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YMMV / Capture The Intelligence

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  • Goddamned Bats: Scouts are some of the easiest enemies to deal with in Tower Mode, but also some of the most common. They're some of the easiest enemies to outrun and the Tower levels are far less cramped than the Corn Maze, not to mention it's purely up to chance whether they'll be paired with an enemy they really synergize with (like Medic or Heavy). Yet, you're more likely to die to them than many other enemies in the Tower due to their sheer abundance and their tendency to start or join unwanted chases thanks to their high detection radius.
  • That One Level: Level 4, the Corn Field, pits you against the sound-sensitive Medic and the Scout while you try to collect keycards to open a series of doors at the northmost part of the map. The combination of the Scout and the Medic is bad enough as the Scout will scream every time you lose him, sending the Medic sprinting to his location and likely finding you along the way, but the map’s tight, mazelike design makes outrunning either of them a task in and of itself. Additionally, every time you find a keycard, you must use it to unlock a door before grabbing another one. Unfortunately, there’s a Demoman by the doors who, while he won’t will kill you, will alert the Medic every time you come near, giving you a short window of time to unlock a door and get out. This window only gets shorter the more progress you make, as the doors are placed in a narrow hallway, meaning it takes more time to leave each time you open one. It's telling none of this level's enemies are nearly as big of a threat in the Tower levels in the same way the Heavy, the Soldier, and the Engineer are.

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