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PainKiller: PainKiller Map Breakdown: DM_Sacred

By: Timur Kaymaz - Published December 14, 2004 at 12:06 AM EST - Writer Archive
Sacred is the most popular map played and will probably appear in almost every match set. This analysis by Mark "wombat" Larsen will try to paint a clear picture of the map DM_Sacred for those of you who don’t have the game but will listen to live shoutcasts during the CPL.
Written by Mark "wombat" Larsen



Sacred is the most popular map played and will probably appear in almost every match set. Out of the 3 competitive maps played at this CPL, Sacred also is by far the most evenly balanced and easiest to comprehend from a spectator’s perspective. The map is composed of 4 main rooms: Gold Armor Room, Silver Armor Room, Megahealth Room, and the Center Room.

Map Notes: 2 Rocket Launchers, 2 Shotguns, 8 Spawning Points, 3 Armor Types.

First, let’s start off with the Gold Armor Room. This room is the most important room to control on the map, primarily for the gold armor itself. If you read the newbie guide published recently, you would know that the gold armor is the most important armor to have. Right next to the gold armor is a rocket launcher, which improves the overall importance of this room. There are also 4 exits/entrances into this room, either from the teleporter, Megahealth Room, Silver Armor hallway, or the upper level of the Center Room. A versatile player will make use of the different choices he has, never becoming too predictable for his opponent. With these many different exits, it also allows a player to hear and chase freshly spawned players.

The next important room is the Silver Armor room. Like the Gold Armor Room, there is armor and a rocket launcher available. When a player is hurt or has lost control of the Gold Armor Room, he can usually be found running through here either to get a weapon or some armor. If a player has control of the whole map, he can usually be seen running through this room rather quickly to either look for an easy kill or to pick up the rocket launcher, preventing his enemy from having a decent weapon. This room has 3 entrances, along with a jump-pad and a large broken staircase, which help to create interesting fight scenarios. Doors on either side of the room lead to the Center Room or to the Megahealth/Center Room, and a teleporter on the ground also leads to the Center Room.

Frequently, control of the map is shifted depending on who wins a fight in the Megahealth Room. The megahealth itself gives an additional 100 health to the person who picks it up, and spawns every 60 seconds. If the person who has control of the map and the gold armor picks up the megahealth, he’ll more than likely end up getting the next kill. Being at 200 health and 200 armor is a huge advantage against someone with 100 health and 150 armor. Usually, the megahealth and silver armor are the only ways to retake control of the map. The room itself is very small, and has a lower and upper level. The player who has the high ground usually wins this fight. This room is connected to the Silver Armor/Center Room, as well as the upper level leading towards the Gold Armor/Center Room.

The Center Room is the largest and most versatile room of the map. This room has a teleporter that leads to two different rooms, as well as two entrances on each the lower, middle, and upper levels – a total of 8 different ways out. The room’s main purpose is to gain health and to chase down a fleeing enemy. The two health bubbles and bronze armor are primarily used to quickly replenish the health and armor of a player before moving onto another room to fight. The teleporter in this room is different from the other two on the map, as it provides passage to the Gold Armor Room and also to the Silver Armor Room. Entering the portal in the front leads you to the Gold Armor Room, and entering it from behind leads you to the Silver Armor Room. If a player is being chased, the teleporter can be used quite strategically to get in a quick shot to hurt the opponent followed by an immediate retreat into a different room. Also, telefrags may occur if a player follows a player too closely behind as he enters the portal.

Hopefully this analysis paints a clear picture of the map DM_Sacred for those of you who don’t have the game, allowing for a more comprehensive experience while listening to TsN casts during the CPL.

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