
10·11·2005, 01:28
stowaway_r
- Game:
- Team Fortress Classic
- Map Type:
- Capture the Flag
- Released:
- 22·4·2001
- Ideal Team Size:
- 8
- Teams:
- 2
- Downloads:
- 331
stowaway_r is the updated version of stowaway_l, fixing up the grenade bag inbalance between the two bases. These modifications were done by MagicMike, and his comments on the upgrade were as follows:
This version came about due to the dreaded 'lift bug' and it's affect on clan wars played on this map. People would tend to get stuck on the lifts, making them easy targets. This would effectively not only close down one avenue of attack, but it would also offer an advantage to the other team (until their lift broke down to
P). The new version includes a switch operated 'air lift' which lifts the player to the upper level by a jet of air. The new version also includes modified grenade bags in an attempt to reduce spamming.
The following fixes have forced stowaway_l out of ozfortress competitions, making stowaway_r the only stowaway version, officially, played.
The map itself is very well balanced, but does suffer from blocking. This blocking has become more noticable now with almost everyone bhopping all over the joint and hh'ing at every opportunity. There are 2 entrances to defend; the stairs and the ramp room. Both are frontline positions, and both usually use a soldier. In my opinion, your better soldier will be at stairs, as he is not only defending an entrance into the flagroom, hes defending 3 bags of resupply available to both teams. The ramp room soldier, although still a difficult position to defend without practise, leaks players through a lift. This lift on the other hand, comapred to the resupply at stairs, is alot easier to defend against.
In the flagroom you have a soldier working with a engineer. The flagroom defense will get owned against any offense, if incomings arent called, as players can travel from frontline to flagroom within seconds. The engineer should be prepared to defend stairs and dm dm dm and armour armour armour. Also be prepared to cop a few dozen team mate grenades in the teeth

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UncleBRUCE's comments:
My third attempt at a decent CTF that is playable in a clan situation. This is a much smaller map than the likes of NML3 and Domination, and the focus is on playability rather than an overall 'theme'. There are two direct routes to the flag, and numerous ways to get into the enemy base. The battlements have been designed to allow you to conc jump straight from one base to the other, to make for a more open, attacking map. The underground tunnels allow access to the enemy base from below, although a detpack will be needed to clear the blockage at the underground entrance to the base. I have included boats in the underground tunnels, these don't really offer any tactical advantage, but they are fun to play about with ;o)
The flag is situated high up at the top level of the base, with access from either the stairs or the lifts. Both teams can use the lifts. The map contains three respawn areas in each base. Two respawn rooms are team specific and can only be used by the base owners, whilst the third area can be used by both teams.
Overall, a deathmatch map, with blocking, but also a map that clan lead to great water lockdowns to prevent that winning cap
