Layout[edit | edit source]
As the name suggests, the centerpiece of the map is the large crater in the center, surrounded by large, open plains. The cliff walls surrounding the map offer access routes to either base and plenty of shooting positions overlooking the crater. The open nature of the map and large view distances make it a boon to Rail Cannon players, satellites, and planes.
Strategies[edit | edit source]
The open nature of the map make all long range robots, such as those with railguns, satellites, and airplanes, extremely powerful. Conversely, robots built for short range engagements and maneuverability (hovercraft, plasma launcher builds) will be very exposed in the open field. Even the six large pillars protruding from the center will rarely be enough to provide cover, particularly from airborne attackers. There are also large crevices throughout the map that can not be escaped from when fallen into. It seems that the North-West base has a better stand point due the the many places for snipers but, the South-East base has many paths and seems to win because of over-whelming forces on the whole map.
Attacking[edit | edit source]
Stay out of the central arena. This seems obvious, but players are way too eager to get straight to the fighting that they forget basic rules of safety. There is a general lack of cover in the expanse of the crater, meaning that you'll be an easy target for anyone sitting on the cliff with a charged railgun or airborne SMG player. In general, it is better to stick to the sides or give the central area a good overflight. Of course, many players do heed this rule and you can be sure to meet several robots on the way to your base if you attack along the cliffs. The central area becomes more safe later in the match, once the teams are cut down to manageable levels.
Defending[edit | edit source]
Defenders generally have an easier way on this map, since access to the base is restricted to three points, one of which leads directly out into the crater plain. The upper right base is more advantaged, due to the fact that it is elevated and enemy robots have to battle uphill to take the base and defenders can easily withdraw into cover. The lower left base is, however, easier to defend if the enemy is actually capturing the base.
Trivia[edit | edit source]
- This was the first map added to the game.
- The version of this map in Practice mode doesn't match the version in boss battles and base capture gamemodes.
Bugs[edit | edit source]
- For a while in 0.6.XXX versions of the game, entering Practice Mode had a chance of spawning you upside down
- A misaligned hitbox on the northwest bridge (Still there as of 0.7.588) creates an invisible wall and can be exploited against players who aren't aware of it.
- In Practice Mode, AI bots occasionally get stuck underneath the terrain near the spawn point. Those that do always appear visible on the map.
|Strategy||General||Simple • Advanced • Aircraft|
|Ground Robots||Anti-aircraft • Ground to ground • Ground Ninja • Ground Brawler • Ground Support|
|Maps||Mars||Tihonium Canyon • Hellion Crater • Tharsis Rift|
|GJ 1214b||Gliese Lake • Ophiuchus Valley|
|Features||Base • Map Structures • Map Terrain|
|Game Modes|| Practice Mode • Battle Arena • Team Deathmatch • |
|Other||Combat • Spotting • Team • Minimap • AFK • Carrying • Maneuvers|