- Minimum Players
- 4
- Maximum Players
- 8
- Forge Canvas
- Awash (H2A)
- Supported Core Gametypes
-
- Slayer
- Team Slayer
- Oddball
- King of the Hill
- 3-plot Territories
Haywire
By Squally DaBeanz
Haywire is a small asymmetrical map loosely based on the map "Mustafar" from Star Wars Battlefront II. The map is divided into several small rooms and hallways and two outdoor atriums. Blue spawn is right next to the control room that holds the rockets, while red spawn is outside near the sniper platform. Directly under red spawn is rocket ammo, and Active Camo can be found in the bridge atrium between the two spawns. Five minutes into the match, a dynamic map element will become available. The pipe under the bridge will begin to overheat as pressure builds up. This pipe can be shot, causing a chain of explosions that will destroy the bridge and nearby windows. This creates new sight lines and movement options through the otherwise concealed atrium.
Just to clarify, this map has been more of a pet project than anything. I realize it isn't the greatest design in the world, has a lot of "gimmicks", and wasn't tested nearly enough. However, I think there are enough cool features present and enough fun to be had with the map to warrant a post here
By Squally DaBeanz
Haywire is a small asymmetrical map loosely based on the map "Mustafar" from Star Wars Battlefront II. The map is divided into several small rooms and hallways and two outdoor atriums. Blue spawn is right next to the control room that holds the rockets, while red spawn is outside near the sniper platform. Directly under red spawn is rocket ammo, and Active Camo can be found in the bridge atrium between the two spawns. Five minutes into the match, a dynamic map element will become available. The pipe under the bridge will begin to overheat as pressure builds up. This pipe can be shot, causing a chain of explosions that will destroy the bridge and nearby windows. This creates new sight lines and movement options through the otherwise concealed atrium.
Just to clarify, this map has been more of a pet project than anything. I realize it isn't the greatest design in the world, has a lot of "gimmicks", and wasn't tested nearly enough. However, I think there are enough cool features present and enough fun to be had with the map to warrant a post here