Feature: Quest's Heresy and Hydris Chasm
Along with The Last Stand, we'll also be kicking out a couple of great new maps in the same update. Here is a first look at these new battlefields:
Quest’s Heresy (2 Player)
Designed by Stefan Haines, Quest’s Heresy is a 2P map set deep in the Calderis Desert. This imperial mining facility is relatively new but has been exposed to the harsh open desert environment.
Quest’s Heresy is a rather unique 1v1 map with most of its resources set on the interior of the map, separated from the victory points which lay on the outside. A lone neutral power point lies to the far west for relatively safe power expansion, but because it is neutral harassment is almost inevitable. The center of the map is rather open and contains multiple resource points, which means controlling it is important. It is guarded by high walls but if absolutely necessary these can be destroyed to completely open up the map and make assaulting the center easier.
Hydris Chasm (4 player)
Hydris Chasm is a 4P map designed by Clint Tasker. Originally it was intended to be a jungle map that had multiple water elements including waterfalls and rivers. The artists had other plans though and decided to stretch the jungle tileset to the max, creating a volcanic theme that doesn’t exist on any other multiplayer map. Needless to say after seeing the final result Clint had no issue with this change in style.
Hydris Chasm has two distinct lanes for each player. On the western side of the map are two VPs that stand close together separated by high cliffs overlooking a chasm that holds a neutral power point. This side is blocked off by choke points on either side which can be flanked through the center of the map. On the eastern side of the map are a series of large land bridges that hold a single VP and the majority of the map’s resources.
At first it may seem that this map simply promotes 1v1 style play on two sides of the map, however, players may quickly discover that flanking through the middle to assist on either side of the map is really important. And that each side of the map lends itself to two distinct styles of play: either VP control or resourcing.