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Quake 4

Territorial Dispute


Territorial Dispute comprises 3 main areas – 1 large arena and 2 split-level atriums that are connected to the arena via a network of tunnels, teleports and launchpads. The central arena is where
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most of the health powerups are located, which makes it a good location to try and lockdown. That’s easier said than done, however, because opponents can appear from any angle. The split-level atriums can be accessed via tunnels that lead out from bridges spanning the shaft at the center of the arena. They can also be accessed various other ways as well and because the arena is symmetrically shaped it can seem a little confusing at first. It starts to get pretty simple when you realize that almost all entry points are color-coded. The separate atriums are subtly colored in a green texture and lighting scheme and the other is pale orange, so it should be fairly easy for players to communicate their position to team mates. The orange wing is the larger and slightly more ‘tanked’ side of the map, although the green wing offers the fastest access to the red armor. All 3 main arenas of the map hold a significant tactical value. If you pay attention to the various ways to and from the arena and separate wings you will learn various ways to get around the map very quickly, despite it’s large size. Be warned however – treat those bloodstains in front of the teleportals as a warning about the possibility of being telefragged. Using the teleports to get from the lower decks back to the arena can be dangerous business, because they have a stop-over connection point in small tunnels in the center shaft, which will make you visible and rather vunerable for a couple of seconds from certain positions in and around the arena. So while portals can be used to get you escape or intercept enemies, they can also get you into trouble. He who lives by the sword, dies by the sword. Fortunately, there are numerous means of getting around, so it pays to mix it up. Weapons are spread fairly evenly throughout (possible a little liberally in this beta version). All weapons are featured, except for the BFG styled dark matter gun. There is also 3 powerups: megahealth, quad and haste. I’m unsure if the latter two will remain in the final version.

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