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A dried out river bed with a small circular base each end, Blood Gulch is probably the best all round map of all. The two bases and the landscape that between them makes it great for CTF while the enclosed areas and more sheltered regions means it’s fantastic for Team and FFA slayers and the vehicle based layout of the terrain results in Blood Gulch races and rallies providing fun for everyone. When it comes to CTF, playing defensively doesn’t get you very far on this map except achieving an immensely annoying stalemate situation. Instead this map requires a more continuous attack where by as soon as you re-spawn get straight inside or on top of your base, grabbing your favourite weapons and heading off into combat. Getting hold of the rocket launcher is very strategically important for either invading or defending your base. It also is the only thing on Blood Gulch that prevents you from becoming road kill and since there’s only one of them on the level (located next to a small bush is the middle of the level) and it takes 1 and a half minutes to reappear once it’s gone, there is quite a race to grab it. Holding and controlling the middle of the map is a good plan which pushes your defensive line closer to the opposition. Meaning you can defend while being offensive at the same time. The easiest way to do this is park a vehicle on your enemy’s teleporter destination denying them of any easy access to the centre of the level. This can be further re-enforced by emplacing a sniper to cover the middle of the level. When playing in big games you may want to leave someone back to defend the base in case some sneaky burger manages to get past your snipers and gets the flag. A camper with a shotgun works well for this. Stay in the front and back passages of the base but alternate from corner to corner, moving slowly so as you don’t show up on their tracker. Dodge incoming grenades, stay hidden from the invader, wait until they are actually holding the flag (so they pose less of a threat) then slug ‘em. In counter to this, when entering the enemy’s base get on the roof, grenade every corner and watch your motion tracker for any signs of life inside. When all appears to be clear then you can enter but don’t go straight for the flag, first make sure you’ve got a clear way out before you put yourself in the venerable position of flag carrier. Also choose your route home prior to exiting the base so when you get outside you’re not running backwards and forwards trying to make the decision between the teleporter or the warthog you got there in. No matter which way you choose, it’s important to remember when moving through blood not to just run in a straight line down the centre (DaTeet style) instead stay off the high ground wind your way trough the valleys. The same thing applies in slayer matches unless you’re a sniper in which case you should head for the higher hills, cliffs and tunnel entrances. If your not that bothered and you just like burning around in warthogs pulling off mad jumps that unless skilled will most likely end in rolls, flips and nose stalls then the fastest way to the enemy’s base is strait down the sunny side of the level. The only other valid reason for taking a more exposed route is to collect the powerups in the middle of the level which only respawn every 3 minutes alternating between the oversheild and active camouflage although there is another available oversheild in the tunnels. The entrances to the tunnels make great sniping spots, especially the one the blue end which is so close to the base even a pistol gets great shots. The red end of the map has an equally good vantage point on the sunny cliff. Other great sniper spots are: on the high ground in the shadow behind the red base amongst the rocks, on the back wall of the canyon on the blue side where if you keep moving position in the shadows you can kick a lot of ass without the enemy having any idea where you are.
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