Map Title: Tower Stack Tower Stack is mainly tailored for variants of territories. There are 3 territories but only one is accessible in the start. Each minute another Floor to the tower is created enabling access to another territory. This is a highly competitive symmetric 4v4 map. (BR start no radar) EDIT: Map version updated: Fixed power up abuse Download Map Download Territories variant Download Land Grab variant Description: This is what the map looks like upon starting a game. The first territory is located in the middle of the open basement. The basement is also home to 2 brute shots. There are four entrances on the bottom floor so team work is needed for a successful capture. There are also four stair cases leading above the territory for tactical ousts. You can jump onto territory 2 that is raised directly above territory 1 although the lack of cover and BR stars on the map make it an extremely risky move. This is the map after 1 minute of play. The second floor has been added and getting territory 2 is far less risky. Since only 1 minute has passed most commonly territory 1 has not been captured yet now giving a struggling team the ability to split there opponents on 2 different floors or a thriving team the ability to stack up in territory 2. A Shotgun spawns in the open box but has no spare clips so use it sparingly. The ability to walk around the outer edges makes for great staircase fake outs. Here is the map after 2 minutes have passed. Along with the third floor being added 4 extra staircases spawn leading up to said floor. The top floor has a lone sniper in the middle with 2 clips. The territory area is pretty small so it is close to impossible to snipe while capturing the territory. You will need teammates watching your back and teammates in the territory to make effective use of the sniper. This is by far the hardest of the territories to capture. At the same time the third floor opens an active camo spawns in the basement where territory 1 resides. This is an incredible asset for capturing territory 1 or 2 if they have not yet been gotten. This picture is just to give you an example of a spawn area. There are 4 each labeled by a color. Red/Green/Yellow/Blue corresponding with an unusable object Overshield/Teleport/Custom powerup/Camo. These are good to identify you with where you spawned and great for call outs when defending a territory Ex: "They are coming from blue." or "They are coming up blue stair 1/2." Not to be confused with a spawn identifier there are also 2 overshields on opposite sides of the map. This can be seen on the right of the above image. Each base has an equal run to their respective Overshields. As you can see there is a deployable Gravlift at each spawn zone. These only spawn once the third floor has opened. Giving an additional feeling of uneasiness when defending territory 3. I am hoping you guys enjoy this map :-D thank you for taking a look.
It is small and is meant to be by design. Its an extremely fast paced competitive map and it's size fills that function. I suggest you play it, it truly plays well and you will agree the size works. Also spawn times are adjusted to cater to the fact that it is small.
Seems to me be that the spawning could be rather strange, but i have to give you that it is absolutely an original concept.
its a good idea and its terrritories which is hardy ever done which is good because its origional. Its definatly better than the matchmaking territories!
Im kink of gettin tired of timed event maps. They dont play well. This also looks a bit messy. Good try though.
This for the most part was an experiment that happened to turn into something that plays incredibly well. I suggest people give it a try and not just write it off as a gimmick. The amount of varying strategy is enormous.
this map is great. so much strategy is needed to do well, and i love that type of challenge. awesome job
I like the idea of building the map, it is done well here. Just a couple of problems I had when I played it with friends: 1. The stairs that spawn on the second floor (when the third floor appears) trapped some helpless players. I watched the video, and it didn't seem like they were trying to get stuck on purpose. 2. Fighting in the open warehouse away from the center happened all too often. Instead of focusing on the center area, the defending team would try to spawn camp once they knew the predictable layout. Fixing problem 1 would take a map redesign, whereas problem 2 would take some more building on the outer map area. --dc
I appreciate the criticism and it might be a little much for me to ask but if you could post the save film I would really appreciate it. The staircase spawn seems really odd to me from my experience if a player is standing where a staircase spawns it simply pushes the player out when they move. It is true that you could stay in the staircase if you didn't move at all with the left joystick but you can't shoot out or in so it would yield no positive outcome for a player. The second problem you talked about I hear loud and clear it is something I worry about still. As of right now the best way to get past the spawn issues it is to play the land grab variant. Land grab forces the action from both teams to the center because they share the same goal. I am trying to make some modifications to the spawn areas but from my experience spawn camping is not effective on account of no team specific spawns letting Bungies spawn algorithm judge best areas to spawn I do see some potential abuse and I welcome any and all suggestions. Thank you