each map's objectives and special features as I found myself going
over them in-game quite a bit. Hopefully some of you will find this
helpful your first few days, or even weeks, of playing 2.9.
In this small summary, Primary Objectives are those that must be completed in order to win the round. Secondary Objectives aren't needed to win, but cause other things to happen when they are completed. Special information will be listed where needed. Please feel free to add to this if you wish or correct me if I get something wrong. I won't include the "Classic" maps, such as Cuban Dawn, Chita46, and Terrain, mostly due to time and the fact that these are pretty close to the original AS versions of the maps. If there is a call for these to be done as well, I'll add them later. Arab Outpost: This map is a simple capture the CD and get to extraction mission with no secondary objectives. Insertion is behind some buildings in the Southwest corner of the map. The primary objective is located in the Northeast corner of the map in a small building that is directly on top of the defender spawn area. There are many routes to take to and from the objective. Extraction is at the flare near the attacker spawn. There is a Mission Briefing for this map. A City Block: This map is a simple capture the CD and get to the extraction mission with no secondary objectives. However, it does have one special feature in the form of keypads. To get to the CD the attackers must enter through at least one door that is protected by a keypad. It takes the attacking team 5 seconds to open these keypads (from either side) while it only takes the defenders 1 second to open them. Attackers start out in a house on the far North end of the map and defenders start out on the South end. Roof access in a couple of spots is intentional on this map and quite useful. Watch the windows on the South end of the map as well. Extraction is at the hummer near the attacker spawn. There is a Mission Briefing for this map. Atoll: This map is a simple capture the CD and get to the extraction mission with no secondary objectives, however there are multiple extraction points. As this is a 2.86 map as well, I won't go into as much detail about locations unless it's needed later. Attackers spawn on the Uninhabited Island, near some Zodiacs. The majority of defenders spawn in the main building, with some spawning at the smaller building near the docks. The laptop is located on the helipad. Attackers can extract to either the Zodiacs at their spawn or the one at the docks. There is a Mission Briefing for this map. Belfast: This map is a simple capture the CD and get to the extraction mission with no secondary objectives. The primary objective is on the second floor of a building in the center of the map. This building has roof access via a ladder. You are able to enter every building on the map, so check every window and door. Extraction is back at the hummer near the attacker spawn. Border Town: This map is huge. Really huge. It's also a simple capture the CD and extract mission, but has a couple of twists. The attacker spawn is randomly chosen between two points - one near the collapsed bridge, and one near the church. If the defenders are fast enough they can see the drop-off chopper leaving the spawn area to give them an idea of which way the attackers will most likely be approaching from. Be warned that there is a canyon connecting the two spawn areas though, so attackers can move freely between the two, further complicating matters for the defenders. Extraction is at one of two locations. Attackers may either return the CD back to the blackhawk at their original spawn location or go to the far Southeast corner of the map to a waiting hummer. That route is a long one, but a good one. Having the random spawn points and the two different extraction vectors makes this a tough map to defend. The laptop here is located on the ground floor of a 3 floor building (with a basement as well) in the middle of the town. Like Belfast, each and every building here can be entered. Chemical Threat: This map is a simple capture the CD and extract mission with a secondary objective. The primary objective is the CD located on the top floor of the factory. The secondary objective is not needed, but does help the attacking team tremendously if they accomplish it. Attackers are initially dropped off in a field near the factory's garage entrance. This is where they will continue to spawn unless they capture the storage area on the first floor of the South end of the factory, after which they will spawn in that room. The spawn area in the field has some protection by being behind a shed, but it is still far more vulnerable than the South storage area. I highly recommend finishing this objective at the very beginning. There is a door into the needed area at the South end of the building as well. Extraction is back at the open field, below the blackhawk hovering there. It's a very open extraction, so be careful and be ready to lay down suppressive fire if needed. Frozen: This map has two primary objectives. The first is to unlock the laboratory doors remotely from the top floor of the research station. Only at that point can the attackers get to the laptop located in the laboratory. This also pushes the defender spawns back deeper into the station, into the tunnels below. Extraction is via a blackhawk that lands outside the facility. The installation has multiple ways in and out, much more than first meet the eye, so be aware of that as an attacker and as a defender. Attackers spawn on the outside of the station on one of two sides. They must crest hills in order to get to the instalation. Iraq: This map has several unique features. There are two different laptops containing identical CDs. Attackers only need to extract with one of them to win. The attackers start at the far end of the map and must fight their way through the Northern alley or the archway to reach the objectives. Their first secondary objective is capturing the Northern alley. If they manage to do that, it will advance their spawns to that alley, otherwise they continue to spawn back at their original location. The second secondary objective is capturing the Stronghold near the initial defender spawn. Doing this will push the defender spawns back past the extraction point, making the capture of either of the CDs much easier. The downside is that it also puts the defenders closer to the extraction building, letting them dig in for a defensive effort there a bit easier. The laptops are located in the middle area of the map in two fairly spread out locations. One is on the second floor of a building with a bunker and the other is on the second floor of the communication tower building. There are multiple ways in and out of each building. Next to each laptop is a radio that can be used to call in air support in the form of two circling blackhawks with M249 gunners. They will shoot at any defenders they see, so defenders, take cover. Extraction is on top of a building at the far end of the map from the initial attacker spawn. It's fairly vulnerable up there, so be careful. There is a Mission Briefing for this map. Island: This map has a single CD that attackers must capture and return to extract. Attackers spawn on one end of the island and defenders on the other. The CD is located on the first floor of a building near the defender spawn. There are multiple ways across the island including beach access, tunnels, and both sides of the mountain in the middle. The defenders spawn in a building on the left side of the island relative to the attacker spawn, so be careful when taking that route. Extraction is back at the Zodiacs near the attacker spawn. This whole area is protected from defenders by a blackhawk that circles the area in order to prevent spawn camping on the beach, so defenders be aware of that when in the area. Mostar: First of all, this map is special. A big thanks to Alpha_9 for making it at my request. He went far beyond what I ever dreamed possible. This map has 2 primary objectives. A blackhawk helicopter was shot down and has crashed. It crashes in one of four different random locations every round. The spawns are also randomly selected from several different locations, for both the attackers and defenders. The attackers must get to the downed chopper and hold it long enough (40 seconds) to uplink GPS coordinates in order for the blackhawk to be destroyed by bombs. Four minutes after that, a second blackhawk will arrive to extract the team. You must have at least 50% of your team at the extraction site in order to leave and win. At the crash site in the river, the extraction site is on the bridge above it. At all other crash sites the extraction is in the same location as the downed chopper. There are essentially three ways over the river, 2 bridges and a path through the water near the steps of a hotel and through a storm drain. These can all be used to flank, so watch your rear. There is also a sewer, but you'll need a flashlight to take that path. There is a Mission Briefing for this map. Pankisi Gorge: First of all, camos work very well in this map. Remember that. I've stepped on enemy soldiers before without realizing it. They work that well. This is a simple get the CD and get out mission. There are multiple paths to the CD and back to the extraction, all covered in bushes and trees that make hiding easy. Attackers spawn at the base of a cliff, near a flare that serves as the extraction marker. Defenders spawn in a canyon near the mission. It's a fairly simple layout, but it's very tense due to where the objective is located, where the spawns are, and the fact that every bush you see could be an enemy soldier. This map makes me paranoid. Refinery: This map has a simple capture the CD and extract mission. The CD is located on the second floor of a building opposite the attacker spawn and next to the defender spawn. There are several buildings between the attacker spawn and the objective, each one able to be entered and two story with lots of windows. You must keep looking up and down on this map or you'll get shot a lot. Moving from cover to cover is a good idea, but you never know where to take cover from, so keep alert and aware of your surroundings. Extraction is at the flare by the attacker spawn. Road to Kandahar: Forget everything you knew about large maps. This one is huge. It's essentially a road running through the middle of a wide canyon. This mission is a capture the CD and extract mission with a twist - both teams can capture the CD and extract. There are several bomb shelters spread out the map. Remember where they are since there are jets bombing the hell out of the place every once in a while in an effort to destroy the convoy and the CD. Each team spawns over the crest of the canyon, one one each side of the road. The CD is located at one end of the road and the extraction hummer is at the other end of the road. It's extremely tense, especially with the NoScopes mutator on. There are all sorts of strategies for this map, but I'll let you work those out for yourself. There is a Mission Briefing for this map. Ruin: This is a small, tight map with an almost infinite number of routes between the attacker spawn and the CD. The attackers spawn at one end of the map and the defenders at the other, near the CD, which is located on the ground. This is a CQB map at its finest. You must watch every corner or have someone watch it for you. There is a platform above the CD where defenders (and attackers) like to stay, so be aware of that. Extraction is back at the attacker spawn and is marked by a flare. Silo: More CQB goodness here with some medium range combat on the surface. There are 3 missile silos with a command center at the middle of them all. This command center is where the laptop is located. Each silo has multiple levels reached either by ladder or stairs. The command center has a working alarm system that will alert the defenders as to which main silo door has been opened and entered. Defenders spawn at the bottoms of the silos, while attackers spawn on the outside of the complex on one of two sides. The CD can be extracted at either of the two gates at a truck waiting on each side. Inside the silos things are cramped and there is a lot of fighting in the z-axis, so keep your eyes up and down all the time. Outside, it's medium to long range. Tense map. There is a Mission Briefing for this map. Skopje: Urban street combat map with one objective, capture the CD and extract. The CD is located at a humvee barricade down the street from the defender spawn. The attackers spawn on the other side of the map. The layout here is essentially an S with a line down the middle. There are multiple routes to take, but the open nature of the laptop and position relative to the defender spawn means you might have to lay down some suppressive fire as an attacker in order to take it. And even then you'll have to watch your flank in order to insure that nobody sneaks up on you around that circle. The extraction is located down the street from the attacker spawn at a hovering blackhawk. Great map for medium to long range fighting. None of the buildings are able to be entered so you can focus on the streets and corners. There is a Mission Briefing for this map. Stalingrad: Another CQB gem. The laptop here is located at a corner on the second floor of a building near the defender spawn. Attackers spawn in a back corner of the map. Well, it's what's left of a building. This whole map is a bombed out city, so there is lots of rubble and every window is open. The laptop here is pretty exposed so be sure you can take it before you try. Extraction is on the second floor of a building in the corner across from the attacker spawn. It's marked by a flare. There are tunnels under this map and it's a good idea to make use of them to move around relatively undetected. They surface in quite a few helpful spots. Tuscany: Forget everything you thought you knew about Sicily. Even though this map looks like it at first, it's twice as big and has a total different feel. This map has no CD to take. It has three primary objectives, and the order in which you accomplish them can affect what happens. There are two anti-aircraft guns, located on the left and right sides of the map relative to the attacker spawn, which is at one far end of the map. You must destroy these guns by placing explosives on them. To do this you simply look down at the base of the gun and hold your grab/use key. It may help to crouch. It takes about 10 seconds to plant the charge. If the attackers destroy both of the guns, their spawns move up. The third objective is the villa located between those two guns. The defenders spawn in the back of this villa. The attackers must hold it for 90 seconds in order to capture it. That's a long time to hold a building with several ways in that's close to the defender spawn, but with some teamwork it can be done. You can capture the villa before destroying the guns of course, but only by destroying both guns will the attacker spawn move up. ok, that covers all of the maps now I believe. Please feel free to correct anything I wrote here or add your two cents. I just wanted to give the new guys a decent broad overview of all of the maps as best I could. Time and experience will be far better teachers of course, but I felt a good introduction and heads-up for some of these was in order, especially for maps like Mostar, Tuscany, and Road to Kandahar that are a bit out of the norm with respect to the objectives. I hope it helps at least some of you.
__________________
sublime adj. a. lofty, grand, or exalted in thought, expression, or manner. b. of outstanding spiritual, intellectual, or moral worth. c. tending to inspire awe usually because of an elevated quality (as of beauty, nobility, or grandeur) or transcendent excellence. Last edited by sublime; 30th Nov 2003 at 10:05 AM. |
|
30th Nov 2003, 08:30 AM | #2 |
*edit: damn you sublime! instaposted me on frozen. Anyway, your description is probably better than mine (english wise too )
Frozen: This map is a simple capture the CD and extract mission. The attackers spawn outside a research center in antarctica. The CD is located underground in a small laboratory protected by security doors. The first objective is to get inside the complex and unlock the doors to the laboratory. The security console is in the second floor of the surface building. Once the CD is captured an extraction UH-60 will land close to the base. There are 2 routes to the underground part of the laboratory (inside the surface building and in the garage), plus 2 one-way routes only accessible from the inside (the slopped entrance and the remote hatch).
__________________
"I don't have a ****ing clue why I'm wasting precious brain cells arguing with a man who names himself after the fluid that runs behind my fridge." - BadMojo ** Infiltration - Vega clan - dichlorodifluoromethane ** Last edited by Freon; 30th Nov 2003 at 08:33 AM. |
|
30th Nov 2003, 09:26 AM | #3 |
Thank you VERY much! I'll prolly still just follow folks around til I
get used to the maps (which are both huge and awesome) but the
overviews are helpful indeed. Would making this a "Sticky" be a good
thing?
__________________
Last edited by ragingsamster; 30th Nov 2003 at 09:28 AM. |
|
30th Nov 2003, 09:43 AM | #4 |
Great work sub!
|
|
30th Nov 2003, 10:20 AM | #5 |
Very nice, sublime. As much as I appreciate the official mission
briefings yours offer the most important information in so little text.
Thanks.
__________________
http://g-fresh.netfirms.com/dobermann.jpg - Not online anymore! |
|
30th Nov 2003, 10:32 AM | #6 |
That is a very interesting reading , good job sublime
it makes me wanting to play this game more /FiedMedic tries to build a time machine to travel directly to Monday damn limited human technology |
|
30th Nov 2003, 10:35 AM | #7 |
You should make this sticky or integrate it into the main website.
__________________
Spank you very much |
|
30th Nov 2003, 10:47 AM | #9 |
I know these maps and that was still great reading, very enjoyable, and right on the money. Nice work.
__________________
-- Live Free or Die |
|
30th Nov 2003, 03:26 PM | #10 |
LOL @ Atoll. After I got the CD, I went passed the boat at the docks,
and swam all the way across underwater to the boats by the spawn to
win. I didn't know you could just extract at the docks. craziness...
TY sublime. |
|
30th Nov 2003, 05:57 PM | #11 |
haha keihaswarrior, that's funny stuff. It's also a reminder to
everyone to use your compass and waypoints. They help out tremendously
when learning new maps or getting your bearings in places like Mostar.
Use the compass!
__________________
sublime adj. a. lofty, grand, or exalted in thought, expression, or manner. b. of outstanding spiritual, intellectual, or moral worth. c. tending to inspire awe usually because of an elevated quality (as of beauty, nobility, or grandeur) or transcendent excellence. |
|
30th Nov 2003, 06:00 PM | #12 |
Not completely related, but i think it's also important to point out
that it's vital to set your netspeed correctly. We tested the VeGA
server today, and iom couldn't open the ACB keycode doors, until he set
his netspeed to DSL.
So don't overlook it. It does make a difference.
__________________
Formerly known as Max Sterling |
|
30th Nov 2003, 06:12 PM | #13 |
Yeah Damien, good call. We've come across that a few times as well.
It's under The Mission -> Game Options for those who don't know.
You'll get what seems like lag if you forget to set it properly. If you
find yourself "warping" back to where you were before you turned a
corner, you might want to check this setting.
__________________
sublime adj. a. lofty, grand, or exalted in thought, expression, or manner. b. of outstanding spiritual, intellectual, or moral worth. c. tending to inspire awe usually because of an elevated quality (as of beauty, nobility, or grandeur) or transcendent excellence. |
|
30th Nov 2003, 06:13 PM | #14 |
Yeah, on Atoll and Island you'll (as a defender) want to check the underwater routes after the CD has been taken.
__________________
-- Live Free or Die |
|
30th Nov 2003, 06:58 PM | #15 |
stickied...
__________________
|
|
30th Nov 2003, 07:12 PM | #16 |
Great stuff there Sub!
I'm am so gonna play this game omg! 2.09 am i'm going to bed and PARTAY tomorrow night!! |
|
30th Nov 2003, 11:37 PM | #17 |
2.09... must have missed that version, don't remember it.
|
|
1st Dec 2003, 12:50 AM | #18 |
General combat recommendations.
Appolgies if I've repeated something sublime has already written. Arab Outpost: Attackers and Defenders are both at a distinct disadvantage on this map if they happen to get beaten into thier spawns. Check nooks and other ambush corners regularly to prevent the flow of reinforcements of your side getting disrupted. Claymores are a regular occurance at the final CD building, always check before running in, even if it is tempting given the hostility of the surrounding area. A City Block: The roofs and other windowed sniping points make a huge difference in this one. The most rewarding one for attackers is the E roof, which overlooks the courtyard spawning defenders must cross, and provides visibilty to the objective (shoot out the windows) in the building across from it. This is by far the hardest building for attackers to get to, especially if the street crossing required to get to it is covered. It's quite defensible once it's secured however, although losses on the top floor will be high from street fire. Defenders are at a notable disadvantage once they get beaten back to the spawn, as the only safe routes are quite long. Attackers are difficult to stop once they have the CD. Remember that during the specialist gamemode, the specialist is the only attacker capable of opening the door locks. Atoll: Still basically the same as the classic, but defenders spawn in the towered building. This building will be the safest point to fire down at the CD from, which means attackers basically have to disrupt or remove all of the defenders from the windows, tower and roof of the building. It is highly recommended that attackers bring at least one SAW (fire through the walls!) and plenty of players with 40mm's as entering the building is not possible for them. Attackers are at an extreme disadvantage once beaten back to the spawn, so avoid this whenever possible. Belfast: This map is dense and bloody. Expect machinegun fire at every street crossing, and potshots coming from all directions. Attackers have a bit of trouble getting out of the spawn if defenders are knocking at the door, but given the built up nature of the level, this will only happen if they screw up big. Take this map slow, and make an extra effort to harrass or remove threats - you may save a teammate 100m away. Border Town: Another urban fighting map. This one is large enough and complex enough for defenders to set up quite a network of traps, the main building will most likely be clustered with them. This is complicated by the fact that you need to stay in the buildings as the streets are certainly not safe. While fire covered alleys of death like belfast's are not as common, you must enter the town from reletively open areas. Attack from different angles, and try to move in quietly. In a map this size survival is paramount - getting as many teammates in alive as possible is the priority. The travel time alone will make a loss hurt regardless of spawn time. Trying to James Bond your way through a back route and through the (understandably) low-traffic claymored area of the objective house will work sometimes, but the way out will almost always be a blind dash into the arms of a defender or tripwire. Chemical Threat: The secondary objective of this map is paramount. Not only does it move the spawns closer but it moves them out of sight of the defender controlled roof. Attackers, if failing this objective, will find themselves in a very difficult spot. Late game the roof and windows are still dangerous areas to be near, as you will be visible to snipers all over the feild. Snipers that may not be very good at telling friend from foe. Like some people I know. Frozen: This map is mostly close combat once the initial fight is over. It is difficult to defend from the building outside, as you will be visible to the initial assault of the hoards of attackers. I recommend attackers bring two or more SAW's, as you will find ventilating the paper thin rooms with bullets is easier than dying one by one at the doors. Just try not to shoot teammates on the other side. Defenders have a variety of ways of popping up behind enemy lines, so try to watch your back as well. Iraq: Iraq is a fast paced map with very direct routes. Expect a good deal of defenders at regular blockades. Attackers must be careful not to lose too many to these blockades, as a defender push with momentum will make sucess near impossible for attackers. Once one of the secondary objectives is taken things will get much better. Make good use of the helicopter air support before attempting to extract, and watch for traps on the final leg. Island: This map is a standard slugfest. Defenders are at a greater disadvantage if they get overrun. They have a building with tinted unbreakable windows that can be shot out of, but defenders will often need one or two people to defend the general spawn area. Attackers can nearly dissapear along one of the many long side routes along the water once the CD is taken. Mostar: This map plays much like bordertown, as long travel time will make losses more difficult to replace. The bridge and sewer chokepoints are almost dangerous enough to warrent leaving teammembers behind to guard them, depending on where the defenders are hitting. Defense is tricky with smaller amounts of people due to the sheer number of attack routes, but remember they will have less of an idea where you will be due to the random spawns. Use that to your advantage. Pankisi Gorge: Try to use as much camo as possible. Tan players should stay against the mountain walls, green obviously against the bushes. The center area becomes a skirmish area, but whoever controls this area controls the majority of the map. Check EVERY bush. Traps are easy to set up but be sure to warn your teammates about them, they are a double edged sword. Refinery: Z axis kills abound in this map, and it is advisable attackers surround the objective building before attempting assault. Defenders can have a rough time getting out of thier spawn once this is done. Road to Kandahar: Long range combat rules apply. Don't make obvious movements, don't stop to shoot for long periods of time, and just try to ID your targets beforehand. If you don't know what it is, don't shoot. Use the many trees to mask your outline to whomever may be shooting at you, and when in doubt put as much lead into the air as possible. If you can, move in a fashion that exposes you to as little of the map as possible at a time. Staying alive is more important than finding targets to kill. I can't belive how many people perch up on top of the hills to get a wide view, the dot on top of a flat hill is very obvious. This map is, like subs says, is best with the noscopes mutator - it's too depressingly easy to pick off guys 300m away with a scope. Ruin: This is a very tight CQB map. All I can recommend is armour and a gun. Silo: The key to silo for attackers is to take all possible points of entry. The defenders get alarms when a silo is entered, so the only way for you to suprise them is to go into all three at once. A swift strike is recommended as angry defenders are mere seconds away. Skopje: This map features long avenues of combat, (my favorite) and the fighting usually occurs from one intersection to another. The middle street east/west sides are the power areas of the map, as CD carriers that slip through can be stopped from either side. Attackers should use smoke to disrupt line of sight whenever possible. Avoid the temptation of bunching an entire team at an intersection trying to push through, always try more than one route. Stalingrad: The breifcase in this map is near open to everyone below it. Attackers need to either hit and run with the CD quickly, or attempt to clear out all of the defenders completely. It's more close CQB, so bring armour. Tuscany: This map has a near mix of everything. Usually the defenders patch up near the three objectives, it is recommended that attackers surround and cut off reinforcements before trying to remove the defenders. The house can be especially difficult if there aren't enough attackers left to cover all entrances. Defenders can surprise the attackers in many areas before the objectives, so keep your eyes peeled.
__________________
|
|
1st Dec 2003, 01:02 AM | #19 |
Good write ups guys. My advice to try and learn the maps is to load up
a bot match of 4v4 and spectate them. Throw "ghost" mode on and fly
through the level. You'll find things that way that you most likely
wouldn't during regular gameplay (see ACB & Mostar ). Also, learn the locaiton ID's of each map well. It's extremely useful.
__________________
-[AFA_2]erehwoN In Hoc Signo Vinces. Reality is an illusion caused by lack of alcohol. AFA's Homepage :: New AFA Forums :: INF's Official IRC- irc.gamesurge.net #Infiltration |
|
1st Dec 2003, 05:20 AM | #20 | |
Quote:
But i admit you had me doubting myself there for a moment hehe |
||
|
|