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Simply put, Undertow rocks. This is one of the best-balanced maps around, with several areas of hot contention, an excellent variety of combat areas, and just the right mix of powerful and not-so-powerful weapons.
It’s hard to consider one area of the twisty Undertow “central,” but probably the most common respawn spot is the central courtyard, which will become quite familiar to anyone who plays this map for any amount of
time. This rectangular courtyard is bisected longways by a trench filled with rushing water; two ladders lead up out of the courtyard and four large “windows” (read: camper plazas) look out onto the courtyard
“arena” area. On a grating that crosses the water trench lies the weapon of choice for many--an MP5--and in long niches along either side of the courtyard are highly vulnerable first-aid stations. And, oh yes: a
rocket launcher lies in the trench under the grating. Note that if you enter the trench, you can’t get back into the courtyard--you have to “go with the river.”
The courtyard is a key spot because it’s the main area from which players can get first aid, the most convenient spot for the MP5, and its surroundings afford excellent camper vistas. Overlooking the courtyard are
two rooms two levels above, situated on opposite sides. One sports a shotgun, the other a magnum, with ammo for both. This is one of the few areas on any HL map in which the magnum can be lethal--in sniper mode it’s
relatively easy to nail an unsuspecting yokel using one of the first-aid stations. If you’re using one of the stations yourself (last rites should be printed on them, really), be sure to do so with your back to the
wall, with a clear view of the sniper roosts. A rocket from the trench can teach courtyard campers a lesson they’ll never forget (for 10 seconds, anyway).
Navigating Undertow’s hallways takes a bit of practice--if you see an up ladder it leads to one of the courtyard overlooks. Following a hallway in one direction takes you to the “Water Room”, the other to the “Gluon
Bunker.”
BLOOD IS THICKER THAN WATER
The Water Room is, predictably, host to a pool surrounded by a host of platforms and cubbyholes. At the top is a small platform with a commanding view; to the right is an up-only elevator--get ready if you hear it
ascending because it’s only activated by someone stepping on it!
On this platform is a big green Death button. Hit the button and huge grates will zoom out from the walls sealing off the the upper portion of the room and the room will flood. You’ll also be sealed in the room, but
above the high-water mark. Retreat across the grates to the other side of the room and pick off the swimmers as they ascend the elevator and emerge up for air. Once the grates retract you’ll be dropped to the
platform that holds a set of grenades.
The other entry to the Water Room is via the “river” that flows through the courtyard (and which begins in the Gluon Bunker room). It ends in a waterfall which drops you into the pool. Get out quick and head for the
top of the room either via the elevator or a ladder. If you’re fortunate enough to survive the trip, a string of rockets awaits you across from the elevator platform.
Grab the longjump pack and bound around to a crossbow, and on the other side of the room, an MP5 and 4 grenades. The bunker below the grenades contains a first aid station. Be careful: the station is near the shotgun
spawn point and the sound of the station being used will draw the attention of rocket-wielding fiends.
BE THE TOAST MASTER
The gluon bunker is accessible only through an intermittenly open hatch in the ceiling. On either side of the bunker are a host of weapons that require a bit of creativity to use--to the left, hand grenades and three
tripmines, to the right, hand grenades and two satchels. At the center rear of the room is a ladder that leads to the top of the bunker and the entry port.
The smart thing to do is to get in the bunker and grab the gluon and the eight (yes, eight) contact grenades within--the best cache of kick-ass firepower on the map. You’ll have to hang out atop the bunker until the
hatch cycles open, and crouch to drop in.
Once you get the gluons and grenades, hit the button next to the door to leave the bunker. Be ready for campers right outside the door--a great trick is to pitch several satchels and explode them on the would be
gluon freak.
OWN THE MAP
It’s harder to posit a single winning strategy for Undertow than for most maps. Much of your success (or lack thereof) in this map depends on which weapons you’re most comfortable using. If you get the gluon cells in
the Water Room and the gluon gun in the bunker, you can clear hallways like a chainsaw on crack. But it’s also a cinch to pick off fraggers from high up in the Water Room using rockets or crossbow bolts. So many
frag ops, so little time...
Still, a few general tips will stand you in good stead. Much of the action in this map will be up close and personal, so a devastating close-range weapon like the shotgun can be very handy to stop firefights before
they start. And you can use the moving pedways to your advantage. Jump on them to get fast past or behind your opponent, fling satchels onto them for speedy delivery, use your imagination. They are your friend.
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