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Q2DM5 - The Pits Deathmatch 
Yet another Quad map but unlike The Lost Hallways, the Quad is highly exposed and you are very susceptible to attacks from above. However, the water provides a handy escape and you have three options. I generally head back to the Super Shotgun because the water tends to slow you down and wastes good quadding time. From the Super Shotgun I tend to head down the machinegun corridor and up to the grenade launcher where there's always plenty of activity. From there you can tool up with a rocket launcher and then head back. It's a decent quad run and you have plenty of options along the route if you see potential targets. The Super Shotgun area is a very busy spot and it's useful, if you have the railgun, to try sniping down towards the rocket launcher. A zoom bind is useful for this. 
The Red Armour is a vital item and you should call in here regularly. Collecting the chainer is also a good idea so you'll have a decent weapon for your quad runs. Remember that the red armour respawns every 20 seconds and the button can be pressed every 20 seconds or so. What this means is that if you press the button, the armour will definitely spawn when you jump across. Depending on your health status it can even be worth getting two red armours on the run! 
Another special item to include on your route is the megahealth hidden in the sewers with the grenade launcher. My general advice for this map is to quad whore and use it to clear the grenade launcher area. In my experience the grenade launcher area is the best place to pick up frags. There is always a newbie player at the top spamming grenades down and they just aren't ready for railgun attacks from the opposite side :). I don't go to the rocket launcher very often because it's out of the way, I prefer to use the railgun and chainer/super shotgun combo. Teamplay This is a very good teamplay map because there are clearly defined areas to control. The best tactic, in my opinion, is to have one fixed player in the red armour room. He holds the lift up by standing under it and tries to ensure that only he and his teammates get the armour. At quad time the other players must warn him of enemy quad because most teams make the red armour room their first target. It is also advisable for the whole team to have a "Lift Access Please" type bind so your guy knows when to let people down or up. For the rest of the players there are two main alternatives. One common way of playing the map is to have a guy on the rocket launcher, who, on collecting it, moves up to the grenade launcher and hangs about there. This is a solid tactic because the rocket launcher is good to keep out of enemy hands. However, I think it depends on the team you're up against. Against a Mixed team, this is probably the best tactic, as most teams will have an HPB in this position. Against an LPB or higher division team though I would recommend having all three of the remaining players covering the railgun/quad area. This seems excessive but it's so vital to keep the area clear and to dominate the railgun. If you do this well you will secure the majority of the quads and the enemy will be left to the rocket launcher/grenade launcher areas. Remember to maintain solid communication between the 3 at rail and the red armour guy because he can come under a lot of pressure. If you have solid hold of the quad area then one guy should go and scout the super shotgun area to make sure the RA guy is OK. One of the other railers should also pop around the corner every now and again and be ready to snipe any enemies around the grenade launcher, which is a common spot for teams to retreat to and regroup. 
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