The map is the first public release from the author.
The attackers start from a cave and their first task is to destroy the chrystal above
the hangar entry door. When destroyed, the front door will open and let the attackers in.
The defenders should keep the attackers from doing this as long as possible, since it is
the easiest target to defend and after it has been destroyed, the attackers start to spawn
inside the hangar making defending a lot harder task.
The next target is a switch that releases the goo barrel demolishing a blocking wall.
After doing the goo barrel, attackers can enter the main hangar through the opening. Once inside,
the attackers should locate the ship door locking mechanism to be able to penetrate the ship itself.
After the mechanism is deactivated, the force field blocking the ship entry will disappear.
The last task is to enter the ship and steal it. World peace guaranteed.
The epilogue is just the ship leaving.
This is a very simple assault map with linear setup and the ever popular spawn-control system for
making progression for the assaulting team. As a side product, the simplicity yields a very slick
gameplay mainly because of the low poly count.
The bots are not at their best on this map. You can keep them away from the first target as long
as You wish. Letting them intentionally in is the only way to make some effort for the defending
team. The bots will do all the targets but they know only one way of doing them. You know exactly
where to find Your enemy.
The weapons are well thought out. Assaulting team will get the sniper, which is a must to be able
to finish the first target. The weapons get more powerful as the game progresses. Health is scarce
and there are no powerups around.
The map looks very flat. This is partly because of the level lighting which is doing nothing to
help the simple architecture to look better. Very flat indeed including the scarce ambient sounds.
This is not a good assault map. There should be more routes to the targets. Now the map is just a
collection of ambushes in a straight line. The map needs also more variation in the light and
ambient sounds.
The weapon and health setup is very good. As the author states in the readme, the powerups ruin the
spirit of the assault. And he's right in that.