Creator: GorillaH || First Published: 03/26/2025 || Players: 2 || Size: 25x19
| Categories: A-Rank, Global League, High Funds | ||
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| Comments: |
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Proximus (03/26/2025 09:58am):
For HFs |
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Rollba (01/27/2026 06:11am):
So much happening in this map |
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Spritemare (02/16/2026 11:46pm):
Friendly reminder that a 110% firepower bomber will break a pipe seam in one shot, while a 100% firepower bomber will not. |
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ZombieZlayer (03/18/2026 10:29pm):
New map, but has a 60% WR for second player. At this time there are 86 recorded games. Better keep an eye on this. |
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BlackAkuma (04/24/2026 04:10pm):
Weird map. |
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jsterdawg72 (05/06/2026 05:26pm):
Found this map really fun. Base rushing is viable, theres good defensive outposts for indirects, and there's a lot of ways to setup. the pipe, the second airport, middle port, etc. Forces decision making |
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ncghost12 (07/06/2026 06:24pm):
not related to the map but hey a c418 fan? :D |
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ForgotToShoot (07/21/2026 05:41pm | Edited: 07/21/2026 05:42pm):
I really like the mountain/river terrain feature. It has a few properties nearby which are hard to get for either player, but require some commitment to deny long term. Plus they're easier to pierce ones air units enter the mix, but clever walling still allows for indirects to shine there. HQ's are exposed, but until the backwards airports are captured, the defenders can hold off with the clogged terrain. It does feel a bit HQ-race heavy, and I would guess that's why P2 has an advantage since they start 1 turn ahead on the strong side. Bringing the airports 1 tile towards the N/S edges of the map might help with this, because bombers would be able to break the pipe seams far easier allowing for better movement from the defender. That could help shift focus away from the HQs a bit and more towards the center and aforementioned terrain features. I also think the city layouts make Sensei a less obvious pick for T1, thanks to many cities on the strong side being farther back. I don't love having AA's on the second airport. Possibly a pipe seam or even just a recon could bring down early power charge. The black boat also seems somewhat unimportant once the first airport is captured. It doesn't become relevant again until far later, after it's refueled and wrapped around to the strong side where it can't even boost that far. Overall a pleasing map to look at with interesting terrain and decision making, but held back a bit by the slightly overexposed HQs and the imbalance shown in the match history. |
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Rutherford Gaming (07/27/2026 10:22pm | Edited: 07/27/2026 10:25pm):
That's sort of the unfortunate situation with HQ rush maps in general: A small amount of TA is pretty much guaranteed. I don't think that should be counted against the map itself since it is kinda unavoidable. It's likely not as bad as the 42-58 statistics suggest either. Likely part of that is people not playing optimally as P1 to defend their HQ, as well as small sample size for games. |
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