At the end of the alley is a small flat square, and beyond that is the front lines where shots are traded, which has a ramp for daring jumps into enemy territory, a wall for cover and two ramps leading down into the gorge between either team's concrete platforms. The opening closer toward the middle has an inkable wall so that anyone from below can swim up to it.Ī large multilayered hill marks the entrance to the center, while a narrow alley runs beside it. There are large patches of uninkable ground as well as two openings that make for popular sniper outposts. Beyond the pillar is a steep ramp leading to a side area that functions as the team's battlements. A pillar juts out where the split paths converge and is tall enough that only players from the upper level can jump to. One is an elevated path partially protected by railings and hard to reach for the enemy team, while the other is behind a grated wall that squids and ink can easily pass through, but solid objects like bombs cannot. The spiral ramp also has a walkway that leads to an alternate entrance into the main arena.ĭropping down to the lower floor, the path toward the center of the map splits. The spawn point area is accessible to the enemy team. The area around the spawn is a high, wide level with railings surrounding the edges, and the only way up is through the winding ramp situated at the corner in front of the spawn point. It is a large, enclosed area with several slopes descending to the lower floor, as well as grates leading away from it. The spawn point of Urchin Underpass is fairly complicated despite being a usually neglected area. Urchin Underpass layout similar to the updated version, but not entirely complete.
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