1 |
Straight
to
the
point
desc:
Units
move
twice
as
fast
when
traveling
across
the
electric
blue
highways.
The
water
surrounding
the
map
is
highly
acidic
(
100
damage
/
s)
.
The
lowlands
are
very
close
to
sea
level
meaning
even
medium
craters
will
push
the
ground
below
water.
The
map
is
highly
defensible
but
with
every
location
except
for
spawns
and
wall
forts
has
multiple
angles
of
attack.
|
1 |
Straight
to
the
point
desc:
|
|
|
2 |
Units move twice as fast when traveling across the electric blue highways. The water surrounding the map is highly acidic (100 damage / s). The lowlands are very close to sea level meaning even medium craters will push the ground below water. The map is highly defensible but with every location except for spawns and wall forts has multiple angles of attack.
|
2 |
\n
|
3 |
\n
|
3 |
Sexed
up
desc:
A
massive
6
player
free
for
all.
Units
move
twice
as
fast
when
traveling
across
the
electric
blue
highways,
so
controlling
the
roads
are
vital
for
quick
reinforcement
and
retreats.
The
roads
are
however
vulnerable
to
strategic
destruction.
This
goes
double
for
the
roads
connecting
spawn
to
the
walls
as
they
are
very
close
to
sea
level
thus
making
it
easy
to
submerge
them
In
the
highly
acidic
water.
|
4 |
Sexed
up
desc:
|
|
|
5 |
A massive 6 player free for all. Units move twice as fast when traveling across the electric blue highways, so controlling the roads are vital for quick reinforcement and retreats. The roads are however vulnerable to strategic destruction. This goes double for the roads connecting spawn to the walls as they are very close to sea level thus making it easy to submerge them In the highly acidic water.
|
4 |
\n
|
6 |
\n
|
5 |
Chokepoints are everywhere on this map but there are multiple angles of attack for all of them. Players can thereby try and break intrenched positions head on with artillery, crush them by attacking from multiple angles, or use skirmishing tactics to prevent the enemy from entrenching themselves. The huge map lends itself to long drawn-out battles where frontlines are constantly shifting.
|
7 |
Chokepoints are everywhere on this map but there are multiple angles of attack for all of them. Players can thereby try and break intrenched positions head on with artillery, crush them by attacking from multiple angles, or use skirmishing tactics to prevent the enemy from entrenching themselves. The huge map lends itself to long drawn-out battles where frontlines are constantly shifting.
|
|
|
8 |
\n
|