by c⁄J⁄Iılc⁄c c⁄J⁄Ic⁄tc⁄J⁄ » 15 Dec 2017, 03:10
Tallow Abbey (Dark) CtF
4 Start
Duff Heroes, Fatties, Mauls, Jibbs, Myrks, Zwerks, Wights, War Caps
Low, rolling, verdant hills around a shallow, clear river cutting the map in too. A virginal glade ready to be defiled with cries of warfare and death. A panoply of fast tough melee closes in around six duff heroes, standing their ground, splattered in blood, dancing to avoid the pus-tips of the Jibbs' poisoned soulless javelins.
Insomnia (Dark) STB
4 Start
Morts, Stormcasters, HGs, Souls, Myrms, Ghols, Spids + 3 free wights.
Driving rain and cold mist intermingle with the steam from geothermal hot pools littering the landscape. A low, open landscape punctuated with small redoubts for your souls to plink plink plink the waves of myrms, spids, and pus...only to be wiped out in by the lightning lock-shots of the mighty stormcasters. Really fun map!
Leagues from Nowhere (TE Light) FR
5 Start
Dwarves, Wights, Arcs, lots of Ghols, Fatties, Wars, Thrall
The classic desert map from Badlands & one of the few Bungie sanctioned 3rd parties! This is the OG, ghol dominant UT on this classic map, which features complex terrain and elevation changes around the center & a more open perimeter. Ghol packs and a bountiful harvest of pus make this a great map for sacrifices to their dark, primal gods.
Hills of the Crow (Light) LMOTH
5 Start
HGH, Dorfs, firBolg, Wars, Myrms, Ghols, Thrall Elite + 1 free wight
The crisp fall weather here and with it comes this crisp fall weather map, like a good Imperial Pumpkin Beer or a bunch of dead bodies finely diced by HGHs and raked into a pile by Thrall Elites, red blood of the dead intermingling with the red of newly dead leaves. One of those great FFA League 5 starts that pulls of a truly fruitful asymmetry, and with an added twist: a bow of incandescence in the middle for any firBolg daring enough to seize it!
Mixed Blessings (TE Dark) BC
6 start
fetch, locks, myrks, HGs, wights, myrms, ghols, spiders
A map by the inimitable Soma! A blasted, withered world with its fossils poking out of the sands of its own dissolution beckons would-be slaughterers. A small but open map with little elevation change but subtle, highly tactical features, along with the powerful arty-dominant UT makes it great for quick Body Counts!
Distant Sands (FG) KOTH
6 start
FG, morts, Fetch, Myrks, Dwarven Axes, HGs, myrms
Deep in the inner desert, where all things go hungry, a feast of gore and wounding awaits. This is a great FR map as well, but the subtle, symmetrical approach to passability and elevation change in the middle makes it an even better KOTH map. The Forest Giants, powerful, fast, agile, but quite vulnerable to explosives, contrast nicely with the explosives-resistant but slow, clunky dwarven axes dragging their big, clunky, if deadly, double bladed weapons, making for interesting flag contesting dynamics.
Khuba Dhunmo
8 start
General, Morts, Fetch, Myrks, Souls, HG, Thrall Elite, Spids
Just in time for Halloween, bats flutter around this underground warriors-arena built by undead samurai of myth eras long past. Many comets have passed since we mythers have visited this map, the only known, truly viable locale for 8 man KOTH. A ring of hills gives way to an open middle, a number of burning idols heralding the flag for which so many ignoble warriors will die. A hail of cannon balls, slashing myrkridian claws, and inter-dimensional lightning bolts welcomes you to this paved gladiatorial arena ready for human and unhuman sacrifice. The general's deflection field combined with morts brings CBing potential to new heights...or will you risk your general to pick up the mysterious crown of power in the middle, that shining fetish sitting alongside the flag of our desires?
[b]Tallow Abbey (Dark) CtF[/b]
[i]4 Start[/i]
[i]Duff Heroes, Fatties, Mauls, Jibbs, Myrks, Zwerks, Wights, War Caps[/i]
Low, rolling, verdant hills around a shallow, clear river cutting the map in too. A virginal glade ready to be defiled with cries of warfare and death. A panoply of fast tough melee closes in around six duff heroes, standing their ground, splattered in blood, dancing to avoid the pus-tips of the Jibbs' poisoned soulless javelins.
[b]Insomnia (Dark) STB[/b]
[i]4 Start [/i]
[i]Morts, Stormcasters, HGs, Souls, Myrms, Ghols, Spids + 3 free wights.[/i]
Driving rain and cold mist intermingle with the steam from geothermal hot pools littering the landscape. A low, open landscape punctuated with small redoubts for your souls to plink plink plink the waves of myrms, spids, and pus...only to be wiped out in by the lightning lock-shots of the mighty stormcasters. Really fun map!
[b]Leagues from Nowhere (TE Light) FR[/b]
[i]5 Start[/i]
Dwarves, Wights, Arcs, lots of Ghols, Fatties, Wars, Thrall
The classic desert map from Badlands & one of the few Bungie sanctioned 3rd parties! This is the OG, ghol dominant UT on this classic map, which features complex terrain and elevation changes around the center & a more open perimeter. Ghol packs and a bountiful harvest of pus make this a great map for sacrifices to their dark, primal gods.
[b]Hills of the Crow (Light) LMOTH[/b]
[i]5 Start
HGH, Dorfs, firBolg, Wars, Myrms, Ghols, Thrall Elite + 1 free wight[/i]
The crisp fall weather here and with it comes this crisp fall weather map, like a good Imperial Pumpkin Beer or a bunch of dead bodies finely diced by HGHs and raked into a pile by Thrall Elites, red blood of the dead intermingling with the red of newly dead leaves. One of those great FFA League 5 starts that pulls of a truly fruitful asymmetry, and with an added twist: a bow of incandescence in the middle for any firBolg daring enough to seize it!
[b]Mixed Blessings (TE Dark) BC[/b]
[i]6 start
fetch, locks, myrks, HGs, wights, myrms, ghols, spiders[/i]
A map by the inimitable Soma! A blasted, withered world with its fossils poking out of the sands of its own dissolution beckons would-be slaughterers. A small but open map with little elevation change but subtle, highly tactical features, along with the powerful arty-dominant UT makes it great for quick Body Counts!
[b]Distant Sands (FG) KOTH[/b]
[i]6 start
FG, morts, Fetch, Myrks, Dwarven Axes, HGs, myrms[/i]
Deep in the inner desert, where all things go hungry, a feast of gore and wounding awaits. This is a great FR map as well, but the subtle, symmetrical approach to passability and elevation change in the middle makes it an even better KOTH map. The Forest Giants, powerful, fast, agile, but quite vulnerable to explosives, contrast nicely with the explosives-resistant but slow, clunky dwarven axes dragging their big, clunky, if deadly, double bladed weapons, making for interesting flag contesting dynamics.
[b]Khuba Dhunmo[/b]
[i]8 start
General, Morts, Fetch, Myrks, Souls, HG, Thrall Elite, Spids[/i]
Just in time for Halloween, bats flutter around this underground warriors-arena built by undead samurai of myth eras long past. Many comets have passed since we mythers have visited this map, the only known, truly viable locale for 8 man KOTH. A ring of hills gives way to an open middle, a number of burning idols heralding the flag for which so many ignoble warriors will die. A hail of cannon balls, slashing myrkridian claws, and inter-dimensional lightning bolts welcomes you to this paved gladiatorial arena ready for human and unhuman sacrifice. The general's deflection field combined with morts brings CBing potential to new heights...or will you risk your general to pick up the mysterious crown of power in the middle, that shining fetish sitting alongside the flag of our desires?