dm_powerhouse
Powerhouse
takes the idea of "killbox” style maps and runs with it, creating a
unique blend of hallways and open atriums. Since much of the map will
take place within close quarters, you’re going to have to find and swipe
as many shotgun rounds and combine balls as possible. In addition, the
numerous small passage ways exist between the floors, be they winding
stairwells or simple drop hatches, providing you ample locations to line
with SLAMs.
It’s important to have your eyes peeled for tell-tale signs of where
you are at all times. To new players, the map can be a highly confusing
affair due to its asymmetrical corridors and very similar main atriums. A
good way to try and remember your position is to make note of the
weapon pickups in the center of the atriums. These central atriums will
also serve as the focal point of combat for most of the level. On the
upper floors, crossbow bolts will serve as an efficient means to clear
out any helpless sap wandering down below. If you doubt your ability to
shoot accurately, one of the atriums houses the all powerful RPG, a
weapon that should be incredibly effective here considering there is
virtually no room for any of the opposition to dodge out of its blast
radius. The only drawback to acquiring said weapon is that the access
routes to the upper floors are highly exposed ladders that will leave
you a prime target for any halfway decent shot.
Aside from the explosives, Combine balls will reign supreme
throughout many of the cramped hallways and passages surrounding the
atriums. Considering that many of halls feature low ceilings and are
separated by doorways, your balls will quickly pick up velocity and
clean house within a few moments. If you can’t acquire the C-Balls
however, don’t discount the stopping power of the Shotgun. While the
wide open areas of most other maps render it obsolete most of the time,
Powerhouse’s lack of maneuvering room will render even the swiftest
opponents prime targets for blasts from the secondary fire. Don’t make
the mistake of simply hammering down the fire button wildly, however, as
the secondary Shotgun attack will only allow three blasts before you
need to undergo the painfully slow reload.
Unlike the five other HL2DM maps, Powerhouse lends itself almost
exclusively to TDM rather than normal Free for Alls. Because of this,
coordination between your teammates and you are vital to ensure
survival. While this may feel like attempting to herd sheep in the midst
of a war zone, the coordination can pay of when you need covering fire
to reach the RPG, Assault Rifle, or any other part of the map. Most
players will end up congregating around the second floor of the atriums,
meaning that you and your teammates should prepare for SLAM wired
stairways and plenty of flesh searing crossbow bolts falling from above.
Fortunately, cleaning out the second floor can be as easy as tossing a
grenade with your gravity gun. With at least an additional player
helping you, perhaps one of you dropping the ‘nade while the other
tosses it with his gravity gun, you’ll quickly dispatch any opposition.
If the opposing team is camping the RPG, however, seek out the magnum
and the crossbow as a way of dealing with them. Though their blasts may
wipe out a teammate or two, superior numbers should quickly overwhelm
them before they are able to counter attack.
If you’re not a fan of tradition weapons and would prefer to take out
others using your gravity gun, simply stick to the side corridors and
seek out large, heavy objects like a filing cabinets and desks. These
are not only incredibly damaging when tossed, but they also serve as
effective "shields” and take up plenty of space, meaning that your
target will have virtually nowhere to run after your launch your salvo
upon them. While using the crowbar and stunstick would suicide, and
rightfully so, on most other maps, they are actually an efficient way to
score quick and quiet stealth kills before your prey notices your
presence. In particular, the stunstick deals a massive amount of damage
especially when your clobber someone right in the back of the head with
it. With most of the armor chargers placed in the narrow hallways,
you’ll never find a shortage of unsuspecting targets to beat down.
Of course, using the stunstick comes at the disadvantage of being a
Combine, but here’s a dirty trick around that. When you boot up HL2,
make sure you set your model as a Combine character. After the map loads
up, spawn in but don’t start moving yet. Instead, got to the options
menu and change your player to a Rebel. Now you’ll have the stealth of a
rebel with the stopping power of a Combine. Of course, you’ll need to
repeat this each time your die, but thems the brakes for exploiting a
glitch.
Please click here to download the optional screenshots .zip that goes along with this strategy guide. (Coming Soon!)
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