Arctic Assault
Saturday, March 22, 2008 6:05:26 PM
Map description of development ETQW map - codename Arctic Assault - work in progress.
Map info
Game: Enemy Territory QuakeWars
Map status: work in progress/draft
Release status: Private preview only
Map design by: Scrupus
Game content by: Splash Damage
Tools used: EarthSculptor, Blender, EditWorld, Notepad2, Photoshop, Gimp
The location
This mission takes place on a small island in Lofoten (an archipelago with hundres of islands in northern Norway), close to the arctic circle. It's summertime, but a local snowstorm has covered the mountains with a thin blanket of glittering snow during the night, and only some smaller areas of green grass can be seen scattered around. This island has functioned as a military base since WW2, but is now controlled by the Strogg, who are building a base inside a big crater located north-east on the island.
It's a chilly morning, and the GDF taskforce has just landed on the southern beach of the island; preparing for a surprise operation inside Strogg territory. While preparing for the assault, the GDF are slightly distracted by the beatiful view of the arctic nature here on the borderline of wilderness, where the silence is only interupted by the distant calls of seagulls and waves hitting the seashore. But they keep on preparing, knowing that this illusion of infinite peace will soon be splintered by the deadly sound of hyperblasters and exploding plasma charges, and the air will be filled with the smell of death and burned stroyent. Only time will tell, if they will ever leave this island alive...
The mission
The main objective is to steal a set of activation codes stored in a sealed GDF data bunker, and upload them using an older but operational satellitte link, located inside the north-east creater. If the codes can be uploaded, they will activate a sleeping GDF spy satellitt network that can be a vital resource in the ongoing struggle with Strogg forces. But in order to open the data vault bunker and get access to the codes, the GDF will first have to counter a couple of small obstacles, and it can also be a problem that the console they must use for the upload is within reach of the main Strogg base...
Objective 1: Build the bridge
The Strogg have tried to isolate the main island by destroying this bridge leading from the south. The GDF have to rebuild it in order to get their MCP deployed. But while GDF start to prepare for construction, they are spotted by a Strogg patrol who alertes the Strogg Nexus and then start assaulting the GDF construction team with full force.
Tactical notes
The Strogg may have a hard time crossing the river, but if they are quick they may get over before the GDF arrives and establish a frontline on the GDF side of the river.
If GDF gets stuck, they have some boats available that can be used to out flank the Strogg on the west coast - they can also try to enter the Strogg side of the river and distract the Stroggs from behind.
Design notes
This objective is pretty much a clone of the Valley bridge objective. It's my least favorite objective on this map, so chances are it will be changed with something else or heavily rebuilt later. For now it will mainly function as a warmup.
Objective 2: Escort the MCP
When the bridge is constructed, the GDF will get a bridge spawn and the Magog will deliver the MCP. The GDF must prepare for a rather long MCP ride, almost across the map, in order to capture the Outpost. When this objective starts, both teams will have one forward spawn each to capture (or liberate), bringing them closer to the first part of the MCP route.
When the MCP is halfway to the Outpost, the GDF will secure their forward spawn permanently, and a second forward spawn will be available for capture, closer to the Outpost.
Tactical notes
As the MCP route is rather long, the forward spawns will be important for both teams. Both teams should send out several cov-ops/infiltrators to attack the spawn points. Rocket launchers and obliterators will probably also be highly required in order to keep the vehicles off the MCP road.
Notice that the Strogg do not spawn at the outpost but behind the mountain on the east side of the road. So the GDF will probably rule the west/south side of the road while Strogg will rule north and east.
If the GDF capture the first spawn they will get boats that can be used to outflank Strogg on the west coast, and distract the Strogg from west and north in order to help the engies move the MCP forward.
Design notes
The MCP path may seem very long but with the new MCP behaviour in 1.4 I don't think it will be that hard to complete this objective. The area is rather open but there will be several chokepoints where the Strogg may choose to build defence lines. Depending on when and where they concentrate their defence - and how well the GDF can deal with it - the time required to complete this objective may vary widely.
Objective 3: Hack the shield generator
As soon as the MCP deploys on the Outpost, the GDF will get a new powerful spawn there, including armor, bumblebee - and more boats. The Strogg will deploy their shield generator and shoot down the first SSM fired from the MCP - it's hacking time again. The shield generator will deploy in the center of a small industrial area in the middle/north of the island. The GDF can use vehicles to approach the area, either from the north or the south-west side of the generator, but must use foot to get into hacking range of the generator itself.
Tactical notes
GDF vehicles will be useful for a speedy approach to the target, and the Strogg should use AVT, armor and obliterators trying to block the main vehicles routes into the industrial area. The GDF can try to use boats to sneak covert ops into the area from behind - they can either use the north river approach but also the south river if they get really stuck. Both teams can try to establish a foothold inside the hangar north of the generator - the vehicles can drive in there but not out to the generator area.
Design notes
I hope this objective will be a good combination of vehicle support and infantery battles around the generator. At the moment the shield generator is not totally isolated from vehicles, but this will be fixed later. The shield generator area was one of the hardest parts to figure out, and it will probably be changed some more.
Objective 4: Transmit the datadisc
After hacking the shield generator, the MCP will fire a new SSM and finally blow up the doors to the data vault, and the GDF will start spawning at the generator. The vault bunker is fairly close to the GDF spawn so they should not have much problems stealing the datareports - but to get it carried into the transmittor building may be a bit more difficult.
When the final objective starts, there are two open main routes into the transmittor area - either across the center bridge into the crater, or with boat around the crater and up the back way. Both of those routes can be defended by Strogg pretty easily, so the GDF should try to open the third way as soon as possible, by destroying the Strogg barricade blocking the north crater entrace road.
Tactical notes
The crater will be filled with many smaller cover areas which can be used by both teams to establish small footholds. Vehicles can drive into the crater but can not reach the transmittor itself - the last part must be walked on foot. The GDF can use boats both to the back side of the crater or try a quick assault using the waterway into the crater - but beware it is very close to the Strogg base so it will probably mainly be useful for distraction or ninja assaults.
The Strogg will probably have a hard time when choosing where to put their defences - if they go to far out, the back way can be fatal but if they only defend the transmittor the GDF can spam them hard with heavy weapons and armor, especially from the north crater road.
Design notes
As most players will notice this objective is more or less cloned from the Island map, but well - I hope it can still generate some more fun, especially within a slightly different scenario. I will also try to rebuild the transmittor a bit, maybe change/expand the inside part (some more inhouse area to reach the console). But I hope the crater itself will be a good battlefield, ideal for many small squads fighting around inside, trying to push both teams back and forth from strongholds and twist the frontlines all over. A highspeed bloodbath of exploding vehicles and screaming infantery is the ultimate goal for this objective.
But remember to always keep a close eye on where those datadiscs are moving - defend the console!
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