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Titanfall

Titanfall maps detailed by Respawn

Two maps from the next DLC pack revealed.

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Respawn has, in the last few days, revealed details about two of the three maps that'll be appearing the third and final DLC pack - IMC Rising - for their sci-fi shooter, Titanfall. Screens and descriptions for both can been seen below:

Zone 18: Inside an old IMC base hidden in the vast wilderness of the Dakota system, advanced IMC robotics research continues, despite the destruction of Hammond Robotics' corporate headquarters on the Frontier. Until recently, the Militia knew the region only as the decommissioned "Zone 18", the way it was labeled on stolen IMC maps provided by Barker. Now, picking up mysterious sensor readings from the area, the Militia deploys recon teams to investigate.

"Zone 18 is roughly broken into two equal sides divided by a central path," explained Respawn's Geoff Smith. "This main path has a few alleyways cutting off it which are great for Titans to escape engagements very quickly and provide pilots with fast wall runs across the map. Zone 18 is a fast-paced map that can be overwhelming for pilots who decide to venture onto the rooftops. With minimal cover on the tops of buildings, the underground paths are a better choice, assuming the goal is to stay alive."

Titanfall
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Backwater: High in the mountains, ex-IMC pilot Barker and his fellow colonists have made a comfortable living by producing moonshine in this hidden bootlegging colony.

"Backwater is defined by its elevation changes," said Jason McCord. "The rice paddies give Titans room to dash and duel in open fields, but gaining the high ground in the center of the map is often the superior tactical option."

"Meanwhile, Pilots can travel underground through grain storage facilities to escape Titans and move from hardpoint to hardpoint. The Pilot spaces were designed to be simple and compact, keeping the action fast and constant. Ziplines are used to allow Pilots to cross "no-man's land" from building to building. "No-man's land" is a term we use to describe larger areas without cover between 2 lines of combat, with the intention of keeping players fighting from designed strongholds until it's time to push forward."

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