Enemy Territory: Quake Wars

56

By HardwareKid

Why this Hub was created

If you have never played Enemy Territory: Quake Wars before, I created this HUB so that I can give you a quick overview of the demo, so you can give it ago without the worry of feeling like a true noob

Attacking as human GDF

Objective 1 = Build the Bridge Dead easy to attack, PROVIDING the humans send men to the tunnel entrance.

Objective 2 = Deploy your MCP Hard to do as the MCP has to be deployed inside the enemy base. The MCP keeps breaking down on route and it has to be repaired by your engineers whilst under HEAVY fire.

Objective 3 = Hack the Shield Generator Very hard to attack, as the Strogg spawn very close to the Shield Generator itself + your sniper/covert guys who do the actual hacking are defenceless when they do the hack.

Objective 4 = Blow up the contaminator Quite easy, but you have to defend it once the charges are set, as it takes time to explode. The Strogg have plenty of time to counter attack and disarm the explosives.

Defending as alien Strogg

Objective 1 = GDF build a Bridge Very likely you will lose this position, so just try and buy as much time as you can. Snipers + arty + attacking infantry can easily kill the human engineers who are building the bridge and buy you time, so concentrate on the engineers.

Objective 2 = GDF deploy their MCP Probably lose this position as well, but you can really slow the enemy down on this objective. Arty + turrets are your best friend.

Objective 3 = GDF hack the Shield Generator Huge killing field, this objective can be defended any number of different ways, but you must run to the generator and kill the humans when you are told it's being hacked.

Objective 4 = GDF blow up the contaminator The humans only have 3 ways into the building and all 3 entrances are grouped together at the front so concentrate on defending these entrances. You have a 4th way in, (the door with the red force field), and you must run to the contaminator when you hear that the charges have been set, as you only have seconds, rather than minutes to disarm the explosives.

N/B: Beware the underground tunnel I mentioned before, as the humans can get inside objectives 3 and 4 without you knowing, if no one is defending the underground entrance.

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The map seems very well balanced. The Strogg infantry jump jets are very useful on this map, as they can get to many a roof top or hill top that the humans simply can't get to. Once the Strogg lose an objective spawn point, they can't recapture it. That said, in addition to the main spawn point at each objective, the human GDF can also gain control of a temporary forward spawn point, that is closer to the action. Anyone can capture these temporary spawn points and they do give the map a more dynamic back and forth flow. There are 2 of them on the map, (at the end of the tunnel, and at the end of the bridge).

The tension in this map is created by the ticking clock, as the GDF need all 4 objectives to win, and if the teams are balanced, then that is not an easy thing to do in the time allowed.

It's a good map, that is fun to play.

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