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Main article: Maps

Introduction[]

In this map, there are two sides, separated by a chasm in the middle, and the two sides are connected by two bridges and pipes. If a bot falls into the chasm, they will be destroyed. It has large castle-like ruins on one part of the map, and there is a bridge on the other side. Underneath the bridge, there is a smaller bridge underneath that can provide shelter from artillery and homing weapons. In the middle, there is a giant pipe that stretches into the air.

General Tactics[]

There is plenty of cover all around the map that is usable.

The beacons are placed in a shape akin to a pentagon. Two beacons on each side are protected by a reasonable amount of cover, while the beacon on the far bridge is exposed. However, there is a small bridge under it that can be used as a temporary shelter from enemy fire.

This map likely favors close-range combat due to the proximity of the beacons and the amount of cover available, but there are certain portions of the map that are perfect for snipers. In the center of the map is a large gorge that serves as a barrier to split the map into two distinct sides. This also serves as a hazard area, as any robot that falls in will be destroyed.

There are two very long pipes that connect both sides, but because of how small they are, it is important that players watch where they step (but it's still pretty easy to cross). Otherwise, they will fall into the gorge where you only hope of survival is to get stuck on a wall, or fly. But the real threat in crossing these pipes Is quickly discovered while in-game. As players attempt to run the pipes, the map provides no natural shelter of any kind to aid the runners, will find out that they can be hit from almost every angle.

Useable Cover[]

On both sides of the map, when the players spawn, there will always be heavy cover in the form of ruined castle turrets and walls, strongly resembling the covers in Valley. The turrets usually have small ledges on them, allowing landing flying robots to perch on, in order to cover-shoot at enemies.

As you near the centre crevice in the map, available cover will become noticeably scarcer. The only cover bordering the centre crevice on the metal bridge side (Beacon C) are two rocks on either side. However, despite their small size, they prove to be quite good at providing cover, mainly because of their thickness which can be used to prevent Splash damage. When supporting brawls in the bridge, the centre pipe can be used as cover, however due to being in the centre of the map, it is only advised to use this cover when the fighting moves to a single side of the map.

When on the top floor of the bridge, there are metal barriers on either side, providing useful cover against snipers. However, in one-on-one brawls, these will not usually help, as they only really provide shielding facing the chasm. When you go into the lower floor, there is no available cover, and the only options to protect yourself from enemy fire is to either go further back to use the top floor as anti-sniping cover, or going up the ramps to use the first floor barriers as cover.

On the elevated side of the map (Beacons A and E), when the game starts, the statues on either side can be used to protect you. However, this will not help against splash damage due to their narrow profile, and will usually provide very limited cover in late-game engagements. There are small door-cutouts in the buildings on either side, which have almost the exact same purpose as the statues: they will rpovide early-game cover, however they will prove to be vurnable to splash fire. They will not help in late-game engagements, because going inside the cutouts means cornering your robot.

When you play on the map for the first time you will be sure to notice a few strange obstacles that have an orange tint, also on the elevated side of the map. These are inedustructable barries that resemble ray sheilds. They are impassible to both energy and kinetic weapons. These are essential to protecting newer players who don't have the equipment to have a standoff with tank runners. They strongly resemble the barriers that will spawn in any map when Team Deathmatch is the gamemode, however they are unique in the fact that they will spawn in all gamemodes.


War robots-screenshot-castle map-barriers

Ray shield barriers on each side of the map








Layout[]

Castle


Audio[]

Update History[]

Version Changes
6.4.0 Graphics revamped as part of War Robots Remastered
4.4.0 Map added: Castle

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