Strategy page |
---|
The following is a strategy page for the article CTF-January. |
Walkthrough[]
"After a somewhat failed renovation attempt, the Liandri Corporation authorized the restructuring and repair of facility 32356. Nearly 2 years later, the gates are open. Welcome to facility 32356-a code-named January!"
– Mission description
Prior to playing this map, you can switch the arena for CTF-LostFaith by paying 247 game units.
Tips and tricks[]
- The map features a bottleneck in the upper level. Because of the removal of the bunker, now there's only one way in-out that doesn't involve water, and it requires players passing through the entrance halls. Otherwise they have to take the underwater passage, with all the perils this entrails. Bear this in mind when organizing your team.
Prima Official Guide[]
"Another reworking of an old Unreal Tournament favorite, this map offers a small, well-fortified base with good prospects for defense. Following that is a range of interlocking corridors designed to be a maze to the unwary, while offering great hiding for the knowledgeable. Finally, the submarine dock in the map's center offers roof supports to which to translocate and a special double damage in the sub tower.
Base Patrol: Level Check
Let's split this level into three different zones. The first is the base. The second are the connecting corridors to the central submarine dock. The third is the dock. Aside from some confusion over where the snaking corridors in the middle section lead, the map is straightforward, and both teams' areas are identical. We'll start with the base and flag area.
Each base has three entrances. The two on the ground to the far left and right are the usual locations for enemy incursions. The top entrance, connected to the flag by a straight mesh walkway, is used only by translocating enemies or members of your team grabbing the items and power-ups.
Out in the courtyard, a mesh ramp leads up to a walkway junction (left or right, depending on the entrance) opposite each entrance. The mesh walkway continues to the flag, and then ramps up to the power-up room. Under each initial ramp is a health pack. There's also a flak cannon and two ammo packs under the flag. On each ramp leading to the flag are two adrenaline pills.
The ramp to the power-up area leads to a room with a lightning gun and a hole; it's useful for chasing flag carriers or translocating from below. Run around the hole to the left, and grab two rocket launcher ammo packs and a big keg-o-health in the far corner. Run around the hole and right, and check the boxes. Find a 50 shield pack and a biorifle in this corner (the shield pack is on the boxes).
Now for the middle corridor section. If you're looking from the flag room to the level's middle and take the right door, you emerge in a connecting corridor with a doorway ahead and the corridor to your left. On the right wall are bio and lightning ammo packs. Enter the doorway into a dead-end room holding a rocket launcher. Turn left down the corridor, and pass a pulsing conduit (a visual and color-coded location, showing you that you're near the base). The corridor turns right, at a link gun ammo pack.
Continue down this corridor to pass under the hole in the ceiling. If you're going the other way, this is where you'll translocate for a quick flag snag, and you may wish to leave via this hole; check the light shadow of the ground so you know where it is. This part of the corridor ends with a junction to the left, with steps straight ahead. The steps lead to the middle of the connecting area.
Go left toward a wooden crate; behind it on the right wall is a link gun. The passage's left side holds minigun and lightning ammo packs, and ahead of this corridor section are steps down to a four-way junction. There's a health pack in the middle of it; use this, the two pulsing conduits ahead of you, and the shadow of a rotating fan above you as landmarks.
If you take the left entrance out of the flag fortress, turn immediately left, descend a few steps and pass two conduits, then turn right, you reach the intersection with the health pack. If you move into the doorway with the conduits on either side, you reach a storage room with a health pack, a shock rifle, and ammo near some crates. Optionally translocate to the top of the crate stack for a decent camping spot.
Or, head up the ramp with the line of four health vials to a small U-shaped raised corridor. At the corner is a lightning gun, with a health pack in the adjacent corner. Follow the corridor around to immediately spot two lightning gun ammo packs; drop down some crates to the main connecting corridor area. Use the location of the two lightning ammo packs to orient yourself in the map. Move around this raised corridor and down the ramp to the shock rifle storage room by double jumping up from the two crates.
Go through the entrance to the right of the pulsing conduits, from the shadow of the fan and the health pack crossroads, to reach a double set of short steps and the word "DOCK" on the left wall. This is the main route to the middle of the map, but first let's check the main connecting area. If you're at the open end, looking toward the mesh ramp at the other end, you walk past a stack of three crates that you can double jump over. At the junction with the stairs on your right (which lead to the hole in the ceiling), check the left wall for two rocket ammo packs. At the mesh ramp, a platform above the water contains a minigun and two ammo packs, plus two flak cannon packs. The water under the minigun leads down an underwater shaft to the main dock.
The rest of the connecting zone between dock and base is one large corridor. Run past the "DOCK" sign, turn right, turn the corner to the right (a stack of three crates contains assault ammo on one crate corner and shock ammo behind in the shadows) and you enter the dock's main entrance. The submarine should be visible. Check the rest of the corridor for a second stack of crates to the right of a pipe. Atop the crates are two sniper ammo packs and six adrenaline pills are around the right side. The sniper rifle is under the pipe. The end of the corridor has a second smaller door leading to the dock, and two health packs.
Once in the dock, find a color-coded jump pad (which works for both teams) to the right, along the dockside. This allows you to land on the submarine (although translocating or double jumping works just as well). In the far right corner is a rocket and flak ammo pack. Head left along the dockside, and you pass a shock ammo pack and a ramp into the water.
Jump into the water to swim around or under the submarine. To access the underwater area of your opponents' (or your own) base, look for the color-coded light at the left side of the main entrance, underwater. That's the entrance. Follow the broken pipe along, and halfway through is a 100 shield pack—a must-have power-up!
Finally, the submarine holds a surprise; at the top of the center tower is a double damage (translocate to grab it). Translocate around the upper ledge above the doorways, onto the top of the dock's sides, then around the ledge and roof supports. Each side offers a lightning ammo pack and three health vials.
Flag Waving: Victory!
With a multitude of methods for reaching the flag, your team must be ready to launch into action and hold a number of important choke points. The choke point closest to your foe's base is the main dock doors. Use the sniper rifle and other nearby ordnance to assault the enemies as they teleport over the main submarine. Have an attacker on point translocate to the double damage before the enemy, then mount an assault on the enemy base (ideally via the underwater entrance to get the 100 shield pack too!). Meanwhile, let sniping shots ring out around the dock.
Back up if you're swamped. The enemy can enter your base from two locations: the main corridor steps with "DOCK" on the wall, and the water exit under the minigun. Point all available defenders there, especially with rockets and shock rifles (although the crates afford great cover for lightning gun sniping), and your foes will have a horrendous time reaching you.
Have a couple of your best defenders at the flag. Train your eyes on the two lower entrances, ideally from the flag area, and have one teammate checking the upper room for someone translocating through the hole.
If you're attacking the base, send your main force into the large corridor to push the enemy back, while a couple of quick movers translocate up and through the water exit. Send a decoy to leap around the main connecting zones and draw fire away from a second attacker, who can translocate up through the hole or head through the less frantic left entrance (under the rocket launcher room).
Got the flag? Radio for help, head up the ramp to the hole (reverse up there to check whether the big keg-o-health can be stolen), and dive for the underwater exit if you have backup to pass the flag to or to take care of pursuers. Diving under the submarine affords you cover, and once you're in your own connecting corridors, the flag's as good as yours. You could attempt to run around the main corridor, but this is best attempted after zooming around to the health pack crossroads, then back into the enemy base to confuse them, attempting to shake the enemy off your tail."
Base Patrol: Level Check
Let's split this level into three different zones. The first is the base. The second are the connecting corridors to the central submarine dock. The third is the dock. Aside from some confusion over where the snaking corridors in the middle section lead, the map is straightforward, and both teams' areas are identical. We'll start with the base and flag area.
Each base has three entrances. The two on the ground to the far left and right are the usual locations for enemy incursions. The top entrance, connected to the flag by a straight mesh walkway, is used only by translocating enemies or members of your team grabbing the items and power-ups.
Out in the courtyard, a mesh ramp leads up to a walkway junction (left or right, depending on the entrance) opposite each entrance. The mesh walkway continues to the flag, and then ramps up to the power-up room. Under each initial ramp is a health pack. There's also a flak cannon and two ammo packs under the flag. On each ramp leading to the flag are two adrenaline pills.
The ramp to the power-up area leads to a room with a lightning gun and a hole; it's useful for chasing flag carriers or translocating from below. Run around the hole to the left, and grab two rocket launcher ammo packs and a big keg-o-health in the far corner. Run around the hole and right, and check the boxes. Find a 50 shield pack and a biorifle in this corner (the shield pack is on the boxes).
Now for the middle corridor section. If you're looking from the flag room to the level's middle and take the right door, you emerge in a connecting corridor with a doorway ahead and the corridor to your left. On the right wall are bio and lightning ammo packs. Enter the doorway into a dead-end room holding a rocket launcher. Turn left down the corridor, and pass a pulsing conduit (a visual and color-coded location, showing you that you're near the base). The corridor turns right, at a link gun ammo pack.
Continue down this corridor to pass under the hole in the ceiling. If you're going the other way, this is where you'll translocate for a quick flag snag, and you may wish to leave via this hole; check the light shadow of the ground so you know where it is. This part of the corridor ends with a junction to the left, with steps straight ahead. The steps lead to the middle of the connecting area.
Go left toward a wooden crate; behind it on the right wall is a link gun. The passage's left side holds minigun and lightning ammo packs, and ahead of this corridor section are steps down to a four-way junction. There's a health pack in the middle of it; use this, the two pulsing conduits ahead of you, and the shadow of a rotating fan above you as landmarks.
If you take the left entrance out of the flag fortress, turn immediately left, descend a few steps and pass two conduits, then turn right, you reach the intersection with the health pack. If you move into the doorway with the conduits on either side, you reach a storage room with a health pack, a shock rifle, and ammo near some crates. Optionally translocate to the top of the crate stack for a decent camping spot.
Or, head up the ramp with the line of four health vials to a small U-shaped raised corridor. At the corner is a lightning gun, with a health pack in the adjacent corner. Follow the corridor around to immediately spot two lightning gun ammo packs; drop down some crates to the main connecting corridor area. Use the location of the two lightning ammo packs to orient yourself in the map. Move around this raised corridor and down the ramp to the shock rifle storage room by double jumping up from the two crates.
Go through the entrance to the right of the pulsing conduits, from the shadow of the fan and the health pack crossroads, to reach a double set of short steps and the word "DOCK" on the left wall. This is the main route to the middle of the map, but first let's check the main connecting area. If you're at the open end, looking toward the mesh ramp at the other end, you walk past a stack of three crates that you can double jump over. At the junction with the stairs on your right (which lead to the hole in the ceiling), check the left wall for two rocket ammo packs. At the mesh ramp, a platform above the water contains a minigun and two ammo packs, plus two flak cannon packs. The water under the minigun leads down an underwater shaft to the main dock.
The rest of the connecting zone between dock and base is one large corridor. Run past the "DOCK" sign, turn right, turn the corner to the right (a stack of three crates contains assault ammo on one crate corner and shock ammo behind in the shadows) and you enter the dock's main entrance. The submarine should be visible. Check the rest of the corridor for a second stack of crates to the right of a pipe. Atop the crates are two sniper ammo packs and six adrenaline pills are around the right side. The sniper rifle is under the pipe. The end of the corridor has a second smaller door leading to the dock, and two health packs.
Once in the dock, find a color-coded jump pad (which works for both teams) to the right, along the dockside. This allows you to land on the submarine (although translocating or double jumping works just as well). In the far right corner is a rocket and flak ammo pack. Head left along the dockside, and you pass a shock ammo pack and a ramp into the water.
Jump into the water to swim around or under the submarine. To access the underwater area of your opponents' (or your own) base, look for the color-coded light at the left side of the main entrance, underwater. That's the entrance. Follow the broken pipe along, and halfway through is a 100 shield pack—a must-have power-up!
Finally, the submarine holds a surprise; at the top of the center tower is a double damage (translocate to grab it). Translocate around the upper ledge above the doorways, onto the top of the dock's sides, then around the ledge and roof supports. Each side offers a lightning ammo pack and three health vials.
Flag Waving: Victory!
With a multitude of methods for reaching the flag, your team must be ready to launch into action and hold a number of important choke points. The choke point closest to your foe's base is the main dock doors. Use the sniper rifle and other nearby ordnance to assault the enemies as they teleport over the main submarine. Have an attacker on point translocate to the double damage before the enemy, then mount an assault on the enemy base (ideally via the underwater entrance to get the 100 shield pack too!). Meanwhile, let sniping shots ring out around the dock.
Back up if you're swamped. The enemy can enter your base from two locations: the main corridor steps with "DOCK" on the wall, and the water exit under the minigun. Point all available defenders there, especially with rockets and shock rifles (although the crates afford great cover for lightning gun sniping), and your foes will have a horrendous time reaching you.
Have a couple of your best defenders at the flag. Train your eyes on the two lower entrances, ideally from the flag area, and have one teammate checking the upper room for someone translocating through the hole.
If you're attacking the base, send your main force into the large corridor to push the enemy back, while a couple of quick movers translocate up and through the water exit. Send a decoy to leap around the main connecting zones and draw fire away from a second attacker, who can translocate up through the hole or head through the less frantic left entrance (under the rocket launcher room).
Got the flag? Radio for help, head up the ramp to the hole (reverse up there to check whether the big keg-o-health can be stolen), and dive for the underwater exit if you have backup to pass the flag to or to take care of pursuers. Diving under the submarine affords you cover, and once you're in your own connecting corridors, the flag's as good as yours. You could attempt to run around the main corridor, but this is best attempted after zooming around to the health pack crossroads, then back into the enemy base to confuse them, attempting to shake the enemy off your tail."