"Assault the enemy base, and steal the enemy Flag from their tower. Bring it back to the capture point in the
base of your tower to Capture it. Defend your Flag to prevent the enemy from stealing it.
Scoring:
10 points per Flag Capture.
Notes:
If a player carrying a Flag is killed, the Flag will fall to the ground. It will remain there for 60 seconds, and
then return to its starting position. If it's your Flag, you need to defend it, wherever it is. Don't let the
enemy touch it, because they'll pick it up, and even if you kill them the 60 second time starts all over again.
- Defend the right places.
The two major choke points in this map are the hallways just inside the front doors of the bases, the ramp room
just around the corner (collectively, the lobby), and the walkways around the flag room itself. It's important to
always have someone on guard duty near the flag, as once an enemy takes your Flag, they can likely escape
through the underwater route without ever passing through the defenders in the lobby/ramp room. Soldiers,
Demomen, and Heavy Weapons Guys make for effective defense almost anywhere, but Soldiers are
particularly useful near the flag room, as they can easily knock approaching enemies off of the elevators leading to
the flag. As a last line of defense, it's often a good idea to set up a sentry gun in the flag room itself. An invading
Scout won't be able to deal with a sentry gun without heavier support.
- Make new entrances into the enemy base.
The underwater paths into each team's Tower room don't start open. You need a Demoman from your team to
blow open the blocking grates with a detpack. Once that's done, assaulting the enemy flag room can become
much easier. You'll still be extremely vulnerable taking the elevators up to the flag room, so be careful. The
advantage you get taking this route is that you get to bypass any defense in the lobby of the enemy base.
"
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Blue's bridge and the tower. The key is at the top of the tower. |
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JMC Star Rating: |
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This new version of The Well is just like the original version except this version does not suffer the lag problems. Still an Excellant map
JMC
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The starting / ammo room in your base |
The ramp room. The ramps lead up to the sniper deck and the upper levels of your team's base. The doorway to the right leads directly to the tower containing the key |
Red's bridge which leads to the tower were the key is held. |
An overview of the outside of the map between the two bases |
To enter the enemy base you will need to press or shoot the button to open the front door |
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