Difference between revisions of "Custom Map / Wiretap"
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* Intruders '''can jump back up''' the light-wells and the sides of the building. If you're cornered, climb! | * 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. | * 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 | + | * 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. | * 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. | * Pay attention to the quadrant names (NE, NW, SW, SE) and colors. |
Revision as of 17:42, 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, 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.