ONLINE NOW: 49 LAST 24 HOURS: 121
« First | < | 1 | > | Last » |
Rules of Engagement
Welcome to the Gates of Time map! Please carefully review the following Map Rules to ensure a smooth and competitive experience for all participants.
Initial Setup
- All gangs have chosen a Defensive position. This means it will be a race for all gangs to reach their desired location on the map. Plan your strategies accordingly! The map is expected to go live this week, VH will provide an update on that along with last map results.
- During the first day, all passageways will remain open, ensuring no gang is hindered while trying to enter the Defensive or Offensive Quadrants due to square rotations. The Tan squares below represent the squares that are part of the rotation and are for illustration purposes only. Below is the starting positions. HQ are mobile.
No Additional Balancing
- There will be no bonuses or balancing for the 1st place gang with Elite Guards.
- No crates will be distributed to any gangs based on last map results.
Surprises and Small Rewards
- Certain surprises will trigger during the map depending on specific actions or events that unfold with the major factor being HQ placement.
- If triggered, some changes within the map in some way may occur. This could be upgraded Objectives or ancillary buildings spawned.
Super Beacons
- The Super Beacons will not be available at the start of the map.
- They will be added at the discretion of the gang that controls the Center Objective on February 1st at 12:00 AM (server time).
- If no gang controls the objective during that hour, the first gang to gain control afterward will have the opportunity to decide if Super Beacons are placed.
Important Disclaimer
This map is experimental and intended to test new gameplay mechanics and ideas. Any abuse or exploitation of unintended mechanics will not be tolerated. Claiming ignorance of the rules or intent will not be accepted as an excuse. If you have questions, concerns, or doubts about any aspect of the map, please seek clarification before proceeding. Violations will result in disciplinary actions by Will and the VH Team.
Good luck to all participants, and may the best gang prevail!
New Experimental Map: Gates of Time
I'm excited to unveil our latest map, Gates of Time. This experimental map is designed to push boundaries and explore new mechanics, though it might feel a bit complex initially—especially when it comes to rotations. To help clarify things, we've prepared a GIF to illustrate how it works.
As with any experimental maps, we make no guarantees about perfect balance or practicality. The goal here is to test ideas, learn what works, and identify what doesn't. While our last map was intriguing, its balance may have been too refined, potentially reducing opportunities for creative strategies. With Gates of Time, we aim to introduce elements of imbalance, rewarding gangs that employ thoughtful tactics and strategies while keeping game-play fresh and engaging.
How Gates of Time Works
To provide some context before diving into the map image, here’s a quick overview:
Northwest & Southeast Quadrants: City Expansion and Offensive HQs
o These quadrants are designed for City Expansion and Offensive HQ setups.
o You can build larger cities here to accumulate more points but at the cost of increased vulnerability.
o Rotations in these areas act like "gates," opening and closing access to the center of the map. This provides opportunities to secure objectives while keeping your base protected at specific intervals.
Southwest & Northeast Quadrants: Isolated Defensive HQs
o These quadrants focus on Defensive HQ setups.
o They offer easier control of objectives if positioned correctly, but you won’t be able to expand your city.
o Accessing the center objective is more challenging from these positions, as rotations follow a snake-like, counter-clockwise movement.
Super Beacons
o Squares marked with a B represent Super Beacons, which rotate clockwise.
o This mechanic remains similar to what you've seen in the current map, allowing all gangs equal opportunities to access different parts of the map.
Strategic Decisions
Gangs can choose to start with either a Defensive or Offensive position and must communicate their preference to me directly. Only messages from the R18 of each gang will be considered. This choice will determine your initial starting point and aim to place you closer to your preferred quadrant. However, HQs are mobile, and gangs will be responsible for positioning their HQs at their desired locations. Please note that the objectives may change when the map goes live and may not fully match the example shown in the image below.
We’re eager to see how this map evolves gameplay and look forward to your feedback!
Map Link: Gates of Time
Disclaimer
As this map is experimental, any player or gang found exploiting unintended mechanics or oversights will face penalties. If you have any questions, concerns, or doubts about specific mechanics, please reach out for clarification before proceeding.
Advent Calendar
Unfortunately, VH had to take down the Advent Calendar earlier than planned due to abuse by some players involving multiple accounts and illegal transfers. While I had hoped to keep it active for longer, the extent of the abuse and the resulting damage—now requiring VH intervention to reverse—made this outcome unavoidable. Further questions regarding this matter can be directed towards VH: sumwish or Food.
I'm excited to unveil our latest map, Gates of Time. This experimental map is designed to push boundaries and explore new mechanics, though it might feel a bit complex initially—especially when it comes to rotations. To help clarify things, we've prepared a GIF to illustrate how it works.
As with any experimental maps, we make no guarantees about perfect balance or practicality. The goal here is to test ideas, learn what works, and identify what doesn't. While our last map was intriguing, its balance may have been too refined, potentially reducing opportunities for creative strategies. With Gates of Time, we aim to introduce elements of imbalance, rewarding gangs that employ thoughtful tactics and strategies while keeping game-play fresh and engaging.
How Gates of Time Works
To provide some context before diving into the map image, here’s a quick overview:
Northwest & Southeast Quadrants: City Expansion and Offensive HQs
o These quadrants are designed for City Expansion and Offensive HQ setups.
o You can build larger cities here to accumulate more points but at the cost of increased vulnerability.
o Rotations in these areas act like "gates," opening and closing access to the center of the map. This provides opportunities to secure objectives while keeping your base protected at specific intervals.
Southwest & Northeast Quadrants: Isolated Defensive HQs
o These quadrants focus on Defensive HQ setups.
o They offer easier control of objectives if positioned correctly, but you won’t be able to expand your city.
o Accessing the center objective is more challenging from these positions, as rotations follow a snake-like, counter-clockwise movement.
Super Beacons
o Squares marked with a B represent Super Beacons, which rotate clockwise.
o This mechanic remains similar to what you've seen in the current map, allowing all gangs equal opportunities to access different parts of the map.
Strategic Decisions
Gangs can choose to start with either a Defensive or Offensive position and must communicate their preference to me directly. Only messages from the R18 of each gang will be considered. This choice will determine your initial starting point and aim to place you closer to your preferred quadrant. However, HQs are mobile, and gangs will be responsible for positioning their HQs at their desired locations. Please note that the objectives may change when the map goes live and may not fully match the example shown in the image below.
We’re eager to see how this map evolves gameplay and look forward to your feedback!
Map Link: Gates of Time
Disclaimer
As this map is experimental, any player or gang found exploiting unintended mechanics or oversights will face penalties. If you have any questions, concerns, or doubts about specific mechanics, please reach out for clarification before proceeding.
Advent Calendar
Unfortunately, VH had to take down the Advent Calendar earlier than planned due to abuse by some players involving multiple accounts and illegal transfers. While I had hoped to keep it active for longer, the extent of the abuse and the resulting damage—now requiring VH intervention to reverse—made this outcome unavoidable. Further questions regarding this matter can be directed towards VH: sumwish or Food.
HOF Top 10's
- Updated by Charlie
Crystal Maul Shaft
- Updated by Charlie
Crystal Maul Head
- Updated by Charlie
Raids
- Updated by Charlie
- Updated by Charlie
Crystal Maul Shaft
- Updated by Charlie
Crystal Maul Head
- Updated by Charlie
Raids
- Updated by Charlie