- Minimum Players
- 6
- Maximum Players
- 16
- Forge Canvas
- Forge World (Reach)
- Supported Core Gametypes
-
- Slayer
- Team Slayer
- Multi Flag CTF
- One Flag CTF
- Neutral Flag CTF
- Multi Bomb Assault
- One Bomb Assault
- Neutral Bomb Assault
- Oddball
- King of the Hill
- Juggernaut
- 3-plot Territories
- SWAT
A symmetrical, medium-sized map designed for harmonious coexistence of vehicles and infantry. I got the idea from Titanfall map design, which mixes open spaces for vehicles with tight spaces for infantry.
The center tower lures players in with a plethora of power weapons, keeping the action focused there. It offers the strongest defensive position and the best height advantage, but its placement ensures that campers will find no lasting peace, especially as 3 gravity lifts allow attackers to approach from a variety of angles.
In Headhunter, the sole drop point is suspended in midair here. Use the center gravity lift or jump off the top ledge to score in the "hoop".
Underground tunnels from each of the 4 bases offer safe passage to the center, but their many entrances funnel in grenades for any who linger. Grenade launchers spawn here; use their EMP grenades to counter vehicles above.
The ramps are fun to drive over, offer great cover, and are prime real estate in King of the Hill. Man cannons on them push players and vehicles towards the center.
The sloped grating on the edge slows down vehicles wandering too close, but doesn't prevent them from falling off (perhaps with assistance from enemies). Rocket Race is especially fun here and will frequently take you near the edge. During Rally games, the tunnels will be blocked to prevent vehicles from getting stuck in them.
Cover pieces are kept sparse to not hinder vehicle movement, but they are strategically positioned to block specific sightlines into the bases from sniping spots on ramps on the other side of the map.
This is not my ideal vision for this map; if I had more terrain tools to work with, I would have given the ground more curves, like a large skate park or dirt bike course.
Supports all default gametypes except Race, as well as spawns and objectives for up to 8 teams.
The center tower lures players in with a plethora of power weapons, keeping the action focused there. It offers the strongest defensive position and the best height advantage, but its placement ensures that campers will find no lasting peace, especially as 3 gravity lifts allow attackers to approach from a variety of angles.
In Headhunter, the sole drop point is suspended in midair here. Use the center gravity lift or jump off the top ledge to score in the "hoop".
Underground tunnels from each of the 4 bases offer safe passage to the center, but their many entrances funnel in grenades for any who linger. Grenade launchers spawn here; use their EMP grenades to counter vehicles above.
The ramps are fun to drive over, offer great cover, and are prime real estate in King of the Hill. Man cannons on them push players and vehicles towards the center.
The sloped grating on the edge slows down vehicles wandering too close, but doesn't prevent them from falling off (perhaps with assistance from enemies). Rocket Race is especially fun here and will frequently take you near the edge. During Rally games, the tunnels will be blocked to prevent vehicles from getting stuck in them.
Cover pieces are kept sparse to not hinder vehicle movement, but they are strategically positioned to block specific sightlines into the bases from sniping spots on ramps on the other side of the map.
This is not my ideal vision for this map; if I had more terrain tools to work with, I would have given the ground more curves, like a large skate park or dirt bike course.
Supports all default gametypes except Race, as well as spawns and objectives for up to 8 teams.