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 Siege - Total Gangbang

by  Mortex -745- 
 Storm / StormMan   |   Intermediate 
ID  12688 
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A siege map made rather for fun and hilarity than for competitive playing. It's inpired on those "One Way" maps on Paragon's server and some classic concepts of other modes.

Instead of narrow fights in claustrophobic spaces, I chose to make the map very open to benefit laser versus rockets. It's fun both with small teams(since the 1st round) and large teams too(more from the 4th round and on).

Map Course:

Checkpoint #1: The Cylinder
Instant clash between defenders(upside) and attackers(inside). No hideouts. Expect attackers deaths on the first rounds, but later it'll become more balanced to the attackers' side.

Checkpoint #2: The Corridor
As the name says, you've to go on through a narrow corridor till the gates. After the end of the corridor the map is a bit like traditional Siege, just a bit compact. Some dirty tricks available.

Checkpoint #3: The Window
I took this concept from Afro's "One Way". Expect this to be very difficult for the attackers, the biggest bottleneck of the map. First bunch of deaths on later rounds will happen here.

Checkpoint #4: Step By Step
This level features a straight of small jumps with the defeders' barricade in the end. Concept taken from Nadeo's Platform easiest maps. A big dilemma to be left off with few armors in the mid of this course.

Checkpoint #5: Two-Levels Tunnel
Repeting the concept of the third checkpoint, but in the vertical instead. Not as tough as the third checkpoint, gives more space for camping through the hole.

Checkpoint #6: Stairway To Heaven!
Attackers should go upstairs. This level gives more advantage for attackers and rail, and less for nucleus. Go on and on and avoid rockets from the opposing team.

Checkpoint #7: Tower Defense
Inspired in the classic arcade browser game. Attackers must take the zig zag path, while defenders, well, defend.

Checkpoint #8: Uphill
In the beginning of this level there's the last chance to regain armor. This checkpoint features a bottleneck like the 2nd CP, but with more tricks for the attacking side.

Checkpoint #9: Grand Finale
Defenders may defend the pole in the elevated platform. Attackers have multiple options of jump pads to reach it.


Update 25/October/2014
- CP2 is not rushable anymore from CP1;
- CP2 jump pad changed;
- CP3 is much tougher to be rushed from CP2 now;
- Difficulty increased for the attackers in the last 3 CPs;
- CP7 Spawn placement changed;
- CP7: Defenders can shoot from the side too;
- No more attackers preshooting on CP8;
- Some stuff removed on CP9 and Spawn placed under platform now.
Online map rating
Rated 2.09 stars by 11 players.
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