Maps

Map Pack for Clash Of The TITANS released

With just two weeks to go until Clash Of The TITANS, our 1v1 swiss tournament with the largest prize pool yet, we’re happy to unveil the final maps drawn from some of the finest available for the game. We’ve got old favourites and a few new ones to test your skills, so use the time well to prepare because your opponents will.

Author: Mod Type:
Discuss on the forums
Provided by CMM

Below are my thoughts on the challenges ahead. I look forward to the games proving me horribly wrong!

Round 1 – Roc

This map by Uber Entertainment has been part of the ladder pool since the release of Planetary Annihilation TITANS and was first seen in the quarter-finals of the Big Bang Finals.

Featuring two late asteroid spawns, it primarily plays out on the main planet with orbital being a rare feature. An initially defensible looking base proves to be hard to hold, with multiple entrances providing ample opportunity for raids. Large craters between the bases mean frontal assaults can quickly turn to the defenders advantage.

Clash Of The TITANS - Roc Clash Of The TITANS - Roc Clash Of The TITANS - Roc

Round 2 – Diadem

A map by superouman seen in the Big Bang Finals, it featured heavily in the finals and may be remembered for one particularly epic game.

Don’t be deceived by its simple two path appearance, there’s a lot of opportunity for trickery. Water in the lakes can be grabbed by air, or denied by torpedo launchers. High ground on either sides of your base must be guarded jealously else you will lose access to sizable amounts of metal not only on the ledges, but also on the ground around them with Grenadiers being free to rain death down on you.

Clash Of The TITANS - Diadem Clash Of The TITANS - Diadem Clash Of The TITANS - Diadem

Round 3 – Forge

This map by Uber Entertainment is a classic which has stood the test of time. This semi-final game of Clopsey 9 is a personal favourite of mine, though this final game of Evil Twins is perhaps a more typical bit of play.

If you don’t know this map like the back of your hand then you need to ladder more as it has been a feature of the pool since the introduction of custom terrain. Featuring heavy tank play, the rush to grab the easily defensible six metal to one side has died down a little with the Drifter providing an easy way to raid this space. While an all vehicle play with limited air support has been a mainstay on Forge, some players have been experimenting with early Booms to take advantage of this.

Clash Of The TITANS - Forge Clash Of The TITANS - Forge

Round 4 – Aquarius

This map by superouman represents the first of our new entries, not seen before in tournament play.

I’m excited to see how this one plays out. There’s a great concentration of metal on a plateau between the two bases, along with smaller amounts spread out across several platforms. The sea stretches between both bases, and a strong position here also offers firing opportunities direct onto the enemy’s stronghold.

Clash Of The TITANS - Aquarius Clash Of The TITANS - Aquarius Clash Of The TITANS - Aquarius

Round 5 – Sauron

Another map by superouman also not seen in tournament play before.

As with many of his maps it has two primary routes, one which leads through a central arena with strong metal concentrations to the side. Meanwhile the back route has an easily defensible choke, but the metal sits beyond it and has two paths curving either way around a massive repository of metal accessible only by air.

Rather like with the Prof X system, I think the outcome of the battle for the air accessible metal will also determine the outcome of the game.

Clash Of The TITANS - Sauron Clash Of The TITANS - Sauron Clash Of The TITANS - Sauron

Round 6 – The Island

A map by Alpha2546 which features two asteroids accessible from the start of the game.

Most of the metal is on the land between the bases, but it’s spread out in a forest area. With terrain preventing the easy traversal of land troops from one side to the other, expect to see plenty of air raids. While the sea doesn’t have as much, it offers easy rear access to the base. Plenty of opportunities for Drifters, or just plain old coastal bombardments.

The asteroids have very little in the way of metal and I don’t expect them to feature in most games, but they do offer an opportunity to give yourself a slight economic edge should the game stalemate, and a way to end the tournament in glorious fashion.

Clash Of The TITANS - The Island Clash Of The TITANS - The Island Clash Of The TITANS - The Island

Tiebreaker – Systeem X

In case of a tie we have this final system from [RLM]Mot9001, updated by PAG_Elodea for the SuperCommander tournament series.

This is a very old school map. Very little terrain, and a spread out metal layout which will favour aggressive bot or air play. This kind of system sees a lot of back and forth and can either end very quickly, or lead to a protracted battle with both sides probing the other for weaknesses. Anyone who played Planetary Annihilation back in beta will feel very at home here.

Clash Of The TITANS - Systeem X Clash Of The TITANS - Systeem X

Author: Mod Type:
Discuss on the forums
Provided by CMM

Maps for the Big Bang Finals announced

It’s only a week until the Big Bang Qualifiers, the first half of the Big Bang tournament which sees 64 players competing for a prize pool of $300. Sign-ups are still open, so grab a place while you still can.

The following week sees the eight victors competing in the Big Bang Finals. The maps for this stage have now been chosen and we’re pretty excited about the selection. It represents some of the best work the community has created and even includes one from Uber. We’ve got small maps, we’ve got large maps, we’ve got multi planet, we’ve got high metal and we’ve got low metal.

Just check out these beauties:

Quarterfinals

Roc – Uber Entertainment

Big Bang Finals - Roc Big Bang Finals - Roc

The ReefAlpha2546

Big Bang Finals - The Reef

GrummanElite Sardaukar

Big Bang Finals - Grumman

Semifinals

Kimberlee 1v1Kimberlee

Big Bang Finals - Kimberlee 1v1 Big Bang Finals - Kimberlee 1v1

Dorne System – silenceoftheclams

Big Bang Finals - Dorne System

DiademSuperouman

Big Bang Finals - Diadem

Final

Hydrogenix facility F407 1v1Alpha2546

Big Bang Finals - Hydrogenix facility F407 1v1

Thereafter the map is chosen by the loser of the previous match.

The maps are available for download now!

Author: Mod Type:
Discuss on the forums
Provided by CMM

Author: Mod Type:
Discuss on the forums
Provided by CMM

Release 82293 and Hotfix 82369 change log

So while I was on holiday it seems the elves at Uber have been busy little boys and girls. First let’s catch-up on the latest stable release, with the introduction of ChronoResume (resume anywhere), along with a huge host of AI updates.

Praise, complaints, thoughts and bug reports should be left in the official thread.

Hotfix Build 82369

Fix for largest cause of “Lost connection to server” issues. We will continue monitoring the issue and make more fixes where needed. Sorry for the issue, and thanks for your patience!

Release Build 82293

ChronoResume

  • Added Resume Anywhere

Planetary Annihilation PTE 81029 ChronoResume resume anywhere

To use:

  1. Load or start a game or replay
  2. Open Chronocam
  3. Rewind back to where you want to go. (You have to rewind at least 2 seconds)
  4. Select the Play From Here (Beta) button and Yes when asked “Rewind history and restart battle?”
  5. Wait for simulation to load​

Please note, replays prior to the introduction of ChronoResume do no support this feature.

Balance

  • AA missile tiny AOE radius
  • Naval firing arc adjustments
  • Units are now able to reclaim wreckage and trees while patrolling
    • Reclaim will not occur if metal storage is full

Fighter (Hummingbird)

  • Splash Damage set to 20
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0
  • Removed death weapon

Bomber (Bumblebee)

  • Removed death weapon

Interplanetary Fighter (Phoenix)

  • Splash Damage set to 25
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0
  • Removed death weapon

Missile Bomber (Hornet)

  • Removed death weapon

Commander

  • Anti-Air Splash Damage set to 25
  • Anti-Air Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0

Missile Vehicle (Spinner)

  • Splash Damage set to 20
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0

Missile Turret (Galata)

  • Splash Damage set to 20
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0

Frigate (Narwhal)

  • Splash Damage set to 20
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0
  • Ammo Velocity decreased to 85.0 from 150.0

Destroyer (Orca)

  • Ammo Velocity decreased to 85.0 from 150.0

Battleship (Leviathan)

  • Ammo Velocity decreased to 110.0 from 150.0

Missile Ship (Stingray)

  • Splash Damage set to 25
  • Splash Radius increased to 0.75 from 0

Grenadier

  • Now prioritizes turrets and commanders over its normal targeting priorities
  • Firing arc and effects adjustments
    • Added a small explosion when ammo hits to better communicate its small amount of splash damage
  • Ammo Gravity Scalar increased to 6 from 3
  • Max Firing Velocity increased to 88 from 68
  • Min Firing Velocity increased to 85 from 65
  • Added a small explosion when ammo hits to better communicate its small amount of splash damage

Anti-Nuke

  • Accuracy improvement
    • Ammo Velocity increased to 1500.0 from 500.0

Unit Cannon

  • Fix Unit Cannon not decaying if you stop building it
    • Atrophy Rate set to 140
    • Atrophy Cool Down set to 15

Bot Factory

  • Placement Size changed to [40,55] from [30,55]
  • Area Build Separation decreased to 2 from 10

Vehicle Factory

  • Placement Size changed to [40,55] from [30,55]
  • Area Build Separation decreased to 2 from 10

Naval Factory

  • Placement Size changed to [40,50] from [20,50]
  • Area Build Separation decreased to 2 from 10

Air Factory

  • Placement Size changed to [40,40] from [30,30]
  • Area Build Separation decreased to 2 from 10

Advanced Bot Factory

  • Placement Size changed to [60,80] from [50,80]
  • Area Build Separation decreased to 2 from 7

Advanced Vehicle Factory

  • Placement Size changed to [60,80] from [50,80]
  • Area Build Separation decreased to 2 from 6

Advanced Naval Factory

  • Area Build Separation decreased to 5 from 10

Advanced Air Factory

  • Placement Size changed to [60,60] from [50,50]
  • Area Build Separation decreased to 2 from 7

AI

  • Added a new AI difficulty named ‘idle’. This AI will never take any action
  • Normal AI adjusted to make it more passive while making its expansion and base building behavior less erratic
  • AI will take into account allied forces when calculating planet wide threat
  • Added stuck detection for AI area build task
  • Adjusted stuck AI stuck detection sensitivity
  • Reduced AI factory buffer size
  • AI will send more units at once through a teleporter from planets it has full control of
  • AI will expand faster on planets it has full control of
  • Adjusted how the AI sees armies occupying a planet
  • AI will do a better job of balancing its economy
  • AI can now use bomb bots
  • AI can now build and use the Unit Cannon
  • AI should try to get all of its units cannons in sync
  • AI will once again send orbital radars to other planets
  • AI will send fabbers with no build task back to a rally point, out of harms way
  • AI should do a better job of not sending fabbers half way around the planet right after dropping them off at a planet
  • AI will now enqueue orders on the sim rather than issuing them directly
  • AI will build more AA vehicles if it is losing the air battle
  • AI will build a deep space radar earlier when on a planet by itself
  • AI will build an orbital launcher earlier when on a planet by itself
  • AI will be more likely to place a teleporter on a planet, in anticipation of needing it later
  • AI will keep a group of fighters and bombers at the ready when on a planet by itself
  • AI will build at least one air factory when on a planet by itself
  • Improved the AI’s handling of Gas Giants
  • Added “unable_to_expand_delay” as an AI personality setting. The AI will now accumulate time that it is unable to expand. Once they delay has been reached, it will set the unable to expand flag, allowing the AI to react accordingly
  • Minor balance to get the AI building the Delta V Engine and Control Module again
  • Fix for bug preventing the AI from using Delta V Engines
  • Fix for the PlanetHasUseableWeapon build condition not working as expected
  • The CanAffordBuildDemand build condition now supports build items with no spec to build. This will now just evaluate the condition using the fabber’s build arm drain
  • Added new AI build conditions:
    • CurrentEnergyEfficiency
    • CurrentMetalEfficiency
    • SpawnablePlanetCount
    • PlanetIsMainEcoBase
    • DistFromNearestEnemyThreat
    • PlanetHighestEnemyArmyThreat
    • FocusTargetThreatRatio
    • PlanetHighestEnemyArmyThreatRatio
    • PlanetIsGasGiant
  • Fix for AI not expanding on planets with little to no metal
  • Fix for typo in AI fabber air builds
  • Fixes for cases where the AI would seem to lose track of a fabber
  • Fix where the AI would get stuck on mixed terrain planets
  • AI platoon templates and unit map are now located in a separate folder in the AI content folder
  • The AI can now load multiple platoon template and unit map files
  • Added a cheaper path fixup function to nav. AI now makes use of the cheaper path fixup function
  • AI no longer ticks platoons that are in celestial transit
  • AI will not tick platoons in transit via the unit cannon
  • AI now can now create unit threat data on demand. This helps support units that are not included in unit_list.json
  • Removed unnecessary AI build item
  • Fix for some AI planet counting stuff
  • Updated default personality values
  • Build item renames
  • Fix the AllMetalSpotsFull build condition

Armory

  • Added two new Commanders
    • ToddFather Planetary Annihilation Commander Imperial ToddFather
    • TheFlax Planetary Annihilation Commander Quad TheFlax

Save/Load

  • Changed the way local GW saves are named to avoid filename issues

Systems

  • Added two new large-scale prototype maps and put up a new iteration of one of the 1v1 prototypes in addition to 3 other prototype maps
  • Set the default water depth for planets to 100%. This only affects Galactic War and will only affect new wars

UI

  • Changing your primary color will no longer reset your secondary color
  • The lobby will remember the last AI difficulty you selected and will use that level by default
  • Removed Twitch integration as Twitch is no longer supporting it. Customers can still use a third party application, like OBS, to stream PA to Twitch
  • The system display widget will no longer show the missing image symbol when you rapidly change the system in the game lobby.
  • CSS fix so background images cover in irregular resolutions (portrait or square)
  • CSS fix in nav items to properly highlight text when a sub menu is displayed
  • Adjust CSS for messages that appear in dialogs
  • Game Over: swap text from “View Final” to “View Winner”
  • Fix for button jittering caused by timer display when simulating systems
  • Updates for save game labels positions in menus
  • Add a Game Menu button to the options panel
  • You can now choose to exit the game or exit to the Main Menu after selecting the ‘exit’ option from the live game menu
  • Selecting any menu item will now hide the menu
  • Replay: Remove animated text that causes weird flashing in the background
  • Armory: Remove title animation to fix flashing background
  • Armory: Fix line height in KS credit to not overlap w/ commander visual
  • Armory: Tweak indicator for default commander
  • Quit menu: Tweak text on commit buttons
  • Main menu: Added view intro button
  • Improves spectator UI – removes unneeded UI elements

Bugfix/Polish

  • Added Cosmic backer name to credits and planet name
  • Game should now crash with an explanatory error if the UI crashes, rather than just freezing
  • Fix some cursor bugs that Linux users with specific graphics drivers have been experiencing
  • Support opening browser from PA on Linux. It should now open the user’s preferred browser (by relying on the `xdg-open’ command.)
  • Fix invisible CSG for Linux users when playing on PlayFab or on someone’s Windows server, but not when playing offline. This should marginally reduce load times for all users.
  • Fix for crash caused by aiBrain no longer being valid during sim shutdown
  • Fix for beam weapons no longer being able to do splash damage
  • Revert a change which was causing the game to hang when leaving the game lobby on some machines
  • The server will no longer broadcast custom csg to clients when the system is changed in the game lobby
  • Make log filenames & first line of log contain date,which should help both sorting & figuring out which log matches what session
  • More logging for FMOD initialization failures
  • The pause simulation button will no longer reset the position of the planets

Author: Mod Type:
Discuss on the forums
Provided by CMM

PTE Build 80684 – the one with AA splash (updated)

While Uber continue to focus on bugfixes and polish, along with work on the resume anywhere feature, they’ve snuck out a PTE with a few experimental changes to the air balance.

Leave your feedback in this thread and see this guide for information on how to access the PTE.

UPDATE: Notes were updated for the removal of air death explosions and the reintroduction of building placement changes and Grenadier targeting priorities.

Balance

  • AA missile tiny AOE radius

Fighter (Hummingbird)

  • Splash Damage set to 20
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0
  • Removed death weapon

Bomber (Bumblebee)

  • Removed death weapon

Interplanetary Fighter (Phoenix)

  • Splash Damage set to 25
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0
  • Removed death weapon

Missile Bomber (Hornet)

  • Removed death weapon

Commander

  • Anti-Air Splash Damage set to 25
  • Anti-Air Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0

Missile Vehicle (Spinner)

  • Splash Damage set to 20
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0

Missile Turret (Galata)

  • Splash Damage set to 20
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0

Frigate (Narwhal)

  • Splash Damage set to 20
  • Splash Radius increased to 0.75 from 0
  • Full Damage Splash Radius increased to 0.75 from 0

Missile Ship (Stingray)

  • Splash Damage set to 25
  • Splash Radius increased to 0.75 from 0

Grenadier

  • Now prioritizes turrets and commanders over its normal targeting priorities

Bot Factory

  • Placement Size changed to [40,55] from [30,55]
  • Area Build Separation decreased to 2 from 10

Vehicle Factory

  • Placement Size changed to [40,55] from [30,55]
  • Area Build Separation decreased to 2 from 10

Naval Factory

  • Placement Size changed to [40,50] from [20,50]
  • Area Build Separation decreased to 2 from 10

Air Factory

  • Placement Size changed to [40,40] from [30,30]
  • Area Build Separation decreased to 2 from 10

Advanced Bot Factory

  • Placement Size changed to [60,80] from [50,80]
  • Area Build Separation decreased to 2 from 7

Advanced Vehicle Factory

  • Placement Size changed to [60,80] from [50,80]
  • Area Build Separation decreased to 2 from 6

Advanced Naval Factory

  • Area Build Separation decreased to 5 from 10

Advanced Air Factory

  • Placement Size changed to [60,60] from [50,50]
  • Area Build Separation decreased to 2 from 7

AI

  • Added a new AI difficulty named ‘idle’. This AI will never take any action

Systems

  • Added two new large-scale prototype maps and put up a new iteration of one of the 1v1 prototypes in addition to 3 other prototype maps

UI

  • Changing your primary color will no longer reset your secondary color
  • The lobby will remember the last AI difficulty you selected and will use that level by default

Bugfix/Polish

  • Added Cosmic backer name to credits and planet name

Author: Mod Type:
Discuss on the forums
Provided by CMM

PTE Build 79896 – the one with the maps

A small update in the public test environment this time. The Air AOE explosion on death is gone, so keep an eye out for bomber snipes. The primary focus of this update though is on three new maps which have been added, so give them a try and leave your feedback in the thread.

If you’re unsure how to participate in the PTE then check our guide on how to PTE.

Balance

Commander

  • Build Arm Energy Demand decreased to 1750 from 2000​

Bomber (Bumblebee)

  • No longer deals AOE damage upon death​

Fighter (Hummingbird)

  • No longer deals AOE damage upon death​

Missile Bomber (Hornet)

  • No longer deals AOE damage upon death​

Interplanetary Fighter (Phoenix)

  • No longer deals AOE damage upon death​

Grenadier

  • Now prioritizes turrets and commanders over its normal targeting priorities​

AI

  • Updated AI land neural net data
  • Fix to how AI expands to other planets

Systems

  • Added 3 prototype maps
    • Prototype 4-3-4Planetary Annihilation PTE 79896 Prototype 4-3-4
    • Prototype 4-2-2Planetary Annihilation PTE 79896 Prototype 4-2-2
    • Prototype 4-1-4​Planetary Annihilation PTE 79896 Prototype 4-1-4

Bugfix/Polish

These changes are designed to avoid units getting stuck.

Bot Factory

  • Placement Size changed to [40,55] from [30,55]
  • Area Build Separation decreased to 2 from 10​

Vehicle Factory

  • Placement Size changed to [40,55] from [30,55]
  • Area Build Separation decreased to 2 from 10​

Naval Factory

  • Placement Size changed to [40,50] from [20,50]
  • Area Build Separation decreased to 2 from 10​

Air Factory

  • Placement Size changed to [40,40] from [30,30]
  • Area Build Separation decreased to 2 from 10​

Advanced Bot Factory

  • Placement Size changed to [60,80] from [50,80]
  • Area Build Separation decreased to 2 from 7​

Advanced Vehicle Factory

  • Placement Size changed to [60,80] from [50,80]
  • Area Build Separation decreased to 2 from 6​

Advanced Naval Factory

  • Area Build Separation decreased to 5 from 10​

Advanced Air Factory

  • Placement Size changed to [60,60] from [50,50]
  • Area Build Separation decreased to 2 from 7​

Author: Mod Type:
Discuss on the forums
Provided by CMM

PTE 79270 – the Grenadier which could

We’re getting awfully close to that mid-March release, but before then another PTE has been released following on from PTE 79020. Features of this patch include another nerf to radar, further nerfs to walls with increased costs and removal from the Combat Fabber, and a major buff to Grenadiers. Even more importantly, a huge update to the default systems with all the existing systems updated and new ones added for ranked mode!

Uber’s tvinita has said he wants as many people testing this one as possible so check out our guide on installing PTE and then let Uber know what you think.

Balance

Assault Bot (Dox)

  • Move Speed increased to 18 from 17

Grenadier

  • Vision Range increased to 130 from 120
  • Splash Radius increased to 6 from 5
  • Full Damage Splash Radius increased to 2 from 1
  • Range increased to 125 from 115

Walls

  • Metal Cost increased to 50 from 40
  • Health decreased to 3000 from 4000
  • Atrophy Rate increased to 20.0 from 0.416667

Radar

  • Radar Radius decreased to 450 from 500

Advanced Radar

  • Radar Radius decreased to 900 from 1000

Vehicle Factory

  • Placement Size changed to [30,60] from [40,60]
  • Area Build Separation increased to 6 from 3

Air Factory

  • Placement Size changed to [30,30] from [40,40]
  • Area Build Separation increased to 6 from 3

Bot Factory

  • Placement Size changed to [30,55] from [40,55]
  • Area Build Separation increased to 6 from 3

Naval Factory

  • Placement Size changed to [20,50] from [40,50]
  • Area Build Separation increased to 10 from 3

Advanced Naval Factory

  • Area Build Separation increased to 10 from 7

Tactical Missile Bomber (Hornet)

  • Added air_pbaoe as death weapon

Interplanetary Fighter (Phoenix)

  • Added air_pbaoe as death weapon

Unit Cannon

  • Health increased to 18,000 from 9,000

Air Scout (Firefly)

  • Sight Radius decreased to 250 from 300

Combat Fabricator

  • Can no longer build walls.

Maps

  • Updated every ranked system with new iterations
  • Added new ranked system Amplus to the matchmaking pool.
  • Added new systems Amplus and Blitz to the default system list.

Planetary Annihilation PTE 79270 Planetary Annihilation PTE 79270 Blitz

  • Adjusted the recommended players for all of the ranked systems and the PAX system.
  • Removed Battlefield and Inner Sol System from the premade system list.

Save/Load

  • General bugfixes to save/load
  • Beta added to in-game Save button

Bugfix/Polish

  • Fix to lack of vision on replays
  • Improvements to losing buildings when drag building
  • Fix for groups of units going too slow when moving with other groups
  • Perf improvements tied to projectile events
  • Improvements to Idle system
  • Fix for Commanders not being able to assist factories
  • Fix for vision issues on reconnect

Author: Mod Type:
Discuss on the forums
Provided by CMM

PA Stats ladder maps return

If you really liked the maps that Team Genesis made for the PA Stats 1v1 matchmaking system, and miss them since they disappeared with the last patch, well worry no longer! Our very own Captain Conundrum has taken the backup copies and introduced them into the System Sharing mod through an offline pack.

Author: Mod Type:
Discuss on the forums
Provided by CMM

Just install the mod from the link above and these maps will be with you, online or offline. You will find a Genesis tab has appeared in the system loader.

Enjoy the carefully balanced 1v1 system goodness. More details on the maps can be found in Elodea’s excellent breakdown.

Elodea provides a breakdown of the latest ladder maps

Thanks to Elodea for providing this detailed breakdown:

Hey guys, today is a big day! Team Genesis has been eager for some time now to share our latest set of competitive maps balanced for 1v1. It hasn’t been all smooth sailing, so we apologise for not being able to get them out to you any earlier. We know you’ve been putting up with the old unbalanced ladder maps for far too long!

Today we finally reached a point where we were happy enough with the quality of the maps to push the button. This update features a new 900 radius planet, larger than anything we’ve previously been comfortable to say was suitable for 1v1. So have a play on it and leave your feedback! This will be the last update to the 1v1 map pool – detailed changelog and map information below.

While the pa stats ladder will become unsupported in a few weeks due to Uber’s official ladders coming online, we’re still going to be working hard to support future community or exodus tournament events so your feedback still matters. If you feel we are missing certain important aspects of PA gameplay in our map sets, or if you think we could have done something better etc. we would love to hear what, why, and how.

Also want to leave a big thanks to Cola_Colin for creating PA Stats online and supporting the ladder for as long as he has. I doubt the competitive community would be anywhere as large or established if not because of him.

20/10/2014 – Pa Stats Ladder Map Changelog

  • Rebalanced mex for all maps
  • Added new maps Clarke, Faceoff, Capital N, and Dust of Doom (thanks stuart98).
  • Tug of war pathing issues fixed. Both edge spawn options have been changed to now have secondary paths around their respective lava ponds to minimise the effectiveness of contains from the middle spawns
  • Station 3 crevices reworked to minimise possible pathing issues and create more interesting lane gameplay
  • Caledonia reworked to allow more emphasis on naval control and land bombardment type gameplay.
  • Taxman reduced to 2 spawns only, meaning you are now guaranteed that your opponent will spawn on the other island to you.

Map Listing

PA Stats ladder maps

Dust of Doom

  • Author: Stuart98
  • Biome: Desert
  • Radius: 550
  • Metal Count: 110
  • Description: Standard 1v1 desert with more metal than average. One big lake edging on 3 spawn positions might present naval opportunities for players.
  • Spawn Count: 4

Dust of Doom Spawns

Taxman

  • Author: Taxman
  • Biome: Lava
  • Radius: 600
  • Metal Count: 94
  • Description: Two islands divided by lava. Heavy focus on air gameplay and some artillery options.
  • Spawn Count: 2

Taxman Spawns

Tug of War

  • Author: Elodea
  • Biome: Lava
  • Radius: 596
  • Metal Count: 95
  • Description: One straight landmass surrounded by lava. Two edge spawns and two middle spawns. Simple and straightforward to understand, with some opportunities to sneak around and flank your opponent from behind.
  • Spawn Count: 4

Tug of War Spawns

Cross Back

  • Author: TheWrongCat
  • Biome: Lava
  • Radius: 500
  • Metal Count: 50
  • Description: Circular layout provides interesting chokepoint and map control gameplay. Try not to get boxed in!
  • Spawn Count: 4

Cross Back Spawns

Water World

  • Author: Elodea
  • Biome: Tropical
  • Radius: 650
  • Metal Count: 111
  • Description: No land in sight and water as far as the eye can see. Get ready for gratuitous amounts of ships and air.
  • Spawn Count: 6

Water World Spawns

Dustbowl

  • Author: Elodea
  • Biome: Desert
  • Radius: 520
  • Metal Count: 101
  • Description: Many interesting chokepoints and zoning possibilities, but can just as readily also descend into an all out brawl
  • Spawn Count: 4

Dustbowl Spawns

HoneyPot

  • Author: Elodea
  • Biome: Lava, Lava, Ice
  • Radius: 450, 450, 700
  • Metal Count: 41, 41, 379
  • Description: Multi-planet spawn system with two low metal lava planets orbiting one high metal count Ice planet.
  • Spawn Count: 4, 4, 0

Honey Pot Spawns

Station 3

  • Author: Elodea
  • Biome: Ice
  • Radius: 600
  • Metal Count: 108
  • Description: 3 land spawns and one naval spawn make for different gameplay each time. Land spawns operate in a triangle, with some secondary routes between spawns. You could also send special forces dox around through the water to attack from behind your opponents base.
  • Spawns: 4

Station 3 Spawns

Clarke

  • Author: Captain Conundrum
  • Biome: Desert
  • Radius: 900
  • Metal Count: 249
  • Description: Super huge planet with some water and a bunch of lanes for land movement. No-one really knows how to play these big maps properly yet so have fun!
  • Spawn Count: 6

Clarke Spawns

Systeem X

  • Author: Mot9001
  • Biome: Moon
  • Radius: 500
  • Metal Count: 66
  • Description: Classic fast paced moon gameplay. Fights will usually always be very scrappy
  • Spawn Count: 4

Systeem X Spawns

Capital N

  • Author: Mot9001
  • Biome: Metal
  • Radius: 600
  • Metal Count: 72
  • Description: Because the spawns are on opposite sides of the equator, this map tends to feel much larger than it actually is. Capital N plays slower and much more macro paced than your standard moon. Also has alot of interesting movement options and bridge chokepoints.
  • Spawn Count: 2

Capital N Spawns

Faceoff

  • Author: Elodea
  • Biome: Metal, Metal, Moon
  • Radius: 500, 500, 270
  • Metal Count: 109, 109, 0
  • Description: This is the multi-planet spawn orbital version of Capital N. As per popular request, you can annihilaser race, compete for the 3rd halleyable moon to destroy your opponents laser controls, or just plain out invade from orbit and ignore the super weapons altogether.
  • Spawn Count: 2, 2, 0

Faceoff Spawns

Caledonia

  • Author: Max
  • Biome: Earth
  • Radius: 596
  • Metal Count: 93
  • Description: Earthlike planet with a lot of water and water metal. Some interesting land movement options as well if you want to ignore all that. All spawns are vulnerable to naval bombardment to some degree however.
  • Spawn Count: 4

Caledonia Spawns

13 brand new balanced maps for PA Stats matchmaking [UPDATED]

Update: Elodea has provided a detailed breakdown of these maps.

The fantastic Team Genesis has just completed testing of 13 carefully balanced systems for PA Stats 1v1 matchmaking.

Dust of Doom

Dust of Doom - Sands of Death

taxman 2v2

Taxman 2v2

Tug of War

Tug of War

Cross Back

Cross Back

Water World

Water World - Boat Prime

Dustbowl

Dustbowl

Honeypot

Honeypot - Planet Bob Honeypot - Masteroid Honeypot - SuperBiscuit

Station 3

Station 3

Clarke

Clarke

Systeem X

Systeem X - Maan X

Capital N

Capital N - Block

Faceoff

Faceoff - Singopalis Faceoff - Armstrong Faceoff - Pebble

You’ve got moons, lava, desert, tropical, metal, all in single planet and multi-planet configurations, all carefully tested to ensure fair metal distribution and spawns. It’s a stunning achievement derived from the team’s hard work. You’ll find them all listed in the PA Stats 1vs1 Systems tab when loading a system.

Get out there and get matching!

You can see some of the maps in action in a rather informal eXodus Twitch stream.