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Their Crucible Map list baffles me. (Destiny)

by red robber @, Crawfish Country, Wednesday, November 04, 2015, 05:19 (3546 days ago) @ Xenos

Every list baffles me in this article. Surely these guys play the same things I do. I know we all see the Destiny world differently, but these are mostly just strange rankings. I agree with Funk that this was almost a troll post for click bait.

Just out of curiosity, here's my top 10 Crucible maps. Tell me whether or not you think I'm completely crazy. This is also based on the standard control format because 1. I play it the most and 2. I think it is probably the most common gametype.

1. Bannerfall - I freaking love this map. It has something for everyone and a place for any weapon type. It is nearly perfect symmetrically, there are multiple access points and lanes to attack from, and control points are very well laid out. It's a great medium sized map. The only downside is the f'd up spawns.

2. Widow's Court - This map has one of the best visuals to me with the CoDish WWII ruins feel. Like the mix of long site lines, broken up walls, and building for just enough cover. The control points and Heavies also are well placed to offer neither team an advantage.

3. Shores of Time - Yes A is kinda screwed up, but we've known that for how long now? This map is all about controlling the spawn location by getting B & C locked down and not pushing too hard. It teaches you that valuable lesson and rewards smart teams. Lots of good long site lines for snipers and scouts as well.

4. Twilight Gap - Control points are evenly spaced to give no team and advantage, spawns are decently separated, nice vertical spread.

5. Frontier - Pretty good on all points.

6. Rusted Lands - Great for an asymmetrical map. Either side can have an advantage, plenty of routes with the only disadvantage being that A heavy just seems to be in an odd spot.

7. Anomaly - Control points are a little weird, but not horribly advantaged to either spawn. The trick is map control like with SoT. Gotta hold the back catwalk and use it to maintain control of B.

8. Burning Shrine - Nice symmetrical map, slight advantage to the Sunny side spawn if they play it right. B is kinda weird with the pillar blocking one side, but it creates some interesting combat.

9. The Dungeons - A strange map that gives new life to control. The weird access hole above B is risk/reward and I like how you can go straight over the top to the opposite flag almost immediately. It's like an improved Pantheon mastering the 3 lanes style.

10. Vertigo - Once again a fresh map with a cool twist. The one way teleporter at B really makes for a fun experience. I think the play here is to lock down A and C by keeping guys on the control points watching the teleporter exit, and guys at the teleporter exit watching A and C. Also a blindy bubble on the teleporter works wonders :)

I'd like to point out he left out at least 3 maps, and who the hell has Black Shield in their top 10? That map can go screw itself (despite being the only map I made Lighthouse on).


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