Heaven's Ward

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Overview

Heaven's Ward features launchpads, cliffs, and a central high ground with sight lines across the map and a restricted Power circle enemy.png D point.

Battle

Power circle ally.png A point and Power circle enemy.png G point are constant liabilities and must always be defended at the start of a power race. Teams should aim to control the area between these points, and push the enemy creature once they win an advantage. Launchpads allow quick traversal from the edges of the map to the center, and can make it difficult to chase down nimble flankers.

Point Power circle enemy.png D starts on the floor, but after each rampage the elevator platform it sits on will move it up to the top of the central structure, or back down to ground level.

There is a launchpad located right next to either guardian that heroes can use to escape quickly after the end of an offensive rampage - it sends your hero to the top windows of the central area.

Clash

Buildings sink into the ground, the main tower closes its shutters, and the side island extends its ramps and connects to the main city.

  • All points besides Power circle ally.png C / Power circle enemy.png E are moved, with point Power circle enemy.png D moving to the center of the new island.
  • The central elevator locks into the raised position and no longer switches after a rampage.
  • Cliffs become a central hazard of the map, making skills that push, pull, or launch especially dangerous.

Previous launchpads are disabled, and now there is one that launches heroes from the center of the map into Power circle enemy.png D and two that launch from above Power circle enemy.png D into Power circle ally.png A and Power circle enemy.png G

The earlier area of the map is covered by fog that deals no damage, allowing heroes to traverse it.

Hazards

  • Cliffs - the entire outer edge of the map in battle phase, and additionally the center of the map during clash. Be careful - some geometry that looks safe will let you fall right through it.

Rush Mode

One major difference on the rush version is that a physical wall blocks out the pre-clash half of the map, preventing heroes from using it to backdoor creatures or escape pursuers.

There are 2 pairs of power circles that generate power at a time, which means delaying power collection often leads to all 4 circles active at once and one or more circles being left unguarded.

Notes

  • This map is named after Gigantic Heaven, the discord server that hosted private matches after Gigantic initially shut down.
    • The central points were originally labeled H and E in the beta version as another reference to them, but were renamed to D on release.

Gallery