Das All Quiet

Quick Info Screenshots

Name: Das All Quiet
Author: Dasyati
Game: TFC
Game Type: Trench Warfare
ETA: July, 1999
No screenshots yet available
Premise

Listen up, because this map is a bit complex. The problem with war maps is that people RESPAWN. You can't exactly take control of the enemy's strongholds because as soon as you kill someone, he's right back there waiting to kill you.

This map solves that problem by respawning players in a "dead room" with a timed door that opens for 10 seconds once after every 30 seconds. This will give the other team time to advance into enemy territory. The opening door also represents the next wave of reinforcements arriving at the front line.

The actual game goes like this: There are two teams, Engineers are not allowed on either. Each team has a General's Tent at the back of their end of the map and three connected trenches with a covered resupply, separated by a no-man's-land full of shell-holes, barbed wire and such. In the General's Tent lies the team's flag on a capture point; there is also one capture point in each trench.

Teams start off holding three trenches each, and they must carry their flags to the closest hostile capture point to advance. The flag can also be taken at any time to the enemy's Tent for a capture.

Holding a trench yields one point every 30 seconds. Trenches must be taken in sequence. A Tent capture at any time yields 25 points and sends the players back to their starting points. A full capture, in which all six trenches are held and the enemy Tent is captured, yields a whopping 100 points and resets the trenches.

If you're still with me, you're a genius. The rules of this map are such that the resulting game is a heated one, that requires true teamwork and organization to pull off successfully. Although the wide-open space and constant explosions would say otherwise, this map could very well support 24 to 32 players.