MAG Map Guide
                                  v 1.0

                    Complete with marked overhead maps
                (well, links to them, and ASCII minimaps)

 __________
/ CONTENTS \___________________________________________________________________

> [@INTRO] Introduction           
           What this Guide is and is not

> [@HOWTO] How To Use This Guide
           An overview of how this guide is structured and how to read each     
           section

> [@SABOT] Sabotage
           Introduction to the Sabotage game, followed by map guides

  [@SABOR] Darien Network (Raven)
  [@SABOS] Syr Daria Uplink (S.V.E.R.)
  [@SABOV] Copper Hills Relay (Valor)

> [@ACQUI] Acquisition
           Introduction to the Acquisition game, followed by map guides

  [@ACQUR] Corvus Research (Raven)
  [@ACQR1] Map 1 (Attackers Left Side)
  [@ACQR2] Map 2 (Attackers Right Side)

  [@ACQUS] Aralkum Mechanical (S.V.E.R.)
  [@ACQS1] Map 1 (Attackers Left Side)
  [@ACQS2] Map 2 (Attackers Right Side)

  [@ACQUV] Elk Bay Logistics (Valor)
  [@ACQV1] Map 1 (Attackers Left Side)
  [@ACQV2] Map 2 (Attackers Right Side)

> [@DOMIN] Domination
           Introduction to the Domination game, followed by map guides

  [@DOMIR] Flores Basin Transfer (Raven)
  [@DOMR1] Map 1 (Pumps A & B)
  [@DOMR2] Map 2 (Pumps C & D)
  [@DOMR3] Map 3 (Pumps E & F)
  [@DOMR4] Map 4 (Pumps G & H)

  [@DOMIS] Absheron Refinery (S.V.E.R.)
  [@DOMS1] Map 1 (Pumps A & B)
  [@DOMS2] Map 2 (Pumps C & D)
  [@DOMS3] Map 3 (Pumps E & F)
  [@DOMS4] Map 4 (Pumps G & H)

  [@DOMIV] Alyeska Terminus (Valor)
  [@DOMV1] Map 1 (Pumps A & B)
  [@DOMV2] Map 2 (Pumps C & D)
  [@DOMV3] Map 3 (Pumps E & F)
  [@DOMV4] Map 4 (Pumps G & H)

> [@RESOU] Resources
           All links used within the guide, and any additional resources that 
           may be of use to you.

> [@CONTR] Contributors
           A list of all those who have contributed to this guide, as well as 
           information on how to contribute to this guide, or to contact me in 
           general.

> [@VERSI] Version History

> [@LEGAL] Legal Information

 ______________
/ INTRODUCTION \_______________________________________________________[@INTRO]

As its name implies, MAG is a Massive Action Game, and a good idea of what is 
going on in each map can mean the difference between winning and losing. 
Knowing what to hit and where it is can save you a lot of time in battle.

This MAG Map Guide allows you to get an understanding of the maps of each of 
MAGs game modes before you get into the heat of the battle. While it does not 
aim to offer you a complete tactical guide of how to win on each map, it does 
highlight the strengths and weaknesses of key positions within the maps, and 
how they can be attacked or defended to turn the tide of the battle.

There are many ways to approach each map, both individually and as a team, on 
attack and defence. This guide will hopefully allow you to know what to do 
where you are, and what your opposition might try to do against you.

As more is learned about the maps from playing them, more options and 
strategies open up. A method of attack that worked in the past is blocked up by
the defence, only for a new method of attack to be discovered and used instead.
This evolution of how we play on each map may not be included in this guide 
simply because it is not known at the time of writing, but if any major changes 
do occur, this guide will be updated as often as possible, to give an idea of 
what is going on.

Finally, this guide is written from the perspective of a current SVER player, 
who has vetted on each faction. I have not spent equal amounts of time on each 
of the maps, but have approached them all from both sides, and much of the 
general strategies can be adapted to suit each map. If the guide sounds biased, 
it was not intended. I hope, for example, to be kept on my toes by showing how 
SVER can be attacked.

You will not find stealth routes through the maps or paths for APCs to take,
but you will see how each target or obstacle is approached and defended, from
my general perspective at least.

As I have not experienced playing as a Platoon Leader or Officer in Command, 
much of the guide is focused on the local level, the Squad Leader and general 
troop level. It does not say which squads need to attack which target in what 
order, but simply what to do when you are around the area.

Hopefully, at the very least, the labelled maps will allow you to see your own 
routes through the maps, and how best to use the terrain in front of you.

 _______
/ HOWTO \______________________________________________________________[@HOWTO]

Firstly, this guide can be searched using the strings listed in the contents, 
beginning with the @ symbol, so you can get straight to a certain game mode, 
faction map, or individual map with ease.

The guide uses overhead maps created by Zipper Interactive, with added grids 
and icons to help you navigate. In each map section, there are links to both 
the original map, and the map you will need to follow this guide. Links are
also listed in the resources section.

Each map follows a standard key, outlined below:

Blue Circles: Defensive Spawn Point
         (B): Bunker spawn
         (F): Foot spawn

Red Circles: Attacking Spawn Point
        (F): Foot spawn
        (A): APC spawn
        (H): Helicopter spawn
        (P): Parachute spawn

White Squares: Targets
         (AA): Triple A
         (MB): Mortar Battery
         (SA): Sensor Array
         (MP): Motor Pool
         (RB): Roadblock
          (G): Gate
          (B): Bridge

White Circles with Red Crosses (+): Ammo and Health Crates

Blue Squares: Objectives
         (1): First objective, such as first Transport in Acquisition, Burn Off
              Towers in Domination
         (2): Second objective, such as second Transport, or Cooling Towers
         (3): Shipping container for Transports
    (Letter): Lettered objective, from A to C in Sabotage, A to H in Domination

These icons should give you an overview of each map, where everything is at a 
glance, but they will not offer you an in depth guide on how to approach a 
target or where to hide from a bunker and so on.

For that, each map is divided into grids. These are numbered from top to 
bottom, and alphabetised from left to right, as demonstrated below. (Note that 
some of the grid references overlay squares, rather than sit outside of them as
shown below. This is just to crop the maps as tightly as possible.) 

                 ____________________________________
                |   ___A_______B_______C_______D_____ ...
                |  |       |       |       |       |
                |01|       |       |       |       |
                |  |       |       |       |       |
                |  |_______|_______|_______|_______|_
                |  |       |       |       |       |
                |02|       |       |       |       |
                |  |       |       |       |       |
                |  |_______|_______|_______|_______|_
                |  |       |       |       |       |
                |03|       |       |       |       |
                |  |       |       |       |       |
                |  |_______|_______|_______|_______|_
                |  |       |       |       |       |

                 ...

This guide will then take each square and explain its contents in further 
detail, using 5 sections of information and a simple map.

 _______
|       | G: Grid Reference
|       | P: Primary Feature
|       | F: Additional Features
|_______| D: Defending Notes
          A: Attacking Notes


Grid Reference: Corresponds to the letter and number of the square. The 
                reference is read as Grid Letter, Grid Number, Faction Initial,
                Map Initial, Map Number. If you know of the grid reference and 
                want to quickly find it in this guide, this reference is  
                searchable, and is explained further below.

Primary Feature: The main feature of this square, be it a Bunker, a Mortar   
                 Battery, or just a piece of cover. If a simple map is required
                 to help explain where it is placed, a letter will follow the
                 object in brackets. Any instance of this letter on the map 
                 will show you where that object is, or how big it is in 
                 relation to the square.

Additional Features: If there is more than one object of interest, they will be
                     listed here too, and mapped if necessary.

Defending Notes: If you are on the defensive team in this map, this section 
                 will give you pointers regarding how to defend this square.

Attacking Notes: If you are on the attacking team in this map, this section 
                 will give you pointers regarding how to attack this square.

Lets take an example reference and see how it appears:
 _______
|       | G: D07SA1
|S      | P: Sensor Array (S) 
|       | F: 
|_______| D: The charge placement is relatively open, should you see somebody 
             planting. It can be found at the top of the square
          A: Be quick with your plant as you are near a rear spawn point. Your  
             next likely target is the Motor Pool or the Roadblocks


Grid references are ordered by letter, then number, and any grids that are 
outside of the map or otherwise featureless are not listed in this guide. All 
Grid references are unique, and therefore searchable, following a simple string
as explained below:

    Grid Letter: A to R

    Grid Number: 01 to 17

Faction Initial: R for Raven
                 S for S.V.E.R.
                 V for Valor

    Map Initial: S for Sabotage
                 A for Acquisition
                 D for Domination

     Map Number: 1 for Sabotage
                 1 or 2 for Acquisition
                 1 to 4 for Domination

Searching for C01RA1 within this guide will take you to square C01 for the 1st 
side of Ravens Acquisition map, for example.

This guide should be used in conjunction with an overhead map for the best 
understanding of the location of objects and any strategies listed. If for any 
reason you cannot reach the marked maps, you can contact me for further news 
(information can be found in the contribution section).

If you cannot reach the marked maps or me, the marked maps do not change the 
orientation of the original maps (i.e., I do not flip any maps over to show 
them another way up), so if you know which side you are looking at on the 
original, you can imagine a grid over the top and work with this guide.

If however you cannot reach the marked maps, me, or the original maps, you 
might have to splice together this guide with the mental map you have in your 
head. And by that time I would image you would know your way around well 
enough. 

 __________
/ SABOTAGE \___________________________________________________________[@SABOT]

Sabotage is a 64 player game mode, 32 vs 32. Each team consists of one platoon,
and that Platoon consists of 4 squads, each squad containing 8 players.

It is the goal of the attackers to secure Uplinks A and B, and doing so at the 
same time will unlock the Data Center at C, and securing that point before the 
game ends will end the game instantly, resulting in a victory.

It is the defenders goal to stop the attackers from securing A and B, or, if 
unlocked, C. If the 20 minute timer runs down before the attackers have secured
C, the defenders are the victors.

Two squads of each faction are assigned to each primary objective, though the 
Squad or Platoon leader may wish to attack one side heavier than the other to 
make sure they secure it.

 __________ ________________________
/ SABOTAGE / DARIEN NETWORK (RAVEN) \__________________________________[@SABOR]

Map link: 
http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravensab.jpg

Search string: RS1


Darien Network a light jungle environment dotted with wooden huts and Ravens 
flatpack defensive installations. Both uplinks have the same structure, though 
their orientations are slightly different. Each has 3 sets of stairs that will 
allow access to the uplink.

Once both are secured by the attackers, the Data Center at C is opened up. 
Situated in a Raven built back area of a crumbling ruin, it has two levels, 
with 5 access points to the upper level, and to point C.

 _______
| F     | G: K02RS1
|       | P: Attacking spawn point (F) Foot, C & D squads
|       | F:
|_______| D: There are a few routes out of the spawn area, notably the high  
             ground along the top of the map, or across the river
          A: The high ground and the river along the top of the map are the 
             notable choice with which to flank Raven, but do not underestimate
             the open route over the bridge and down the road

 _______
|       | G: C03RS1
|       | P: Ruins
|       | F: 
|_______| D: This area allows you a good look at the open section towards the 
             back of uplink B, as well as down the river in front of you
          A: There are routes around and through these ruins to allow you to 
             come at raven from behind

 _______
|    __ | G: F03RS1
|  _/   | P: Ammo/Health (+)
|       | F: Cover (lines)
|____+__| D: Watch out for attackers hiding behind the wall and on the high 
             rocks to the left
          A: If you are stocking up on ammo, the only real cover you have is
             the ammo crate itself, but nothing is too far away if you need to 
             run

 _______
|       | G: F04RS1
|  >> l | P: Uplink B (B)
|    B  | F: Stairs from ground to B (>), ladders to second floor (l)
|_____l_| D: The uplink is in plenty of cover but it is surrounded by entry 
             points. In this square it is a set of stairs facing your spawn. To
             the right edge of this square is the second level of the 
             structure. There are two ladders in front of B that can reach it. 
             The circular section has a good amount of cover for you to scan 
             the area from
           A: When running up these stairs you will have your back to Raven
             However, flanked correctly, Raven will never see you coming up, 
             and taking B will be a simple task

 _______
|      v| G: G04RS1
|^     v| P: A small building in the corner, with stairs (v)
|^      | F: Stairs to top level of Uplink B (^)
|^______| D: The top level of uplink B gives you a good view of the area, and 
             the long stairs up to them (starting at the bottom of the square)
             can easily allow not only access to B, but the higher ground over
             anybody inside B
          A: The building in the corner may seem useless at first sight, but 
             running up the stairs and into cover can take you away from the 
             battle that is most likely raging on the ground below. You can  
             then jump off the other side and sprint up the long set of stairs,
             or the set in F05, straight to uplink B

 _______
|   <<  | G: F05RS1
|       | P: Stairs to uplink B (<)
|_____  | F: Cover (lines)
|_______| D: This set of stairs to B faces the attackers and is an easy target 
             to aim for. However, the ground is quite open, so you should have 
             time to deal with any threat before the stairs
          A: Hiding between the foliage at the wall at the bottom of this 
             square can take you around the back of the uplink without Raven 
             being aware of you. You are also in the shadows around the back of
             Uplink B, with an easy route to the stairs in F04

 _______
|       | G: N05RS1
|       | P: Attacking spawn point (F) Foot, A & B squads
| F     | F: 
|_______| D: There are generally two routes out, straight towards Uplink A, or
             down the right side of the map
          A: Taking the routes towards the bridge in K07, or the lower banks of
             the river in K09 is the fastest approach, but a long route down 
             the right side of the map, either along the land or in the water 
             allows for a wide flanking of Uplink A

 _______
|       | G: I06RS1
|     + | P: Forward attacking spawn point (P) Parachute
|       | F: Ammo/Health (+)
|_P_____| D: The route between the landing zone and the front of C is generally
             well covered, but if you manage to come at the attackers from 
             behind, you can have a high success rate with much of their view 
             blocked by the ruins
          A: It is possible to land on top of the ruins and use it as a sniping
             point. There is an Ammo dump in the ruins in plenty of cover


 _______
|      F| G: A07RS1
|       | P: Defending spawn point (F) Foot, C & D squads
|       | F: 
|_______| D: There are three routes out, a small path to the left edge of the 
             map, a path straight to Uplink B, and a climb to the right, 
             through some ruins in D07 and on towards C
          A: The closer to C you are, generally the higher the ground Raven 
             have against you. Be careful of anyone looking down the open road
             from a distance

 _______
|       | G: 08RS1
|       | P: Main stairs to Data Center C (S)
| S     | F: 
|S______| D: The path is fairly clear for you to see anyone running straight 
             for the objective
          A: There is some cover here, and opportunities to safely throw 
             grenades onto the upper levels of the ruins, but do not stay here 
             too long
 _______
|  +    | G: H08RS1
|       | P: Ammo/Health (+)
|       | F: 
|_______| D: This is near the primary route attackers will take upon landing, 
             but it is on higher ground. There is a fair amount of cover for 
             both sides however
          A: Often a good place to stock up on supplies if you are flanking
             Uplink A from this direction

 _______
|       | G: E09RS1
|     S | P: Staircase to lower level of ruins (S)
|       | F: 
|_______| D: These stairs are the quickest route into ruins from the spawn 
             point in A07
          A: Any defenders running for these stairs are generally in the open, 
             and using them can allow you access to the back of the ruins, 
             underneath point C

 _______
|      S| G: F09RS1
|ss   S | P: Main stairs to Data Center C (S)
|       | F: Metal staircase to Data Center C (s)
|_______| D: The Main stairs go inside the ruins and split left and right at 
             the top. Defending from both sides may create a crossfire. 
             Defenders on the left side will also have to watch out for the 
             metal staircase on the outside of the ruins. The bottom of the 
             main set of stairs however is generally open from all sides
          A: The route up the main stairs and through the front door, so to 
             Speak, can be risky, but certainly doable. You might have more 
             luck going to your right, up the metal staircase outside of the 
             ruins

 _______
|       | G: I09RS1
|   C   | P: High ground, cover (C)
|   C   | F: 
|___C___| D: This spot allows for a well concealed player to survey one side of
             the uplink, and even allows shots through gaps in the cover of 
             Uplink A to some people planting charges
          A: Flanking this spot can give you a great overview of Uplink A, as 
             well as the main road Raven will take from their spawn point to A

 _______
|   <<<<| G: J09RS1
|       | P: Uplink A (A)
|    =A=| F: Staircases to both levels, upper (<) and lower (^), ladders to 
|___^___|    upper level
          D: The fastest route attackers can take to get to Uplink A is up the
             long staircase to the upper level, and then to drop into A. There
             is a clear view for the most part, but plenty of cover for 
             attackers to hide behind at the top of the square
          A: While Uplink A is largely in a lot of cover, a good marksman can 
             pick you off when you are planting the charge, so get into cover 
             before planting. There are two sets of stairs facing you, giving
             you a fast route to A, but watch out for Raven guarding these

 _______
|       | G: K09RS1
|     + | P: Ammo/Health (+)
| v     | F: Staircase to lower level of Uplink A (v)
|_______| D: The building on the corner near the Ammo dump is often the first 
             place you will spot an attacker. Watch out for the bottom of both 
             staircases into Uplink A, but there should be enough cover for you
             to duck into should you need it
          A: A set of stairs gives you a quick route into Uplink A, but watch 
             for defenders around the corners

 _______
|  l    | G: E10RS1
|    C  | P: Data Center at C (C)
|     l | F: Two ladders (l)
|_______| D: The two ladders at the back lead straight to C, but are long and
             attackers are defenceless while on them. In front of you are the
             tops of the outer staircases, and the main inner staircase is the
             other side of a wall
          A: If you can get around the back towards the ladders, you can   
             silently take out Raven from behind and plant the charges. You
             could throw different grenades into the clustered area to help out

 _______
|       | G: F10RS1
|    w  | P: Walkway to upper level of ruins (w)
|      w| F: 
|_______| D: While this route is usually easy to defend from outside the ruins,
             do not ignore it. An attacker can storm right into the heart of C
          A: Generally open and covered from the ground below, the walkway 
             nonetheless takes you to the upper level of the ruins, and towards
             C. A grenade thrown around the corner before you enter can work 
             wonders

 _______
|   ^   | G: J10RS1
|       | P: Staircase to lower level of Uplink A (^)
|       | F: 
|_______| D: These stairs are the quickest route into Uplink A from your spawn,
             but beware of long flanking routes behind and beside you
          A: If you have managed to flank without being spotted, from any 
             route, running into Uplink A using these stairs is no problem at 
             all, usually the least defended area here

 _______
|       | G: F11RS1
| +     | P: Ammo/Health (+)
|       | F: Cover
|_______| D: A fairly safe ammo dump outside of the ruins, allowing you to 
             watch both the walkway in F10, and the ladders in E10
          A: If you can hold this area, you can attack the Data Center from two
             sides, but watch out for Raven spawning behind you

 _______
|       | G: K11RS1
|       | P: Cover (top edge of the square)
|       | F: 
|_______| D: The path and ridge continuing from J11 give you high ground over 
             the Uplink area
          A: There is a gap between the natural ridge and the wall, allowing 
             you to flank Uplink A from behind. Many defenders tend to ignore 
             the gap below them, and if they are aware of it, they cant see 
             through the wall if you go the other side.

 _______
|       | G: L11RS1
|     S | P: Sniper point (S)
|       | F: 
|_______| D: There is an often used vantage point for snipers among the rocks 
             and foliage here, but beware of flanks to your right. Attackers 
             can climb the rocks to get behind you if you are not careful
          A: A flank around this side will you the same view any snipers had of
             the area. You can take any snipers out by climbing the rocks, or 
             by walking underneath, in and around the trucks. The open path on 
             the left as you look towards Uplink A leads straight to Ravens 
             spawn

 _______
|       | G: H14RS1
|       | P: Defending spawn point (F) Foot, A & B squads
| F     | F: 
|_______| D: Routes out include the left, to the back of the ruins at C, ahead 
             and up through some ruins to get a vantage point of Uplink A, 
             along the open road to A, or the path to the right to watch the 
             right side
          A: If Raven is rushing to get back to Uplink A, the likely routes 
             involve open roads and paths, so keep an eye out to pin them back

 __________ _____________________________
/ SABOTAGE / SYR DARIA UPLINK (S.V.E.R.) \_____________________________[@SABOS]

Map link: 
http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sversab.jpg

Search string: SS1


The Syr Daria Uplink is a largely concreted building complex held together with
bits of scrap and duct tape. Again, both Uplinks have the same basic structure,
but orientated differently. Each has three sets of stairs that will allow 
access to the uplink, and Uplink B also has a makeshift bridge.

Once both are secured, the Data Center at C is opened up. Situated in the 
middle of a hangar, there are two entrances to the Data Center itself, and 5 
entrances to the hangar, the notable of which being the large open front door.

Important to note is that this map has since been patched, with some objects 
added and some removed, notably around Uplink A. I have remapped the new 
additions as best as I can, and will explain them in more detail in this guide,
but remember them if you are viewing the larger scale maps from Zipper 
Interactive, because they will not show these changes.


 _______
|    C  | G: J02SS1
|    C  | P: High ground, beginning of bridge (b) to Uplink B
|       | F: Cover (C)
|_b___C_| D: This higher ground is full of places to snipe from, but it also 
             leads back to the attacking spawn, so watch out for attackers 
             coming down this edge of the map, ready to take the bridge
          A: There is enough cover up here to watch for any SVER defenders 
             running down the edge of the map, as well as allowing you to get 
             an overview of the open side of Uplink B. You will have no cover 
             on the bridge, but some when you reach the other side and duck 
             behind some crates (J04)

 _______
|       | G: B03SS1
|       | P: Defending spawn point (F) Foot, C & D squads
|       | F: 
|_______| D: You have two main routes out towards Uplink B, the high ground to 
             the left or across the large bridge ahead of you. To the right you
             will be able to get to point C from a walkway (D07) or down some 
             stairs towards the back hangar entrance (B07)
          A: Generally defenders will be moving one way or the other, towards 
             you, or towards C, and there is a fair amount of cover for both 
             options, so if you are close, watch out

 _______
|       | G: I03SS1
|      +| P: Ammo/Health (+)
|       | F: 
|_______| D: There is plenty of cover here if you are stocking up on ammo, and 
             you will have a fairly good view of the open area between the 
             buildings and the stairs up to Uplink B
          A: Despite the cover the defence may have, you can usually catch 
             sight of anyone moving around it, and can plan accordingly

 _______
|       | G: I04SS1
|     ^ | P: Staircase to Uplink B (^)
|     ^ | F: 
|_______| D: These sets of stairs are generally safe, the set in this square 
             giving you a route to the more open area of Uplink B, near the 
             bridge
          A: A successful flank, especially following the road beside Uplink B,
             can get you behind SVER and into the back of Uplink B without them
             realizing it. The top of this staircase, while fairly empty of 
             cover, can be used to scan the left side of the map for any 
             oncoming SVER players

 _______
|       | G: J04SS1
| C   v | P: Staircase to Uplink B (v)
|     v | F: Open area of Uplink B, some crates for cover (C)
|_____v_| D: This open side of Uplink B is in line of sight for snipers from a 
             variety of sides, notably straight from the attacking spawn, but  
             there is enough cover to duck into if needed. Keep an eye on the 
             bridge, as well as the top of the long set of stairs here. You 
             wont have much of a view of anyone coming up until they reach the 
             top
          A: When on the stairs you are in plenty of cover until you reach the 
             top, at which point you will need to have a good idea of where 
             SVER have placed themselves and promptly deal with them

 _______
|     v | G: I05SS1
|     v | P: Staircase to Uplink B (v)
|       | F: 
|_______| D: Usually the set of stairs you will come up to get to Uplink B as 
             soon as you can, but often the target for an attacking flank
          A: Getting around this building will put you at the bottom of the 
             sets of stairs. The further away from the stairs you are, the more
             cover you will have from spawning SVER players, in the form of 
             crates and small concrete walls. A quick strike however, and you 
             can be in Uplink B before SVER know of your presence

 _______
| B   v | G: J05SS1
|     v | P: Uplink B (B)
|       | F: Top of the main set of stairs (v)
|_______| D: Uplink B is situating in a small room, with space either side of 
             the door for you to hide behind and surprise any attackers who 
             make it this far. It is however congested, ideal for quick knifes
             or grenades to cut through your numbers in seconds
          A: The quicker you can control this room, the better, not just in 
             terms of securing the uplink, but in holding it too. Snipers on 
             the high ground towards the top of the map can shoot anyone 
             watching the top of the stairs who was not wise enough to stay in 
             cover

 _______
|     F | G: P05SS1
|       | P: Attacking spawn point (F) Foot, C & D squads
|       | F: 
|_______| D: There are three routes out of the spawn, the high ground to the 
             top edge of the map, the center route straight towards Uplink B, 
             or the longer route down the middle of the map, through the tunnel
          A: Your eventual exits from this spawn point lie along the M column 
             of the map, in M01, M03, M04, M05 and M07. Do not make the mistake
             of thinking the longer routes are a waste of time. A successful 
             trip down the tunnel in the center of the map, following the train
             tracks, can get you behind Uplink B sooner than you think, 
             allowing you a strong attack from behind

 _______
|       | G: H06SS1
|       | P: Watchtower, sniping point (S)
|  S    | F: 
|_______| D: Often underused, this tower can give you an early view of any 
             attackers taking the longer routes towards Uplink B, or down to 
             the Data Center at C
          A: If C is opened up, this square, both in the tower and on the 
             ground beneath, can give a good vantage point over the large 
             hangar opening, and even towards the walkway over the top of point
             C

 _______
|  W    | G: D07SS1
|  W    | P: Walkway into hangar (W)
|  W    | F: 
|__W____| D: This walkway extends all the way through the hangar allowing you 
             to watch the approach of attackers from a height. Be careful 
             however, because outside of the hangar you are in the open, and 
             inside you need to be just as quick to avoid sniper fire, but you 
             can at least duck behind a bit of cover here
          A: This walkway can be a great method of getting into the hangar and 
             on top of the small enclosure that houses the Data Center. You can
             jump off it onto the roof of the Data Center, or come down the 
             stairs inside and approach SVER from behind

 _______
|       | G: E07SS1
|+      | P: Ammo/Health (+)
|       | F: 
|_______| D: You will have cover from the ammo dump itself here, but any 
             adventurous attackers on the higher ground can still shoot you
          A: If you are quick enough, you can stock up here and run down the 
             outside of the hangar towards the back door. Stay near the 
             concrete wall and SVER wont see you until it is too late

 _______
|       | G: H07SS1
|       | P: Ammo/Heath (+)
|  +    | F: 
|_______| D: This is the likely resupply point for an attack on the Data 
             Center, so if you can get around the back of it and block it off, 
             you can save yourself a bit of hassle later on
          A: There is plenty of cover here for a resupply, and two staircases 
             up towards the higher ground on the top side of the map

 _______
|       | G: B08SS1
|      B| P: Back door to hangar (B)
|      B| F: 
|_______| D: Just because this is at the very back of the hangar, it does not 
             mean it is safe from attackers. There are small amounts of cover 
             both outside and inside the door for anyone to be hiding behind
          A: It only takes one player to get back here and cause a bit of 
             havoc, but I have seen half a squad get back here before anyone 
             realised. Once inside the door, SVER players are usually found 
             behind point C, healing or reloading, and rarely looking at the 
             back door

 _______
| W     | G: D08SS1
| WCCC  | P: Building housing Data Center at C (C)
| WCCC  | F: Cover behind enclosure of C, walkway over the top (W)
|_W_____| D: There are two small entrances to point C, on the left and right 
             side. Once inside this little building though, space becomes very 
             tight for both sides, with plenty of knives and grenades getting 
             much of the job done. From the walkway you can jump down onto the 
             roof of this building to give you another view of the attack, but 
             you will be in view of any snipers with their higher ground 
             outside
          A: Point C can get very congested, so storming the place with 
             everything you have got and getting control of it before SVER 
             respawn can be a worthwhile tactic

 _______
|       | G: G08SS1
|   P   | P: Forward attacking spawn point (P) Parachute
|       | F: Cover
|_______| D: Attackers now land closer to the hangar than they used to, so be 
             on the lookout for what pieces of cover they are aiming for, and 
             get behind them before the next wave comes in
          A: It may be just as useful to your attack to peel off to one side, 
             rather than land straight down the middle, so weigh up which area 
             seems to be defended the weakest and hit that side

 _______
|       | G: K08SS1
|       | P: Tunnel
|       | F: 
|_______| D: Often left completely undefended when A & B are still open, this 
             tunnel is the source of much of the flanking towards both Uplinks.
             The tunnel itself is devoid of cover, so the sooner you stop the 
             approach the better
          A: While appearing to be the longer route, in many cases it is the 
             safest, due to its lack of defence. Follow the train tracks left 
             towards Uplink A for example, and you can even choose which side 
             of it to emerge from, as the tracks lead straight underneath

 _______
| W  D  | G: D09SS1
| W     | P: Door into hangar (D)
|       | F: Walkway into hangar (W)
|_______| D: Another new addition in the map patch, this side door offers an 
             alternative route into the hangar housing point C. It is a small 
             area but with enough cover to duck behind if needed, but a key 
             area to defend nonetheless
          A: Depending on how SVER are defending, it is possible for the 
             ambitious attacker to leap off the high ground, over the fighting 
             near the door, and sprint through towards C. If that fails, 
             holding the higher ground will at least give you the advantage, 
             and do not ignore the walkway either

 _______
|       | G: H11SS1
|S      | P: Sniping point on the bridge (S)
|S      | F: Cover
|S______| D: Often an immediate choice for snipers, but by no means the only 
             choice. The road ahead has since been cleared by the map patch, so
             your line of sight is unbroken for quite a distance now
          A: The bridge is easily to flank, either going up onto it to deal 
             with any snipers, or going underneath and across the road

 _______
|  |    | G: I11SS1
|  |_  _| P: Cover (lines)
|       | F: Top of stairs from train tracks (top edge of square)
|_______| D: Newly added in the map patch, these thin walls protect attackers 
             emerging from the train tracks as they flank Uplink A
          A: Plenty of cover and three exits make this a useful place to hold. 
             If it gets too much however, you have the perfect escape route 
             down the train tracks, in either direction

 _______
|       | G: Q11SS1
|     F | P: Attacking spawn point (F) Foot, A & B squads
|       | F: 
|_______| D: There are three main routes out, towards the tunnel, the road, or
             the dirt path around the building.
          A: The hills on the side of the road give an option to any snipers, 
             otherwise you have three main routes to take. Both lower routes 
             have decent amounts of cover, and are often the routes of choice


 _______
|   >>>>| G: I12SS1
|       | P: Stairs to Uplink A (>)
|       | F: Open area of Uplink A
|_______| D: Unlike Uplink B, there is not much need for the cover here, but be
             aware that there might be an attack from closer to your side than 
             you think. The long set of stairs into Uplink A are well covered 
             for attackers until they reach the top, or if you are behind them 
             when they run up
          A: If the route from the spawn point is clear, you can run up these 
             stairs and get the job done, providing you are aware of what might
             await at the top, including congested space and plenty of SVER 
             players

 _______
|       | G: J12SS1
| A     | P: Uplink A (A)
|       | F: 
|_______| D: Again, space is tight here, allowing for knives and grenades to 
             get much of the work done. Otherwise you are well covered from all 
             angles and should have the advantage over the attackers
          A: There is plenty of cover, places to hide, and not much room to 
             move in, so get there fast, hit it hard and secure it before 
             anyone respawns

 _______
|       | G: B13SS1
|  F    | P: Defending spawn point (F) Foot, A & B squads
|       | F: 
|_______| D: There are a few routes out, notably towards Uplink A or the Data 
             Center at C. There is plenty of cover on both routes, and a long 
             way to go before you are likely to encounter any attacker
          A: SVER players spawning here are likely to just emerge from cover 
             much closer to Uplink A, but if you are prepared to head deep into
             enemy territory, you will have plenty of cover to work with

 _______
| <<<   | G: I13SS1
|       | P: Stairs to Uplink A (<)
|     ^ | F: Stairs from train tracks (^)
|_____^_| D: The top of this stair set will give a good overview of the far 
             bunker (K14), but watch out for alert snipers looking back at you.
          A: The lower route from the train tracks can get you right at the 
             bottom of the staircases, so while you are at a disadvantage from 
             the higher ground, your approach is generally unexpected

 _______
| >>>   | G: J13SS1
|       | P: Staircase to Uplink A (>)
|   ^  C| F: Stairs from train tracks (^), cover (C)
|___^_C_| D: Newly added in the map patch, a shipping container offers cover 
             for both sides. Space is small, but generally open enough for you 
             to deal with anyone
          A: SVER may have one or two defenders using the shipping container 
             for cover from the Bunker (K14), leaving their back and the 
             staircases exposed from below

 _______
|       | G: H14SS1
| +     | P: Ammo/Health (+)
|       | F: Bunker, cover
|_______| D: The bunker on your side offers an ammo dump in the lower level, 
             and plenty of gaps for snipers on the top level. There is cover 
             inside the bunker, but beware of people shooting in, or entering 
             through the door in I14
          A: If you can hold this bunker before or during holding Uplink A, you
             will have the advantage of two ammo dumps, two bunkers, and a line
             of sight for two routes out of the SVER spawn, allowing you to 
             hold Uplink A from a position much closer to SVERs spawn than they
             would like

 _______
|       | G: K14SS1
|       | P: Ammo/Health (+)
|       | F: Bunker, cover
|__+____| D: The sooner you hold this bunker, the better. If the attackers 
             manage to hold it, they will have an ammo dump and a clear sight 
             of the open half of Uplink A, as well as your approach to the 
             staircase on this side. If you hold it however, you effectively 
             cut off an approach to A from this side of the map
          A: This bunker can mean a short, safe route towards Uplink A. You 
             still have work to do to get there from here, but you are in a 
             position to plan an attack, see when best to attack and so on. You
             can even run over to the other bunker down the edge of the map, or
             drop into the lower level to follow the train tracks under uplink 
             A and around the other side

 __________ ____________________________
/ SABOTAGE / COPPER HILLS RELAY (VALOR) \______________________________[@SABOV]

Map link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valorsab.jpg

Search string: VS1


Copper Hills Relay is a fortified village comprising of wooden buildings and 
military tents. At first sight, the uplinks appear easy to secure, but the Data
Center at C is in the back of a fortress by comparison. Each uplink has two 
entrances, and C can be reached from 5 entrances into fortress. But doing so 
safely will take a bit of teamwork.

 _______
|      B| G: I03VS1
|       | P: Uplink B (B)
|       | F: 
|_______| D: There are two open entrances to the ground floor of this tower, 
             and the ground floor houses the uplink. It may seem hard to defend
             until you push out and stop attackers from getting close to the 
             uplink in the first place. You have plenty of cover from nearby 
             tents and buildings, as well as tall grass should you be lucky 
             enough to remain hidden in it. Inside B is a ladder to a second 
             level, allowing you a higher vantage point over the area
          A: If you attack in numbers, speed is your greatest asset: a single 
             squad on the same wavelength can take and hold B as soon as they 
             get there, should Valor not be prepared. If they are ready 
             however, you have options to flank along the top edge of the map, 
             or in and around the buildings in I04

 _______
|       | G: J03VS1
|       | P: Ammo/Health (+)
|     + | F: 
|_______| D: A resupply point in the open will keep you on your toes, in both 
             keeping your eyes open when you need ammo, and when the attackers 
             do need some too
          A: If you have a few grenades, this is an ideal spot to throw them in
             and around the uplink and resupply immediately. You are in a small
             amount of cover from the uplink itself, and if you can hold this 
             point, you can easily push forward to secure Uplink B too

 _______
|       | G: B04VS1
|       | P: Defending spawn point (F) Foot, C & D squads
|F      | F: 
|_______| D: You have high ground here, on your way to Uplink B or the Data 
             Center at C. You main route to the uplink in across the bridge 
             (F03), following the road, or dropping into what is left of the 
             river and staying near the top edge of the map
          A: When approaching point C, defenders are going to have the high 
             ground all over the place, so keep your head up and look at where 
             you are going first

 _______
|       | G: D06VS1
|      e| P: Entrance into fortress
|d      | F: 
|____E__| D: This side entrance consists of a main ramp into the fortress (E), 
             and a smaller ramp in the exterior wall (e). You can drop into 
             this area from above (d), giving you the higher ground advantage
          A: There is a fair amount of cover before you reach this place, so 
             Valor may not know you have arrived until you go up the smaller 
             ramp (e) and get into the fortress. It is the primary route into 
             the building from Valors spawn point, so holding this entrance can
             mean a relatively clear shot at planting the charges at point C

 _______
|       | G: D07VS1
|       | P: Sniper point (S)
|     S | F: 
|_______| D: A ladder on the ground floor leads to an attic like room, with a 
             hole in the roof allowing for a sniping point, as well as a view 
             of any attacker running up the main stairs
          A: If you see anyone poking their head out of the hole, especially if
             you are already on the staircase, your best approach may well be 
             to leave them alone. You can run out of their view in no time at 
             all

 _______
|       | G: E07VS1
|    <<<| P: Main Staircase to upper and mid levels (<)
|<<<<   | F: 
|_______| D: You can look down on anybody running up the stairs and have the 
             higher ground advantage, but you will be in enough open space for 
             any alert snipers to pick you off
          A: Running up here quick enough will give you the option of two 
             levels to exit on, the upper level which will allow you to see 
             anyone coming in from the upper outer level as well as looking 
             down on anyone in the mid level, or you can emerge onto the mid 
             level, with a quick sprint down a set of stairs to plant charges 
             at point C

 _______
|       | G: J07VS1
|    P  | P: Forward attacking spawn point (P) Parachute
|       | F: 
|_______| D: There are plenty of places around the map to watch incoming 
             attackers from the parachute spawn, and it is only a short sprint 
             down the road to amass at the bottom of the fortress and prepare 
             to storm it
          A: The landing zone has plenty of cover, but watch out for landing on
             telephone wires, which will cause you to fall, dealing heavy 
             damage in some cases. It is possible to land on the church roof 
             (K08)

 _______
|       | G: P07VS1
|     F | P: Attacking spawn point (F) Foot, C & D squads
|       | F: 
|_______| D: There is plenty of cover for the attackers coming out of their 
             spawn along various routes, but an eagle eyed sniper can still pin
             them back at the common exits
          A: Following the central road will lead to a flank of Uplink B from 
             the left side, and there is plenty of cover to hide behind on your
             way there

 _______
|       | G: C08VS1
|       | P: Data Center at C (C)
|    C  | F: Cover, small corridors
|_______| D: The fortress is full of bottlenecks for you to pin down. Point C 
             can be reached directly from a small set of stairs from the lower 
             entrances, or from dropping on it from above, from the mid or 
             upper levels. Be careful about bunching together however, as space
             is limited and a well place grenade or two can wipe out your 
             defence
          A: Getting through to point C can be hard, but if you make via one 
             route without being seen, more often than note you can also take 
             out Valor defenders who are not watching their backs, not 
             expecting you to have made it past the bottlenecks below

 _______
|     S | G: D08VS1
|       | P: Mid/Upper levels of fortress, sniper point (S)
|       | F: 
|_______| D: The upper level is large and open enough for you to shoot 
             attackers coming in from the top of the main staircase, or the 
             longer route from the open section of the upper level. In places 
             you can look down to the mid level, and there is a ladder in the 
             front corner leading to a sniping point, offering an overview of 
             much of the map
          A: The upper level, if you follow the main staircase to the top, is 
             open and a good chance to gather your bearings, reload, and get 
             ready to approach point C. You will have a good view of any Valor 
             defenders coming in from the outer area, and the mid level cannot 
             shoot up at you easily. The mid level itself has a large hole in 
             the front wall to shoot into or out of, and a staircase leading 
             down towards point C

 _______
|       | G: E08VS1
|    +  | P: Ammo/Health (+)
|E      | F: Lower room before an approach to point C, entrance to fortress (E)
|_______| D: This is the last place you want attackers to gather, as it is the 
             only resupply point you have while you stay inside the fortress. 
             The corridors in this area are small, and perfect bottlenecks. The
             upper outside level can be used to snipe from, and underneath it 
             on the ground level is an opening into the fortress (E)
          A: If you can get here safely and hold this room, the resupply point 
             will be invaluable to you. It will only take a well placed grenade
             or two to hold you back, but if you are still alive you can mount 
             an offensive through the lower levels straight to point C, or step
             back outside and head up the main staircase

 _______
|      S| G: J08VS1
|       | P: Snipe point (S)
|       | F: 
|_______| D: The bell tower of the church is a common spot for attacking 
             snipers to scan the fortress for threats, as well as overlook both
             uplinks to various degrees. The solution is to get there first. 
             There are two short staircases leading to a ladder into the bell 
             tower
          A: A sniper in the tower can spot many approaching Valor players 
             running for the uplinks, especially Uplink A. Keeping this vantage
             point your own is a useful tactic to have. When point C is opened 
             up, you will often find snipers here or on the roof looking into 
             the fortress for targets

 _______
|       | G: K08VS1
|     + | P: Ammo/Health (+)
|       | F: Cover
|_______| D: In the back of the church is an ammo dump, with one door either 
             end of the church in order to get there. While seemingly far away,
             a good hold on this area can mean the start of an effort to pin 
             back attackers towards their spawn points. The Church also sits on
             high ground, useful for anyone following the road towards Uplink A
          A: A safe and out of the way ammo dump, especially if you need to 
             regroup and prepare for attacking Uplink A

 _______
|       | G: E09VS1
|>>>    | P: Staircase to upper outer level (>)
|       | F: 
|_______| D: This long staircase is one of the primary routes into the fortress
             from this side, but any attacks coming up it will have their backs
             to your spawn. The outer upper level has some cover, and sniping 
             from it is not unheard of
          A: If you can get here with no problems, you can often hop straight 
             down to the mid level and on towards point C as soon as you get 
             indoors

 _______
|       | G: I10VS1
|       | P: Uplink A (A)
|      A| F: 
|_______| D: There are lots of objects for cover here, but your likely attack 
             will come from straight ahead of you. That isnt to say attackers 
             will not sneak around through the tents and sandbags to your left 
             for example, but be alert for speedy assaults as well
          A: The faster you can strongly hit Uplink A, the more success you 
             will have. If that means risking the direct route to get there, do
             so, Valor may not even be ready for you when you come into their 
             view. Ducking into cover nearing A will give you time to mount an 
             offense, but when securing A, beware of snipers shooting through 
             the entrances or the slit in the back wall 

 _______
|       | G: O11VS1
|       | P: Attacking spawn point (F) Foot, A & B squads
|     F | F: 
|_______| D: Attackers are likely to come straight at you, following the train 
             tracks towards Uplink A. Some will however take the longer routes 
             to the sides, notably the bottom edge of the map
          A: If you are prepared, a straight sprint towards uplink A can give 
             you the element of surprise against the Valor defenders. If you
             want the longer flank however, routes along the road towards the 
             church, as well as through the tents down the bottom of the map 
             are available to you

 _______
|       | G: J12VS1
|       | P: Ammo/Health (+)
|     + | F: 
|_______| D: This is likely to be your nearest resupply point for Uplink A, so 
             expect attackers to use it too. There is plenty of cover around 
             here to feel safe
          A: A handy ammo dump for attacking Uplink A, but be alert for snipers
             scanning over your route through the tents to get here. You may 
             evade one sniper only to end up reaching the resupply point in the
             view of another sniper

 _______
|       | G: C13VS1
|       | P: Defending spawn point (F) Foot, A & B squads
|F      | F: 
|_______| D: You have a lot of higher ground to the edge of this little camp to
             snipe from, or get the upper hand over attackers heading to C 
             this way. To the right you can follow the road towards some 
             sniping points overlooking Uplink A, straight ahead will take you 
             towards Uplink A, or to the left towards the Data Center, and the 
             staircase to the upper outer level
          A: Wherever Valor are coming from, the closer you get to their spawn,
             the more advantage they have over you in the form of the higher 
             ground. If you are heading to C, watch your back, use the trees as
             cover if you need to, but staying here for any length of time is 
             not the wisest of decisions

 _____________
/ ACQUISITION \________________________________________________________[@ACQUI]

Acquisition is a 128 player game mode, 64 vs 64. One platoon of 32 players 
defends each side of the map, and one platoon of 32 players attacks each side 
of the map. Each platoon breaks down into 4 squads of 8 players each.

It is the goal of the attackers to break through the defensive lines and steal 
an experimental transport vehicle, driving it back to the extraction point 
(there is a gunner seat too, so use it wisely). This must be done twice during 
the 20 minutes, either by the same platoon, or split across the platoons. You 

could be in a situation where you cannot break through the bunker line, but 
still win the match because your second platoon has done the job on the other 
map.

The goal of the defence is then to stop that happening, by either stopping the 
attackers from reaching the transports, or by destroying the transports before 
they reach their extraction point.

There are routes through to the other map, traversable by foot and vehicle, but
you cannot steal a transport from one side of the map and export it on the 
other side, only the side it was stolen on. Your heads up display and minimap 
will indicate where your exit is if you ever get lost.

For ease of navigation, each guide is split into these two map sides, labelled 
left or right based on the attackers point of view. You can only spawn on your 
designated side, but you can influence the other side with Mortar strikes, for 
example.


 _____________ _________________________
/ ACQUISITION / CORVUS RESEARCH (RAVEN) \______________________________[@ACQUR]

Corvus Research sits on the edge of an urban zone and the outskirts of a rocky 
jungle. The map is split into two such that one side is urban (Map 1), with 
plenty of buildings to hide amongst and highways overhead, and the other side 
(Map 2) a much simpler, flatter zone, with fewer buildings.

 _____________ _________________________ _______
/ ACQUISITION / CORVUS RESEARCH (RAVEN) / MAP 1 \______________________[@ACQR1]

Map link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravenacq1.jpg

Search string: RA1


The urban side of Corvus Research is built up and littered with objects for 
cover. After the open section containing the bunkers, the middle section of the
map is fairly closed, before opening again in the compound housing the 
transports.

The minimum amount of obstacles to remove in order to escape with a transport 
here is two roadblocks and a gate.

 _______
|       | G: G01RA1
|       | P: Route to second map
|       | F: 
|_______| D: 9 times out of 10, you can ignore this area, players generally 
             stick to their own sides of the map. It is open enough to spot 
             anyone passing through however
          A: The closest target on the other side of the map is the Mortar 
             Battery, so you could hop over, set charges and hop back. But 
             remember not to get distracted with the other map, as your squad 
             will likely need you on this side

 _______
|       | G: B02RA1
| F     | P: Defending spawn point (F) Foot
|       | F: 
|_______| D: This area of the map, and the route towards the bunkers, is 
             largely built up, with plenty of cover
          A: The majority of Raven players come out the front, towards C03, so 
             hiding around B03 while they rush past can be beneficial

 _______
|       | G: E02RA1
|M      | P: Mortar Battery (M)
|       | F: 
|_______| D: The charge point faces your spawn, so you will be running towards 
             the attackers back if they are planting. There is a thin fence 
             around the Mortar Battery with 3 openings
          A: There is more cover in this area than you may think, so setting 
             charges and getting out fast and safely is usually an easy task

 _______
|       | G: F02RA1
|    +  | P: Ammo/Health (+)
|       | F: Foliage, stairs, cover
|_______| D: This area under the highway is rarely used, especially the closer 
             to the top of the map you get, so this ammo dump can be useful for
             getting back towards the front lines
          A: The highway gives you pillars for cover and shadows to hide in, 
             and there are plenty of other objects, walls and so on, to hide in
             and amongst, allowing a few routes towards the Mortar Battery

 _______
|       | G: J02RA1
|       | P: Side route (e)
|ee     | F: Cover
|__e____| D: Dont forget this little side path, in high walled cover that 
             attackers may duck into and sprint through in order to get closer 
             to your bunker
          A: A quick sprint through here can give you time to recover and 
             prepare for an assault on the bunker in H03


 _______
|       | G: B03RA1
|       | P: Motor Pool (M)
|       | F: 
|_____M_| D: The Motor Pool contains two vehicles for you to drive around the 
             map in, they are already pointing down the road read to action
          A: If Raven are not using the Vehicles, blowing up the Motor Pool can
             give you vehicle kills too. The charge planting spot on the bottom
             side is close enough to the compound wall for you to run into 
             cover if needed

 _______
|   +   | G: E03RA1
|       | P: Ammo/Health (+)
|       | F: Cover
|_______| D: The ammo dump is just behind a small shipping container, so it is 
             in cover for the attackers. You can approach it from the sidewalk 
             or the street however, so getting past that container will open 
             up your view of anyone using it
          A: The resupply point is in cover from Raven spawn, ready for you to 
             stock up on before going for the Mortar Battery or on towards the 
             compound


 _______
|       | G: G03RA1
|       | P: Forward attacking spawn point (H) Helicopter
|       | F: 
|_____H_| D: This helicopter spawns right behind a bunker, so if the bunker is 
             still operational, the helicopter is next to defenceless against 
             your turret. If you do not have a bunker behind it, the spawn 
             point is on high ground, so watch out for attackers dropping off 
             the landing pad and down onto the roads
          A: It will help you a lot if you get rid of the bunker behind the 
             spawn point as soon as possible, otherwise you will emerge from 
             the helicopter with your back to a bunker turret. Get off the 
             landing pad as soon as possible, in any direction, and continue 
             onwards

 _______
|       | G: H03RA1
|    B  | P: Defending Bunker (B)
|       | F: Cover
|_______| D: The bunker is on slightly higher ground, with spots of cover 
             around it for emerging players, or for attackers getting ready to 
             attack. If you spawn here, your priorities are the gate in J03 and
             the mortar battery in E02
          A: The back left side of this bunker, near square H02, is very open 
             for you to approach from and watch over the default bunker exit. 
             Approaching from the road is asking for trouble, unless you are 
             fast, in numbers, from an APC

 _______
|       | G: J03RA1
|   |  W| P: Gate (G), walls (|)
|   G   | F: Cover, watch tower (W)
|___|___| D: There is a small opening in the wall here leading to a watch 
             tower, and to the front of the gate, where you will be defusing 
             many charges. There are small amount of cover to the edges of the 
             road, but much of the area is open
          A: If you do not get this gate open, you will not get the transport 
             out, simple as that. If you manage to hold this gate open for long
             periods, you can get your APCs in and around the bunker line and 
             on to the deeper areas of the map

 _______
|3      | G: O03RA1
| A     | P: Attacking spawn point (A) APCs, Transport Shipping Containers (3)
|   3   | F: 
|_______| D: If any of your transports are rolling down this road, if they get 
             to this point, they get stolen, so be quick with destroying them. 
             Similarly, be quick to destroy APCs coming in the other direction.
             You will have time to get some bunker rockets shot at them, as 
             well as RPGs from closer to the gate. The gate has to be down for 
             them to progress anywhere, so if you hold it, the APCs are largely
             useless
          A: There is little cover for your APCs until you get closer to the 
             gate, and even then you are only out of the range of bunker 
             turrets and into the range of RPGs. Get the gate down as soon as 
             possible

 _______
|       | G: B04RA1
|     1 | P: Transport 1 (1)
|       | F: Cover, high view points
|_______| D: The transport sits in a container, around which is plenty of cover
             to watch for attackers, from above or ground level. The keypad to 
             unlock the container is fairly open from the left side, and from 
             distance, so if you see any attackers unlocking it, get to them 
             quicker than they can duck under the door and into the driving 
             seat
          A: This is your first transport to go for and there is only a little 
             cover at the keypad so look first, unlock second. In terms of the 
             cover surrounding the container, it is a shadowed environment with
             openings out to the back road if you need to get into the open

 _______
| R     | G: C04RA1
|       | P: Roadblocks (R), Ammo/Health (+)
|       | F: 
|+_____R| D: The roadblocks have small amounts of cover, and only one of them 
             will be needed to be destroyed for a transport vehicle to escape 
             the compound. The ammo dump is in the open, the only cover is the 
             ammo crate itself
          A: Get as many of the roadblocks down as you can, giving Raven more 
             work to do to keep the compound secure. The ammo dump is very 
             open, so use if you are desperate for either ammo or health, 
             otherwise duck into cover and think about it again

 _______
|       | G: H04RA1
|  R    | P: Roadblock (R)
|       | F: Bridge over from helipad to helipad
|_______| D: One of two roadblocks that separates the bunker line from the back
             of the map. It is in a fair amount of cover from the bridge and 
             the sides of the landing pads. Both nearby bunkers should be 

             watching approaches from the front, but the turrets may not cover 
             the complete picture
          A: Getting this roadblock down will give you the shortest route into 
             or out of the back of the map, but your best approach is to drop 
             behind it and set your charges there

 _______
|       | G: I04RA1
|       | P: Defending spawn point (B), Bunker
|  B    | F: 
|_______| D: Spawning from this bunker, you should watch out for the gate and 
             the roadblock, and if necessary the Triple A, though you should 
             leave the bunker in H05 to deal with it. The bunker sits in a dip,
             but there is cover from some walls and a grounded vehicle
          A: Chances are you will end up at the back of this bunker without 
             even knowing it, the bunker being almost forgotten about until you
             arrive at it. You have slight higher ground in places, and 
             definite higher ground if you are out the top of the stairs from 
             the far end of the helipad landing zone. Getting this bunker down 
             however will make your route down the road in an APC or transport 
             vehicle much easier

 _______
|       | G: M04RA1
|       | P: Attacking spawn point (F) Foot
|     F | F: Cover
|_______| D: Under the highway and in amongst lots of cover, you most likely 
             will not be seeing any attackers coming until they emerge closer 
             to the gate
          A: There is only really one route to take, and that is forward 
             towards the gate. Whether you go direct to the gate and into the 
             open, or stick to the cover and get behind the wall to approach 
             the bunkers first is your choice

 _______
|      2| G: B05RA1
|       | P: Transport 2 (2), Motor Pool (M)
|       | F: Cover
|M______| D: This transport will only need to be defended if Transport 1 has 
             been stolen successfully, but the same defence applies: only one 
             roadblock needs to be down for someone to get out of the compound.
             Again, the Motor Pool is already pointing in the right direction, 
             and the chargers will have their back to you if you happen to 
             spawn at the right time
          A: There is enough cover to hide behind and gather your bearings 
             whether you are going for the transport or the motor pools

 _______
|       | G: C05RA1
| R     | P: Roadblock (R)
|       | F: Cover
|_______| D: Another roadblock to keep intact. It is a harder route out of the 
             compound than the other roadblocks, but a skilled driver can still
             get out and on towards the shipping container
          A: Generally the least helpful roadblock, but that does not mean you 
             should ignore it. Good drivers can navigate their way past the 
             other objects left in the road, and if it is the only roadblock 

             that is open, it will be your only choice anyway, so get going

 _______
|  +    | G: G05RA1
|       | P: Forward Attacking spawn point (H) Helicopter
|  H    | F: Ammo/Health (+)
|_______| D: Again, helicopters are largely defensive if the bunker behind is 
             still up and running, but attackers have the high ground advantage
             otherwise. The ammo dump is in a fair amount of cover
          A: A handy ammo dump if there are still bunkers up and running, but 
             remember you will spawn with your back to the bunkers if they are 
             up. You have higher ground on all sides and a good amount of cover
             around the walls and helipad structure

 _______
|       | G: H05RA1
|A      | P: Defending spawn point (B) Bunker, Triple A (A)
|     B | F: Cover
|_______| D: If you spawn in this bunker, you have one priority, the Triple A. 
             It is found up a small flight of stairs and the charge planting 
             area is in enough cover, especially from the bunker turret. The 
             bunker itself is behind plenty of walls, but fairly open if 
             attackers are past those walls
          A: If you get rid of this bunker, you will have a much easier time 
             with keeping the Triple A down. Behind the initial walls, the 
             bunker is in enough empty space for you to evade any gunfire and 
             deal with Raven defenders emerging from the sides

 _______
|       | G: D06RA1
| +     | P: Ammo/Health (+)
|       | F: Cover
|_______| D: Tucked amongst some containers is an ammo dump, often a gathering 
             place for an attack on the compound housing the transports
          A: You will have a fair amount of cover, but be weary of Raven 
             sneaking around the corner down the road from their spawn

 _______
|       | G: E06RA1
|  S    | P: Sensor Array (S)
|       | F: Cover
|_______| D: Anyone planting charges will have their backs to you but the area 
             has enough cover for attackers to use and get out of there
          A: There is a higher path here from E07, using crates and ledges to 
             hop up, through this small area and emerging in the corner of the 
             Sensor Array. Defenders may use this route too, as it is the 
             safest route from the rear spawn to the front lines, along the 
             higher ground to the bottom of the map

 _______
| R     | G: H06RA1
|       | P: Roadblock (R)
|       | F: Cover
|_______| D: One of two routes in or out of the rear half of the map for 
             vehicles, this roadblock in a trench is usually easier for the 
             attacking team to destroy and get past
          A: While not completely free from bunker turret fire, the roadblock 
             can be reached from above or the sides, your best bet being 
             charges planted from the rear. The bridge over the top of it leads
             to the Triple A, and has cover on it allowing you to deal with the
             Bunker in H05 too

 _______
|       | G: K06RA1
|       | P: Attacking spawn point (F) Foot
|       | F: 
|_____F_| D: There is a high probability that one of the Squad Leaders or 
             Platoon Leader have called in some form of mortar strike close to 
             this spawn point, hoping to deal with attackers before they leave 
             to the sides into the ditch, the front through shipping containers
             towards the bunker, or the high ground towards the bottom edge of 
             the map
          A: Spawning here means you are more than likely the first bunch of 
             attackers to see what a mortar strike looks like from ground 
             level. The bunker can be reached by dropping down and working 
             through the shipping containers, or by taking the high route to 
             the left. The ditch on the opposite side leads towards cover in 
             the form of shipping containers and concrete walls

 _______
|       | G: B07RA1
| F     | P: Defending spawn point (F) Foot
|       | F: 
|_______| D: The side route out of the spawn takes you to the motor pool, the 
             front route towards the street and on to the Sensor Array. There 
             is plenty of cover around here to use on your way out in either 
             direction
          A: Raven will usually come down the street, using the cover on the 
             sidewalk and popping around the corner, so be alert

 _______
|      B| G: H07RA1
|       | P: Defending spawn point (B) Bunker
|       | F: 
|_______| D: This Bunker will likely be under the heaviest attack, especially 
             from the high ground to the right. When you are not dealing with 
             that threat, watch out for the roadblock behind you
          A: Get rid of this bunker as soon as you can, as doing so will set 
             you up to knock out each bunker in turn. At the very least, if 
             this bunker is down it cannot shoot the transport vehicle if it 
             has to be taken down the longer route out

 _____________ _________________________ _______
/ ACQUISITION / CORVUS RESEARCH (RAVEN) / MAP 2 \______________________[@ACQR2]

Map link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravenacq2.jpg

Search string: RA2


The rocky side of Corvus Research is a fairly open and straightforward 
environment, beginning on the edges of the jungle before entering a more built 
up area, through much of the structures are Raven targets, including bunkers 
and mortar batteries.

The quickest escape will involve the destruction of one roadblock and one gate.

 _______
|       | G: J01RA2
|       | P: Attacking spawn point (F) Foot
|    F  | F: 
|_______| D: You wont see much of the attacking squad until they emerge from 
             their various paths down to the Bunker, the quickest being the 
             right route, and the other to the left.
          A: There is a decent amount of cover in the forms of rocks and 
             foliage, and taking your time and hugging the edge of the map 
             until you get to the bunker can take you out of the view of the 
             turret until you rush through the gap in the walls and get the 
             charges planted. You are in a sense on your own if you spawn here.
             Two squads can spawn here, but generally dont, leaving it to the 
             one squad to deal with the bunker

 _______
|       | G: B03RA2
|       | P: Defending spawn point (F) Foot
|  F    | F: 
|_______| D: Two exits, one leading down the edge of the map to the Sensor 
             Array and bunker, and the side exit leading to the Motor Pool. You
             are well covered and have the high ground until you get to the 
             Sensor Array
          A: Watch for Raven players emerging from the back of the sensor array
             or looking over the roadblock in D05. However, no matter where 
             they come from, if you keep quiet and out of the way, you can get 
             all the way to the back wall to watch over the Motor Pool from 
             behind if you must

 _______
|       | G: B04RA2
|       | P: Motor Pool (M)
|       | F: 
|__M____| D: Right on top of the spawn point exit, you have no excuses for 
             leaving the vehicles where they are, so get in one and drive it 
             somewhere useful
          A: You will have your back to the spawn exit when planting but there 
             is enough cover to work with if you are quick. Be sure to get out 
             of the area before it blows up however

 _______
|    S  | G: E04RA2
| W     | P: Sensor Array (S)
|       | F: Watchtower (W)
|_______| D: Surrounded by low walls and a watchtower, this area gives a good  
             overview down the street towards the bunkers, ready for oncoming 
             APCs or outgoing Transports
          A: There are enough walls for cover and shadows to hide in that you 
             can set charges at the sensor array and lay in wait, and Raven 

             players can still jump over you to disarm the charges without 
             realizing. Get out of the area and get charges on the Roadblock

 _______
|      B| G: H04RA2
|       | P: Defending spawn point (B) Bunker
|       | F: 
|_______| D: The charge point for the bunker is covered from the street but not
             from the sides, so any attackers charging will need to be quick. 
             If you spawn here, watch out for charges at the Sensor Array, and 
             if there is a transport driving past, you should be able to get 
             some rockets on it before it turns the corner to leave through the
             gate
          A: If you can get at the bunker from behind, do so, the turret will 
             usually be pointing into the jungle. There are walls for cover 
             from many different angles

 _______
|       | G: I04RA2
|       | P: Rooftop
|       | F: 
|_______| D: Offers a good look out over the jungle and the bunker, as well as 
             down the various streets
          A: If something looks like it doesnt belong on a roof, shoot it, it 
             is probably a Raven defender laying in wait

 _______
|  3    | G: N04RA2
|     3 | P: Transport Shipping Containers (3)
|       | F: 
|_______| D: It is a long straight road out of here, and if they turn the 
             corner to drop down towards the containers, the transport is as 
             good as stolen
          A: If you make it to the bridge, your job is pretty much done, as 
             long as you dont miss the corner
 _______
|       | G: C05RA2
|       | P: Transport 2 (2)
|       | F: Walkway
|_____2_| D: The second container sits inside the building, under a walkway. 
             The keypad is in a small amount of cover, but not a whole lot, so 
             you have time to act. The walkway above is dotted with cover but 
             is otherwise often used by snipers
          A: Cover is not ideal here, so speed is important

 _______
|   R   | G: D05RA2
|       | P: Roadblock (R)
|       | F:  
|_______| D: If this roadblock is flat on the road, you have got a problem, 
             there is a route for the transport to get all the way to the front
             gate with this roadblock down
          A: Getting this roadblock down will get the transport out of here. 
             There is some cover if it is needed when you plant your charges, 
             otherwise just get in, charge, and move on to the transport

 _______
|       | G: G05RA2
|    +  | P: Ammo/Health (+)
|       | F: 
|_______| D: Covered by a building and some shipping containers, this ammo/dump
             is often a gathering place for attackers
          A: You are near the Triple A here if you need a continued presence 
             near it, otherwise you can move forward in plenty of cover towards
             your next targets

 _______
|       | G: I05RA2
|       | P: Defending spawn point (B) Bunker
| +     | F: Ammo/Health (+)
|_____B_| D: If you are spawning here, protect the gate. There are a few routes
             for attackers to plant charges, and an ammo dump for them to 
             continue an assault, so watch out, otherwise keep the turrets 
             facing the road and the gate
          A: The charge point on the back of this bunker is in the open, both 
             to you planting and to Raven diffusing, so plant quick, head 
             outside the walls and watch out for Raven rushing out to defuse. 
             The ammo dump also serves as a great place for the heavy players 
             to reload and deal with any remaining bunker turrets or vehicles 
             chasing the transport

 _______
|       | G: C06RA2
|       | P: Transport 1 (1)
|    1  | F: 
|_______| D: As with Transport 2, there is a walkway above and cover is limited
             at the keypad. From here however, the likely route out is as 
             straight as possible, so keep an eye on which roadblocks are down
          A: Again, keep your speed up and your eyes open, and hopefully you 
             have given yourself an escape route through one of the roadblocks

 _______
|       | G: D06RA2
|       | P: Ammo/Health (+)
|      +| F: Cover
|_______| D: This will be your resupply point for the oncoming attackers, so 
             make sure you hold it. Also useful when in need of firepower to
             destroy transports that did not make it out of the container
          A: If your forward line extends this far, use the ammo dump to keep 
             the pressure up on Raven, who will be coming through the cover 
             from the rear spawns intent on taking it back

 _______
|       | G: E06RA2
|R      | P: Roadblock (R)
|       | F: 
|_______| D: Driving a transport down the stairs is easier than you think, 
             especially with this roadblock down, so keep it up and you will 
             give yourself more protection from the attackers down the middle
          A: While the easiest route out of the transport area is this 
             roadblock, it generally means destroying the one in the next 
             square too, to make it a straight run towards the Triple A and 
             around the corner. No matter which route out you take though, keep
             the roadblocks down, and watch out for Raven defenders on the 
             higher ground looking down the stairs

 _______
|       | G: F06RA2
|R      | P: Roadblock (R)
|       | F: 
|_______| D: It is not essential to keep this roadblock standing
          A: Overly ambitious transport drivers might come down the stairs 
             faster than they ought to, so having this roadblock down will at 
             least mean they can keep their speed up until they know where they
             are going. However, it is not essential, but certainly easier to 
             have down

 _______
|       | G: G06RA2
|      P| P: Forward attacking spawn point (P) Parachute
|       | F: Cover
|_______| D: What seems to be fairly open and straightforward to deal with 
             quickly becomes attacking players pulling hard changes of 
             direction on the way down from the spawn, and then landing in 
             cover, ready for an advance up the middle dirt street
          A: Spawning here generally means peeling off to the sides, either 
             towards the mortar battery or sensor array, even doing a 180 to 
             make sure the bunkers are down. In general, if you stay down the 
             middle, be prepared for snipers to pick you off on the way down

 _______
|       | G: H06RA2
|   A   | P: Triple A (A)
|       | F: Cover
|_______| D: There are places to duck behind after the charges have been set, 
             so watch out for attackers on either side
          A: The charge point is protected from the back but not the sides, so 
             be fast, get into some cover and stay to look out for any Raven 
             players heading back to defuse it

 _______
|       | G: I06RA2
|       | P: Defending spawn point (B) Bunker
|       | F: 
|_____B_| D: The bunker has a straight view of the road ahead, so watch out for
             APCs, especially coming from the dirt paths and into the cover 
             offered by the shipping containers. Spawning here you should also 
             watch out for the Triple A, the other bunker has a quicker exit to
             get to the gate, so focus on what is going on behind you
          A: There are a few routes to get to this bunker, and the charge point
             is well covered for the most part. Plant charges, get into a bit 
             of space and wait for Raven to come outside and deal with things

 _______
|       | G: J06RA2
|G      | P: Gate (G)
|       | F: Cover
|_______| D: Neither turrets can shoot attackers using the gate as cover, so 
             get out and amongst the cover to shoot any planting charges or to 
             get some RPG shots on APCs
          A: Planters do not have a lot of cover here, so plant quickly, and 
             turn to your nearest bunker to deal with any oncoming Raven 
             players. Use the cover from the small huts and shipping crates to 
             watch the charge until the gate is open

 _______
|       | G: B07RA2
|       | P: Motor Pool (M)
|M      | F: Additional Features
|_______| D: Often you will see someone drive a vehicle straight through the 
             gap at the end of the street, down the stairs and off the far 
             ledge. Indeed, it is generally the only place to take vehicles 
             here so get them out somewhere more useful
          A: You will have your back to any Raven spawning here, but there is 
             enough cover to run beside, down the street, and out of the way of
             the explosion

 _______
|       | G: A08RA2
|       | P: Defending spawn point (F) Foot
|    F  | F: 
|_______| D: Two exits, one to the side towards the Motor Pool, and a forward 
             exit through the buildings down towards the Mortar Battery. This 
             route has the higher ground over the street and plenty of cover
          A: Unless the transports are in need of dealing with, Raven will 
             likely stick to the high ground and head towards the Mortar 
             Battery, so stay sharp

 _______
|       | G: E08RA2
|  M  W | P: Mortar Battery (M)
|       | F: Watchtower (W)
|_______| D: There is a small amount of cover from the charge point, but once 
             set attackers are likely to hide behind the wall towards the edge 
             of the map to make sure the charges detonate. The watchtower can 
             give good views down both streets
          A: Sticking behind the wall will give you a simple approach to the 
             Mortar Battery, and from there on you can move towards the 
             transport area or down to the Motor Pool, you will have cover with
             either choice

 _______
|       | G: H08RA2
|       | P: Defending spawn point (B) Bunker
|    B  | F: Rooftop
|_______| D: Often the first bunker to be attacked so be on your guard. 
             Attackers can approach from a variety of routes, including 
             sticking to the high ground at the edge of the map to using the 
             walls and buildings as cover in I08. The rooftop here can give a 
             better overview of this side of the attack. Watch out for APCs, 
             they can reach further than you think

          A: You could get all of your platoon attacking this one bunker using 
             the two Foot spawns down this side of the map, in any case, 
             getting this bunker down can mean a route towards the Mortar 
             Battery, Triple A and behind the next Bunker. APCs can be driven 
             here along the dirt paths, but for the most part they are sitting 
             ducks to the turret and to sensor shells, so be warned

 _______
|  F    | G: M08RA2
|       | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: You can run pretty far in the few seconds head start you get at 
             the beginning of the match, such that anyone spawning here could 
             be walking straight into your line of sight on their way to the 
             bunkers
          A: If you are assigned an APC spawn but decide to go it on foot, you 
             will end up here with a longer run down to the bunkers, but with 
             the cover of rocks and foliage

 _______
| A     | G: O08RA2
|       | P: Attacking spawn point (A) APCs
|       | F: 
|_______| D: You will not be seeing the APCs until they turn to cross the 
             bridge, at which point two turrets and anyone with an RPG will see
             them rolling up the road ahead
          A: If you want to keep your APC moving, get it off the road, either 
             to the left or right. The longer dirt routes can get you close to 
             the bunker line, at which point however you will most likely be 
             left with a sitting duck of an APC, so park it wisely, or keep it 
             moving

 _______
|       | G: E09RA2
|       | P: Route to other half of the map
|       | F: 
|_______| D: The area is open enough for you to see anyone come in or go out, 
             but generally this wont happen. From this side of the map, a lot 
             of the targets on the other map are quite a trek away, so 
             attackers tend to stick with this side
          A: If you are thinking about hopping over to the other map, you 
             shouldnt. While perfectly possible, you will be in a much better 
             position to help your squad out by moving on to the Mortar Battery
             and transport section of this map ? indeed, compared to the other 
             map you are practically on top of Ravens back line here, rather 
             than just behind the front line on the other map

 _______
|      F| G: K09RA2
|       | P: Attacking spawn point (F) Foot
|       | F: Cover 
|_______| D: You will most likely only see attackers as they drop off the 
             higher ground from various gaps in the rock, from a number of 
             squares along the maps edge here. They are largely in cover until 
             they get close to the bunker
          A: There is plenty to hide behind here, and it is possible to do so 
             all the way around the edge of the map such that you can slip 
             past the bunker and through to the Triple A or Mortar Battery. If 
             you are firmly focused on the bunkers however, there are a number 
             of routes to get to the closest two

 _____________ _______________________________
/ ACQUISITION / ARALKUM MECHANICAL (S.V.E.R.) \________________________[@ACQUS]

Aralkum Mechanical sits on the edge of an island, full of hangars and shipping 
containers. One side of the map (Map 1) involves a hop across what remains of a
harbour of sorts, before working your way onto the back of a ship to steal the 
transports. On the other side (Map 2), getting past shallow lakes and through 
the bunker line opens up a more built up environment before leading you to a 
main hangar housing the transports.

 _____________ _______________________________ _______
/ ACQUISITION / ARALKUM MECHANICAL (S.V.E.R.) / MAP 1 \________________[@ACQS1]

Map link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sveracq1.jpg

Search string: SA1


Often loathed by attacking players, this side of the map starts off with only 
one route into the facility, one heavily defended bridge. However, attacked in 
the right way and this seemingly impossible hurdle becomes a walk in the park. 
Getting behind the bunkers and through the shipping contains leads you to the 
transports, behind a row of roadblocks and ready to roll off the back of a 
ship.

The minimum amount of obstacles to remove in order to escape with a transport 
here is one roadblock and a gate.

 _______
|    F  | G: B02SA1
|       | P: Defending spawn point (F) Foot
|       | F: 
|_______| D: From here you run straight down towards the Sensor Array and on 
             towards the bunkers, or cut inside and head to the Motor Pool
          A: Much of this back area is open enough for some long distance 
             shooting, so watch out as you pass through the open areas back 
             here

 _______
|    F  | G: G02SA1
|       | P: Defending spawn point (F) Foot
|       | F: 
|_______| D: Similarly, here you can run straight down towards the Mortar 
             Battery and the bunker line, or cut in to the Motor Pool. You have
             more cover leaving this spawn by any route 
          A: You have plenty of cover to work with on your approach this far 
             into SVER territory so use it wisely

 _______
|       | G: D03SA1
|    >> | P: Motor Pool (M)
|M      | F: Ramp into back of transport area (>)
|_______| D: You have a good line of sight and the high ground from your spawn 
             if you see attackers planting charges or running towards the 
             transports from this route
          A: The charge for the Motor Pool will leave you exposed from behind, 
             as will running onto the ship, but once there you can duck into 
             the cover the door provides and prepare for the next action


 _______
|       | G: E03SA1
|       | P: Transports (1, 2)
|       | F: 
|2__1___| D: The transports are next to each other in this little area, and can
             be approached from behind, but the keypad to open the container is
             at the front. The drive out is blocked by three roadblocks
          A: You will have decent cover when unlocking the containers, so as 
             long as at least one of the roadblocks is down in front of you, 
             you can get out of here and on towards the shipping container

 _______
|       | G: F03SA1
|    M  | P: Motor Pool (M)
|       | F: 
|_______| D: If there are still vehicles here, drive them somewhere more useful
          A: The charges are planted in cover from the nearby spawn, so you 
             should have few problems no matter where you approached from or 
             are going next

 _______
|       | G: C04SA1
|       | P: Sensor Array (S)
|       | F: 
|___S___| D: Relatively open, you will come at the attackers from behind if you
             see them planting charges
          A: You have small amounts of cover to work with, but the quicker you 
             get in, plant charges and get out, towards the Motor Pool or 
             Roadblocks, the better

 _______
|       | G: C05SA1
|  +    | P: Ammo/Health (+)
|       | F: 
|_______| D: A useful resupply point if you are in need of stopping transports 
             that cannot get past the roadblocks. It is in plenty of cover 
             from your perspective
          A: Not much cover from the SVER spawn point, but a useful ammo dump 
             to hold on to in order to push them back towards their spawns, 
             away from the bunker line

 _______
|       | G: E05SA1
|R R R  | P: Roadblocks (R)
|       | F: 
|_______| D: A fairly open area to spot attackers planting charges, but 
             remember that only one of them needs to be down for the transport 
             to have a chance at getting out
          A: The more of these roadblocks you get rid of, the easier your 
             escape route will be, with SVER needing to take more time to 
             repair each roadblock to block you once more

 _______
|       | G: I05SA1
|       | P: Route to other side of the map
|       | F: 
|_______| D: You may see the odd player coming into your map, especially to 
             quickly plant charges on the Mortar Battery, and away from the 
             road there is enough cover for them to get their in one piece
          A: There is nothing stopping you from hopping over into the other 
             map, and the nearby Mortar Battery on the other side might be a 
             nice incentive, but as always, remember that your squad will need 
             you on this side of the map first

 _______
|       | G: E06SA1
|   P   | P: Forward attacking spawn (P) Parachute
|       | F: Cover
|_______| D: The ground is surrounded by shipping containers with many small 
             routes through, so getting behind someone without them knowing 
             happens a fair amount of times, and that includes people sneaking 
             behind you
          A: You can land on the shipping containers and crane from here, 
             offering a high overview of the transports and various SVER 
             players emerging from their spawns towards the middle of the map

 _______
|    +  | G: F06SA1
|       | P: Ammo/Health (+)
|       | F: Cover
|_______| D: A useful ammo dump for dealing with any transports, as well as 
             keeping the attackers pushed back in and amongst the shipping 
             containers
          A: The shadows will help you here more than the cover, but it is a 
             useful point to hold, with views down the street towards the Motor
             Pool. If vehicles cant get out of that Motor Pool, they cant 
             follow your transport on its escape

 _______
|       | G: H06SA1
| M     | P: Mortar Battery (M)
|       | F: 
|_______| D: Chargers will have their backs to you, but will be on the higher 
             ground from most directions, so watch out
          A: There is enough cover here to work with if you need to, but you 
             are vulnerable from the side while planting, if there are any 
             eagle eyed SVER players looking your way from a distance

 _______
|       | G: E07SA1
|       | P: Triple A
|      A| F: 
|_______| D: You can cover the charge planting area from the building nearby, 
             but a quick attacker can get in, work with the cover that is there
             and pull the same trick watching over you trying to defuse it
          A: The building nearby provides cover for your approach, as well as 
             for defending the charge until it detonates, otherwise you have 
             high ground from the roads and the bunker line

 _______
|       | G: F07SA1
|       | P: Ammo/Health (+)
|      +| F: Rooftop
|_______| D: The rooftop here is often used as a sniping point, and even RPGs 
             can be shot from here to any APCs crossing the bridge. It and the 
             mid level of the building have views of the Triple A planting 
             area, and the lower level houses the ammo dump
          A: There are a number of routes into the building and sets of stairs 
             to each level, so you can use the plenty of cover here to your 
             advantage to sneak through, plant charges on the Triple A and keep
             watch over them from safety

 _______
|   r   | G: C08SA1
|       | P: Defending spawn point (B) Bunker
|r      | F: Route into the back half of the map (r)
|_____B_| D: Anyone spawning here needs to be aware they are in what is most 
             likely the first bunker to fall. You can be reached from the front
             or from under the pier and up the stairs from the, the exit of 
             which (left r) is only a short distance from a gap in the back 
             wall and into the back of the map. It is a dirty tactic to some, 
             but parking a vehicle here to use as a second turret, watching 
             over both the route through the wall and the charge point of the 
             bunker can be the difference between holding this area for the 
             match or having the attackers cake-walk it. The other target to 
             watch out for is the Sensor Array behind you
          A: Get rid of this bunker and you will stand a much better chance of 
             getting rid of everything else. You can approach it from a few 
             sides, with various objects for cover, but the next bunker may see
             you from the front. If SVER are not prepared, you can sprint 
             through the route into the back half of the map without them 
             noticing. If they are prepared however, you might come face to 
             face with a vehicle, rather than a gap in the wall

 _______
|       | G: E08SA1
|       | P: Defending spawn point (B) Bunker
|    G  | F: Gate (G)
|B______| D: Spawning in this bunker will give you a limited view of APCs 
             crossing the bridge, and of anyone attacking the outer bunker from
             the front. Instead of focusing on the nearby gate, pay attention 

             to the Triple A. The turret has a view back down the street if
             there are any transports heading your way
          A: You can work in and around cover to set charges at the back of 
             this bunker from the front or the side, especially if the outer 
             bunker has gone. If these two bunkers are gone, you can safely 
             plant charges on the Gate from behind

 _______
|   B   | G: F09SA1
|       | P: Defending spawn point (B) Bunker
|       | F: 
|_______| D: The turret in this bunker has a view from the end of the bridge 
             all the way up to the gate, so anyone spawning here should focus 
             on protecting the gate by any means
          A: You can approach this bunker from the front, using the shadow of 
             the building and the limited cover the closer you get to the 
             bunker. In any case, getting this bunker down will give you a 
             better chance of getting your APCs up to the gate and through it 
             without any trouble

 _______
|       | G: G09SA1
|     B | P: Defending spawn point (B) Bunker
|       | F: 
|_______| D: If the outer bunker on the other side is proving difficult, watch 
             out if you spawn here. There are routes to the bunker from the 
             front or the side, offering fair amounts of cover. Spawning here 
             you should be prepared to repair the Mortar Battery 
          A: The side route is probably your best approach for this bunker, 
             though it is the longer route to take. It has more cover from the 
             turret, and by the time you get behind the final piece of cover, a
             white truck, you could even make a break for the back half of the 
             map rather than the bunker ? the gap between the bunker and the 
             back wall is larger and more open than you might think

 _______
|+      | G: D11SA1
|       | P: Ammo/Health (+)
|       | F: Cover
|_______| D: If your bunker is being bombarded by rockets, there is a good 
             chance the shots are coming from around this area, right next to 
             the ammo dump, which is in cover behind a wooden hut
          A: You can see two bunker turrets from here, so there is no excuse to
             not get rid of them and make your approach much easier. You have 
             plenty of cover from the hut and various crates along the pier, so 
             use it

 _______
|       | G: G11SA1
|+      | P: Ammo/Health (+)
|       | F: Cover
|_______| D: As with the other side, if you are being hit with rockets, scan 
             over this area, again behind a small wooden hut
          A: Once more, you can see two bunker turrets from this ammo dump, and
             there is plenty of cover from the hut and crates on the pier if 
             you need to get a different angle on your shot, so use the ammo 
             and get rid of the turrets

 _______
|       | G: C13SA1
|       | P: Attacking spawn point (F) Foot
|  F    | F: 
|_______| D: There are multiple routes out through the gaps between the 
             buildings, but anyone spawning here will more than likely be 
             coming straight towards the outer bunker
          A: You have a long route to go, but plenty of opportunities along the
             way to get off some shots at the turrets or work your way around 
             the edge of the map for a stealthier attack on the outer bunker

 _______
| F     | G: E13SA1
|       | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: There may be a sniper or two spawning here to look down the road 
             towards the gate, or some RPG users getting shots off at your 
             turrets. In general however, attackers will be running through the
             cover of the buildings to get an approach on your bunker line
          A: If you spawn in an APC but want to spawn on foot, this is where 
             you will end up, and it may be the best option until at least the 
             turrets are down from the two central bunkers, or if you need to 
             group up to attack the outer bunker in numbers

 _______
|      F| G: G13SA1
|       | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: The likely exit route here, once emerging from behind the cover of
             some buildings is to keep to the edge of the map and approach your
             outer bunker from the side
          A: There are a few routes out, putting you in front of one of the two
             bunkers on this side, or towards the edge of the map ready for 
             running up the flanks

 _______
|       | G: F16SA1
| A     | P: Attacking spawn point (A) APCs
|       | F: Transport shipping containers (3)
|____3__| D: Once transports are over the bridge, you might as well wave 
             goodbye to them, with plenty of cover on their side. With the APCs
             however, they have once route to take, straight over the bridge to
             the dead end that is the Gate. Your two bunkers can deal with the 
             threat from a direct assault with few problems
          A: An APC cant really go anywhere on this map until the gate is down,
             so get rid of the turrets, get across the bridge with an APC or 
             two, get the gate down and get out of there, you are after all 
             good targets for the Mortar Battery, even if you are not targets 
             from the turrets. And watch out for anti-tank mines

 _____________ _______________________________ _______
/ ACQUISITION / ARALKUM MECHANICAL (S.V.E.R.) / MAP 2 \________________[@ACQS2]

Map link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sveracq2.jpg

Search string: SA2


This side of Aralkum Mechanical starts off with shallow lakes dotted with 
mounds, rocks and small huts, before dumping you in front of the bunker line. 
Behind this, beyond a few small buildings and piles of shipping containers is 
the main hangar housing the transports.

The quickest escape here will involve the destruction of one roadblock and one 
gate.
 
 _______
|       | G: B01SA2
|       | P: Defending spawn point (F) Foot
|    F  | F: 
|_______| D: The main routes out of here will take you to the Motor Pool and 
             the back of the transport hangar, or down towards the Mortar 
             Battery and bunker lines. There are plenty of walls and buildings 
             for cover along the route down
          A: The closer you get to the spawn point, the smarter you will need 
             to be to stay in cover while SVER players run out along their 
             chosen route. There is however plenty to hide behind and take a 
             breather before continuing along

 _______
|       | G: G01SA2
|       | P: Defending spawn point (F) Foot
|  F    | F: 
|_______| D: Similarly, the routes out will go towards the Motor Pool or the  
             Sensor Array, and there is enough cover to work with down both 
             routes
          A: You can almost get underneath the spawn point, so hiding up 
             against the wall until SVER have left their spawn can allow you to
             just walk across to the Motor Pool and carry on with your attack. 
             Otherwise, there is a mix of who holds the high ground down the 
             edge of the map, but a large building for cover nearer the Sensor 
             Array

 _______
|       | G: C02SA2
|    M  | P: Motor Pool (M)
|       | F: 
|_______| D: If this motor pool contains vehicles, it is not doing its job. 
             Drive them somewhere useful. The charge point faces the spawn 
             point for once, so you will likely only see charges when they 
             stand up once finished
          A: You are pretty safe planting charges on this motor pool, and only 
             a short run from a door into the back room of the hangar, and 
             across to the next Motor Pool

 _______
|       | G: F02SA2
|M      | P: Motor Pool (M)
|       | F: 
|_______| D: Again, get the vehicles out of here and towards the front lines. 
             The charge point is right up near the top wall of the map, so if 
             attackers have got this far, they are intent in finishing the job
          A: You will have to run all the way to the far side of the motor pool
             in order to plant charges, but once done you can run for cover 
             near the truck in the middle of the road, or into the back room of
             the hangar

 _______
|       | G: D03SA2
|       | P: Transport 2 (2)
|  2    | F: Roadblock (R)
|R______| D: This transport container sits outside of the hangar, but it is the
             second transport needed to be stolen. The roadblock in this square
             being down means a tight turn out of here for the transport 
             driver, but determination can mean getting through it
          A: To make life easier, get rid of both roadblocks before driving 
             this transport out. The keypad is in a good deal of cover unless 
             SVER are coming from the Mortar Battery

 _______
|       | G: E03SA2
|       | P: Transport 1 (1)
|  1    | F: 
|_______| D: The first transport is inside the hangar, so the keypad is in a 
             fair amount of cover, though you can come through a side door to 
             the hangar and be staring straight at anyone unlocking the 
             container. Only one of the roadblocks needs to be down, otherwise 
             the transport is going nowhere in a hurry
          A: Get charges on the roadblocks, get the container unlocked and get 
             ready to drive. The quicker you act here the better

 _______
| R     | G: D04SA2
|       | P: Roadblock (R)
|       | F: 
|_______| D: If this is down, transport 2 has a straight route out of here, so 
             keep it up
          A: Getting this down will save you time and tricky driving on the way
             out

 _______
|   R   | G: E04SA2
| R     | P: Roadblocks (R)
|       | F: 
|_______| D: Only one of these needs to be down for you to have a bit of a 
             problem on your hands, so keep them both up and block the 
             transport from leaving the hangar
          A: Taking one roadblock out gives you a chance, taking both out gives
             you more of a chance, and more work for SVER to do to secure their
             defence again

 _______
|  S    | G: F04SA2
|       | P: Sensor Array (S)
|       | F: Ammo/Health (+)
|+______| D: The Sensor Array is fairly well covered, including from a walkway 
             above. The chargers have their backs to your spawn, but can 
             certainly feel safe while planting. The ammo dump is largely in 
             the open, but on higher ground. It does offer a useful supply to 
             destroy the transport however
          A: You can plant charges here and run off to the next target, or 
             climb the stairs at the back of the building separating you from 
             the spawn point to get onto a walkway and watch over the sensor 
             array. The ammo dump can give you an overview of the first 
             transport, as well as down the road to see any vehicles that may 
             turn out of the motor pool to drive down towards you

 _______
|       | G: A05SA2
|       | P: Route through to the other map
|       | F: 
|_______| D: As with any route through, it will be largely unused, but the 
             incentive of Mortar Batteries either side will give attackers 
             something to think about. The road is open, but there is plenty of
             cover down the sides
          A: Once again, you have the option to hop maps, and a Mortar Battery 
             either side might decide that for you, but staying on your own 
             side will be of the most benefit to your squad

 _______
|  M    | G: B05SA2
|       | P: Mortar Battery (M)
|       | F: 
|_______| D: Chargers are well covered from behind, and can quickly run out of 
             the area and into more cover, so approach with caution if it is in
             need of defusing
          A: You are well protected when planting, unless a SVER defender has 
             followed you from the side. Once set, charges can be watched from 
             behind a few objects of cover to make sure they detonate
 _______
|       | G: C07SA2

|       | P: Ammo/Health (+)
|       | F: 
|__+____| D: Largely out of the way, it is nonetheless a good source of ammo 
             for getting rid of helicopters without the help of bunker turrets,
             and a last stop for ammo if you need to get forward to repair the 
             bunkers
          A: In a fairly hidden area, if you can get here and are in need of 
             getting rid of bunker turrets, its an ideal place to be, as well 
             as for stocking up when trying to destroy the bunkers from behind

 _______
| H  +  | G: D07SA2
|       | P: Forward attacking spawn point (H) Helicopter
|       | F: Ammo/Health (+)
|_______| D: The landing pad is nothing more than a few shipping containers 
             dotted with sandbag walls, but their close proximity to each other
             can mean having to fight through a wall of players to get back to 
             your bunker line. The nearby ammo dump is useful with the Triple A
             still up, for destroying incoming APCs or outgoing Transports
          A: You will spawn with your back to any remaining bunkers, but the 
             helicopter itself is more of a target than you are, so you should 
             have time to get out and get into plenty of cover before deciding 
             what to do next. If you can keep hold of this area, the bunker 
             line 
             can be next to impossible to reach, so keep an eye out for any 
             adventurous repairmen running through the cover

 _______
|   H   | G: E07SA2
|       | P: Triple A (A), Forward attacking spawn point (H) Helicopter
|       | F: 
|__A____| D: The same defence applies for the makeshift landing pad, attackers 
             can be hit from behind by any remaining bunker turrets, but can 
             get into cover quickly otherwise. The triple A sits on higher 
             ground but chargers are exposed at the sides.
          A: If the Triple A is down, get out of the helicopter, keep the 
             bunkers down and keep pressing forward. If the Triple A is up 
             however, you have a few routes through gaps in the walls behind 
             the bunkers to get to it, but be prepared for the possibility of 
             coming face to face with a vehicle when you get there. Get charges
             set, get in a bit of cover and hope that only a handful of SVER 
             defenders come to defuse it

 _______
|       | G: F07SA2
|     + | P: Ammo/Health (+)
|       | F: Cover
|_______| D: A nice ammo dump to be able to keep a hold of, you are close to 
             the bunkers if they need repairing, or the helicopters if they 
             need 
             taking out. The square itself is the beginning of the route past 
             the bunker and down towards the back half of the map, so watch out
             for any attackers running through it 
          A: A useful resupply point if you are in need of recovery after 
             taking out or getting past the bunker, and readying yourself to 
             take out the other bunkers, or to move onwards down the edge of 
             the map  towards the Sensor Array

 _______
|       | G: D08SA2
|      G| P: Defending spawn point (B) Bunker
|       | F: Gate (G)
|B______| D: If you spawn here, you have two things to defend, firstly the 
             gate, and secondly the road to the bunker next to you. An APC can 
             drive right up behind the next bunker, attackers can leave and run
             up to the Triple A, the Bunker and the Gate and plant charges on 
             them all before you know it, so get some anti-tank mines down, get
             some turret rockets ready and stop incoming APCs before they get 
             close
          A: The element of surprise can get you further than you think. The 
             bunker can be taken out on foot, there is plenty of cover on your 
             approach from the front, provided the outer bunker is not keeping 
             a close eye on this side of the area. You could drive an APC up 
             towards it, unload and plant charges on the gate and bunker, but 
             you may have better luck by risking a few turret shots to your APC
             as you park it behind the next bunker instead ? provided the road 
             is not mined

 _______
|       | G: E08SA2
|       | P: Defending spawn point (B) Bunker
|       | F: 
|____B__| D: Spawning here and you are in for a busy match, if the attackers 
             know what they are doing and if you are not prepared. You can 
             ignore the gate unless it turns into a quiet match, as your 
             primary focus must be the Triple A behind you, and you could be 
             defending it from both APCs if you are not careful. Get out and 
             mine the road, get the turret scanning the lake and keep your eyes
             open for where the attack is coming from.
          A: You can get two APCs attacking this bunker at the same time, 
             though it may not seem possible. Skilled drivers can navigate the 
             shallow lakes to end up behind light cover in between the bunkers 
             on this side, and a clear road ahead means another can roll up to 
             the gate, turn right to get behind the bunker and effectively park
             between it and the Triple A, though at the risk of the turret from
             the other bunker. A well coordinated attack with multiple squads 
             can completely overrun SVER before they know it

 _______
|       | G: F08SA2
|       | P: Defending spawn point (B) Bunker
|       | F: 
|______B| D: For a long time, this was thought to be the bunker that attackers
             must get out of action before getting anywhere, and while it is 
             still sort of the case, a strong team will aim for the bunker next
             to you just as much, if not more than aiming for you. Still, you 
             are at risk of a flank down the edge of the map and a short run 
             behind the bunker through a gap in the wall and onto the latter 
             half of the map. Other than protecting your front lines, spawning 
             here you should watch out for the Sensor Array
          A: A seemingly daunting bunker to hit, space between it and the exit 
             from the obvious flank is tight, and cover towards the middle of 
             the lake is limited, but it is by no means an impossible bunker to
             destroy. Watch out for any vehicle that may be blocking the gap in
             the wall behind however, but if needed you can drive an APC all 
             the way here and deal with it that way

 _______
|       | G: B09SA2
|      B| P: Defending spawn point (B) Bunker
|       | F: 
|_______| D: This will likely be a quiet bunker. You have good views in most 
             directions, anyone trying to flank you and get behind will have a 
             long route to take, sometimes you might even wonder what the point
             in even defending it is, but dont, because as long as you are 
             active, you still have a forward spawn point, and can still help 
             the other bunkers, even if it is just running to them and 
             repairing them. Spawning here you should look out for the Mortar 
             Battery and the bunker next to you
          A: A wide open area dotted with cover, a long flank around the sides 
             with no real end goal in sight, but none of that means you should 
             ignore the bunker. By all means leave it until last, but as long 
             as it is up, 8 SVER players have a forward spawn and get to the 
             other bunkers to repair so another 8 players can arrive

 _______
|     + | G: E10SA2
|       | P: Ammo/Health (+)
|       | F: Cover
|_______| D: There are lots of things to hide behind here and get out of the 
             way of your turrets, and being the only resupply point for some 
             time, RPGs are likely to be coming from somewhere around here
          A: The area is large enough to take a breath, resupply and carry on, 
             but look out for incoming Mortar fire, both aimed at you and any 
             APCs you might have parked here out of the way of turret fire

 _______
|       | G: B12SA2
|       | P: Attacking spawn point (F) Foot
|       | F: 
|_F_____| D: You wont be seeing attackers for a while, and they could emerge 
             from a variety of places over a large area around the nearest 
             bunker, so stay alert
          A: You have a few routes out towards the bunker, ending up either 
             wide on the left, near the edge of the map, or towards the front. 
             Work your way through the available cover wisely and you can be at
             the back of the bunker setting charges while the turret is trying 
             to find your squad mates emerging from another exit

 _______
|      F| G: G12SA2
|       | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: Two main exits take attackers to the edge of the map or into the 
             heart of the lake, both offering good amounts of cover for them on
             the way towards your bunker line
          A: You will likely want to go towards the edge of the map and deal 
             with this bunker, either getting rid of the turret from afar then 
             getting in and planting charges, or by working your way up the 
             side in cover, dashing through the gap between the wall and the 
             bunker, and doing what you need to do

 _______
|  F    | G: D13SA2
|       | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: You might see a few snipers around the end of the road, likely 
             coming from this foot spawn, hugging the walls for cover
          A: If you dont want to spawn in an APC, your foot spawn in here. 
             There is cover from the rock along the side of the road, or the 
             various obstacles throughout the lake breaking line of sight to 
             the area closest to you. Spawning here and getting near the corner
             can give you a shot at the turrets before your APCs get any closer

 _______
|       | G: D14SA2
|       | P: Attacking spawn point (A) APCs
|A      | F: 
|_______| D: Watch for these APCs taking seemingly strange routes through the 
             lake, rather than down the road. There is method to their apparent
             madness so watch out, and dont forget that some may still come 
             down the road faster than you realize
          A: Skilled drivers can navigate through the shallow lakes, the rest 
             of the drivers can still give it a good shot along the road. In 
             either case, know what both APCs are going to be doing so you dont 
             crash at the first corner, and get going

 _______
|     3 | G: C15SA2
|       | P: Transport shipping containers (3)
|       | F: 
|_______| D: If the Transports get out of the gates and past the ammo dump, 
             they are as good as gone on their route to these containers
          A: You have more and more cover the further past the gate the get, 
             so keep driving, avoid the walls and park it in the container to 
             secure it

 _____________ ___________________________
/ ACQUISITION / ELK BAY LOGISTICS (VALOR) \____________________________[@ACQUV]

Elk Bay Logistics is an open woodland on the shore, complete with a harbour 
hangar on one side (Map 2), and a storage area on the other (Map 1). The 
bunkers sit on the high ground and cover comes in the form of Valors tents and 
sandbags.

 _____________ ___________________________ _______
/ ACQUISITION / ELK BAY LOGISTICS (VALOR) / MAP 1 \____________________[@ACQV1]

Map link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valoracq1.jpg

Search string: VA1


This side starts off wooded, with cover from trees and rocks, before hitting 
the bunker line behind thin walls and on high ground. Getting past these 
however leads to a much more open landscape, but still with enough cover to 
navigate safely through towards the docks, where two transports sit near the 
back of the yard.

The minimum amount of obstacles to remove in order to escape with a transport 
here is two gates.

 _______
|      F| G: F02VA1
|       | P: Defending spawn point (F) Foot
|       | F: 
|_______| D: There a two routes out, straight ahead towards the Mortar Battery,
             or off to the side towards the transports. Both the spawns and the
             transports sit inside a compound, but holes in the front fence 
             will allow attackers in and around the area
          A: You wont see Valor until they emerge from gaps in the walls, at
             which point they will have the high ground over you, so deal with 
             them or get out of the way

 _______
|    1  | G: H03VA1
|       | P: Transport 1 (1)
|       | F: Cover
|_______| D: The transports are set back into a 3 walled area and beside a hut,
             so there is cover for attackers to hide behind waiting for the 
             coast to be clear before going for the transports. The keypads are
             otherwise fairly open, so deal with attackers before they get 
             there
          A: You will have various amounts of cover whichever route into and 
             through the compound you take, but it will quickly open up as you 
             get in front of the transports. Duck behind into cover if you need
             to, get ready to use the keypad to open the container and make 
             sure the Gates are down before driving off

 _______
|       | G: I03VA1
|2      | P: Transport 2 (2)
|       | F: Cover
|_______| D: The same applies, attackers have cover for the most part, but will
             also be exposed with their backs to you while securing the 
             transports, so deal with them before they finish
          A: Again, get in, make sure you know your exit is clear, get ready to
             go for the keypad then get in the driving seat and drive out of 
             here

 _______
|F      | G: K03VA1
|       | P: Defending spawn point (F) Foot
|       | F: 
|_______| D: As with the other side, you have two main routes out, down to the 
             Motor Pool or inside to the transports, and are well covered, 
             however, you might have to watch out for any adventurous attackers
             coming up the ramp to greet you
          A: You can get up close and personal to this spawn point from the 
             ramp near the motor pool, but remember that anywhere else, 
             emerging Valor defenders will have the higher ground over you


 _______
|       | G: F04VA1
|       | P: Mortar Battery (M)
|     M | F: Cover
|_______| D: Sitting in lower ground, the Mortar Battery is so close to your 
             spawn you should not need to worry about it. The charge planting 
             point is right in front of the exit from the spawn area, so you 
             have higher ground and the attackers backs facing you
          A: Get here quick, before Valor can spawn from behind, and you will 
             have the Mortar Battery down in no time. If you are in need of a 
             bit of comforting before planting charges, a poison gas grenade 
             can make Valor think twice about jumping down into the unknown

 _______
|       | G: G04VA1
|      G| P: Gate (G)
|       | F: 
|_______| D: Only one of these gates needs to be down to get transports out of 
             the compound, so keep them up and watch out for anyone who may try
             to outsmart you by slipping in the gaps in the fence to plant the 
             charge on your side
          A: You need one of these gates down, this gate giving you the 
             shortest route out of the compound and down the road towards the 
             shipping container. Look behind the gate before planting, as Valor
             may pop out through the gaps in the fence to shoot you while you 
             cant shoot back


 _______
|       | G: I04VA1
|   +   | P: Gate (G)
|G      | F: Ammo/Health (+)
|_______| D: Again, only one of the gates needs to be down so keep them both up
             and watch for attackers slipping through the gaps in the fence to 
             get behind them. The ammo dump is a useful source of heavy weapons
             to take out any transports that are slow off the mark, and is 
             generally well covered
          A: As before, you need at least one of these gates down, so get them 
             both down to give you some options. On this side you will have an 
             ammo dump to keep the pressure on Valor defenders emerging from 
             this side

 _______
|M      | G: F05VA1
|       | P: Motor Pool (M)
|       | F: 
|_______| D: Get your vehicles on the move because the charge point is in 
             plenty of cover, allowing attackers to look past to the gap near 
             the Mortar Battery to see if anyone is coming before planting 
             charges
          A: Whether you destroy the motor pool or not, the area gives good 
             cover, allowing you to group up and deal with the Mortar Battery 
             as a squad, rather than an individual
 _______
|       | G: I05VA1
|       | P: Sensor Array (S)
|       | F: 
|__S____| D: The Sensor Array sits in a fairly open place, but attackers have 
             some cover from behind, and behind is usually where you will be 
             running from to defuse the charges
          A: You can plant charges easily enough, just watch out for Valor 
             defenders coming from the motor pool area. You have enough cover 
             to work with if you need it


 _______
|M      | G: K05VA1
|       | P: Motor Pool (M)
|       | F: 
|_______| D: You cant miss hopping into a vehicle from the rear spawn, so get 
             in one and drive it somewhere useful
          A: The area is rather open, but you can plant charges and duck behind
             a nearby wall if you need to, otherwise you can run straight up 
             the ramp into the compound and near Valors rear spawn 

 _______
|       | G: G06VA1
|       | P: Ammo/Health (+)
|   +   | F: 
|_______| D: A great forward grouping point for the attackers, almost right 
             underneath their forward spawn point, so if you can push this far 
             forward and stop them from even landing here, you will be pushing 
             them out to the sides and away from your transports
          A: The ammo dump sits in a little dent behind a long building, and 
             there is generally enough cover to resupply safely. You can then 
             branch out to the sides to get closer to the Sensor Array, or push
             forward in cover the other side of the road from the gates

 _______
| +     | G: C07VA1
|       | P: Ammo/Health (+)
|       | F: 
|_______| D: Largely out of view from the bunker turret, it is nonetheless a 
             meeting point for the attackers, so push out and hold it 
             yourselves for an easier time
          A: A great place to keep a presence, the ammo allows RPG users to 
             make sure turrets stay down, as well as dealing with any emerging 
             Valor defenders rushing to fix it, before you march in to set 
             charges

 _______
|    B  | G: D07VA1
|       | P: Defending spawn point (B) Bunker
|       | F: Cover
|_______| D: You have the high ground, you have good views, you have no excuses
             for letting the bunker fall, because if it does, there is a route 
             straight to the Triple A and down to the Mortar Battery, and the 
             bunker does not need to fall in order for a seasoned attacker to 
             get there. Anyone spawning here should focus on the Mortar 
             Battery, and if the next bunker are having a hard time, the Triple
             A too
          A: Getting rid of this bunker will help you get into the heart of the
             map and the back of the turrets, almost instantly opening up the 
             Triple A for you to get charges on. There are a number of 
             approaches, and you will have an easier time if the turret is 
             down, or else pointing in the opposite direction when you make 
             your run to the back to set charges

 _______
|       | G: E07VA1
|       | P: Defending spawn point (B) Bunker
|       | F: Cover
|___B___| D: You have the high ground, and the charge point at the back of the 
             bunker is small and well covered, both for attackers charging and 
             for you defusing. You should focus on defending the Triple A, and 
             you will have the higher ground over anyone running over to set 
             charges there
          A: There is a bridge from bunker to bunker here, as well as a few 
             routes up and around the back, just keep an eye on the turret. 
             Space is tight so you can defend the charges with a knife if you 
             need to, otherwise do not hang around here too long, and get out 
             to the next target, notably the Triple A

 _______
| A    P| G: F07VA1
|       | P: Triple A (A)
|       | F: Forward attacking spawn point (P) Parachute
|_______| D: An open area until defenders get behind the sandbags, at which 
             point get in there quick and make sure any charges planted on the 
             Triple A do not explode. The spawn point covers a wide area too, 
             with attacking players being able to land across a number of 
             squares, so deal with them quickly
          A: The charges are planted at the back of the Triple A where you will
             have cover from behind but not so much from the sides, so keep an 
             eye out for Valor players coming from higher ground to get you

 _______
|       | G: K07VA1
|       | P: Route to other side of the map
|       | F: 
|_______| D: A small bridge separates the two sides, but generally there is not
             much incentive to swap sides, unless going for a Sensor Array on 
             the other map
          A: Largely ignored and with good reason, you are taking yourself away
             from anything of importance on this map and towards only the 
             Sensor Array in the other map

 _______
|       | G: F08VA1
|       | P: Defending spawn point (B) Bunker
|    B  | F: Cover
|_______| D: Again, you have the high ground and space is tight. Keep an eye 
             out on the Gate to your left (G09) for incoming APCs, and to your 
             right (E09) for outgoing transports
          A: There are a number of points along the edge of map at which you 
             have the higher ground over anyone leaving the bunker, but that 
             puts you on level ground with the turret, so get rid of it for an 
             easier time. These include the building housing the ammo dump 
             (G09) and the path leading up through the rocks in F09

 _______
|     B | G: G08VA1
|       | P: Defending spawn point (B) Bunker
|       | F: 
|_______| D: Once more, higher ground, small space, only this time attackers 
             can walk up to an overlooking area in H09 and take out you and 
             your turret from close range, or just drop down and sprint past 
             and around the corner towards the Sensor Array
          A: Your best bet is to follow the edge of the map and drop down to 
             the bunker at the ledge in H09, otherwise you will be walking 
             through Valor players rushing out from the bunker to get in front 
             of the gate

 _______
|       | G: D09VA1
|  +    | P: Ammo/Health (+)
|       | F: Cover
|_______| D: This ammo dump has high ground and good amounts of cover, so 
             expect the attackers to use it to continue an assault on your 
             bunker line. If you can get out there and hold it, go for it
          A: A useful resupply point for getting rid of bunker turrets, you can
             also drop down behind the silos and get towards the gate to plant 
             charges

 _______
|       | G: E09VA1
|       | P: Gate (G)
|  G    | F: 
|_______| D: It is wide open, so you should have no problems spotting anybody 
             planting charges here. If it is down however, the transports have 
             an escape route, so keep it intact
          A: You are going to need this gate down in order to get transports 
             out, so get onto it as soon as possible

 _______
|   G   | G: G09VA1
|       | P: Gate (G)
|   +   | F: Ammo/Health (+)
|_______| D: In and amongst a two level building sits an ammo dump that will 
             likely be used to keep your turrets down, so push out at least as 
             far as this point and you stop the attackers from resupplying, and
             from reaching the gate. This is the only route in that the APCs 
             can take, so as long as it remains standing, two squads will have 
             a slower time getting into the back half of your map
          A: If you can hold this building and the ammo dump, you have a good 
             chance of keeping the turrets and the gate down, but cover is far 
             from certain around this place. The quicker the gate is down, the 
             quicker your APCs can get through

 _______
|       | G: A10VA1
|  F    | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: You wont see much of the attackers until they get closer to your 
             outer walls, having trees and rocks as cover on the way up to the 
             bunker line
          A: These two ledges serve as the foot spawn, where it is best to 
             sweep up the side and secure the ammo dump, readying yourself for 
             an attack on the first side bunker

 _______
|       | G: G10VA1
|       | P: Roadblock (R)
|       | F: 
|______R| D: If the roadblock is down, the APCs get close to the gate. It is 
             your first line of defence against them and can create a 
             bottleneck of sorts with both APCs trying to get through it at 
             once, a perfect time to use your sensor shells
          A: With this up, you are making no progress, but you can easily get 
             it down within the first minute of the match if Valor are not 
             prepared to defend it. It only takes one player in the APC squads 
             to spawn on foot and run to the Roadblock, set charges and for the
             most part set them detonate before the APCs get there and drive on
             through

 _______
|       | G: D11VA1
|       | P: Transport shipping containers (3)
|       | F: 
|__3____| D: It is a long straight road for a transport to travel down, giving 
             you time to destroy it all the way down to the containers, so make
             sure you do this, or to make it even easier, keep the gate up
          A: Get that gate down and get a fast driver. Point the turret 
             backwards and keep shooting, if you have made it past the bunker 
             line you can make it down this stretch to the container

 _______
|       | G: I12VA1
|       | P: Attacking spawn point (F) Foot
| F     | F: 
|_______| D: Anyone spawning here at the start of the match will be heading to 
             the roadblock, any time after that they will most likely follow 
             the edge of the map towards the bunker line
          A: Someone will need to spawn on foot here to give the APCs a better 
             chance at getting through the roadblock without becoming sitting 
             ducks to sensor shells. Once the middle of this section of the map
             is dealt with, you can stick to the edge of the map to approach 
             the bunker line in varying amounts of cover, or cut across the 
             compound to approach from the higher ground

 _______
|       | G: F16
|       | P: Attacking spawn point (A) APCs
|    A  | F: 
|_______| D: You wont see the APCs for a while, especially if you can hold the 
             roadblock and the gate. There is not a lot of room for an APC to 
             go with these targets still standing
          A: Someone needs to get out and open the roadblock to give you a 
             chance to get near the gate, and when driving through when it is 
             down, check for where the other APC is. The last thing you want is
             to crash into your own team or block them into the sights of a 
             bunker turret


 _____________ ___________________________ _______
/ ACQUISITION / ELK BAY LOGISTICS (VALOR) / MAP 2 \____________________[@ACQV2]

Map link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valoracq2.jpg

Search string: VA2


The second side of Elk Bay begins back from the bunker line, behind the hills. 
The bunker line itself seems fairly dense, but getting through it opens up the 
middle section of the map, complete with its tents and ditches, and on towards 
the main hangar housing a submarine and two transports.

The quickest escape here will involve the destruction of two gates, but you may
have to repair a bridge too.

 _______
| F     | G: B02VA2
|       | P: Defending spawn point (F) Foot
|       | F: Cover
|_______| D: It seems a long way from anywhere useful, but there is plenty to 
             do on the way out the spawn, including the motor pool, or cutting 
             inside into the hangar over the numerous walkways to take watch 
             from higher ground
          A: Valor can be pinned back here if needed, though they could always 
             take the long exit around the back of the hangar at the top edge 
             of the map. There is plenty of cover to hide in and around, and if
             you keep the motor pools down you will have an easier time when 
             escaping with the transports

 _______
| F     | G: E02VA2
|       | P: Defending spawn point (F) Foot
|       | F: Cover
|_______| D: Again, you can easily be pinned back here, so get out, get into a 
             vehicle if there are any in the motor pool, and push forward. You 
             have plenty of cover, but so do the attackers
          A: Once more, push forward and the transports will be yours in no 
             time

 _______
|       | G: C03VA2
|       | P: Transport 2 (2)
| 2     | F: 
|_______| D: The area is fairly open, so you should be able to see and deal 
             with anybody opening the containers quickly, but be prepared for 
             some attackers to come at you from beneath, behind and even above,
             if you have not secured various points around the hangar
          A: It is a relatively straight drive out and to the shipping 
             containers, but you have to get in and open the container first. 
             The keypad could not be in a much more open environment, so make 
             sure there are no Valor players nearby before securing the vehicle

 _______
|       | G: D03VA2
|       | P: Transport 1 (1)
|  1    | F: 
|_______| D: The same applies, you could have attackers coming from all angles 
             so keep your eyes open and various entrances covered
          A: Again, look first, clear the area of Valor defenders and then 
             secure the transports

 _______
|       | G: E03VA2
|       | P: Motor Pool (M)
|       | F: 
|____M__| D: Get your vehicles out of here and somewhere more useful. The 
             charge is largely in the open, so you should be able to watch any 
             charge planters easily
          A: The charge point is on the left, in the open in front of the 
             respawn point, so speed and awareness are essential here, but the
             ammo dump nearby will help you out if you need it

 _______
|    M  | G: B04VA2
|       | P: Motor Pool (M)
|       | F: 
|_______| D: Again, get the vehicles somewhere more useful, and the charge 
             point is open enough for you to see any attackers planting charges
          A: Look around, plant charges, get into some cover and move 
             elsewhere, this far into Valor territory you dont have the time to
             sit and wait

 _______
|       | G: D04VA2
|       | P: Ammo/Health (+)
|      +| F: Cover
|_______| D: A useful supply point for dealing with any transports, but if this
             falls into the hands of the attackers, you are going to need to do 
             something special to get it back
          A: If you hold this ammo dump, you can hold Valor back and you can 
             get the transports out. If they hold it, you better deal with it 
             quickly

 _______
|       | G: B05VA2
|       | P: Sensor Array (S)
| S     | F: 
|_______| D: Fairly well covered if the sensors end up being destroyed, you 
             know you might be close to being pinned back
          A: The charge planting will leave your back in light cover, but you 
             sides largely exposed so be quick and keep moving elsewhere

 _______
|       | G: D05VA2
|       | P: Gate (G)
|       | F: 
|G______| D: If the gate is up, the transports are going nowhere, simple as 
             that, so keep it up. There are gaps in the fence to reach the gate
             from either side, so keep an eye out for any attackers ducking 
             inside towards the transports once they are done planting charges 
             here
          A: You need this gate down, and you will only have light cover when 
             doing so, with Valor defenders being able to pop out through the 
             fence and shoot you while planting charges

 _______
|       | G: A06VA2
|       | P: Route to other side of the map
|       | F: 
|_______| D: This bridge leads to the other side of the map, but it might as 
             well lead nowhere. You might get the odd person coming over to get
             at your Sensor Array however, but it is rare
          A: The other side of this map leads to not a whole lot, it will 
             certainly distract you from your job on this side. However, there 
             is perfect cover just over the other side of the bridge for you to
             park an APC to use as a forward spawn, should you need to. Again 
             however, you might as well be more useful to everyone by sticking 
             to this map

 _______
|       | G: B06VA2
|       | P: Ammo/Health (+)
|     + | F: Cover
|_______| D: The ammo dump is in some cover, and can be used by attackers to 
             stop anything leaving this side of the compound, including 
             vehicles, but if you can secure it, you have a nice supply point 
             to deal with the helicopter spawn point
          A: Keeping a hold of this ammo dump will give you a good chance at 
             keeping anything leaving the Valor spawn on this side, including 
             vehicles, otherwise it can be used to gather and prepare to get 
             through into the hangar from the side

 _______
| M     | G: E06VA2
|       | P: Mortar Battery (M)
|       | F: 
|_______| D: The charge point is in your favour with attackers having to turn 
             their backs on you, and you have a walkway nearby for much higher 
             ground if you need it
          A: Watch out for Valor hiding behind the wall ready to attack you 
             when your back is turned, otherwise plant and get out of the area 
             quickly

 _______
|       | G: D07VA2
|       | P: Bridge (B)
|  B    | F: 
|_______| D: Always useful to destroy this, as it means incoming or outgoing 
             vehicles need to take a longer, trickier route through the map. 
             Just remember that means your vehicles too, so drive a few of them
             past the bridge before it blows up for an easier time
          A: Keep this bridge up for an easier time of things. Unfortunately 
             you do not have a lot of cover when repairing, but generally it is
             only destroyed once per game. By the time it is repaired, you are 
             usually far enough forward that anyone planting charges for a 
             second time gets gunned down by two helicopters. If you are having
             trouble getting it repaired however, all it means is a longer 
             route through to the left

 _______
|       | G: E07VA2
|       | P: Forward attacking spawn point (H) Helicopter
|       | F: 
|_H_____| D: The helicopters have a great view of the road, and from this side 
             even people near the Mortar Battery should be careful. Keep them 
             out of here by any means, RPGs or turret rockets, and keep the 
             Triple A in one piece
          A: You have the high ground, you have great views, you are though an
             obvious target, so get out and push forward into a bit of cover 
             and on towards the transports

 _______
|H      | G: D08VA2
|       | P: Forward attacking spawn point (H) Helicopter
|       | F: 
|_______| D: Again, it has good views, it is a threat, so get rid of the spawn 
             point for an easier time, temporarily through destruction, or 
             permanently through the Triple A being up and active
          A: Once more, get out, get into cover and keep pushing forward for 
             the best result

 _______
|    A  | G: E08VA2
|       | P: Triple A (A)
|       | F: Cover
|_______| D: The Triple A is fairly well covered, so get to the attackers 
             planting charges before they finish, else be careful about where 
             you stand
          A: The can approach from a number of sides after slipping past the 
             bunkers so use the cover, plant the charges and make sure they 
             detonate

 _______
|       | G: F08VA2
|       | P: Ammo/Health (+)
|     + | F: Cover
|_______| D: The ammo dump sits below a ledge from the bunker, and that is 
             about the most amount of cover anyone using it will have. You 
             might get attackers using it to get rid of your turrets, even from
             this close to the bunkers, so it is always handy to give it a 
             quick look if you are running around here
          A: If you can slip here while the bunkers are up you have a great 
             opportunity to keep pressure on them until they are down. Valor 
             has the high ground and your back, towards the Triple A, is rather
             open, so be quick

 _______
|  B    | G: G08VA2
|       | P: Defending spawn point (B) Bunker
|       | F: 
|_______| D: You sit on higher ground for the most part, but the far hills will 
             be a source of attacking snipers and RPGs, so keep an eye out. 
             Spawning here, you should keep an eye on the Triple A, as it is 
             easier than you think for attackers to slip past your left side, 
             and down the path that leads straight to the Triple A
          A: Get rid of the turret, as always, and you will have an easier time
             getting to the bunker, or past it to the Triple A. The bunker has 
             the higher ground, but there is cover to work with and a few 
             routes to get up to it and plant charges

 _______
|       | G: B09VA2
|   +   | P: Ammo/Health (+)
|       | F: Cover
|_______| D: If a lot of RPGs are heading your way, chances are it is from 
             here. There is enough cover here for attackers to group up, 
             reload, and mount an assault on the bunker line, so push them out
             of the area away from the ammo dump
          A: Heading towards this ammo dump will put you on a longer route to 
             the bunker, but a useful route for those of you with RPGs and so 
             on. You have some cover and shadows to work with on your approach 
             to the bunker, so be quick and wise, and get rid of the bunker

 _______
|       | G: D09VA2
|       | P: Defending spawn point (B) Bunker
| B    G| F: Gate (G)
|_______| D: Spawning here, you will need to watch out for a variety of 
             attacking approaches this side of the long bridge, all the way up 
             to the row of sandbags. People spawning in this bunker can ignore 
             the gate for the most part, deal with the bridge and the Triple A.
             In general however, if this gate is down, the escape route to the 
             shipping containers is open, so keep it up to give the attackers 
             are harder time in getting out
          A: Getting rid of the bunker opens up a good deal of the map allowing
             you a shot at the Triple A, the back of the Gate, even out to the 
             Bridge, so get it down as soon as you can, and move on to the next
             target. The gate will have to be down for you to steal any 
             transports, so make sure it stays down


 _______
|       | G: E09VA2
|       | P: Defending spawn point (B) Bunker
|     B | F: 
|_______| D: You have fairly good views from here, but nothing special. You 
             have the higher ground for the most part, especially from any 
             attacks from the front. Watch out for the gate if you spawn in 
             this bunker, and turning around to check if anything is running 
             towards the Triple A does not hurt either
          A: Another bunker that you will need down to make your life easier, 
             because it will be covering much of the escape route for the 
             transports if it is up and running. There is some high ground 
             towards F09, but for the most part you will be right underneath 
             the turret, so it may be best to only approach this bunker from 
             the side, after getting rid of the outer bunker 

 _______
|  G    | G: G09VA2
|       | P: Defending spawn point (B) Bunker
|       | F: Gate (G)
|_B_____| D: You have the higher ground from anyone approaching the gate head 
             on, but not from those heading up to the ammo dump in H10, so be 
             alert for attackers running down the right side of your bunker to 
             plant charges. If you do spawn here, watch over the gate, the 
             approach to which is largely in the open from the front, but 
             fairly well covered if any attacker has snuck through from behind
          A: As with any bunker, getting rid of the turret will make your task 
             much easier. You have some high ground to the edge of the map near
             the ammo dump, otherwise much of the turrets view will be the open
             area in front of the gate. Getting the gate down is essential if 
             you want your APCs to do anything useful on this map, but plan 
             your approach carefully

 _______
|       | G: J09VA2
|       | P: Attacking spawn point (F) Foot
|     F | F: Cover
|_______| D: Anyone spawning here has plenty of places to run, mostly in cover 
             and even on the high ground, so expect a few snipers or attackers 
             with RPGs to have arrived on foot and started to get rid of your 
             turrets
          A: If you do not want to start in the APC, you will end up here, 
             which will give you a bit of a head start in taking down turrets, 
             as well as a bit of high ground and cover for doing so. It 
             certainly makes you less of a target than an APC does

 _______
|       | G: H10VA2
|       | P: Ammo/Health (+)
| +     | F: Cover
|_______| D: If you can push out and keep a hold of this ammo dump, you can 
             give your turrets a bit more of a chance of staying in one piece. 
             It is well covered from three sides and always in use by the 
             attackers, so deal with it and deal with it often
          A: High ground, cover and a resupply point are all useful, so make 
             use of them and get the bunkers down as soon as you can

 _______
|       | G: D12VA2
|       | P: Attacking spawn point (F) Foot
| F     | F: 
|_______| D: Attackers have a good amount of cover on their various exits from 
             here, and those exits range right the way across this side of the 
             map, so bunkers need to keep and eye on their respective areas
          A: Multiple routes towards the bunkers and plenty of cover to work 
             with on your approach, so pick a route and get out there

 _______
|       | G: G13VA2
|       | P: Transport Shipping Containers (3)
|       | F: 
|____3__| D: It is a long, straight road out of here, all the way to the 
             shipping containers, so you do have a chance of destroying any 
             transports before they get there, providing the attackers are not 
             defending their escape
          A: Turn the transport turret around, follow it with an APC if you 
             have to, because you are vulnerable all the way to the containers 
             on this map

 _______
|       | G: L13VA2
|       | P: Attacking spawn point (A) APCs
|       | F: 
|__A____| D: Seemingly a long way from anywhere, APCs will nonetheless end up 
             right in front of the gate, so get rid of them before they get 
             through it
          A: If the gate is still up, you will need to do a good job driving in
             order to keep the APC in good standing. There is some cover to 
             use, but not a whole lot, and with two turrets on the lookout for 
             you, you will have to stay alert


 ____________
/ DOMINATION \_________________________________________________________[@DOMIN]

Domination is the massive action in massive action game, 256 players, 128 vs 
128. Each team consists of 4 platoons of 32, each platoon consisting of 4 
squads of 8 players.

For each platoon, it is the goal of the attackers to secure first two burn off 
towers, which open up two more cooling towers. Securing these cooling towers 
opens up two pump stations, the lettered objectives.

It is the defenders goal to stop the attackers from doing enough damage to the 
stations in the 30 minute match. That is to say, the burn off towers and 
cooling towers can be lost to the attackers, but as long as the pumps stay in 
one piece, you will have done your job.

The longer a pump is open, the more damage it does to the facility. The more 
pumps that are open, the faster that damage takes place. There are 8 pumps on 
the map, labelled A to H, each platoon attacks or defends two of these letters.

Generally, the overall domination map is split into four smaller maps of 32 vs 
32, eventually meeting in the middle, around the pumps, where many more players
can be seen. This guide splits each domination map into these four smaller 
maps.

The closer you get to the pumps however, the more the maps start to really 
merge together. Unlike Acquisition where there is only one route to the other 
maps, the maps here are so open that there is not really a clear distinction 
between them near the pumps.

As such, the maps contain an indication of what portions would usually not be 
important to your platoon, but you can certainly move around the maps as you 
see fit.

 ____________ _______________________________
/ DOMINATION / FLORES BASIN TRANSFER (RAVEN) \_________________________[@DOMIR]

A built up map centred on three ships in the Panama Canal, Flores Basin 
Transfer is typically a joy for people to attack, but that need not be the 
case. There are plenty of places to pin attackers back and get at them from 
distance. 

 ____________ _______________________________ _______________
/ DOMINATION / FLORES BASIN TRANSFER (RAVEN) / MAP 1 (A & B) \_________[@DOMR1]

Map link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravendom1.jpg

Search string: RD1


Pumps A & B sit behind what remains of a shanty town, long since repurposed as 
cover for Ravens bunker line. Once past all this however, it opens up nearer 
the pumps, where the landscape is nothing but straight walls and openings into 
the pumps.

 _______
|F      | G: D01RD1
|       | P: Defending spawn point (F) Foot
|       | F: 
|_______| D: The central ship in the map is your central rear spawn point, with
             plenty of exits on a number of levels to either get straight out 
             to the pumps, or up to the top deck to get an overview of the 
             situation
          A: It is possible from a variety of places to keep Raven on the ship,
             or at least make them think twice about running off it without 
             thinking. Watch out from above though

 _______
|       | G: C02RD1
|  G   A| P: Pump A (A)
|   G   | F: Gates (G)
|_______| D: Pump A sits inside a small room on the ground floor of the map. 
             The gate to the left is on the same level, and has a straight line
             of side to the door into Pump A, but not the pump. The other gate 
             is on the lower floor, at the end of a tunnel from the cooling 
             tower in C03. There is lots of cover, but similarly lots of 
             straight corridors for either faction to shoot down, so watch out 
             before deciding which way to run
          A: The left gate is exposed from defenders on the other map just as 
             much as those on this map, so be quick. It is possible to climb 
             some crates outside the outer walls and get on the small rooftops,
             allowing a sprint to a variety of places within the pumping 
             station here, but drop down somewhere before any Raven defenders 
             sniping from the other side catch sight of you. The pump will mean
             putting your back to the doors where Raven are going to have to 
             come through to get you, so keep alert. The lower gate provides 
             plenty of cover, and largely takes you out of the heat of battle 
             above, so you can quickly run up a set of nearby stairs and into 
             the room housing pump A

 _______
|       | G: D02RD1
|  +    | P: Gate (G)
|       | F: Ammo/Health (+)
|__G____| D: The central gate for the pumping center can draw a lot of players 
             from both sides, so always be aware of the other routes into this 
             place. The ammo dump sits on the lower floor, facing a tunnel from
             near your central spawn
          A: Get rid of the gate for the shortest route into pump A, but beware
             of a fair amount of Raven defenders watching your approach. The 
             ammo dump below is important to keep control over when defending 
             the pumps, as it allows a quick resupply that you can use to push 
             defenders back towards their spawn with, from a number of 
             entrances, notably the tunnel in front of you

 _______
|       | G: E02RD1
|B G    | P: Pump B (B), Motor Pool (M)
|   M   | F: Gates (G)
|G______| D: Pump B sits at the back of a room on the lower level, and again, 
             attackers will have their backs to you when opening them up. The 
             area above is largely open, allowing you to shoot from one 
             entrance to another, if they are open, perfect for making 
             attackers think before entering. The gate to the side, near the 
             Motor Pool is open to both maps, as is the motor pool, with small 
             amounts of cover
          A: Once through the gate, Pump B is down a set of stairs and through 
             an open door, however Raven can see right the way across to where 
             you are, so you will need to be quick or be lucky on your way into
             cover at the bottom of the stairs. The Motor Pool and outer gate 
             are near the other map, so you might have more defenders around 
             than you realize when planting charges

 _______
|  +    | G: B03RD1
|      S| P: Sensor Array (S)
|       | F: Ammo/Health (+)
|_______| D: A fairly open area all around, but still enough for both sides to 
             work with cover-wise should they need to. The Sensor Array charge 
             point is at the back, so coming from your central spawn you will 
             have the advantage over any planting attackers. The ammo crate is 
             in some cover, but not too much. It is a useful point for 
             resupplying when getting rid of your vehicles however
          A: The map is beginning to open up around this point, so stay alert 
             whatever you are doing. Plant charges quickly and get moving. In 
             the heat of multiple pumps being open, this ammo dump is largely 
             out of the way, so you can often come here for a bit of a breather
             and assess the situation

 _______
|       | G: C03RD1
|       | P: Cooling Tower (2)
|    2  | F: Tunnel to Gate in C02
|_______| D: The cooling tower sits at the bottom of a walled off hole, so you 
             can get some high ground over any attackers securing it, but you 
             will have more success getting up close and personal with them in 
             the relatively small area surrounding the tower
          A: The tunnel near the tower will offer plenty of cover and a good 
             look out for any defusing charges, so long as Raven have not got a
             foot hold in the tunnel first. It leads to the Gate in C02, and
             the lower floor of the pump station, if you need an alternative 
             route into the pumps

 _______
|       | G: D03RD1
|       | P: Forward attacking spawn point (P) Parachute
| P     | F: 
|_______| D: A large area, and attackers can be picked off from a variety of 
             sniping points closer to the rear spawn on the ship. Once they 
             land however, there is plenty of cover before they cross the road 
             to get towards the pumps
          A: It is possible to drop towards the tower and land at the entrance 
             of the tunnel leading straight to the lower levels, which may be 
             your safest route to take from the parachute spawn

 _______
|       | G: E03RD1
|       | P: Mortar Battery (M)
|      M| F: 
|_______| D: Once there, fairly open, but the foliage and walls can give 
             attackers something to work with. The charge point leaves 
             attackers open from a large gap in the wall, so you have the 
             opportunity to get at them first, and from behind
          A: As with any target, look around and be quick. You are nearing the 
             other map here, so there may be Raven players coming from angles 
             you do not expect, especially from the ammo dump nearby

 _______
|       | G: A04RD1
|       | P: Burn off tower (1)
|   1   | F: 
|_______| D: You can have very slight high ground here, in any case you have 
             more cover overlooking the tower, so use it well and keep 
             attackers back from it
          A: Be quick and get to the tower in numbers. You will not need to 
             worry about the bunker turret once you get there, but the route 
             there and the route past it will be a different story. When 
             defending the bunker, Raven are only going to come from one 
             direction, so keep your eyes pointed the right way 

 _______
|       | G: B04RD1
|   B   | P: Defending spawn point (B) Bunker
|R      | F: Roadblock (R)
|_______| D: The roadblock will keep APCs from driving down your flanks, so it 
             is a useful thing to keep in one piece. Anyone spawning in the 
             bunker should watch over the sensor array. The routes in and 
             around the bunker line as dotted with cover, and it can become a 
             rather closer range fight before you know it. Push out to the 
             trench and beyond on the edge of this square in order to keep the 
             attackers push back, away from the towers
          A: Approaching the bunker can seem tough, despite the amount of cover
             you can find along the route. As with any bunker, get the turret 
             down and half the problem is gone, leaving you the task of getting
             around the back of the bunker into the open, planting charges and 
             moving on

 _______
|+      | G: C04RD1
|   B   | P: Defending spawn point (B) Bunker
|       | F: Ammo/Health (+)
|_______| D: Push out past the trench line to give yourself an earlier view of 
             the attacking threat, where they are coming from and so on. The 
             ammo dump to the rear of the bunkers is great for attackers to 
             keep the turrets down or the pressure on those defusing charges. 
             Anyone spawning here should keep watch over the Triple A
          A: Another bunker behind a lot of cover, and sometimes a struggle to 
             get to. The turret can be taken out from the edges of your spawn 
             point, so getting it down is not a problem, allowing you an easier
             approach around the back to plant charges on the bunker, and 
             through to the Triple A

 _______
|       | G: D04RD1
|A      | P: Triple A (A)
|       | F: 
|_______| D: Relatively open compared with the front side of the bunkers, but 
             again, there is enough for attackers to work with so watch out for
             anyone running past to plant charges, largely out of the view of 
             the bunker target
          A: It helps to get the turret of the nearby bunker down, or even just
             to have a distraction for Raven to worry about, rather than the 
             Triple A. If you can clip past the bunker line to plant charges, 
             use what cover there is to make sure they detonate

 _______
|  2    | G: E04RD1
|       | P: Cooling tower (2)
|+      | F: Ammo/Health (+)
|_______| D: The tower sits behind a well built up area, but relatively open 
             from the back and side nearest the road. You will have some high 
             ground over attackers coming from the front however
          A: It may be easiest for you to take a long route that leads to the 
             tower, rather than fighting through from straight on. It is more 
             open to the rear, so if you can slip through, go for it

 _______
|       | G: C05RD1
|      R| P: Roadblock (R)
|       | F:
|_______| D: The roadblock sits in the middle of a bridge, in a fair amount of 
             open space, but it is nonetheless the shortest route through your 
             map for an APC to take, so keep it in one piece for an easier time
          A: The quicker you can get this roadblock down the better, but you 
             might want to focus on the nearby bunker(s) first, to give you a 
             better chance. However, it is by no means impossible to plant 
             charges until the bunker line is down, so if the coast is clear, 
             open the route up for your APCs to drive through
 _______
|   B   | G: D05RD1
|       | P: Defending spawn point (B) Bunker
|       | F: 
|_______| D: Again, push out past the trench line for an earlier view of where 
             the attack is coming from on this side, and indeed to get out to
             the burn off tower. There is plenty to hide in and amongst, and 
             therefore plenty of opportunities for attackers to slip through 
             unnoticed. Anyone spawning here should watch over the Roadblock, 
             and if needed, the Triple A
          A: The routes towards the bunkers are littered with cover, so it can 
             be a close fight between you and Raven until the turret picks you 
             out and ends your trip any further into Raven territory. Get rid 
             of it and give yourself an easier approach. From the roadside, the
             bunker is largely open, so once the roadblock is down you can get 
             right around the bunker line in no time at all

 _______
|       | G: B06RD1
|    F  | P: Attacking spawn points (F) Foot
|       | F: 
|_______| D: Attackers have some high ground and cover here, especially for 
             taking out some bunker turrets, so scan the exit points to the 
             front and sides, near the burn off tower
          A: Spawning in one of two similar locations here, you can get out of 
             the area a little way and be in sight of a few bunker turrets to 
             take down from relative safety. Push out along the route you need 
             to, towards either the burn off tower or the bunkers

 _______
|       | G: E06RD1
|1      | P: Burn off tower (1)
|       | F: 
|_______| D: The tower sits in an open area surrounded by small huts, with a 
             few ways into and out of, so keep watch and push the attackers 
             away from the area
          A: The quicker you can get hold of this tower the better, even if it 
             means storming the place from the get go. Raven are going to be 
             coming from one direction, so as long as you know which way you 
             are facing you should have no trouble keeping them back, and in 
             turn pushing them back to their bunkers and beyond

 _______
|       | G: D07RD1
|       | P: Attacking spawn point (A) APCs
|   A   | F: 
|_______| D: There are only two routes to go down, and both end in a roadblock,
             so if you keep them up, the APCs are not a lot of use. Along the 
             dirt route however, they will have some cover and can act as a 

             spawn point close to your bunker, so keep an eye out
          A: Your APCs will not be doing a whole lot until the roadblocks are 
             down. Until that happens, they can only use what little cover 
             there is along the dirt road, or even back nearer the original 
             spawn point

 _______
|       | G: E07RD1
|     F | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: Well covered and with a high ground advantage down the edge of the
             map, expect to see attackers in a variety of places between the 
             burn off tower and your bunker
          A: The route to the edge of the map takes you to some high ground 
             near the outer bunker, so you can use this flank to get at the 
             bunkers, bypassing much of the close quarters fighting you would 
             have done in between the buildings and trenches below

 ____________ _______________________________ _______________
/ DOMINATION / FLORES BASIN TRANSFER (RAVEN) / MAP 2 (C & D) \_________[@DOMR2]

Map Link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravendom2.jpg

Search String: RD2


Sitting either side of the canal, The action around these pumps could be 
mistaken for being two smaller maps. Much of the landscape is square and walled
by buildings and shipping containers, and the open roads and central ship can 
allow for some long range shots.

 _______
|       | G: G01RD2 
|       | P: Attacking spawn point (F) Foot
|  F    | F: 
|_______| D: Largely out of the way until the attackers work their way down 
             from the rocks to either stay along the top edge of the map, or 
             cut across towards the burn off tower
          A: From the edge of the spawn point, it is possible to sight the 
             bunker turret between the silos, so getting rid of it early can 
             keep Raven busy, away from the burn off tower

 _______
| 2     | G: D02RD2
|       | P: Cooling Tower (2)
|       | F: 
|_______| D: In a small square made up of walls and containers, the cooling 
             tower is an open enough area for you to need to watch out. There 
             are a number of directions in and out of the area
          A: There are a number of routes in, but Raven are largely going to be
             coming from one general direction, so look towards the middle of 
             the map. The area is largely open around here, so watch out at all
             times

 _______
|       | G: E02RD2
|       | P: Defending spawn point (B) Bunker
|       | F: 
|_____B_| D: You will have to keep an eye out for attackers coming along the 
             top edge of the map, perhaps more so than through the middle near 
             the burn off tower. The turret is visible from the edge of the top
             spawn point, and may be on the first targets for the attackers. 
             Spawning here, you should watch out for the Gate, and the Sensor 
             Array
          A: You can flank along the top edge of the map, in and amongst the 
             silos in F02, just beware of the turret if it is up, or any Raven 
             players hiding around the many corners on the way there

 _______
|       | G: F02RD2
|       | P: Ammo/Health (+)
|       | F: 
|____+__| D: The ammo dump is on the lower floor of the building, and there is 
             a walkway around the inside edge that forms the upper level, 
             perfect for looking down on any attacker resupplying, or out of 
             the windows for any incoming APCs
          A: Look up if you are around here, as the windows may contain Raven 
             players looking down at you in the open. The building provides 
             good cover, but is straight ahead of the bunker, so Raven wont 
             have long to go to get right back at you

 _______
|   A   | G: H02RD2
|       | P: Attacking spawn point (A) APC
|       | F: 
|_______| D: Not a lot of road to travel down before reaching a gate, but there
             is however an open route for good drivers to get near the burn off
             tower and into some cover from the bunker turrets
          A: Drive forward, get some cover, secure a burn off tower, open a 
             gate, and before you know it the latter half of the map is yours 
             to drive through. Providing you keep watch for bunker turrets and 
             sensor shells

 _______
|       | G: B03RD2
|    M  | P: Pump D (D)
|      G| F: Gate (G), Motor Pool (M)
|_____D_| D: The pump controls sit on the ground floor of the building, and 
             attackers securing them will be in a good amount of cover from 
             your central spawn on the ship, so deal with them before they get 
             to the controls, by keeping the gates closes, or using the 
             vehicles 
             wisely. As always, leaving a vehicle in the motor pool is not the 
             best use of that vehicle, so get driving
          A: You do not have to get the gates down to get into any pump in 
             domination, but seeing as they make your route shorter and safer, 
             get them down as soon as you can. There is not a whole lot of 
             cover, but certainly enough to plant quickly if the coast is 
             clear. The pump controls are almost right behind the gates, so you
             can rush in and start securing and be in good cover, providing 
             Raven defenders have been dealt with

 _______
|       | G: C03RD2
|    S  | P: Sensor Array (S)
|G      | F: Gate (G)
|_______| D: There is higher ground here over the road below, so use it wisely 
             if the pumps are open, otherwise you will find your front lines 
             being the gates themselves, which are only a few meters in front 
             of the pump
          A: Again, a somewhat open area, and any Raven defender who has gone 
             to higher ground on top of the pump building or more often down on
             the walkway in B/C/D04, may have a good shot at you planting 
             charges, especially on the gate, so look first, plant second, and 
             you will be at pump D in no time

 _______
|       | G: D03RD2
|       | P: Forward attacking spawn point (H) Helicopter
|     H | F: 
|_______| D: The helicopter is largely in cover, unless you still have a bunker
             turret up and running, which allows you to shoot the back of any 
             attackers emerging from the helicopter. Otherwise, it is on higher
             ground so be careful if getting past it to repair bunkers for 
             example
          A: The spawn is well covered, and only a short run down the road from
             the Pump station or the cooling tower, just beware if the bunker 
             behind you is up and running, as it may cause you problems once 
             you hop out of the helicopter

 _______
|       | G: E03RD2
|       | P: Defending spawn point (B) Bunker
|     B | F: 
|_______| D: The area is largely open, so keep an eye out for attackers coming 
             from both sides, either to get past you towards the Triple A, or 
             to plant charges on the back of the bunker. If you spawn here, 
             watch out for the Triple A on the ship beside you, and to a lesser
             extent the nearby gate
          A: There is a good amount of cover outside of the bunker, but once 
             you get closer to it, you will need to be more alert of your 
             surroundings

 _______
|G      | G: F03RD2
|    1  | P: Burn off tower (1)
|       | F: Gate (G)
|_______| D: The burn off tower has great cover from your bunker turrets, so 
             get out there and defend it on foot for the best results. It is a 
             tight space once you get up to the tower itself, and much more 
             open from the road, before attackers can reach the tower
          A: The area is largely open, but once you arrive at the tower itself 
             you will have good cover to work with in securing the tower and 
             keeping it secured until the cooling towers are opened up

 _______
|       | G: H03RD2
|  F    | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: Largely in cover until they emerge, but they can get right to the 
             burn off tower before you realize, so stay alert
          A: You can get a flank going towards the side of the ship here, 
             depending on what your goal is, and there is plenty of cover to do
             so

 _______
|       | G: A04RD2
|       | P: Defending spawn point (F) Foot
|       | F: 
|_F_____| D: Your central spawn from the ship, you can emerge from ramps near 
             the front of the ship to quickly get to the pump stations, or head
             to the top deck to get a higher viewpoint
          A: It is possible to pin Raven back into the ship, at least from the 
             quickest route out towards Pumps D or C, just beware that they can
             head to the top deck and shoot down at you until the lower exit is
             clear

 _______
|       | G: E04RD2
|       | P: Triple (A)
|       | F: 
|_____A_| D: On the top deck of the ship, and largely out of the way, it should
             of course still be defended by the nearest bunkers. There is a 
             fair amount of cover on the ship itself for attackers to hide 
             behind, and plenty of routes to the Triple A, so stay alert
          A: While it looks out of the way and almost out of reach, there are 
             multiple routes to the top deck, including stairs on the outside 
             and inside and from both sides of the ship, so watch out for where
             Raven are, deal with them if necessary and plant charges on the 
             Triple A

 _______
|       | G: F04RD2
|       | P: Ammo/Health (+)
|       | F: Cover
|____+__| D: A useful ammo dump if you are solely defending the Triple A, or if
             you wish to remain on the top deck for the higher ground advantage
             it offers, but such a tactic can also be used by the attackers
          A: Likewise, a useful resupply point for you if there are plenty of 
             Raven defenders around the Triple A, or for stocking up on RPGs 
             before taking the bunker turrets down

 _______
|       | G: B05RD2
|       | P: Pump C (C)
|       | F: 
|____C__| D: Pump C sits on the second level of the building, with three 
             staircases and a ladder leading to it, providing attackers have 
             navigated their way into the lower floor, through the gates for 
             example
          A: There are ways to sneak into the back or side of the building 
             through an open door, climb up the well covered ladder and emerge 
             behind the pump control, ready to take out Raven from behind and 
             secure C. And once pump C is opened, Raven have one quick route 
             into the building to get it back, where you can watch over it from
             the high ground and make it into a bottleneck that nobody will 
             want to go through

 _______
|       | G: C05RD2
|       | P: Gate (G)
|       | F: 
|G______| D: The gate has no cover, especially from the higher ground offered 
             by the ship or the walkway in front of it, but if it is down, it 
             offers attackers somewhere to duck into to avoid being shot at, 
             and that means getting even closer to the pump controls
          A: Look first, look again, then plant charges, because you have no 
             cover here, and Raven has plenty of high ground nearby. However, 
             it is by no means impossible to destroy, and can mean a quick 
             route into the pump station


 _______
|       | G: E05RD2
|       | P: Defending spawn point (B) Bunker
|       | F: 
|_____B_| D: The bunker sits in a large open area, with plenty of cover around 
             the edges for attackers to hide behind before mounting an assault 
             on it. It is next to a route up to the Triple A, so spawning in 
             this bunker, you should keep an eye out on the Triple A
          A: You can flank this bunker either beside the ship or going up to 
             the top deck, to the Triple A, and then down further along the 
             ship. In any case, there are plenty of routes to the bunker from 
             different sides, and getting it down will give you an easier time 
             of things

 _______
|     G | G: B06RD2
|       | P: Gate (G)
|       | F: Cover
|_______| D: This gate is much more covered, so is likely to be the gate of 
             choice for the attackers to get down and get through in order to 
             reach the controls for pump C
          A: The easiest gate for you to get down, and cover to work with, but 
             stay alert for any Raven defenders poking their heads out of the 
             top floor windows

 _______
|       | G: C06RD2
|       | P: Mortar Battery (M)
|   M   | F: 
|_______| D: Fairly open, nonetheless the Mortar Battery is always a target for
             attackers to get rid of, especially as they can block you from 
             getting it back up if the pump station is open
          A: You will not have much cover, especially from eagle eye Raven 
             defenders near the pump station, but getting this down means you 
             can really begin to focus your attack on the pumps without having 
             to worry about avoiding any incoming strikes

 _______
|       | G: D06RD2
|       | P: Forward attacking spawn point (H) Helicopter
|     H | F: 
|_______| D: Again, the landing zone is well covered, unless the bunker turrets
             are still up. Attackers have a number of routes out of the spawn 
             point to reach either the pump station or out to the cooling tower
          A: Spawning here, you can run forward into a tunnel that leads down 
             to C07, or up to C06, where you can climb a few stairs and arrive 
             near the pump station. Whether using this tunnel or not, there is 
             plenty of cover from the front, but not so much from behind if any
             bunkers are still standing

 _______
|       | G: E06RD2
|       | P: Defending spawn point (B) Bunker
|       | F: 
|____B__| D: Spawning here you should watch over the gate and the Mortar 
             Battery, and you will likely be faced with attackers coming 
             through the building beside you in E07 in order to get rid of the 
             bunker, or to slip past to head towards the Mortar Battery, so 
             keep an eye out on both sides
          A: There is plenty of cover to work with when approaching the bunker 
             from the bottom edge of the map, but things can get tight if Raven
             are aware of your approach. If they are not aware however, you can
             easily plant charges on the bunker to get rid of it quickly

 _______
|      1| G: F06RD2
|G      | P: Burn off tower (1)
|       | F: Gate (G), Ammo/Health (+)
|__+____| D: The burn off tower is relatively open, so you should have little 
             problem defending it while your bunkers are still in one piece. 
             The gate is the only route through for attacking APCs, so keep it 
             closed for an easier time. The ammo dump is in decent cover, and 
             is useful for stocking up on RPGs to keep bunker turrets down, for
             example
          A: Going for the burn off tower before the bunkers is risky, but can 
             be done. You will have a better chance without bunkers watching 
             over you of course, or you can use your APC as a distraction while
             the tower is being secured. Again, the gate stops your APC from 
             going anywhere really useful, so get it down to get past the 
             bunker line. The resupply point is in good cover for keeping the 
             assault on the bunkers going
 _______
|       | G: H06RD2
|       | P: Attacking spawn point (F) Foot
|      F| F: 
|_______| D: Attackers spawning here will likely head up towards the ship and 
             the Triple A, so keep an eye down this route
          A: There are walls for cover up until the front of the burn off 
             tower, or you can stay in cover and advance down the side of the 
             ship
 _______
|       | G: C07RD2
|   +   | P: Ammo/Health (+)
|       | F: 
|_______| D: The ammo dump is largely out of the way, but still useful for 
             attackers to use in their assault on the pumps, so glance over now
             and again to see who is in the open and heading for a resupply
          A: This resupply point can be useful for stocking up before an 
             assault on the pumps, and the square also contains stairs down to 
             a tunnel which runs all the way under the Mortar Battery and out 
             towards the building housing the pump controls

 _______
|       | G: D07RD2
|2      | P: Cooling tower (2)
|       | F: 
|_______| D: Well covered for attackers, this cooling tower is also near enough
             to a resupply point and a tunnel network for attackers to keep 
             hold of the tower and to push forward in relative safety
          A: Generally two routes to the cooling tower, a path from the bunker 
             or a gap in the fence nearer the building in C07, so this should 
             be a simple tower to secure and hold on to

 _______
|       | G: G08RD2
|     F | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: Attackers are likely to follow two main routes, one through the 
             cover towards the burn off tower, the other down the bottom edge 
             of the map to flank your bunker line, so watch out for both
          A: You have a good opportunity here to ignore the burn off tower and 
             get right up to the outer bunker and get rid of it first, giving 
             you a better chance of securing the burn off tower

 _______
|      A| G: H08RD2
|       | P: Attacking spawn point (A) APC
|       | F: 
|_______| D: If the gate is in one piece, there is not a lot of places for the 
             APC to go, but it can be used to get close to the burn off tower 
             or bunkers in relative safety, so watch out for the approach the 
             attackers are using and deal with it quickly
          A: You might be using this APC as a distraction as much as anything, 
             especially if the gate is up and you are focusing on securing the 
             burn off tower, so find a good place to stay in cover until you 
             can move on to somewhere more useful

 ____________ _______________________________ _______________
/ DOMINATION / FLORES BASIN TRANSFER (RAVEN) / MAP 3 (E & F) \_________[@DOMR3]

Map Link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravendom3.jpg

Search String: RD3


Pumps E & F sit on the other side of a large trench, above which sits the two 
cooling towers and from which are tunnels leading into the heart of the pumping
station. Getting there means taking out a bunker line of course

 _______
|       | G: C01RD3
|       | P: Attacking spawn point (A) APCs
|       | F: 
|_A_____| D: There are lots of places for the APCs to go on this map, but one 
             near the bunker line, there are only two blocked routes to get 
             past, in the form of a roadblock and a gate
          A: You have space to work with, as well as cover, so as long as you 
             know where the bunker turrets are pointing, you will have a good 
             idea of where to keep the APC for a bit, until a sensor strike is 
             called in. Behind the gate or the roadblock is a route to the back
             half of the map, so aim to get at least on of them down

 _______
|       | G: B02RD3
| F     | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: There are two main exits from the spawn area, straight towards the
             burn off tower or straight down the edge of the map. Both have 
             obvious paths, but both have cover too, so watch out
          A: The burn off tower is close by, but a longer route down the side
             of the map can get you near and behind the outer bunker

 _______
|       | G: F02RD3
|  F    | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: Again, two main routes mean straight to the burn off tower or 
             straight down the edge of the map, unfortunately cropped off under
             the grid reference here
          A: You can have some higher ground advantage over the burn off tower 
             depending on your approach route, but you may find a route along 
             the edge of the map to get rid of the bunker a good first option, 
             there is cover to work with and duck behind if needed

 _______
|       | G: B03RD3
|       | P: Burn off tower (1)
|       | F: Cover
|______1| D: The burn off tower has three entrances, one high down some stairs 
             from your side, one higher from the spawn on the attackers side, 
             and one lower on the right side from the road. You can flank
             around either side just as the attackers can, so making sure they 
             are not able to drop down into the tower area by pushing forward 
             can keep the tower in your hands
          A: From the closest entrance to you, you will have higher ground 
             overlooking any Raven players near the tower. Have a look first, 
             even from around the edges to see if anyone is hiding around the 
             corner, and then get planting

 _______
|       | G: E03RD3
|       | P: Burn off tower (1)
|    1  | F: Cover
|_______| D: Sitting in a dip with not much room, stopping attackers from 
             getting near it is the good plan, most notably from the front, 
             where they can drop in from their spawn area
          A: You could storm the towers in numbers if your squads are prepared,
             otherwise, again, look at where Raven are coming from, here
             through and around the nearby building, and act accordingly, 
             shooting first, securing second

 _______
|       | G: B04RD3
|  +    | P: Ammo/Health (+)
|       | F: 
|_______| D: A useful resupply point for you to hold for keeping attackers busy 
             at the burn off tower, but stay alert for any attackers flank 
             around to then use it to come at you from behind
          A: This ammo dump is a useful place to stock up on RPGs to get rid of
             the bunker turret, and to push Raven back if you are holding the 
             tower for a while

 _______
|  +    | G: F04RD3
|       | P: Ammo/Health (+)
|       | F: 
|_______| D: Again, this is where you will be spending a lot of your time while
             defending the burn off tower, but so will attackers if they manage
             to secure it and start pushing you back
          A: If you can cut Raven off from the resupplies, you can secure the 
             burn off tower and push on to the bunker line in no time at all

 _______
|       | G: B05RD3
|      B| P: Defending spawn point (B) Bunker
|       | F: 
|_______| D: As an outer bunker, be prepared to be attacked first, notably from
             the path to the left edge of the map. If you get destroyed, you 
             open up a path to the back half of the map. If you spawn here,

             keep an eye on the sensor array
          A: Getting rid of this bunker will put you in a good position to get 
             rid of the rest of the bunkers, and open up the latter half of the
             map for your APCs to get in, as well as opening up your forward 
             spawn, so hit this bunker fast and get it out of the way as soon
             as you can

 _______
|B     B| G: D05RD3
|   G   | P: Defending spawn points (B) Bunkers
|  +  A | F: Triple A (A), Gate (G), Ammo/Health (+)
|_______| D: A very busy square at first sight, but attackers should be smart 
             enough to not try to drive an APC through a closed gate. As such, 
             you will need to keep a look out to the sides. The left bunker 
             should watch keep an eye of the gate and the left route up to the 
             Triple A, and the bunker on the right should watch out for the 
             Triple A. If attackers get behind you, they will have an ammo dump
             to make use of in keeping the attacker going on your remaining 
             bunkers
          A: Heading straight for the bunkers serves little use to anyone, but 
             flanking around the back to take out the Triple A and drop down to
             plant charges on the bunkers and gate will give your APCs a clean 
             route through into the second half of the map

 _______
|       | G: E05RD3
|      R| P: Roadblock (R)
|       | F: 
|_______| D: This roadblock closes an alternative route down through the trench
             and up into the latter half of the map, and is much less defended 
             than the gate is, so can be an important target depending on where
             the attackers want to go
          A: Less defended and more open, the roadblock allows a route through 
             to the latter half of the map, allowing you to come at the central
             bunkers in an APC from behind, a long route sure, but if the 
             roadblock is down, it is one of the safest

 _______
|       | G: F05RD3
|  B    | P: Defending spawn point (B) Bunker
|       | F: 
|_______| D: APCs can only come at you from one direction, but those on foot
             can sneak around the edge of the map, emerging between two 
             buildings to the right, where they can then get behind you to set 
             charges. Spawning here, you should watch out for the roadblock,
             and the Mortar Battery
          A: Again, the outer bunkers are good targets to remove first, with  
             this bunker meaning a route for APCs to get through the map, and a
             safer route to the Triple A. You can run along the right edge of 
             the map to emerge from cover right beside the bunker, but space is
             limited if they catch sight of you before you are able to dash 
             behind the bunker to set charges

 _______
|       | G: C06RD3
|       | P: Cooling tower (2)
|     2 | F: 
|_______| D: At the back end of a bridge across the trench, behind a building 
             and in amongst the pipework sits the cooling tower. You can flank 
             it from both sides of the building if you are spawning from your 
             rear spawn. Space is limited and there is plenty of cover to work 
             with if you need it
          A: Getting here quick is the key, as you can then push Raven away
             from the bridge you are on from a variety of directions. Smart use
             of cover can keep you alive, as can a nearby ammo dump, if you
             need it

 _______
|       | G: D06RD3
|       | P: Forward attacking spawn point (P) Parachute
|   P   | F: 
|_______| D: Spanning a large, but open, area, attacking players can land in a 
             number of key places, including on the bridge that the cooling 
             tower sits on. There are opportunities to snipe them on the way 
             down however, and landing on the central bridge leaves them in no 
             cover
          A: Try not to land on the central bridge if you can, at least not 
             straight down the middle where you will be an obvious target for 
             snipers. The spawn covers a wide area, so you should have few 
             problems in picking a landing spot you like

 _______
|       | G: E06RD3
|       | P: Cooling tower (2)
|   2   | F: 
|_______| D: The tower again sits on a bridge, though smaller than the other 
             tower, but the same approach applies, there is cover for the 
             attackers to use and to keep you back from
          A: Secure quickly and you can push Raven away, behind the building 
             separating you from the final stages of the map. You have less 
             space to work with, but it should not matter too much if you know 
             what you are doing

 _______
| S   + | G: C07RD3
|       | P: Sensor Array (S)
|       | F: Ammo/Health (+), Gates (G)
|_____GG| D: The Sensor Array is in enough space to deal with any approaching 
             attackers. The ammo dump sits down some stairs before an entrance 
             to a tunnel leading to a Gate, and towards Pump E, so stopping 
             attackers from getting here can block of one route to the pump 
             station. The other gate sits on the corner of the upper level of 
             the pump station, Pump E being on the lower level, so opening the 
             gate and dropping down is another quick route for attackers to
             take
          A: The Sensor Array is an easy enough target to take down if you are 
             nearby, and you have a resupply point to recover if you needed it.
             The obvious route to take is down the tunnel to the lower Gate,
             and through it towards Pump E, where you will have plenty of
             cover, but a tight space to work with. The upper gate has less 
             cover than a tunnel, but nonetheless allows a route into the pump 
             station, and even a route to the rooftop of the building housing 
             Pump E

 _______
|       | G: D07RD3
|       | P: Gate (G)
|       | F: 
|___G___| D: The central gate into the pump station, allows attackers to come 
             in, drop down and approach either pump, as well as get to a 
             resupply point in the middle
          A: If direct routes are not working in your favour, getting this gate
             down to drop through to either pump from the sides might work to 
             your advantage instead

 _______
|       | G: E07RD3
|       | P: Gates (G)
|       | F: Ammo/Health (+)
|GG___+_| D: A useful ammo dump to push attackers away from the gates with, but
             it can turn against you in no time at all. The ground level gate 
             leads to walkways around the upper level of the pump station, and 
             one from the tunnel leads to the shortest route into Pump F
          A: Keeping control over the ammo dump can push Raven back, on the 
             outside of the pump station at least, as well as give you a 
             resupply before getting to Pump F. The upper gate can give you a 
             higher ground advantage, but there are plenty of straight open 
             lines of sight down the walkways for Raven to stop you doing so. 
             The lower gate leads straight to Pump F, the tunnel entrance being
             behind the building near the cooling tower, or down some stairs 
             near the Motor Pool

 _______
|       | G: F07RD3
|   M   | P: Mortar Battery (M)
|       | F: 
|_______| D: Fairly open, but by no means a walk in the park to get at
             attackers who are planting charges 
          A: Walled on two sides and away from much of the action, the Mortar 
             Battery can be an easy target to take out

 _______
|       | G: C08RD3
|    M  | P: Motor Pool (M)
|      G| F: Gate (G)
|_______| D: As always, vehicles doing nothing here are useless to you. On this
             map however, with a closed gate and roadblock you do not have a
             lot of places to go, but position yourself well and you can slow 
             down the advance of attackers running through towards the Mortar  
             Battery for example. The Gate at the back usually remains
             standing, so if it is taken out, be aware that attackers may be 
             approaching your Pumps the same way you do
          A: Planting charges leaves you a bit open for attack, but past the 
             Motor Pool is an open route into the back of the pump station, to 
             approach Pump E the same way Raven does, albeit through a gate 
             first but that means looking over your shoulder for newly spawned 
             defenders, because there is next to no cover

 _______
|       | G: D08RD3
|E     F| P: Pump E (E), Pump F (F)
|   +   | F: Ammo/Health (+)
|_______| D: Both pumps sit on the lower floor. Pump E sits at the back of a 
             small building with two entrances on the left and right, but 
             towards your side of the pump station. It is possible for
             attackers to drop down onto the roof of this building, so keep an 
             eye out. Pump F sits in the back of a larger building, where 
             players can drop through upper windows and land on a bridge of 
             pipes above the center of the room. The pump controls are near the 
             lower gate, but attackers will have their backs to you when you 
             come through the door on your side of the pump

          A: Anyone going for the pumps will have their backs exposed, so make 
             sure the route is clear before doing so. It helps you to keep 
             pushing Raven back towards their spawn, out of the pump station, 
             using the openings on their side of the pump station as 
             bottlenecks. The ammo dump in the middle will be very useful, and 
             allows you to watch over Raven players coming down through a short
             tunnel to the lower floor


 _______
|       | G: E08RD3
| G     | P: Gate (G)
|       | F: 
|_______| D: The side gate is in a lot of open space for anyone planting
             charges here, but as always it is a route into the pump station, 
             and a route that should stay closed
          A: Not impossible to get down and use as an entrance, but it is the
             least used. It can keep Raven busy and distracted from the other 
             gates too

 _______
|       | G: D09RD3
|       | P: Defending spawn point (F) Foot
|   F   | F: 
|_______| D: A number of routes off the ship, or to the upper deck to get the 
             higher view over the pump station. The quicker you get out, the 
             more use you are with defending the pumps
          A: If you can push Raven back this far, the pumps should be yours. 
             Even if you allow them to exit the ship, but not enter the pump 
             station you can do enough damage to win the match

 ____________ _______________________________ _______________
/ DOMINATION / FLORES BASIN TRANSFER (RAVEN) / MAP 4 (G & H) \_________[@DOMR4]

Map Link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravendom4.jpg

Search String: RD4


Split by the canal and feeling like two maps rather than one, the final side of
Flores Basin Transfer is fairly built up, but can be fairly hard to knock down 
and progress through, if defended well

 _______
|       | G: C02RD4
|      F| P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: Attackers have a well covered route towards the bunker line, and 
             some will likely peel away to follow the top edge of the map to
             get a flank on the outer bunker
          A: Your main routes out are forward towards the bunker, either 
             following the edge of the map or heading straight down the roads, 
             or cutting inside to approach the burn off tower

 _______
|       | G: E02RD4
|       | P: Ammo/Health (+)
|+      | F: 
|_______| D: Behind the building and in cover is a resupply point perfect for 
             attackers to use against your bunker, so push out and hold on to
             it yourselves
          A: Useful to keep a sustained assault on the bunker nearby, and in 
             good amounts of cover, just be weary of Raven pushing out to use
             it for themselves

 _______
|       | G: F02RD4
|       | P: Defending spawn point (B) Bunker
| B     | F: 
|_______| D: The bunker is in a relatively open area, and likely to be 
             approached from the edge of the map, so keep an eye out. Spawning 
             here, watch out for the roadblock so that APCs cannot get through 
             towards the pumps, and the sensor array
          A: Getting this bunker down gives you lots of space to work with 
             behind the bunker line, allow you to approach the next bunker
             along from behind. There is enough cover around the bunker so that
             you can plant charges and duck behind waiting for Raven to come
             out to defuse them

 _______
|       | G: G02RD4
|       | P: Cooling tower (2)
| 2    S| F: Sensor Array (S)
|_______| D: The cooling tower sits on slightly lower ground in a fairly small 
             area, but with some cover for attackers to work with, in the form 
             of walls and containers. The Sensor Array beyond it is once again 
             relatively open, but with rocks and pathways to navigate around
             and use for cover
          A: On your approach from the bunker line, you will have a wall for 
             cover, allowing you to pop out either side, see whats what with
             the cooling tower and decide your approach. It may be better to go
             around the side towards the Sensor Array before dropping down to 
             the Cooling tower, to give you a better view of any Raven
             defenders coming from the rear of the map

 _______
|A      | G: B03RD4
|       | P: Attacking spawn point (A) APCs
|       | F: 
|_______| D: The roads allow the APCs to either side of the map, so they can 
             double up somewhere if needed, otherwise there are few places for 
             them to go until the roadblocks are down, so keep them up and keep
             the APCs back
          A: If needed you can cross over to the other side of the canal if 
             needed, but for the most part you can only find a bit of cover 
             until the roadblocks are down
 _______
|     R | G: E03RD4
|       | P: Roadblocks (R)
|     R | F: 
|_______| D: The two roadblocks are the only routes into the latter half of the
             map for any APCs, so keep them up and keep an eye on them. There
             is also a small tunnel underneath them which allows access to the 
             nearby burn off tower, so give it a look at once in a while
          A: The roadblocks will ideally need to come down at some point,
             though you will only need one of them in order to have a route 
             through. Underneath this square, near the roadblocks, is a tunnel 
             from in front of the outer bunker to the inner bunker, and the
             burn off tower, so use it wisely

 _______
|       | G: F03RD4
|   +   | P: Defending spawn point (B) Bunker
|       | F: Forward attacking spawn point (H) Helicopter, Ammo/Health (+)
|B____H_| D: The bunker is well protected unless attackers get at it from 
             behind, an easy task if the Triple A is down thanks to the helipad
             a few meters away. The ammo dump sits in the middle of nowhere,
             but is none the less useful for anyone shooting RPGs into the 
             helicopter, or towards your turrets. Spawning in this bunker, you 
             should watch the Triple A and the Roadblock
          A: You can approach the bunker from the side near the ship, though it
             is fairly open to any Raven defender paying attention. The helipad
             is right in front of a tunnel heading towards Pump H, so you can 
             jump out and run forward into cover even if you then have to
             double back to remove any bunkers. The ammo dump in the middle of 
             nowhere and behind only one small wall, but it can be used, but
             you ought to look everywhere for any threats before stopping to
             use it

 _______
|       | G: G03RD4
|   +   | P: Ammo/Health (+)
|       | F: 
|_______| D: To the side of the building and in good cover is the last resupply
             point before getting to the pump. There is a large tunnel right 
             under this building and the high ground here, leading straight to 
             the helicopter spawn point, so it is often the primary route to
             get towards the pump
          A: You will need to know when the best time to run back for ammo is
             if you are trying to defend Pump H, because it is quite a distance
             away from the action

 _______
|       | G: H03RD4
|       | P: Gate (G)
|       | F: Cover
|______G| D: The front gate into the pump station for the attackers, and with 
             enough cover to get in, plant charges and get out. There are 
             windows on the upper floor to scan for anybody approaching the 
             gate, so use them to get the early warning of an attacking
             presence
          A: The most obvious route to take in order to get to Pump H, this
             gate is by no means the only route, so take it down to give 
             yourselves an option, but do not rely on it to get you to where
             you need to be

 _______
|       | G: I03RD4
|       | P: Pump H (H)
|G      | F: Gate (G)
|__H____| D: The Pump controls are on the upper level of the building, with two
             staircases and a ladder for attackers to use to get at them. The 
             gate to the top side here can mean a route into the building at to
             the bottom of the ladder without any of you noticing, so keep it 
             shut for an easier time defending
          A: Pump H controls are on the upper level, but you have a number of 
             routes up there, two of which can be reached easily if this gate
             is down, but may leave you open to attack from Raven defenders 
             coming through the other side from their spawn

 _______
|  1    | G: E04RD4
|       | P: Burn off tower (1)
|       | F: Ammo/Health (+)
|______+| D: The burn off tower sits in a small walled area, with access from 
             most sides and a small tunnel in one corner. There is some cover
             to work with, but for an easier time, push out beyond the tower
             and meet the attackers before they even get close to it. The ammo 
             dump is on the top deck of the ship, with a number of access
             routes to get there
          A: It can be a tough tower to secure, but there are a number of
             routes to it, where a flank down the side near the ship may be one
             option. It will leave you relatively exposed if you are seen, but 
             you can use it to flank around the tower and remove the bunker, 
             giving you a much better chance at taking the tower. The resupply 
             point is on the top deck of the ship, useful for stocking up
             before going back down to attack the tower or bunker, but largely 
             out of the way from the action
 _______
|       | G: F04RD4
|       | P: Triple A (A)
|       | F: 
|___A___| D: On the top deck of the ship and largely in the open is the Triple 
             A. There are multiple routes to the top deck from both sides of
             the ship however, and containers for cover should either side need
             to use them
          A: Largely out of the way and in the open, the Triple A is
             nonetheless a usually well defended target. There is cover to work
             with, and the nearby ammo dump will help you out while you are on 
             the ship

 _______
|       | G: I04RD4
|       | P: Defending spawn point (F) Foot
|       | F: 
|___F___| D: The central spawn point offers a quick exit down the ramp and 
             almost straight into the pump station, or you can head for the 
             upper decks to get a higher view of the situation
          A: Once more, you can push Raven all the way back into their ship,
             but beware for those who go to the top deck to get the higher 
             ground over you

 _______
|       | G: F05RD4
|       | P: Forward attacking spawn point (H) Helicopter
|       | F: 
|_____H_| D: Fairly well covered and with plenty of routes off and out towards 
             various targets, you should keep this helipad out of action by 
             keeping the Triple A up or shooting the helicopters down
          A: As always, you will have your back exposed to any remaining bunker
             turret, but there are many routes out and forward, to the Mortar 
             Battery, across the road to the cooling tower, down towards the 
             Pump station and so on

 _______
|       | G: I05RD4
|       | P: Pump G
|       | F: 
|G______| D: Pump G sits on the lower floor of the building, and attackers will
             have a fair amount of cover when securing it, so watch out as you 
             go through the doors from your spawn area in order to get to the 
             controls. There are also some stairs both in and outside of the 

             building to get to the roof for another view of the area
          A: Once inside, the cover largely favours you, so get control of the 
             pump and begin to push Raven back into their spawn, but as always 
             watch out for those on higher ground who are wise to your tactics

 _______
|       | G: A06RD4
|       | P: Attacking spawn point (A) APC
|      A| F: 
|_______| D: Again, there are not many places to go, but a well driven APC can 
             still be a thorn in your side even if it cannot get past the 
             roadblock. They can also cross over the canal at various points,
             so you may be faced with two APCs
          A: There is more cover for your APC on this side, so you can get
             close to the burn off tower and stay well out of the bunker
             turrets sights, but still open to sensor shells

 _______
|     1 | G: D06RD4
|       | P: Burn off tower (1)
|       | F: 
|_______| D: More covered and further away on this side of the map, the tower 
             has good cover to work with and multiple routes for you to defend 
             it from, so push forward and stop the attack from its source, 
             rather than waiting for it to be overrun and secured
          A: With the help of your APC, this tower can be easy to take, but 
             there are many places for Raven to hide and come from in order to 
             take it back, so stay alert

 _______
|       | G: E06RD4 
|       | P: Roadblock (R)
|     R | F: Ammo/Health (+)
|____+__| D: The roadblock is the one object stopping APCs through to the
             second half of the map, so keep it in one piece
          A: The ammo dump is in good cover, and useful for keeping an assault 
             on the bunkers going, and the roadblock must be destroyed to get 
             APCs through on this side of the map, so get it down as soon as
             you are able to

 _______
|B      | G: F06RD4
|       | P: Defending spawn point (B) Bunker
|       | F: 
|_______| D: A well covered bunker for the most part, so your priorities when 
             spawning here are too look out for other targets like the Triple A
             and the roadblock. If either of them go down, you will be faced 
             with attackers from both sides
          A: Generally well covered, you can still flank it near the ship 
             however, so get around the back and plant charges, then get into 
             cover and make sure they detonate. If it is still standing when
             the Triple A is down and the helicopters come in, the turret will 
             have no problems in taking out your forward spawn

 _______
|     M | G: G06RD4
|       | P: Cooling tower (2)
|       | F: Mortar Battery (M)
|___2___| D: The cooling tower is well covered from most sides, so push forward
             to stop attackers from getting close to it, but there are multiple
             routes to watch out for, notably from the lower edge of the map, 
             and even from behind. The Mortar Battery is fairly open if you see
             anyone heading there, but as always there is cover for both sides 
             to work with
          A: Space around the cooling tower is limited, so get there quick, 
             secure it quick and push Raven away from the area. The Mortar 
             Battery in comparison is fairly open, but with a good amount of 
             cover to work with if you need to duck into some quickly

 _______
|     G | G: H06RD4
|       | P: Motor Pool (M)
|      M| F: Gate (G)
|_______| D: The gate closest to the attackers is well covered, though you can 
             come from the side in plenty of cover yourself in order to stop 
             those planting charges there. The Motor Pool is in the open, where
             much of the cover is the Motor Pool itself. As always, get the 
             vehicles somewhere more useful to you
          A: This gate is the obvious first choice, with its good cover, but 
             there may be a Raven defender on the roof above you keeping watch,
             and they will probably come at you from your left when you are 
             planting. The Motor Pool has light cover, so plant charges quickly
             and move on

 _______
|       | G: I06RD4
|G      | P: Gate (G)
|       | F: 
|_______| D: The gate is in the open, but allows a quick route to the pump 
             controls, so keep it shut just as much as you would the other gate
          A: With little to no cover, plant charges on the gate fast and get
             out of the way and into cover. Once open, it is only a case of 
             running through and jumping down to the pump controls, so it is a 
             useful gate to keep down

 _______
|       | G: C07RD4
|    F  | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: The primary route for attackers is to get into cover and get a 
             flank going on your bunker, so watch out near the edge of the map 
             for attackers appearing in a few places. Otherwise, you can push 
             forward to keep them from even dropping into the area, forcing
             them into the middle of the map
          A: The obvious route is to head towards the edge of the map, get 
             around the back of the bunker and get rid of it for an easier time
             of securing the burn off tower, and this is a good strategy if you
             catch Raven unprepared, however being an obvious route, you may 
             have to work for it to be successful. Otherwise, you can head into
             the middle of the map, towards the burn off tower, with more cover
             for you to move amongst

 _______
|    +  | G: D07RD4
|       | P: Ammo/Health (+)
|       | F: 
|_______| D: An ideal resupply point for attackers, in plenty of cover and 
             facing the burn off tower, so pushing out this far and taking it 
             for yourselves can give you quite an advantage until the attackers
             can find another route through
          A: The ammo dump is in good cover behind a large building, allowing 
             you to resupply for an attack on the bunker or the burn off tower,
             so keep hold of it and use it well

 _______
|      B| G: E07RD4
|       | P: Defending spawn point (B) Bunker
|       | F: 
|_______| D: You are likely to be attacked first if you spawn here, so keep an 
             eye on your flank near the edge of the map for attackers taking
             the long route through. Keep an eye on the roadblock, if it falls,
             APCs can roll right through. Also, watch out for the Mortar 
             Battery. You are a fair distance away from it, but the other
             bunker will be watching the Triple A instead
          A: Getting rid of this bunker opens up much of the map here, so it is
             usually one of the first targets to be hit. Get rid of the turret 
             to get closer and then plant charges and make sure they detonate


 ____________ ______________________________
/ DOMINATION / ABSHERON REFINERY (S.V.E.R.) \__________________________[@DOMIS]

Absheron Refinery is a build up place in the middle of what seems like a rocky 
wasteland. Plenty of brown concrete walls to hide behind, but plenty of wide 
open areas to navigate through too.

 ____________ ______________________________ _______________
/ DOMINATION / ABSHERON REFINERY (S.V.E.R.) / MAP 1 (A & B) \__________[@DOMS1]

Map Link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sverdom1.jpg

Search String: SD1


Attackers come from the rocks on one side and pass through wide open areas on 
the other before hitting the bunker line. There seems to be plenty of space to 
move about in, but also plenty of objects to duck behind when needed.

 _______
|       | G: E01SD1
|   F   | P: Defending spawn point (F) Foot
|       | F: 
|_______| D: The central spawn is a large square building with plenty of exits,
             often pointing you to the corners, rather than the sides. There is
             lots of space around here to be able to run in any direction you 
             need to
          A: SVER players can emerge anywhere, and have plenty of space and 
             options to choose from, so if you are close enough, remember to 
             face them, rather than leave your back exposed

 _______
|       | G: C03SD1
|       | P: Mortar Battery (M)
|  M    | F: 
|_______| D: If you are defusing or repairing the Mortar Battery, watch out for
             the higher ground the attackers may have gone to just inside the 
             other map in B03
          A: From this map alone, there are two main routes to the Mortar 
             Battery, one up a set of stairs in C04 and down another set the 
             other side, and one through a tunnel in the same square, so pick 
             whichever you like, plant charges quickly and move on to the other
             targets in the area

 _______
|       | G: D03SD1
|  G    | P: Pump A (A)
|    A G| F: Gates (G)
|_______| D: Pump A is on the ground floor, inside a small room to give it
             cover from the many open windows there are in this building. 
             Chargers will have their backs to you if you enter from your 
             central spawn. Both gates offer quick routes into the building,
             and there is also a hole in the roof with ladder access from the 
             inside for you to climb out of, or for attackers to drop down from
          A: Having both gates down gives you a good foothold, and the many
             open windows there are allow you to easily shoot through at any 
             SVER defenders who may be repairing them. If you go up the central
             staircase in E03, you can come into the building from a hole in
             the roof, landing just outside the room that contains the pump 
             controls

 _______
|      B| G: E03SD1
| +     | P: Pump B (B)
|   G   | F: Gate (G), Ammo/Health (+)
|_______| D: Pump B sits on the upper floor, in a good deal of cover, but it
             can be reached a number of ways. The gate leads to the ground 
             floor, and to a staircase that will take attackers to the front 
             door of the Pump station. The ammo dump is well covered and away 
             from the action on the ground floor
          A: The gate here is not a necessary target, certainly when you can 
             walk around to the side near the Motor Pool, under the outside 
             staircase and walk through the biggest gap in the wall you have 
             seen in any building, but it may give SVER something to think
             about and draw some players out of the action while they repair
             it. The Pump controls upstairs are in a well covered room, but
             your back will largely be exposed to any SVER defenders coming in 
             to secure it from you, so stay sharp. The ammo dump on the ground 
             floor is the closest resupply point, and is well defended, just be
             aware that SVER players may use the route it is in, rather than 
             needing to come for a resupply 

 _______
|G    M | G: F03SD1
|       | P: Motor Pool (M)
|       | F: Gate (G)
|_______| D: The gate on the outside walkway here is often the usual route 
             attackers will take to get to Pump B. Around the corner is the
             open door you would usually use, so it is no trouble at all to pop
             out and around the corner and deal with anyone planting charges, 
             the gate is in no cover at all. The Motor Pool outside is always a
             target en route to the gates, and as with any motor pool, leaving 
             vehicles parked in one is a waste of a useful vehicle, so get out 
             and drive them somewhere
          A: Be careful when planting charges on the gate, especially if the 
             pumps are open, because SVER are likely just around the corner at 
             the end of the walkway. If you are determined to get in and take 
             the pump, go past the gate, get in through the open door behind
             any SVER players who may not be paying any attention, and then
             deal with the gate when the area is clear, and the pump is
             secured. The motor pool nearby offers some cover while planting
             charges on it

 _______
|       | G: D04SD1
|       | P: Cooling tower (2)
|       | F: 
|______2| D: The cooling tower is in more of an open environment than you might
             think, and attackers will be more than ready to hold it with an 
             ammo dump on the doorstep. If you keep pushing them back from the 
             tower, into more manageable territory, you can keep them from 
             securing the tower
          A: Push forward as much as possible in order to take the tower in 
             numbers for the best results. You can always sneak your way around
             and take it alone, however, but remember to keep watch over it if 
             you do tackle it alone

 _______
|       | G: E04SD1
|       | P: Ammo/Health (+)
|       | F: 
|_+_____| D: An ideal ammo dump for the attackers to keep hold of, it is in 
             plenty of cover, it is near both the Triple A and the cooling 
             tower, and it is a central resupply point before pushing forward
             to the pumps, so keep attackers away from it
          A: If you can hold this point, you can control the cooling tower and 
             Triple A, before pushing forward to the pumps

 _______
|       | G: F04SD1
|       | P: Cooling tower (+)
|  2  S | F: Sensor Array (S), Ammo/Health (+)
|__+____| D: Again in a fair amount of space, but with enough cover to work
             with or run into for both sides. Right next to it is an ammo dump,
             and on higher ground is the Sensor Array, almost in the middle of 
             nowhere
          A: The quicker you can take and hold the towers, the better, and you 
             will have the ammo dump to keep you there for a while if needed. 
             The Sensor Array sits out of the way, but is accessible if you
             stay close to the edge of the map and climb the stairs or nearby 
             hills to get there

 _______
|       | G: C05SD1
|       | P: Defending spawn point (F) Foot
|    B  | F: 
|_______| D: There is a lot of space around here, and opportunities for 
             attackers to ignore you completely and get through to the back
             half of the map, so you will have to stay alert to a number of 
             exits from the rocks. If you spawn here, keep an eye on the Mortar
             Battery
          A: You have a number of approaches to this bunker, but as always your
             first task should be to get rid of the turret. Once that is done, 
             you have a large area to work with in relative safety, so get in 
             and plant charges on the bunker to finish it off 

 _______
|       | G: D05SD1
|       | P: Defending spawn point (F) Foot
|       | F: 
|___B___| D: This Bunker is again in a relatively open space, so if you push 
             forward and keep any attackers back from it, you will have an 
             easier time of things. Watch out for attackers walking on top of 
             the pipes to your left, where will can drop down and plant charges
             on the Triple A if you are not careful. If you spawn here, keep 
             watch over the outer bunker and the Triple A
          A: Again, the bunker is relatively open, and you can get on the high 
             pipes to drop down to the bunker and set charges. As always, get 
             the turret down for an easier approach, and use the available
             cover if you need to

 _______
|       | G: E05SD1
|   A   | P: Triple A (A)
|       | F: Forward attacking spawn point (P) Parachute
|___P___| D: The Triple A is out in the open, and there is not a whole lot of 
             cover to work with, but that will not deter the determined 
             attacker, not with a resupply point nearby either. When the Triple
             A is down, the incoming attackers using the parachute spawn cover
             a wide area, landing just ahead of the Triple A and the building 
             behind it, so watch out when repairing
          A: You need to be quick and silent when going for the Triple A, and 
             once you set charges you are going to have to work to make sure 
             they detonate. When it is down and you spawn here, you can land 
             over a wide area, so pick your spot and aim for it, but watch out 
             for any snipers that may be looking your way

 _______
|       | G: D06SD1
| 1     | P: Burn off tower (1)
|       | F: Ammo/Health (+)
|_____+_| D: Attackers coming towards the burn off tower have high ground 
             advantage, but only small openings in the walls to exercise it, if
             you push out past the tower and secure the routes to it, you will 
             be in a better position. Watch out however, as the ammo dump
             nearby will allow attackers to keep on top of the fight, and 
             resupply to move forward and take out your bunker
          A: There is a large wall offering lots of cover, and a few small 
             routes to the tower. Once you get to the tower, you are covered 
             from the bunker turret, but not exactly safe from the oncoming
             SVER defenders. Use the ammo dump to keep a presence here, and to 
             keep pressure on the bunker

 _______
|       | G: E06SD1
|    B  | P: Defending spawn point (B) Bunker
|       | F: 
|_______| D: Again, in a good amount of space, but you can see the attackers 
             coming just as much as they can see how you are defending. If you 
             spawn here, keep an eye out on the Triple A and the roadblocks
          A: If you get rid of this bunker, a lot of the map is left open for 
             you to pass through, especially around the Triple A, so get the 
             turret down, get around the back to plant charges, and get moving 
             when they detonate. You do not have loads of cover to work with, 
             but you do have enough

 _______
|       | G: F06SD1
|RR    B| P: Defending spawn point (B) Bunker
|       | F: Roadblocks (R)
|_______| D: Anyone spawning here needs to keep an eye on the roads towards the
             roadblocks, where APCs will come straight forward towards, or up 
             and around, emerging on higher ground to your left, with plenty of
             opportunities to get rid of your turret from a safe distance. Keep
             a look out for the Sensor Array too
          A: You can attack the bunker from a variety of places, and can walk 
             along pipes drop down almost right on top of it if you must. 
             Whatever you do, you have good amounts of cover to get close to
             the bunker and set charges on it, so take out the turret and move 
             closer

 _______
|       | G: F07SD1
|      +| P: Burn off tower (1)
|    1  | F: Ammo/Health (+)
|_______| D: The burn off tower sits behind a large wall, so you will have to 
             push out beyond your bunker in order to be effective at holding
             the tower. Attackers have higher ground from the cliff beside you,
             and can use it to get on the pipes and head out to get your bunker
             down first. However, it is possible to climb up the cliff face and
             deal with them away from the tower, but be aware that all it takes
             is one APC to roll past and an entire squad can take the tower and
             hold onto an ammo/dump ready to take your bunkers out too
          A: There are a number of ways to the tower, but a lot of them involve
             crossing over very open terrain. The most covered option for you
             is the higher ground up the hill, emerging at the top of a cliff  
             above the small tower area. At the tower, the large wall provides 
             your biggest piece of cover, and the ammo dump is useful for 
             keeping pressure on the bunker line, but watch out for SVER 
             defenders pushing past the walls and up the cliffs to get at you 

 _______
|       | G: B08SD1
|    F  | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: The attackers have a lot of high ground and a lot of places from 
             which to use it, all the way down the left side of the map to
             flank your bunker line, and across much of the front to clamber up
             the pipes and drop down to your bunkers or Triple A. Find where 
             they tend to emerge from most and keep your eye on that route
          A: There are many routes to take out of the spawn area, depending on 
             where you need to be. The safest may be the longest route along
             the left edge of the map and around the bunker line, but if SVER 
             are not paying attention, you can get behind that line by running 
             along the various pipe bridges there are in the area

 _______
|       | G: J09SD1
|       | P: Attacking spawn point (A) APCs
| A     | F: 
|_______| D: Just because it is so far away it falls off the map, it does not 
             mean it is not a threat. The two main routes to take involve 
             following the road, which is very open to bunker turrets, or the 
             path to the right edge of the map, which can give them higher 
             ground
          A: You have two APCs here, so use each of them wisely, either going 
             the same route and coming at SVER in numbers, or coming at the
             burn off tower from both sides for example. Despite being in such 
             an open area, there are not many places to go to until the 
             roadblocks are down, which then opens up the back half of the map 
             for you to roam in

 ____________ ______________________________ _______________
/ DOMINATION / ABSHERON REFINERY (S.V.E.R.) / MAP 2 (C & D) \__________[@DOMS2]

Map Link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sverdom2.jpg

Search String: SD2


Split down the middle by a trench full of train tracks, this side of Absheron 
Refinery is a mix of blocky cover and open roads, with plenty of routes through 
towards your relevant goals

 _______
|       | G: C02SD2
| F     | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: A fair distance away, and on higher ground, the spawn point
             quickly leaves attackers with two real choices, going inside 
             towards the burn off tower, or outside to flank the bunker. Both 
             routes are dotted with cover, but you should be able to see them 
             emerge and decide their route
          A: There are places along the high ground to poke your head out and 
             snipe, but pushing forward and taking the fight to the bunker line
             is your best bet. Keeping to the top edge of the map takes you 
             around the back of the bunker

 _______
|       | G: G02SD2
|       | P: Ammo/Health (+)
|     + | F: 
|_______| D: Away from the action for the most part, it is however an ammo dump
             near the cooling tower, and on to the Mortar Battery, so if you
             let the attackers keep hold of it, expect to be in a spot of 
             trouble
          A: If you can push this far forward, and you will have to in order to
             succeed in damaging the facility enough to win the match, keeping 
             hold of this ammo dump keeps the pressure on SVER defenders
             heading for the cooling tower, and you have the high ground over 
             them too 

 _______
|       | G: H02SD2
|       | P: Mortar Battery
|    M  | F: 
|_______| D: Relatively open and with a covered charge point from most of your 
             approaches, be careful when around here defusing or repairing
          A: You can plant charges and move on elsewhere, or stick around the 
             high ground watching over the Mortar Battery until the charges 
             detonate. If the bunkers are still up however, be prepared to
             watch your back too

 _______
|       | G: B03SD2
|  A    | P: Attacking spawn point (A) APC
|       | F: 
|_______| D: There is only one route for this APC to take, and that is over the
             bridge. The quicker you get that down, the easier your job
             becomes, otherwise the APC largely dominates the burn off tower 
             area
          A: Be prepared to repair a bridge as your first action of the match, 
             because you will not be moving anywhere useful without a bridge to
             cross over the train track below. Beyond the bridge is plenty of 
             space, but you are blocked off by roadblocks on either side of the
             map

 _______
|       | G: E03SD2
|       | P: Ammo/Health (+)
|       | F: 
|+______| D: Well covered for the most part, pushing this far forward will keep
             attackers back, as this is their only resupply point anywhere near
             the burn off tower
          A: If you are blocked off from this ammo dump, you better be quick at
             taking the burn off tower or conserving your ammo, because you
             will not be seeing a resupply point for a while

 _______
|       | G: F03SD2
|B      | P: Defending spawn point (B) Bunker
|       | F: 
|_______| D: You can largely ignore the middle of the map unless an APC gets
             too close for comfort. Instead keep an eye on the edge of the map 
             for anyone trying to flank you. Spawning here, watch out for the 
             Mortar Battery and the Roadblock
          A: You can get close to this bunker in and around the buildings near 
             the top of the map, and flanking may be your best bet at taking
             the bunker out. As always, take the turret out to give yourself a 
             better chance

 _______
| 2     | G: H03SD2
|       | P: Cooling tower (2)
|       | F: 
|_______| D: Much of the surrounding area is wide open, but attackers are
             likely to be coming from the high ground, and will have the nearby
             ammo dump for support, so keep pushing them away from the tower
          A: You are in the open, so be quick about securing the tower and scan
             the road for incoming SVER defenders. Sneaking up is not much of
             an option for them if they want to take it back from you

 _______
|       | G: D04SD2
|B      | P: Burn off tower (1)
|     1 | F: Bridge (B)
|_______| D: Get the bridge down as soon as possible. Doing so gives you more 
             time to the prepare for the oncoming attack, but the timing will
             be tight, so watch out for an APC storming down the road to get to
             the burn off tower. It is a large open area, blocked from the 
             bunker turrets for the most part, so you will need to push out 
             beyond it to make a good defence
          A: An open area on high ground means you will need a good approach. 
             There are a number of routes up from the train tracks, and if the 
             bridge is still intact, an APC over the top of it is the most 
             direct route to the tower, so if you are prepared and SVER are
             not, rethink your approach and repair the bridge

 _______
|R      | G: F04SD2
|       | P: Defending spawn point (B) Bunker
|B      | F: Roadblock (R)
|_______| D: The roadblock is the only route into the back half of the map for 
             APCs to take, so spawning here you should keep an eye on it, as 
             well as the Triple A in the trench below. From the start, push 
             forward to keep the burn off tower in your control, and do not 
             forget to look down the trench once in a while to see if anyone is
             approaching
          A: Even if the bridge is up, your APCs will not be going anywhere 
             while the roadblocks are still standing, so put pressure on the 
             bunkers and then the roadblock. You can get at the bunkers from 
             behind if you first travel down the trench towards the Triple A, 
             then up a staircase to the left.

 _______
|G      | G: I04SD2
|  G    | P: Pump D (D)
|    D  | F: Gates (G)
|_______| D: Pump D is on a small top floor of this building, with plenty of 
             cover for the most part, but plenty of open windows too. There are
             two gates, one to the ground floor where a set of staircases lead 
             to the pump control area, and one on the top floor, accessed by a 
             large walkway outside the building
          A: Space is limited once in and around the pump controls, ideal for a
             grenade or two, or some quick knifing to get much of the job done 
             before being able to secure the pump. The two gates are generally 
             well covered if you are planting, but your approach to them may
             not be, so watch out

 _______
|       | G: E05SD2
|       | P: Burn off tower (1)
|       | F: 
|_1_____| D: A smaller area than the other side, with plenty of cover from
             walls for various approach routes. The tower itself is in a good 
             deal of space however, so you should see threats easily
          A: Surrounded by walls, there are various approaches to the tower, 
             including from below, coming down the trench and up a set of
             stairs nearby. There is enough space here to be a problem, so get 
             here quickly and in numbers to stand the best chance

 _______
| A     | G: F05SD2
|      P| P: Defending spawn point (B) Bunker, Triple A (A) 
|       | F: Forward attacking spawn point (P) Parachute
|B______| D: The bunker offers good views of the street and of some of the 
             approaches to the burn off tower, and anyone spawning here should 
             look out for the Triple A down in the trench beside them. The 
             Triple A sits above the tracks on a train car, with two access 
             ramps to reach it. It is wide open and you will have higher ground
             from multiple sides. But if it does go down, the forward parachute
             spawn covers much of the area around here
          A: The bunker sits in a largely open area, so getting to it may be a 
             challenge, but there are routes to it from behind and below if 
             needed. The Triple A is in the open, so you will need to be quick 
             and alert in order to plant charges and stay alive long enough to 
             watch them detonate. The landing zone can cover a wide area, but 
             much of the area is down in the trench, now opening up slightly 
             closer to the cooling tower

 _______
|  +    | G: G05SD2
|       | P: Ammo/Health (+)
|       | F: 
|_______| D: Down in the trench in decent cover is an ammo dump, useful to both
             sides if they need to get somewhere quieter and prepare for their 
             next move
          A: A useful ammo dump if you wish to keep a presence back near the 
             bunkers in case the front lines are being repaired, otherwise it
             is there if you need it, but you can keep moving forward down the 
             trench to get to the pumps

 _______
|       | G: H05SD2
|       | P: Cooling tower (2)
|  2    | F: 
|_______| D: In a good amount of cover, the cooling tower is right below the 
             outer walls of the pump station, and right next to a resupply 
             point, so make sure it is you who is using it to push the
             attackers back
          A: The pump is a small space to work in once you get there, with 
             enough cover to hide behind or even the trench to drop into if you
             must get out fast. The nearby ammo dump will keep you here for a 
             while

 _______
|       | G: I05SD2
|    +  | P: Pump C (C)
|       | F: Ammo/Health (+)
|____C__| D: Pump C is on the upper floor of the building, tucked away in the 
             back corner. There are two indoor stair sets up, and one outdoor 
             staircase, and the area is largely open once inside. The ammo dump
             sits on a well covered bridge between the two pump stations
          A: There are a few routes into the building housing pump C, as long
             as you make it up one of the staircases to get there. Once there, 
             tucked in the corner you can defend rather well, provided you do 
             not waste your ammo, else it is a quick trip to the nearby
             resupply points before SVER regroup and take the pumps back 

 _______
|       | G: K05SD2
|   F   | P: Defending spawn point (F) Foot 
|       | F: 
|_______| D: Plenty of routes out and towards the pump stations, and plenty of 
             space to use before you get there
          A: As long as you defend the always open entrances into the pump 
             stations, you can keep SVER pinned back in the central spawn

 _______
|       | G: A06SD2
|       | P: Attacking spawn point (A) APC
|     A | F: 
|_______| D: It will most likely come down the road in front of you, but will 
             not make it very far with the roadblock in one piece. There is 
             cover to be found however, so sensor shells on any stationary APC 
             is a good plan
          A: Until the roadblock is down, you can really only use this as a 
             forward spawn by parking it behind the building near the burn off 
             tower, but doing so leaves you exposed to sensor shells, so be 
             prepared to move it fast

 _______
|       | G: E06SD2
|       | P: Defending spawn point (B) Bunker
|    +  | F: Ammo/Health (+)
|______B| D: This bunker will be another first target for attackers to take, so
             be prepared for attacks from many sides. Watch for flanking down 
             the bottom edge of the map, perhaps an APC venturing close by, and
             the many walls and buildings in front of you for attackers to use 
             as cover. Even the far buildings can be entered by attackers who 
             can shoot at you from the windows. Spawning here, you should watch
             over the roadblock and the Sensor Array. The ammo dump is lightly 
             defended, but enough cover to be a nuisance, so get out there and 
             keep it for yourselves
          A: The turret is your first target, but you do have lots of cover to 
             work with to make the gunners job difficult. Once it is down, your
             approach down the edge of the map or closer infield is made that 
             bit easier, and getting the bunker itself down easier still. The 
             ammo dump has light cover, so be quick about resupplying there
 
 _______
|       | G: F06SD2
|R      | P: Roadblock (R)
|       | F: 
|_______| D: If the roadblock stays up, the back half of the map stays safe
             from APCs. If it is down, the bunkers better deal with any threat 
             rolling down the road at speed
          A: Getting the roadblock down early gives you a much better chance of
             getting through the bunker line and on to the cooling towers and 
             pump stations, and you will not to able to reach either if the 
             roadblock is up 

 _______
|   +   | G: H06SD2
|       | P: Ammo/Health (+)
|       | F: 
|_______| D: In the open for the most part, but covered by a building if you
             are in the pump station, it is a good place for attackers to
             gather and sustain an assault on the cooling tower or the pumps,
             so push them back from it
          A: Taking and holding this area will allow you to keep pressure on 
             SVER and the pump station beyond. There is cover to work with, but
             otherwise you are in an open area 

 _______
| G     | G: I06SD2
|    G  | P: Sensor Array (S)
|  S    | F: Gates (G)
|_______| D: The area around the Sensor Array is small, so stay alert to any 
             attackers. Beside it is a staircase up to a Gate, where through
             the gate is a view of anyone guarding the pump controls so keep it
             shut. The other gate is on the ground floor, and will require a
             bit of running to get up the stairs inside and to the pumps, but 
             the area is fairly open for you to deal with any threat
          A: Space is not too limited, and there is some cover to use, but for 
             the most part you want to spend little time outside and lots of 
             time getting into the pump station and up to the top floor quickly
             so you can secure the controls

 _______
|M      | G: J07SD2
|       | P: Motor Pool (M)
|       | F: 
|_______| D: As with any motor pool, get the vehicles out of there and put them
             somewhere more useful to your defence. The charge point is visible
             from your central spawn area, so dealing with those planting 
             charges should not be too much of a problem for you
          A: The space around here quickly opens up, so you too should be quick
             about your work here. Plant charges when the coast is clear, get 
             out of the way and onto another target

 _______
|F      | G: D08SD2
|       | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: You will not see much of the attackers until they have decided 
             which route they will take and are near the exit of that route, so
             scan the area and watch out for approaches down the flanks and 
             rockets from the windows
          A: There is plenty of cover on your way towards the bunker, so use it
             wisely. You can stay near the edge of the map to try and flank the
             bunker, or head inside into the buildings, or just to head towards
             the center of the map

 ____________ ______________________________ _______________
/ DOMINATION / ABSHERON REFINERY (S.V.E.R.) / MAP 3 (E & F) \__________[@DOMS3]

Map Link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sverdom3.jpg

Search String: SD3


The third side of Absheron Refinery is a rocky place, mostly divided by roads 
and paths, rather than large open spaces, allowing for some mid to close range 
combat.

 _______
|       | G: E01SD3
|       | P: Attacking spawn point (A) APCs
| A     | F: 
|_______| D: There are more routes around the area than you think, so do not 
             just sit and wait for APCs to arrive at the gate. For the most
             part they also have good cover from the bunker turrets, so be 
             prepared to take them out with RPGs
          A: The main road is obvious, but the dirt paths lead around towards 
             the burn off towers, so you can get fairly close to the
             objectives, and stay fairly far away from the bunkers until the 
             gate is down, at which point the back half of the map is open to 
             you 

 _______
|  F    | G: C03SD3
|       | P: Attacking spawn point (F) Foot 
|       | F: 
|_______| D: Watch out down the sides of the map for attackers from this spawn 
             point, as they mostly push forward towards the burn off tower and 
             beyond
          A: Plenty of cover to move amongst on your way to the burn off tower,
             but it opens up when you get nearer. Sticking to the edge of the 
             map can lead to a route past the burn off tower and around the
             side of the outer bunker

 _______
|       | G: F02SD3
|       | P: Attacking spawn point (F) Foot
|       | F: 
|____F__| D: Attackers spawning here eventually aim for a number of routes, 
             reaching as far as the gate and all the way to the edge of the map
             on the right side, so keep on top of where they seem to be moving
          A: A number of routes out are available to you, covering a wide area.
             There is lots of open space around here, but a successful flank 
             using what cover there is down the right edge of the map can put 
             you beside the outer bunker

 _______
|       | G: B04SD3
| 1     | P: Burn off tower (1)
|     + | F: Ammo/Health (+)
|_______| D: The burn off tower sits on higher ground, with good amounts of 
             cover along the edges, but not so much once you are around the 
             tower itself, especially from any attackers coming down the edge
             of the map and looking over here. The ammo dump is on your side,
             in decent cover, allowing you to keep a presence around the tower 
             and stop attackers from reaching it
          A: There are a number of approaches to the tower, but all will
             involve running from lower, open ground to the higher ground the 
             tower sits on. It is important that you get control of the ammo 
             dump, as you will need it when defending the burn off tower and 
             keeping SVER from getting around the building to take it back

 _______
|       | G: D04SD3
|       | P: Gate (G)
|       | F: 
|_G_____| D: The only way into the back of the map for the APCs, so it needs to
             stay intact 
          A: Again, you will not be going too far with the gate still in one 
             piece, so get it down and allow your APCs to get behind whats left
             of the bunker line and onto other targets

 _______
|       | G: E04SD3
|    1 +| P: Burn off tower (1)
|       | F: Ammo/Health (+)
|_______| D: Again on higher ground, this burn off tower has a bit more space 
             and cover to work with however, so you will need to keep an eye on
             a number of routes up and around. Keeping hold of the ammo dump 
             allows you to keep pushing the attackers back towards their spawn 
             point
          A: You have a few approaches to the tower, most of them appear direct
             but a long flank around the sides can get you there as well. 
             Keeping hold of the ammo dump will allow you to keep SVER away
             from the tower, and you will have a fair amount of cover when
             doing so, even if it means ducking away from the tower itself for
             a moment

 _______
|       | G: B05SD3
|       | P: Defending spawn point (B) Bunker
|       | F: 
|___B___| D: Your turret will not be seeing much until the attackers decide to 
             flank down the edge of the map, or even head straight towards you,
             if they are up for it. In any case, it is largely quiet here until
             the bunker becomes the target. If you spawn here, keep an eye on 
             the Sensor Array
          A: As always, bunkers should not be allowed to stay standing for a 
             long time, so get around the side of it, the edge of the map 
             offering the most cover for you to use, and plant charges on it. 
             The area around the bunker is fairly open, certainly from the
             front

 _______
|       | G: C05SD3
|       | P: Defending spawn point (B) Bunker
|    B  | F: 
|_______| D: You do not see much from the bunker, so push out and defend the 
             gate from the front if you spawn here. There is space around the 
             bunker and there is some cover, so watch out for daring attackers
             trying to get close
          A: If you can get the turret down, you will have an easier time of 
             approaching and destroying this bunker, and even of running past
             to get to the outer bunker too, or on to the Triple A

 _______
|       | G: D05SD3
|       | P: Defending spawn point (B) Bunker
|      B| F: Triple A (A)
|_A_____| D: The bunker has a limited view down towards the burn off tower, and
             sits in good cover, but not from attacking RPGs aimed at your 
             turret. If you spawn here, keep an eye on the Triple A behind and 
             beside you, where the charge point is well covered from all but
             the sides
          A: As always, getting the turret out of the way gives you a much 
             easier time, allowing you up and over the dirt mound in front of 
             the bunker to dip down into the open space around the bunker, 
             allowing you to set charges and move on. The Triple A charge point
             will leave you exposed from the sides, but for the most part you 
             can plant in relative safety

 _______
|       | G: E05SD3
|       | P: Defending spawn point (B) Bunker
|       | F: 
|______B| D: As an outer bunker, prepare for a fight early on, especially from 
             the edge of the map. It is even possible to see APCs down in the 
             small lake in F/G05, so stay alert. If you do spawn here, keep an 
             eye out for the Mortar Battery
          A: There is cover to use on a variety of approaches to this bunker, 
             but the closer you get the cleverer you will need to be with it. 
             Take the turret out and quickly follow it up by taking the bunker 
             out too

 _______
|       | G: B07SD3
|       | P: Sensor Array (S)
|    S  | F: 
|_______| D: In a good amount of cover unless you come at attacking charge 
             planters from behind. There are routes through the rocky high 
             ground to the bunker line, so you may have to give them a look
             over to see if any attackers are making use of them to get here
          A: You have a decent amount of cover around this area, but be aware
             of any SVER defenders spawning from the rear, who will come up 
             behind you while planting charges

 _______
|     H | G: C07SD3
|       | P: Cooling tower (2)
|       | F: Forward attacking spawn point (H) Helicopter
|_2_____| D: The cooling tower is in an open area, but there is cover from the 
             tower itself, as well as some high ground for attackers to use
             from their forward spawn point, so stay alert. The spawn point is 
             in decent cover, if you can get behind with turret rockets or RPGs
             you can at least make the attackers think twice about which 
             direction they run upon landing
          A: Look around and be quick, as the most immediate piece of cover you
             have is the cooling tower itself. From the helicopter spawn, it is
             only a short run forward to the pump station, and you are a fair 
             distance from the bunker line, should any of them still be up and 
             running

 _______
|     H | G: D07SD3
|       | P: Forward attacking spawn point (H) Helicopter
|       | F: 
|_______| D: Slightly more open than the other spawn point, the sooner you get 
             the helicopters out of the area, the easier time you will have
             with the match
          A: Not as much cover, but it is only a short run forward into some 
             cover, and almost straight ahead lies a gate to the pump station,
             or off to the side slightly for the cooling tower, if you still 
             need to secure it

 _______
|       | G: E07SD3
|       | P: Cooling tower (2)
|       | F: Mortar Battery (M)
|_2____M| D: The cooling tower is again in a good deal of open space, with only
             the tower itself for close cover. The Mortar Battery by
             comparison has a few walls for cover, as well as some high ground 
             nearby for attackers to keep watch over the area
          A: Again, look around and be quick with the cooling tower, as there 
             is not a whole lot of cover to use. The Mortar Battery has a bit 
             more to hide behind, but the charge planting point will leave 
             your back largely exposed to any SVER defenders emerging from the 
             back of the map

 _______
|       | G: C08SD3
| M    G| P: Pump F (F)
|    F  | F: Motor Pool (M), Gate (G)
|_______| D: Pump F sits on the upper level of the building, accessed by two 
             staircases on this side of the building, and from two on the 
             opposite end near pump E. The Gate on the lower floor leads 
             straight to one set of stairs. Both floors are fairly open, but 
             there is cover to be found. The upper floor is so open that the 
             front wall is nonexistent towards the middle of the building, so 
             you might be greeted by a snipers bullet once in a while. The
             Motor Pool outside funnels attackers down towards an open door to 
             the lower level of the building, so watch out for those planting 
             charges and then heading indoors 
          A: Attacking the pump station from the front is not the best of 
             approaches, especially when you can flank around the side of the 
             building to get in towards the back, coming up the same set of 
             stairs as SVER would, so you can get behind them. The Gate is 
             defended from one side, so watch out when planting charges. The 
             Motor Pool as more cover for you to use, so plant charges and move
             on


 _______
|       | G: D08SD3
|   G G | P: Gates (G)
|  +    | F: Ammo/Health (+)
|_______| D: The central gate leads to either side of the lower level of the 
             building, and the gate on the right leads to a set of stairs up to
             Pump E. The ammo dump sits inside the lower level, in good cover 
             and towards the left side, nearer Pump F
          A: The gates have little cover, so look around and then plant
             charges. As they are right in front of your forward spawn, they
             are obvious targets to get down and run through to get at the 
             Pumps, but do not ignore the longer routes around the sides and 
             even back, if you time it right with the SVER spawn

 _______
|       | G: E08SD3
|       | P: Pump E (E)
|E      | F: 
|_______| D: Mirroring Pump F, E sits on the edge of the building, with two
             sets of stairs leading up to the floor it is on, again rather open
             and with not much of a front wall, but certainly cover to work
             with
          A: There are two routes up to the pump controls on this side of the 
             building, and you can come across from pump F as well. The gate
             may be the closest route, but most likely the best defending
             route, so think about heading around the sides too

 _______
|       | G: D10SD3
|   F   | P: Defending spawn point (F) Foot
|       | F: 
|_______| D: Your central spawn offers quick routes into the back of the pump 
             station, up a staircase and near the pumps in a few seconds, so as
             long as the attackers do not have complete control of the pumps
             and are using the gaps in the walls to shoot you as you leave your
             spawn, you should have few problems
          A: SVER can be pushed back, and you can get the higher ground over 
             them if you manage to get lots of control over these pumps, but
             you can also come along the sides of the pump station to force
             SVER into the middle, into the lower levels of the pump station, 
             rather than taking the outside route towards the Mortar Battery
             for example

 ____________ ______________________________ _______________
/ DOMINATION / ABSHERON REFINERY (S.V.E.R.) / MAP 4 (G & H) \__________[@DOMS4]

Map Link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sverdom4.jpg

Search String: SD4


The final side of Absheron Refinery starts off coming from the rocky cliffs and
down towards the more built up areas of the refinery, offering plenty of cover
along the various routes to the pumps

 _______
|       | G: B03SD4
|       | P: Motor Pool (M)
|    M  | F: 
|_______| D: As always, get your vehicles out of here and put them somewhere
             more useful to you
          A: The charge point for the Motor Pool is fairly well covered, so as
             always, look around and then plant charges

 _______
|  S    | G: C03SD4
|       | P: Sensor Array (S)
|       | F: 
|_______| D: The Sensor Array sits on lower ground and is relatively open
          A: When planting charges, you will have to be aware of SVER defenders
             coming from the other map as much as your own map, as your back
             will be exposed to them

 _______
|       | G: D03SD4
| 2     | P: Cooling tower (2)
|       | F: Ammo/Health (+)
|+______| D: The cooling tower sits on high ground, on a relatively thin 
             concrete walkway that spans the width of the map. Nearby is an
             ammo dump which you will not want falling into the attackers 
             hands
          A: The area around the cooling tower is small, and with some cover,
             the high ground on both sides, and the ammo dump, securing it and
             holding it should be easy for you

 _______
|       | G: G03SD4
|       | P: Defending spawn point (B) Bunker
|      1| F: Burn off tower (1)
|B______| D: There are two roads that end up around this area, and both are
             likely to be traversed by attacking APCs, so keep an eye out,
             especially from the left edge of the map, where they can get some
             high ground over you. That includes looking over the area that
             contains the burn off tower, where containers and walls over the
             cover here. Spawning in the bunker, you should keep watch over the
             Sensor Array
          A: Taking the route around the top edge of the map gives you high
             ground over the bunker and the burn off tower, so making sure you
             can hold it is a wise move, and getting the bunker out of the way
             before the burn off tower can be an even better move

 _______
|       | G: B04SD4
|       | P: Pump G
|      G| F: 
|_______| D: In a room of its own in the corner of the building, Pump G is well
             defended for the most part, but if both gates are down, the number
             of openings to the building total 4 on the ground floor alone, so
             keep an eye out for attackers taking routes around the side too
          A: The pump is quickly accessed from behind, putting you between the
             target and any SVER defenders spawning behind you. If that is not
             an option, the gates and side entrance offer a number of 
             alternatives. Be prepared for a small space to work with once in
             the pump control room

 _______
|       | G: C04SD4
|  G    | P: Gates (G)
|  G    | F: 
|_______| D: Two front gates will keep you busy, and many attackers behind them
             will have the high ground on the other side of the road, so watch
             out when around them when they are down
          A: Getting the gates down doubles the amount of entrances to the
             pump station, so it certainly makes sense to push forward and get
             them down, but remember the alternative routes in as well

 _______
|       | G: E04SD4
|       | P: Forward attacking spawn point (H) Helicopter
|       | F: 
|______H| D: The area around the landing pad is flat and open, so you should
             have few problems dealing with emerging attackers, as long as you
             avoid the helicopters guns
          A: You have plenty of room to run into, but that means a dash for
             cover upon your exit from the helicopter, so look for the safest
             and get to it

 _______
|       | G: F04SD4
|      G| P: Gate (G)
|       | F: 
|_______| D: The one and only route large enough for the APCs to get through,
             so keep it in one piece for this reason, but there are plenty of
             gaps in these stretch of wall behind the bunker line for those who
             are on foot to get past
          A: Your APCs have a lot of places to go, but a lot more are available
             if you get the gate down, but approaching it while the bunkers are
             up is not the smartest of ideas

 _______
|     + | G: G04SD4
|       | P: Defending spawn point (B) Bunker
|       | F: Ammo/Health (+)
|B______| D: It is a wide open area ahead of you, dotted with cover for the
             attackers to approach you in relative safety. If you spawn here, 
             keep an eye on the gate beside you. The ammo dump near the burn
             off tower will keep either side around the area for a while, so
             it helps if you get it, rather than your attackers
          A: A lot of space around here, and as always if you get the turret
             down, you give yourself an easier time of things. The resupply
             point near the burn off tower will help you a lot if you can keep
             it for yourselves, especially for RPGs to take the turrets out

 _______
|       | G: A05SD4
|   F   | P: Defending spawn point (F) Foot
|       | F: 
|_______| D: From here, the routes to the pumps are fairly obvious, but you can
             also head straight out between the pump stations, amongst plenty
             of cover 
          A: You can get a good sight of where SVER are heading if you manage
             to set yourself up between the pumps, especially on the bridge
             where the ammo dump is

 _______
|       | G: B05SD4
|      +| P: Ammo/Health (+)
|       | F: 
|_______| D: On the bridge between the two pump stations sits an ammo dump, out
             of the way from much of the action, but nonetheless a great place
             for either side to get control off, offering some higher ground
             and upper entrances to the pump stations
          A: If you can push this far forward and keep a presence on the bridge
             you really ought to be able to hold the pumps well, you can easily
             see the more likely route that SVER players take to get to the
             pumps from up here on the bridge

 _______
|       | G: E05SD4
|       | P: Forward attacking spawn point (H) Helicopter
|       | F: 
|_____H_| D: Another fairly open span point, and right in front of the Triple
             A, so watch out for anyone using the helicopter guns to stop your
             approach from the back of the map
          A: There is more cover to run into on this side, but any SVER 
             defenders on the Triple A behind you will be on high ground, so
             pay attention if there are any around

 _______
|       | G: F05SD4
|       | P: Triple A (A)
|    A  | F: 
|_______| D: With a few routes up to the Triple A and with a well covered
             charge point, keep your eyes on any attacker darting through the
             many gaps in the walls in order to reach the Triple A, as it may
             take a while for you to get there
          A: Once you plant charges here, stay nearby to make sure any SVER
             defenders have as little amount of time as possible to defuse the
             charges, even if it means you die in any combat, or even in the
             explosion itself

 _______
|       | G: G05SD4
|       | P: Defending spawn point (B) Bunker
|       | F: 
|B______| D: Again, a fairly open bunker area, with enough cover for attackers
             to get close, decide when to attack and then do so. If you spawn
             here, keep an eye on the Triple A behind you, as there are a few
             gaps in the wall nearby for attackers to get through
          A: Once more, no turret means an easier chance of progressing past
             the bunker to set charges on it and the Triple A, so use the cover
             available, take out the turret and get rid of the bunker

 _______
|       | G: I05SD4
|       | P: Attacking spawn point (F) Foot
|       | F: 
|______F| D: With multiple routes out and plenty of cover along the way, it can
             be hard to tell where to focus your defence, so push forward to
             the most visited routes until the attackers change their approach
          A: Many routes out, it may be best for you to take the longer options
             you have available

 _______
|       | G: J05SD4
|      A| P: Attacking spawn point (A) APCs
|       | F: 
|_______| D: There are lots of places for these APCs to go, but keep an eye on
             the roads through the middle and around the top edge of the map, 
             where they are likely to head 
          A: Your APCs are very useful on this map, before you even get to the
             gate and through to the back half of the map. Decide which route
             you will take, which piece of cover you will end up behind, and
             get driving. If you can keep your APCs in one piece, you can have
             forward spawn points on high ground, even right up to the bunker
             line

 _______
|       | G: B06SD4
|       | P: Pump H (H)
|      H| F: 
|_______| D: Pump H sits on the mid level walkway, up a short flight of stairs
             from the ground floor, and down a longer set from the upper floor.
             It is a tight space once attackers arrive, so if you can get to
             them before they reach either set of stairs, you will have a good 
             advantage over them
          A: Again, there are multiple routes into the building, but the ground
             floor entrances will all require you to run through to the back
             corner of the building and up the stairs to even get to the pump
             controls, so plan your route

 _______
| G     | G: C06SD4
|       | P: Gates (G)
| G     | F: 
|_______| D: Again, the two gates offer two entrances, and beyond them over the
             road is more high ground for attackers to get a look at where you
             are, so be alert near the gates and windows
          A: Two more entrances to the building will help you a lot, but if you
             go around the side of the building towards the back entrance, you
             can slip up the stairs to the pump controls without too much
             hassle

 _______
|    +  | G: G06SD4
|       | P: Burn off tower (1)
|      1| F: Ammo/Health (+)
|_______| D: There is plenty of cover for both sides here, and the ammo dump
             sits in cover too, so you will have to push out and keep it for
             yourself for best results at the burn off tower
          A: If you can get hold of the ammo dump, you can proceed to take out
             the bunker turrets and secure the burn off tower, using plenty of
             cover around the area

 _______
|       | G: C07SD4
|       | P: Mortar Battery (M)
| M     | F: 
|_______| D: Fairly well covered, but the route to it is fairly open, and many
             attackers will come from the cliffs near the bottom edge of the
             map, near the cooling tower to get here
          A: If you stick to the edge of the map around the cooling tower, you
             will have high ground over the Mortar Battery to see if anyone is 
             there before running over to plant charges. The charge point is
             well covered, but be alert to players from the other map 

 _______
| 2  +  | G: D07SD4
|       | P: Cooling tower (2)
|       | F: Ammo/Health (+)
|_______| D: On high ground and well covered, be prepared for a good fight to
             hold this area for yourselves, with much of the attack coming from
             the edge of the map, up a set of stairs beyond the ammo dump
          A: Be careful on your approach, and it may aid you to take the long
             route near the middle of the map and across the open bridge in
             D06. The area is dotted with cover but is otherwise a small place
             so you need to get to the ammo dump and keep control over the area

 _______
| B     | G: G07SD4
|       | P: Defending spawn point (B) Bunker
|       | F: 
|_______| D: An outer bunker is always a target, and you sit near the burn off
             tower and in front of a gap in the wall to get to the back half of
             the map. Keep an eye on the edge of the map for a long flank to
             the side
          A: The various approaches to the bunkers are well covered, should the
             turret be up and shooting at you, but the closer you get the
             harder the task becomes, so take the turret out early

 _______
|       | G: I07SD4
|       | P: Attacking spawn point (F) Foot
|    F  | F: 
|_______| D: There are plenty of routes out of the spawn, and in plenty of
             cover, so scan the cliffs for movement, notably from the edge of 
             the map
          A: Lots of routes to choose from, the most helpful of which may be
             the long route along the bottom edge of the map to get a flank on
             the outer bunker. In general, you have good cover wherever you are
             until you get closer to where you want to be

 ____________ __________________________
/ DOMINATION / ALYESKA TERMINUS (VALOR) \______________________________[@DOMIV]

Alyeska Terminal sits inside a lightly forested, rocky area, filled with more
of Valors tents, sandbags and military equipment. With lots of areas to hide
in and around, and many routes to take, both attackers and defenders alike need
to keep an eye on their surroundings

 ____________ __________________________ _______________
/ DOMINATION / ALYESKA TERMINUS (VALOR) / MAP 1 (A & B) \______________[@DOMV1]

Map Link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valordom1.jpg

Search String: VD1


The first side of Alyeska Terminal presents a bunker line behind a shallow
river, the rocky banks offering plenty of places for both sides to hide amongst
as they try to get the upper hand. It soon opens into what remains of a small
town and then onto the pump station itself

 _______
|       | G: C01VD1
|       | P: Defending spawn point (F) Foot
|   F   | F: 
|_______| D: Your central spawn point opens into a large open road at the back
             of the pump station, but you should have few problems running over
             to get to the pumps
          A: You can push Valor back this far, as long as you cover the width
             of the road here, because it will not take long for Valor to find
             the weaker side and head for it in numbers next time they spawn

 _______
|       | G: B02VD1
|       | P: Motor Pool
|       | F: 
|__M____| D: The vehicles are pointing down the road, there is no excuse for 
             leaving them in the motor pool here
          A: There is some cover in this area, but you will have to be quick
             when planting charges, as the spawn point is closer than you think

 _______
|       | G: C02VD1
|       | P: Pump B
|       | F: 
|______B| D: Pump B is on the upper floor of the building, in a back corner.
             From your spawn, around the back of the building, is an outdoor
             staircase into the room with the pump controls, and it can also be
             accessed from indoor staircases as well. The room itself is small,
             so it should not take much to empty it
          A: The indoor route to the pump controls is lengthy, so a stealthier
             route up the outside stairs may be your safest route, even though
             it leaves you exposed to any newly spawned Valor defender

 _______
|       | G: A03VD1
|      S| P: Sensor Array (S)
|       | F: 
|_______| D: There is plenty of cover around here to hide behind, so be careful
             when approaching in order to defuse for example
          A: You can take a few routes to get around the wall and to the Sensor
             Array, and when you get there you will have plenty of cover to
             work with when planting charges

 _______
|      G| G: B03VD1
|       | P: Gate (G)
|       | F: 
|_______| D: This side gate is only a short run from the small room that houses
             Pump A, so keep an eye out for it, and be careful when repairing,
             as you may well be leaving yourself open from the front gate right
             next to it
          A: One of a number of gates into the pump station, the general rule
             is to get them all down to give Valor some thinking to do, whether
             they want to repair them or not

 _______
|A  +   | G: C03VD1
|G  G G | P: Pump A (A)
|       | F: Gates (G), Ammo/Health (+)
|_______| D: There is an awful lot going on in this pump station. The numerous
             gates will need to either be left alone or repaired quickly, the
             ammo dump sits in plenty of cover on the second floor walkway, and
             you can use this walkway to get above the gates and shoot through
             the windows at any attacker running down the roads or parachuting
             into the battle. Pump A sits in a small room to the side, with two
             entrances, one near the two gates in the corner, the other near
             the open entrance at the back of the building
          A: Again, if a gate is up get it down regardless of whether you then
             walk through the gap or not. If you want an easier time, try
             heading down the side of the building and around the back, where
             most Valor defenders will not be expecting you. You might be seen
             by some as they emerge from the spawn however. The pump controls
             are in a small room, so knives and grenades work wonders here

 _______
|G      | G: D03VD1
|     M | P: Mortar Battery (M)
|       | F: Gate (G)
|_______| D: The Motor Battery is almost walled off from the pump station, 
             so you will have to get out and make sure it is safe to repair if
             it ever goes down. Space is limited in these areas, as is good
             cover. The side gate leads to the main room, so it is still a
             challenge for attackers to use it as the sole means of getting to
             Pump B for example
          A: The Mortar Battery charge point will leave your back facing any
             Valor defenders who have come past the wall to check the area, so
             be quick about it. The side gate gives good views of the other
             gates, should any Valor player be repairing them or else somewhere
             nearby. You still have work to do to get from here to any of the
             pumps however

 _______
|       | G: A04VD1
|     2 | P: Cooling tower (2)
|       | F: 
|_______| D: Right near the edge of the map, on some high ground and with good
             cover is the Cooling tower. There are two approaches to it, so
             keeping a look out will not be too much of a problem, unless you
             are faced with a swarm of attackers
          A: The nearest ammo dump is some way away, so it may be best to take
             the tower by force first and only resupply when you absolutely
             need to do so

 _______
|       | G: B04VD1
|     + | P: Ammo/Health (+)
|       | F: 
|_______| D: The tents around here provide some cover, but not a whole lot, so
             use the ammo dump when needed but do not stay for too long
          A: The nearest ammo dump to the cooling tower, if you need to get
             more ammo or health before taking it, or moving on towards the
             pump stations

 _______
|       | G: C04VD1
|       | P: Forward attacking spawn point (P) Parachute
|     P | F: 
|_______| D: Covering a wide area, attackers can land on both roads, behind and
             on top of buildings, so keep watch of where the majority are 
             heading for and aim to pick them out of the sky 
          A: There is plenty of cover and places to go when you land, but you
             will most likely need to be quick with your change of direction,
             or Valor snipers will be picking you off all over the place

 _______
|    2  | G: D04VD1
|       | P: Cooling tower (2)
|   +   | F: Ammo/Health (+)
|_______| D: A fairly open cooling tower, at ground level, and with a nearby
             ammo dump for once side to hold in order to hold the cooling tower
             itself
          A: The resupply point is in good cover, but you may be picked off by
             snipers nearby, so be careful when you are here. The cooling tower
             has some cover, but taken quickly will give you your best chance
             at then holding on to it

 _______
|       | G: B05VD1
|       | P: Defending spawn point (B) Bunker
|       | F: 
|B______| D: As an outer bunker, prepare to watch your flanks as much as what
             is going on across the river in front of you. If attackers can get
             behind you to defuse, it will not be long until the next bunker is
             under a lot of pressure too. Spawning here, keep an eye on the 
             Sensor Array
          A: Space around the side and back of this bunker is tight, so if you
             are trying to go around it, you might as well try to plant charges
             and take it out for good. Following the edge of the map is the
             obvious flanking path, but you might be able to sneak through from
             the front

 _______
|       | G: C05VD1
|       | P: Triple A
|       | F: Additional Features
|____A__| D: Space is limited and there is some cover around here, but you will
             need to deal with threats to the Triple A quickly if you are to
             keep control of where the attackers are coming from
          A: You will probably be taking the Triple A out as the next target
             along from the bunkers, that is to say that sweeping the bunkers
             out of the way from one side will naturally lead to the Triple A, 
             and with only two remaining bunkers for example, you know where
             the likely attack will come from when you are planting charges

 _______
|       | G: E05VD1
|       | P: Defending spawn point (B) Bunker
|       | F: 
|_B_____| D: Another outer bunker, so be prepared to face some firepower from
             the attackers. The terrain in front of you is dotted with large
             rocks for cover, with a fair amount of space, so it is possible 
             for attackers to sneak around the flanks and get past you. If you
             spawn here, keep watch on the Mortar Battery
          A: Approaching this bunker from the edge of the map is your best bet,
             as there is a mix of both space to work in and cover to hide in,
             should the turret still be up. That is not to rule out the more
             direct route up the front, however, stay sharp when you do so

 _______
|       | G: C06VD1
|B      | P: Defending spawn point (B) Bunker
|       | F: 
|_______| D: As a central bunker, you need to push forward across the river to
             get a good hold on the other side. You should watch the Triple A
             if you spawn here, and it is not far away by any means
          A: Best approached from the side, and as always without a turret on
             the top of it, the same bunker busting rules apply, just get in,
             work with the little space and good amounts of cover that you have
             and stay around until the bunker is down

 _______
| B     | G: D06VD1
|       | P: Defensive spawn point (B) Bunker
|     b | F: Bridge (b)
|_______| D: The bridge is not the only route for APCs to get through to the
             back half of the map, but it is certainly the easiest, so getting
             it down early is an obvious tactic. If you spawn in the bunker,
             watch over this bridge and anyone trying to repair or otherwise
             get around it, and if needed, keep watch over the Triple A
          A: You do not need the bridge to be in one piece, but it helps. If it
             is down however, your APC can drop down the left hand side, into
             the river, drive under the bridge and up the right hand side. It
             is not the prettiest of routes to take, and can be dangerous with
             bunker turrets still operational, but it gets you past the bridge
             and into the rest of the map. Usually bunker tactics apply, get
             the turret down and move in for the final kill

 _______
|     1 | G: B07VD1
|+      | P: Burn off tower (1)
|       | F: Ammo/Health (+)
|_______| D: Across the river and in good amounts of cover is the burn off
             tower, and nearby is a resupply point that will be very useful to
             whomever keeps hold of it
          A: If attackers take the ammo dump they can pretty much pin you back,
             forcing you to take another approach to get to the burn off tower.
             The tower itself is in decent cover, though space may get tight

 _______
|    1  | G: E07VD1
|       | P: Burn off tower (1)
|       | F: 
|_______| D: Another fairly open area, but with enough cover for both sides to
             use in their attempt at taking the tower, so be sure to push
             forward to make sure the attackers do not get close enough to take
             the tower
          A: There are a few approaches to the tower, and good cover on the way
             there, so use it wisely and get to the tower quickly. Pushing 
             forward as much as you can will keep Valor in the river, or else
             the other side of it, much nearer their bunker than the tower

 _______
|       | G: F07VD1
|+      | P: Ammo/Health (+)
|       | F: 
|_______| D: With some cover from a nearby building, but not much, the ammo
             dump is once again an area that you should keep the attackers well
             away from to make your job easier
          A: If you take this ammo dump, you have a good view down the side of
             the map for one of the larger routes for Valor to take to reach
             the tower, so you can push forward, take the tower yourselves and
             hold it with relative ease

 _______
|     F | G: A08VD1
|       | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: The main route out here pushes attackers along the edge of the map
             and right towards your bunker, so keep an eye on it
          A: You can cut inside along the way, but sticking to the outside path
             from this spawn takes you towards the bunker line, and you have 
             good amounts of cover when doing so, almost up until the bunker
             itself

 _______
|       | G: C08VD1
|       | P: Attacking spawn point (F) Foot
|       | F: 
|____F__| D: Plenty of routes out for attackers to take, they could end up on
             either side of the map, emerging from many pieces of cover
          A: You have many routes to choose from, so it mainly depends on where
             you need to go. You will have plenty of cover whichever route you
             end up taking

 _______
|       | G: F09VD1
|       | P: Attacking spawn point (A) APCs
|A      | F: 
|_______| D: The road is the obvious route for attackers to take, and the
             bridge will not mean cutting them off for good, it just means that
             your job is a bit easier
          A: There are a few places to go on this side of the bridge, but it
             may be better to go for it, knowing that the bridge is going to be
             down, so ducking into the river, turning tightly and getting past
             the bunker line to recover. Surprise tactics could mean getting to
             the pumps with plenty of time left in the match

 ____________ __________________________ _______________
/ DOMINATION / ALYESKA TERMINUS (VALOR) / MAP 2 (C & D) \______________[@DOMV2]

Map Link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valordom2.jpg

Search String: VD2


A somewhat open side of the overall map, the long roads and open spaces can 
make for some good battles, but there are plenty of places that allow you to
slip behind the front lines and attack Valor from behind

 _______
|       | G: B01VD2
|  F    | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: Behind a large silo and on high ground, you will need to push out
             and keep attackers away from the burn off tower area. A route to
             the top edge of the map will take stealthy players all the way
             around your bunker line, so keep an eye on it
          A: You can a number of routes out and can get some early shots on the
             bunker turrets from the high ground at the end of the spawn area.
             Push out towards your target, or head around the edge of the map
             to come at the bunker line from the side or from behind

 _______
|  +    | G: C02VD2
|  1    | P: Burn off tower (1)
|       | F: Ammo/Health (+)
|_______| D: The burn off tower is on higher ground to the bunker line, but is
             a relatively open space, so you should be able to see problems as
             they arise. If attackers are allowed to get to the ammo dump, your
             task becomes more difficult, so keep pushing them back
          A: There is a lot of space towards the burn off tower, but enough
             cover for a Valor defender to hide behind and surprise you when
             you go for it. You need to take the ammo dump for yourself for an
             easier time, so that you can push Valor back to their bunker, and
             therefore secure the burn off tower

 _______
|  B    | G: D02VD2
|       | P: Defending spawn point (B) Bunker
|       | F: Forward attacking spawn point (H) Helicopter
|_____H_| D: As an outer bunker, be prepared for an assault, but on this map
             especially you may be faced by players sneaking around the side,
             rather than bothering to destroy the front lines, so keep an eye
             on the high ground to the edge of the map. If you spawn here, look
             out for the Sensor Array. The forward helicopter spawn is a good
             distance away from you so you can see where attackers are going,
             including coming over to you if you are still operational
          A: As always, getting rid of the turret will help deal with the
             bunker, but you can also slip past the bunker with few problems if
             Valor are not paying attention to their flanks. The forward spawn 
             point lies quite far away from the pumps, in relatively open
             ground, so be sure you know where you are going before you exit

 _______
|       | G: E02VD2
|  2   +| P: Cooling tower (2)
|       | F: Ammo/Health (+)
|_______| D: In a mix of high ground and cover, you should be able to see any
             approaching attackers and have the advantage over them, but in no
             time at all they will find the cover that the tower offers and
             get securing. The ammo dump is in your favour, so if any attackers
             have managed to take it off you, you might have a problem on your
             hands
          A: There are multiple levels of ground at play here, with cover to
             work with, but you will need to keep pushing forward to take the
             ammo dump for the best results, allowing you to stop Valor from
             getting past the walls here, let alone on towards the tower to
             resecure it

 _______
|       | G: F02VD2
|     S | P: Sensor Array (S)
|       | F: 
|_______| D: Fairly open ground here, so you should be able to spot anyone who
             is on their way to or from planting charges
          A: There is not a whole lot of cover around here, so look around and
             be quick on your feet when planting charges

 _______
|       | G: G02VD2
|       | P: Motor Pool (M)
|  M    | F: 
|_______| D: Pointing straight down the road, two vehicles are ready to be made
             use of, so get driving
          A: You will have good cover when planting charges here, mostly from
             the Motor Pool itself, but watch out for your sides as you are 
             getting close to the other map and the spawn point here

 _______
|       | G: B03VD2
|       | P: Roadblock (R)
|      R| F: 
|_______| D: One of two roadblocks stopping APCs from rolling down the road
             towards the back half of the map
          A: Your APCs will not be going anywhere until the roadblocks are out
             of the way, and behind them the two central bunkers looking on

 _______
|       | G: C03VD2
|    B  | P: Defending spawn point (B) Bunker
|       | F: Roadblock (R)
|R______| D: The bunker sits in open space and on lower ground from the burn
             off tower, the likely area for an attack to come from. Spawning
             here, keep watch on the Triple A behind you
          A: You can get the high ground over the bunker coming from the burn
             off tower, so use it well to watch over and destroy the turret,
             as well as anyone planting or defusing charges at the back. The
             roadblock will need to be down to get your APCs through

 _______
|       | G: D03VD2
| A     | P: Triple A (A)
|       | F: 
|_______| D: Again fairly open, it is near enough to your bunker than defending
             it should not be too much of a problem, should the bunker still be
             standing
          A: It helps a lot if you get rid of the nearby bunker first, as you
             can approach the Triple A largely unhindered, using what cover
             there is from the other bunkers if they are still up

 _______
|       | G: GF03VD2
|       | P: Gate (G)
|      G| F: 
|_______| D: A gate to the ground floor of the pump station, in front of a set
             of stairs that lead to pump C, so it is a good idea to keep it
             closed and well defended. You can shoot anyone approaching to get
             charges planted through the many windows, but attackers can shoot
             back too
          A: The more gates that go down, the more entrances you have to the
             pump station and on to the controls, as well as giving Valor a job
             to do to secure their defences up. Watch out for Valor defenders
             shooting out of the windows however

 _______
|G      | G: G03VD2
|C      | P: Pump C (C)
|       | F: Gate (G), Ammo/Health (+)
|+______| D: Pump C is in a small room on the upper floor, and space is limited
             for both sides. There is higher ground outside of the room so you
             can shoot through windows to anyone securing the controls. The 
             quickest entry for attackers is up a flight of stairs outside to
             get at the Gate into a side room before Pump C. The ammo dump sits
             in the middle of the ground floor
          A: The gate here is the quickest route to C, so expect it to be well
             defended, both inside and out. You can throw grenades through the
             windows before the gate is destroyed to try and clear the room out
             before you run in, but space is tight so watch out when you get up
             there. Your back will be towards oncoming Valor defenders too

 _______
|       | G: H03VD2
|       | P: Defending spawn point (F) Foot
|   F   | F: 
|_______| D: The central spawn point is the other side of a fairly open road,
             with multiple routes to the pump station ahead, on both floors
          A: You can get around the back of the pump station, but remember that
             it gets open quickly, and Valor will likely see your approach from
             their spawn point

 _______
|       | G: C04VD2
|    B  | P: Defending spawn point (B) Bunker
|       | F: 
|_______| D: In a fairly open area, you should watch over the roadblocks here, 
             and the Triple A should the other bunker be in trouble. APCs will
             not be too much of a problem for you if the roadblocks stay in one
             piece, so keep focused
          A: There are a number of routes around to the bunker, and your APCs
             will be more useful when the turrets are down, so they can safely
             get close to get the roadblocks down and move on through. Once
             the turret is gone, use what cover there is to get close and plant
             charges on the bunker

 _______
|       | G: D04VD2
|      H| P: Defending spawn point (B) Bunker
|       | F: Forward attacking spawn point (H) Helicopter
|____B__| D: From this bunker, you need to watch the left edge of the map for
             any attackers trying to sneak past you, as well as keeping an eye
             out for the Mortar Battery. The Helicopter spawn is almost on top
             of you, so if you are still up and running, you know where the 
             attack will come from
          A: There are few routes to the bunker as well as some higher ground
             to be found to use to your advantage, but for the most part you
             will be at the bunker before you really know it, at which point
             you need to be quick to deal with it and get it out of the way. If
             the turret is still standing when your Helicopter arrives, it will
             help to get rid of the bunker as soon as you can

 _______
|      G| G: F04VD2
|     G | P: Gates (G)
|       | F: 
|_______| D: Both gates lead to the lower floor of the pump station, so if they
             are down, you will have some time to push attackers back before
             they can get close to the pump controls. There are windows around
             and above the gates to spot any incoming threats early
          A: Watch out for figures in the windows before you run forward to set
             charges on the gates. Once they are open though, you still have a
             bit of work to do in order to get close to Pump D, so you need to
             keep pushing Valor back

 _______
| D     | G: G04VD2
|       | P: Pump D (D)
|       | F: 
|_______| D: Pump D sits on the upper floor, with two entrances from the main
             room, both from the upper walkway, and one from the room below, by
             a set of stairs. The Pump controls are covered enough for a quick
             securing by an attacker, and if they get control of it, it can be
             tough to take the room back for yourselves
          A: Upstairs towards the back are the pump controls, and getting there
             can be done from a few routes, but all will require pushing Valor
             back as far as you can. The pump controls are somewhat open, but
             it can take a long time for Valor to get to them if you have a
             good amount of people watching over the area

 _______
|       | G: C05VD2
|  1    | P: Burn off tower (1)
|   +   | F: Ammo/Health (+)
|_______| D: The burn off tower sits on high ground, in a good amount of cover,
             and the nearby ammo dump is in the attackers favour, so pushing up
             to take it for yourselves will give the attackers more to attack
          A: There are a few routes to the burn off tower and beyond, and it is
             a good idea to take the one that gets you to the ammo dump so you
             can keep it for yourselves

 _______
|  2   +| G: E05VD2
|       | P: Cooling tower (2)
|       | F: Ammo/Health (+)
|_______| D: The cooling tower sits in an area on its own almost, there is
             cover to work with and an ammo dump and high ground on your side,
             but a fast attack can leave you in trouble
          A: Again, if you can navigate your way to the cover offered by the
             tower and then secure it and push forward to take the ammo dump,
             you can shut Valor out of the area fairly well

 _______
|    M  | G: F05VD2
|       | P: Mortar Battery (M)
|       | F: 
|_______| D: Behind the tents and in some cover sits the Mortar Battery. Seeing
             approaching attackers may be tough, but they are exposed when they
             stop to plant, so you can get in and finish them off
          A: There is cover to work with on your approach and retreat from the
             area, but you will need to look around before planting charges, as
             the place opens up enough for Valor to spot you

 _______
|       | G: A06VD2
|       | P: Attacking spawn point (A) APCs
|A      | F: 
|_______| D: With the roadblocks up you will not have much of a problem here,
             but with them down the map is opened for the APCs to roll through
          A: Your APCs will not be going anywhere really useful until the two
             roadblocks are taken out, so get in there and do so, after dealing
             with the bunker turrets if they turn out to be a problem

 _______
|       | G: B06VD2
| F     | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: In good cover, you will not be seeing much of the attackers until
             they emerge from their chosen route out, which could range from
             the roadblocks to the outer bunker
          A: You have a number of routes to take depending on where you need to
             be, and a good deal of cover along them

 ____________ __________________________ _______________
/ DOMINATION / ALYESKA TERMINUS (VALOR) / MAP 3 (E & F) \______________[@DOMV3]

Map Link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valordom3.jpg

Search String: VD3


The third side of Alyeska sits on the edge of a small lake, before opening up
to a tented, Valor built area and then onto the buildings that house the pumps. 
Everything seems close to something else, so it can get hectic in places.


 _______
|    A  | G: C02VD3
|       | P: Attacking spawn point (A) APCs
|       | F:  
|_______| D: The APCs are going to want to follow the road, but with a bridge
             and three roadblocks in the way, they are going to need to think
             about it carefully
          A: You will be getting your tires wet on this map, as the bridge will
             likely be destroyed early on, forcing you into the shallow lake
             below. Beyond that are three roadblocks, so getting close to a
             useful area may take some time and persistence

 _______
|       | G: A03VD3
|   F   | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: There are a few exit points that put attackers on a path to the
             burn off tower, and down the edge of the map, so watch out for a
             flank around the bunker line
          A: Heading straight for the towers may prove too much of a task, so
             taking a long route down the side to get at the outer bunker can
             give you the advantage

 _______
|       | G: C03VD3
|       | P: Bridge (B)
|       | F: 
|____B__| D: The only bridge but not the only route to the roadblocks, so this
             will only slow the attackers down
          A: If the bridge is down, your route is slightly longer, no big deal,
             but it will help speed things up if the bridge is in one piece

 _______
|F      | G: E03VD3
|       | P: Attacking spawn point (F) Foot
|       | F: 
|_______| D: Plenty of cover means attackers emerge from the rocks, dropping
             down into the lake to make an assault on the tower or bunker line
          A: The long route down the edge of the map does end up beside the
             outer bunker, and taking it out will likely give you an easier
             time with the burn off tower

 _______
|       | G: B04VD3
|  +    | P: Burn off tower (1)
|   1   | F: Ammo/Health (+)
|_______| D: The burn off tower is very close to your bunker, and attackers 
             will need to climb up to reach it. Once there, space is limited
             and mostly in view of the bunker turret. The ammo dump is in their
             favour however, in good cover just beyond the tower
          A: Not a good tower to attack until you get some turrets or bunkers
             down and out of the way. There is cover to use and a resupply
             point to keep you busy here, and securing it is possible with the
             bunkers still up, but you will find yourself in trouble if faced
             with a solid Valor defence with functional bunkers

 _______
|       | G: C04VD3
|       | P: Defending spawn point (B) Bunker
|       | F: Roadblock (R)
|B_R____| D: If you spawn here, despite your proximity to the roadblocks, keep
             you focus to the other side, on the burn off tower and the Triple
             A behind you. You may be in for quite a fight at this bunker, so
             stay alert
          A: This bunker can cause lots of trouble, so get rid of its turret
             early, and the bunker itself soon after. The roadblocks will need
             to come down at some point, but damage the bunkers before trying

 _______
|       | G: D04VD3
|       | P: Burn off tower (1)
|       | F: 
|____1__| D: On lower ground from your bunkers, but higher ground for the
             attackers, you will need to keep an eye on a number of routes into
             the tower area
          A: A tight space beside the bunkers, with some but not much cover,
             you may need to take long routes around the back of the bunkers to
             get rid of them before taking the towers

 _______
|       | G: B05VD3
|       | P: Defending spawn point (B) Bunker
| B     | F: 
|_______| D: Keep an eye on the left edge of the map for attackers trying to
             flank you, as well as anything going on at the Mortar Battery. An
             attacker may not approach the bunker itself, and just hug the edge
             of the map to get past you to other targets
          A: The route to the bunker from the edge of the map is well covered,
             but you will need to emerge up into open ground the closer you get
             to it, so make sure the turret is pointing somewhere else, or is
             destroyed, and get in to plant charges

 _______
|    RR | G: C05VD3
|       | P: Triple A (A)
|  A    | F: Roadblocks (R)
|_______| D: The roadblocks are almost on top of each other, with some cover,
             but the Triple A is relatively open in comparison, but with enough
             cover for a wise attacker to use against anyone coming to defuse
             charges
          A: It helps if at least the bunker turrets are down before going for
             the roadblocks, but not essential. Getting to the Triple A from
             behind can be fairly easy, flanking from either outer bunker, so
             getting it down to allow strikes to the roadblocks and central 
             bunkers will help a lot

 _______
|B      | G: D05VD3
|       | P: Defending spawn points (B) Bunkers
|     B | F: 
|_______| D: Two bunkers close to each other and the burn off tower, and both
             need to be alert to different threats. The bunker nearest the 
             roadblocks should look over those roadblocks and the bridge, and
             help defend the Triple A if needed, whereas the bunker on the 
             right should keep an eye on the edge of the map for a flank, and
             on the Sensor Array
          A: Usual bunker tactics apply, where you will give yourself a much
             easier time if you get the turrets down and then move in, but a
             successful stealthy flank can take the bunkers down just as well

 _______
|       | G: B06VD3
|+      | P: Cooling tower (2)
| 2     | F: Ammo/Health (+)
|_______| D: Sitting away from the action behind a wall but otherwise fairly
             open is the cooling tower. The nearby ammo dump must be held by
             you for an easier time protecting the tower
          A: The quicker you get to the ammo dump, the sooner you can get and
             hold the tower. The roads around here are very open for you to see
             incoming threats

 _______
|       | G: C06VD3
|       | P: Forward attacking spawn point (P) Parachute
|   P   | F: 
|_______| D: The landing zone covers a wide area, and has enough cover across
             the map to aim for, so pick attackers off while they cant defend
             themselves
          A: Pick a landing spot and aim for it, there is a wide variety of
             places to go, just be sure to get there before a sniper picks you
             off from nearer the pump station

 _______
|       | G: D06VD3
|    2  | P: Cooling tower (2)
|     + | F: Ammo/Health (+)
|_______| D: A smaller area than the other tower, and well covered suiting
             close combat, once again you need to get the ammo dump for 
             yourselves, as the view it offers for your approach to the cooling
             tower from your central spawn is large and open
          A: Push out past the tower to make sure you get the ammo dump, and it
             should be an easy target to defend. You have good cover close by,
             and good views on incoming threats

 _______
|       | G: A07VD3
|       | P: Mortar Battery
|       | F: 
|______M| D: The route to the Mortar Battery is dotted with cover, but you 
             should be able to get a good sight of attackers heading that way
          A: Use the cover nearby to get close to the Mortar Battery, plant 
             charges and move on. Watch out for the open roads the further you
             get though, as cover gets limited

 _______
|       | G: C07VD3
|       | P: Gates (G)
|       | F: 
|G_____G| D: The front gates to the two pump stations, and often attacked in
             numbers, so keeping attackers away from the gates, or the gates
             closed is a good thing to do
          A: The most obvious route into the pump stations, but not the only
             route in. If things get hectic, head around the sides, even to the
             back to get into less defended entrances

 _______
|       | G: D07VD3
|       | P: Sensor Array
|       | F: 
|_____S_| D: You should be able to spot any attackers heading this way, but 
             there is some cover for them to work with, so watch out
          A: Somewhat open, but not majorly so, you can use what cover there is
             here and move on to the next target

 _______
| G   G | G: C08VD3
|F  +  E| P: Pump E (E), Pump F (F)
|       | F: Gates (G), Ammo/Health (+)
|_______| D: The pump stations are largely mirrors of each other. Each pump is
             in the center of the room on the ground floor, with the controls
             in some light cover. The side gates face each other in a small
             area filled with shipping containers, and the ammo dump sits on a
             bridge above, connecting the upper floors of the pump stations
          A: The pump controls are in light cover, but you can be attacked from
             the sides or from above along a walkway leading to the upper floor
             so look around first and secure it second. The ammo dump on the
             bridge gives good views of the spawn point in the center

 _______
|       | G: D08VD3
|   M   | P: Motor Pool (M)
|       | F:  
|_______| D: As always, make use of the vehicles by driving them out of here
          A: The charge point is well covered, mostly by the motor pool itself,
             but stay alert anyway

 _______
|       | G: C09VD3
|       | P: Defending spawn point (F) Foot
|   F   | F: 
|_______| D: The central spawn offers a short run across the road into the back
             of the pump stations, or up stairs to some side doors on a higher
             level, so take your pick and get in there
          A: If you can push Valor back this far, the bridge offers a great
             vantage point to see how they are trying to get back to the pumps


 ____________ __________________________ _______________
/ DOMINATION / ALYESKA TERMINUS (VALOR) / MAP 4 (G & H) \______________[@DOMV4]

Map Link:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valordom4.jpg

Search String: VD4


The final side of Alyeska Terminus is an approach from the coast. The map is 
largely separated by a wall, funnelling attackers towards the center before
they can get past and on to the cooling towers and pump controls.

 _______
|       | G: F02VD4
|    F  | P: Defending spawn point (F) Foot
|       | F: 
|_______| D: Attackers have good cover on their various approach routes, and 
             you will need to watch both the flank around to the bunker, as
             well as the inland route towards the burn off tower
          A: You start on lower ground that slowly levels off nearer the tower
             and bunker line. Use the cover available in the form of rocks and
             wooden piers, and get rid of the bunker turret for an easier time
             of the tower and bunker itself

 _______
|       | G: B03VD4
|       | P: Pump H (H)
|       | F: 
|______H| D: On the edge of top floor in an open room sits Pump H, with routes
             in from multiple sides, and an outside walkway and open windows
             for both sides to use, so be careful wherever you are
          A: It can be smart to ignore the obvious entrances like the Gates and
             head around the side of the building, on the ground floor or the
             walkway outside, and get in a less well defended entrance

 _______
|M      | G: C03VD4
|       | P: Cooling tower (2)
|     + | F: Mortar Battery (M), Ammo/Health (+)
|_____2_| D: The cooling tower sits in a small space dotted with cover and for
             the most part fenced off from the roads. The ammo dump nearby is
             useful to any team for holding the tower. The Mortar Battery is in
             good cover, unless attackers are running down the middle of the
             road to get to it, in which case you should see them easily
          A: The ammo dump is right next to the tower, so you really should be
             able to take it quickly and hold it from Valor defenders. The 
             Mortar Battery can be reached through the silos for the most cover

 _______
|      B| G: D03VD4
|       | P: Defending spawn point (B) Bunker
| H     | F: Forward attacking spawn point (H) Helicopter
|_______| D: Split across two different levels, the helicopter sits far away
             enough from the bunker for it to not cause too much problems for
             the attackers, and it means they have the high ground if they turn
             around or drop down the high wall to get behind and plant charges.
             If they are coming from the front however, watch the edge of the 
             map here, as attackers cannot go anywhere but past your bunker. If
             you spawn here, watch over the Mortar Battery
          A: The landscape funnels you past the bunker and towards the middle 
             of the map, so you might as well get rid of the bunker along your
             route. There is cover on the way up, and as always no turret makes
             it easier. The helicopter spawn is well covered, where you can
             emerge over the road from the cooling tower

 _______
|       | G: E03VD4
|       | P: Burn off tower (1)
|     1+| F: Ammo/Health (+)
|_______| D: The tower and nearby building offer good cover for attackers, and
             the ammo dump means a good source of RPGs to knock out your turret
             from that cover, so push out and claim the area for yourselves
          A: The burn off tower is on higher ground than your spawn point, so
             use the available cover to get their safely and make sure to claim
             the ammo dump as your own

 _______
|       | G: A04VD4
|       | P: Defending spawn point (F) Foot
|    F  | F: 
|_______| D: Your central spawn again crosses over a road before getting to the
             pump station from a variety of routes across multiple levels
          A: If you can push Valor back this far, be careful to watch out for
             where they tend to emerge from and run to when trying to get to 
             the pump station

 _______
|G      | G: C04VD4
|  G    | P: Gates (G)
|+      | F: Ammo/Health (+)
|_______| D: The upper gate is on the upper floor, and leads to the room with
             controls for Pump H. It can be accessed from an outside walkway,
             but you do have windows to shoot at anyone approaching to plant
             charges. The other gate is on the ground floor, at the bottom of
             two stair cases outside, and two inside, leading to both sides of
             the pump station. The ammo dump is well inside the building, away
             from both pumps and in some cover, on the upper floor
          A: The gate on the upper level leads to the shorter route to pump H,
             but can be well defended through the windows. The middle gate is
             easy to take, but once inside you can quickly find yourself on
             lower ground with a Valor defender looking down the stairs on each
             side. The ammo dump, should you have pushed Valor back far enough,
             is on the upper level, in good cover away from the action at the
             pumps

 _______
|       | G: D04VD4
|      A| P: Triple A (A)
|       | F: 
|_______| D: At the edge of the road and dotted with cover, the Triple A is 
             close enough to the bunkers that you should have few problems when
             defending it. Without the bunkers however, it is wide open for an
             attack
          A: It is going to help you a lot if you can get some bunkers down
             first. Even if you successfully flanked the outer bunkers, getting
             past another bunker without being seen and then planting charges
             and defending them until they detonate may be quite a challenge

 _______
|  B    | G: E04VD4
|       | P: Defending spawn points (B) Bunkers
|       | F: 
|__B____| D: With a lot of space in front of you, seeing threats from that
             direction is an easy task for you. If you spawn in the upper
             bunker, look out for the Triple A behind you, and if you spawn in
             the lower bunker, look out for the Roadblocks down the road
          A: Your safest approach to the bunkers is by getting rid of an outer
             bunker before sweeping across to take out the next bunker along.
             The front of the bunkers have lots of space, and the back and the
             sides are lightly covered, so be quick and be in numbers for good
             results, and take out the turrets for better results

 _______
|       | G: F04VD4
|       | P: Roadblock (R)
| R     | F: 
|_______| D: The only road for the APCs to take, and the only obstacle in their
             way, excluding your bunker turrets
          A: You will not be going very far with the roadblock still standing,
             so get it down quickly and your APCs can be more useful to you,
             with the rest of the map now opened up

 _______
| A     | G: H04VD4
|       | P: Attacking spawn point (A) APCs
|       | F: 
|_______| D: One long road to take, blocked by one roadblock and watched by two
             bunker turrets, you should be able to contain the threat they pose
          A: Your APCs are next to useless with the roadblock up, but as soon
             as that is down you can get squads right up to the bunkers, the
             Triple A, or through to the cooling towers and pump station

 _______
|       | G: B05VD4
|      G| P: Pump G (G)
|       | F: Motor Pool (M)
|____M__| D: Mirroring Pump H, Pump G on the upper level can be accessed from
             a few places, and has a few windows from which you stop anyone
             running around planting charges on the gate. Again, put the motor
             pool to use by getting the vehicles out of there and drive them to
             somewhere more useful
          A: Pump G is the opposite of Pump H in layout, but the same approach
             applies, where a longer route around the sides may be easier for
             you to get to the pump controls. The charge point for the motor
             pool is covered mainly by the motor pool itself, so be alert and
             plant charges quickly

 _______
|G      | G: C05VD4
|       | P: Cooling tower (2)
| +   2 | F: Gate (G), Ammo/Health (+)
|_______| D: In a similar small environment, the cooling tower is again almost
             won or lost by who can keep a good control over the ammo dump, and
             here it is in your favour. The gate is on the upper level, and it
             leads to the room housing Pump G
          A: You will need to push forward when taking the tower, because if
             you hang around instead, you are given Valor a good place to group
             up at the ammo dump and push to take the tower back. The gate on
             the upper level is in good cover, provided nobody looking through
             the windows sees you approach to plant charges

 _______
|       | G: D05VD4
|       | P: Forward attacking spawn point (H) Helicopter
|  H    | F: 
|_______| D: Again, the landing zone is on higher ground behind the bunkers, 
             and in decent cover for any emerging attackers
          A: If the bunkers are still up behind you, use the higher ground to
             make sure it is clear, before dropping down to set charges. If the
             bunkers are not a problem, you have a few routes forward, across
             the road to the cooling tower and pump station beyond

 _______
|       | G: E05VD4
|   +   | P: Defending spawn point (B) Bunker, Burn off tower (1)
|    1  | F: Ammo/Health (+)
|B______| D: The outer bunker is always a target, so watch out for attackers
             down the lower edge of the map trying to flank around. If you are
             spawning here, look out for the Sensor Array too. The burn off 
             tower is again on high ground, and is a tight space to work with,
             and the ammo dump sits to your advantage, behind some cover
          A: Approaching the burn off tower straight away is not too fun, but
             if you manage to push Valor back to their bunker line, and keep
             the largely open ammo dump for yourselves, then you almost deserve
             to destroy a bunker along with your efforts. As always though, the
             safest route is to get rid of the turret and hopefully the bunker
             first, then take the burn off tower when it is not as well manned
             by Valor defenders

 _______
| S     | G: C06VD4
|     + | P: Sensor Array (S)
|       | F: Ammo/Health (+)
|_______| D: The Sensor Array is in light cover, so seeing approaching 
             attackers should not be too much of a problem. The ammo dump sits
             out of the way of the action, behind a silo for cover
          A: If you need to get away from the busy areas, you can head to this
             ammo dump on the outskirts of the map for a bit of time out. The
             Sensor Array nearby is relatively open, so be quick and alert
             here, especially because you are near the other map here

 _______
|       | G: G06VD4
|       | P: Attacking spawn point (F) Foot
|       | F: 
|F______| D: Away from the action and with good cover, you will need to push
             attackers where you want them, which is in front of the tower so
             they cannot secure it, and away from the edges so they cannot
             flank around you
          A: The longer route around the edge of the map to the bunker line is
             a good first choice, as getting rid of that bunker will help you
             take the burn off tower, and move on to the other bunker too


 ___________
/ RESOURCES \__________________________________________________________[@RESOU]

The links below will take you to the maps used by this guide, and the original
maps created by Zipper Interactive

Zipper Interactive Original Maps, full scale:
http://www.flickr.com/photos/playstationblog/sets/72157623847816420/

Raven, map album:
http://s913.photobucket.com/albums/ac335/JediMoonkea/Raven/

Raven, Sabotage:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravensab.jpg

Raven, Acquisition:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravenacq1.jpg
http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravenacq2.jpg

Raven, Domination:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravendom1.jpg
http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravendom2.jpg
http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravendom3.jpg
http://i913.photobucket.com/albums/ac335/JediMoonkea/Raven/ravendom4.jpg

S.V.E.R., map album:
http://s913.photobucket.com/albums/ac335/JediMoonkea/SVER/

S.V.E.R., Sabotage:
http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sversab.jpg

S.V.E.R., Acquisition:
http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sveracq1.jpg
http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sveracq2.jpg

S.V.E.R., Domination:
http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sverdom1.jpg
http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sverdom2.jpg
http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sverdom3.jpg
http://i913.photobucket.com/albums/ac335/JediMoonkea/SVER/sverdom4.jpg

Valor, map album:
http://s913.photobucket.com/albums/ac335/JediMoonkea/Valor/

Valor, Sabotage:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valorsab.jpg

Valor, Acquisition:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valoracq1.jpg
http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valoracq2.jpg

Valor, Domination:
http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valordom1.jpg
http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valordom2.jpg
http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valordom3.jpg
http://i913.photobucket.com/albums/ac335/JediMoonkea/Valor/valordom4.jpg


 ______________
/ CONTRIBUTORS \_______________________________________________________[@CONTR]

If you have any information regarding the maps that you think other players 
could make use of, or that I have missed out completely, do not hesitate to 
contact me and submit your additions. 

Emails can be sent to jedimoonkea [at] hotmail [dot] com, or PSN messages to 
Moonkea

To make things easier, title your message along the lines of MAG Map Guide, and
where possible, try to include grid references from the maps. 

If you dont have the maps on hand, no worries, try to explain the area as best 
as you can, relate it to nearby objects and so on (near the AAA, on the left 
from the attackers perspective etc)

Everybody has their own approaches to the maps, both in attack and defence, 
and while this guide is not an out and out strategy guide, tips regarding 
certain objects or routes are welcomed.

Similarly, corrections and additions are welcomed. I do not think, for example,
that I have all the attacking spawn points on SVERs Domination map, so if you 
know where they are, or where any other missed targets are, drop me a message.

 _________________
/ VERSION HISTORY \____________________________________________________[@VERSI]

1.0 : 09/05/10
      Links added, formatting check

0.9 : 09/05/10
      Valor Domination Maps 2, 3 and 4 written up
      08/05/10
      Maps uploaded
      Valor Domination Map 1 written up
      SVER Domination Map 4 written up
      Guide reformatting
      SVER Domination Map 3 written up

0.8 : 07/05/10
      SVER Domination Maps 1 and 2 written up
      Raven Domination Maps 2, 3 and 4 written up
      Guide reformatted

0.7 : 06/05/10
      Raven Domination Map 1 written up
      All remaining Acquisition maps written up

0.3 : 02/05/10
      SVER Acquisition Map 1 written up
      31/04/10
      Raven Acquisition maps written up

0.1 : 30/04/10
      SVER and Valor Sabotage maps written up
      29/04/10
      Raven Sabotage written up
      Structure of guide complete, various introduction sections written up

 ___________________
/ LEGAL INFORMATION \__________________________________________________[@LEGAL]

This guide is Copyright (c) 2010 Matt Elliott, original overhead maps by
Zipper Interactive, used with permission from Sony. Marked maps by Matt
Elliott, and you can by all means use them for your own purpose. Draw all over
them if you want.