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Hope everyone's enjoying the Halloween festivities.
Anyway, I'll just jump right into it. I'd like to introduce the next map: Forsaken Citadel.

Now to go over how this map works, I'll explain some new mechanics this map will bring.
First, the brown squares are simply to represent the Ice Blocks. Which we already know melt and freeze based on the temperature gauge. As the ice freezes the buildable corners of the map are exposed in addition to walkable access towards the center of the map. When the ice melts your buildings are safe in the corners but you'll have to defend against any encroaching neighbors looking to capture an objective.
Second, every gang will start off with turrets securing their borders. Additionally every gang will have a beacon placed near the center of the Map. These beacons will rotate clockwise and swap positions with another gangs beacons at a set interval. They can not be attacked by anyone as they are stationed on an immovable square. However, all gang members can enter this beacon from the WL hive or /shift to it while in the wasteland and naturally they can move away from this square by either walking or phasing. But no one can walk into the beacon square. This beacon essentially is to act as a secondary sphere of influence for a gang to complement the HQ as well as to conserve their focus costs within the wasteland.
Third, as a balancing act the 3rd place gang shall be given one free building of their choice (expect Barracks) to be placed anywhere they wish within their territory. And the 4th place gang shall be given two free buildings of their choice (except Barracks) to be placed anywhere they wish within their territory. These buildings will have a slightly boosted HP, but nothing a well coordinated strike can't handle. The R18's of the 3rd and 4th placed gangs should reach out to VH (sumwish) with their decision of buildings and locations before the start of the next map. Failure to inform VH in a timely manner will result in VH/Devs making the decision for you during the time of map deployment.
Lastly, the 3rd place gang will have the privilege to choose the placements of the objectives. They must choose from among the squares the current objectives are on. And the 4th place gang will have the privilege to choose the starting HQ placements of all 4 gangs. The 4th placed gang can make their choice after the 3rd placed gang has finalized their decision. Same as before, failure to inform VH of their decision in a timely manner will result in VH/Devs deciding for them.
Additional Note: Wasteland Map Rewards will also be in effect at the start of this map. So the bonus items will be deposited in the respective gang's armory sometime during the start of the map. Rewards may get staggered throughout the map cycle.
Anyway, I'll just jump right into it. I'd like to introduce the next map: Forsaken Citadel.

Now to go over how this map works, I'll explain some new mechanics this map will bring.
First, the brown squares are simply to represent the Ice Blocks. Which we already know melt and freeze based on the temperature gauge. As the ice freezes the buildable corners of the map are exposed in addition to walkable access towards the center of the map. When the ice melts your buildings are safe in the corners but you'll have to defend against any encroaching neighbors looking to capture an objective.
Second, every gang will start off with turrets securing their borders. Additionally every gang will have a beacon placed near the center of the Map. These beacons will rotate clockwise and swap positions with another gangs beacons at a set interval. They can not be attacked by anyone as they are stationed on an immovable square. However, all gang members can enter this beacon from the WL hive or /shift to it while in the wasteland and naturally they can move away from this square by either walking or phasing. But no one can walk into the beacon square. This beacon essentially is to act as a secondary sphere of influence for a gang to complement the HQ as well as to conserve their focus costs within the wasteland.
Third, as a balancing act the 3rd place gang shall be given one free building of their choice (expect Barracks) to be placed anywhere they wish within their territory. And the 4th place gang shall be given two free buildings of their choice (except Barracks) to be placed anywhere they wish within their territory. These buildings will have a slightly boosted HP, but nothing a well coordinated strike can't handle. The R18's of the 3rd and 4th placed gangs should reach out to VH (sumwish) with their decision of buildings and locations before the start of the next map. Failure to inform VH in a timely manner will result in VH/Devs making the decision for you during the time of map deployment.
Lastly, the 3rd place gang will have the privilege to choose the placements of the objectives. They must choose from among the squares the current objectives are on. And the 4th place gang will have the privilege to choose the starting HQ placements of all 4 gangs. The 4th placed gang can make their choice after the 3rd placed gang has finalized their decision. Same as before, failure to inform VH of their decision in a timely manner will result in VH/Devs deciding for them.
Additional Note: Wasteland Map Rewards will also be in effect at the start of this map. So the bonus items will be deposited in the respective gang's armory sometime during the start of the map. Rewards may get staggered throughout the map cycle.
hunter8
"First"
007Ben
"I ain't reading all that. I'm happy for you though (or sorry that happened)."
Illadelph
"Except*"
rollin340
"tldr: Brown tiles are freezing tiles. The Beacons in the middle are indestructable and rotate at a set frequency."
rollin340
"3rd place of previous map get 1 free Building and choose where Objectives go. 4th place of previous map get 2 free Buildings and choose where HQs go."
Meepers
"Thank you rollin340 for the accurate TL;DR
"

Food
"Spicy, looks like some nice new twists and additions, looking forward to seeing how this plays out."


- Updated by Food

- Updated by GAGANB

- Updated by GAGANB

- Updated by GAGANB