MAG Map Guide v 1.0 Complete with marked overhead maps (well, links to them, and ASCII minimaps) __________ / CONTENTS \___________________________________________________________________ > [@INTRO] Introduction What this Guide is and is not > [@HOWTO] How To Use This Guide An overview of how this guide is structured and how to read each section > [@SABOT] Sabotage Introduction to the Sabotage game, followed by map guides [@SABOR] Darien Network (Raven) [@SABOS] Syr Daria Uplink (S.V.E.R.) [@SABOV] Copper Hills Relay (Valor) > [@ACQUI] Acquisition Introduction to the Acquisition game, followed by map guides [@ACQUR] Corvus Research (Raven) [@ACQR1] Map 1 (Attackers Left Side) [@ACQR2] Map 2 (Attackers Right Side) [@ACQUS] Aralkum Mechanical (S.V.E.R.) [@ACQS1] Map 1 (Attackers Left Side) [@ACQS2] Map 2 (Attackers Right Side) [@ACQUV] Elk Bay Logistics (Valor) [@ACQV1] Map 1 (Attackers Left Side) [@ACQV2] Map 2 (Attackers Right Side) > [@DOMIN] Domination Introduction to the Domination game, followed by map guides [@DOMIR] Flores Basin Transfer (Raven) [@DOMR1] Map 1 (Pumps A & B) [@DOMR2] Map 2 (Pumps C & D) [@DOMR3] Map 3 (Pumps E & F) [@DOMR4] Map 4 (Pumps G & H) [@DOMIS] Absheron Refinery (S.V.E.R.) [@DOMS1] Map 1 (Pumps A & B) [@DOMS2] Map 2 (Pumps C & D) [@DOMS3] Map 3 (Pumps E & F) [@DOMS4] Map 4 (Pumps G & H) [@DOMIV] Alyeska Terminus (Valor) [@DOMV1] Map 1 (Pumps A & B) [@DOMV2] Map 2 (Pumps C & D) [@DOMV3] Map 3 (Pumps E & F) [@DOMV4] Map 4 (Pumps G & H) > [@RESOU] Resources All links used within the guide, and any additional resources that may be of use to you. > [@CONTR] Contributors A list of all those who have contributed to this guide, as well as information on how to contribute to this guide, or to contact me in general. > [@VERSI] Version History > [@LEGAL] Legal Information ______________ / INTRODUCTION \_______________________________________________________[@INTRO] As its name implies, MAG is a Massive Action Game, and a good idea of what is going on in each map can mean the difference between winning and losing. Knowing what to hit and where it is can save you a lot of time in battle. This MAG Map Guide allows you to get an understanding of the maps of each of MAGs game modes before you get into the heat of the battle. While it does not aim to offer you a complete tactical guide of how to win on each map, it does highlight the strengths and weaknesses of key positions within the maps, and how they can be attacked or defended to turn the tide of the battle. There are many ways to approach each map, both individually and as a team, on attack and defence. This guide will hopefully allow you to know what to do where you are, and what your opposition might try to do against you. As more is learned about the maps from playing them, more options and strategies open up. A method of attack that worked in the past is blocked up by the defence, only for a new method of attack to be discovered and used instead. This evolution of how we play on each map may not be included in this guide simply because it is not known at the time of writing, but if any major changes do occur, this guide will be updated as often as possible, to give an idea of what is going on. Finally, this guide is written from the perspective of a current SVER player, who has vetted on each faction. I have not spent equal amounts of time on each of the maps, but have approached them all from both sides, and much of the general strategies can be adapted to suit each map. If the guide sounds biased, it was not intended. I hope, for example, to be kept on my toes by showing how SVER can be attacked. You will not find stealth routes through the maps or paths for APCs to take, but you will see how each target or obstacle is approached and defended, from my general perspective at least. As I have not experienced playing as a Platoon Leader or Officer in Command, much of the guide is focused on the local level, the Squad Leader and general troop level. It does not say which squads need to attack which target in what order, but simply what to do when you are around the area. Hopefully, at the very least, the labelled maps will allow you to see your own routes through the maps, and how best to use the terrain in front of you. _______ / HOWTO \______________________________________________________________[@HOWTO] Firstly, this guide can be searched using the strings listed in the contents, beginning with the @ symbol, so you can get straight to a certain game mode, faction map, or individual map with ease. The guide uses overhead maps created by Zipper Interactive, with added grids and icons to help you navigate. In each map section, there are links to both the original map, and the map you will need to follow this guide. Links are also listed in the resources section. Each map follows a standard key, outlined below: Blue Circles: Defensive Spawn Point (B): Bunker spawn (F): Foot spawn Red Circles: Attacking Spawn Point (F): Foot spawn (A): APC spawn (H): Helicopter spawn (P): Parachute spawn White Squares: Targets (AA): Triple A (MB): Mortar Battery (SA): Sensor Array (MP): Motor Pool (RB): Roadblock (G): Gate (B): Bridge White Circles with Red Crosses (+): Ammo and Health Crates Blue Squares: Objectives (1): First objective, such as first Transport in Acquisition, Burn Off Towers in Domination (2): Second objective, such as second Transport, or Cooling Towers (3): Shipping container for Transports (Letter): Lettered objective, from A to C in Sabotage, A to H in Domination These icons should give you an overview of each map, where everything is at a glance, but they will not offer you an in depth guide on how to approach a target or where to hide from a bunker and so on. For that, each map is divided into grids. These are numbered from top to bottom, and alphabetised from left to right, as demonstrated below. (Note that some of the grid references overlay squares, rather than sit outside of them as shown below. This is just to crop the maps as tightly as possible.) ____________________________________ | ___A_______B_______C_______D_____ ... | | | | | | |01| | | | | | | | | | | | |_______|_______|_______|_______|_ | | | | | | |02| | | | | | | | | | | | |_______|_______|_______|_______|_ | | | | | | |03| | | | | | | | | | | | |_______|_______|_______|_______|_ | | | | | | ... This guide will then take each square and explain its contents in further detail, using 5 sections of information and a simple map. _______ | | G: Grid Reference | | P: Primary Feature | | F: Additional Features |_______| D: Defending Notes A: Attacking Notes Grid Reference: Corresponds to the letter and number of the square. The reference is read as Grid Letter, Grid Number, Faction Initial, Map Initial, Map Number. If you know of the grid reference and want to quickly find it in this guide, this reference is searchable, and is explained further below. Primary Feature: The main feature of this square, be it a Bunker, a Mortar Battery, or just a piece of cover. If a simple map is required to help explain where it is placed, a letter will follow the object in brackets. Any instance of this letter on the map will show you where that object is, or how big it is in relation to the square. Additional Features: If there is more than one object of interest, they will be listed here too, and mapped if necessary. Defending Notes: If you are on the defensive team in this map, this section will give you pointers regarding how to defend this square. Attacking Notes: If you are on the attacking team in this map, this section will give you pointers regarding how to attack this square. Lets take an example reference and see how it appears: _______ | | G: D07SA1 |S | P: Sensor Array (S) | | F: |_______| D: The charge placement is relatively open, should you see somebody planting. It can be found at the top of the square A: Be quick with your plant as you are near a rear spawn point. Your next likely target is the Motor Pool or the Roadblocks Grid references are ordered by letter, then number, and any grids that are outside of the map or otherwise featureless are not listed in this guide. All Grid references are unique, and therefore searchable, following a simple string as explained below: Grid Letter: A to R Grid Number: 01 to 17 Faction Initial: R for Raven S for S.V.E.R. V for Valor Map Initial: S for Sabotage A for Acquisition D for Domination Map Number: 1 for Sabotage 1 or 2 for Acquisition 1 to 4 for Domination Searching for C01RA1 within this guide will take you to square C01 for the 1st side of Ravens Acquisition map, for example. This guide should be used in conjunction with an overhead map for the best understanding of the location of objects and any strategies listed. If for any reason you cannot reach the marked maps, you can contact me for further news (information can be found in the contribution section). If you cannot reach the marked maps or me, the marked maps do not change the orientation of the original maps (i.e., I do not flip any maps over to show them another way up), so if you know which side you are looking at on the original, you can imagine a grid over the top and work with this guide. If however you cannot reach the marked maps, me, or the original maps, you might have to splice together this guide with the mental map you have in your head. And by that time I would image you would know your way around well enough. __________ / SABOTAGE \___________________________________________________________[@SABOT] Sabotage is a 64 player game mode, 32 vs 32. Each team consists of one platoon, and that Platoon consists of 4 squads, each squad containing 8 players. It is the goal of the attackers to secure Uplinks A and B, and doing so at the same time will unlock the Data Center at C, and securing that point before the game ends will end the game instantly, resulting in a victory. It is the defenders goal to stop the attackers from securing A and B, or, if unlocked, C. If the 20 minute timer runs down before the attackers have secured C, the defenders are the victors. Two squads of each faction are assigned to each primary objective, though the Squad or Platoon leader may wish to attack one side heavier than the other to make sure they secure it. __________ ________________________ / SABOTAGE / DARIEN NETWORK (RAVEN) \__________________________________[@SABOR] Map link: http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravensab.jpg Search string: RS1 Darien Network a light jungle environment dotted with wooden huts and Ravens flatpack defensive installations. Both uplinks have the same structure, though their orientations are slightly different. Each has 3 sets of stairs that will allow access to the uplink. Once both are secured by the attackers, the Data Center at C is opened up. Situated in a Raven built back area of a crumbling ruin, it has two levels, with 5 access points to the upper level, and to point C. _______ | F | G: K02RS1 | | P: Attacking spawn point (F) Foot, C & D squads | | F: |_______| D: There are a few routes out of the spawn area, notably the high ground along the top of the map, or across the river A: The high ground and the river along the top of the map are the notable choice with which to flank Raven, but do not underestimate the open route over the bridge and down the road _______ | | G: C03RS1 | | P: Ruins | | F: |_______| D: This area allows you a good look at the open section towards the back of uplink B, as well as down the river in front of you A: There are routes around and through these ruins to allow you to come at raven from behind _______ | __ | G: F03RS1 | _/ | P: Ammo/Health (+) | | F: Cover (lines) |____+__| D: Watch out for attackers hiding behind the wall and on the high rocks to the left A: If you are stocking up on ammo, the only real cover you have is the ammo crate itself, but nothing is too far away if you need to run _______ | | G: F04RS1 | >> l | P: Uplink B (B) | B | F: Stairs from ground to B (>), ladders to second floor (l) |_____l_| D: The uplink is in plenty of cover but it is surrounded by entry points. In this square it is a set of stairs facing your spawn. To the right edge of this square is the second level of the structure. There are two ladders in front of B that can reach it. The circular section has a good amount of cover for you to scan the area from A: When running up these stairs you will have your back to Raven However, flanked correctly, Raven will never see you coming up, and taking B will be a simple task _______ | v| G: G04RS1 |^ v| P: A small building in the corner, with stairs (v) |^ | F: Stairs to top level of Uplink B (^) |^______| D: The top level of uplink B gives you a good view of the area, and the long stairs up to them (starting at the bottom of the square) can easily allow not only access to B, but the higher ground over anybody inside B A: The building in the corner may seem useless at first sight, but running up the stairs and into cover can take you away from the battle that is most likely raging on the ground below. You can then jump off the other side and sprint up the long set of stairs, or the set in F05, straight to uplink B _______ | << | G: F05RS1 | | P: Stairs to uplink B (<) |_____ | F: Cover (lines) |_______| D: This set of stairs to B faces the attackers and is an easy target to aim for. However, the ground is quite open, so you should have time to deal with any threat before the stairs A: Hiding between the foliage at the wall at the bottom of this square can take you around the back of the uplink without Raven being aware of you. You are also in the shadows around the back of Uplink B, with an easy route to the stairs in F04 _______ | | G: N05RS1 | | P: Attacking spawn point (F) Foot, A & B squads | F | F: |_______| D: There are generally two routes out, straight towards Uplink A, or down the right side of the map A: Taking the routes towards the bridge in K07, or the lower banks of the river in K09 is the fastest approach, but a long route down the right side of the map, either along the land or in the water allows for a wide flanking of Uplink A _______ | | G: I06RS1 | + | P: Forward attacking spawn point (P) Parachute | | F: Ammo/Health (+) |_P_____| D: The route between the landing zone and the front of C is generally well covered, but if you manage to come at the attackers from behind, you can have a high success rate with much of their view blocked by the ruins A: It is possible to land on top of the ruins and use it as a sniping point. There is an Ammo dump in the ruins in plenty of cover _______ | F| G: A07RS1 | | P: Defending spawn point (F) Foot, C & D squads | | F: |_______| D: There are three routes out, a small path to the left edge of the map, a path straight to Uplink B, and a climb to the right, through some ruins in D07 and on towards C A: The closer to C you are, generally the higher the ground Raven have against you. Be careful of anyone looking down the open road from a distance _______ | | G: 08RS1 | | P: Main stairs to Data Center C (S) | S | F: |S______| D: The path is fairly clear for you to see anyone running straight for the objective A: There is some cover here, and opportunities to safely throw grenades onto the upper levels of the ruins, but do not stay here too long _______ | + | G: H08RS1 | | P: Ammo/Health (+) | | F: |_______| D: This is near the primary route attackers will take upon landing, but it is on higher ground. There is a fair amount of cover for both sides however A: Often a good place to stock up on supplies if you are flanking Uplink A from this direction _______ | | G: E09RS1 | S | P: Staircase to lower level of ruins (S) | | F: |_______| D: These stairs are the quickest route into ruins from the spawn point in A07 A: Any defenders running for these stairs are generally in the open, and using them can allow you access to the back of the ruins, underneath point C _______ | S| G: F09RS1 |ss S | P: Main stairs to Data Center C (S) | | F: Metal staircase to Data Center C (s) |_______| D: The Main stairs go inside the ruins and split left and right at the top. Defending from both sides may create a crossfire. Defenders on the left side will also have to watch out for the metal staircase on the outside of the ruins. The bottom of the main set of stairs however is generally open from all sides A: The route up the main stairs and through the front door, so to Speak, can be risky, but certainly doable. You might have more luck going to your right, up the metal staircase outside of the ruins _______ | | G: I09RS1 | C | P: High ground, cover (C) | C | F: |___C___| D: This spot allows for a well concealed player to survey one side of the uplink, and even allows shots through gaps in the cover of Uplink A to some people planting charges A: Flanking this spot can give you a great overview of Uplink A, as well as the main road Raven will take from their spawn point to A _______ | <<<<| G: J09RS1 | | P: Uplink A (A) | =A=| F: Staircases to both levels, upper (<) and lower (^), ladders to |___^___| upper level D: The fastest route attackers can take to get to Uplink A is up the long staircase to the upper level, and then to drop into A. There is a clear view for the most part, but plenty of cover for attackers to hide behind at the top of the square A: While Uplink A is largely in a lot of cover, a good marksman can pick you off when you are planting the charge, so get into cover before planting. There are two sets of stairs facing you, giving you a fast route to A, but watch out for Raven guarding these _______ | | G: K09RS1 | + | P: Ammo/Health (+) | v | F: Staircase to lower level of Uplink A (v) |_______| D: The building on the corner near the Ammo dump is often the first place you will spot an attacker. Watch out for the bottom of both staircases into Uplink A, but there should be enough cover for you to duck into should you need it A: A set of stairs gives you a quick route into Uplink A, but watch for defenders around the corners _______ | l | G: E10RS1 | C | P: Data Center at C (C) | l | F: Two ladders (l) |_______| D: The two ladders at the back lead straight to C, but are long and attackers are defenceless while on them. In front of you are the tops of the outer staircases, and the main inner staircase is the other side of a wall A: If you can get around the back towards the ladders, you can silently take out Raven from behind and plant the charges. You could throw different grenades into the clustered area to help out _______ | | G: F10RS1 | w | P: Walkway to upper level of ruins (w) | w| F: |_______| D: While this route is usually easy to defend from outside the ruins, do not ignore it. An attacker can storm right into the heart of C A: Generally open and covered from the ground below, the walkway nonetheless takes you to the upper level of the ruins, and towards C. A grenade thrown around the corner before you enter can work wonders _______ | ^ | G: J10RS1 | | P: Staircase to lower level of Uplink A (^) | | F: |_______| D: These stairs are the quickest route into Uplink A from your spawn, but beware of long flanking routes behind and beside you A: If you have managed to flank without being spotted, from any route, running into Uplink A using these stairs is no problem at all, usually the least defended area here _______ | | G: F11RS1 | + | P: Ammo/Health (+) | | F: Cover |_______| D: A fairly safe ammo dump outside of the ruins, allowing you to watch both the walkway in F10, and the ladders in E10 A: If you can hold this area, you can attack the Data Center from two sides, but watch out for Raven spawning behind you _______ | | G: K11RS1 | | P: Cover (top edge of the square) | | F: |_______| D: The path and ridge continuing from J11 give you high ground over the Uplink area A: There is a gap between the natural ridge and the wall, allowing you to flank Uplink A from behind. Many defenders tend to ignore the gap below them, and if they are aware of it, they cant see through the wall if you go the other side. _______ | | G: L11RS1 | S | P: Sniper point (S) | | F: |_______| D: There is an often used vantage point for snipers among the rocks and foliage here, but beware of flanks to your right. Attackers can climb the rocks to get behind you if you are not careful A: A flank around this side will you the same view any snipers had of the area. You can take any snipers out by climbing the rocks, or by walking underneath, in and around the trucks. The open path on the left as you look towards Uplink A leads straight to Ravens spawn _______ | | G: H14RS1 | | P: Defending spawn point (F) Foot, A & B squads | F | F: |_______| D: Routes out include the left, to the back of the ruins at C, ahead and up through some ruins to get a vantage point of Uplink A, along the open road to A, or the path to the right to watch the right side A: If Raven is rushing to get back to Uplink A, the likely routes involve open roads and paths, so keep an eye out to pin them back __________ _____________________________ / SABOTAGE / SYR DARIA UPLINK (S.V.E.R.) \_____________________________[@SABOS] Map link: http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sversab.jpg Search string: SS1 The Syr Daria Uplink is a largely concreted building complex held together with bits of scrap and duct tape. Again, both Uplinks have the same basic structure, but orientated differently. Each has three sets of stairs that will allow access to the uplink, and Uplink B also has a makeshift bridge. Once both are secured, the Data Center at C is opened up. Situated in the middle of a hangar, there are two entrances to the Data Center itself, and 5 entrances to the hangar, the notable of which being the large open front door. Important to note is that this map has since been patched, with some objects added and some removed, notably around Uplink A. I have remapped the new additions as best as I can, and will explain them in more detail in this guide, but remember them if you are viewing the larger scale maps from Zipper Interactive, because they will not show these changes. _______ | C | G: J02SS1 | C | P: High ground, beginning of bridge (b) to Uplink B | | F: Cover (C) |_b___C_| D: This higher ground is full of places to snipe from, but it also leads back to the attacking spawn, so watch out for attackers coming down this edge of the map, ready to take the bridge A: There is enough cover up here to watch for any SVER defenders running down the edge of the map, as well as allowing you to get an overview of the open side of Uplink B. You will have no cover on the bridge, but some when you reach the other side and duck behind some crates (J04) _______ | | G: B03SS1 | | P: Defending spawn point (F) Foot, C & D squads | | F: |_______| D: You have two main routes out towards Uplink B, the high ground to the left or across the large bridge ahead of you. To the right you will be able to get to point C from a walkway (D07) or down some stairs towards the back hangar entrance (B07) A: Generally defenders will be moving one way or the other, towards you, or towards C, and there is a fair amount of cover for both options, so if you are close, watch out _______ | | G: I03SS1 | +| P: Ammo/Health (+) | | F: |_______| D: There is plenty of cover here if you are stocking up on ammo, and you will have a fairly good view of the open area between the buildings and the stairs up to Uplink B A: Despite the cover the defence may have, you can usually catch sight of anyone moving around it, and can plan accordingly _______ | | G: I04SS1 | ^ | P: Staircase to Uplink B (^) | ^ | F: |_______| D: These sets of stairs are generally safe, the set in this square giving you a route to the more open area of Uplink B, near the bridge A: A successful flank, especially following the road beside Uplink B, can get you behind SVER and into the back of Uplink B without them realizing it. The top of this staircase, while fairly empty of cover, can be used to scan the left side of the map for any oncoming SVER players _______ | | G: J04SS1 | C v | P: Staircase to Uplink B (v) | v | F: Open area of Uplink B, some crates for cover (C) |_____v_| D: This open side of Uplink B is in line of sight for snipers from a variety of sides, notably straight from the attacking spawn, but there is enough cover to duck into if needed. Keep an eye on the bridge, as well as the top of the long set of stairs here. You wont have much of a view of anyone coming up until they reach the top A: When on the stairs you are in plenty of cover until you reach the top, at which point you will need to have a good idea of where SVER have placed themselves and promptly deal with them _______ | v | G: I05SS1 | v | P: Staircase to Uplink B (v) | | F: |_______| D: Usually the set of stairs you will come up to get to Uplink B as soon as you can, but often the target for an attacking flank A: Getting around this building will put you at the bottom of the sets of stairs. The further away from the stairs you are, the more cover you will have from spawning SVER players, in the form of crates and small concrete walls. A quick strike however, and you can be in Uplink B before SVER know of your presence _______ | B v | G: J05SS1 | v | P: Uplink B (B) | | F: Top of the main set of stairs (v) |_______| D: Uplink B is situating in a small room, with space either side of the door for you to hide behind and surprise any attackers who make it this far. It is however congested, ideal for quick knifes or grenades to cut through your numbers in seconds A: The quicker you can control this room, the better, not just in terms of securing the uplink, but in holding it too. Snipers on the high ground towards the top of the map can shoot anyone watching the top of the stairs who was not wise enough to stay in cover _______ | F | G: P05SS1 | | P: Attacking spawn point (F) Foot, C & D squads | | F: |_______| D: There are three routes out of the spawn, the high ground to the top edge of the map, the center route straight towards Uplink B, or the longer route down the middle of the map, through the tunnel A: Your eventual exits from this spawn point lie along the M column of the map, in M01, M03, M04, M05 and M07. Do not make the mistake of thinking the longer routes are a waste of time. A successful trip down the tunnel in the center of the map, following the train tracks, can get you behind Uplink B sooner than you think, allowing you a strong attack from behind _______ | | G: H06SS1 | | P: Watchtower, sniping point (S) | S | F: |_______| D: Often underused, this tower can give you an early view of any attackers taking the longer routes towards Uplink B, or down to the Data Center at C A: If C is opened up, this square, both in the tower and on the ground beneath, can give a good vantage point over the large hangar opening, and even towards the walkway over the top of point C _______ | W | G: D07SS1 | W | P: Walkway into hangar (W) | W | F: |__W____| D: This walkway extends all the way through the hangar allowing you to watch the approach of attackers from a height. Be careful however, because outside of the hangar you are in the open, and inside you need to be just as quick to avoid sniper fire, but you can at least duck behind a bit of cover here A: This walkway can be a great method of getting into the hangar and on top of the small enclosure that houses the Data Center. You can jump off it onto the roof of the Data Center, or come down the stairs inside and approach SVER from behind _______ | | G: E07SS1 |+ | P: Ammo/Health (+) | | F: |_______| D: You will have cover from the ammo dump itself here, but any adventurous attackers on the higher ground can still shoot you A: If you are quick enough, you can stock up here and run down the outside of the hangar towards the back door. Stay near the concrete wall and SVER wont see you until it is too late _______ | | G: H07SS1 | | P: Ammo/Heath (+) | + | F: |_______| D: This is the likely resupply point for an attack on the Data Center, so if you can get around the back of it and block it off, you can save yourself a bit of hassle later on A: There is plenty of cover here for a resupply, and two staircases up towards the higher ground on the top side of the map _______ | | G: B08SS1 | B| P: Back door to hangar (B) | B| F: |_______| D: Just because this is at the very back of the hangar, it does not mean it is safe from attackers. There are small amounts of cover both outside and inside the door for anyone to be hiding behind A: It only takes one player to get back here and cause a bit of havoc, but I have seen half a squad get back here before anyone realised. Once inside the door, SVER players are usually found behind point C, healing or reloading, and rarely looking at the back door _______ | W | G: D08SS1 | WCCC | P: Building housing Data Center at C (C) | WCCC | F: Cover behind enclosure of C, walkway over the top (W) |_W_____| D: There are two small entrances to point C, on the left and right side. Once inside this little building though, space becomes very tight for both sides, with plenty of knives and grenades getting much of the job done. From the walkway you can jump down onto the roof of this building to give you another view of the attack, but you will be in view of any snipers with their higher ground outside A: Point C can get very congested, so storming the place with everything you have got and getting control of it before SVER respawn can be a worthwhile tactic _______ | | G: G08SS1 | P | P: Forward attacking spawn point (P) Parachute | | F: Cover |_______| D: Attackers now land closer to the hangar than they used to, so be on the lookout for what pieces of cover they are aiming for, and get behind them before the next wave comes in A: It may be just as useful to your attack to peel off to one side, rather than land straight down the middle, so weigh up which area seems to be defended the weakest and hit that side _______ | | G: K08SS1 | | P: Tunnel | | F: |_______| D: Often left completely undefended when A & B are still open, this tunnel is the source of much of the flanking towards both Uplinks. The tunnel itself is devoid of cover, so the sooner you stop the approach the better A: While appearing to be the longer route, in many cases it is the safest, due to its lack of defence. Follow the train tracks left towards Uplink A for example, and you can even choose which side of it to emerge from, as the tracks lead straight underneath _______ | W D | G: D09SS1 | W | P: Door into hangar (D) | | F: Walkway into hangar (W) |_______| D: Another new addition in the map patch, this side door offers an alternative route into the hangar housing point C. It is a small area but with enough cover to duck behind if needed, but a key area to defend nonetheless A: Depending on how SVER are defending, it is possible for the ambitious attacker to leap off the high ground, over the fighting near the door, and sprint through towards C. If that fails, holding the higher ground will at least give you the advantage, and do not ignore the walkway either _______ | | G: H11SS1 |S | P: Sniping point on the bridge (S) |S | F: Cover |S______| D: Often an immediate choice for snipers, but by no means the only choice. The road ahead has since been cleared by the map patch, so your line of sight is unbroken for quite a distance now A: The bridge is easily to flank, either going up onto it to deal with any snipers, or going underneath and across the road _______ | | | G: I11SS1 | |_ _| P: Cover (lines) | | F: Top of stairs from train tracks (top edge of square) |_______| D: Newly added in the map patch, these thin walls protect attackers emerging from the train tracks as they flank Uplink A A: Plenty of cover and three exits make this a useful place to hold. If it gets too much however, you have the perfect escape route down the train tracks, in either direction _______ | | G: Q11SS1 | F | P: Attacking spawn point (F) Foot, A & B squads | | F: |_______| D: There are three main routes out, towards the tunnel, the road, or the dirt path around the building. A: The hills on the side of the road give an option to any snipers, otherwise you have three main routes to take. Both lower routes have decent amounts of cover, and are often the routes of choice _______ | >>>>| G: I12SS1 | | P: Stairs to Uplink A (>) | | F: Open area of Uplink A |_______| D: Unlike Uplink B, there is not much need for the cover here, but be aware that there might be an attack from closer to your side than you think. The long set of stairs into Uplink A are well covered for attackers until they reach the top, or if you are behind them when they run up A: If the route from the spawn point is clear, you can run up these stairs and get the job done, providing you are aware of what might await at the top, including congested space and plenty of SVER players _______ | | G: J12SS1 | A | P: Uplink A (A) | | F: |_______| D: Again, space is tight here, allowing for knives and grenades to get much of the work done. Otherwise you are well covered from all angles and should have the advantage over the attackers A: There is plenty of cover, places to hide, and not much room to move in, so get there fast, hit it hard and secure it before anyone respawns _______ | | G: B13SS1 | F | P: Defending spawn point (F) Foot, A & B squads | | F: |_______| D: There are a few routes out, notably towards Uplink A or the Data Center at C. There is plenty of cover on both routes, and a long way to go before you are likely to encounter any attacker A: SVER players spawning here are likely to just emerge from cover much closer to Uplink A, but if you are prepared to head deep into enemy territory, you will have plenty of cover to work with _______ | <<< | G: I13SS1 | | P: Stairs to Uplink A (<) | ^ | F: Stairs from train tracks (^) |_____^_| D: The top of this stair set will give a good overview of the far bunker (K14), but watch out for alert snipers looking back at you. A: The lower route from the train tracks can get you right at the bottom of the staircases, so while you are at a disadvantage from the higher ground, your approach is generally unexpected _______ | >>> | G: J13SS1 | | P: Staircase to Uplink A (>) | ^ C| F: Stairs from train tracks (^), cover (C) |___^_C_| D: Newly added in the map patch, a shipping container offers cover for both sides. Space is small, but generally open enough for you to deal with anyone A: SVER may have one or two defenders using the shipping container for cover from the Bunker (K14), leaving their back and the staircases exposed from below _______ | | G: H14SS1 | + | P: Ammo/Health (+) | | F: Bunker, cover |_______| D: The bunker on your side offers an ammo dump in the lower level, and plenty of gaps for snipers on the top level. There is cover inside the bunker, but beware of people shooting in, or entering through the door in I14 A: If you can hold this bunker before or during holding Uplink A, you will have the advantage of two ammo dumps, two bunkers, and a line of sight for two routes out of the SVER spawn, allowing you to hold Uplink A from a position much closer to SVERs spawn than they would like _______ | | G: K14SS1 | | P: Ammo/Health (+) | | F: Bunker, cover |__+____| D: The sooner you hold this bunker, the better. If the attackers manage to hold it, they will have an ammo dump and a clear sight of the open half of Uplink A, as well as your approach to the staircase on this side. If you hold it however, you effectively cut off an approach to A from this side of the map A: This bunker can mean a short, safe route towards Uplink A. You still have work to do to get there from here, but you are in a position to plan an attack, see when best to attack and so on. You can even run over to the other bunker down the edge of the map, or drop into the lower level to follow the train tracks under uplink A and around the other side __________ ____________________________ / SABOTAGE / COPPER HILLS RELAY (VALOR) \______________________________[@SABOV] Map link: http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valorsab.jpg Search string: VS1 Copper Hills Relay is a fortified village comprising of wooden buildings and military tents. At first sight, the uplinks appear easy to secure, but the Data Center at C is in the back of a fortress by comparison. Each uplink has two entrances, and C can be reached from 5 entrances into fortress. But doing so safely will take a bit of teamwork. _______ | B| G: I03VS1 | | P: Uplink B (B) | | F: |_______| D: There are two open entrances to the ground floor of this tower, and the ground floor houses the uplink. It may seem hard to defend until you push out and stop attackers from getting close to the uplink in the first place. You have plenty of cover from nearby tents and buildings, as well as tall grass should you be lucky enough to remain hidden in it. Inside B is a ladder to a second level, allowing you a higher vantage point over the area A: If you attack in numbers, speed is your greatest asset: a single squad on the same wavelength can take and hold B as soon as they get there, should Valor not be prepared. If they are ready however, you have options to flank along the top edge of the map, or in and around the buildings in I04 _______ | | G: J03VS1 | | P: Ammo/Health (+) | + | F: |_______| D: A resupply point in the open will keep you on your toes, in both keeping your eyes open when you need ammo, and when the attackers do need some too A: If you have a few grenades, this is an ideal spot to throw them in and around the uplink and resupply immediately. You are in a small amount of cover from the uplink itself, and if you can hold this point, you can easily push forward to secure Uplink B too _______ | | G: B04VS1 | | P: Defending spawn point (F) Foot, C & D squads |F | F: |_______| D: You have high ground here, on your way to Uplink B or the Data Center at C. You main route to the uplink in across the bridge (F03), following the road, or dropping into what is left of the river and staying near the top edge of the map A: When approaching point C, defenders are going to have the high ground all over the place, so keep your head up and look at where you are going first _______ | | G: D06VS1 | e| P: Entrance into fortress |d | F: |____E__| D: This side entrance consists of a main ramp into the fortress (E), and a smaller ramp in the exterior wall (e). You can drop into this area from above (d), giving you the higher ground advantage A: There is a fair amount of cover before you reach this place, so Valor may not know you have arrived until you go up the smaller ramp (e) and get into the fortress. It is the primary route into the building from Valors spawn point, so holding this entrance can mean a relatively clear shot at planting the charges at point C _______ | | G: D07VS1 | | P: Sniper point (S) | S | F: |_______| D: A ladder on the ground floor leads to an attic like room, with a hole in the roof allowing for a sniping point, as well as a view of any attacker running up the main stairs A: If you see anyone poking their head out of the hole, especially if you are already on the staircase, your best approach may well be to leave them alone. You can run out of their view in no time at all _______ | | G: E07VS1 | <<<| P: Main Staircase to upper and mid levels (<) |<<<< | F: |_______| D: You can look down on anybody running up the stairs and have the higher ground advantage, but you will be in enough open space for any alert snipers to pick you off A: Running up here quick enough will give you the option of two levels to exit on, the upper level which will allow you to see anyone coming in from the upper outer level as well as looking down on anyone in the mid level, or you can emerge onto the mid level, with a quick sprint down a set of stairs to plant charges at point C _______ | | G: J07VS1 | P | P: Forward attacking spawn point (P) Parachute | | F: |_______| D: There are plenty of places around the map to watch incoming attackers from the parachute spawn, and it is only a short sprint down the road to amass at the bottom of the fortress and prepare to storm it A: The landing zone has plenty of cover, but watch out for landing on telephone wires, which will cause you to fall, dealing heavy damage in some cases. It is possible to land on the church roof (K08) _______ | | G: P07VS1 | F | P: Attacking spawn point (F) Foot, C & D squads | | F: |_______| D: There is plenty of cover for the attackers coming out of their spawn along various routes, but an eagle eyed sniper can still pin them back at the common exits A: Following the central road will lead to a flank of Uplink B from the left side, and there is plenty of cover to hide behind on your way there _______ | | G: C08VS1 | | P: Data Center at C (C) | C | F: Cover, small corridors |_______| D: The fortress is full of bottlenecks for you to pin down. Point C can be reached directly from a small set of stairs from the lower entrances, or from dropping on it from above, from the mid or upper levels. Be careful about bunching together however, as space is limited and a well place grenade or two can wipe out your defence A: Getting through to point C can be hard, but if you make via one route without being seen, more often than note you can also take out Valor defenders who are not watching their backs, not expecting you to have made it past the bottlenecks below _______ | S | G: D08VS1 | | P: Mid/Upper levels of fortress, sniper point (S) | | F: |_______| D: The upper level is large and open enough for you to shoot attackers coming in from the top of the main staircase, or the longer route from the open section of the upper level. In places you can look down to the mid level, and there is a ladder in the front corner leading to a sniping point, offering an overview of much of the map A: The upper level, if you follow the main staircase to the top, is open and a good chance to gather your bearings, reload, and get ready to approach point C. You will have a good view of any Valor defenders coming in from the outer area, and the mid level cannot shoot up at you easily. The mid level itself has a large hole in the front wall to shoot into or out of, and a staircase leading down towards point C _______ | | G: E08VS1 | + | P: Ammo/Health (+) |E | F: Lower room before an approach to point C, entrance to fortress (E) |_______| D: This is the last place you want attackers to gather, as it is the only resupply point you have while you stay inside the fortress. The corridors in this area are small, and perfect bottlenecks. The upper outside level can be used to snipe from, and underneath it on the ground level is an opening into the fortress (E) A: If you can get here safely and hold this room, the resupply point will be invaluable to you. It will only take a well placed grenade or two to hold you back, but if you are still alive you can mount an offensive through the lower levels straight to point C, or step back outside and head up the main staircase _______ | S| G: J08VS1 | | P: Snipe point (S) | | F: |_______| D: The bell tower of the church is a common spot for attacking snipers to scan the fortress for threats, as well as overlook both uplinks to various degrees. The solution is to get there first. There are two short staircases leading to a ladder into the bell tower A: A sniper in the tower can spot many approaching Valor players running for the uplinks, especially Uplink A. Keeping this vantage point your own is a useful tactic to have. When point C is opened up, you will often find snipers here or on the roof looking into the fortress for targets _______ | | G: K08VS1 | + | P: Ammo/Health (+) | | F: Cover |_______| D: In the back of the church is an ammo dump, with one door either end of the church in order to get there. While seemingly far away, a good hold on this area can mean the start of an effort to pin back attackers towards their spawn points. The Church also sits on high ground, useful for anyone following the road towards Uplink A A: A safe and out of the way ammo dump, especially if you need to regroup and prepare for attacking Uplink A _______ | | G: E09VS1 |>>> | P: Staircase to upper outer level (>) | | F: |_______| D: This long staircase is one of the primary routes into the fortress from this side, but any attacks coming up it will have their backs to your spawn. The outer upper level has some cover, and sniping from it is not unheard of A: If you can get here with no problems, you can often hop straight down to the mid level and on towards point C as soon as you get indoors _______ | | G: I10VS1 | | P: Uplink A (A) | A| F: |_______| D: There are lots of objects for cover here, but your likely attack will come from straight ahead of you. That isnt to say attackers will not sneak around through the tents and sandbags to your left for example, but be alert for speedy assaults as well A: The faster you can strongly hit Uplink A, the more success you will have. If that means risking the direct route to get there, do so, Valor may not even be ready for you when you come into their view. Ducking into cover nearing A will give you time to mount an offense, but when securing A, beware of snipers shooting through the entrances or the slit in the back wall _______ | | G: O11VS1 | | P: Attacking spawn point (F) Foot, A & B squads | F | F: |_______| D: Attackers are likely to come straight at you, following the train tracks towards Uplink A. Some will however take the longer routes to the sides, notably the bottom edge of the map A: If you are prepared, a straight sprint towards uplink A can give you the element of surprise against the Valor defenders. If you want the longer flank however, routes along the road towards the church, as well as through the tents down the bottom of the map are available to you _______ | | G: J12VS1 | | P: Ammo/Health (+) | + | F: |_______| D: This is likely to be your nearest resupply point for Uplink A, so expect attackers to use it too. There is plenty of cover around here to feel safe A: A handy ammo dump for attacking Uplink A, but be alert for snipers scanning over your route through the tents to get here. You may evade one sniper only to end up reaching the resupply point in the view of another sniper _______ | | G: C13VS1 | | P: Defending spawn point (F) Foot, A & B squads |F | F: |_______| D: You have a lot of higher ground to the edge of this little camp to snipe from, or get the upper hand over attackers heading to C this way. To the right you can follow the road towards some sniping points overlooking Uplink A, straight ahead will take you towards Uplink A, or to the left towards the Data Center, and the staircase to the upper outer level A: Wherever Valor are coming from, the closer you get to their spawn, the more advantage they have over you in the form of the higher ground. If you are heading to C, watch your back, use the trees as cover if you need to, but staying here for any length of time is not the wisest of decisions _____________ / ACQUISITION \________________________________________________________[@ACQUI] Acquisition is a 128 player game mode, 64 vs 64. One platoon of 32 players defends each side of the map, and one platoon of 32 players attacks each side of the map. Each platoon breaks down into 4 squads of 8 players each. It is the goal of the attackers to break through the defensive lines and steal an experimental transport vehicle, driving it back to the extraction point (there is a gunner seat too, so use it wisely). This must be done twice during the 20 minutes, either by the same platoon, or split across the platoons. You could be in a situation where you cannot break through the bunker line, but still win the match because your second platoon has done the job on the other map. The goal of the defence is then to stop that happening, by either stopping the attackers from reaching the transports, or by destroying the transports before they reach their extraction point. There are routes through to the other map, traversable by foot and vehicle, but you cannot steal a transport from one side of the map and export it on the other side, only the side it was stolen on. Your heads up display and minimap will indicate where your exit is if you ever get lost. For ease of navigation, each guide is split into these two map sides, labelled left or right based on the attackers point of view. You can only spawn on your designated side, but you can influence the other side with Mortar strikes, for example. _____________ _________________________ / ACQUISITION / CORVUS RESEARCH (RAVEN) \______________________________[@ACQUR] Corvus Research sits on the edge of an urban zone and the outskirts of a rocky jungle. The map is split into two such that one side is urban (Map 1), with plenty of buildings to hide amongst and highways overhead, and the other side (Map 2) a much simpler, flatter zone, with fewer buildings. _____________ _________________________ _______ / ACQUISITION / CORVUS RESEARCH (RAVEN) / MAP 1 \______________________[@ACQR1] Map link: http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravenacq1.jpg Search string: RA1 The urban side of Corvus Research is built up and littered with objects for cover. After the open section containing the bunkers, the middle section of the map is fairly closed, before opening again in the compound housing the transports. The minimum amount of obstacles to remove in order to escape with a transport here is two roadblocks and a gate. _______ | | G: G01RA1 | | P: Route to second map | | F: |_______| D: 9 times out of 10, you can ignore this area, players generally stick to their own sides of the map. It is open enough to spot anyone passing through however A: The closest target on the other side of the map is the Mortar Battery, so you could hop over, set charges and hop back. But remember not to get distracted with the other map, as your squad will likely need you on this side _______ | | G: B02RA1 | F | P: Defending spawn point (F) Foot | | F: |_______| D: This area of the map, and the route towards the bunkers, is largely built up, with plenty of cover A: The majority of Raven players come out the front, towards C03, so hiding around B03 while they rush past can be beneficial _______ | | G: E02RA1 |M | P: Mortar Battery (M) | | F: |_______| D: The charge point faces your spawn, so you will be running towards the attackers back if they are planting. There is a thin fence around the Mortar Battery with 3 openings A: There is more cover in this area than you may think, so setting charges and getting out fast and safely is usually an easy task _______ | | G: F02RA1 | + | P: Ammo/Health (+) | | F: Foliage, stairs, cover |_______| D: This area under the highway is rarely used, especially the closer to the top of the map you get, so this ammo dump can be useful for getting back towards the front lines A: The highway gives you pillars for cover and shadows to hide in, and there are plenty of other objects, walls and so on, to hide in and amongst, allowing a few routes towards the Mortar Battery _______ | | G: J02RA1 | | P: Side route (e) |ee | F: Cover |__e____| D: Dont forget this little side path, in high walled cover that attackers may duck into and sprint through in order to get closer to your bunker A: A quick sprint through here can give you time to recover and prepare for an assault on the bunker in H03 _______ | | G: B03RA1 | | P: Motor Pool (M) | | F: |_____M_| D: The Motor Pool contains two vehicles for you to drive around the map in, they are already pointing down the road read to action A: If Raven are not using the Vehicles, blowing up the Motor Pool can give you vehicle kills too. The charge planting spot on the bottom side is close enough to the compound wall for you to run into cover if needed _______ | + | G: E03RA1 | | P: Ammo/Health (+) | | F: Cover |_______| D: The ammo dump is just behind a small shipping container, so it is in cover for the attackers. You can approach it from the sidewalk or the street however, so getting past that container will open up your view of anyone using it A: The resupply point is in cover from Raven spawn, ready for you to stock up on before going for the Mortar Battery or on towards the compound _______ | | G: G03RA1 | | P: Forward attacking spawn point (H) Helicopter | | F: |_____H_| D: This helicopter spawns right behind a bunker, so if the bunker is still operational, the helicopter is next to defenceless against your turret. If you do not have a bunker behind it, the spawn point is on high ground, so watch out for attackers dropping off the landing pad and down onto the roads A: It will help you a lot if you get rid of the bunker behind the spawn point as soon as possible, otherwise you will emerge from the helicopter with your back to a bunker turret. Get off the landing pad as soon as possible, in any direction, and continue onwards _______ | | G: H03RA1 | B | P: Defending Bunker (B) | | F: Cover |_______| D: The bunker is on slightly higher ground, with spots of cover around it for emerging players, or for attackers getting ready to attack. If you spawn here, your priorities are the gate in J03 and the mortar battery in E02 A: The back left side of this bunker, near square H02, is very open for you to approach from and watch over the default bunker exit. Approaching from the road is asking for trouble, unless you are fast, in numbers, from an APC _______ | | G: J03RA1 | | W| P: Gate (G), walls (|) | G | F: Cover, watch tower (W) |___|___| D: There is a small opening in the wall here leading to a watch tower, and to the front of the gate, where you will be defusing many charges. There are small amount of cover to the edges of the road, but much of the area is open A: If you do not get this gate open, you will not get the transport out, simple as that. If you manage to hold this gate open for long periods, you can get your APCs in and around the bunker line and on to the deeper areas of the map _______ |3 | G: O03RA1 | A | P: Attacking spawn point (A) APCs, Transport Shipping Containers (3) | 3 | F: |_______| D: If any of your transports are rolling down this road, if they get to this point, they get stolen, so be quick with destroying them. Similarly, be quick to destroy APCs coming in the other direction. You will have time to get some bunker rockets shot at them, as well as RPGs from closer to the gate. The gate has to be down for them to progress anywhere, so if you hold it, the APCs are largely useless A: There is little cover for your APCs until you get closer to the gate, and even then you are only out of the range of bunker turrets and into the range of RPGs. Get the gate down as soon as possible _______ | | G: B04RA1 | 1 | P: Transport 1 (1) | | F: Cover, high view points |_______| D: The transport sits in a container, around which is plenty of cover to watch for attackers, from above or ground level. The keypad to unlock the container is fairly open from the left side, and from distance, so if you see any attackers unlocking it, get to them quicker than they can duck under the door and into the driving seat A: This is your first transport to go for and there is only a little cover at the keypad so look first, unlock second. In terms of the cover surrounding the container, it is a shadowed environment with openings out to the back road if you need to get into the open _______ | R | G: C04RA1 | | P: Roadblocks (R), Ammo/Health (+) | | F: |+_____R| D: The roadblocks have small amounts of cover, and only one of them will be needed to be destroyed for a transport vehicle to escape the compound. The ammo dump is in the open, the only cover is the ammo crate itself A: Get as many of the roadblocks down as you can, giving Raven more work to do to keep the compound secure. The ammo dump is very open, so use if you are desperate for either ammo or health, otherwise duck into cover and think about it again _______ | | G: H04RA1 | R | P: Roadblock (R) | | F: Bridge over from helipad to helipad |_______| D: One of two roadblocks that separates the bunker line from the back of the map. It is in a fair amount of cover from the bridge and the sides of the landing pads. Both nearby bunkers should be watching approaches from the front, but the turrets may not cover the complete picture A: Getting this roadblock down will give you the shortest route into or out of the back of the map, but your best approach is to drop behind it and set your charges there _______ | | G: I04RA1 | | P: Defending spawn point (B), Bunker | B | F: |_______| D: Spawning from this bunker, you should watch out for the gate and the roadblock, and if necessary the Triple A, though you should leave the bunker in H05 to deal with it. The bunker sits in a dip, but there is cover from some walls and a grounded vehicle A: Chances are you will end up at the back of this bunker without even knowing it, the bunker being almost forgotten about until you arrive at it. You have slight higher ground in places, and definite higher ground if you are out the top of the stairs from the far end of the helipad landing zone. Getting this bunker down however will make your route down the road in an APC or transport vehicle much easier _______ | | G: M04RA1 | | P: Attacking spawn point (F) Foot | F | F: Cover |_______| D: Under the highway and in amongst lots of cover, you most likely will not be seeing any attackers coming until they emerge closer to the gate A: There is only really one route to take, and that is forward towards the gate. Whether you go direct to the gate and into the open, or stick to the cover and get behind the wall to approach the bunkers first is your choice _______ | 2| G: B05RA1 | | P: Transport 2 (2), Motor Pool (M) | | F: Cover |M______| D: This transport will only need to be defended if Transport 1 has been stolen successfully, but the same defence applies: only one roadblock needs to be down for someone to get out of the compound. Again, the Motor Pool is already pointing in the right direction, and the chargers will have their back to you if you happen to spawn at the right time A: There is enough cover to hide behind and gather your bearings whether you are going for the transport or the motor pools _______ | | G: C05RA1 | R | P: Roadblock (R) | | F: Cover |_______| D: Another roadblock to keep intact. It is a harder route out of the compound than the other roadblocks, but a skilled driver can still get out and on towards the shipping container A: Generally the least helpful roadblock, but that does not mean you should ignore it. Good drivers can navigate their way past the other objects left in the road, and if it is the only roadblock that is open, it will be your only choice anyway, so get going _______ | + | G: G05RA1 | | P: Forward Attacking spawn point (H) Helicopter | H | F: Ammo/Health (+) |_______| D: Again, helicopters are largely defensive if the bunker behind is still up and running, but attackers have the high ground advantage otherwise. The ammo dump is in a fair amount of cover A: A handy ammo dump if there are still bunkers up and running, but remember you will spawn with your back to the bunkers if they are up. You have higher ground on all sides and a good amount of cover around the walls and helipad structure _______ | | G: H05RA1 |A | P: Defending spawn point (B) Bunker, Triple A (A) | B | F: Cover |_______| D: If you spawn in this bunker, you have one priority, the Triple A. It is found up a small flight of stairs and the charge planting area is in enough cover, especially from the bunker turret. The bunker itself is behind plenty of walls, but fairly open if attackers are past those walls A: If you get rid of this bunker, you will have a much easier time with keeping the Triple A down. Behind the initial walls, the bunker is in enough empty space for you to evade any gunfire and deal with Raven defenders emerging from the sides _______ | | G: D06RA1 | + | P: Ammo/Health (+) | | F: Cover |_______| D: Tucked amongst some containers is an ammo dump, often a gathering place for an attack on the compound housing the transports A: You will have a fair amount of cover, but be weary of Raven sneaking around the corner down the road from their spawn _______ | | G: E06RA1 | S | P: Sensor Array (S) | | F: Cover |_______| D: Anyone planting charges will have their backs to you but the area has enough cover for attackers to use and get out of there A: There is a higher path here from E07, using crates and ledges to hop up, through this small area and emerging in the corner of the Sensor Array. Defenders may use this route too, as it is the safest route from the rear spawn to the front lines, along the higher ground to the bottom of the map _______ | R | G: H06RA1 | | P: Roadblock (R) | | F: Cover |_______| D: One of two routes in or out of the rear half of the map for vehicles, this roadblock in a trench is usually easier for the attacking team to destroy and get past A: While not completely free from bunker turret fire, the roadblock can be reached from above or the sides, your best bet being charges planted from the rear. The bridge over the top of it leads to the Triple A, and has cover on it allowing you to deal with the Bunker in H05 too _______ | | G: K06RA1 | | P: Attacking spawn point (F) Foot | | F: |_____F_| D: There is a high probability that one of the Squad Leaders or Platoon Leader have called in some form of mortar strike close to this spawn point, hoping to deal with attackers before they leave to the sides into the ditch, the front through shipping containers towards the bunker, or the high ground towards the bottom edge of the map A: Spawning here means you are more than likely the first bunch of attackers to see what a mortar strike looks like from ground level. The bunker can be reached by dropping down and working through the shipping containers, or by taking the high route to the left. The ditch on the opposite side leads towards cover in the form of shipping containers and concrete walls _______ | | G: B07RA1 | F | P: Defending spawn point (F) Foot | | F: |_______| D: The side route out of the spawn takes you to the motor pool, the front route towards the street and on to the Sensor Array. There is plenty of cover around here to use on your way out in either direction A: Raven will usually come down the street, using the cover on the sidewalk and popping around the corner, so be alert _______ | B| G: H07RA1 | | P: Defending spawn point (B) Bunker | | F: |_______| D: This Bunker will likely be under the heaviest attack, especially from the high ground to the right. When you are not dealing with that threat, watch out for the roadblock behind you A: Get rid of this bunker as soon as you can, as doing so will set you up to knock out each bunker in turn. At the very least, if this bunker is down it cannot shoot the transport vehicle if it has to be taken down the longer route out _____________ _________________________ _______ / ACQUISITION / CORVUS RESEARCH (RAVEN) / MAP 2 \______________________[@ACQR2] Map link: http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravenacq2.jpg Search string: RA2 The rocky side of Corvus Research is a fairly open and straightforward environment, beginning on the edges of the jungle before entering a more built up area, through much of the structures are Raven targets, including bunkers and mortar batteries. The quickest escape will involve the destruction of one roadblock and one gate. _______ | | G: J01RA2 | | P: Attacking spawn point (F) Foot | F | F: |_______| D: You wont see much of the attacking squad until they emerge from their various paths down to the Bunker, the quickest being the right route, and the other to the left. A: There is a decent amount of cover in the forms of rocks and foliage, and taking your time and hugging the edge of the map until you get to the bunker can take you out of the view of the turret until you rush through the gap in the walls and get the charges planted. You are in a sense on your own if you spawn here. Two squads can spawn here, but generally dont, leaving it to the one squad to deal with the bunker _______ | | G: B03RA2 | | P: Defending spawn point (F) Foot | F | F: |_______| D: Two exits, one leading down the edge of the map to the Sensor Array and bunker, and the side exit leading to the Motor Pool. You are well covered and have the high ground until you get to the Sensor Array A: Watch for Raven players emerging from the back of the sensor array or looking over the roadblock in D05. However, no matter where they come from, if you keep quiet and out of the way, you can get all the way to the back wall to watch over the Motor Pool from behind if you must _______ | | G: B04RA2 | | P: Motor Pool (M) | | F: |__M____| D: Right on top of the spawn point exit, you have no excuses for leaving the vehicles where they are, so get in one and drive it somewhere useful A: You will have your back to the spawn exit when planting but there is enough cover to work with if you are quick. Be sure to get out of the area before it blows up however _______ | S | G: E04RA2 | W | P: Sensor Array (S) | | F: Watchtower (W) |_______| D: Surrounded by low walls and a watchtower, this area gives a good overview down the street towards the bunkers, ready for oncoming APCs or outgoing Transports A: There are enough walls for cover and shadows to hide in that you can set charges at the sensor array and lay in wait, and Raven players can still jump over you to disarm the charges without realizing. Get out of the area and get charges on the Roadblock _______ | B| G: H04RA2 | | P: Defending spawn point (B) Bunker | | F: |_______| D: The charge point for the bunker is covered from the street but not from the sides, so any attackers charging will need to be quick. If you spawn here, watch out for charges at the Sensor Array, and if there is a transport driving past, you should be able to get some rockets on it before it turns the corner to leave through the gate A: If you can get at the bunker from behind, do so, the turret will usually be pointing into the jungle. There are walls for cover from many different angles _______ | | G: I04RA2 | | P: Rooftop | | F: |_______| D: Offers a good look out over the jungle and the bunker, as well as down the various streets A: If something looks like it doesnt belong on a roof, shoot it, it is probably a Raven defender laying in wait _______ | 3 | G: N04RA2 | 3 | P: Transport Shipping Containers (3) | | F: |_______| D: It is a long straight road out of here, and if they turn the corner to drop down towards the containers, the transport is as good as stolen A: If you make it to the bridge, your job is pretty much done, as long as you dont miss the corner _______ | | G: C05RA2 | | P: Transport 2 (2) | | F: Walkway |_____2_| D: The second container sits inside the building, under a walkway. The keypad is in a small amount of cover, but not a whole lot, so you have time to act. The walkway above is dotted with cover but is otherwise often used by snipers A: Cover is not ideal here, so speed is important _______ | R | G: D05RA2 | | P: Roadblock (R) | | F: |_______| D: If this roadblock is flat on the road, you have got a problem, there is a route for the transport to get all the way to the front gate with this roadblock down A: Getting this roadblock down will get the transport out of here. There is some cover if it is needed when you plant your charges, otherwise just get in, charge, and move on to the transport _______ | | G: G05RA2 | + | P: Ammo/Health (+) | | F: |_______| D: Covered by a building and some shipping containers, this ammo/dump is often a gathering place for attackers A: You are near the Triple A here if you need a continued presence near it, otherwise you can move forward in plenty of cover towards your next targets _______ | | G: I05RA2 | | P: Defending spawn point (B) Bunker | + | F: Ammo/Health (+) |_____B_| D: If you are spawning here, protect the gate. There are a few routes for attackers to plant charges, and an ammo dump for them to continue an assault, so watch out, otherwise keep the turrets facing the road and the gate A: The charge point on the back of this bunker is in the open, both to you planting and to Raven diffusing, so plant quick, head outside the walls and watch out for Raven rushing out to defuse. The ammo dump also serves as a great place for the heavy players to reload and deal with any remaining bunker turrets or vehicles chasing the transport _______ | | G: C06RA2 | | P: Transport 1 (1) | 1 | F: |_______| D: As with Transport 2, there is a walkway above and cover is limited at the keypad. From here however, the likely route out is as straight as possible, so keep an eye on which roadblocks are down A: Again, keep your speed up and your eyes open, and hopefully you have given yourself an escape route through one of the roadblocks _______ | | G: D06RA2 | | P: Ammo/Health (+) | +| F: Cover |_______| D: This will be your resupply point for the oncoming attackers, so make sure you hold it. Also useful when in need of firepower to destroy transports that did not make it out of the container A: If your forward line extends this far, use the ammo dump to keep the pressure up on Raven, who will be coming through the cover from the rear spawns intent on taking it back _______ | | G: E06RA2 |R | P: Roadblock (R) | | F: |_______| D: Driving a transport down the stairs is easier than you think, especially with this roadblock down, so keep it up and you will give yourself more protection from the attackers down the middle A: While the easiest route out of the transport area is this roadblock, it generally means destroying the one in the next square too, to make it a straight run towards the Triple A and around the corner. No matter which route out you take though, keep the roadblocks down, and watch out for Raven defenders on the higher ground looking down the stairs _______ | | G: F06RA2 |R | P: Roadblock (R) | | F: |_______| D: It is not essential to keep this roadblock standing A: Overly ambitious transport drivers might come down the stairs faster than they ought to, so having this roadblock down will at least mean they can keep their speed up until they know where they are going. However, it is not essential, but certainly easier to have down _______ | | G: G06RA2 | P| P: Forward attacking spawn point (P) Parachute | | F: Cover |_______| D: What seems to be fairly open and straightforward to deal with quickly becomes attacking players pulling hard changes of direction on the way down from the spawn, and then landing in cover, ready for an advance up the middle dirt street A: Spawning here generally means peeling off to the sides, either towards the mortar battery or sensor array, even doing a 180 to make sure the bunkers are down. In general, if you stay down the middle, be prepared for snipers to pick you off on the way down _______ | | G: H06RA2 | A | P: Triple A (A) | | F: Cover |_______| D: There are places to duck behind after the charges have been set, so watch out for attackers on either side A: The charge point is protected from the back but not the sides, so be fast, get into some cover and stay to look out for any Raven players heading back to defuse it _______ | | G: I06RA2 | | P: Defending spawn point (B) Bunker | | F: |_____B_| D: The bunker has a straight view of the road ahead, so watch out for APCs, especially coming from the dirt paths and into the cover offered by the shipping containers. Spawning here you should also watch out for the Triple A, the other bunker has a quicker exit to get to the gate, so focus on what is going on behind you A: There are a few routes to get to this bunker, and the charge point is well covered for the most part. Plant charges, get into a bit of space and wait for Raven to come outside and deal with things _______ | | G: J06RA2 |G | P: Gate (G) | | F: Cover |_______| D: Neither turrets can shoot attackers using the gate as cover, so get out and amongst the cover to shoot any planting charges or to get some RPG shots on APCs A: Planters do not have a lot of cover here, so plant quickly, and turn to your nearest bunker to deal with any oncoming Raven players. Use the cover from the small huts and shipping crates to watch the charge until the gate is open _______ | | G: B07RA2 | | P: Motor Pool (M) |M | F: Additional Features |_______| D: Often you will see someone drive a vehicle straight through the gap at the end of the street, down the stairs and off the far ledge. Indeed, it is generally the only place to take vehicles here so get them out somewhere more useful A: You will have your back to any Raven spawning here, but there is enough cover to run beside, down the street, and out of the way of the explosion _______ | | G: A08RA2 | | P: Defending spawn point (F) Foot | F | F: |_______| D: Two exits, one to the side towards the Motor Pool, and a forward exit through the buildings down towards the Mortar Battery. This route has the higher ground over the street and plenty of cover A: Unless the transports are in need of dealing with, Raven will likely stick to the high ground and head towards the Mortar Battery, so stay sharp _______ | | G: E08RA2 | M W | P: Mortar Battery (M) | | F: Watchtower (W) |_______| D: There is a small amount of cover from the charge point, but once set attackers are likely to hide behind the wall towards the edge of the map to make sure the charges detonate. The watchtower can give good views down both streets A: Sticking behind the wall will give you a simple approach to the Mortar Battery, and from there on you can move towards the transport area or down to the Motor Pool, you will have cover with either choice _______ | | G: H08RA2 | | P: Defending spawn point (B) Bunker | B | F: Rooftop |_______| D: Often the first bunker to be attacked so be on your guard. Attackers can approach from a variety of routes, including sticking to the high ground at the edge of the map to using the walls and buildings as cover in I08. The rooftop here can give a better overview of this side of the attack. Watch out for APCs, they can reach further than you think A: You could get all of your platoon attacking this one bunker using the two Foot spawns down this side of the map, in any case, getting this bunker down can mean a route towards the Mortar Battery, Triple A and behind the next Bunker. APCs can be driven here along the dirt paths, but for the most part they are sitting ducks to the turret and to sensor shells, so be warned _______ | F | G: M08RA2 | | P: Attacking spawn point (F) Foot | | F: |_______| D: You can run pretty far in the few seconds head start you get at the beginning of the match, such that anyone spawning here could be walking straight into your line of sight on their way to the bunkers A: If you are assigned an APC spawn but decide to go it on foot, you will end up here with a longer run down to the bunkers, but with the cover of rocks and foliage _______ | A | G: O08RA2 | | P: Attacking spawn point (A) APCs | | F: |_______| D: You will not be seeing the APCs until they turn to cross the bridge, at which point two turrets and anyone with an RPG will see them rolling up the road ahead A: If you want to keep your APC moving, get it off the road, either to the left or right. The longer dirt routes can get you close to the bunker line, at which point however you will most likely be left with a sitting duck of an APC, so park it wisely, or keep it moving _______ | | G: E09RA2 | | P: Route to other half of the map | | F: |_______| D: The area is open enough for you to see anyone come in or go out, but generally this wont happen. From this side of the map, a lot of the targets on the other map are quite a trek away, so attackers tend to stick with this side A: If you are thinking about hopping over to the other map, you shouldnt. While perfectly possible, you will be in a much better position to help your squad out by moving on to the Mortar Battery and transport section of this map ? indeed, compared to the other map you are practically on top of Ravens back line here, rather than just behind the front line on the other map _______ | F| G: K09RA2 | | P: Attacking spawn point (F) Foot | | F: Cover |_______| D: You will most likely only see attackers as they drop off the higher ground from various gaps in the rock, from a number of squares along the maps edge here. They are largely in cover until they get close to the bunker A: There is plenty to hide behind here, and it is possible to do so all the way around the edge of the map such that you can slip past the bunker and through to the Triple A or Mortar Battery. If you are firmly focused on the bunkers however, there are a number of routes to get to the closest two _____________ _______________________________ / ACQUISITION / ARALKUM MECHANICAL (S.V.E.R.) \________________________[@ACQUS] Aralkum Mechanical sits on the edge of an island, full of hangars and shipping containers. One side of the map (Map 1) involves a hop across what remains of a harbour of sorts, before working your way onto the back of a ship to steal the transports. On the other side (Map 2), getting past shallow lakes and through the bunker line opens up a more built up environment before leading you to a main hangar housing the transports. _____________ _______________________________ _______ / ACQUISITION / ARALKUM MECHANICAL (S.V.E.R.) / MAP 1 \________________[@ACQS1] Map link: http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sveracq1.jpg Search string: SA1 Often loathed by attacking players, this side of the map starts off with only one route into the facility, one heavily defended bridge. However, attacked in the right way and this seemingly impossible hurdle becomes a walk in the park. Getting behind the bunkers and through the shipping contains leads you to the transports, behind a row of roadblocks and ready to roll off the back of a ship. The minimum amount of obstacles to remove in order to escape with a transport here is one roadblock and a gate. _______ | F | G: B02SA1 | | P: Defending spawn point (F) Foot | | F: |_______| D: From here you run straight down towards the Sensor Array and on towards the bunkers, or cut inside and head to the Motor Pool A: Much of this back area is open enough for some long distance shooting, so watch out as you pass through the open areas back here _______ | F | G: G02SA1 | | P: Defending spawn point (F) Foot | | F: |_______| D: Similarly, here you can run straight down towards the Mortar Battery and the bunker line, or cut in to the Motor Pool. You have more cover leaving this spawn by any route A: You have plenty of cover to work with on your approach this far into SVER territory so use it wisely _______ | | G: D03SA1 | >> | P: Motor Pool (M) |M | F: Ramp into back of transport area (>) |_______| D: You have a good line of sight and the high ground from your spawn if you see attackers planting charges or running towards the transports from this route A: The charge for the Motor Pool will leave you exposed from behind, as will running onto the ship, but once there you can duck into the cover the door provides and prepare for the next action _______ | | G: E03SA1 | | P: Transports (1, 2) | | F: |2__1___| D: The transports are next to each other in this little area, and can be approached from behind, but the keypad to open the container is at the front. The drive out is blocked by three roadblocks A: You will have decent cover when unlocking the containers, so as long as at least one of the roadblocks is down in front of you, you can get out of here and on towards the shipping container _______ | | G: F03SA1 | M | P: Motor Pool (M) | | F: |_______| D: If there are still vehicles here, drive them somewhere more useful A: The charges are planted in cover from the nearby spawn, so you should have few problems no matter where you approached from or are going next _______ | | G: C04SA1 | | P: Sensor Array (S) | | F: |___S___| D: Relatively open, you will come at the attackers from behind if you see them planting charges A: You have small amounts of cover to work with, but the quicker you get in, plant charges and get out, towards the Motor Pool or Roadblocks, the better _______ | | G: C05SA1 | + | P: Ammo/Health (+) | | F: |_______| D: A useful resupply point if you are in need of stopping transports that cannot get past the roadblocks. It is in plenty of cover from your perspective A: Not much cover from the SVER spawn point, but a useful ammo dump to hold on to in order to push them back towards their spawns, away from the bunker line _______ | | G: E05SA1 |R R R | P: Roadblocks (R) | | F: |_______| D: A fairly open area to spot attackers planting charges, but remember that only one of them needs to be down for the transport to have a chance at getting out A: The more of these roadblocks you get rid of, the easier your escape route will be, with SVER needing to take more time to repair each roadblock to block you once more _______ | | G: I05SA1 | | P: Route to other side of the map | | F: |_______| D: You may see the odd player coming into your map, especially to quickly plant charges on the Mortar Battery, and away from the road there is enough cover for them to get their in one piece A: There is nothing stopping you from hopping over into the other map, and the nearby Mortar Battery on the other side might be a nice incentive, but as always, remember that your squad will need you on this side of the map first _______ | | G: E06SA1 | P | P: Forward attacking spawn (P) Parachute | | F: Cover |_______| D: The ground is surrounded by shipping containers with many small routes through, so getting behind someone without them knowing happens a fair amount of times, and that includes people sneaking behind you A: You can land on the shipping containers and crane from here, offering a high overview of the transports and various SVER players emerging from their spawns towards the middle of the map _______ | + | G: F06SA1 | | P: Ammo/Health (+) | | F: Cover |_______| D: A useful ammo dump for dealing with any transports, as well as keeping the attackers pushed back in and amongst the shipping containers A: The shadows will help you here more than the cover, but it is a useful point to hold, with views down the street towards the Motor Pool. If vehicles cant get out of that Motor Pool, they cant follow your transport on its escape _______ | | G: H06SA1 | M | P: Mortar Battery (M) | | F: |_______| D: Chargers will have their backs to you, but will be on the higher ground from most directions, so watch out A: There is enough cover here to work with if you need to, but you are vulnerable from the side while planting, if there are any eagle eyed SVER players looking your way from a distance _______ | | G: E07SA1 | | P: Triple A | A| F: |_______| D: You can cover the charge planting area from the building nearby, but a quick attacker can get in, work with the cover that is there and pull the same trick watching over you trying to defuse it A: The building nearby provides cover for your approach, as well as for defending the charge until it detonates, otherwise you have high ground from the roads and the bunker line _______ | | G: F07SA1 | | P: Ammo/Health (+) | +| F: Rooftop |_______| D: The rooftop here is often used as a sniping point, and even RPGs can be shot from here to any APCs crossing the bridge. It and the mid level of the building have views of the Triple A planting area, and the lower level houses the ammo dump A: There are a number of routes into the building and sets of stairs to each level, so you can use the plenty of cover here to your advantage to sneak through, plant charges on the Triple A and keep watch over them from safety _______ | r | G: C08SA1 | | P: Defending spawn point (B) Bunker |r | F: Route into the back half of the map (r) |_____B_| D: Anyone spawning here needs to be aware they are in what is most likely the first bunker to fall. You can be reached from the front or from under the pier and up the stairs from the, the exit of which (left r) is only a short distance from a gap in the back wall and into the back of the map. It is a dirty tactic to some, but parking a vehicle here to use as a second turret, watching over both the route through the wall and the charge point of the bunker can be the difference between holding this area for the match or having the attackers cake-walk it. The other target to watch out for is the Sensor Array behind you A: Get rid of this bunker and you will stand a much better chance of getting rid of everything else. You can approach it from a few sides, with various objects for cover, but the next bunker may see you from the front. If SVER are not prepared, you can sprint through the route into the back half of the map without them noticing. If they are prepared however, you might come face to face with a vehicle, rather than a gap in the wall _______ | | G: E08SA1 | | P: Defending spawn point (B) Bunker | G | F: Gate (G) |B______| D: Spawning in this bunker will give you a limited view of APCs crossing the bridge, and of anyone attacking the outer bunker from the front. Instead of focusing on the nearby gate, pay attention to the Triple A. The turret has a view back down the street if there are any transports heading your way A: You can work in and around cover to set charges at the back of this bunker from the front or the side, especially if the outer bunker has gone. If these two bunkers are gone, you can safely plant charges on the Gate from behind _______ | B | G: F09SA1 | | P: Defending spawn point (B) Bunker | | F: |_______| D: The turret in this bunker has a view from the end of the bridge all the way up to the gate, so anyone spawning here should focus on protecting the gate by any means A: You can approach this bunker from the front, using the shadow of the building and the limited cover the closer you get to the bunker. In any case, getting this bunker down will give you a better chance of getting your APCs up to the gate and through it without any trouble _______ | | G: G09SA1 | B | P: Defending spawn point (B) Bunker | | F: |_______| D: If the outer bunker on the other side is proving difficult, watch out if you spawn here. There are routes to the bunker from the front or the side, offering fair amounts of cover. Spawning here you should be prepared to repair the Mortar Battery A: The side route is probably your best approach for this bunker, though it is the longer route to take. It has more cover from the turret, and by the time you get behind the final piece of cover, a white truck, you could even make a break for the back half of the map rather than the bunker ? the gap between the bunker and the back wall is larger and more open than you might think _______ |+ | G: D11SA1 | | P: Ammo/Health (+) | | F: Cover |_______| D: If your bunker is being bombarded by rockets, there is a good chance the shots are coming from around this area, right next to the ammo dump, which is in cover behind a wooden hut A: You can see two bunker turrets from here, so there is no excuse to not get rid of them and make your approach much easier. You have plenty of cover from the hut and various crates along the pier, so use it _______ | | G: G11SA1 |+ | P: Ammo/Health (+) | | F: Cover |_______| D: As with the other side, if you are being hit with rockets, scan over this area, again behind a small wooden hut A: Once more, you can see two bunker turrets from this ammo dump, and there is plenty of cover from the hut and crates on the pier if you need to get a different angle on your shot, so use the ammo and get rid of the turrets _______ | | G: C13SA1 | | P: Attacking spawn point (F) Foot | F | F: |_______| D: There are multiple routes out through the gaps between the buildings, but anyone spawning here will more than likely be coming straight towards the outer bunker A: You have a long route to go, but plenty of opportunities along the way to get off some shots at the turrets or work your way around the edge of the map for a stealthier attack on the outer bunker _______ | F | G: E13SA1 | | P: Attacking spawn point (F) Foot | | F: |_______| D: There may be a sniper or two spawning here to look down the road towards the gate, or some RPG users getting shots off at your turrets. In general however, attackers will be running through the cover of the buildings to get an approach on your bunker line A: If you spawn in an APC but want to spawn on foot, this is where you will end up, and it may be the best option until at least the turrets are down from the two central bunkers, or if you need to group up to attack the outer bunker in numbers _______ | F| G: G13SA1 | | P: Attacking spawn point (F) Foot | | F: |_______| D: The likely exit route here, once emerging from behind the cover of some buildings is to keep to the edge of the map and approach your outer bunker from the side A: There are a few routes out, putting you in front of one of the two bunkers on this side, or towards the edge of the map ready for running up the flanks _______ | | G: F16SA1 | A | P: Attacking spawn point (A) APCs | | F: Transport shipping containers (3) |____3__| D: Once transports are over the bridge, you might as well wave goodbye to them, with plenty of cover on their side. With the APCs however, they have once route to take, straight over the bridge to the dead end that is the Gate. Your two bunkers can deal with the threat from a direct assault with few problems A: An APC cant really go anywhere on this map until the gate is down, so get rid of the turrets, get across the bridge with an APC or two, get the gate down and get out of there, you are after all good targets for the Mortar Battery, even if you are not targets from the turrets. And watch out for anti-tank mines _____________ _______________________________ _______ / ACQUISITION / ARALKUM MECHANICAL (S.V.E.R.) / MAP 2 \________________[@ACQS2] Map link: http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sveracq2.jpg Search string: SA2 This side of Aralkum Mechanical starts off with shallow lakes dotted with mounds, rocks and small huts, before dumping you in front of the bunker line. Behind this, beyond a few small buildings and piles of shipping containers is the main hangar housing the transports. The quickest escape here will involve the destruction of one roadblock and one gate. _______ | | G: B01SA2 | | P: Defending spawn point (F) Foot | F | F: |_______| D: The main routes out of here will take you to the Motor Pool and the back of the transport hangar, or down towards the Mortar Battery and bunker lines. There are plenty of walls and buildings for cover along the route down A: The closer you get to the spawn point, the smarter you will need to be to stay in cover while SVER players run out along their chosen route. There is however plenty to hide behind and take a breather before continuing along _______ | | G: G01SA2 | | P: Defending spawn point (F) Foot | F | F: |_______| D: Similarly, the routes out will go towards the Motor Pool or the Sensor Array, and there is enough cover to work with down both routes A: You can almost get underneath the spawn point, so hiding up against the wall until SVER have left their spawn can allow you to just walk across to the Motor Pool and carry on with your attack. Otherwise, there is a mix of who holds the high ground down the edge of the map, but a large building for cover nearer the Sensor Array _______ | | G: C02SA2 | M | P: Motor Pool (M) | | F: |_______| D: If this motor pool contains vehicles, it is not doing its job. Drive them somewhere useful. The charge point faces the spawn point for once, so you will likely only see charges when they stand up once finished A: You are pretty safe planting charges on this motor pool, and only a short run from a door into the back room of the hangar, and across to the next Motor Pool _______ | | G: F02SA2 |M | P: Motor Pool (M) | | F: |_______| D: Again, get the vehicles out of here and towards the front lines. The charge point is right up near the top wall of the map, so if attackers have got this far, they are intent in finishing the job A: You will have to run all the way to the far side of the motor pool in order to plant charges, but once done you can run for cover near the truck in the middle of the road, or into the back room of the hangar _______ | | G: D03SA2 | | P: Transport 2 (2) | 2 | F: Roadblock (R) |R______| D: This transport container sits outside of the hangar, but it is the second transport needed to be stolen. The roadblock in this square being down means a tight turn out of here for the transport driver, but determination can mean getting through it A: To make life easier, get rid of both roadblocks before driving this transport out. The keypad is in a good deal of cover unless SVER are coming from the Mortar Battery _______ | | G: E03SA2 | | P: Transport 1 (1) | 1 | F: |_______| D: The first transport is inside the hangar, so the keypad is in a fair amount of cover, though you can come through a side door to the hangar and be staring straight at anyone unlocking the container. Only one of the roadblocks needs to be down, otherwise the transport is going nowhere in a hurry A: Get charges on the roadblocks, get the container unlocked and get ready to drive. The quicker you act here the better _______ | R | G: D04SA2 | | P: Roadblock (R) | | F: |_______| D: If this is down, transport 2 has a straight route out of here, so keep it up A: Getting this down will save you time and tricky driving on the way out _______ | R | G: E04SA2 | R | P: Roadblocks (R) | | F: |_______| D: Only one of these needs to be down for you to have a bit of a problem on your hands, so keep them both up and block the transport from leaving the hangar A: Taking one roadblock out gives you a chance, taking both out gives you more of a chance, and more work for SVER to do to secure their defence again _______ | S | G: F04SA2 | | P: Sensor Array (S) | | F: Ammo/Health (+) |+______| D: The Sensor Array is fairly well covered, including from a walkway above. The chargers have their backs to your spawn, but can certainly feel safe while planting. The ammo dump is largely in the open, but on higher ground. It does offer a useful supply to destroy the transport however A: You can plant charges here and run off to the next target, or climb the stairs at the back of the building separating you from the spawn point to get onto a walkway and watch over the sensor array. The ammo dump can give you an overview of the first transport, as well as down the road to see any vehicles that may turn out of the motor pool to drive down towards you _______ | | G: A05SA2 | | P: Route through to the other map | | F: |_______| D: As with any route through, it will be largely unused, but the incentive of Mortar Batteries either side will give attackers something to think about. The road is open, but there is plenty of cover down the sides A: Once again, you have the option to hop maps, and a Mortar Battery either side might decide that for you, but staying on your own side will be of the most benefit to your squad _______ | M | G: B05SA2 | | P: Mortar Battery (M) | | F: |_______| D: Chargers are well covered from behind, and can quickly run out of the area and into more cover, so approach with caution if it is in need of defusing A: You are well protected when planting, unless a SVER defender has followed you from the side. Once set, charges can be watched from behind a few objects of cover to make sure they detonate _______ | | G: C07SA2 | | P: Ammo/Health (+) | | F: |__+____| D: Largely out of the way, it is nonetheless a good source of ammo for getting rid of helicopters without the help of bunker turrets, and a last stop for ammo if you need to get forward to repair the bunkers A: In a fairly hidden area, if you can get here and are in need of getting rid of bunker turrets, its an ideal place to be, as well as for stocking up when trying to destroy the bunkers from behind _______ | H + | G: D07SA2 | | P: Forward attacking spawn point (H) Helicopter | | F: Ammo/Health (+) |_______| D: The landing pad is nothing more than a few shipping containers dotted with sandbag walls, but their close proximity to each other can mean having to fight through a wall of players to get back to your bunker line. The nearby ammo dump is useful with the Triple A still up, for destroying incoming APCs or outgoing Transports A: You will spawn with your back to any remaining bunkers, but the helicopter itself is more of a target than you are, so you should have time to get out and get into plenty of cover before deciding what to do next. If you can keep hold of this area, the bunker line can be next to impossible to reach, so keep an eye out for any adventurous repairmen running through the cover _______ | H | G: E07SA2 | | P: Triple A (A), Forward attacking spawn point (H) Helicopter | | F: |__A____| D: The same defence applies for the makeshift landing pad, attackers can be hit from behind by any remaining bunker turrets, but can get into cover quickly otherwise. The triple A sits on higher ground but chargers are exposed at the sides. A: If the Triple A is down, get out of the helicopter, keep the bunkers down and keep pressing forward. If the Triple A is up however, you have a few routes through gaps in the walls behind the bunkers to get to it, but be prepared for the possibility of coming face to face with a vehicle when you get there. Get charges set, get in a bit of cover and hope that only a handful of SVER defenders come to defuse it _______ | | G: F07SA2 | + | P: Ammo/Health (+) | | F: Cover |_______| D: A nice ammo dump to be able to keep a hold of, you are close to the bunkers if they need repairing, or the helicopters if they need taking out. The square itself is the beginning of the route past the bunker and down towards the back half of the map, so watch out for any attackers running through it A: A useful resupply point if you are in need of recovery after taking out or getting past the bunker, and readying yourself to take out the other bunkers, or to move onwards down the edge of the map towards the Sensor Array _______ | | G: D08SA2 | G| P: Defending spawn point (B) Bunker | | F: Gate (G) |B______| D: If you spawn here, you have two things to defend, firstly the gate, and secondly the road to the bunker next to you. An APC can drive right up behind the next bunker, attackers can leave and run up to the Triple A, the Bunker and the Gate and plant charges on them all before you know it, so get some anti-tank mines down, get some turret rockets ready and stop incoming APCs before they get close A: The element of surprise can get you further than you think. The bunker can be taken out on foot, there is plenty of cover on your approach from the front, provided the outer bunker is not keeping a close eye on this side of the area. You could drive an APC up towards it, unload and plant charges on the gate and bunker, but you may have better luck by risking a few turret shots to your APC as you park it behind the next bunker instead ? provided the road is not mined _______ | | G: E08SA2 | | P: Defending spawn point (B) Bunker | | F: |____B__| D: Spawning here and you are in for a busy match, if the attackers know what they are doing and if you are not prepared. You can ignore the gate unless it turns into a quiet match, as your primary focus must be the Triple A behind you, and you could be defending it from both APCs if you are not careful. Get out and mine the road, get the turret scanning the lake and keep your eyes open for where the attack is coming from. A: You can get two APCs attacking this bunker at the same time, though it may not seem possible. Skilled drivers can navigate the shallow lakes to end up behind light cover in between the bunkers on this side, and a clear road ahead means another can roll up to the gate, turn right to get behind the bunker and effectively park between it and the Triple A, though at the risk of the turret from the other bunker. A well coordinated attack with multiple squads can completely overrun SVER before they know it _______ | | G: F08SA2 | | P: Defending spawn point (B) Bunker | | F: |______B| D: For a long time, this was thought to be the bunker that attackers must get out of action before getting anywhere, and while it is still sort of the case, a strong team will aim for the bunker next to you just as much, if not more than aiming for you. Still, you are at risk of a flank down the edge of the map and a short run behind the bunker through a gap in the wall and onto the latter half of the map. Other than protecting your front lines, spawning here you should watch out for the Sensor Array A: A seemingly daunting bunker to hit, space between it and the exit from the obvious flank is tight, and cover towards the middle of the lake is limited, but it is by no means an impossible bunker to destroy. Watch out for any vehicle that may be blocking the gap in the wall behind however, but if needed you can drive an APC all the way here and deal with it that way _______ | | G: B09SA2 | B| P: Defending spawn point (B) Bunker | | F: |_______| D: This will likely be a quiet bunker. You have good views in most directions, anyone trying to flank you and get behind will have a long route to take, sometimes you might even wonder what the point in even defending it is, but dont, because as long as you are active, you still have a forward spawn point, and can still help the other bunkers, even if it is just running to them and repairing them. Spawning here you should look out for the Mortar Battery and the bunker next to you A: A wide open area dotted with cover, a long flank around the sides with no real end goal in sight, but none of that means you should ignore the bunker. By all means leave it until last, but as long as it is up, 8 SVER players have a forward spawn and get to the other bunkers to repair so another 8 players can arrive _______ | + | G: E10SA2 | | P: Ammo/Health (+) | | F: Cover |_______| D: There are lots of things to hide behind here and get out of the way of your turrets, and being the only resupply point for some time, RPGs are likely to be coming from somewhere around here A: The area is large enough to take a breath, resupply and carry on, but look out for incoming Mortar fire, both aimed at you and any APCs you might have parked here out of the way of turret fire _______ | | G: B12SA2 | | P: Attacking spawn point (F) Foot | | F: |_F_____| D: You wont be seeing attackers for a while, and they could emerge from a variety of places over a large area around the nearest bunker, so stay alert A: You have a few routes out towards the bunker, ending up either wide on the left, near the edge of the map, or towards the front. Work your way through the available cover wisely and you can be at the back of the bunker setting charges while the turret is trying to find your squad mates emerging from another exit _______ | F| G: G12SA2 | | P: Attacking spawn point (F) Foot | | F: |_______| D: Two main exits take attackers to the edge of the map or into the heart of the lake, both offering good amounts of cover for them on the way towards your bunker line A: You will likely want to go towards the edge of the map and deal with this bunker, either getting rid of the turret from afar then getting in and planting charges, or by working your way up the side in cover, dashing through the gap between the wall and the bunker, and doing what you need to do _______ | F | G: D13SA2 | | P: Attacking spawn point (F) Foot | | F: |_______| D: You might see a few snipers around the end of the road, likely coming from this foot spawn, hugging the walls for cover A: If you dont want to spawn in an APC, your foot spawn in here. There is cover from the rock along the side of the road, or the various obstacles throughout the lake breaking line of sight to the area closest to you. Spawning here and getting near the corner can give you a shot at the turrets before your APCs get any closer _______ | | G: D14SA2 | | P: Attacking spawn point (A) APCs |A | F: |_______| D: Watch for these APCs taking seemingly strange routes through the lake, rather than down the road. There is method to their apparent madness so watch out, and dont forget that some may still come down the road faster than you realize A: Skilled drivers can navigate through the shallow lakes, the rest of the drivers can still give it a good shot along the road. In either case, know what both APCs are going to be doing so you dont crash at the first corner, and get going _______ | 3 | G: C15SA2 | | P: Transport shipping containers (3) | | F: |_______| D: If the Transports get out of the gates and past the ammo dump, they are as good as gone on their route to these containers A: You have more and more cover the further past the gate the get, so keep driving, avoid the walls and park it in the container to secure it _____________ ___________________________ / ACQUISITION / ELK BAY LOGISTICS (VALOR) \____________________________[@ACQUV] Elk Bay Logistics is an open woodland on the shore, complete with a harbour hangar on one side (Map 2), and a storage area on the other (Map 1). The bunkers sit on the high ground and cover comes in the form of Valors tents and sandbags. _____________ ___________________________ _______ / ACQUISITION / ELK BAY LOGISTICS (VALOR) / MAP 1 \____________________[@ACQV1] Map link: http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valoracq1.jpg Search string: VA1 This side starts off wooded, with cover from trees and rocks, before hitting the bunker line behind thin walls and on high ground. Getting past these however leads to a much more open landscape, but still with enough cover to navigate safely through towards the docks, where two transports sit near the back of the yard. The minimum amount of obstacles to remove in order to escape with a transport here is two gates. _______ | F| G: F02VA1 | | P: Defending spawn point (F) Foot | | F: |_______| D: There a two routes out, straight ahead towards the Mortar Battery, or off to the side towards the transports. Both the spawns and the transports sit inside a compound, but holes in the front fence will allow attackers in and around the area A: You wont see Valor until they emerge from gaps in the walls, at which point they will have the high ground over you, so deal with them or get out of the way _______ | 1 | G: H03VA1 | | P: Transport 1 (1) | | F: Cover |_______| D: The transports are set back into a 3 walled area and beside a hut, so there is cover for attackers to hide behind waiting for the coast to be clear before going for the transports. The keypads are otherwise fairly open, so deal with attackers before they get there A: You will have various amounts of cover whichever route into and through the compound you take, but it will quickly open up as you get in front of the transports. Duck behind into cover if you need to, get ready to use the keypad to open the container and make sure the Gates are down before driving off _______ | | G: I03VA1 |2 | P: Transport 2 (2) | | F: Cover |_______| D: The same applies, attackers have cover for the most part, but will also be exposed with their backs to you while securing the transports, so deal with them before they finish A: Again, get in, make sure you know your exit is clear, get ready to go for the keypad then get in the driving seat and drive out of here _______ |F | G: K03VA1 | | P: Defending spawn point (F) Foot | | F: |_______| D: As with the other side, you have two main routes out, down to the Motor Pool or inside to the transports, and are well covered, however, you might have to watch out for any adventurous attackers coming up the ramp to greet you A: You can get up close and personal to this spawn point from the ramp near the motor pool, but remember that anywhere else, emerging Valor defenders will have the higher ground over you _______ | | G: F04VA1 | | P: Mortar Battery (M) | M | F: Cover |_______| D: Sitting in lower ground, the Mortar Battery is so close to your spawn you should not need to worry about it. The charge planting point is right in front of the exit from the spawn area, so you have higher ground and the attackers backs facing you A: Get here quick, before Valor can spawn from behind, and you will have the Mortar Battery down in no time. If you are in need of a bit of comforting before planting charges, a poison gas grenade can make Valor think twice about jumping down into the unknown _______ | | G: G04VA1 | G| P: Gate (G) | | F: |_______| D: Only one of these gates needs to be down to get transports out of the compound, so keep them up and watch out for anyone who may try to outsmart you by slipping in the gaps in the fence to plant the charge on your side A: You need one of these gates down, this gate giving you the shortest route out of the compound and down the road towards the shipping container. Look behind the gate before planting, as Valor may pop out through the gaps in the fence to shoot you while you cant shoot back _______ | | G: I04VA1 | + | P: Gate (G) |G | F: Ammo/Health (+) |_______| D: Again, only one of the gates needs to be down so keep them both up and watch for attackers slipping through the gaps in the fence to get behind them. The ammo dump is a useful source of heavy weapons to take out any transports that are slow off the mark, and is generally well covered A: As before, you need at least one of these gates down, so get them both down to give you some options. On this side you will have an ammo dump to keep the pressure on Valor defenders emerging from this side _______ |M | G: F05VA1 | | P: Motor Pool (M) | | F: |_______| D: Get your vehicles on the move because the charge point is in plenty of cover, allowing attackers to look past to the gap near the Mortar Battery to see if anyone is coming before planting charges A: Whether you destroy the motor pool or not, the area gives good cover, allowing you to group up and deal with the Mortar Battery as a squad, rather than an individual _______ | | G: I05VA1 | | P: Sensor Array (S) | | F: |__S____| D: The Sensor Array sits in a fairly open place, but attackers have some cover from behind, and behind is usually where you will be running from to defuse the charges A: You can plant charges easily enough, just watch out for Valor defenders coming from the motor pool area. You have enough cover to work with if you need it _______ |M | G: K05VA1 | | P: Motor Pool (M) | | F: |_______| D: You cant miss hopping into a vehicle from the rear spawn, so get in one and drive it somewhere useful A: The area is rather open, but you can plant charges and duck behind a nearby wall if you need to, otherwise you can run straight up the ramp into the compound and near Valors rear spawn _______ | | G: G06VA1 | | P: Ammo/Health (+) | + | F: |_______| D: A great forward grouping point for the attackers, almost right underneath their forward spawn point, so if you can push this far forward and stop them from even landing here, you will be pushing them out to the sides and away from your transports A: The ammo dump sits in a little dent behind a long building, and there is generally enough cover to resupply safely. You can then branch out to the sides to get closer to the Sensor Array, or push forward in cover the other side of the road from the gates _______ | + | G: C07VA1 | | P: Ammo/Health (+) | | F: |_______| D: Largely out of view from the bunker turret, it is nonetheless a meeting point for the attackers, so push out and hold it yourselves for an easier time A: A great place to keep a presence, the ammo allows RPG users to make sure turrets stay down, as well as dealing with any emerging Valor defenders rushing to fix it, before you march in to set charges _______ | B | G: D07VA1 | | P: Defending spawn point (B) Bunker | | F: Cover |_______| D: You have the high ground, you have good views, you have no excuses for letting the bunker fall, because if it does, there is a route straight to the Triple A and down to the Mortar Battery, and the bunker does not need to fall in order for a seasoned attacker to get there. Anyone spawning here should focus on the Mortar Battery, and if the next bunker are having a hard time, the Triple A too A: Getting rid of this bunker will help you get into the heart of the map and the back of the turrets, almost instantly opening up the Triple A for you to get charges on. There are a number of approaches, and you will have an easier time if the turret is down, or else pointing in the opposite direction when you make your run to the back to set charges _______ | | G: E07VA1 | | P: Defending spawn point (B) Bunker | | F: Cover |___B___| D: You have the high ground, and the charge point at the back of the bunker is small and well covered, both for attackers charging and for you defusing. You should focus on defending the Triple A, and you will have the higher ground over anyone running over to set charges there A: There is a bridge from bunker to bunker here, as well as a few routes up and around the back, just keep an eye on the turret. Space is tight so you can defend the charges with a knife if you need to, otherwise do not hang around here too long, and get out to the next target, notably the Triple A _______ | A P| G: F07VA1 | | P: Triple A (A) | | F: Forward attacking spawn point (P) Parachute |_______| D: An open area until defenders get behind the sandbags, at which point get in there quick and make sure any charges planted on the Triple A do not explode. The spawn point covers a wide area too, with attacking players being able to land across a number of squares, so deal with them quickly A: The charges are planted at the back of the Triple A where you will have cover from behind but not so much from the sides, so keep an eye out for Valor players coming from higher ground to get you _______ | | G: K07VA1 | | P: Route to other side of the map | | F: |_______| D: A small bridge separates the two sides, but generally there is not much incentive to swap sides, unless going for a Sensor Array on the other map A: Largely ignored and with good reason, you are taking yourself away from anything of importance on this map and towards only the Sensor Array in the other map _______ | | G: F08VA1 | | P: Defending spawn point (B) Bunker | B | F: Cover |_______| D: Again, you have the high ground and space is tight. Keep an eye out on the Gate to your left (G09) for incoming APCs, and to your right (E09) for outgoing transports A: There are a number of points along the edge of map at which you have the higher ground over anyone leaving the bunker, but that puts you on level ground with the turret, so get rid of it for an easier time. These include the building housing the ammo dump (G09) and the path leading up through the rocks in F09 _______ | B | G: G08VA1 | | P: Defending spawn point (B) Bunker | | F: |_______| D: Once more, higher ground, small space, only this time attackers can walk up to an overlooking area in H09 and take out you and your turret from close range, or just drop down and sprint past and around the corner towards the Sensor Array A: Your best bet is to follow the edge of the map and drop down to the bunker at the ledge in H09, otherwise you will be walking through Valor players rushing out from the bunker to get in front of the gate _______ | | G: D09VA1 | + | P: Ammo/Health (+) | | F: Cover |_______| D: This ammo dump has high ground and good amounts of cover, so expect the attackers to use it to continue an assault on your bunker line. If you can get out there and hold it, go for it A: A useful resupply point for getting rid of bunker turrets, you can also drop down behind the silos and get towards the gate to plant charges _______ | | G: E09VA1 | | P: Gate (G) | G | F: |_______| D: It is wide open, so you should have no problems spotting anybody planting charges here. If it is down however, the transports have an escape route, so keep it intact A: You are going to need this gate down in order to get transports out, so get onto it as soon as possible _______ | G | G: G09VA1 | | P: Gate (G) | + | F: Ammo/Health (+) |_______| D: In and amongst a two level building sits an ammo dump that will likely be used to keep your turrets down, so push out at least as far as this point and you stop the attackers from resupplying, and from reaching the gate. This is the only route in that the APCs can take, so as long as it remains standing, two squads will have a slower time getting into the back half of your map A: If you can hold this building and the ammo dump, you have a good chance of keeping the turrets and the gate down, but cover is far from certain around this place. The quicker the gate is down, the quicker your APCs can get through _______ | | G: A10VA1 | F | P: Attacking spawn point (F) Foot | | F: |_______| D: You wont see much of the attackers until they get closer to your outer walls, having trees and rocks as cover on the way up to the bunker line A: These two ledges serve as the foot spawn, where it is best to sweep up the side and secure the ammo dump, readying yourself for an attack on the first side bunker _______ | | G: G10VA1 | | P: Roadblock (R) | | F: |______R| D: If the roadblock is down, the APCs get close to the gate. It is your first line of defence against them and can create a bottleneck of sorts with both APCs trying to get through it at once, a perfect time to use your sensor shells A: With this up, you are making no progress, but you can easily get it down within the first minute of the match if Valor are not prepared to defend it. It only takes one player in the APC squads to spawn on foot and run to the Roadblock, set charges and for the most part set them detonate before the APCs get there and drive on through _______ | | G: D11VA1 | | P: Transport shipping containers (3) | | F: |__3____| D: It is a long straight road for a transport to travel down, giving you time to destroy it all the way down to the containers, so make sure you do this, or to make it even easier, keep the gate up A: Get that gate down and get a fast driver. Point the turret backwards and keep shooting, if you have made it past the bunker line you can make it down this stretch to the container _______ | | G: I12VA1 | | P: Attacking spawn point (F) Foot | F | F: |_______| D: Anyone spawning here at the start of the match will be heading to the roadblock, any time after that they will most likely follow the edge of the map towards the bunker line A: Someone will need to spawn on foot here to give the APCs a better chance at getting through the roadblock without becoming sitting ducks to sensor shells. Once the middle of this section of the map is dealt with, you can stick to the edge of the map to approach the bunker line in varying amounts of cover, or cut across the compound to approach from the higher ground _______ | | G: F16 | | P: Attacking spawn point (A) APCs | A | F: |_______| D: You wont see the APCs for a while, especially if you can hold the roadblock and the gate. There is not a lot of room for an APC to go with these targets still standing A: Someone needs to get out and open the roadblock to give you a chance to get near the gate, and when driving through when it is down, check for where the other APC is. The last thing you want is to crash into your own team or block them into the sights of a bunker turret _____________ ___________________________ _______ / ACQUISITION / ELK BAY LOGISTICS (VALOR) / MAP 2 \____________________[@ACQV2] Map link: http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valoracq2.jpg Search string: VA2 The second side of Elk Bay begins back from the bunker line, behind the hills. The bunker line itself seems fairly dense, but getting through it opens up the middle section of the map, complete with its tents and ditches, and on towards the main hangar housing a submarine and two transports. The quickest escape here will involve the destruction of two gates, but you may have to repair a bridge too. _______ | F | G: B02VA2 | | P: Defending spawn point (F) Foot | | F: Cover |_______| D: It seems a long way from anywhere useful, but there is plenty to do on the way out the spawn, including the motor pool, or cutting inside into the hangar over the numerous walkways to take watch from higher ground A: Valor can be pinned back here if needed, though they could always take the long exit around the back of the hangar at the top edge of the map. There is plenty of cover to hide in and around, and if you keep the motor pools down you will have an easier time when escaping with the transports _______ | F | G: E02VA2 | | P: Defending spawn point (F) Foot | | F: Cover |_______| D: Again, you can easily be pinned back here, so get out, get into a vehicle if there are any in the motor pool, and push forward. You have plenty of cover, but so do the attackers A: Once more, push forward and the transports will be yours in no time _______ | | G: C03VA2 | | P: Transport 2 (2) | 2 | F: |_______| D: The area is fairly open, so you should be able to see and deal with anybody opening the containers quickly, but be prepared for some attackers to come at you from beneath, behind and even above, if you have not secured various points around the hangar A: It is a relatively straight drive out and to the shipping containers, but you have to get in and open the container first. The keypad could not be in a much more open environment, so make sure there are no Valor players nearby before securing the vehicle _______ | | G: D03VA2 | | P: Transport 1 (1) | 1 | F: |_______| D: The same applies, you could have attackers coming from all angles so keep your eyes open and various entrances covered A: Again, look first, clear the area of Valor defenders and then secure the transports _______ | | G: E03VA2 | | P: Motor Pool (M) | | F: |____M__| D: Get your vehicles out of here and somewhere more useful. The charge is largely in the open, so you should be able to watch any charge planters easily A: The charge point is on the left, in the open in front of the respawn point, so speed and awareness are essential here, but the ammo dump nearby will help you out if you need it _______ | M | G: B04VA2 | | P: Motor Pool (M) | | F: |_______| D: Again, get the vehicles somewhere more useful, and the charge point is open enough for you to see any attackers planting charges A: Look around, plant charges, get into some cover and move elsewhere, this far into Valor territory you dont have the time to sit and wait _______ | | G: D04VA2 | | P: Ammo/Health (+) | +| F: Cover |_______| D: A useful supply point for dealing with any transports, but if this falls into the hands of the attackers, you are going to need to do something special to get it back A: If you hold this ammo dump, you can hold Valor back and you can get the transports out. If they hold it, you better deal with it quickly _______ | | G: B05VA2 | | P: Sensor Array (S) | S | F: |_______| D: Fairly well covered if the sensors end up being destroyed, you know you might be close to being pinned back A: The charge planting will leave your back in light cover, but you sides largely exposed so be quick and keep moving elsewhere _______ | | G: D05VA2 | | P: Gate (G) | | F: |G______| D: If the gate is up, the transports are going nowhere, simple as that, so keep it up. There are gaps in the fence to reach the gate from either side, so keep an eye out for any attackers ducking inside towards the transports once they are done planting charges here A: You need this gate down, and you will only have light cover when doing so, with Valor defenders being able to pop out through the fence and shoot you while planting charges _______ | | G: A06VA2 | | P: Route to other side of the map | | F: |_______| D: This bridge leads to the other side of the map, but it might as well lead nowhere. You might get the odd person coming over to get at your Sensor Array however, but it is rare A: The other side of this map leads to not a whole lot, it will certainly distract you from your job on this side. However, there is perfect cover just over the other side of the bridge for you to park an APC to use as a forward spawn, should you need to. Again however, you might as well be more useful to everyone by sticking to this map _______ | | G: B06VA2 | | P: Ammo/Health (+) | + | F: Cover |_______| D: The ammo dump is in some cover, and can be used by attackers to stop anything leaving this side of the compound, including vehicles, but if you can secure it, you have a nice supply point to deal with the helicopter spawn point A: Keeping a hold of this ammo dump will give you a good chance at keeping anything leaving the Valor spawn on this side, including vehicles, otherwise it can be used to gather and prepare to get through into the hangar from the side _______ | M | G: E06VA2 | | P: Mortar Battery (M) | | F: |_______| D: The charge point is in your favour with attackers having to turn their backs on you, and you have a walkway nearby for much higher ground if you need it A: Watch out for Valor hiding behind the wall ready to attack you when your back is turned, otherwise plant and get out of the area quickly _______ | | G: D07VA2 | | P: Bridge (B) | B | F: |_______| D: Always useful to destroy this, as it means incoming or outgoing vehicles need to take a longer, trickier route through the map. Just remember that means your vehicles too, so drive a few of them past the bridge before it blows up for an easier time A: Keep this bridge up for an easier time of things. Unfortunately you do not have a lot of cover when repairing, but generally it is only destroyed once per game. By the time it is repaired, you are usually far enough forward that anyone planting charges for a second time gets gunned down by two helicopters. If you are having trouble getting it repaired however, all it means is a longer route through to the left _______ | | G: E07VA2 | | P: Forward attacking spawn point (H) Helicopter | | F: |_H_____| D: The helicopters have a great view of the road, and from this side even people near the Mortar Battery should be careful. Keep them out of here by any means, RPGs or turret rockets, and keep the Triple A in one piece A: You have the high ground, you have great views, you are though an obvious target, so get out and push forward into a bit of cover and on towards the transports _______ |H | G: D08VA2 | | P: Forward attacking spawn point (H) Helicopter | | F: |_______| D: Again, it has good views, it is a threat, so get rid of the spawn point for an easier time, temporarily through destruction, or permanently through the Triple A being up and active A: Once more, get out, get into cover and keep pushing forward for the best result _______ | A | G: E08VA2 | | P: Triple A (A) | | F: Cover |_______| D: The Triple A is fairly well covered, so get to the attackers planting charges before they finish, else be careful about where you stand A: The can approach from a number of sides after slipping past the bunkers so use the cover, plant the charges and make sure they detonate _______ | | G: F08VA2 | | P: Ammo/Health (+) | + | F: Cover |_______| D: The ammo dump sits below a ledge from the bunker, and that is about the most amount of cover anyone using it will have. You might get attackers using it to get rid of your turrets, even from this close to the bunkers, so it is always handy to give it a quick look if you are running around here A: If you can slip here while the bunkers are up you have a great opportunity to keep pressure on them until they are down. Valor has the high ground and your back, towards the Triple A, is rather open, so be quick _______ | B | G: G08VA2 | | P: Defending spawn point (B) Bunker | | F: |_______| D: You sit on higher ground for the most part, but the far hills will be a source of attacking snipers and RPGs, so keep an eye out. Spawning here, you should keep an eye on the Triple A, as it is easier than you think for attackers to slip past your left side, and down the path that leads straight to the Triple A A: Get rid of the turret, as always, and you will have an easier time getting to the bunker, or past it to the Triple A. The bunker has the higher ground, but there is cover to work with and a few routes to get up to it and plant charges _______ | | G: B09VA2 | + | P: Ammo/Health (+) | | F: Cover |_______| D: If a lot of RPGs are heading your way, chances are it is from here. There is enough cover here for attackers to group up, reload, and mount an assault on the bunker line, so push them out of the area away from the ammo dump A: Heading towards this ammo dump will put you on a longer route to the bunker, but a useful route for those of you with RPGs and so on. You have some cover and shadows to work with on your approach to the bunker, so be quick and wise, and get rid of the bunker _______ | | G: D09VA2 | | P: Defending spawn point (B) Bunker | B G| F: Gate (G) |_______| D: Spawning here, you will need to watch out for a variety of attacking approaches this side of the long bridge, all the way up to the row of sandbags. People spawning in this bunker can ignore the gate for the most part, deal with the bridge and the Triple A. In general however, if this gate is down, the escape route to the shipping containers is open, so keep it up to give the attackers are harder time in getting out A: Getting rid of the bunker opens up a good deal of the map allowing you a shot at the Triple A, the back of the Gate, even out to the Bridge, so get it down as soon as you can, and move on to the next target. The gate will have to be down for you to steal any transports, so make sure it stays down _______ | | G: E09VA2 | | P: Defending spawn point (B) Bunker | B | F: |_______| D: You have fairly good views from here, but nothing special. You have the higher ground for the most part, especially from any attacks from the front. Watch out for the gate if you spawn in this bunker, and turning around to check if anything is running towards the Triple A does not hurt either A: Another bunker that you will need down to make your life easier, because it will be covering much of the escape route for the transports if it is up and running. There is some high ground towards F09, but for the most part you will be right underneath the turret, so it may be best to only approach this bunker from the side, after getting rid of the outer bunker _______ | G | G: G09VA2 | | P: Defending spawn point (B) Bunker | | F: Gate (G) |_B_____| D: You have the higher ground from anyone approaching the gate head on, but not from those heading up to the ammo dump in H10, so be alert for attackers running down the right side of your bunker to plant charges. If you do spawn here, watch over the gate, the approach to which is largely in the open from the front, but fairly well covered if any attacker has snuck through from behind A: As with any bunker, getting rid of the turret will make your task much easier. You have some high ground to the edge of the map near the ammo dump, otherwise much of the turrets view will be the open area in front of the gate. Getting the gate down is essential if you want your APCs to do anything useful on this map, but plan your approach carefully _______ | | G: J09VA2 | | P: Attacking spawn point (F) Foot | F | F: Cover |_______| D: Anyone spawning here has plenty of places to run, mostly in cover and even on the high ground, so expect a few snipers or attackers with RPGs to have arrived on foot and started to get rid of your turrets A: If you do not want to start in the APC, you will end up here, which will give you a bit of a head start in taking down turrets, as well as a bit of high ground and cover for doing so. It certainly makes you less of a target than an APC does _______ | | G: H10VA2 | | P: Ammo/Health (+) | + | F: Cover |_______| D: If you can push out and keep a hold of this ammo dump, you can give your turrets a bit more of a chance of staying in one piece. It is well covered from three sides and always in use by the attackers, so deal with it and deal with it often A: High ground, cover and a resupply point are all useful, so make use of them and get the bunkers down as soon as you can _______ | | G: D12VA2 | | P: Attacking spawn point (F) Foot | F | F: |_______| D: Attackers have a good amount of cover on their various exits from here, and those exits range right the way across this side of the map, so bunkers need to keep and eye on their respective areas A: Multiple routes towards the bunkers and plenty of cover to work with on your approach, so pick a route and get out there _______ | | G: G13VA2 | | P: Transport Shipping Containers (3) | | F: |____3__| D: It is a long, straight road out of here, all the way to the shipping containers, so you do have a chance of destroying any transports before they get there, providing the attackers are not defending their escape A: Turn the transport turret around, follow it with an APC if you have to, because you are vulnerable all the way to the containers on this map _______ | | G: L13VA2 | | P: Attacking spawn point (A) APCs | | F: |__A____| D: Seemingly a long way from anywhere, APCs will nonetheless end up right in front of the gate, so get rid of them before they get through it A: If the gate is still up, you will need to do a good job driving in order to keep the APC in good standing. There is some cover to use, but not a whole lot, and with two turrets on the lookout for you, you will have to stay alert ____________ / DOMINATION \_________________________________________________________[@DOMIN] Domination is the massive action in massive action game, 256 players, 128 vs 128. Each team consists of 4 platoons of 32, each platoon consisting of 4 squads of 8 players. For each platoon, it is the goal of the attackers to secure first two burn off towers, which open up two more cooling towers. Securing these cooling towers opens up two pump stations, the lettered objectives. It is the defenders goal to stop the attackers from doing enough damage to the stations in the 30 minute match. That is to say, the burn off towers and cooling towers can be lost to the attackers, but as long as the pumps stay in one piece, you will have done your job. The longer a pump is open, the more damage it does to the facility. The more pumps that are open, the faster that damage takes place. There are 8 pumps on the map, labelled A to H, each platoon attacks or defends two of these letters. Generally, the overall domination map is split into four smaller maps of 32 vs 32, eventually meeting in the middle, around the pumps, where many more players can be seen. This guide splits each domination map into these four smaller maps. The closer you get to the pumps however, the more the maps start to really merge together. Unlike Acquisition where there is only one route to the other maps, the maps here are so open that there is not really a clear distinction between them near the pumps. As such, the maps contain an indication of what portions would usually not be important to your platoon, but you can certainly move around the maps as you see fit. ____________ _______________________________ / DOMINATION / FLORES BASIN TRANSFER (RAVEN) \_________________________[@DOMIR] A built up map centred on three ships in the Panama Canal, Flores Basin Transfer is typically a joy for people to attack, but that need not be the case. There are plenty of places to pin attackers back and get at them from distance. ____________ _______________________________ _______________ / DOMINATION / FLORES BASIN TRANSFER (RAVEN) / MAP 1 (A & B) \_________[@DOMR1] Map link: http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravendom1.jpg Search string: RD1 Pumps A & B sit behind what remains of a shanty town, long since repurposed as cover for Ravens bunker line. Once past all this however, it opens up nearer the pumps, where the landscape is nothing but straight walls and openings into the pumps. _______ |F | G: D01RD1 | | P: Defending spawn point (F) Foot | | F: |_______| D: The central ship in the map is your central rear spawn point, with plenty of exits on a number of levels to either get straight out to the pumps, or up to the top deck to get an overview of the situation A: It is possible from a variety of places to keep Raven on the ship, or at least make them think twice about running off it without thinking. Watch out from above though _______ | | G: C02RD1 | G A| P: Pump A (A) | G | F: Gates (G) |_______| D: Pump A sits inside a small room on the ground floor of the map. The gate to the left is on the same level, and has a straight line of side to the door into Pump A, but not the pump. The other gate is on the lower floor, at the end of a tunnel from the cooling tower in C03. There is lots of cover, but similarly lots of straight corridors for either faction to shoot down, so watch out before deciding which way to run A: The left gate is exposed from defenders on the other map just as much as those on this map, so be quick. It is possible to climb some crates outside the outer walls and get on the small rooftops, allowing a sprint to a variety of places within the pumping station here, but drop down somewhere before any Raven defenders sniping from the other side catch sight of you. The pump will mean putting your back to the doors where Raven are going to have to come through to get you, so keep alert. The lower gate provides plenty of cover, and largely takes you out of the heat of battle above, so you can quickly run up a set of nearby stairs and into the room housing pump A _______ | | G: D02RD1 | + | P: Gate (G) | | F: Ammo/Health (+) |__G____| D: The central gate for the pumping center can draw a lot of players from both sides, so always be aware of the other routes into this place. The ammo dump sits on the lower floor, facing a tunnel from near your central spawn A: Get rid of the gate for the shortest route into pump A, but beware of a fair amount of Raven defenders watching your approach. The ammo dump below is important to keep control over when defending the pumps, as it allows a quick resupply that you can use to push defenders back towards their spawn with, from a number of entrances, notably the tunnel in front of you _______ | | G: E02RD1 |B G | P: Pump B (B), Motor Pool (M) | M | F: Gates (G) |G______| D: Pump B sits at the back of a room on the lower level, and again, attackers will have their backs to you when opening them up. The area above is largely open, allowing you to shoot from one entrance to another, if they are open, perfect for making attackers think before entering. The gate to the side, near the Motor Pool is open to both maps, as is the motor pool, with small amounts of cover A: Once through the gate, Pump B is down a set of stairs and through an open door, however Raven can see right the way across to where you are, so you will need to be quick or be lucky on your way into cover at the bottom of the stairs. The Motor Pool and outer gate are near the other map, so you might have more defenders around than you realize when planting charges _______ | + | G: B03RD1 | S| P: Sensor Array (S) | | F: Ammo/Health (+) |_______| D: A fairly open area all around, but still enough for both sides to work with cover-wise should they need to. The Sensor Array charge point is at the back, so coming from your central spawn you will have the advantage over any planting attackers. The ammo crate is in some cover, but not too much. It is a useful point for resupplying when getting rid of your vehicles however A: The map is beginning to open up around this point, so stay alert whatever you are doing. Plant charges quickly and get moving. In the heat of multiple pumps being open, this ammo dump is largely out of the way, so you can often come here for a bit of a breather and assess the situation _______ | | G: C03RD1 | | P: Cooling Tower (2) | 2 | F: Tunnel to Gate in C02 |_______| D: The cooling tower sits at the bottom of a walled off hole, so you can get some high ground over any attackers securing it, but you will have more success getting up close and personal with them in the relatively small area surrounding the tower A: The tunnel near the tower will offer plenty of cover and a good look out for any defusing charges, so long as Raven have not got a foot hold in the tunnel first. It leads to the Gate in C02, and the lower floor of the pump station, if you need an alternative route into the pumps _______ | | G: D03RD1 | | P: Forward attacking spawn point (P) Parachute | P | F: |_______| D: A large area, and attackers can be picked off from a variety of sniping points closer to the rear spawn on the ship. Once they land however, there is plenty of cover before they cross the road to get towards the pumps A: It is possible to drop towards the tower and land at the entrance of the tunnel leading straight to the lower levels, which may be your safest route to take from the parachute spawn _______ | | G: E03RD1 | | P: Mortar Battery (M) | M| F: |_______| D: Once there, fairly open, but the foliage and walls can give attackers something to work with. The charge point leaves attackers open from a large gap in the wall, so you have the opportunity to get at them first, and from behind A: As with any target, look around and be quick. You are nearing the other map here, so there may be Raven players coming from angles you do not expect, especially from the ammo dump nearby _______ | | G: A04RD1 | | P: Burn off tower (1) | 1 | F: |_______| D: You can have very slight high ground here, in any case you have more cover overlooking the tower, so use it well and keep attackers back from it A: Be quick and get to the tower in numbers. You will not need to worry about the bunker turret once you get there, but the route there and the route past it will be a different story. When defending the bunker, Raven are only going to come from one direction, so keep your eyes pointed the right way _______ | | G: B04RD1 | B | P: Defending spawn point (B) Bunker |R | F: Roadblock (R) |_______| D: The roadblock will keep APCs from driving down your flanks, so it is a useful thing to keep in one piece. Anyone spawning in the bunker should watch over the sensor array. The routes in and around the bunker line as dotted with cover, and it can become a rather closer range fight before you know it. Push out to the trench and beyond on the edge of this square in order to keep the attackers push back, away from the towers A: Approaching the bunker can seem tough, despite the amount of cover you can find along the route. As with any bunker, get the turret down and half the problem is gone, leaving you the task of getting around the back of the bunker into the open, planting charges and moving on _______ |+ | G: C04RD1 | B | P: Defending spawn point (B) Bunker | | F: Ammo/Health (+) |_______| D: Push out past the trench line to give yourself an earlier view of the attacking threat, where they are coming from and so on. The ammo dump to the rear of the bunkers is great for attackers to keep the turrets down or the pressure on those defusing charges. Anyone spawning here should keep watch over the Triple A A: Another bunker behind a lot of cover, and sometimes a struggle to get to. The turret can be taken out from the edges of your spawn point, so getting it down is not a problem, allowing you an easier approach around the back to plant charges on the bunker, and through to the Triple A _______ | | G: D04RD1 |A | P: Triple A (A) | | F: |_______| D: Relatively open compared with the front side of the bunkers, but again, there is enough for attackers to work with so watch out for anyone running past to plant charges, largely out of the view of the bunker target A: It helps to get the turret of the nearby bunker down, or even just to have a distraction for Raven to worry about, rather than the Triple A. If you can clip past the bunker line to plant charges, use what cover there is to make sure they detonate _______ | 2 | G: E04RD1 | | P: Cooling tower (2) |+ | F: Ammo/Health (+) |_______| D: The tower sits behind a well built up area, but relatively open from the back and side nearest the road. You will have some high ground over attackers coming from the front however A: It may be easiest for you to take a long route that leads to the tower, rather than fighting through from straight on. It is more open to the rear, so if you can slip through, go for it _______ | | G: C05RD1 | R| P: Roadblock (R) | | F: |_______| D: The roadblock sits in the middle of a bridge, in a fair amount of open space, but it is nonetheless the shortest route through your map for an APC to take, so keep it in one piece for an easier time A: The quicker you can get this roadblock down the better, but you might want to focus on the nearby bunker(s) first, to give you a better chance. However, it is by no means impossible to plant charges until the bunker line is down, so if the coast is clear, open the route up for your APCs to drive through _______ | B | G: D05RD1 | | P: Defending spawn point (B) Bunker | | F: |_______| D: Again, push out past the trench line for an earlier view of where the attack is coming from on this side, and indeed to get out to the burn off tower. There is plenty to hide in and amongst, and therefore plenty of opportunities for attackers to slip through unnoticed. Anyone spawning here should watch over the Roadblock, and if needed, the Triple A A: The routes towards the bunkers are littered with cover, so it can be a close fight between you and Raven until the turret picks you out and ends your trip any further into Raven territory. Get rid of it and give yourself an easier approach. From the roadside, the bunker is largely open, so once the roadblock is down you can get right around the bunker line in no time at all _______ | | G: B06RD1 | F | P: Attacking spawn points (F) Foot | | F: |_______| D: Attackers have some high ground and cover here, especially for taking out some bunker turrets, so scan the exit points to the front and sides, near the burn off tower A: Spawning in one of two similar locations here, you can get out of the area a little way and be in sight of a few bunker turrets to take down from relative safety. Push out along the route you need to, towards either the burn off tower or the bunkers _______ | | G: E06RD1 |1 | P: Burn off tower (1) | | F: |_______| D: The tower sits in an open area surrounded by small huts, with a few ways into and out of, so keep watch and push the attackers away from the area A: The quicker you can get hold of this tower the better, even if it means storming the place from the get go. Raven are going to be coming from one direction, so as long as you know which way you are facing you should have no trouble keeping them back, and in turn pushing them back to their bunkers and beyond _______ | | G: D07RD1 | | P: Attacking spawn point (A) APCs | A | F: |_______| D: There are only two routes to go down, and both end in a roadblock, so if you keep them up, the APCs are not a lot of use. Along the dirt route however, they will have some cover and can act as a spawn point close to your bunker, so keep an eye out A: Your APCs will not be doing a whole lot until the roadblocks are down. Until that happens, they can only use what little cover there is along the dirt road, or even back nearer the original spawn point _______ | | G: E07RD1 | F | P: Attacking spawn point (F) Foot | | F: |_______| D: Well covered and with a high ground advantage down the edge of the map, expect to see attackers in a variety of places between the burn off tower and your bunker A: The route to the edge of the map takes you to some high ground near the outer bunker, so you can use this flank to get at the bunkers, bypassing much of the close quarters fighting you would have done in between the buildings and trenches below ____________ _______________________________ _______________ / DOMINATION / FLORES BASIN TRANSFER (RAVEN) / MAP 2 (C & D) \_________[@DOMR2] Map Link: http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravendom2.jpg Search String: RD2 Sitting either side of the canal, The action around these pumps could be mistaken for being two smaller maps. Much of the landscape is square and walled by buildings and shipping containers, and the open roads and central ship can allow for some long range shots. _______ | | G: G01RD2 | | P: Attacking spawn point (F) Foot | F | F: |_______| D: Largely out of the way until the attackers work their way down from the rocks to either stay along the top edge of the map, or cut across towards the burn off tower A: From the edge of the spawn point, it is possible to sight the bunker turret between the silos, so getting rid of it early can keep Raven busy, away from the burn off tower _______ | 2 | G: D02RD2 | | P: Cooling Tower (2) | | F: |_______| D: In a small square made up of walls and containers, the cooling tower is an open enough area for you to need to watch out. There are a number of directions in and out of the area A: There are a number of routes in, but Raven are largely going to be coming from one general direction, so look towards the middle of the map. The area is largely open around here, so watch out at all times _______ | | G: E02RD2 | | P: Defending spawn point (B) Bunker | | F: |_____B_| D: You will have to keep an eye out for attackers coming along the top edge of the map, perhaps more so than through the middle near the burn off tower. The turret is visible from the edge of the top spawn point, and may be on the first targets for the attackers. Spawning here, you should watch out for the Gate, and the Sensor Array A: You can flank along the top edge of the map, in and amongst the silos in F02, just beware of the turret if it is up, or any Raven players hiding around the many corners on the way there _______ | | G: F02RD2 | | P: Ammo/Health (+) | | F: |____+__| D: The ammo dump is on the lower floor of the building, and there is a walkway around the inside edge that forms the upper level, perfect for looking down on any attacker resupplying, or out of the windows for any incoming APCs A: Look up if you are around here, as the windows may contain Raven players looking down at you in the open. The building provides good cover, but is straight ahead of the bunker, so Raven wont have long to go to get right back at you _______ | A | G: H02RD2 | | P: Attacking spawn point (A) APC | | F: |_______| D: Not a lot of road to travel down before reaching a gate, but there is however an open route for good drivers to get near the burn off tower and into some cover from the bunker turrets A: Drive forward, get some cover, secure a burn off tower, open a gate, and before you know it the latter half of the map is yours to drive through. Providing you keep watch for bunker turrets and sensor shells _______ | | G: B03RD2 | M | P: Pump D (D) | G| F: Gate (G), Motor Pool (M) |_____D_| D: The pump controls sit on the ground floor of the building, and attackers securing them will be in a good amount of cover from your central spawn on the ship, so deal with them before they get to the controls, by keeping the gates closes, or using the vehicles wisely. As always, leaving a vehicle in the motor pool is not the best use of that vehicle, so get driving A: You do not have to get the gates down to get into any pump in domination, but seeing as they make your route shorter and safer, get them down as soon as you can. There is not a whole lot of cover, but certainly enough to plant quickly if the coast is clear. The pump controls are almost right behind the gates, so you can rush in and start securing and be in good cover, providing Raven defenders have been dealt with _______ | | G: C03RD2 | S | P: Sensor Array (S) |G | F: Gate (G) |_______| D: There is higher ground here over the road below, so use it wisely if the pumps are open, otherwise you will find your front lines being the gates themselves, which are only a few meters in front of the pump A: Again, a somewhat open area, and any Raven defender who has gone to higher ground on top of the pump building or more often down on the walkway in B/C/D04, may have a good shot at you planting charges, especially on the gate, so look first, plant second, and you will be at pump D in no time _______ | | G: D03RD2 | | P: Forward attacking spawn point (H) Helicopter | H | F: |_______| D: The helicopter is largely in cover, unless you still have a bunker turret up and running, which allows you to shoot the back of any attackers emerging from the helicopter. Otherwise, it is on higher ground so be careful if getting past it to repair bunkers for example A: The spawn is well covered, and only a short run down the road from the Pump station or the cooling tower, just beware if the bunker behind you is up and running, as it may cause you problems once you hop out of the helicopter _______ | | G: E03RD2 | | P: Defending spawn point (B) Bunker | B | F: |_______| D: The area is largely open, so keep an eye out for attackers coming from both sides, either to get past you towards the Triple A, or to plant charges on the back of the bunker. If you spawn here, watch out for the Triple A on the ship beside you, and to a lesser extent the nearby gate A: There is a good amount of cover outside of the bunker, but once you get closer to it, you will need to be more alert of your surroundings _______ |G | G: F03RD2 | 1 | P: Burn off tower (1) | | F: Gate (G) |_______| D: The burn off tower has great cover from your bunker turrets, so get out there and defend it on foot for the best results. It is a tight space once you get up to the tower itself, and much more open from the road, before attackers can reach the tower A: The area is largely open, but once you arrive at the tower itself you will have good cover to work with in securing the tower and keeping it secured until the cooling towers are opened up _______ | | G: H03RD2 | F | P: Attacking spawn point (F) Foot | | F: |_______| D: Largely in cover until they emerge, but they can get right to the burn off tower before you realize, so stay alert A: You can get a flank going towards the side of the ship here, depending on what your goal is, and there is plenty of cover to do so _______ | | G: A04RD2 | | P: Defending spawn point (F) Foot | | F: |_F_____| D: Your central spawn from the ship, you can emerge from ramps near the front of the ship to quickly get to the pump stations, or head to the top deck to get a higher viewpoint A: It is possible to pin Raven back into the ship, at least from the quickest route out towards Pumps D or C, just beware that they can head to the top deck and shoot down at you until the lower exit is clear _______ | | G: E04RD2 | | P: Triple (A) | | F: |_____A_| D: On the top deck of the ship, and largely out of the way, it should of course still be defended by the nearest bunkers. There is a fair amount of cover on the ship itself for attackers to hide behind, and plenty of routes to the Triple A, so stay alert A: While it looks out of the way and almost out of reach, there are multiple routes to the top deck, including stairs on the outside and inside and from both sides of the ship, so watch out for where Raven are, deal with them if necessary and plant charges on the Triple A _______ | | G: F04RD2 | | P: Ammo/Health (+) | | F: Cover |____+__| D: A useful ammo dump if you are solely defending the Triple A, or if you wish to remain on the top deck for the higher ground advantage it offers, but such a tactic can also be used by the attackers A: Likewise, a useful resupply point for you if there are plenty of Raven defenders around the Triple A, or for stocking up on RPGs before taking the bunker turrets down _______ | | G: B05RD2 | | P: Pump C (C) | | F: |____C__| D: Pump C sits on the second level of the building, with three staircases and a ladder leading to it, providing attackers have navigated their way into the lower floor, through the gates for example A: There are ways to sneak into the back or side of the building through an open door, climb up the well covered ladder and emerge behind the pump control, ready to take out Raven from behind and secure C. And once pump C is opened, Raven have one quick route into the building to get it back, where you can watch over it from the high ground and make it into a bottleneck that nobody will want to go through _______ | | G: C05RD2 | | P: Gate (G) | | F: |G______| D: The gate has no cover, especially from the higher ground offered by the ship or the walkway in front of it, but if it is down, it offers attackers somewhere to duck into to avoid being shot at, and that means getting even closer to the pump controls A: Look first, look again, then plant charges, because you have no cover here, and Raven has plenty of high ground nearby. However, it is by no means impossible to destroy, and can mean a quick route into the pump station _______ | | G: E05RD2 | | P: Defending spawn point (B) Bunker | | F: |_____B_| D: The bunker sits in a large open area, with plenty of cover around the edges for attackers to hide behind before mounting an assault on it. It is next to a route up to the Triple A, so spawning in this bunker, you should keep an eye out on the Triple A A: You can flank this bunker either beside the ship or going up to the top deck, to the Triple A, and then down further along the ship. In any case, there are plenty of routes to the bunker from different sides, and getting it down will give you an easier time of things _______ | G | G: B06RD2 | | P: Gate (G) | | F: Cover |_______| D: This gate is much more covered, so is likely to be the gate of choice for the attackers to get down and get through in order to reach the controls for pump C A: The easiest gate for you to get down, and cover to work with, but stay alert for any Raven defenders poking their heads out of the top floor windows _______ | | G: C06RD2 | | P: Mortar Battery (M) | M | F: |_______| D: Fairly open, nonetheless the Mortar Battery is always a target for attackers to get rid of, especially as they can block you from getting it back up if the pump station is open A: You will not have much cover, especially from eagle eye Raven defenders near the pump station, but getting this down means you can really begin to focus your attack on the pumps without having to worry about avoiding any incoming strikes _______ | | G: D06RD2 | | P: Forward attacking spawn point (H) Helicopter | H | F: |_______| D: Again, the landing zone is well covered, unless the bunker turrets are still up. Attackers have a number of routes out of the spawn point to reach either the pump station or out to the cooling tower A: Spawning here, you can run forward into a tunnel that leads down to C07, or up to C06, where you can climb a few stairs and arrive near the pump station. Whether using this tunnel or not, there is plenty of cover from the front, but not so much from behind if any bunkers are still standing _______ | | G: E06RD2 | | P: Defending spawn point (B) Bunker | | F: |____B__| D: Spawning here you should watch over the gate and the Mortar Battery, and you will likely be faced with attackers coming through the building beside you in E07 in order to get rid of the bunker, or to slip past to head towards the Mortar Battery, so keep an eye out on both sides A: There is plenty of cover to work with when approaching the bunker from the bottom edge of the map, but things can get tight if Raven are aware of your approach. If they are not aware however, you can easily plant charges on the bunker to get rid of it quickly _______ | 1| G: F06RD2 |G | P: Burn off tower (1) | | F: Gate (G), Ammo/Health (+) |__+____| D: The burn off tower is relatively open, so you should have little problem defending it while your bunkers are still in one piece. The gate is the only route through for attacking APCs, so keep it closed for an easier time. The ammo dump is in decent cover, and is useful for stocking up on RPGs to keep bunker turrets down, for example A: Going for the burn off tower before the bunkers is risky, but can be done. You will have a better chance without bunkers watching over you of course, or you can use your APC as a distraction while the tower is being secured. Again, the gate stops your APC from going anywhere really useful, so get it down to get past the bunker line. The resupply point is in good cover for keeping the assault on the bunkers going _______ | | G: H06RD2 | | P: Attacking spawn point (F) Foot | F| F: |_______| D: Attackers spawning here will likely head up towards the ship and the Triple A, so keep an eye down this route A: There are walls for cover up until the front of the burn off tower, or you can stay in cover and advance down the side of the ship _______ | | G: C07RD2 | + | P: Ammo/Health (+) | | F: |_______| D: The ammo dump is largely out of the way, but still useful for attackers to use in their assault on the pumps, so glance over now and again to see who is in the open and heading for a resupply A: This resupply point can be useful for stocking up before an assault on the pumps, and the square also contains stairs down to a tunnel which runs all the way under the Mortar Battery and out towards the building housing the pump controls _______ | | G: D07RD2 |2 | P: Cooling tower (2) | | F: |_______| D: Well covered for attackers, this cooling tower is also near enough to a resupply point and a tunnel network for attackers to keep hold of the tower and to push forward in relative safety A: Generally two routes to the cooling tower, a path from the bunker or a gap in the fence nearer the building in C07, so this should be a simple tower to secure and hold on to _______ | | G: G08RD2 | F | P: Attacking spawn point (F) Foot | | F: |_______| D: Attackers are likely to follow two main routes, one through the cover towards the burn off tower, the other down the bottom edge of the map to flank your bunker line, so watch out for both A: You have a good opportunity here to ignore the burn off tower and get right up to the outer bunker and get rid of it first, giving you a better chance of securing the burn off tower _______ | A| G: H08RD2 | | P: Attacking spawn point (A) APC | | F: |_______| D: If the gate is in one piece, there is not a lot of places for the APC to go, but it can be used to get close to the burn off tower or bunkers in relative safety, so watch out for the approach the attackers are using and deal with it quickly A: You might be using this APC as a distraction as much as anything, especially if the gate is up and you are focusing on securing the burn off tower, so find a good place to stay in cover until you can move on to somewhere more useful ____________ _______________________________ _______________ / DOMINATION / FLORES BASIN TRANSFER (RAVEN) / MAP 3 (E & F) \_________[@DOMR3] Map Link: http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravendom3.jpg Search String: RD3 Pumps E & F sit on the other side of a large trench, above which sits the two cooling towers and from which are tunnels leading into the heart of the pumping station. Getting there means taking out a bunker line of course _______ | | G: C01RD3 | | P: Attacking spawn point (A) APCs | | F: |_A_____| D: There are lots of places for the APCs to go on this map, but one near the bunker line, there are only two blocked routes to get past, in the form of a roadblock and a gate A: You have space to work with, as well as cover, so as long as you know where the bunker turrets are pointing, you will have a good idea of where to keep the APC for a bit, until a sensor strike is called in. Behind the gate or the roadblock is a route to the back half of the map, so aim to get at least on of them down _______ | | G: B02RD3 | F | P: Attacking spawn point (F) Foot | | F: |_______| D: There are two main exits from the spawn area, straight towards the burn off tower or straight down the edge of the map. Both have obvious paths, but both have cover too, so watch out A: The burn off tower is close by, but a longer route down the side of the map can get you near and behind the outer bunker _______ | | G: F02RD3 | F | P: Attacking spawn point (F) Foot | | F: |_______| D: Again, two main routes mean straight to the burn off tower or straight down the edge of the map, unfortunately cropped off under the grid reference here A: You can have some higher ground advantage over the burn off tower depending on your approach route, but you may find a route along the edge of the map to get rid of the bunker a good first option, there is cover to work with and duck behind if needed _______ | | G: B03RD3 | | P: Burn off tower (1) | | F: Cover |______1| D: The burn off tower has three entrances, one high down some stairs from your side, one higher from the spawn on the attackers side, and one lower on the right side from the road. You can flank around either side just as the attackers can, so making sure they are not able to drop down into the tower area by pushing forward can keep the tower in your hands A: From the closest entrance to you, you will have higher ground overlooking any Raven players near the tower. Have a look first, even from around the edges to see if anyone is hiding around the corner, and then get planting _______ | | G: E03RD3 | | P: Burn off tower (1) | 1 | F: Cover |_______| D: Sitting in a dip with not much room, stopping attackers from getting near it is the good plan, most notably from the front, where they can drop in from their spawn area A: You could storm the towers in numbers if your squads are prepared, otherwise, again, look at where Raven are coming from, here through and around the nearby building, and act accordingly, shooting first, securing second _______ | | G: B04RD3 | + | P: Ammo/Health (+) | | F: |_______| D: A useful resupply point for you to hold for keeping attackers busy at the burn off tower, but stay alert for any attackers flank around to then use it to come at you from behind A: This ammo dump is a useful place to stock up on RPGs to get rid of the bunker turret, and to push Raven back if you are holding the tower for a while _______ | + | G: F04RD3 | | P: Ammo/Health (+) | | F: |_______| D: Again, this is where you will be spending a lot of your time while defending the burn off tower, but so will attackers if they manage to secure it and start pushing you back A: If you can cut Raven off from the resupplies, you can secure the burn off tower and push on to the bunker line in no time at all _______ | | G: B05RD3 | B| P: Defending spawn point (B) Bunker | | F: |_______| D: As an outer bunker, be prepared to be attacked first, notably from the path to the left edge of the map. If you get destroyed, you open up a path to the back half of the map. If you spawn here, keep an eye on the sensor array A: Getting rid of this bunker will put you in a good position to get rid of the rest of the bunkers, and open up the latter half of the map for your APCs to get in, as well as opening up your forward spawn, so hit this bunker fast and get it out of the way as soon as you can _______ |B B| G: D05RD3 | G | P: Defending spawn points (B) Bunkers | + A | F: Triple A (A), Gate (G), Ammo/Health (+) |_______| D: A very busy square at first sight, but attackers should be smart enough to not try to drive an APC through a closed gate. As such, you will need to keep a look out to the sides. The left bunker should watch keep an eye of the gate and the left route up to the Triple A, and the bunker on the right should watch out for the Triple A. If attackers get behind you, they will have an ammo dump to make use of in keeping the attacker going on your remaining bunkers A: Heading straight for the bunkers serves little use to anyone, but flanking around the back to take out the Triple A and drop down to plant charges on the bunkers and gate will give your APCs a clean route through into the second half of the map _______ | | G: E05RD3 | R| P: Roadblock (R) | | F: |_______| D: This roadblock closes an alternative route down through the trench and up into the latter half of the map, and is much less defended than the gate is, so can be an important target depending on where the attackers want to go A: Less defended and more open, the roadblock allows a route through to the latter half of the map, allowing you to come at the central bunkers in an APC from behind, a long route sure, but if the roadblock is down, it is one of the safest _______ | | G: F05RD3 | B | P: Defending spawn point (B) Bunker | | F: |_______| D: APCs can only come at you from one direction, but those on foot can sneak around the edge of the map, emerging between two buildings to the right, where they can then get behind you to set charges. Spawning here, you should watch out for the roadblock, and the Mortar Battery A: Again, the outer bunkers are good targets to remove first, with this bunker meaning a route for APCs to get through the map, and a safer route to the Triple A. You can run along the right edge of the map to emerge from cover right beside the bunker, but space is limited if they catch sight of you before you are able to dash behind the bunker to set charges _______ | | G: C06RD3 | | P: Cooling tower (2) | 2 | F: |_______| D: At the back end of a bridge across the trench, behind a building and in amongst the pipework sits the cooling tower. You can flank it from both sides of the building if you are spawning from your rear spawn. Space is limited and there is plenty of cover to work with if you need it A: Getting here quick is the key, as you can then push Raven away from the bridge you are on from a variety of directions. Smart use of cover can keep you alive, as can a nearby ammo dump, if you need it _______ | | G: D06RD3 | | P: Forward attacking spawn point (P) Parachute | P | F: |_______| D: Spanning a large, but open, area, attacking players can land in a number of key places, including on the bridge that the cooling tower sits on. There are opportunities to snipe them on the way down however, and landing on the central bridge leaves them in no cover A: Try not to land on the central bridge if you can, at least not straight down the middle where you will be an obvious target for snipers. The spawn covers a wide area, so you should have few problems in picking a landing spot you like _______ | | G: E06RD3 | | P: Cooling tower (2) | 2 | F: |_______| D: The tower again sits on a bridge, though smaller than the other tower, but the same approach applies, there is cover for the attackers to use and to keep you back from A: Secure quickly and you can push Raven away, behind the building separating you from the final stages of the map. You have less space to work with, but it should not matter too much if you know what you are doing _______ | S + | G: C07RD3 | | P: Sensor Array (S) | | F: Ammo/Health (+), Gates (G) |_____GG| D: The Sensor Array is in enough space to deal with any approaching attackers. The ammo dump sits down some stairs before an entrance to a tunnel leading to a Gate, and towards Pump E, so stopping attackers from getting here can block of one route to the pump station. The other gate sits on the corner of the upper level of the pump station, Pump E being on the lower level, so opening the gate and dropping down is another quick route for attackers to take A: The Sensor Array is an easy enough target to take down if you are nearby, and you have a resupply point to recover if you needed it. The obvious route to take is down the tunnel to the lower Gate, and through it towards Pump E, where you will have plenty of cover, but a tight space to work with. The upper gate has less cover than a tunnel, but nonetheless allows a route into the pump station, and even a route to the rooftop of the building housing Pump E _______ | | G: D07RD3 | | P: Gate (G) | | F: |___G___| D: The central gate into the pump station, allows attackers to come in, drop down and approach either pump, as well as get to a resupply point in the middle A: If direct routes are not working in your favour, getting this gate down to drop through to either pump from the sides might work to your advantage instead _______ | | G: E07RD3 | | P: Gates (G) | | F: Ammo/Health (+) |GG___+_| D: A useful ammo dump to push attackers away from the gates with, but it can turn against you in no time at all. The ground level gate leads to walkways around the upper level of the pump station, and one from the tunnel leads to the shortest route into Pump F A: Keeping control over the ammo dump can push Raven back, on the outside of the pump station at least, as well as give you a resupply before getting to Pump F. The upper gate can give you a higher ground advantage, but there are plenty of straight open lines of sight down the walkways for Raven to stop you doing so. The lower gate leads straight to Pump F, the tunnel entrance being behind the building near the cooling tower, or down some stairs near the Motor Pool _______ | | G: F07RD3 | M | P: Mortar Battery (M) | | F: |_______| D: Fairly open, but by no means a walk in the park to get at attackers who are planting charges A: Walled on two sides and away from much of the action, the Mortar Battery can be an easy target to take out _______ | | G: C08RD3 | M | P: Motor Pool (M) | G| F: Gate (G) |_______| D: As always, vehicles doing nothing here are useless to you. On this map however, with a closed gate and roadblock you do not have a lot of places to go, but position yourself well and you can slow down the advance of attackers running through towards the Mortar Battery for example. The Gate at the back usually remains standing, so if it is taken out, be aware that attackers may be approaching your Pumps the same way you do A: Planting charges leaves you a bit open for attack, but past the Motor Pool is an open route into the back of the pump station, to approach Pump E the same way Raven does, albeit through a gate first but that means looking over your shoulder for newly spawned defenders, because there is next to no cover _______ | | G: D08RD3 |E F| P: Pump E (E), Pump F (F) | + | F: Ammo/Health (+) |_______| D: Both pumps sit on the lower floor. Pump E sits at the back of a small building with two entrances on the left and right, but towards your side of the pump station. It is possible for attackers to drop down onto the roof of this building, so keep an eye out. Pump F sits in the back of a larger building, where players can drop through upper windows and land on a bridge of pipes above the center of the room. The pump controls are near the lower gate, but attackers will have their backs to you when you come through the door on your side of the pump A: Anyone going for the pumps will have their backs exposed, so make sure the route is clear before doing so. It helps you to keep pushing Raven back towards their spawn, out of the pump station, using the openings on their side of the pump station as bottlenecks. The ammo dump in the middle will be very useful, and allows you to watch over Raven players coming down through a short tunnel to the lower floor _______ | | G: E08RD3 | G | P: Gate (G) | | F: |_______| D: The side gate is in a lot of open space for anyone planting charges here, but as always it is a route into the pump station, and a route that should stay closed A: Not impossible to get down and use as an entrance, but it is the least used. It can keep Raven busy and distracted from the other gates too _______ | | G: D09RD3 | | P: Defending spawn point (F) Foot | F | F: |_______| D: A number of routes off the ship, or to the upper deck to get the higher view over the pump station. The quicker you get out, the more use you are with defending the pumps A: If you can push Raven back this far, the pumps should be yours. Even if you allow them to exit the ship, but not enter the pump station you can do enough damage to win the match ____________ _______________________________ _______________ / DOMINATION / FLORES BASIN TRANSFER (RAVEN) / MAP 4 (G & H) \_________[@DOMR4] Map Link: http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravendom4.jpg Search String: RD4 Split by the canal and feeling like two maps rather than one, the final side of Flores Basin Transfer is fairly built up, but can be fairly hard to knock down and progress through, if defended well _______ | | G: C02RD4 | F| P: Attacking spawn point (F) Foot | | F: |_______| D: Attackers have a well covered route towards the bunker line, and some will likely peel away to follow the top edge of the map to get a flank on the outer bunker A: Your main routes out are forward towards the bunker, either following the edge of the map or heading straight down the roads, or cutting inside to approach the burn off tower _______ | | G: E02RD4 | | P: Ammo/Health (+) |+ | F: |_______| D: Behind the building and in cover is a resupply point perfect for attackers to use against your bunker, so push out and hold on to it yourselves A: Useful to keep a sustained assault on the bunker nearby, and in good amounts of cover, just be weary of Raven pushing out to use it for themselves _______ | | G: F02RD4 | | P: Defending spawn point (B) Bunker | B | F: |_______| D: The bunker is in a relatively open area, and likely to be approached from the edge of the map, so keep an eye out. Spawning here, watch out for the roadblock so that APCs cannot get through towards the pumps, and the sensor array A: Getting this bunker down gives you lots of space to work with behind the bunker line, allow you to approach the next bunker along from behind. There is enough cover around the bunker so that you can plant charges and duck behind waiting for Raven to come out to defuse them _______ | | G: G02RD4 | | P: Cooling tower (2) | 2 S| F: Sensor Array (S) |_______| D: The cooling tower sits on slightly lower ground in a fairly small area, but with some cover for attackers to work with, in the form of walls and containers. The Sensor Array beyond it is once again relatively open, but with rocks and pathways to navigate around and use for cover A: On your approach from the bunker line, you will have a wall for cover, allowing you to pop out either side, see whats what with the cooling tower and decide your approach. It may be better to go around the side towards the Sensor Array before dropping down to the Cooling tower, to give you a better view of any Raven defenders coming from the rear of the map _______ |A | G: B03RD4 | | P: Attacking spawn point (A) APCs | | F: |_______| D: The roads allow the APCs to either side of the map, so they can double up somewhere if needed, otherwise there are few places for them to go until the roadblocks are down, so keep them up and keep the APCs back A: If needed you can cross over to the other side of the canal if needed, but for the most part you can only find a bit of cover until the roadblocks are down _______ | R | G: E03RD4 | | P: Roadblocks (R) | R | F: |_______| D: The two roadblocks are the only routes into the latter half of the map for any APCs, so keep them up and keep an eye on them. There is also a small tunnel underneath them which allows access to the nearby burn off tower, so give it a look at once in a while A: The roadblocks will ideally need to come down at some point, though you will only need one of them in order to have a route through. Underneath this square, near the roadblocks, is a tunnel from in front of the outer bunker to the inner bunker, and the burn off tower, so use it wisely _______ | | G: F03RD4 | + | P: Defending spawn point (B) Bunker | | F: Forward attacking spawn point (H) Helicopter, Ammo/Health (+) |B____H_| D: The bunker is well protected unless attackers get at it from behind, an easy task if the Triple A is down thanks to the helipad a few meters away. The ammo dump sits in the middle of nowhere, but is none the less useful for anyone shooting RPGs into the helicopter, or towards your turrets. Spawning in this bunker, you should watch the Triple A and the Roadblock A: You can approach the bunker from the side near the ship, though it is fairly open to any Raven defender paying attention. The helipad is right in front of a tunnel heading towards Pump H, so you can jump out and run forward into cover even if you then have to double back to remove any bunkers. The ammo dump in the middle of nowhere and behind only one small wall, but it can be used, but you ought to look everywhere for any threats before stopping to use it _______ | | G: G03RD4 | + | P: Ammo/Health (+) | | F: |_______| D: To the side of the building and in good cover is the last resupply point before getting to the pump. There is a large tunnel right under this building and the high ground here, leading straight to the helicopter spawn point, so it is often the primary route to get towards the pump A: You will need to know when the best time to run back for ammo is if you are trying to defend Pump H, because it is quite a distance away from the action _______ | | G: H03RD4 | | P: Gate (G) | | F: Cover |______G| D: The front gate into the pump station for the attackers, and with enough cover to get in, plant charges and get out. There are windows on the upper floor to scan for anybody approaching the gate, so use them to get the early warning of an attacking presence A: The most obvious route to take in order to get to Pump H, this gate is by no means the only route, so take it down to give yourselves an option, but do not rely on it to get you to where you need to be _______ | | G: I03RD4 | | P: Pump H (H) |G | F: Gate (G) |__H____| D: The Pump controls are on the upper level of the building, with two staircases and a ladder for attackers to use to get at them. The gate to the top side here can mean a route into the building at to the bottom of the ladder without any of you noticing, so keep it shut for an easier time defending A: Pump H controls are on the upper level, but you have a number of routes up there, two of which can be reached easily if this gate is down, but may leave you open to attack from Raven defenders coming through the other side from their spawn _______ | 1 | G: E04RD4 | | P: Burn off tower (1) | | F: Ammo/Health (+) |______+| D: The burn off tower sits in a small walled area, with access from most sides and a small tunnel in one corner. There is some cover to work with, but for an easier time, push out beyond the tower and meet the attackers before they even get close to it. The ammo dump is on the top deck of the ship, with a number of access routes to get there A: It can be a tough tower to secure, but there are a number of routes to it, where a flank down the side near the ship may be one option. It will leave you relatively exposed if you are seen, but you can use it to flank around the tower and remove the bunker, giving you a much better chance at taking the tower. The resupply point is on the top deck of the ship, useful for stocking up before going back down to attack the tower or bunker, but largely out of the way from the action _______ | | G: F04RD4 | | P: Triple A (A) | | F: |___A___| D: On the top deck of the ship and largely in the open is the Triple A. There are multiple routes to the top deck from both sides of the ship however, and containers for cover should either side need to use them A: Largely out of the way and in the open, the Triple A is nonetheless a usually well defended target. There is cover to work with, and the nearby ammo dump will help you out while you are on the ship _______ | | G: I04RD4 | | P: Defending spawn point (F) Foot | | F: |___F___| D: The central spawn point offers a quick exit down the ramp and almost straight into the pump station, or you can head for the upper decks to get a higher view of the situation A: Once more, you can push Raven all the way back into their ship, but beware for those who go to the top deck to get the higher ground over you _______ | | G: F05RD4 | | P: Forward attacking spawn point (H) Helicopter | | F: |_____H_| D: Fairly well covered and with plenty of routes off and out towards various targets, you should keep this helipad out of action by keeping the Triple A up or shooting the helicopters down A: As always, you will have your back exposed to any remaining bunker turret, but there are many routes out and forward, to the Mortar Battery, across the road to the cooling tower, down towards the Pump station and so on _______ | | G: I05RD4 | | P: Pump G | | F: |G______| D: Pump G sits on the lower floor of the building, and attackers will have a fair amount of cover when securing it, so watch out as you go through the doors from your spawn area in order to get to the controls. There are also some stairs both in and outside of the building to get to the roof for another view of the area A: Once inside, the cover largely favours you, so get control of the pump and begin to push Raven back into their spawn, but as always watch out for those on higher ground who are wise to your tactics _______ | | G: A06RD4 | | P: Attacking spawn point (A) APC | A| F: |_______| D: Again, there are not many places to go, but a well driven APC can still be a thorn in your side even if it cannot get past the roadblock. They can also cross over the canal at various points, so you may be faced with two APCs A: There is more cover for your APC on this side, so you can get close to the burn off tower and stay well out of the bunker turrets sights, but still open to sensor shells _______ | 1 | G: D06RD4 | | P: Burn off tower (1) | | F: |_______| D: More covered and further away on this side of the map, the tower has good cover to work with and multiple routes for you to defend it from, so push forward and stop the attack from its source, rather than waiting for it to be overrun and secured A: With the help of your APC, this tower can be easy to take, but there are many places for Raven to hide and come from in order to take it back, so stay alert _______ | | G: E06RD4 | | P: Roadblock (R) | R | F: Ammo/Health (+) |____+__| D: The roadblock is the one object stopping APCs through to the second half of the map, so keep it in one piece A: The ammo dump is in good cover, and useful for keeping an assault on the bunkers going, and the roadblock must be destroyed to get APCs through on this side of the map, so get it down as soon as you are able to _______ |B | G: F06RD4 | | P: Defending spawn point (B) Bunker | | F: |_______| D: A well covered bunker for the most part, so your priorities when spawning here are too look out for other targets like the Triple A and the roadblock. If either of them go down, you will be faced with attackers from both sides A: Generally well covered, you can still flank it near the ship however, so get around the back and plant charges, then get into cover and make sure they detonate. If it is still standing when the Triple A is down and the helicopters come in, the turret will have no problems in taking out your forward spawn _______ | M | G: G06RD4 | | P: Cooling tower (2) | | F: Mortar Battery (M) |___2___| D: The cooling tower is well covered from most sides, so push forward to stop attackers from getting close to it, but there are multiple routes to watch out for, notably from the lower edge of the map, and even from behind. The Mortar Battery is fairly open if you see anyone heading there, but as always there is cover for both sides to work with A: Space around the cooling tower is limited, so get there quick, secure it quick and push Raven away from the area. The Mortar Battery in comparison is fairly open, but with a good amount of cover to work with if you need to duck into some quickly _______ | G | G: H06RD4 | | P: Motor Pool (M) | M| F: Gate (G) |_______| D: The gate closest to the attackers is well covered, though you can come from the side in plenty of cover yourself in order to stop those planting charges there. The Motor Pool is in the open, where much of the cover is the Motor Pool itself. As always, get the vehicles somewhere more useful to you A: This gate is the obvious first choice, with its good cover, but there may be a Raven defender on the roof above you keeping watch, and they will probably come at you from your left when you are planting. The Motor Pool has light cover, so plant charges quickly and move on _______ | | G: I06RD4 |G | P: Gate (G) | | F: |_______| D: The gate is in the open, but allows a quick route to the pump controls, so keep it shut just as much as you would the other gate A: With little to no cover, plant charges on the gate fast and get out of the way and into cover. Once open, it is only a case of running through and jumping down to the pump controls, so it is a useful gate to keep down _______ | | G: C07RD4 | F | P: Attacking spawn point (F) Foot | | F: |_______| D: The primary route for attackers is to get into cover and get a flank going on your bunker, so watch out near the edge of the map for attackers appearing in a few places. Otherwise, you can push forward to keep them from even dropping into the area, forcing them into the middle of the map A: The obvious route is to head towards the edge of the map, get around the back of the bunker and get rid of it for an easier time of securing the burn off tower, and this is a good strategy if you catch Raven unprepared, however being an obvious route, you may have to work for it to be successful. Otherwise, you can head into the middle of the map, towards the burn off tower, with more cover for you to move amongst _______ | + | G: D07RD4 | | P: Ammo/Health (+) | | F: |_______| D: An ideal resupply point for attackers, in plenty of cover and facing the burn off tower, so pushing out this far and taking it for yourselves can give you quite an advantage until the attackers can find another route through A: The ammo dump is in good cover behind a large building, allowing you to resupply for an attack on the bunker or the burn off tower, so keep hold of it and use it well _______ | B| G: E07RD4 | | P: Defending spawn point (B) Bunker | | F: |_______| D: You are likely to be attacked first if you spawn here, so keep an eye on your flank near the edge of the map for attackers taking the long route through. Keep an eye on the roadblock, if it falls, APCs can roll right through. Also, watch out for the Mortar Battery. You are a fair distance away from it, but the other bunker will be watching the Triple A instead A: Getting rid of this bunker opens up much of the map here, so it is usually one of the first targets to be hit. Get rid of the turret to get closer and then plant charges and make sure they detonate ____________ ______________________________ / DOMINATION / ABSHERON REFINERY (S.V.E.R.) \__________________________[@DOMIS] Absheron Refinery is a build up place in the middle of what seems like a rocky wasteland. Plenty of brown concrete walls to hide behind, but plenty of wide open areas to navigate through too. ____________ ______________________________ _______________ / DOMINATION / ABSHERON REFINERY (S.V.E.R.) / MAP 1 (A & B) \__________[@DOMS1] Map Link: http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sverdom1.jpg Search String: SD1 Attackers come from the rocks on one side and pass through wide open areas on the other before hitting the bunker line. There seems to be plenty of space to move about in, but also plenty of objects to duck behind when needed. _______ | | G: E01SD1 | F | P: Defending spawn point (F) Foot | | F: |_______| D: The central spawn is a large square building with plenty of exits, often pointing you to the corners, rather than the sides. There is lots of space around here to be able to run in any direction you need to A: SVER players can emerge anywhere, and have plenty of space and options to choose from, so if you are close enough, remember to face them, rather than leave your back exposed _______ | | G: C03SD1 | | P: Mortar Battery (M) | M | F: |_______| D: If you are defusing or repairing the Mortar Battery, watch out for the higher ground the attackers may have gone to just inside the other map in B03 A: From this map alone, there are two main routes to the Mortar Battery, one up a set of stairs in C04 and down another set the other side, and one through a tunnel in the same square, so pick whichever you like, plant charges quickly and move on to the other targets in the area _______ | | G: D03SD1 | G | P: Pump A (A) | A G| F: Gates (G) |_______| D: Pump A is on the ground floor, inside a small room to give it cover from the many open windows there are in this building. Chargers will have their backs to you if you enter from your central spawn. Both gates offer quick routes into the building, and there is also a hole in the roof with ladder access from the inside for you to climb out of, or for attackers to drop down from A: Having both gates down gives you a good foothold, and the many open windows there are allow you to easily shoot through at any SVER defenders who may be repairing them. If you go up the central staircase in E03, you can come into the building from a hole in the roof, landing just outside the room that contains the pump controls _______ | B| G: E03SD1 | + | P: Pump B (B) | G | F: Gate (G), Ammo/Health (+) |_______| D: Pump B sits on the upper floor, in a good deal of cover, but it can be reached a number of ways. The gate leads to the ground floor, and to a staircase that will take attackers to the front door of the Pump station. The ammo dump is well covered and away from the action on the ground floor A: The gate here is not a necessary target, certainly when you can walk around to the side near the Motor Pool, under the outside staircase and walk through the biggest gap in the wall you have seen in any building, but it may give SVER something to think about and draw some players out of the action while they repair it. The Pump controls upstairs are in a well covered room, but your back will largely be exposed to any SVER defenders coming in to secure it from you, so stay sharp. The ammo dump on the ground floor is the closest resupply point, and is well defended, just be aware that SVER players may use the route it is in, rather than needing to come for a resupply _______ |G M | G: F03SD1 | | P: Motor Pool (M) | | F: Gate (G) |_______| D: The gate on the outside walkway here is often the usual route attackers will take to get to Pump B. Around the corner is the open door you would usually use, so it is no trouble at all to pop out and around the corner and deal with anyone planting charges, the gate is in no cover at all. The Motor Pool outside is always a target en route to the gates, and as with any motor pool, leaving vehicles parked in one is a waste of a useful vehicle, so get out and drive them somewhere A: Be careful when planting charges on the gate, especially if the pumps are open, because SVER are likely just around the corner at the end of the walkway. If you are determined to get in and take the pump, go past the gate, get in through the open door behind any SVER players who may not be paying any attention, and then deal with the gate when the area is clear, and the pump is secured. The motor pool nearby offers some cover while planting charges on it _______ | | G: D04SD1 | | P: Cooling tower (2) | | F: |______2| D: The cooling tower is in more of an open environment than you might think, and attackers will be more than ready to hold it with an ammo dump on the doorstep. If you keep pushing them back from the tower, into more manageable territory, you can keep them from securing the tower A: Push forward as much as possible in order to take the tower in numbers for the best results. You can always sneak your way around and take it alone, however, but remember to keep watch over it if you do tackle it alone _______ | | G: E04SD1 | | P: Ammo/Health (+) | | F: |_+_____| D: An ideal ammo dump for the attackers to keep hold of, it is in plenty of cover, it is near both the Triple A and the cooling tower, and it is a central resupply point before pushing forward to the pumps, so keep attackers away from it A: If you can hold this point, you can control the cooling tower and Triple A, before pushing forward to the pumps _______ | | G: F04SD1 | | P: Cooling tower (+) | 2 S | F: Sensor Array (S), Ammo/Health (+) |__+____| D: Again in a fair amount of space, but with enough cover to work with or run into for both sides. Right next to it is an ammo dump, and on higher ground is the Sensor Array, almost in the middle of nowhere A: The quicker you can take and hold the towers, the better, and you will have the ammo dump to keep you there for a while if needed. The Sensor Array sits out of the way, but is accessible if you stay close to the edge of the map and climb the stairs or nearby hills to get there _______ | | G: C05SD1 | | P: Defending spawn point (F) Foot | B | F: |_______| D: There is a lot of space around here, and opportunities for attackers to ignore you completely and get through to the back half of the map, so you will have to stay alert to a number of exits from the rocks. If you spawn here, keep an eye on the Mortar Battery A: You have a number of approaches to this bunker, but as always your first task should be to get rid of the turret. Once that is done, you have a large area to work with in relative safety, so get in and plant charges on the bunker to finish it off _______ | | G: D05SD1 | | P: Defending spawn point (F) Foot | | F: |___B___| D: This Bunker is again in a relatively open space, so if you push forward and keep any attackers back from it, you will have an easier time of things. Watch out for attackers walking on top of the pipes to your left, where will can drop down and plant charges on the Triple A if you are not careful. If you spawn here, keep watch over the outer bunker and the Triple A A: Again, the bunker is relatively open, and you can get on the high pipes to drop down to the bunker and set charges. As always, get the turret down for an easier approach, and use the available cover if you need to _______ | | G: E05SD1 | A | P: Triple A (A) | | F: Forward attacking spawn point (P) Parachute |___P___| D: The Triple A is out in the open, and there is not a whole lot of cover to work with, but that will not deter the determined attacker, not with a resupply point nearby either. When the Triple A is down, the incoming attackers using the parachute spawn cover a wide area, landing just ahead of the Triple A and the building behind it, so watch out when repairing A: You need to be quick and silent when going for the Triple A, and once you set charges you are going to have to work to make sure they detonate. When it is down and you spawn here, you can land over a wide area, so pick your spot and aim for it, but watch out for any snipers that may be looking your way _______ | | G: D06SD1 | 1 | P: Burn off tower (1) | | F: Ammo/Health (+) |_____+_| D: Attackers coming towards the burn off tower have high ground advantage, but only small openings in the walls to exercise it, if you push out past the tower and secure the routes to it, you will be in a better position. Watch out however, as the ammo dump nearby will allow attackers to keep on top of the fight, and resupply to move forward and take out your bunker A: There is a large wall offering lots of cover, and a few small routes to the tower. Once you get to the tower, you are covered from the bunker turret, but not exactly safe from the oncoming SVER defenders. Use the ammo dump to keep a presence here, and to keep pressure on the bunker _______ | | G: E06SD1 | B | P: Defending spawn point (B) Bunker | | F: |_______| D: Again, in a good amount of space, but you can see the attackers coming just as much as they can see how you are defending. If you spawn here, keep an eye out on the Triple A and the roadblocks A: If you get rid of this bunker, a lot of the map is left open for you to pass through, especially around the Triple A, so get the turret down, get around the back to plant charges, and get moving when they detonate. You do not have loads of cover to work with, but you do have enough _______ | | G: F06SD1 |RR B| P: Defending spawn point (B) Bunker | | F: Roadblocks (R) |_______| D: Anyone spawning here needs to keep an eye on the roads towards the roadblocks, where APCs will come straight forward towards, or up and around, emerging on higher ground to your left, with plenty of opportunities to get rid of your turret from a safe distance. Keep a look out for the Sensor Array too A: You can attack the bunker from a variety of places, and can walk along pipes drop down almost right on top of it if you must. Whatever you do, you have good amounts of cover to get close to the bunker and set charges on it, so take out the turret and move closer _______ | | G: F07SD1 | +| P: Burn off tower (1) | 1 | F: Ammo/Health (+) |_______| D: The burn off tower sits behind a large wall, so you will have to push out beyond your bunker in order to be effective at holding the tower. Attackers have higher ground from the cliff beside you, and can use it to get on the pipes and head out to get your bunker down first. However, it is possible to climb up the cliff face and deal with them away from the tower, but be aware that all it takes is one APC to roll past and an entire squad can take the tower and hold onto an ammo/dump ready to take your bunkers out too A: There are a number of ways to the tower, but a lot of them involve crossing over very open terrain. The most covered option for you is the higher ground up the hill, emerging at the top of a cliff above the small tower area. At the tower, the large wall provides your biggest piece of cover, and the ammo dump is useful for keeping pressure on the bunker line, but watch out for SVER defenders pushing past the walls and up the cliffs to get at you _______ | | G: B08SD1 | F | P: Attacking spawn point (F) Foot | | F: |_______| D: The attackers have a lot of high ground and a lot of places from which to use it, all the way down the left side of the map to flank your bunker line, and across much of the front to clamber up the pipes and drop down to your bunkers or Triple A. Find where they tend to emerge from most and keep your eye on that route A: There are many routes to take out of the spawn area, depending on where you need to be. The safest may be the longest route along the left edge of the map and around the bunker line, but if SVER are not paying attention, you can get behind that line by running along the various pipe bridges there are in the area _______ | | G: J09SD1 | | P: Attacking spawn point (A) APCs | A | F: |_______| D: Just because it is so far away it falls off the map, it does not mean it is not a threat. The two main routes to take involve following the road, which is very open to bunker turrets, or the path to the right edge of the map, which can give them higher ground A: You have two APCs here, so use each of them wisely, either going the same route and coming at SVER in numbers, or coming at the burn off tower from both sides for example. Despite being in such an open area, there are not many places to go to until the roadblocks are down, which then opens up the back half of the map for you to roam in ____________ ______________________________ _______________ / DOMINATION / ABSHERON REFINERY (S.V.E.R.) / MAP 2 (C & D) \__________[@DOMS2] Map Link: http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sverdom2.jpg Search String: SD2 Split down the middle by a trench full of train tracks, this side of Absheron Refinery is a mix of blocky cover and open roads, with plenty of routes through towards your relevant goals _______ | | G: C02SD2 | F | P: Attacking spawn point (F) Foot | | F: |_______| D: A fair distance away, and on higher ground, the spawn point quickly leaves attackers with two real choices, going inside towards the burn off tower, or outside to flank the bunker. Both routes are dotted with cover, but you should be able to see them emerge and decide their route A: There are places along the high ground to poke your head out and snipe, but pushing forward and taking the fight to the bunker line is your best bet. Keeping to the top edge of the map takes you around the back of the bunker _______ | | G: G02SD2 | | P: Ammo/Health (+) | + | F: |_______| D: Away from the action for the most part, it is however an ammo dump near the cooling tower, and on to the Mortar Battery, so if you let the attackers keep hold of it, expect to be in a spot of trouble A: If you can push this far forward, and you will have to in order to succeed in damaging the facility enough to win the match, keeping hold of this ammo dump keeps the pressure on SVER defenders heading for the cooling tower, and you have the high ground over them too _______ | | G: H02SD2 | | P: Mortar Battery | M | F: |_______| D: Relatively open and with a covered charge point from most of your approaches, be careful when around here defusing or repairing A: You can plant charges and move on elsewhere, or stick around the high ground watching over the Mortar Battery until the charges detonate. If the bunkers are still up however, be prepared to watch your back too _______ | | G: B03SD2 | A | P: Attacking spawn point (A) APC | | F: |_______| D: There is only one route for this APC to take, and that is over the bridge. The quicker you get that down, the easier your job becomes, otherwise the APC largely dominates the burn off tower area A: Be prepared to repair a bridge as your first action of the match, because you will not be moving anywhere useful without a bridge to cross over the train track below. Beyond the bridge is plenty of space, but you are blocked off by roadblocks on either side of the map _______ | | G: E03SD2 | | P: Ammo/Health (+) | | F: |+______| D: Well covered for the most part, pushing this far forward will keep attackers back, as this is their only resupply point anywhere near the burn off tower A: If you are blocked off from this ammo dump, you better be quick at taking the burn off tower or conserving your ammo, because you will not be seeing a resupply point for a while _______ | | G: F03SD2 |B | P: Defending spawn point (B) Bunker | | F: |_______| D: You can largely ignore the middle of the map unless an APC gets too close for comfort. Instead keep an eye on the edge of the map for anyone trying to flank you. Spawning here, watch out for the Mortar Battery and the Roadblock A: You can get close to this bunker in and around the buildings near the top of the map, and flanking may be your best bet at taking the bunker out. As always, take the turret out to give yourself a better chance _______ | 2 | G: H03SD2 | | P: Cooling tower (2) | | F: |_______| D: Much of the surrounding area is wide open, but attackers are likely to be coming from the high ground, and will have the nearby ammo dump for support, so keep pushing them away from the tower A: You are in the open, so be quick about securing the tower and scan the road for incoming SVER defenders. Sneaking up is not much of an option for them if they want to take it back from you _______ | | G: D04SD2 |B | P: Burn off tower (1) | 1 | F: Bridge (B) |_______| D: Get the bridge down as soon as possible. Doing so gives you more time to the prepare for the oncoming attack, but the timing will be tight, so watch out for an APC storming down the road to get to the burn off tower. It is a large open area, blocked from the bunker turrets for the most part, so you will need to push out beyond it to make a good defence A: An open area on high ground means you will need a good approach. There are a number of routes up from the train tracks, and if the bridge is still intact, an APC over the top of it is the most direct route to the tower, so if you are prepared and SVER are not, rethink your approach and repair the bridge _______ |R | G: F04SD2 | | P: Defending spawn point (B) Bunker |B | F: Roadblock (R) |_______| D: The roadblock is the only route into the back half of the map for APCs to take, so spawning here you should keep an eye on it, as well as the Triple A in the trench below. From the start, push forward to keep the burn off tower in your control, and do not forget to look down the trench once in a while to see if anyone is approaching A: Even if the bridge is up, your APCs will not be going anywhere while the roadblocks are still standing, so put pressure on the bunkers and then the roadblock. You can get at the bunkers from behind if you first travel down the trench towards the Triple A, then up a staircase to the left. _______ |G | G: I04SD2 | G | P: Pump D (D) | D | F: Gates (G) |_______| D: Pump D is on a small top floor of this building, with plenty of cover for the most part, but plenty of open windows too. There are two gates, one to the ground floor where a set of staircases lead to the pump control area, and one on the top floor, accessed by a large walkway outside the building A: Space is limited once in and around the pump controls, ideal for a grenade or two, or some quick knifing to get much of the job done before being able to secure the pump. The two gates are generally well covered if you are planting, but your approach to them may not be, so watch out _______ | | G: E05SD2 | | P: Burn off tower (1) | | F: |_1_____| D: A smaller area than the other side, with plenty of cover from walls for various approach routes. The tower itself is in a good deal of space however, so you should see threats easily A: Surrounded by walls, there are various approaches to the tower, including from below, coming down the trench and up a set of stairs nearby. There is enough space here to be a problem, so get here quickly and in numbers to stand the best chance _______ | A | G: F05SD2 | P| P: Defending spawn point (B) Bunker, Triple A (A) | | F: Forward attacking spawn point (P) Parachute |B______| D: The bunker offers good views of the street and of some of the approaches to the burn off tower, and anyone spawning here should look out for the Triple A down in the trench beside them. The Triple A sits above the tracks on a train car, with two access ramps to reach it. It is wide open and you will have higher ground from multiple sides. But if it does go down, the forward parachute spawn covers much of the area around here A: The bunker sits in a largely open area, so getting to it may be a challenge, but there are routes to it from behind and below if needed. The Triple A is in the open, so you will need to be quick and alert in order to plant charges and stay alive long enough to watch them detonate. The landing zone can cover a wide area, but much of the area is down in the trench, now opening up slightly closer to the cooling tower _______ | + | G: G05SD2 | | P: Ammo/Health (+) | | F: |_______| D: Down in the trench in decent cover is an ammo dump, useful to both sides if they need to get somewhere quieter and prepare for their next move A: A useful ammo dump if you wish to keep a presence back near the bunkers in case the front lines are being repaired, otherwise it is there if you need it, but you can keep moving forward down the trench to get to the pumps _______ | | G: H05SD2 | | P: Cooling tower (2) | 2 | F: |_______| D: In a good amount of cover, the cooling tower is right below the outer walls of the pump station, and right next to a resupply point, so make sure it is you who is using it to push the attackers back A: The pump is a small space to work in once you get there, with enough cover to hide behind or even the trench to drop into if you must get out fast. The nearby ammo dump will keep you here for a while _______ | | G: I05SD2 | + | P: Pump C (C) | | F: Ammo/Health (+) |____C__| D: Pump C is on the upper floor of the building, tucked away in the back corner. There are two indoor stair sets up, and one outdoor staircase, and the area is largely open once inside. The ammo dump sits on a well covered bridge between the two pump stations A: There are a few routes into the building housing pump C, as long as you make it up one of the staircases to get there. Once there, tucked in the corner you can defend rather well, provided you do not waste your ammo, else it is a quick trip to the nearby resupply points before SVER regroup and take the pumps back _______ | | G: K05SD2 | F | P: Defending spawn point (F) Foot | | F: |_______| D: Plenty of routes out and towards the pump stations, and plenty of space to use before you get there A: As long as you defend the always open entrances into the pump stations, you can keep SVER pinned back in the central spawn _______ | | G: A06SD2 | | P: Attacking spawn point (A) APC | A | F: |_______| D: It will most likely come down the road in front of you, but will not make it very far with the roadblock in one piece. There is cover to be found however, so sensor shells on any stationary APC is a good plan A: Until the roadblock is down, you can really only use this as a forward spawn by parking it behind the building near the burn off tower, but doing so leaves you exposed to sensor shells, so be prepared to move it fast _______ | | G: E06SD2 | | P: Defending spawn point (B) Bunker | + | F: Ammo/Health (+) |______B| D: This bunker will be another first target for attackers to take, so be prepared for attacks from many sides. Watch for flanking down the bottom edge of the map, perhaps an APC venturing close by, and the many walls and buildings in front of you for attackers to use as cover. Even the far buildings can be entered by attackers who can shoot at you from the windows. Spawning here, you should watch over the roadblock and the Sensor Array. The ammo dump is lightly defended, but enough cover to be a nuisance, so get out there and keep it for yourselves A: The turret is your first target, but you do have lots of cover to work with to make the gunners job difficult. Once it is down, your approach down the edge of the map or closer infield is made that bit easier, and getting the bunker itself down easier still. The ammo dump has light cover, so be quick about resupplying there _______ | | G: F06SD2 |R | P: Roadblock (R) | | F: |_______| D: If the roadblock stays up, the back half of the map stays safe from APCs. If it is down, the bunkers better deal with any threat rolling down the road at speed A: Getting the roadblock down early gives you a much better chance of getting through the bunker line and on to the cooling towers and pump stations, and you will not to able to reach either if the roadblock is up _______ | + | G: H06SD2 | | P: Ammo/Health (+) | | F: |_______| D: In the open for the most part, but covered by a building if you are in the pump station, it is a good place for attackers to gather and sustain an assault on the cooling tower or the pumps, so push them back from it A: Taking and holding this area will allow you to keep pressure on SVER and the pump station beyond. There is cover to work with, but otherwise you are in an open area _______ | G | G: I06SD2 | G | P: Sensor Array (S) | S | F: Gates (G) |_______| D: The area around the Sensor Array is small, so stay alert to any attackers. Beside it is a staircase up to a Gate, where through the gate is a view of anyone guarding the pump controls so keep it shut. The other gate is on the ground floor, and will require a bit of running to get up the stairs inside and to the pumps, but the area is fairly open for you to deal with any threat A: Space is not too limited, and there is some cover to use, but for the most part you want to spend little time outside and lots of time getting into the pump station and up to the top floor quickly so you can secure the controls _______ |M | G: J07SD2 | | P: Motor Pool (M) | | F: |_______| D: As with any motor pool, get the vehicles out of there and put them somewhere more useful to your defence. The charge point is visible from your central spawn area, so dealing with those planting charges should not be too much of a problem for you A: The space around here quickly opens up, so you too should be quick about your work here. Plant charges when the coast is clear, get out of the way and onto another target _______ |F | G: D08SD2 | | P: Attacking spawn point (F) Foot | | F: |_______| D: You will not see much of the attackers until they have decided which route they will take and are near the exit of that route, so scan the area and watch out for approaches down the flanks and rockets from the windows A: There is plenty of cover on your way towards the bunker, so use it wisely. You can stay near the edge of the map to try and flank the bunker, or head inside into the buildings, or just to head towards the center of the map ____________ ______________________________ _______________ / DOMINATION / ABSHERON REFINERY (S.V.E.R.) / MAP 3 (E & F) \__________[@DOMS3] Map Link: http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sverdom3.jpg Search String: SD3 The third side of Absheron Refinery is a rocky place, mostly divided by roads and paths, rather than large open spaces, allowing for some mid to close range combat. _______ | | G: E01SD3 | | P: Attacking spawn point (A) APCs | A | F: |_______| D: There are more routes around the area than you think, so do not just sit and wait for APCs to arrive at the gate. For the most part they also have good cover from the bunker turrets, so be prepared to take them out with RPGs A: The main road is obvious, but the dirt paths lead around towards the burn off towers, so you can get fairly close to the objectives, and stay fairly far away from the bunkers until the gate is down, at which point the back half of the map is open to you _______ | F | G: C03SD3 | | P: Attacking spawn point (F) Foot | | F: |_______| D: Watch out down the sides of the map for attackers from this spawn point, as they mostly push forward towards the burn off tower and beyond A: Plenty of cover to move amongst on your way to the burn off tower, but it opens up when you get nearer. Sticking to the edge of the map can lead to a route past the burn off tower and around the side of the outer bunker _______ | | G: F02SD3 | | P: Attacking spawn point (F) Foot | | F: |____F__| D: Attackers spawning here eventually aim for a number of routes, reaching as far as the gate and all the way to the edge of the map on the right side, so keep on top of where they seem to be moving A: A number of routes out are available to you, covering a wide area. There is lots of open space around here, but a successful flank using what cover there is down the right edge of the map can put you beside the outer bunker _______ | | G: B04SD3 | 1 | P: Burn off tower (1) | + | F: Ammo/Health (+) |_______| D: The burn off tower sits on higher ground, with good amounts of cover along the edges, but not so much once you are around the tower itself, especially from any attackers coming down the edge of the map and looking over here. The ammo dump is on your side, in decent cover, allowing you to keep a presence around the tower and stop attackers from reaching it A: There are a number of approaches to the tower, but all will involve running from lower, open ground to the higher ground the tower sits on. It is important that you get control of the ammo dump, as you will need it when defending the burn off tower and keeping SVER from getting around the building to take it back _______ | | G: D04SD3 | | P: Gate (G) | | F: |_G_____| D: The only way into the back of the map for the APCs, so it needs to stay intact A: Again, you will not be going too far with the gate still in one piece, so get it down and allow your APCs to get behind whats left of the bunker line and onto other targets _______ | | G: E04SD3 | 1 +| P: Burn off tower (1) | | F: Ammo/Health (+) |_______| D: Again on higher ground, this burn off tower has a bit more space and cover to work with however, so you will need to keep an eye on a number of routes up and around. Keeping hold of the ammo dump allows you to keep pushing the attackers back towards their spawn point A: You have a few approaches to the tower, most of them appear direct but a long flank around the sides can get you there as well. Keeping hold of the ammo dump will allow you to keep SVER away from the tower, and you will have a fair amount of cover when doing so, even if it means ducking away from the tower itself for a moment _______ | | G: B05SD3 | | P: Defending spawn point (B) Bunker | | F: |___B___| D: Your turret will not be seeing much until the attackers decide to flank down the edge of the map, or even head straight towards you, if they are up for it. In any case, it is largely quiet here until the bunker becomes the target. If you spawn here, keep an eye on the Sensor Array A: As always, bunkers should not be allowed to stay standing for a long time, so get around the side of it, the edge of the map offering the most cover for you to use, and plant charges on it. The area around the bunker is fairly open, certainly from the front _______ | | G: C05SD3 | | P: Defending spawn point (B) Bunker | B | F: |_______| D: You do not see much from the bunker, so push out and defend the gate from the front if you spawn here. There is space around the bunker and there is some cover, so watch out for daring attackers trying to get close A: If you can get the turret down, you will have an easier time of approaching and destroying this bunker, and even of running past to get to the outer bunker too, or on to the Triple A _______ | | G: D05SD3 | | P: Defending spawn point (B) Bunker | B| F: Triple A (A) |_A_____| D: The bunker has a limited view down towards the burn off tower, and sits in good cover, but not from attacking RPGs aimed at your turret. If you spawn here, keep an eye on the Triple A behind and beside you, where the charge point is well covered from all but the sides A: As always, getting the turret out of the way gives you a much easier time, allowing you up and over the dirt mound in front of the bunker to dip down into the open space around the bunker, allowing you to set charges and move on. The Triple A charge point will leave you exposed from the sides, but for the most part you can plant in relative safety _______ | | G: E05SD3 | | P: Defending spawn point (B) Bunker | | F: |______B| D: As an outer bunker, prepare for a fight early on, especially from the edge of the map. It is even possible to see APCs down in the small lake in F/G05, so stay alert. If you do spawn here, keep an eye out for the Mortar Battery A: There is cover to use on a variety of approaches to this bunker, but the closer you get the cleverer you will need to be with it. Take the turret out and quickly follow it up by taking the bunker out too _______ | | G: B07SD3 | | P: Sensor Array (S) | S | F: |_______| D: In a good amount of cover unless you come at attacking charge planters from behind. There are routes through the rocky high ground to the bunker line, so you may have to give them a look over to see if any attackers are making use of them to get here A: You have a decent amount of cover around this area, but be aware of any SVER defenders spawning from the rear, who will come up behind you while planting charges _______ | H | G: C07SD3 | | P: Cooling tower (2) | | F: Forward attacking spawn point (H) Helicopter |_2_____| D: The cooling tower is in an open area, but there is cover from the tower itself, as well as some high ground for attackers to use from their forward spawn point, so stay alert. The spawn point is in decent cover, if you can get behind with turret rockets or RPGs you can at least make the attackers think twice about which direction they run upon landing A: Look around and be quick, as the most immediate piece of cover you have is the cooling tower itself. From the helicopter spawn, it is only a short run forward to the pump station, and you are a fair distance from the bunker line, should any of them still be up and running _______ | H | G: D07SD3 | | P: Forward attacking spawn point (H) Helicopter | | F: |_______| D: Slightly more open than the other spawn point, the sooner you get the helicopters out of the area, the easier time you will have with the match A: Not as much cover, but it is only a short run forward into some cover, and almost straight ahead lies a gate to the pump station, or off to the side slightly for the cooling tower, if you still need to secure it _______ | | G: E07SD3 | | P: Cooling tower (2) | | F: Mortar Battery (M) |_2____M| D: The cooling tower is again in a good deal of open space, with only the tower itself for close cover. The Mortar Battery by comparison has a few walls for cover, as well as some high ground nearby for attackers to keep watch over the area A: Again, look around and be quick with the cooling tower, as there is not a whole lot of cover to use. The Mortar Battery has a bit more to hide behind, but the charge planting point will leave your back largely exposed to any SVER defenders emerging from the back of the map _______ | | G: C08SD3 | M G| P: Pump F (F) | F | F: Motor Pool (M), Gate (G) |_______| D: Pump F sits on the upper level of the building, accessed by two staircases on this side of the building, and from two on the opposite end near pump E. The Gate on the lower floor leads straight to one set of stairs. Both floors are fairly open, but there is cover to be found. The upper floor is so open that the front wall is nonexistent towards the middle of the building, so you might be greeted by a snipers bullet once in a while. The Motor Pool outside funnels attackers down towards an open door to the lower level of the building, so watch out for those planting charges and then heading indoors A: Attacking the pump station from the front is not the best of approaches, especially when you can flank around the side of the building to get in towards the back, coming up the same set of stairs as SVER would, so you can get behind them. The Gate is defended from one side, so watch out when planting charges. The Motor Pool as more cover for you to use, so plant charges and move on _______ | | G: D08SD3 | G G | P: Gates (G) | + | F: Ammo/Health (+) |_______| D: The central gate leads to either side of the lower level of the building, and the gate on the right leads to a set of stairs up to Pump E. The ammo dump sits inside the lower level, in good cover and towards the left side, nearer Pump F A: The gates have little cover, so look around and then plant charges. As they are right in front of your forward spawn, they are obvious targets to get down and run through to get at the Pumps, but do not ignore the longer routes around the sides and even back, if you time it right with the SVER spawn _______ | | G: E08SD3 | | P: Pump E (E) |E | F: |_______| D: Mirroring Pump F, E sits on the edge of the building, with two sets of stairs leading up to the floor it is on, again rather open and with not much of a front wall, but certainly cover to work with A: There are two routes up to the pump controls on this side of the building, and you can come across from pump F as well. The gate may be the closest route, but most likely the best defending route, so think about heading around the sides too _______ | | G: D10SD3 | F | P: Defending spawn point (F) Foot | | F: |_______| D: Your central spawn offers quick routes into the back of the pump station, up a staircase and near the pumps in a few seconds, so as long as the attackers do not have complete control of the pumps and are using the gaps in the walls to shoot you as you leave your spawn, you should have few problems A: SVER can be pushed back, and you can get the higher ground over them if you manage to get lots of control over these pumps, but you can also come along the sides of the pump station to force SVER into the middle, into the lower levels of the pump station, rather than taking the outside route towards the Mortar Battery for example ____________ ______________________________ _______________ / DOMINATION / ABSHERON REFINERY (S.V.E.R.) / MAP 4 (G & H) \__________[@DOMS4] Map Link: http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sverdom4.jpg Search String: SD4 The final side of Absheron Refinery starts off coming from the rocky cliffs and down towards the more built up areas of the refinery, offering plenty of cover along the various routes to the pumps _______ | | G: B03SD4 | | P: Motor Pool (M) | M | F: |_______| D: As always, get your vehicles out of here and put them somewhere more useful to you A: The charge point for the Motor Pool is fairly well covered, so as always, look around and then plant charges _______ | S | G: C03SD4 | | P: Sensor Array (S) | | F: |_______| D: The Sensor Array sits on lower ground and is relatively open A: When planting charges, you will have to be aware of SVER defenders coming from the other map as much as your own map, as your back will be exposed to them _______ | | G: D03SD4 | 2 | P: Cooling tower (2) | | F: Ammo/Health (+) |+______| D: The cooling tower sits on high ground, on a relatively thin concrete walkway that spans the width of the map. Nearby is an ammo dump which you will not want falling into the attackers hands A: The area around the cooling tower is small, and with some cover, the high ground on both sides, and the ammo dump, securing it and holding it should be easy for you _______ | | G: G03SD4 | | P: Defending spawn point (B) Bunker | 1| F: Burn off tower (1) |B______| D: There are two roads that end up around this area, and both are likely to be traversed by attacking APCs, so keep an eye out, especially from the left edge of the map, where they can get some high ground over you. That includes looking over the area that contains the burn off tower, where containers and walls over the cover here. Spawning in the bunker, you should keep watch over the Sensor Array A: Taking the route around the top edge of the map gives you high ground over the bunker and the burn off tower, so making sure you can hold it is a wise move, and getting the bunker out of the way before the burn off tower can be an even better move _______ | | G: B04SD4 | | P: Pump G | G| F: |_______| D: In a room of its own in the corner of the building, Pump G is well defended for the most part, but if both gates are down, the number of openings to the building total 4 on the ground floor alone, so keep an eye out for attackers taking routes around the side too A: The pump is quickly accessed from behind, putting you between the target and any SVER defenders spawning behind you. If that is not an option, the gates and side entrance offer a number of alternatives. Be prepared for a small space to work with once in the pump control room _______ | | G: C04SD4 | G | P: Gates (G) | G | F: |_______| D: Two front gates will keep you busy, and many attackers behind them will have the high ground on the other side of the road, so watch out when around them when they are down A: Getting the gates down doubles the amount of entrances to the pump station, so it certainly makes sense to push forward and get them down, but remember the alternative routes in as well _______ | | G: E04SD4 | | P: Forward attacking spawn point (H) Helicopter | | F: |______H| D: The area around the landing pad is flat and open, so you should have few problems dealing with emerging attackers, as long as you avoid the helicopters guns A: You have plenty of room to run into, but that means a dash for cover upon your exit from the helicopter, so look for the safest and get to it _______ | | G: F04SD4 | G| P: Gate (G) | | F: |_______| D: The one and only route large enough for the APCs to get through, so keep it in one piece for this reason, but there are plenty of gaps in these stretch of wall behind the bunker line for those who are on foot to get past A: Your APCs have a lot of places to go, but a lot more are available if you get the gate down, but approaching it while the bunkers are up is not the smartest of ideas _______ | + | G: G04SD4 | | P: Defending spawn point (B) Bunker | | F: Ammo/Health (+) |B______| D: It is a wide open area ahead of you, dotted with cover for the attackers to approach you in relative safety. If you spawn here, keep an eye on the gate beside you. The ammo dump near the burn off tower will keep either side around the area for a while, so it helps if you get it, rather than your attackers A: A lot of space around here, and as always if you get the turret down, you give yourself an easier time of things. The resupply point near the burn off tower will help you a lot if you can keep it for yourselves, especially for RPGs to take the turrets out _______ | | G: A05SD4 | F | P: Defending spawn point (F) Foot | | F: |_______| D: From here, the routes to the pumps are fairly obvious, but you can also head straight out between the pump stations, amongst plenty of cover A: You can get a good sight of where SVER are heading if you manage to set yourself up between the pumps, especially on the bridge where the ammo dump is _______ | | G: B05SD4 | +| P: Ammo/Health (+) | | F: |_______| D: On the bridge between the two pump stations sits an ammo dump, out of the way from much of the action, but nonetheless a great place for either side to get control off, offering some higher ground and upper entrances to the pump stations A: If you can push this far forward and keep a presence on the bridge you really ought to be able to hold the pumps well, you can easily see the more likely route that SVER players take to get to the pumps from up here on the bridge _______ | | G: E05SD4 | | P: Forward attacking spawn point (H) Helicopter | | F: |_____H_| D: Another fairly open span point, and right in front of the Triple A, so watch out for anyone using the helicopter guns to stop your approach from the back of the map A: There is more cover to run into on this side, but any SVER defenders on the Triple A behind you will be on high ground, so pay attention if there are any around _______ | | G: F05SD4 | | P: Triple A (A) | A | F: |_______| D: With a few routes up to the Triple A and with a well covered charge point, keep your eyes on any attacker darting through the many gaps in the walls in order to reach the Triple A, as it may take a while for you to get there A: Once you plant charges here, stay nearby to make sure any SVER defenders have as little amount of time as possible to defuse the charges, even if it means you die in any combat, or even in the explosion itself _______ | | G: G05SD4 | | P: Defending spawn point (B) Bunker | | F: |B______| D: Again, a fairly open bunker area, with enough cover for attackers to get close, decide when to attack and then do so. If you spawn here, keep an eye on the Triple A behind you, as there are a few gaps in the wall nearby for attackers to get through A: Once more, no turret means an easier chance of progressing past the bunker to set charges on it and the Triple A, so use the cover available, take out the turret and get rid of the bunker _______ | | G: I05SD4 | | P: Attacking spawn point (F) Foot | | F: |______F| D: With multiple routes out and plenty of cover along the way, it can be hard to tell where to focus your defence, so push forward to the most visited routes until the attackers change their approach A: Many routes out, it may be best for you to take the longer options you have available _______ | | G: J05SD4 | A| P: Attacking spawn point (A) APCs | | F: |_______| D: There are lots of places for these APCs to go, but keep an eye on the roads through the middle and around the top edge of the map, where they are likely to head A: Your APCs are very useful on this map, before you even get to the gate and through to the back half of the map. Decide which route you will take, which piece of cover you will end up behind, and get driving. If you can keep your APCs in one piece, you can have forward spawn points on high ground, even right up to the bunker line _______ | | G: B06SD4 | | P: Pump H (H) | H| F: |_______| D: Pump H sits on the mid level walkway, up a short flight of stairs from the ground floor, and down a longer set from the upper floor. It is a tight space once attackers arrive, so if you can get to them before they reach either set of stairs, you will have a good advantage over them A: Again, there are multiple routes into the building, but the ground floor entrances will all require you to run through to the back corner of the building and up the stairs to even get to the pump controls, so plan your route _______ | G | G: C06SD4 | | P: Gates (G) | G | F: |_______| D: Again, the two gates offer two entrances, and beyond them over the road is more high ground for attackers to get a look at where you are, so be alert near the gates and windows A: Two more entrances to the building will help you a lot, but if you go around the side of the building towards the back entrance, you can slip up the stairs to the pump controls without too much hassle _______ | + | G: G06SD4 | | P: Burn off tower (1) | 1| F: Ammo/Health (+) |_______| D: There is plenty of cover for both sides here, and the ammo dump sits in cover too, so you will have to push out and keep it for yourself for best results at the burn off tower A: If you can get hold of the ammo dump, you can proceed to take out the bunker turrets and secure the burn off tower, using plenty of cover around the area _______ | | G: C07SD4 | | P: Mortar Battery (M) | M | F: |_______| D: Fairly well covered, but the route to it is fairly open, and many attackers will come from the cliffs near the bottom edge of the map, near the cooling tower to get here A: If you stick to the edge of the map around the cooling tower, you will have high ground over the Mortar Battery to see if anyone is there before running over to plant charges. The charge point is well covered, but be alert to players from the other map _______ | 2 + | G: D07SD4 | | P: Cooling tower (2) | | F: Ammo/Health (+) |_______| D: On high ground and well covered, be prepared for a good fight to hold this area for yourselves, with much of the attack coming from the edge of the map, up a set of stairs beyond the ammo dump A: Be careful on your approach, and it may aid you to take the long route near the middle of the map and across the open bridge in D06. The area is dotted with cover but is otherwise a small place so you need to get to the ammo dump and keep control over the area _______ | B | G: G07SD4 | | P: Defending spawn point (B) Bunker | | F: |_______| D: An outer bunker is always a target, and you sit near the burn off tower and in front of a gap in the wall to get to the back half of the map. Keep an eye on the edge of the map for a long flank to the side A: The various approaches to the bunkers are well covered, should the turret be up and shooting at you, but the closer you get the harder the task becomes, so take the turret out early _______ | | G: I07SD4 | | P: Attacking spawn point (F) Foot | F | F: |_______| D: There are plenty of routes out of the spawn, and in plenty of cover, so scan the cliffs for movement, notably from the edge of the map A: Lots of routes to choose from, the most helpful of which may be the long route along the bottom edge of the map to get a flank on the outer bunker. In general, you have good cover wherever you are until you get closer to where you want to be ____________ __________________________ / DOMINATION / ALYESKA TERMINUS (VALOR) \______________________________[@DOMIV] Alyeska Terminal sits inside a lightly forested, rocky area, filled with more of Valors tents, sandbags and military equipment. With lots of areas to hide in and around, and many routes to take, both attackers and defenders alike need to keep an eye on their surroundings ____________ __________________________ _______________ / DOMINATION / ALYESKA TERMINUS (VALOR) / MAP 1 (A & B) \______________[@DOMV1] Map Link: http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valordom1.jpg Search String: VD1 The first side of Alyeska Terminal presents a bunker line behind a shallow river, the rocky banks offering plenty of places for both sides to hide amongst as they try to get the upper hand. It soon opens into what remains of a small town and then onto the pump station itself _______ | | G: C01VD1 | | P: Defending spawn point (F) Foot | F | F: |_______| D: Your central spawn point opens into a large open road at the back of the pump station, but you should have few problems running over to get to the pumps A: You can push Valor back this far, as long as you cover the width of the road here, because it will not take long for Valor to find the weaker side and head for it in numbers next time they spawn _______ | | G: B02VD1 | | P: Motor Pool | | F: |__M____| D: The vehicles are pointing down the road, there is no excuse for leaving them in the motor pool here A: There is some cover in this area, but you will have to be quick when planting charges, as the spawn point is closer than you think _______ | | G: C02VD1 | | P: Pump B | | F: |______B| D: Pump B is on the upper floor of the building, in a back corner. From your spawn, around the back of the building, is an outdoor staircase into the room with the pump controls, and it can also be accessed from indoor staircases as well. The room itself is small, so it should not take much to empty it A: The indoor route to the pump controls is lengthy, so a stealthier route up the outside stairs may be your safest route, even though it leaves you exposed to any newly spawned Valor defender _______ | | G: A03VD1 | S| P: Sensor Array (S) | | F: |_______| D: There is plenty of cover around here to hide behind, so be careful when approaching in order to defuse for example A: You can take a few routes to get around the wall and to the Sensor Array, and when you get there you will have plenty of cover to work with when planting charges _______ | G| G: B03VD1 | | P: Gate (G) | | F: |_______| D: This side gate is only a short run from the small room that houses Pump A, so keep an eye out for it, and be careful when repairing, as you may well be leaving yourself open from the front gate right next to it A: One of a number of gates into the pump station, the general rule is to get them all down to give Valor some thinking to do, whether they want to repair them or not _______ |A + | G: C03VD1 |G G G | P: Pump A (A) | | F: Gates (G), Ammo/Health (+) |_______| D: There is an awful lot going on in this pump station. The numerous gates will need to either be left alone or repaired quickly, the ammo dump sits in plenty of cover on the second floor walkway, and you can use this walkway to get above the gates and shoot through the windows at any attacker running down the roads or parachuting into the battle. Pump A sits in a small room to the side, with two entrances, one near the two gates in the corner, the other near the open entrance at the back of the building A: Again, if a gate is up get it down regardless of whether you then walk through the gap or not. If you want an easier time, try heading down the side of the building and around the back, where most Valor defenders will not be expecting you. You might be seen by some as they emerge from the spawn however. The pump controls are in a small room, so knives and grenades work wonders here _______ |G | G: D03VD1 | M | P: Mortar Battery (M) | | F: Gate (G) |_______| D: The Motor Battery is almost walled off from the pump station, so you will have to get out and make sure it is safe to repair if it ever goes down. Space is limited in these areas, as is good cover. The side gate leads to the main room, so it is still a challenge for attackers to use it as the sole means of getting to Pump B for example A: The Mortar Battery charge point will leave your back facing any Valor defenders who have come past the wall to check the area, so be quick about it. The side gate gives good views of the other gates, should any Valor player be repairing them or else somewhere nearby. You still have work to do to get from here to any of the pumps however _______ | | G: A04VD1 | 2 | P: Cooling tower (2) | | F: |_______| D: Right near the edge of the map, on some high ground and with good cover is the Cooling tower. There are two approaches to it, so keeping a look out will not be too much of a problem, unless you are faced with a swarm of attackers A: The nearest ammo dump is some way away, so it may be best to take the tower by force first and only resupply when you absolutely need to do so _______ | | G: B04VD1 | + | P: Ammo/Health (+) | | F: |_______| D: The tents around here provide some cover, but not a whole lot, so use the ammo dump when needed but do not stay for too long A: The nearest ammo dump to the cooling tower, if you need to get more ammo or health before taking it, or moving on towards the pump stations _______ | | G: C04VD1 | | P: Forward attacking spawn point (P) Parachute | P | F: |_______| D: Covering a wide area, attackers can land on both roads, behind and on top of buildings, so keep watch of where the majority are heading for and aim to pick them out of the sky A: There is plenty of cover and places to go when you land, but you will most likely need to be quick with your change of direction, or Valor snipers will be picking you off all over the place _______ | 2 | G: D04VD1 | | P: Cooling tower (2) | + | F: Ammo/Health (+) |_______| D: A fairly open cooling tower, at ground level, and with a nearby ammo dump for once side to hold in order to hold the cooling tower itself A: The resupply point is in good cover, but you may be picked off by snipers nearby, so be careful when you are here. The cooling tower has some cover, but taken quickly will give you your best chance at then holding on to it _______ | | G: B05VD1 | | P: Defending spawn point (B) Bunker | | F: |B______| D: As an outer bunker, prepare to watch your flanks as much as what is going on across the river in front of you. If attackers can get behind you to defuse, it will not be long until the next bunker is under a lot of pressure too. Spawning here, keep an eye on the Sensor Array A: Space around the side and back of this bunker is tight, so if you are trying to go around it, you might as well try to plant charges and take it out for good. Following the edge of the map is the obvious flanking path, but you might be able to sneak through from the front _______ | | G: C05VD1 | | P: Triple A | | F: Additional Features |____A__| D: Space is limited and there is some cover around here, but you will need to deal with threats to the Triple A quickly if you are to keep control of where the attackers are coming from A: You will probably be taking the Triple A out as the next target along from the bunkers, that is to say that sweeping the bunkers out of the way from one side will naturally lead to the Triple A, and with only two remaining bunkers for example, you know where the likely attack will come from when you are planting charges _______ | | G: E05VD1 | | P: Defending spawn point (B) Bunker | | F: |_B_____| D: Another outer bunker, so be prepared to face some firepower from the attackers. The terrain in front of you is dotted with large rocks for cover, with a fair amount of space, so it is possible for attackers to sneak around the flanks and get past you. If you spawn here, keep watch on the Mortar Battery A: Approaching this bunker from the edge of the map is your best bet, as there is a mix of both space to work in and cover to hide in, should the turret still be up. That is not to rule out the more direct route up the front, however, stay sharp when you do so _______ | | G: C06VD1 |B | P: Defending spawn point (B) Bunker | | F: |_______| D: As a central bunker, you need to push forward across the river to get a good hold on the other side. You should watch the Triple A if you spawn here, and it is not far away by any means A: Best approached from the side, and as always without a turret on the top of it, the same bunker busting rules apply, just get in, work with the little space and good amounts of cover that you have and stay around until the bunker is down _______ | B | G: D06VD1 | | P: Defensive spawn point (B) Bunker | b | F: Bridge (b) |_______| D: The bridge is not the only route for APCs to get through to the back half of the map, but it is certainly the easiest, so getting it down early is an obvious tactic. If you spawn in the bunker, watch over this bridge and anyone trying to repair or otherwise get around it, and if needed, keep watch over the Triple A A: You do not need the bridge to be in one piece, but it helps. If it is down however, your APC can drop down the left hand side, into the river, drive under the bridge and up the right hand side. It is not the prettiest of routes to take, and can be dangerous with bunker turrets still operational, but it gets you past the bridge and into the rest of the map. Usually bunker tactics apply, get the turret down and move in for the final kill _______ | 1 | G: B07VD1 |+ | P: Burn off tower (1) | | F: Ammo/Health (+) |_______| D: Across the river and in good amounts of cover is the burn off tower, and nearby is a resupply point that will be very useful to whomever keeps hold of it A: If attackers take the ammo dump they can pretty much pin you back, forcing you to take another approach to get to the burn off tower. The tower itself is in decent cover, though space may get tight _______ | 1 | G: E07VD1 | | P: Burn off tower (1) | | F: |_______| D: Another fairly open area, but with enough cover for both sides to use in their attempt at taking the tower, so be sure to push forward to make sure the attackers do not get close enough to take the tower A: There are a few approaches to the tower, and good cover on the way there, so use it wisely and get to the tower quickly. Pushing forward as much as you can will keep Valor in the river, or else the other side of it, much nearer their bunker than the tower _______ | | G: F07VD1 |+ | P: Ammo/Health (+) | | F: |_______| D: With some cover from a nearby building, but not much, the ammo dump is once again an area that you should keep the attackers well away from to make your job easier A: If you take this ammo dump, you have a good view down the side of the map for one of the larger routes for Valor to take to reach the tower, so you can push forward, take the tower yourselves and hold it with relative ease _______ | F | G: A08VD1 | | P: Attacking spawn point (F) Foot | | F: |_______| D: The main route out here pushes attackers along the edge of the map and right towards your bunker, so keep an eye on it A: You can cut inside along the way, but sticking to the outside path from this spawn takes you towards the bunker line, and you have good amounts of cover when doing so, almost up until the bunker itself _______ | | G: C08VD1 | | P: Attacking spawn point (F) Foot | | F: |____F__| D: Plenty of routes out for attackers to take, they could end up on either side of the map, emerging from many pieces of cover A: You have many routes to choose from, so it mainly depends on where you need to go. You will have plenty of cover whichever route you end up taking _______ | | G: F09VD1 | | P: Attacking spawn point (A) APCs |A | F: |_______| D: The road is the obvious route for attackers to take, and the bridge will not mean cutting them off for good, it just means that your job is a bit easier A: There are a few places to go on this side of the bridge, but it may be better to go for it, knowing that the bridge is going to be down, so ducking into the river, turning tightly and getting past the bunker line to recover. Surprise tactics could mean getting to the pumps with plenty of time left in the match ____________ __________________________ _______________ / DOMINATION / ALYESKA TERMINUS (VALOR) / MAP 2 (C & D) \______________[@DOMV2] Map Link: http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valordom2.jpg Search String: VD2 A somewhat open side of the overall map, the long roads and open spaces can make for some good battles, but there are plenty of places that allow you to slip behind the front lines and attack Valor from behind _______ | | G: B01VD2 | F | P: Attacking spawn point (F) Foot | | F: |_______| D: Behind a large silo and on high ground, you will need to push out and keep attackers away from the burn off tower area. A route to the top edge of the map will take stealthy players all the way around your bunker line, so keep an eye on it A: You can a number of routes out and can get some early shots on the bunker turrets from the high ground at the end of the spawn area. Push out towards your target, or head around the edge of the map to come at the bunker line from the side or from behind _______ | + | G: C02VD2 | 1 | P: Burn off tower (1) | | F: Ammo/Health (+) |_______| D: The burn off tower is on higher ground to the bunker line, but is a relatively open space, so you should be able to see problems as they arise. If attackers are allowed to get to the ammo dump, your task becomes more difficult, so keep pushing them back A: There is a lot of space towards the burn off tower, but enough cover for a Valor defender to hide behind and surprise you when you go for it. You need to take the ammo dump for yourself for an easier time, so that you can push Valor back to their bunker, and therefore secure the burn off tower _______ | B | G: D02VD2 | | P: Defending spawn point (B) Bunker | | F: Forward attacking spawn point (H) Helicopter |_____H_| D: As an outer bunker, be prepared for an assault, but on this map especially you may be faced by players sneaking around the side, rather than bothering to destroy the front lines, so keep an eye on the high ground to the edge of the map. If you spawn here, look out for the Sensor Array. The forward helicopter spawn is a good distance away from you so you can see where attackers are going, including coming over to you if you are still operational A: As always, getting rid of the turret will help deal with the bunker, but you can also slip past the bunker with few problems if Valor are not paying attention to their flanks. The forward spawn point lies quite far away from the pumps, in relatively open ground, so be sure you know where you are going before you exit _______ | | G: E02VD2 | 2 +| P: Cooling tower (2) | | F: Ammo/Health (+) |_______| D: In a mix of high ground and cover, you should be able to see any approaching attackers and have the advantage over them, but in no time at all they will find the cover that the tower offers and get securing. The ammo dump is in your favour, so if any attackers have managed to take it off you, you might have a problem on your hands A: There are multiple levels of ground at play here, with cover to work with, but you will need to keep pushing forward to take the ammo dump for the best results, allowing you to stop Valor from getting past the walls here, let alone on towards the tower to resecure it _______ | | G: F02VD2 | S | P: Sensor Array (S) | | F: |_______| D: Fairly open ground here, so you should be able to spot anyone who is on their way to or from planting charges A: There is not a whole lot of cover around here, so look around and be quick on your feet when planting charges _______ | | G: G02VD2 | | P: Motor Pool (M) | M | F: |_______| D: Pointing straight down the road, two vehicles are ready to be made use of, so get driving A: You will have good cover when planting charges here, mostly from the Motor Pool itself, but watch out for your sides as you are getting close to the other map and the spawn point here _______ | | G: B03VD2 | | P: Roadblock (R) | R| F: |_______| D: One of two roadblocks stopping APCs from rolling down the road towards the back half of the map A: Your APCs will not be going anywhere until the roadblocks are out of the way, and behind them the two central bunkers looking on _______ | | G: C03VD2 | B | P: Defending spawn point (B) Bunker | | F: Roadblock (R) |R______| D: The bunker sits in open space and on lower ground from the burn off tower, the likely area for an attack to come from. Spawning here, keep watch on the Triple A behind you A: You can get the high ground over the bunker coming from the burn off tower, so use it well to watch over and destroy the turret, as well as anyone planting or defusing charges at the back. The roadblock will need to be down to get your APCs through _______ | | G: D03VD2 | A | P: Triple A (A) | | F: |_______| D: Again fairly open, it is near enough to your bunker than defending it should not be too much of a problem, should the bunker still be standing A: It helps a lot if you get rid of the nearby bunker first, as you can approach the Triple A largely unhindered, using what cover there is from the other bunkers if they are still up _______ | | G: GF03VD2 | | P: Gate (G) | G| F: |_______| D: A gate to the ground floor of the pump station, in front of a set of stairs that lead to pump C, so it is a good idea to keep it closed and well defended. You can shoot anyone approaching to get charges planted through the many windows, but attackers can shoot back too A: The more gates that go down, the more entrances you have to the pump station and on to the controls, as well as giving Valor a job to do to secure their defences up. Watch out for Valor defenders shooting out of the windows however _______ |G | G: G03VD2 |C | P: Pump C (C) | | F: Gate (G), Ammo/Health (+) |+______| D: Pump C is in a small room on the upper floor, and space is limited for both sides. There is higher ground outside of the room so you can shoot through windows to anyone securing the controls. The quickest entry for attackers is up a flight of stairs outside to get at the Gate into a side room before Pump C. The ammo dump sits in the middle of the ground floor A: The gate here is the quickest route to C, so expect it to be well defended, both inside and out. You can throw grenades through the windows before the gate is destroyed to try and clear the room out before you run in, but space is tight so watch out when you get up there. Your back will be towards oncoming Valor defenders too _______ | | G: H03VD2 | | P: Defending spawn point (F) Foot | F | F: |_______| D: The central spawn point is the other side of a fairly open road, with multiple routes to the pump station ahead, on both floors A: You can get around the back of the pump station, but remember that it gets open quickly, and Valor will likely see your approach from their spawn point _______ | | G: C04VD2 | B | P: Defending spawn point (B) Bunker | | F: |_______| D: In a fairly open area, you should watch over the roadblocks here, and the Triple A should the other bunker be in trouble. APCs will not be too much of a problem for you if the roadblocks stay in one piece, so keep focused A: There are a number of routes around to the bunker, and your APCs will be more useful when the turrets are down, so they can safely get close to get the roadblocks down and move on through. Once the turret is gone, use what cover there is to get close and plant charges on the bunker _______ | | G: D04VD2 | H| P: Defending spawn point (B) Bunker | | F: Forward attacking spawn point (H) Helicopter |____B__| D: From this bunker, you need to watch the left edge of the map for any attackers trying to sneak past you, as well as keeping an eye out for the Mortar Battery. The Helicopter spawn is almost on top of you, so if you are still up and running, you know where the attack will come from A: There are few routes to the bunker as well as some higher ground to be found to use to your advantage, but for the most part you will be at the bunker before you really know it, at which point you need to be quick to deal with it and get it out of the way. If the turret is still standing when your Helicopter arrives, it will help to get rid of the bunker as soon as you can _______ | G| G: F04VD2 | G | P: Gates (G) | | F: |_______| D: Both gates lead to the lower floor of the pump station, so if they are down, you will have some time to push attackers back before they can get close to the pump controls. There are windows around and above the gates to spot any incoming threats early A: Watch out for figures in the windows before you run forward to set charges on the gates. Once they are open though, you still have a bit of work to do in order to get close to Pump D, so you need to keep pushing Valor back _______ | D | G: G04VD2 | | P: Pump D (D) | | F: |_______| D: Pump D sits on the upper floor, with two entrances from the main room, both from the upper walkway, and one from the room below, by a set of stairs. The Pump controls are covered enough for a quick securing by an attacker, and if they get control of it, it can be tough to take the room back for yourselves A: Upstairs towards the back are the pump controls, and getting there can be done from a few routes, but all will require pushing Valor back as far as you can. The pump controls are somewhat open, but it can take a long time for Valor to get to them if you have a good amount of people watching over the area _______ | | G: C05VD2 | 1 | P: Burn off tower (1) | + | F: Ammo/Health (+) |_______| D: The burn off tower sits on high ground, in a good amount of cover, and the nearby ammo dump is in the attackers favour, so pushing up to take it for yourselves will give the attackers more to attack A: There are a few routes to the burn off tower and beyond, and it is a good idea to take the one that gets you to the ammo dump so you can keep it for yourselves _______ | 2 +| G: E05VD2 | | P: Cooling tower (2) | | F: Ammo/Health (+) |_______| D: The cooling tower sits in an area on its own almost, there is cover to work with and an ammo dump and high ground on your side, but a fast attack can leave you in trouble A: Again, if you can navigate your way to the cover offered by the tower and then secure it and push forward to take the ammo dump, you can shut Valor out of the area fairly well _______ | M | G: F05VD2 | | P: Mortar Battery (M) | | F: |_______| D: Behind the tents and in some cover sits the Mortar Battery. Seeing approaching attackers may be tough, but they are exposed when they stop to plant, so you can get in and finish them off A: There is cover to work with on your approach and retreat from the area, but you will need to look around before planting charges, as the place opens up enough for Valor to spot you _______ | | G: A06VD2 | | P: Attacking spawn point (A) APCs |A | F: |_______| D: With the roadblocks up you will not have much of a problem here, but with them down the map is opened for the APCs to roll through A: Your APCs will not be going anywhere really useful until the two roadblocks are taken out, so get in there and do so, after dealing with the bunker turrets if they turn out to be a problem _______ | | G: B06VD2 | F | P: Attacking spawn point (F) Foot | | F: |_______| D: In good cover, you will not be seeing much of the attackers until they emerge from their chosen route out, which could range from the roadblocks to the outer bunker A: You have a number of routes to take depending on where you need to be, and a good deal of cover along them ____________ __________________________ _______________ / DOMINATION / ALYESKA TERMINUS (VALOR) / MAP 3 (E & F) \______________[@DOMV3] Map Link: http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valordom3.jpg Search String: VD3 The third side of Alyeska sits on the edge of a small lake, before opening up to a tented, Valor built area and then onto the buildings that house the pumps. Everything seems close to something else, so it can get hectic in places. _______ | A | G: C02VD3 | | P: Attacking spawn point (A) APCs | | F: |_______| D: The APCs are going to want to follow the road, but with a bridge and three roadblocks in the way, they are going to need to think about it carefully A: You will be getting your tires wet on this map, as the bridge will likely be destroyed early on, forcing you into the shallow lake below. Beyond that are three roadblocks, so getting close to a useful area may take some time and persistence _______ | | G: A03VD3 | F | P: Attacking spawn point (F) Foot | | F: |_______| D: There are a few exit points that put attackers on a path to the burn off tower, and down the edge of the map, so watch out for a flank around the bunker line A: Heading straight for the towers may prove too much of a task, so taking a long route down the side to get at the outer bunker can give you the advantage _______ | | G: C03VD3 | | P: Bridge (B) | | F: |____B__| D: The only bridge but not the only route to the roadblocks, so this will only slow the attackers down A: If the bridge is down, your route is slightly longer, no big deal, but it will help speed things up if the bridge is in one piece _______ |F | G: E03VD3 | | P: Attacking spawn point (F) Foot | | F: |_______| D: Plenty of cover means attackers emerge from the rocks, dropping down into the lake to make an assault on the tower or bunker line A: The long route down the edge of the map does end up beside the outer bunker, and taking it out will likely give you an easier time with the burn off tower _______ | | G: B04VD3 | + | P: Burn off tower (1) | 1 | F: Ammo/Health (+) |_______| D: The burn off tower is very close to your bunker, and attackers will need to climb up to reach it. Once there, space is limited and mostly in view of the bunker turret. The ammo dump is in their favour however, in good cover just beyond the tower A: Not a good tower to attack until you get some turrets or bunkers down and out of the way. There is cover to use and a resupply point to keep you busy here, and securing it is possible with the bunkers still up, but you will find yourself in trouble if faced with a solid Valor defence with functional bunkers _______ | | G: C04VD3 | | P: Defending spawn point (B) Bunker | | F: Roadblock (R) |B_R____| D: If you spawn here, despite your proximity to the roadblocks, keep you focus to the other side, on the burn off tower and the Triple A behind you. You may be in for quite a fight at this bunker, so stay alert A: This bunker can cause lots of trouble, so get rid of its turret early, and the bunker itself soon after. The roadblocks will need to come down at some point, but damage the bunkers before trying _______ | | G: D04VD3 | | P: Burn off tower (1) | | F: |____1__| D: On lower ground from your bunkers, but higher ground for the attackers, you will need to keep an eye on a number of routes into the tower area A: A tight space beside the bunkers, with some but not much cover, you may need to take long routes around the back of the bunkers to get rid of them before taking the towers _______ | | G: B05VD3 | | P: Defending spawn point (B) Bunker | B | F: |_______| D: Keep an eye on the left edge of the map for attackers trying to flank you, as well as anything going on at the Mortar Battery. An attacker may not approach the bunker itself, and just hug the edge of the map to get past you to other targets A: The route to the bunker from the edge of the map is well covered, but you will need to emerge up into open ground the closer you get to it, so make sure the turret is pointing somewhere else, or is destroyed, and get in to plant charges _______ | RR | G: C05VD3 | | P: Triple A (A) | A | F: Roadblocks (R) |_______| D: The roadblocks are almost on top of each other, with some cover, but the Triple A is relatively open in comparison, but with enough cover for a wise attacker to use against anyone coming to defuse charges A: It helps if at least the bunker turrets are down before going for the roadblocks, but not essential. Getting to the Triple A from behind can be fairly easy, flanking from either outer bunker, so getting it down to allow strikes to the roadblocks and central bunkers will help a lot _______ |B | G: D05VD3 | | P: Defending spawn points (B) Bunkers | B | F: |_______| D: Two bunkers close to each other and the burn off tower, and both need to be alert to different threats. The bunker nearest the roadblocks should look over those roadblocks and the bridge, and help defend the Triple A if needed, whereas the bunker on the right should keep an eye on the edge of the map for a flank, and on the Sensor Array A: Usual bunker tactics apply, where you will give yourself a much easier time if you get the turrets down and then move in, but a successful stealthy flank can take the bunkers down just as well _______ | | G: B06VD3 |+ | P: Cooling tower (2) | 2 | F: Ammo/Health (+) |_______| D: Sitting away from the action behind a wall but otherwise fairly open is the cooling tower. The nearby ammo dump must be held by you for an easier time protecting the tower A: The quicker you get to the ammo dump, the sooner you can get and hold the tower. The roads around here are very open for you to see incoming threats _______ | | G: C06VD3 | | P: Forward attacking spawn point (P) Parachute | P | F: |_______| D: The landing zone covers a wide area, and has enough cover across the map to aim for, so pick attackers off while they cant defend themselves A: Pick a landing spot and aim for it, there is a wide variety of places to go, just be sure to get there before a sniper picks you off from nearer the pump station _______ | | G: D06VD3 | 2 | P: Cooling tower (2) | + | F: Ammo/Health (+) |_______| D: A smaller area than the other tower, and well covered suiting close combat, once again you need to get the ammo dump for yourselves, as the view it offers for your approach to the cooling tower from your central spawn is large and open A: Push out past the tower to make sure you get the ammo dump, and it should be an easy target to defend. You have good cover close by, and good views on incoming threats _______ | | G: A07VD3 | | P: Mortar Battery | | F: |______M| D: The route to the Mortar Battery is dotted with cover, but you should be able to get a good sight of attackers heading that way A: Use the cover nearby to get close to the Mortar Battery, plant charges and move on. Watch out for the open roads the further you get though, as cover gets limited _______ | | G: C07VD3 | | P: Gates (G) | | F: |G_____G| D: The front gates to the two pump stations, and often attacked in numbers, so keeping attackers away from the gates, or the gates closed is a good thing to do A: The most obvious route into the pump stations, but not the only route in. If things get hectic, head around the sides, even to the back to get into less defended entrances _______ | | G: D07VD3 | | P: Sensor Array | | F: |_____S_| D: You should be able to spot any attackers heading this way, but there is some cover for them to work with, so watch out A: Somewhat open, but not majorly so, you can use what cover there is here and move on to the next target _______ | G G | G: C08VD3 |F + E| P: Pump E (E), Pump F (F) | | F: Gates (G), Ammo/Health (+) |_______| D: The pump stations are largely mirrors of each other. Each pump is in the center of the room on the ground floor, with the controls in some light cover. The side gates face each other in a small area filled with shipping containers, and the ammo dump sits on a bridge above, connecting the upper floors of the pump stations A: The pump controls are in light cover, but you can be attacked from the sides or from above along a walkway leading to the upper floor so look around first and secure it second. The ammo dump on the bridge gives good views of the spawn point in the center _______ | | G: D08VD3 | M | P: Motor Pool (M) | | F: |_______| D: As always, make use of the vehicles by driving them out of here A: The charge point is well covered, mostly by the motor pool itself, but stay alert anyway _______ | | G: C09VD3 | | P: Defending spawn point (F) Foot | F | F: |_______| D: The central spawn offers a short run across the road into the back of the pump stations, or up stairs to some side doors on a higher level, so take your pick and get in there A: If you can push Valor back this far, the bridge offers a great vantage point to see how they are trying to get back to the pumps ____________ __________________________ _______________ / DOMINATION / ALYESKA TERMINUS (VALOR) / MAP 4 (G & H) \______________[@DOMV4] Map Link: http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valordom4.jpg Search String: VD4 The final side of Alyeska Terminus is an approach from the coast. The map is largely separated by a wall, funnelling attackers towards the center before they can get past and on to the cooling towers and pump controls. _______ | | G: F02VD4 | F | P: Defending spawn point (F) Foot | | F: |_______| D: Attackers have good cover on their various approach routes, and you will need to watch both the flank around to the bunker, as well as the inland route towards the burn off tower A: You start on lower ground that slowly levels off nearer the tower and bunker line. Use the cover available in the form of rocks and wooden piers, and get rid of the bunker turret for an easier time of the tower and bunker itself _______ | | G: B03VD4 | | P: Pump H (H) | | F: |______H| D: On the edge of top floor in an open room sits Pump H, with routes in from multiple sides, and an outside walkway and open windows for both sides to use, so be careful wherever you are A: It can be smart to ignore the obvious entrances like the Gates and head around the side of the building, on the ground floor or the walkway outside, and get in a less well defended entrance _______ |M | G: C03VD4 | | P: Cooling tower (2) | + | F: Mortar Battery (M), Ammo/Health (+) |_____2_| D: The cooling tower sits in a small space dotted with cover and for the most part fenced off from the roads. The ammo dump nearby is useful to any team for holding the tower. The Mortar Battery is in good cover, unless attackers are running down the middle of the road to get to it, in which case you should see them easily A: The ammo dump is right next to the tower, so you really should be able to take it quickly and hold it from Valor defenders. The Mortar Battery can be reached through the silos for the most cover _______ | B| G: D03VD4 | | P: Defending spawn point (B) Bunker | H | F: Forward attacking spawn point (H) Helicopter |_______| D: Split across two different levels, the helicopter sits far away enough from the bunker for it to not cause too much problems for the attackers, and it means they have the high ground if they turn around or drop down the high wall to get behind and plant charges. If they are coming from the front however, watch the edge of the map here, as attackers cannot go anywhere but past your bunker. If you spawn here, watch over the Mortar Battery A: The landscape funnels you past the bunker and towards the middle of the map, so you might as well get rid of the bunker along your route. There is cover on the way up, and as always no turret makes it easier. The helicopter spawn is well covered, where you can emerge over the road from the cooling tower _______ | | G: E03VD4 | | P: Burn off tower (1) | 1+| F: Ammo/Health (+) |_______| D: The tower and nearby building offer good cover for attackers, and the ammo dump means a good source of RPGs to knock out your turret from that cover, so push out and claim the area for yourselves A: The burn off tower is on higher ground than your spawn point, so use the available cover to get their safely and make sure to claim the ammo dump as your own _______ | | G: A04VD4 | | P: Defending spawn point (F) Foot | F | F: |_______| D: Your central spawn again crosses over a road before getting to the pump station from a variety of routes across multiple levels A: If you can push Valor back this far, be careful to watch out for where they tend to emerge from and run to when trying to get to the pump station _______ |G | G: C04VD4 | G | P: Gates (G) |+ | F: Ammo/Health (+) |_______| D: The upper gate is on the upper floor, and leads to the room with controls for Pump H. It can be accessed from an outside walkway, but you do have windows to shoot at anyone approaching to plant charges. The other gate is on the ground floor, at the bottom of two stair cases outside, and two inside, leading to both sides of the pump station. The ammo dump is well inside the building, away from both pumps and in some cover, on the upper floor A: The gate on the upper level leads to the shorter route to pump H, but can be well defended through the windows. The middle gate is easy to take, but once inside you can quickly find yourself on lower ground with a Valor defender looking down the stairs on each side. The ammo dump, should you have pushed Valor back far enough, is on the upper level, in good cover away from the action at the pumps _______ | | G: D04VD4 | A| P: Triple A (A) | | F: |_______| D: At the edge of the road and dotted with cover, the Triple A is close enough to the bunkers that you should have few problems when defending it. Without the bunkers however, it is wide open for an attack A: It is going to help you a lot if you can get some bunkers down first. Even if you successfully flanked the outer bunkers, getting past another bunker without being seen and then planting charges and defending them until they detonate may be quite a challenge _______ | B | G: E04VD4 | | P: Defending spawn points (B) Bunkers | | F: |__B____| D: With a lot of space in front of you, seeing threats from that direction is an easy task for you. If you spawn in the upper bunker, look out for the Triple A behind you, and if you spawn in the lower bunker, look out for the Roadblocks down the road A: Your safest approach to the bunkers is by getting rid of an outer bunker before sweeping across to take out the next bunker along. The front of the bunkers have lots of space, and the back and the sides are lightly covered, so be quick and be in numbers for good results, and take out the turrets for better results _______ | | G: F04VD4 | | P: Roadblock (R) | R | F: |_______| D: The only road for the APCs to take, and the only obstacle in their way, excluding your bunker turrets A: You will not be going very far with the roadblock still standing, so get it down quickly and your APCs can be more useful to you, with the rest of the map now opened up _______ | A | G: H04VD4 | | P: Attacking spawn point (A) APCs | | F: |_______| D: One long road to take, blocked by one roadblock and watched by two bunker turrets, you should be able to contain the threat they pose A: Your APCs are next to useless with the roadblock up, but as soon as that is down you can get squads right up to the bunkers, the Triple A, or through to the cooling towers and pump station _______ | | G: B05VD4 | G| P: Pump G (G) | | F: Motor Pool (M) |____M__| D: Mirroring Pump H, Pump G on the upper level can be accessed from a few places, and has a few windows from which you stop anyone running around planting charges on the gate. Again, put the motor pool to use by getting the vehicles out of there and drive them to somewhere more useful A: Pump G is the opposite of Pump H in layout, but the same approach applies, where a longer route around the sides may be easier for you to get to the pump controls. The charge point for the motor pool is covered mainly by the motor pool itself, so be alert and plant charges quickly _______ |G | G: C05VD4 | | P: Cooling tower (2) | + 2 | F: Gate (G), Ammo/Health (+) |_______| D: In a similar small environment, the cooling tower is again almost won or lost by who can keep a good control over the ammo dump, and here it is in your favour. The gate is on the upper level, and it leads to the room housing Pump G A: You will need to push forward when taking the tower, because if you hang around instead, you are given Valor a good place to group up at the ammo dump and push to take the tower back. The gate on the upper level is in good cover, provided nobody looking through the windows sees you approach to plant charges _______ | | G: D05VD4 | | P: Forward attacking spawn point (H) Helicopter | H | F: |_______| D: Again, the landing zone is on higher ground behind the bunkers, and in decent cover for any emerging attackers A: If the bunkers are still up behind you, use the higher ground to make sure it is clear, before dropping down to set charges. If the bunkers are not a problem, you have a few routes forward, across the road to the cooling tower and pump station beyond _______ | | G: E05VD4 | + | P: Defending spawn point (B) Bunker, Burn off tower (1) | 1 | F: Ammo/Health (+) |B______| D: The outer bunker is always a target, so watch out for attackers down the lower edge of the map trying to flank around. If you are spawning here, look out for the Sensor Array too. The burn off tower is again on high ground, and is a tight space to work with, and the ammo dump sits to your advantage, behind some cover A: Approaching the burn off tower straight away is not too fun, but if you manage to push Valor back to their bunker line, and keep the largely open ammo dump for yourselves, then you almost deserve to destroy a bunker along with your efforts. As always though, the safest route is to get rid of the turret and hopefully the bunker first, then take the burn off tower when it is not as well manned by Valor defenders _______ | S | G: C06VD4 | + | P: Sensor Array (S) | | F: Ammo/Health (+) |_______| D: The Sensor Array is in light cover, so seeing approaching attackers should not be too much of a problem. The ammo dump sits out of the way of the action, behind a silo for cover A: If you need to get away from the busy areas, you can head to this ammo dump on the outskirts of the map for a bit of time out. The Sensor Array nearby is relatively open, so be quick and alert here, especially because you are near the other map here _______ | | G: G06VD4 | | P: Attacking spawn point (F) Foot | | F: |F______| D: Away from the action and with good cover, you will need to push attackers where you want them, which is in front of the tower so they cannot secure it, and away from the edges so they cannot flank around you A: The longer route around the edge of the map to the bunker line is a good first choice, as getting rid of that bunker will help you take the burn off tower, and move on to the other bunker too ___________ / RESOURCES \__________________________________________________________[@RESOU] The links below will take you to the maps used by this guide, and the original maps created by Zipper Interactive Zipper Interactive Original Maps, full scale: http://www.flickr.com/photos/playstationblog/sets/72157623847816420/ Raven, map album: http://s913.photobucket.com/albums/ac335/JediMoonkea/Raven/ Raven, Sabotage: http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravensab.jpg Raven, Acquisition: http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravenacq1.jpg http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravenacq2.jpg Raven, Domination: http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravendom1.jpg http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravendom2.jpg http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravendom3.jpg http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravendom4.jpg S.V.E.R., map album: http://s913.photobucket.com/albums/ac335/JediMoonkea/SVER/ S.V.E.R., Sabotage: http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sversab.jpg S.V.E.R., Acquisition: http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sveracq1.jpg http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sveracq2.jpg S.V.E.R., Domination: http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sverdom1.jpg http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sverdom2.jpg http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sverdom3.jpg http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sverdom4.jpg Valor, map album: http://s913.photobucket.com/albums/ac335/JediMoonkea/Valor/ Valor, Sabotage: http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valorsab.jpg Valor, Acquisition: http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valoracq1.jpg http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valoracq2.jpg Valor, Domination: http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valordom1.jpg http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valordom2.jpg http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valordom3.jpg http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valordom4.jpg ______________ / CONTRIBUTORS \_______________________________________________________[@CONTR] If you have any information regarding the maps that you think other players could make use of, or that I have missed out completely, do not hesitate to contact me and submit your additions. Emails can be sent to jedimoonkea [at] hotmail [dot] com, or PSN messages to Moonkea To make things easier, title your message along the lines of MAG Map Guide, and where possible, try to include grid references from the maps. If you dont have the maps on hand, no worries, try to explain the area as best as you can, relate it to nearby objects and so on (near the AAA, on the left from the attackers perspective etc) Everybody has their own approaches to the maps, both in attack and defence, and while this guide is not an out and out strategy guide, tips regarding certain objects or routes are welcomed. Similarly, corrections and additions are welcomed. I do not think, for example, that I have all the attacking spawn points on SVERs Domination map, so if you know where they are, or where any other missed targets are, drop me a message. _________________ / VERSION HISTORY \____________________________________________________[@VERSI] 1.0 : 09/05/10 Links added, formatting check 0.9 : 09/05/10 Valor Domination Maps 2, 3 and 4 written up 08/05/10 Maps uploaded Valor Domination Map 1 written up SVER Domination Map 4 written up Guide reformatting SVER Domination Map 3 written up 0.8 : 07/05/10 SVER Domination Maps 1 and 2 written up Raven Domination Maps 2, 3 and 4 written up Guide reformatted 0.7 : 06/05/10 Raven Domination Map 1 written up All remaining Acquisition maps written up 0.3 : 02/05/10 SVER Acquisition Map 1 written up 31/04/10 Raven Acquisition maps written up 0.1 : 30/04/10 SVER and Valor Sabotage maps written up 29/04/10 Raven Sabotage written up Structure of guide complete, various introduction sections written up ___________________ / LEGAL INFORMATION \__________________________________________________[@LEGAL] This guide is Copyright (c) 2010 Matt Elliott, original overhead maps by Zipper Interactive, used with permission from Sony. Marked maps by Matt Elliott, and you can by all means use them for your own purpose. Draw all over them if you want.