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Assault is an objective-oriented team based gametype in which one team attacks the objectives (usually one at a time in a specific order) while another defends. Often, attackers will be rewarded for completing an objective by being allowed to spawn closer to the next objective. If the attacking team completes the final objective within the allowed time, the teams switch roles and another round on the same map begins. If not, the original attackers lose. If a second round begins and the new attackers complete the final objective in less time than the first attackers, they win; if not, they lose.


Accomplishing objectives may involve reaching a key location, opening doors with explosives, using machinery or computers in the level, capturing or destroying a vehicle, generator, missile or a critical piece of hardware.

Specific objectives range widely (below is a list of their categorization). They can also be classified as "optional" or mandatory. Usually objectives are linear, meaning attackers can only complete one objective at a time in a specific order, but sometimes multiple objectives are available for completion at one time and can be completed in any order (for example, "destroy all three locks"). When an optional objective becomes available, it must be completed before the next mandatory objective.

Objectives are typically categorized in two ways:


All you need to do is meet the objectives while avoiding or returning enemy fire. Each individual Assault map will usually have at least two ways you can meet each objective, be it going through the train or across the roof, over the gangplank or in through the hole in the ship's hull, etc. etc. This flexibility allows each game to be different and allows plenty of scope for variations in tactics.

More than with any other Game Type, the importance of time in an Assault game cannot be emphasized enough. Not only does every additional second it takes you to complete the objectives on a map give the opposing team another second to do the same, but the difference between completing a map in under a minute and not being able to complete it in time at all can be decided in a matter of milliseconds, for example by failing to dodge an incoming rocket or accidentally looking the wrong way, resulting in arriving at a choke point a fraction of a second too late to pass through without any trouble.

Unfortunately, in the vast majority of games, your ability to Speed Run them effectively comes down just as much to luck as it does to skill, as your success is often be dictated by the spawn point as which you start the game, the positions the enemy team start from, the weapons you and they are able to pickup quickly and how well organised your team mates are. However, these random aspects are also a positive, as without them it's likely that Assault games would be a much less varied and loose some of their replay value. Regardless of the position you start from, you need to be prepared and if Speed Running doesn't seem to be working, you'd do well to try some other tactics.

While rushing through maps by yourself is all well and good, you're going to have little chance taking on a well defended position with nothing but an AutoMag and no one by your side. When Speed Running fails, teamwork is there to catch it, and in a sense this is where Assault truly shines. There are several ways to coordinate you team when aiming to carry out an organised assault on a position and with experience it is easy to get a feel for what works in different situations and what doesn't work in others. Generally however, attacking with your entire team at one from the one direction is not a successful strategy and nor is running individually after respawning - both strategies are lead to most of team being decimated before they even get close to the objective. Rather, when possible, coordinated attacks in two or three separate groups coming from different directions works best, and it will leave the enemy scrambling to deal with two considerable threats at once. Anyone who has played one of the new breed of tactical actions games like Rainbow Six will understand the benefits of coordinated attacks, and those benefits largely apply equally to similar situations in Unreal. When you have plenty of time left, rather than rush directly back to the opposing team's defense position straight after respawning, collect weapons and wait up for some buddies to join you before you advance. This can often mean the difference between victory and spending 3 minutes throwing yourself at a hopeless situation.

Weapons with ricocheting projectiles such as the RazorJack and Flak Cannon can also play vital roles in weakening a well defended position whilst remaining out of sight and (hopefully) out of danger. Firing a volley of Razor Blades into a choke point just before entering can make the difference between a successful attack and being repulsed for the sixth time, so keep this tactic in mind when it seems that there's no way possible to break through the enemy ranks.

Finally, it should be noted that team coordination can be of great benefit even when your initial aim is to Speed Run through a map. By having a team member in a position to move forward before the defending team is in place to prevent them from doing so, they stand an excellent chance of completing the next objective with no trouble whatsoever. Similarly, if you know for a fact that a objective is just about to be taken by your team, begin to head towards the next one, hopefully placing you ahead of the defending team in the race to get there.


Defenders must prevent the attackers from meeting their objectives in order to win. When defending, time is just as much of the essence as it is when playing on the attacking side. As soon as the defending team spawns they should quickly collect nearby weapons and assemble immediately at the first defensive position, usually the choke point closest to the starting point of the attacking team. Try to take up defending positions which will allow to reign terror on the attacking forces whilst staying relatively safe, or in positions which will distract the offensive from what should be their one and only target, the map's objectives. As each objective falls, fall back as quickly as possible to the next, erecting defenses and taking advantage of as many choke points along the way as you can find aslo be aware of any shortcuts attackers can take.

The GES BioRifle is an awesome defensive weapon in almost any Assault situation. Allowing you to lace hallways, staircases and other areas with large amounts of extremely volatile industrial waste, it can be even more effective than a volley of rockets when it comes to wiping a group of desperately advancing attacking players off the face of the Earth. It is also very effective when used to smear the area around objectives with goo, making any Speed Runner think twice before approaching it in a hurry.

Finally, remember that just as in CTF, defenders lives are for the most part expendable. If have a chance to prevent an attacker from reaching an objective but will die as a result, don't even think twice before you release, for example, four rockets at point-blank range. Exchanging a life in order to delay the enemy's advance for even a few seconds is often worth it, and an organised defense should always have someone to back you up.

Construction and Map Layout

Assault is the most difficult gametype to map for because it involves not only the creation of a vast map, but also many other assets which must accompany the map including voice commands to alert players to objectives, an opening and closing matinee sequence, a credible story, and the use of many actors which are unnecessary in other gametypes. The Backstory is particularly important in Assault because the entire map revolves around it. Therefore, a lot of planning needs to go in to creating an Assault map in order to add realism, flow, and balance. Assault maps are oriented like singleplayer maps, so they're set up in a more or less linear fashion. Because of this, creating a balance between attackers and defenders is extraordinarily difficult. Assault maps are generally huge because they require players to run towards more-or-less distant objectives. Because of this, they are usually set wholly or partially outside. However, the size and gameplay of Assault maps allows authors to be creative with the layout. Assault maps are almost always asymetrical and players advance/retreat to different areas of the map as the game goes on. The length and size of Assault maps vary widely, but a typical completion time is 5-15 minutes per round.

Advance map setup.




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