|
|
Line 16: |
Line 16: |
| | | |
| ==Top Hole== | | ==Top Hole== |
− | The Top Hole is where you'll end up right after you come out of Respawn. In the center of it is the door that leads to the flag (and Flag Room), to the right of the flag entrance is the Spiral to Security, on the left and right of the spawn room itself are routes for classes with jumping skills to use to bypass the Yard, and in the very back is a detpackable wall that leads to the Generator Room.
| |
| | | |
− | Attackers that have a jumping skill should use the routes leading outside. If they time their jumps right, they can bypass the entire yard and end up right in front of the enemy's F
| |
| {{Image_Gallery | | {{Image_Gallery |
| | igimage1=[[Image:Ff_dropdown0005.gif|135px]] | | | igimage1=[[Image:Ff_dropdown0005.gif|135px]] |
Latest revision as of 09:32, 29 March 2009
Description
Dropdown takes place in snowy Maine, where Red and Blue have decided to test new anti-gravity technology by having a game of CTF where the flag is floating in a long chute.
Dropdown is normal CTF, but with a few twists regarding how to get the flag. In Dropdown, the flag (which is in a long chute that leads to the basement) can only be accessed via an entrance near the spawn room. The doors leading to it are closed, but a security switch can be flipped to briefly open up the doors, allowing anyone to get the flag. Once the flag has been stolen, the flag runner must get out of the enemy's basement and run back to the capture point in his base.
Locations
Respawn
This is the respawn room. It contains six backpacks and two grenade backpacks.
|
|
overview of the respawn room.
|
|
|
|
|
The respawn exit, as viewed from the outside. An elevator is between the doors, giving respawning defenders quick access to the security switch.
|
|
|
|
|
Top Hole
Generator Room
|
|
overview of the Generator Room.
|
|
|
|
|
The Generator Room from another angle.
|
|
|
|
|
Spiral to Security
|
|
Overview of this Spiral.
|
|
|
|
|
|
Security
|
|
Overview of Security.
|
|
|
|
|
This switch deactivates the door that leads to the flag in the Top Room and a door in the Flag Room that leads to the Ramp.
|
|
|
|
|
The flag can be seen in Security, but can only be accessed via the entrance in the Top Room.
|
|
|
|
Spiral to Flag Room
|
|
Overview of this spiral.
|
|
|
|
|
|
Flag Room
|
|
Overview of the Flag Room
|
|
|
|
|
This is where you end up after getting the flag.
|
|
|
|
|
If security is still down, you can go through this door.
|
|
|
|
[[]]
|
Once you reach this spot, you can exit the base via Secuirty or the Ramp.
|
|
|
Ramp
|
|
Overview of the ramp room.
|
|
|
|
|
This grate can be blown up with a Detpack, allowing attackers to use the Water Route to get to the Flag Room.
|
|
|
|
|
The grate blown up.
|
|
|
|
Front Door
|
|
.
|
|
|
|
|
.
|
|
|
|
|
Yard
|
|
Overview of the Yard. The small pond leads to the Water Route.
|
|
|
|
|
|
Water Route
|
|
The Water Route can get pretty dark, so make sure to bump up your monitor's brightness if it's hard to see things.
|
|
|
|
|
Defenders can see what's going in the Water Route via a window in the Flag Room.
|
|
|
|
|
This is where the Water Route ends.
|
|
|
|