Checkpoint

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Checkpoint thumbnail.

Layout

The top view look of the map.


Checkpoint is a medium size bunker style map, the map has custom spawns made in place with human spawn outside in front of the bunker entrance, and zombie spawn starting behind the collapsed tunnel entrance (While zombie spawn expands outward closer to the bunker on wave 3 and 6).


The Generator for the Power Cores


The map has 3 unique prop entities called Power Cores, these cores are vital for survival as they're needed to unlock the bases' main functionalities; opening the bunker entrance, unlocking the medical bay and armory, and powering up the Takara Holy Laser Cannon IV (Note: laser cannon no longer works with current map version.)


Power Cores can only be collected once the charges break the cavein. Once round starts the cores will be in 3 separate locations; one is located in the supply truck right behind the cavein rocks, the second located in the oil derrick room to the right next to the dead base commander, and the last core is located in the very bottom of the water purification room to the left underneath smaller water pipes.


CP Firstcore.png CP Secondcore.png CP Waterroom.png


Once using one of the cores to open the bunker entrance, the bunker splits into the first 3 passage ways humans can travel to, heading left or right will lead humans to one of the side entrances of the bunker with red and green buttons that controls the lock/unlock functions to them (green being unlock and red locked).


CP Greenopen.png CP Redlock.png


On second 3 passage way further down the middle, heading left will lead humans to the armory and the power room, heading right will lead to the medical bay and pipe room, continuing through the middle will lead humans to their final destination, the control room.


If one of the cores are used to unlock the armory and Medbay, each of them will consists of items enough to sustain humans up to wave 3, when the red medical keycard and blue Armory keycard spawn in randomized set locations.


CP medcard.png CP Armcard.png


The MedBay.


  • The Medbay will consists of 2 large medkits and 1 smaller one open and free to use not locked behind the gate. Opening the gate with a keycard will allow humans have access to; 5 more large medkits and 13 smaller ones, 1 Medcharger, 'Savior' Medic Gun, Medical Kit, Bloodshot Bomb, and Medic Cloud Bomb.







The Armory (Note: The Master Security locker underneath the red light).







The Control Room.


As Control room is usually considered to be the final stand for humans the layout consists of a wide entry way with a secret service vent leading to the power room and a barred window leading to the pipe room.






Tips

Once the round starts it is extremely vital to rush in and acquire said Power Cores before zombies have chance to establish ambush spots in rooms.


Not using a power core to unlock the Medbay and Armory will allow humans set easier chokepoints. Since the Medbay has a shortcut entry way to one of the side entrances to the bunker, potentially killing everyone next to the hallway sigil next to Medbay should zombie group rushes occurs.


(Zombies only): If humans have locked one of the side entrances you may be able to hit the control panel next to them, forcibly unlocking the entrances if needed.


(Zombies only): You're able to cut humans off if you head to the left entry way first as there's a drop off to the power room and a secret vent in the middle underneath the water catwalk leading to The Control Room.


Trivia

Easter Egg monitor showing Reactor 15.


In the Control Room, there's a still frame image of the map maker's previous map Reactor 15. With another monitor showing reactors 15 and 7 disabled due to The Undead.



In the current version, you will see a burning destroyed red laser cannon that was once the original cannon for the map that was capable of instantly killing everything caught in its radius.



Before current version, human players were required to retrieve the base commander's keycard to unlock the master security locker once wave 4 occurs, this concept was changed to 80% infliction due to how nigh impossible it was to grab the keycard from the oil derrick room and back with zgas being expanded in wave 3.