- Index -
1. Objectives
2. Playing Offense
3. Playing Defense
4. The Capture Points
5. Major Map Features
6. General Tips
7. Layout Map of Silverfort

The Objectives:
-Grab the flag from the flag chute.
-There are three capture points for each team.
-Only one capture point per team is open at any given time.
-If you are offense, the other team controls where you capture their flag.
-The red bridge is over the blue lava, and vice versa.
-The 'sewers' capture point is the same place for both teams.
-Keep track of time because auto-powerups come in timed intervals.
-Know your task and follow the signs.

Overhead view of Silverfort (click to enlarge)

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How to play OFFENSE:
Start out by coordinating your attack on the enemy flag room. Notice the flag is not visible here. Disrupt the defense long enough to allow a teammate to slip into the hole in the middle of this room. This hole will teleport him into the flag chute. Shoot the platform at the bottom to gain access to the flag.

The flag carrier will be teleported back to his spawn. The rest of the offense should split up and scout out which capture point is currently open for capture. This information should be passed on to the flag carrier and he should now attempt to capture the flag. If the capture point switches to another point be prepared to pull the flag out and attempt another attack on the new cap point.

 

Red Flag Chute Room (chute at center)
Inside Blue Flag Chute
Middle of Level, Above Spawn Exits

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How to play DEFENSE:
Start out by playing intense defense on the flag chute. This will be your best chance to shut down the offense. Use plenty of heavy classes and sentries to protect your flag room.

If the enemy does manage to slip by into the chute, be prepared to move the defense to the open capture point. The lava post is always the first capture point available. You may want to leave a defender behind who is responsible for monitoring the flag room for attackers waiting to relay a dropped or captured flag. This defender can also change available capture points when the offense gets close by using the buttons in the control room. Be prepared to defend the new capture point for at least 2 minutes. After 2 minutes has expired, the control buttons become available once again.

After the 2 minutes has expired, your team will see the message "Access Control - UNLOCKED" which means you can now switch to a new battlement.

Blue Sector Red Sector

 

Blue Lava Post Computer All teammates see this message when switching C.P.'s, enemies do not.

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The Capture Points:

Lava Post:
This is the intial capture point designated by default to each team. The capture point is wide open until the very end where it closes to a tight chokepoint.

Offenses can use varied land and air attacks. Avoid the lava and spam the choke point to try to make an opening for a capture.

Defenses should use the lava to their advantage. Knock attackers off the rocks and attempt to use the high ground and platforms to prevent attackers from getting very far. Pipe trap the entrance to the capture point for increased effectiveness.

Blue Lava Red Lava Capture Point


Bridge:
This is the shortest, smallest capture point on the map.

Offense should try to inch the flag to the end of it with a grouped force. Try concussion jumps or grenade jumps through the flag to attempt a quick capture.

Defenses like this capture point because it's a big chokepoint. Set up some heavy classes and a sentry to try to lock this point down.

 

Main Bridge Inside Blue Bridge Area

Sewer:
The sewer is the largest and longest capture point of the three. This hallway is very open but terminates at the capture point door.

Because of the nature of this capture point area, offenses should use attempt to open a hole in the defense that will allow teammates to use a variety of aerial attacks. If all else fails try using the back door.

Defenders can keep the attack at bay by using a variety of classes here. High ground and areas with long lines of sight can be optimal for snipers, minigunners, and sentries. Grenadiers and soldiers should also be used to fill out the D.
Main Sewer Area Inside Sewer Capture Point Room

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Major Map Features:

Charms:
In addition to all this chaos going on with changing capture points, Silverfort also features an auto-powerup system.

Every 4 minutes, each player is automatically given quad damage.
Every 7 minutes, each player is automatically given invisibility.
Every 14 minutes, each player is automatically given explosion-resistant armor.

By strategically timing the powerups your team will have an advantage over a team that does not. Be aware of which powerups are given at what time. Being able to counter powerups might be the difference between a winning capture or losing it all.

Charms!


Transport Conduits:
In addition to being able to walk to each capture point, other modes of transportation are available. In the rear resupply area there are entrances to three transport chutes. Each will take you to one of the capture points. They are labeled B, L, and S for Bridge, Lava, and Sewer, respectively.

Defenses use these conduits to get to their open battlement quickly once the enemy has taken their flag.

Offenses use the conduits because their own battlements are close to the enemy battlements.

 

Main Conduit Room Inside Conduit

Teleporters:
Each capture point also has a teleport pad. If the flag returns or is captured, the defense can use it to return to the base quickly and reset.

Red Lava Teleporter Blue Bridge Teleporter

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General Tips:

1. Be Careful! Do not waste the access to the control buttons by accidentally pressing the same capture point button as the one that is available.

2. Transportation! Offenses can use the transport chutes to get to capture points that are located close to enemy capture points.

3. Communication is key. Make sure the flag carrier knows which is the current available capture point. Make sure the defense can quickly change capture points if there is a danger of a capture by the enemy.

4. Know the layout. Know how to get where you want to go quickly. Use the teleporters and transport chutes to your advantage.

5. Use the powerups wisely. Don't blow yourself up the second you get quad damage. Offense should group and attack as a large unit with powerups. Defense should take advantage of the extra power from these powerups and shut the attack down.

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Map of Silverfort:
This map should give you a general idea of the Silverfort layout. While this representation is not completely accurate, it does show how the various areas in Silverfort are connected.

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Silverfort History:
Silverfort was created by Lush and Vantage around 1997 for QuakeWorld Team Fortress. It has always been a controversial map but it has also gained a lot of attention in the States as well as in Europe and Austrailia. Lush ported the map to Quake III Fortress, but stopped development in early 2002. It was left until mid 2003, where Shuriken handed the map to VilePickle to finish off once and for all. Once Q3F went away, the map was a great candidate for an ETF map, so Vile ported the map to the new, free game.

Original information page by Lush.

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