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Size Medium
Style Symmetrical
Recommended Players 32
Air Vehicles Enabled
Tech Buildings
  • Tiberium Silo x1
  • Communications Center x1
Base Defenses
  • GDI
    • Guard Tower x2
    • Anti Air Tower x2
    • Gun Emplacement x2
    • Rocket Emplacement x1
  • Nod
    • Turret x2
    • SAM Site x2
    • Gun Emplacement x2
    • Rocket Emplacement x1
  • Buildings
  • GDI
    • Barracks (Air)
    • Weapons Factory (Air)
    • Tiberium Refinery (Air)
    • Power Plant (Air)
  • Nod
    • Hand of Nod (Air)
    • Airstrip (Air)
    • Tiberium Refinery (Air)
    • Power Plant (Air)
  • Appearance

    A snow hill with abundance of Tiberium on top of it and tunnel passages underneath it, along with two side routes shapes the battlefield of Whiteout.

    In-depth Analysis

    Infantry paths: There is a tunnel with four entrances in each direction, two leading near the main entrances of their respective bases, and the other two to each side path. Each base has also a back route behind their vehicle production building accessible only to infantry.

    Vehicle paths: Each base has only the front entrance for vehicle access. Outside it, vehicles can drive up and move around the hill, or take the side paths on the right and the left of the hill. The left path (right for Nod) leads to the Tiberium Silo; white the other one leads to the Communications Center.

    Mystery Crates: Two appear in the Tiberium field on top of the hill; two appear in the tunnels, one on each tunnel passageway leading to the side paths; two appear in the center of each vehicle side path, one per side; the last two appear in middle of the rock formations, one per side.

    Harvested Tiberium field: the one on top of the hill. There is also a smaller field located near the Silo.


    Battlefield control

    Taking the top of the hill should be the first priority, since not only it allows snipers, Sydney, and Raveshaw to spot and take potshots at enemy aircraft, along with opponents on their base wall or inside the base, while having eyes on the opponent faction's activity; but also allows Mobile Rocket Launcher Systems/Artilleries to shell the opponent base near the top of the hill, while being covered by defensive Emplacements against any infantry trying to throw Timed C4 on the vehicles.

    After establishing a strong presence on the hill, the path with the Silo or the path with the Communications Center, or both may be guarded to deny enemy the opportunity to capture it. Consider employing patrols at the back infantry path to deter sneaky players.

    Sneaking options

    Whiteout's paths are usually open, except for few rocks on the edges, more rocks near the back infantry entrance each base has, and the rock formations on the sides of the hill. Tunnels will offer good protection for vehicle warfare, although it will not help infiltrating as their exits will lead players into the open.

    The back infantry path is the obvious choice, since it will keep the infiltrator covered from automated defenses; hence why there is a high chance that a patrol is located nearby. It is possible to reach any building if the infiltrator is skilled enough to circumvent the automated defenses.

    Daring players might run to the concrete wall, and keep moving while facing the wall, and at the right moment, make a break for the enemy base from the main entrance. Sticking near the wall will at least keep players out of the visual from the emplacements.

    The space inside the bases and vehicle paths are somewhat small for Stealth Tanks, yet it is still possible to slip in undetected if caution is exercised; Stealth Tank drivers should be on lookout for any Anti-Tank mines that might be present at the main entrance, while also being careful around automated defenses that might give them away to the enemy. Should they succeed, they can hide behind the backs of several buildings.

    Lastly, it is advised to sneak in while the Communications Center is not controlled by the opponent team.


    • Whiteout is a remake of Hourglass map found in the original Renegade game.
    • The cold waters of Whiteout are hazardous for both infantry and vehicles; both of them will rapidly lose health even just by taking a small dip into the waters.

    External Links