Nexuiz ctf MAP Guide

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Nexuiz ctf MAP Guide

Postby esteel » Sat May 03, 2008 1:25 pm

Both the Nexuiz ctf GAMEPLAY and the MAP guide are under constant work so please visit again later to see what has changed. I'm also open for ideas and stuff to add so feel free to contact me via PM or email or just reply in the thread.

If you want to learn more about the Nexuiz basics look at this thread: http://forums.alientrap.local/viewtopic.php?t=1344

I had to move the ctf MAP guide into a own thread because it was getting too big.. please see here for the ctf GAMEPLAY guide: http://forums.alientrap.local/viewtopic.php?t=1344 and here for the ctf MAP guide: http://forums.alientrap.local/viewtopic.php?t=3029

Nexuiz ctf MAP guide by esteel

Now that you know how to play Nexuiz CTF in general lets take a look at the most commonly played maps and their vital tactics. Basicly it boils down to find a AREA (we are not camping are we? Read my ctf GAMEPLAY guide again! :D) that allows you to defend your flag and flagroom and also to have good overview and were you can easily restock after a fight. If you are attacking you have to know were to grap enough health/armor and layout a plan on how to attack. Trying to be fast by laser jumping, trying to out-aim the defenders, trying to surprise them by sneaking in or on some maps by using the nexgun from a distance.

I added some (very personal) rating to the maps, from 1-10 with 10 being the best.

19mai:
Rating: 4, might ok for a fun match but gets annoying after some time
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


70mm13_10ctf:
Rating: 4, to cramped to be fun
Image
A very interesting map but it feels quite cramped to me because of the narrow walkways. There are numbers on the floor and markers on the walls to guide you. Use those markers or decending numbers towards 1 to find the middle part where the red and blue sides intersect. The flags can be found in the number 5 rooms. The flag rooms are small and should be easy to defend with the rocketlauncher waiting there to be picked up. As the walkways are rather narrow you will take heavy fire so make sure to stack up before attacking. There are a lot of hide secrets were you can collect strength (quad damage), 100health and such goodies. Try to fly around the map in freefly mode to find them.


70mm13_11:
Rating: 8, unusual map but quite intense with good teams
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


70mm13_12:
Rating: 7, huge map but fun with good teams
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


70mm13tunnels:
Image
Looks like a variant of 70mm13_10ctf, anyone please tell me in case there are differences?!?


accident:
Image
See accident_v2 below which is newer and has some more stuff in it


accident_v2:
Rating: 8, great map, quite a few ways for the flagcarrier, nice weapon layout and open enough to allow for great movement
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


arboria:
Rating: 6, huge with too few weapons but great visuals and layout, with fixed item layout and good teams it might be a 8
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


atcs:
Rating: 2, a converted tremolous map but too cramped for nexuiz and almost impossible to capture
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


augenkrebs:
Rating: No rating yet
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


basementctf:
Rating: 6, a small map so do not try to play with more then 6 players
Image
A conversion of a Nexuiz death match map and included in Nexuiz. This map should be rather straight forward. Mortar, electro and armor to defend your flag. Machinegun, hagar and strength (quad damage) for the attackers. Ammo is a bit critical on this map so make sure you get enough. This map does not allow much variation but going by the strairs and not the middle part might help in avoiding being attacked.


battlefront_alpha1:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


battlevalentine:
Rating: No rating yet
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


begrot:
Rating: No rating yet
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


Blastedlands:
Rating: 8, quite fun if you like fast laser jumping or have help with avoiding getting shot in the open field
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


blindside31:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


bloodprisonctf:
Rating: 7, intense but the more you play the map the smaller it feels
Image
A conversion of a Nexuiz death match map and included in Nexuiz. The rocket launcher, hagar and armor near the flag are ideal for defending the flag while the armor near the mortar and the mortar itself are great for the attackers. There are not much guns near to the flag so make sure to also grab the guns around the map and drop some to your defenders. The direct way from base to base is the one with the most fights so it is a good idea to try other the ways too. The 100 health in the middle of the map is useful when attacking but remember the health will soon begin to slowly drop back to 100 so do not waste your time after you got that item.


blueamuse81:
Rating: 1, tooooo big, bad lightning, unplayable
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


blueamuse81_wsw:
Rating: No rating yet
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


bonuscarousel1:
Rating: No rating yet
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


brokenworld_r2_s3over2:
Rating: No rating yet
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


Canoplasmaspam:
Rating: 1, a small spamfest map, unplayable
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


capturecity:
Rating: 3-6 depends on teams and balance as its hard to defend and easy to hide
Image
Here once again the midfielders job is to sniper the hell out of the other team and to grab the strength (quad damage) together with the electro, hagar and mortar or the machine gun. The crylink also works good with the strength (quad damage) in close range. Its very hard to defend on this map is its just too open. Try to stay out of direct sight from the other teams base and the other teams sniper tower. The house between your base and the strength (quad damage) house is good a place for snipers. Also the corner of the base next to that building. Standing there with a mortar is a good way to stop people from grabbing your flag. If the hook is active getting around the map is much faster and also most of the jump pads, lifts and ladders (for example to the nexgun) are useless.
Its very easy to escape and hide on the map so cross captures happen quite often. Protect your flag carrier by all means. Do not let him walk alone and try to stay near the street level. Both of you are proteced by the surroundings then. With time you will learn all the good hiding place to look for a flag carrier ;).
Its really important to defend you base on this map and to get rid of people attacking your defenders. They are totaly open and exposed so machineguns, hagars and such weapons are good to get rid of defenders :).


Caverna:
Rating: No rating yet
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


cbctf1:
Rating: 7, fun with balanced teams
Image
This space map is totally open, has some fast ways to get away with the flag and the weapons are far away from each other. This means the best way to defend the flag is to not allow people getting near it. Someone with a machine gun or even shotgun can stop people from crossing the jump pads to the middle platform (the push will slow them down and make them drop into the space). With the 100health on it this can even be a rather nice spot, just watch out for people coming from the side platforms with rocket launchers. A good sniper can help with protecting that guy and also easily create havoc among the other team. The space is your friend as it kills people and weapons that push people around help with getting them there. The rocket launcher stops people from camping your own nex platform. Sometimes a well placed laser shot does the same (specially helpful against campers that do not move). But the machine gun, shotgun, crylink are just as helpful when the opponent is flying/jumping nearby.
Once you have the flag as attacker try to use the jumppads to get out of reach of use the teleporters to the rocketlauncher or the one below the flag platform to get away without too much harm. But be prepared that defenders will learn your tricks pretty fast :)


cb_ctf4:
Rating: 9 very good with balanced teams and sufficient players
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Just a placeholder till i'm more clear on the tactics or had time to write them down :)


Chasmv2:
Rating: No rating yet
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


controlfactor:
Rating: 10 with good teams
Image
This map has a strength (quad damage) in the middle of the map and very near to both bases. This requires a midfielder to get it very very quickly to give his team an advantage. The player spawning next to the mortar in the base should go to get it and the ones spawning above the flag room should drop into to defend. Remember the time you pick up the strength (quad damage). It will reappear in 2 minutes. Take a look at the current time or take a look at the scoreboard (where the map time is displayed). Subtract 10 seconds from the time and add two minutes and remember that time. You should notify your team about "quad soon" so they might help defend the spot and go there to grab it again at that time then.
The nexgun is very important for the defenders and attackers but you should have learned by now that the defenders have more need for the gun so make sure they get it first and only then the attackers or you should take/keep it. The later versions of this map have more then just one nexgun in it so its easier to get one. Just make sure everyone gets one.
The base and flag room is very sparse of items thats why the midfielders and defenders should switch jobs very often. The rooms to the right and left above the bases have lots of armor and health. In newer versions this map got lots more weapons in general but in both versions you should not lower your defenses to grab those! A midfielder shall get those and turn into a defender then. If the situation or player numbers allow it one of the defenders (at a time) can restock instead of switching with the midfielders. When you pickup armor shards and health packs the armor and health "rot" will stop for 5 seconds. That way the items in the base can be used to hold your health and armor status if used wisely (just pickup one and wait 5 seconds for the next to pickup). Also the armor/health there HAS to be take by YOUR TEAM! You do not want to fight an enemy attacker stacked at 300/300!
When attacking try to stackup in the rooms above the flags, that is if the other team did not read the sentence just before this one :D. Attack in groups, try to attack from both sides at once. Laserjumping once you got the flag can be very useful to get out of the base the fastest way. Avoid the fastest/shortest way between the two bases as its full of people all the time so its easy to get stopped.


cor_ctf3_b1:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


crossover:
Rating: 5 too simple minded
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


ctctf6:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


ctfcubical:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


darkbases:
Image
Looks like a variant of 70mm13_12, anyone please tell me in case there are differences?!?


darkvalley:
Image
Looks like a variant of 70mm13_11, anyone please tell me in case there are differences?!?


darkzonectf:
Rating: 6, should have been bigger movement is impaired, get be very spammy due to the size
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


dastower40:
Rating: 1, just do not play it
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


davesantitower9:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


desertcastles6:
Rating: No rating yet
http://emptyset.endoftheinternet.org/~polzer/nexuiz/maps/thumbnails/unofficial-Darkzonectf.jpg
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


destructive:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


digdigdig:
Rating: 3, only fun the first few times when you like digging through the map
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


dismal:
Rating: 1, bad idea
Image
One of the first Nexuiz CTF maps. It was fun as DM map but its not very well suited for CTF. One side does have a strength (quad damage) available in the base while the other team only has a 100health. Also the weapons are unfair distributed between the two sides. I doubt you will find that map played online so i did not even think about tactics.


dm_castle:
Rating: 7, simple layout but perfect for a wild puplic match
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


docs_gothic_rush:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


docs_hell_incarnate:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


dublhelix:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


dusty:
Rating: 8, very good for a small non-symetric map
Image
A remake of a famous CS map. One of the very few non-symetric maps but its still nicely balanced. The red team has more easy access to the nexgun but their base is also more open and its easier to get out of the red base in my opinion. In both cases the rockerlaunchers and armors near to the middle part are important when preparing to attack. Attack in pairs as it will be more easy to distract defenders and try to be fast. Laserjumping is vital to an attacker on that map! Just make sure you do not get surprised when playing defender as its hard to stop someone that has the flag and is laserjumping wildly. If a defender gets his hands on a rocketlauncher he will notice its also very useful but there is no ammo for it in the base so the cell based electro, nex and crylink combined with the machinegun are more useful. Those just have great stopping powers and a high rate of damage.
Last edited by esteel on Mon May 05, 2008 10:57 pm, edited 7 times in total.
esteel
Site admin and forum addon
 
Posts: 3924
Joined: Wed Mar 01, 2006 8:27 am

Postby esteel » Mon May 05, 2008 10:49 pm

eggandbacon:
Rating: 5, funny spam fest now and then
Image
Hope you did not forget: Do not grab everything that is laying around! When you have a gun try hard not to pick it up again but only the ammo around it so your teammates have things to pickup. Especially when playing with the hook active defenders have to make sure to get explosives to stop the opponents from taking the flag. Electro, mortar and hagar are very useful to push people down the ledge to the flag. You are quite save hiding behind the little wall but do not stay too close to it as it does not stop splash damage. Midfielders can help very good with machine guns and also attract fire from the other team so that the attackers can take the flag. They also have to get the nexgun and the strength (quad damage) in the middle of the map. The 100 health might be a bit too open and hard to get on this map (but you can get it with a well planned laserjump) so the armor and the health packs should be primarily for the attackers. The nexgun and strength (quad damage) are very helpful in getting the upper hand on that level so get them and make good use of them.
As on other maps: The more you push your line of defense/attack towards the enemys base the harder it is for them to get into the game but you also have an longer way to your own supplies.
Once someone got the enemy flag concentrate your fire on the players following him and trying to frag him.


evil(space)ctf:
Rating: 7, watch your step but fun otherwise
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


Eyecancer_CTF:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


facing_worlds:
Rating: 8 sniper-burden but interesting with good teams
Image
A remake of a famous UT map. This map does have a strength (quad damage) inside both flag rooms above the door. This means a midfielder has to grab it to support the attackers. Its a sign of bad team play when the defenders can grab this item and its a even worse sign when enemy attackers manage to grab it :). The machine gun works great with strength (quad damage). Especially the secondary fire mode. There are two armors. The attackers and defenders have to share those but i would advice that one outside is for use by the attackers and the one on top of the base is for defenders with the defenders taking higher priority so they might grab the one outside if there is need. Once again midfielders might have to help with the one on top.
On that map a midfielder should roam on top of the base to sniper and in front of the base to attack incoming attackers and to stop them from escaping with the flag.
Although the flag room is very small one defender might take a nexgun to sniper from the door and also to try a few shots at the fleeing flag carrier. But do not forget your job to protect the base even without a flag inside. A good sniper on top of the pyramid can give the advantage on this map. By stopping attackers, protecting the own and stopping the enemy flag carrier.
It can happen that a good sniper pins people down behind the pyramid. Tell your mates, maybe a defender can shoot him from the door or go to the top and shoot him from there. A rocket (though slow) or laser can also be useful to push someone down from there.
If the hook is disabled your team can also try to play aggressive and move the line of defense out and in front of the base. Nexguns, good aim and constant movement are required for such a tactic. Midfielders and defenders are more equal then and all need to watch their health/armor and use every pickup to stay alive. The more you push the line of defense closer to the enemy base the harder they will have it to get into the match.
Once you have the flag try to get armor and health so you can survive the way back. Sometimes its a good idea to laserjump from the tower.

(*) Remember i said MOVE MOVE MOVE in the ctf GAMEPLAY guide? This map is a prime example. A lot of people that spawn behind the pyramid grab the nexgun and then try to sniper from behind the pyramid. Advice from me: don't do it! By doing so you are a sitting duck. Your health runs down to 100 and you will be fragged by one nexgun shot or a single rocket! Move to the front and grab some health or armor. Also back there you hardly see 5% of the map which means it almost impossible to stop a flagcarrier from escaping or incoming attackers, you can't help your own attackers to cross the map because you can't shoot at players attacking them. Last but not least back there is almost no ammo so you will be tempted to take the nexgun again and again to have ammo. Your teammates will get angry at you when they do not get one. Back there you will be unable to do much good so rather get moving and try the quad damage or some close range fights :D


Figure8:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


forkamuse91:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


frankishtower14:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


ftw:
Rating: 6, simple concept but needs good teams to be fun
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


gasolinepowered_v1r2_RC2:
Rating: 8, hard to hide in a crosscapture and easy to fall off, so make sure to get a good team
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


gforce:
Rating: 9, small, simple and very direct map
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


greatdivide:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


greatwall:
Rating: 4, not ctf-y enough due to the spawn locations
Image
This is an interesting map as its very very defensive by nature. All the spawn points are inside the base and near the flag. The moment an attacker kills a defender he spawns right behind him with a dangerous shotgun ready to rip some holes :). This means 'real' defenders are almost superfluous on that map. If there is really need you can kill yourself (bind "x" "kill") to get back into your base the fastest way. A guy with a rocket launcher and lots of ammo should be near the bunker to badly hurt or frag people trying to grab the nexgun. That guy again should be protected from incoming enemies using the jump pads by someone with a nexgun and/or machine gun or keep his eyes open himself so more people can join the attack. The rest of the team can play rather flexible attacker/midfielder combos. Just stack up, group at the jump pads and attack at the same time. The midfielders give cover fire (machine gun as not to frag just distract them) and the attackers try to get the flag. Its best NOT to frag the enemy team as they will just respawn as mentioned. However as soon as your flag carrier left the base you HAVE to frag everyone coming out to protect him! So having nexguns or mortars/rocket launchers for that is very good. Try to be sneaky or push the enemies out of your way and be fast in entering and leaving the base after you got the flag. The health will rot down to 100 before you get near the flag so the armor is of up most importance for the attacker(s) as you can collect up to 100 without problem. Only grab armor if you want to take the flag!


greatwall_reloaded:
Rating: 7, a sniper fest but fun with good teams
Image
This is a remake of the previous map but it has a very different item layout with more items and also spawn points outside the base. Because of this you will need defenders like on 'normal' :) maps. A nice idea is having one hiding behind the entrance and one more to the center of the base as bait for incoming attackers. But both should try to stay out of direct sight from the outside so noone can sniper at them. If the incoming enemies tend to use the jumppads for fast attacks good defense is having one of the defenders next to the flag with a rocketlauncher. He will badly hurt and also slow the attacker down while the other defender next to or in the front of the 'door' can stop him from leaving (and maybe even entering) with the machinegun. There is much armor close to the central wall for the attackers so the one in the base is for the defenders. There are suppressive guns for the midfielders in the field before the base. The hills, towers and walls are good for snipers. The jump pads can be used to gain a lot of speed which make it harder to get hit. So try to stop incoming attackers and make sure they do not reach the jumppad once they got the flag. Once an attacker is at the jumppad its very very hard to stop him.
If you play as attacker you can use the jumppads to be very fast so getting to the flag is rather easy when the defense is bad. If the defense is good find someone to fight with the defenders and distract them so you can get in. To get out again a rocketjump is great. If done right its gets you on top of the wall were you can just jump on to the jumppad and from there back to your base.


greatwall_remix:
Rating: 8, this one seems to be less of a speedcapture map as the jumppad are further away from the bases so people need to fight for the flags
A variant of the previous two map simpler layout but more fun as its not as speed-captureing because of the layout changes. Just a placeholder till i'm more clear on the tactics or had time to write them down :)


hal_palindrome:
Rating: 9, could be a tad bigger but the layout is true to ctf and makes for intense matches
Image
A quake 3 map converted to nexuiz. The bases hold quite some health, a small amount of armor pickups and also an rocket launcher and a nexgun. Thats just the stuff needed to defend the base but sadly there is no ammo around (that was a bug in the mappack, please tell the server admin to use the fix in this forum if there are no ammo packs). There are hagars (without the fix electros) left and right on the upper level in the base and machineguns (without the fix shotguns) on the lower level. There is an armor right next to the middle entrance of the bases. Its useful for attackers and defenders so find a way to share it. Do not allow enemy attackers to get those, thats very dangerous because that makes them very hard to kill.. The middle part of the map hold the strength (quad damage), some armor, health and a crylink. All the ways between the two bases are rather narrow so the crylink and electro secondary are really useful here. As there will be heavy fights the strength (quad damage) can give your team the upper hand.
If you protect the entrances to the flag room with a nexgun you should be at the opposite side of the room because that way you can more easily dodge projectiles shot at you and you have more time to aim and hit the incoming attacker. However as there are two sides to protect you either need defenders with nexguns on both sides each aiming at the other entrance or have someone with a rocket launcher protecting the entrance next to you. Protecting both sides with rocket launchers is not that easy as there are two levels. People could sneak into your base.
An other good place to defend is (hard to explain) the opening next to the jumppads were you can see your armor. From there you can see attackers coming from the other sides upper level and you can also see attackers coming though the middle entrance were they could attack on the lower level or use the jumppads to attack from the upper level. When choosing that position its best to have both defenders on each side and you HAVE to make sure your team notices when you get fragged, maybe even have a third one just inside the base to make sure.


hourglass:
Rating: 6, there are some map bugs with those fixed it would easily be a 8 or 9 but still is a lot of fun with a cool design and layout
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


hydronex:
Rating: 7, can be too defensive unless you have attackers that know how to handle the laser and also aim well
Image
A very defensive map. There is a b3 version which should make the game more open and interesting by adding a teleporter to get out of the flag room. In general its best to make sure no one from the other team enters your flag room. Depending on your aim put a defender with a rocketlauncher right next to the armor. From there he should be able to stop everyone trying to get into the flag room as the rocketlauncher has good stopping powers. The two 25health packs and the armor should help him staying alive. The 100health just outside the flagroom is useful but to get it he has to get out and leave one side unguarded so this is a good item for the secondary defender who patrols the area around the 100health to intercept attackers before entering the flag room. Or leave the 100health for the attacker and have the second defender wait right next to the flag to stop people who got past the other defender.
The attackers and midfielders should stackup and attack the other base. The nexgun and the bunker can be useful to a good sniper but due to the high damage the nexgun is useful in general. Try to get as much health and armor as possible. Try to time the armor in the enemies pool that will strengthen your and weakening the other team.
When playing on the new teleporter version try to protect your attacker once he gets out of the teleporter. Try to block players following him as the way home is rather open and long.


irena_ctfV2:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


ito:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


kaznexctf1:
Rating: 3, very cramped and quite a few map bugs
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


king_of_the_hill:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


lavaflag:
Rating: 8, simple layout but very intense when good team play is at work
Just a placeholder till i'm more clear on the tactics or had time to write them down :)
Last edited by esteel on Mon May 05, 2008 10:59 pm, edited 2 times in total.
esteel
Site admin and forum addon
 
Posts: 3924
Joined: Wed Mar 01, 2006 8:27 am

Postby esteel » Mon May 05, 2008 10:49 pm

manifold:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


medivalV2:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


mentalspace:
Rating: 7, fun if you like pushing people into space
Image
This space map is just as open as cbctf1 and though that moving platform will sometimes cover the enemy base a bit the same things apply here. Stop people while getting to your base, push them into the space and try to pin them down. Like on the cbctf1 you should have an player on the middle plattform stopping people. The walkways are very narrow so the laser is even more useful on this map then on cbctf1 as its harder to keep moving.
As attacker you need good support to keep the defenders busy once you have the flag as you are very vulnerable.


mentalrespaced:
Rating: 5, even more camping and sniping because of the extra platform for the nexgun
Bigger and with two extra platforms compared to the previous map but otherwise similar.


mIKEctf2:
Rating: 10, there is no arguing for me this map is pure and perfect CTF!
Image
A quake 3 map converted to nexuiz. And a very classic map too. The layout can be confusing at first but there is just the upper middle entrance leading to the center of the map and the lower right/left entrances leading to small rooms which then also lead to the center of the map. There is a teleporter leading to the sniper tower. That teleporter is next to the middle entrance jump pad. The nexgun in one of the side rooms is perfect for defending the large flag room which also holds enough health, armor and weapons for the defenders. Defend the entrances from the upper level, that way its easier to cause splash damage to attackers coming from the side entraces. Those can also be HEARED when they take the armor shards in the entrances so noone from your team should pick them up but leave them as bait for incoming attackers. Keep an eye on the middle entrance while closely protecting the side entrances. Again ammo is a bit sparse so get other guns as ammo. The 100 health in the 'other' side room is not that useful for the attackers as it will run down too fast but take it away from enemy attackers! Its also useful for the defenders to regain health.
The middle section holds a strength (quad damage), an extra armor on the bridge and two rocket launchers so thats a nice spot for midfielders to stop people from entering or escaping your base.
If your team is very confident and wants to play offensive you can try to take hold of that room and defend your base from there. As everyone has to get through that one room to get from base to base thats indeed doable. The red/blue rooms holding the 100 health and the middle entrance armors and the bridge armor are very important when choosing that tactic. When trying that approach team communication and trust into the other team members have to be working without a flaw. Also do not forget to defend the bridge with the armor..


moirebox:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


mojoctf:
Rating: 7, too static attack points
Image
This is a very open map which is difficult to defend but in general there are only two ways your base can be attacked. From the front via the catwalk(s) or by people using weapons to jump over the big gap. The other possibility is by teleporting into the back of the base. The first can be defended with calm aim and a nexgun or machine gun, sometimes hagar or mortar. The back of the base just calls for the mortar or rocketlauncher as its easy to push people down into the void. Of course this is true for the defenders too but they are more free in choosing their position and there is also cover for them so this will be harder. Behind that cover it gets however very very hard to defend both teleporter exits.
When attacking try avoid getting hit as its just too easy to fall into the open space and get killed and loose the flag. Secure the strength (quad damage)(and shield) in the middle of the catwalk(s) to get an advantage over the other team.


nexface:
Rating: No rating yet
A early beta version of facingworlds. Scroll up to read about the final version.


nordiccastle71:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


onarail_b2:
Rating: 5, to me it seems like its almost impossible to get from base to base without running into someone
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


pushmectf:
Rating: 5, just not fun with more the 4 players
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


pyconicctf1:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


pyramidb3:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


redstarrepublic3:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


reservoir:
Rating: 9, if the visuals were better it might have been a 10, layout and gameplay are fun and intense
Image
A remake of a Star Trek Elite Force map. Still in development but already very playable and fun nevertheless. The strength (quad damage) above each base should not be allowed to be grabbed by an enemy attackers as they can frag through your defense with little problems then. Have an midfielder grab it and support the attackers. Because the way from base to base is long the OWN strength (quad damage) is not THAT much useful for an attack but its still a nice help. Better try to know when the enemy strength (quad damage) will respawn. Either you might hear when they take their strength or when you see one of them with strength (quad damage). Strength (quad damage) respawns all two mintes, Because of the huge open layout of the map the nexgun and machinegun are very effective. The flag room is almost empty except for ammo, an mortar and well the flag so defending here does not make much sense but its great for restocking your ammo and the mortar is a very good alround weapon. The base is best defended from the lower room as attackers have to pass through it if they want to get to the flag and you are much closer to weapons, health and armor here. An enemy at the nexgun spot (opposing the base) can be very bad for this style of defense so make sure someone is there to keep it clean of enemies. In case you did not know you can laserjump from the base to the nexgun spot and back again.


rev2:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


revctf2:
Rating: 3, too cramped and just not fun with more then 6 players
Image
A remake of a famous UT map. Just a placeholder till i'm more clear on the tactics or had time to write them down :)


runningmanctf:
Rating: 10, though it can be hard to defend this map shows how basicly the same layout can be used for ctf, 1on1, 2on2 and ffa (runningman, runningman_1on1remix)
Image
One of the Nexuiz CTF maps. A good spot for one of the defenders is at the mortar. It offers a good view at the rocket launcher area and is good for stopping attackers coming from there. Its also rather close to the other ways to the flag (below there and the jump pad) which can be guarded with the rocket launcher or the mortar itself. Listen for jump and pickup sounds when defending there! Attackers tent to take those armor shards and give away the moment of surprise. However defending at that position leaves you open for a attack from a hard to see sniper hiding at the rocket launcher area. So you better have a midfielder with a rocket launcher there. That way he can warn the defenders and also take the health, armor, cells and rocket launcher away from the opponents. And also stop people following your flag carrier. The nexgun, electro, armor and 100health in the 'basement' again are great for switching defender/midfielder roles or to stack up attackers. Remember to secure the strength (quad damage) between the two bases. The crylink is very effective with strength (quad damage) on that map.
The best way for the attackers is to either sneak into the base through the basement or to try a brute force attack from the rocket launcher area or the jump pad. Even better is to do both at the same time to occupy the defenders. A midfielder can also help with that.
Once you have the enemy flag there are only two way back to your base. Through the basement or through the rocket launcher arena. Its good team work to have someone clean one of the two paths so you can get home save.


RustVents_v1.1:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


santasantasanta:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


sedna:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


sideloop15:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


sierpinski:
Rating: 8, crazy layout that players do not seem to like but i'm very sure if they would give the map a fair chance and play organized its a fun map
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


Skycastle:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


SmallVents:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


spacebase:
Rating: No rating yet
A remake of a famous UT map but i have never seen that map being played online. Its similar to Facingworlds. Which however looks better, is proven to be a good map and is played online.


spacehampster1:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


spliffy:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


spyglass-nex:
Rating: 6, i guess it worked quite well in elite force but the laser/rocketjumping in nexuiz makes this less of a challange to the team-oriented players
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


stepbystep:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


sucker_socks:
Rating: 6, funny spam fest now and then
Image
A fun map, just a huge open area resembling the look of a soccer field. Its almost too easy to laser jump from goal to goal (were the flags are). This makes the machine gun THE most powerful gun. Its hitscan, does a lot of damage and its easier to use then the other guns once someone has the flag and is laser jumping back to his flag. So please DO NOT grap the machine gun more then once. Its too important that many team mates have such a gun. If you need ammo find bullets at the mid line. The armor and health near the goal have to be shared between defenders and attackers but rather make sure the guy with the machine gun gets an armor then taking it your self. The other guns are good to support your attackers and confuse the enemy defenders.


tobotoid:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


tobots3:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


Torus_v1.1:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


towers:
Rating: 5, interesting layout but hard to get team play on it due to the open nature of the flag points
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


transzctf:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


tripzone:
Rating: 4, you will get lost unless someone tells you the trick to orient yourself
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


Tubes:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


tznex01:
Rating: 3, crampy small map
Image
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


tznex03:
Rating: 9, lots of ways to go, needs good defends and good team play but then it show what makes for a interesting ctf map
Image
Again the nexgun is very important for the defenders and attackers. The mortar is outside the base too. While there is quite some health and armor inside the base the weapons there are not very good and numerous so make sure your people get better ones from the midfielders. The map is very large so you need many players. Also the flag room is very big and has four entrances (the 'doors', the broken ladder, the hole in the ceiling and the crawl ways) which means you should have at least three defenders (if the player number allows this) inside the flag room. The midfielders have a special job here as there are doors that can be operated by buttons on this map. There is this green button just inside the entrance to the bases, it will close the door next to the nexgun. And in the middle room is a small lift that goes up to two buttons that will open the doors to the bases in the "basement" of the map. This can be a very safe route home but ONLY if midfielders support the attackers with the doors. An other way to open the doors is to have someone walk through them from the 'inside' that is coming from the own base. Sadly i have never seen such a helpful thing on public servers.
That strength (quad damage) inside the middle room and the shield underneath that room need to be secured and taken and i hope by now you know by whom.. those items can really help to get the enemy flag.
Its kinda hard to get out of the flag room once you have the flag. Most of the ways are long and open so you can be shot easily. Try to be fast or make sure you block the way behind you with grenades, electro blobs or rockets.


tznex03mpce:
Rating: No rating yet
Image
This is a 'Massive Player Count Editon' of the previous map tznex03. Its mirrored at the 'outside' so you have TWO red/blue bases, both with flags to defend and grab. I have never seen this map being played online other for deathmatch (free for all). In case you encounter it in CTF mode the same stuff as in the normal tznex03 apply but remember that each team has two bases and flags.


tznex03remix:
Rating: No rating yet
Just a placeholder till i'm more clear on the tactics or had time to write them down :)


vitamea:
Rating: 7, you need to know the little secrets in the map then it shows value of good team play
Image
A nice tribute to ids w*lfenstein 3d. This map has a rather large flag room that you defend best with strong close range weapons from near the left AND right doors or with the nexgun and very good aim so make sure you find the secret room holding the nexgun and also lots of armor, health. At least two defenders are needed because of the numerous entries into that room. Do not leave your base vulnerable when entering the secret room (hello midfielders)! There is lots of health and armor near or inside the base so make sure YOUR team takes them and NOT your opponents. The strength (quad damage) can help in storming the enemy base. Most of the spawn points are inside the base so you should not even try to attack alone. There are a few hidden teleporters and in newer versions also two super hidden teleporters. Try to find those (use freefly mode right at the start) and see were they lead to..
When you have the flag you should try to avoid the side ways. Those are long and narrow so you can be shot easily. The middle part of the map offers more protection and in worst case you can try to hide to regenerate
Last edited by esteel on Mon May 05, 2008 10:59 pm, edited 1 time in total.
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Postby esteel » Mon May 05, 2008 10:49 pm

Meh, the post keeps getting too long.. need a few blank ones :)
Sorry, this is no post-count upping :)
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Postby esteel » Mon May 05, 2008 10:50 pm

Meh, the post keeps getting too long.. need a few blank ones :)
Sorry, this is no post-count upping :)

Had to delete the posts from Mkzelda and Dokujisan suggesting to make a database out of this.
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Postby HarryButt » Tue May 06, 2008 12:43 am

Make a database out of this :P
(Oh, lovely spam...)
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Postby JSS05O » Tue Jul 08, 2008 5:59 am

:twisted: Thank you.Oh,and please make a database outta this.
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Postby alpha » Thu Dec 25, 2008 10:12 pm

this data needs an interface like http://morfar.planetnexuiz.de/WeaponData/ but its kinda primitive IMO.

THIS http://extjs.com/deploy/dev/examples/grid/binding.html interface would be awesome. Not that hard to make any way btw.
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Postby Psychcf » Thu Dec 25, 2008 10:46 pm

alpha wrote:this data needs an interface like http://morfar.planetnexuiz.de/WeaponData/ but its kinda primitive IMO.

THIS http://extjs.com/deploy/dev/examples/grid/binding.html interface would be awesome. Not that hard to make any way btw.


It's easier with dojo...

http://archive.dojotoolkit.org/nightly/ ... arkup.html

EXT requires you use some crazy weird json markup or something... with this you can do it all with HTML.
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Postby Samual » Thu Nov 12, 2009 6:49 am

WOW that's a lot of info, this'll be great for picking maps for my server.
Do it yourself, or stop complaining.
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