Walls: Difference between revisions

From Totem Arts Wiki
Jump to navigation Jump to search
Jarzey (talk | contribs)
No edit summary
Agent (talk | contribs)
m Text replacement - "|abovestyle = color:#750000 " to ""
Line 1: Line 1:


{{Infobox
{{Infobox
|abovestyle = color:#750000
|above = Walls
|above = Walls
|image =
|image =

Revision as of 22:46, 18 November 2017

Walls
Size Small
Style Symmetrical
Recommended Players 24
Air Vehicles Enabled
Tech Buildings N/A
Base Defenses
  • GDI
    • Anti-Air Tower x2
  • Nod
    • SAM Site x2
Buildings
  • GDI
    • Barracks (Air)
    • Weapons Factory (Air)
    • Tiberium Refinery (Air)
    • Power Plant (Air)
  • Nod
    • Hand of Nod (Air)
    • Airstrip (Air)
    • Tiberium Refinery (Air)
    • Power Plant (Air)
  • Appearance

    The battlefield is set in a desert-type ambiance: two large walls protecting both bases, having catwalks on the base side of the walls that allow infantry to climb on the top. A large plateau is located in the center of the map; players may go both under the plateau through four diagonal openings or reach the top from two openings on the sides.

    In-depth Analysis

    Infantry paths: under the plateau there are four exits, two ramps from the vehicle path reach the center intersection, where it is possible to get to the balconies, both having two more ramps to get above on the plateau. There is also a tunnel below the front opening of the wall that infantries may travel through.

    Vehicle paths: left and right side of the plateau, vehicles can only enter through the center opening in the wall, but they can exit from the ramps on the edges of the wall and drive down the wall, if they are inside the base.

    Mystery Crates: Two appear under the center pillar in the middle of the plateau; two appear on the left and right on the top of the plateau; and the last two appear in each vehicle path, one per side; the last one appears in middle of the 4-ramp intersection at the center of the plateau.

    Harvested Tiberium field: on the right of the front exit from both bases.

    Strategy

    Battlefield control

    Taking the top of the plateau with aerial vehicles should be the first priority, since it allows snipers, Sydney, and Raveshaw to spot and take potshots at enemy aircraft, along with opponents on their base wall or inside the base, while having eyes on the opponent faction's activity. It is common for players to get a Chinook and ferry people from the base to the top of the plateau.

    An Apache/Orca rush is also common on this map, since the aerial vehicles can locate themselves on top of the plateau before swarming the enemy base; it is advised to destroy the enemy Anti-Air Towers/SAM Sites before the attack to maximize the effectiveness of the rush.

    Sneaking options

    Under the plateau, players may hide behind rocks; each base can be entered from a tunnel nearby, daring ones can go through the front entrance and turn left/right, in the small gap between the wall and the metal pillars. Each base has a small cave where players and vehicles can hide in.

    Aerial vehicles can drop passengers on the top of the edges of the wall, where vehicles can drive onto and drop down in the field; however, the loud sound of rotors or hover engines might alert the opponents, so it might be hard to sneak and drop without being noticed.

    The space inside the bases and vehicle paths are somewhat small for Stealth Tanks, yet it is still possible to slip in undetected if caution is exercised; Stealth Tank drivers should be on lookout for any Anti-Tank mines under the front opening of the wall.

    Trivia

    • There are sets of indestructible Anti-Tank Mines around the rocky borders that will instantly destroy any vehicle and kill its driver when drove upon; this is to prevent players to move out from the battlefield and to glitch on unintended routes.
    • If a player leaves the designated battlefield, they will have 5 seconds to head back, otherwise they will be killed and their vehicles destroyed.
      • Sometimes there is a glitch where the countdown will not go away even if the player moved back into the battlefield; this will still kill the player regardless.
    • In the background, there is a structure that strikingly resembles the gates of the ancient city of Petra, Jordan.
    • A white, snowy reskinned version of this map exists; it is known as Walls Snowing or Walls II.
    • A variant of this map, with no Aerial Vehicles allowed and no Anti-Air Towers/SAM Site defense exists; it is known as Walls Non-flying, or WallsNF.

    External Links