Difference between revisions of "Custom Map / Wiretap"
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(Created page with " == Overview == * Intruders spawn on the '''West''' side, guards spawn in the '''North East''' quadrant. * The main building is made up of 4 identical quadrants. * Each quadra...") |
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+ | == Warning == | ||
+ | This is an experimental game mode. '''PLEASE''' send feedback to ActionMan on discord :) | ||
+ | |||
+ | == Custom Objective == | ||
+ | * 10 Telephones spawn randomly throughout the building. | ||
+ | * Intruders must place bugs in 6 telephones to win. | ||
+ | ** Press V to remove the handset (hear a ka-chuck noise). | ||
+ | ** Press V on the handset to install the bug (hear a beep / red light appears). | ||
+ | |||
+ | == Custom Rules == | ||
+ | * '''GUARDS SHOULD NOT TRY TO CLIMB OUT OF THE BUILDING - YOU WILL SLIP!''' | ||
+ | * Intruders get no weapons, except a single sniper! | ||
+ | * Intruder spawn area contains a '''MOTION DETECTING map of the level'''. You can see all player movements on here! | ||
+ | * Intruders get cool ninja skills: | ||
+ | ** Super jump height! | ||
+ | ** Slightly reduce footsteps. | ||
+ | ** Slightly increased run speed. | ||
+ | ** Wire cutters. | ||
+ | *** Touch a wire fence to cut a hole. | ||
+ | *** Touch an electricity cabinet to turn out the lights. | ||
+ | |||
+ | == Tips == | ||
+ | * Intruders should get on the ziplines quickly to avoid spawn-camping. Once the guards cross the level, they can shoot you. | ||
+ | * Intruders should leave one player behind to watch the motion-map and be the eye in the sky. | ||
+ | * Intruders '''can jump back up''' the light-wells and the sides of the building. If you're cornered, climb! | ||
+ | * Most entrances require intruders to break some glass. Guards will be on the lookout for noise. | ||
+ | * The objectives are likely too spread out for the guards to effectively camp them; patrolling is probably a better idea. | ||
+ | * Unarmed intruders can still be dangerous in close quarters! Patrolling in pairs as Guards is safer. | ||
+ | * Pay attention to the quadrant names (NE, NW, SW, SE) and colors. | ||
+ | * Let you team-mates know which quadrant you are in. | ||
+ | * Guards should check if external doors are still locked, wire fences are intact, and if phones have red lights on them. | ||
+ | * [https://www.youtube.com/watch?v=9XM-BqSUvb0 Youtube video overview] | ||
== Overview == | == Overview == | ||
− | * Intruders spawn on the '''West''' side | + | * Intruders spawn on the '''West''' side of the map; guards spawn in the '''North East''' quadrant. |
* The main building is made up of 4 identical quadrants. | * The main building is made up of 4 identical quadrants. | ||
* Each quadrant has a unique color scheme and its compass direction painted on the walls. | * Each quadrant has a unique color scheme and its compass direction painted on the walls. | ||
− | [[File:Wiretapmap.png]] | + | [[File:Wiretapmap.png|1024px]] |
− | [[File:Wiretap2.jpg]] | + | [[File:Wiretap2.jpg|510px]] [[File:Wiretap1.jpg|510px]] |
− | [[File: | + | [[File:R9RUaSXl.jpg|341px]][[File:77wUA02l.jpg|341px]][[File:O4PAEfEl.jpg|341px]] |
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Latest revision as of 17:44, 7 August 2018
Warning
This is an experimental game mode. PLEASE send feedback to ActionMan on discord :)
Custom Objective
- 10 Telephones spawn randomly throughout the building.
- Intruders must place bugs in 6 telephones to win.
- Press V to remove the handset (hear a ka-chuck noise).
- Press V on the handset to install the bug (hear a beep / red light appears).
Custom Rules
- GUARDS SHOULD NOT TRY TO CLIMB OUT OF THE BUILDING - YOU WILL SLIP!
- Intruders get no weapons, except a single sniper!
- Intruder spawn area contains a MOTION DETECTING map of the level. You can see all player movements on here!
- Intruders get cool ninja skills:
- Super jump height!
- Slightly reduce footsteps.
- Slightly increased run speed.
- Wire cutters.
- Touch a wire fence to cut a hole.
- Touch an electricity cabinet to turn out the lights.
Tips
- Intruders should get on the ziplines quickly to avoid spawn-camping. Once the guards cross the level, they can shoot you.
- Intruders should leave one player behind to watch the motion-map and be the eye in the sky.
- Intruders can jump back up the light-wells and the sides of the building. If you're cornered, climb!
- Most entrances require intruders to break some glass. Guards will be on the lookout for noise.
- The objectives are likely too spread out for the guards to effectively camp them; patrolling is probably a better idea.
- Unarmed intruders can still be dangerous in close quarters! Patrolling in pairs as Guards is safer.
- Pay attention to the quadrant names (NE, NW, SW, SE) and colors.
- Let you team-mates know which quadrant you are in.
- Guards should check if external doors are still locked, wire fences are intact, and if phones have red lights on them.
- Youtube video overview
Overview
- Intruders spawn on the West side of the map; guards spawn in the North East quadrant.
- The main building is made up of 4 identical quadrants.
- Each quadrant has a unique color scheme and its compass direction painted on the walls.