Horde specific map idea and some changes to how horde is played

Made a Horde specific map for fun, thought I’d share it. I’m going to change the rules a little bit and also add some new features which I’ll explain. I’ve named the map Fort which was inspired by the mission in Gears of War 3 where you meet Hoffman. So in terms of how the map would look, just think of that part of the campaign. If the map looks small or hard to read you can click on it and expand it.

I’ll show the sketch I made for the map and then list what everything is below.

Dark Red - Locust/Swarm emergence holes and the direction they come from.
Light Blue - Fornicator.
Black - Walls.
Brown - Generic cover, barrels, shelves, tables etc.
Green - Stairs going up.
Red - Stairs going down.
Yellow - Metal shutters that can be opened and closed.
Dark Blue - Power taps.
Pink - Drains enemies can crawl through.
Purple - Ladders that can be kicked down or removed completely.
Orange - Stationary buildable auto turrets that can be upgraded.
Grey - Generator.

The entire map isn’t actually on the sketch, I kind of messed up here. North and west on the map would be roads that enemies would spawn at and walk down, some things like emergence holes and stalks would also show up here. It would be a forested area at the side of the roads so you could hide spawning enemies in.

Enemies no longer just pop in either, they can crawl out of emergence holes, some enemies can fly in on reavers, some like wild tickers or serapedes would emerge from foliage. Larger enemies like brumaks, corpsers, stalkers and carriers would shake the trees as they spawn in and walk out of the forest down the road to the fort. I’ll elaborate on some of the enemies later as they can use the map in different ways.

Previous bosses are no longer bosses, such as brumaks and berserkers etc. They are now normal enemies, bosses would now be actual “bosses” such as RAAM or Skorge. The only exception to this is I’d make the lambent variants bosses and make them super strong. For example a corpser would be a normal enemy but a lambent corpser would be a boss. A berserker, normal enemy but a lambent berserker is a boss fight.

But because larger and stronger enemies that were previously bosses are no longer bosses and can spawn in on a regular wave now I’d limit the amount to only three per wave. Meaning you could have three brumaks spawn in on a single wave, maybe it’s one brumak a corpser and a stalker. It can be a combination of them but limited to three per wave to avoid drowning the player in difficult enemies. As you get higher and higher into the waves the chances of enemies like this spawning increases, so before wave 5 you wont get any of these enemies spawning in. By wave 8 you’ll probably have a single carrier thrown into the wave, by wave 16 you might have a berserker and a stalker. The higher the wave the higher the chance of getting the bigger and stronger enemies spawning in, again limited up to three per wave.

I’m also going to change the amount of waves so instead of 50 it’s now 35 and you get a boss fight every 5 waves. Normal horde at 50 waves seems to go on too long and horde frenzy at 20 waves always feels too short, so wave 35 is in the middle and a boss fight every 5 waves will keep it interesting and challenging.

The courtyard ground level is all open as it’s outside, fort height level 1 and 2 are inside so you have a ceiling, fort centre height level 3 doesn’t have a ceiling which will play into the mechanics of the map which I’ll explain later and the fabricator room is inside so it does have a ceiling. You have two lanes into the fort so you’d typically send two players north and two players south with the last player, probably the engineer overlooking both. The game ends when either all players die or the fabricator is destroyed.

So how do power taps work now. power taps would spawn in the same place on the map every time instead of being random and you can now spend power to upgrade the power taps. You can upgrade three things, hitpoints which increase it’s overall health, damage resistance which reduces incoming damage when being attacked, power generation which will give you higher amounts of power after each wave. Each of the three upgrades can be levelled up five times, so if you maxed out an power tap it would be level 15. You can choose which upgrade you want so you could upgrade just power generation to level 5 and leave hitpoints and damage resistance at level 1. Power taps once destroyed also cannot be rebuilt so once they’re gone they’re gone. So if you invested a bunch of power into a tap and didn’t keep it alive long enough you could lose your investment of power. Also you don’t need to capture power taps at the start of the game they’re already captured. The generator also plays a role with the power taps which I’ll explain when I get to it.

Ladders, how do they work here. Ladders will all be up by default. to be able to use a ladder you will have to spend power to drop the ladder so it’s usable, once the ladder is in use the only way to get rid of the ladder is to kick it down which also costs power to do. Doesn’t make sense to spend power to kick a ladder?. Well neither does collecting a cog tag, sticking it into the fabricator and a human gets resurrected from the dead. The locust can also use the ladders so if you do drop a ladder down you’ll need to make sure no enemies decided to climb up it. Ladders are great to gain quick access around the map, but they do cost power to put into use, enemies can use them too and if you decide to kick the ladder down you will not be able to put it back into use so it’s gone forever. Also small enemies like wretches and polyps will very rarely use the holes where the ladders are to climb up whether you are using them or not. So you need to keep an eye out for that. The purple arrow representing the ladders indicates the direction the ladder will drop down.

Metal shutters are all closed by default and cost power to open and close. Locust grapplers can grapple up into open shutters but only if it is only one height level above them. So if locust grapplers were standing at courtyard ground level they could grapple up to shutters 1, 2 and 3 if they were open but not shutters 4 and 5 as they are too high up. Shutters can also be attacked and must be repaired before they are destroyed as once they are destroyed they cannot be rebuilt. Some larger enemies like stalkers will attack the larger shutters such as 3, 6 and 7 and try to destroy them so they can climb through so it’s more important than you’d think to keep the shutters repaired and closed at the right times.

Stationary auto turrets, think Gears of War 3’s horde with the buildable fortifications. You cannot move them obviously and you cannot manually use them as they are auto. You can upgrade them just like the power taps. You can upgrade three things, damage which increases the damage output of the auto turrets, damage resistance which reduces incoming damage when being attacked and ammo reserves which increases how much ammunition an auto turret can hold before needing to be refilled by a player. Each upgrade has 5 levels so a maxed out auto turret would be level 15 and you can choose which upgrades you want so you could have level 5 damage, level 2 damage resistance and level 3 ammo reserves. Stationary auto turrets once destroyed are gone forever and you cannot rebuild them just like power taps and metal shutters. Auto turrets 5 and 6 also serve a special purpose, fort centre height level 3 is open so it has no ceiling. At higher wave levels flying enemies start appearing, auto turrets 5 and 6 can shoot these enemies and kill them before they land so upgrading them can be really useful to stop enemies flying in behind your back.

Drains and what do they do. The locust/swarm can use drains to crawl through and reach higher levels. Many different types of locusts/swarm can use them, tickers, wretches, leeches and polyps, but the enemy that likes to use them the most are serapedes. Drains work like this, an enemy can enter at drain 1 and will emerge at drain 1.5. The smaller pink arrow represents where the enemy creature will enter and the larger pink arrow represents where the creature will emerge. so drain 2 goes to 2.5, drain 3 goes to 3.5 etc. It’s an easy way for the locust/swarm to try and flank you and catch players unaware. You will be able to hear when an enemy is crawling through the drains so aware players will notice. Players can also build barricades at the entrance and exits of the drains at the cost of power, they can be destroyed but can be built again as many times as you want.

The generator is super important, it provides power to the power taps, stationary auto turrets and the metal shutters. If the generator gets destroyed you will lose power to all the taps, turrets and shutters and they will no longer function even if they were fine before. It doesn’t matter if you invested power into them they are now gone and shutters are stuck in whatever position you last had them in. If the generator is destroyed it cannot be rebuilt, it’s permanently gone. You can upgrade three things, damage resistance which reduces incoming damage when being attacked, shield which is similar to stim but for the generator but it automatically regenerates and shield regeneration which improves how fast the generators shield regenerates after being damaged. Each upgrade has 5 levels so if the generator was maxed out in upgrades it would be level 15 and again you can choose what to upgrade first or in what order.

I was going to add an additional mechanic involving the DB’s and how they could interact with the map and stuff but… I really dislike the DB’s in horde so I’m not even going to include them in this. But I have combined the locust and swarm enemies in this.

I’ll make up a scenario of how a match could possibly go to hopefully explain things further. I wont explain every wave just where some noteable things happen. Also remember I changed it to 35 waves instead of 50 and there’s a boss fight every 5 waves. I explained how some of the bosses would work in this thread too so if you want to know how they work it’s here.

I’ll put the map sketch here again so you don’t have to scroll up all the way too to check it.

Wave 1:

The engineer decides to spend power to open shutters 4 and 5, he also spends power to drop ladder 2 down to give quick access to the courtyard. The engineer and a player using the sniper class decide to stay up in the fabricator room with the sniper class player deciding to spend their starting power on perks. The other three players all go down to power tap 1 to defend it. The players upgrade power tap 1 power generation to level 4, the highest they can upgrade it too currently and leave hitpoints and damage resistance at level 1. The players also keep an eye on both stair entrances into the fort. The early wave enemies start off very basic so hammerburst drones, wretches, juvies that type of thing.

Wave 3:

The engineer moves some wire trap fortifications down to defend power tap 1. A player down at power tap 1 also decides to upgrade auto turret 1 to level 3 damage.

Wave 5: Boss

Jermad is the boss and he spawns in with a unique boomer, palace guard and kantus from the bloodied vanguard alongside the normal wave enemies. The players kill him and advance to the next wave, the enemies get tougher and new stronger enemy variants are introduced. One of the new enemies is the kantus who can revive downed locust/swarm.

Wave 6:

A player upgrades auto turret 1 damage to level 4 and damage resistance to level 2. The sniper class upgrades power tap 4 power generation to level 2. The engineer keeps on top of repairing power tap 1 and auto turret 1 between rounds.

Wave 10: Boss

The boss is a lambent corpser, tougher and larger than normal corpsers. The players kill it and advance to the next wave, the enemies get tougher and new stronger enemy variants are introduced. The chance of larger previously boss type enemies such as brumaks, carriers, stalkers etc now have a low chance of spawning in as normal enemies.

Wave 11:

A new emergence hole opens up at power tap 1 forcing players to move back, two players head north to fort height level 1 to defend power tap 2. The other player heads south to fort height level 1 to defend around auto turret 2 and is joined by the sniper class player who was previously in the fabricator room. The engineer builds fortifications at power tap 2 and auto turret 2 to help players defend. Players also spend power to open shutters 1 and 2. One of the new enemies introduced after wave 10 are locust/savage drone grapplers, these guys can grapple up into open shutters one level above them. So shutters 1, 2 and 3 can be grappled from the courtyard if they are open. Boomers and grinders also start spawning after wave 10 and can target shutters to destroy them and if they are destroyed they cannot be repaired.

Wave 12:

Power tap 1 and auto turret 1 are destroyed, these cannot be repaired once destroyed. The two players at the north decide to upgrade power tap 2 hitpoints to level 4 and damage resistance to level 3. The two players at the south upgrade auto turret damage to level 5 and ammo reserves to level 2. The engineer upgrades power tap 4 energy generation to level 4 and continues to build fortifications to help both sides.

Wave 13:

Boomers destroy shutter 3 and allow grapplers to be able to enter so players have to now watch their back. The engineer builds a turret and decoy near shutter 3 to help. The two players at auto turret 2 decide to spend power to close shutter 2.

Wave 15: Boss

The boss is karn riding shibboleth, The players kill him and advance to the next wave, the enemies get tougher and new enemy variants are introduced. The chances of larger previously boss type enemies again increases too.

Wave 16:

The two players north at power tap 2 decide to max out power tap 2 upgrades, level 5 hitpoints, level 5 damage resistance and level 5 power generation. One of the new enemies introduced after wave 15 was the serapede which loves to use the drains. A player south at auto turret 2 decides to spend power to barricade drain 1.5 exit to help delay creatures coming through. Again it’s not just serapedes that can use them but other enemies use them less frequently, serapedes are the main danger with drains.

Wave 18:

The two players at auto turret 2 decide to fall back to fort height level 2 in the south lane as enemies are now coming through shutter 3 and drain 1.5 too much. Auto turret 2 gets destroyed and the engineer tries to pull as many fortifications back as possible. The sniper class player goes to the tower and spends power to open shutter 9. The other player decides to upgrade auto turret 4 damage to level 3 and power tap 3 power generation to level 4. The engineer also spends power to open shutter 6 to help the players defend from the top.

Wave 20: Boss

The boss is skorge riding the hyrda, The players kill him and advance to the next wave, the enemies get tougher and new enemy variants are introduced. One of the main new variants after wave 20 are lambent type normal enemies, stalks start to sprout out of the ground in the courtyard. The chances of larger previously boss type enemies again increases too.

Wave 21:

Polyps start using drains and climbing up ladder holes. The two players at power tap 2 start to get overrunned so retreat back to fort height level 2 in the north next to auto turret 3. Power tap 2 gets destroyed and the engineer decides to spend power to kick down ladder 2 so locust drones cannot climb up it. Creatures like wretches, leeches and polyps can still use the ladder holes to try to climb with or without a ladder but will rarely try. The engineer also spends power to barricade drains 2 and 2.5 in case enemies try to use them. A stalker that spawned in as a normal enemy starts attacking shutter 7 and destroys it. Stalkers can scale walls and attack shutters at any height level and can crawl through the larger shutters like 3, 6 and 7 so they tend to target them. The engineer sets up fortifications near shutter 7 to stop possible enemies climbing through and upgrades auto turret 5 to damage level 5 and ammo reserve level 5.

Wave 23:

The two players at the north lane upgrade auto turret 3 to max level 15. The engineer upgrades power tap 4 to max level 15 and spends power to drop ladder 4 for quicker access to the players in the south lane. One of the players in the south spends power to build a barricade for drain 3 just in case and upgrades power tap 3 power generation to level 5.

Wave 25: Boss

The boss is RAAM. The players kill him and advance to the next wave, the enemies get tougher and new enemy variants are introduced. The chances of larger previously boss type enemies again increases too, now you have a chance of three of them spawning in a wave.

Wave 26:

Flying enemies are now introduced after wave 25, nemesis, shriekers, reavers etc. Fort centre height level 3 is open and has no ceiling. Reavers can fly in and drop of locust drones into the fort centre now, so the engineer decides to upgrade auto turret 5 and 6 to max level 15 and build other fortifications in the fort centre to help defend. Auto turret 5 and 6 can shoot enemies in the sky which will kill a lot before they even have a chance to land.

Wave 27:

The players in the south lane are getting pushed back and decide to retreat to fort centre height level 3 near the generator. Auto turret 4 and energy tap 3 get destroyed and a player spends power to kick ladder 4 down to stop locust drones using it. Players also start to upgrade the generator damage resistance to level 5 and shield to level 5 as the locust/swarm are now reaching it instead of just the odd wretch being able to get to it.

Wave 28:

The players in the north lane decide to give up the position at auto turret 3 and retreat to meet up with the other players at the fort centre height level 3 to help defend. Auto turret 3 gets destroyed and a player spends power to open shutter 8. All five players are now at the fort centre height level 3 trying to defend the generator. You have enemies approaching from both lanes north and south, wretches and polyps trying to climb up ladders to flank, serapedes and leeches crawling through drains and flying units landing in. Large enemies like brumaks, carriers, berserkers and corpsers spawn in regularly now up to three per wave, stalkers scaling walls and crawling through large shutters, lambent drudges firing burning beams at you. Everybody just working together to try and stop them destroying the generator in the final waves.

Wave 30: Boss

The boss is a lambent berserker, she helps destroy the generator alongside other normal enemies that spawn in during the boss wave. Once the generator is destroyed everything shuts down, no power taps and auto turrets work anymore and shutters can no longer be used and remain in the position they were last in. The lights in the map all go off and the map becomes much darker. The players kill her and advance to the next wave, the enemies get tougher and new enemy variants are introduced. The chances of larger previously boss type enemies again increases too, there’s now a very high chance of three big enemies spawning in on a single wave.

Wave 31:

All the players are defending the fort centre and the fabricator room. The engineer spends power to build barricades at drain 4 and 4.5 and continues to build fortifications. The players level their remaining perks as much as possible.

Wave 35: Boss

The boss is queen myrrah riding tempest. You kill her and finish the match.

I feel like this version of horde would be kind of a mix of what we have now and overrun where you get pushed further and further back and have to defend the fabricator but with boss waves.

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@GB6_Kazuya

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I never saw this. Thanks for bringing it to my attention. I had no issues with @o_F_3_R_R_3_T_o as well. How disappointing.

Anyway, I remember that previous thread that was linked in this one, it was a great idea. I also enjoyed the replies to that thread, mostly my own.

As for this idea, I don’t mind it. I think it’s great. I’d just make one small change though…

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Ha, you could always imagine you’re are killing Kait instead, she is future queen after all.

You’re making it WORSE! You were so close with the killing Kait, then you had to say “future Queen”.

Kait was too weak and disrespectful to honour her Grandmother’s wishes and accept her heritage. Her selfish and childish nature changed her destiny for the worse and I fully hope she meets her horrible, painful end in Gears 6.

What would you do if TC made the whiny brat the lead again in Gears 6, I think I’d have to play the campaign with earmuffs just to be able to get to the end.

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Ahhh, some negativity. See! Much better.

Well I’ve got my suspicions but I’d like to think they’d get their act together and put JD as the lead again for the final push. Kait’s failure is complete and she doesn’t deserve to have the attention again.

Or to hell with it, please all of us and put Marcus back in the spotlight as the lead!

Either way, I know I’ll be disappointed with the ending because the writers don’t have the :cherries: to actually let the true protagonists, the Locust/Swarm, get their much overdue victory.

May I attempt to over-simplify the key proposed map/Horde changes from 4.0 as:

  • More spawn locations (aerial methods, ignoring “Fabricator blocking radius”) and more effort to make them “more realistic” than just suddenly appearing.
  • Use “Nexus Siege” Horde bosses, and use other “bosses” solely for wave enemy variety.
  • Remove DB enemies and bring back previous GoW game enemies.
  • Design maps with more player controllable/interactivity elements that alter paths and stationary defenses, and are also part of the “energy economy”.
  • Lean more heavily into the base defense/Overrun style of defending key designed map locations (more of them, more “skill tree” style upgrade choices for them, and more penalty for failing to defend them).
  • “Average out” Horde and Horde Frenzy by making a single mode of 35 waves with bosses every 5 waves.

I think there are good ideas there. Who wouldn’t want more enemy variety? I’m not personally in the camp that hates DB enemies so much that I see the need to remove them from the game at the expense of making even fewer options. They wouldn’t work with your “more realistic spawn” animation goals as stated, but I’m OK with sacrificing a bit of looks for more replayability.

I’m also not sold on such harsh penalties for failing map defense objectives (generator goes down, now everything you’ve invested everywhere in the map is instantly invalidated and can never be recovered). And I think the increased dependency on specific map designs will make it even harder to get more maps and more varied gameplay on a given map, since there’d be only one possible setup unless the designer goes out of his or her way to make multiple “Fabricator room”/generator type setups. But I’m not against leaning more in that direction than Horde 4.0 is today. I absolutely don’t want to go fully back to fixed, pre-designed fortification locations, though. That much I can say.

I’m not sure removing the iconic 50 wave Horde will fly, but perhaps if it stays for events and lobbies, it’s still OK. And I agree that there definitely needs to be shorter options since being able to dedicate 2 hours is the exception not the rule. I have no issue with Horde Frenzy 12 waves as they are today, but also not opposed to experimenting.

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Yeah this idea is more of a personal preference for sure.

But to reply to some of your questions, I definitely want more realistic enemy spawns instead of enemies just popping into existence. I don’t think the DB’s and how they spawn in would be a problem, you could just have a condor fly over and drop them into the map. In fact when the flying enemies get introduced later on in the waves they could also be another enemy type to drop at the fort centre. I just don’t find DB’s interesting to fight at all, personally I would prefer if they were removed even if they offered enemy variety. Plus if you add all the Locust and Swarm together I feel there would be more than enough enemy variety anyway.

Not wanting such harsh penalties I can totally understand, again personally I like them, adds a sense of emergency which I feel lacks overall in horde. As for the generator going down, it wouldn’t really be a problem until much much later on in the waves due to map design as it’s very far back in the fort. Plus if you do lose it the chances are you’re only going to lose power tap 4 and auto turrets 5 and 6 because everything else is in front of the generator and enemies will almost certainly take them out before taking the generator out anyway. So I don’t feel like the generator would be as harsh as you may feel, but I do understand your point.

Also I’m pretty sure I never mentioned removing the ability for the engineer to make fortifications just that there would be some static ones around the map like auto turrets similar to Gears of War 3.

And again also the 35 waves is just personal preference, I feel like horde after an hour and a half starts becoming a drag. Not just because of the time it takes but once you get to the later waves usually you don’t do a whole lot other than sit behind the engineers turrets. I feel like a lot of these changes would help change that.

I’d also like to point out something that I didn’t in the main post is that I really like the idea of two lanes, kind of like playing horde on clocktower when the fabricator is at the top or on security when you’re inside with the two entrances on the side. It means you have to split up and adds a bit of strategy. Plus if one side fails and gets pushed back to the generator too quickly the other side would have to also pull back to help defend, I just like details like that.

I like the summary you did also, much more to the point than I was.

They could. Airdropped DBs, Guardians/Sentinels flying in from outside the map… things that already exist in Gears 4/5 campaigns. Though that somewhat wouldn’t work on indoor maps, obviously.

I don’t think making Horde [boss] spawns be completely static is the way to go about it. Or to turn the current “boss” enemies into regular miniboss-esque spawns and largely replace them with something that isn’t going to be significantly different unless they come with something that dissociates them from the run of the mill spawns beyond damage and sponge factor. There needs to or should be some element of variety through randomness of spawns, imo.

And there should be mode options from the get go. Not a poor launch with only 50 waves when a shorter 25 wave format had proven to be popular by providing a decent middle ground between match progression, challenge and duration in the previous game.

Frenzy in Gears 5, which I fully believe should have been named something else, often feels like it’s a little too much on the short side, but the only longer alternative that isn’t a full on 50 is what TC calls Mania in 5… and nobody plays it now. All the other event modes are either quickly stale(Jingle Juvies, Mad Man’s Monsters to name two), completely inconsistent in terms of difficulty(Roulette, namely), or just straight up awful(Escape From Kadar comes to mind).

I’ve always viewed the lambent as like locust with super powers, I think that’s why I like the idea of them being the boss variants. A big reason why I want enemies such as brumaks and corpsers to be normal enemies instead of bosses is because I enjoy boss waves the most and it’s because of the enemies. So if they become normal enemies I think that would make horde much more engaging.

As for the lambent variants being bosses I completely agree with you, they would have to have special attacks and functions really differentiating them from the non lambent versions.

For example the normal berserker could be what we have currently in horde. But the lambent could be different in many ways, maybe she’s larger or has that weird arm thing like in Gears 3 that has unique attacks and abilities. Maybe when she jumps and lands she has an area affect that could damage the player, an ability to spawn polyps or blind a player spewing emulsion at them, possibly some unique attacks/moves specific to the lambent variant. I don’t know I haven’t really thought about the specifics of the lambent bosses and how you could really separate them and make them unique. But personally I do really like the idea of the lambent version of normal larger enemies being bosses and definitely think if done right could fit and make sense.

So… would it please you if Myrrah was say, the wave 50 boss, totally overpowered to the point only something like 0.0000001% of players could beat her? The dilemma is that the Queen would be all-powerful. But weaklings like you would never be able to win at Horde anymore.

Would people still play horde if victory was mostly uncommon?

That’s an excellent question. I doubt it would be popular, but interesting indeed.

Well, the question is more for @GB6_Kazuya because he gets a total boner for the Queen and would no doubt love to see her all-powerful. But would he choose this over success at Horde? :smiley:

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I’ll answer for him.

Unfortunately, and to his own disgrace, yes.

Absolutely without a shadow of a doubt, as it should be.

Aye, but if victory were then unattainable for me, what would that mean for you?

Ooh, you got close.

Messed up with the disgrace bit though.

There is absolutely no disgrace in doing what is necessary for the right cause.

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Again, as said above, :musical_note: yeeeeees! :musical_note:

It’d be like the French Revolution. Heads on pikes etc.

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I made another horde specific map, this one is much larger and the two lanes are almost entirely separate.

Here’s the map, it’s called Temple. (click it to make it bigger)

Dark Red - Locust/Swarm direction they come from.
Light Blue - Fabricator and both stationary fabricators.
Black - Walls.
Brown - Generic cover, barrels, shelves, tables etc. (I left out adding that in this map but it would be there)
Green - Stairs going up.
Red - Stairs going down. (None on this map it’s all upwards)
Yellow - Metal shutters that can be opened and closed. (Or whatever the Locust equivalent would be)
Dark Blue - Power taps.
Pink - Drains enemies can crawl through.
Purple - Ladders that can be kicked down or removed completely.
Orange - Stationary buildable auto turrets that can be upgraded.
Grey - Generator.

The same rules and changes to horde apply from the OP, so read that again if you want to know.

The map takes place in an abandoned locust temple built above ground. The COG took it over after the locust disappeared and moved supplies to it. Inside the temple visually it would look a lot like the map Nexus from Gears 5 or Highway from Gears of War 2.

Gears of War 2 Highway

You spawn in at the start of the match at Height Level 5 with the fabricator. The map is split up into two lanes going north and south. These lanes are very separate but you can use ladders to quickly move around. In fact it’s actually quicker to get down to power tap 1 in the south lane by spending power to use ladders 4 and 3 in the north lane instead of having to run all the way around as the map is quite large.

Both Ground Levels and Height Level 1 at power tap 2 and 7 are outside and have no ceiling, Height Level 1 at power tap 1 and 8 is inside and does have a ceiling. Height Level 2 and 3 are also inside and have a ceiling, Height Level 4 is outside and does not have a ceiling and finally Height level 5 is inside and does have a ceiling. So flying enemies that spawn in later in the rounds can only land at the places with no ceiling.

The north and south lanes are layout wise the exact same, however I’d make the north lane very clean likes it’s never been touched and the south lane all overgrown and dirty to make both lanes visually distinct and to help players easily identify which side of the map they’re on.

There’s two generators on this map, each generator powers the side of the map it is on. So if you lose generator 2 for example you will lose all power on the north side of the map but the south side will be fine as generator 1 is still working and not destroyed.

I’m also going to add three new mechanics here in addition to the changes already made in the OP. The first addition is stalks can now emerge anywhere on the map except Height Level 5. The higher the wave the higher the chances of a stalk spawning at higher levels. So for example below wave 5 you wont have any stalks spawning in, by wave 10 you might have some spawn in at Ground Level or Height Level 1. By wave 20 they could spawn in at Height Level 2 and 3 and by wave 30 they could spawn in as high as Height Level 4. Stalks can however be destroyed which brings my onto the second new addition.

The second new mechanic would be the ability to use hammer of dawn strikes from the fabricators. Using the hammer of dawn strikes would cost a lot of power and will also have a cooldown before you can use it again and can only target one thing or area at a time. You can target stalks in any location on the map, use it on open parts of the map and target large enemies as long as they’re outside such as brumaks or corpsers with the hammer of dawn. Once a stalk has been destroyed it cannot return and no other stalk can respawn in it’s place. So it may be wise to save the hammer of dawn strikes for stalks that spawn at the higher levels instead of say at Ground Level as you probably wont have enough power to use hammer of dawn strikes for them all.

The third new mechanic is having multiple fabricators. The main fabricator in the spawn room can be moved like normal, the two new fabricators located at Height Level 2 north and south cannot be moved, they are stationary. Using the stationary fabricators also costs 1.5x the amount to buy from than the main fabricator. So if a turret costs 3,000 power from the main fabricator it would cost 4,500 power from the stationary ones. If it costs 20,000 power to use a hammer of dawn strike from the main fabricator it would instead cost 30,000 from the stationary fabricators. There would also be a new card for the engineer that would allow the cost of purchasing from the stationary fabricators to be cheaper and once maxed out at level 6 anything purchased would only cost 0.5x instead of 1.5x of the base price from the main fabricator. So instead of 4,500 power for a turret it now costs 3,000. I feel like there could be some good strategies involving these fabricators and the new card.

The biggest reason I wanted additional fabricators though is because the map is quite large and I think it would be a chore to drag the main movable fabricator around all the time, plus if it gets destroyed it’s game over. Whereas with the stationary fabricators they can be destroyed but the game wont end. They’re also in a very defensible location and close to the front making it take less time to place fortifications. Larger enemies such as brumaks and carriers can’t walk through that part as they are too large, so you’d only find the smaller type enemies and maybe something like a berserker every now and again. far fewer enemies would pass through there too and instead use the main route at power tap 2 and 7 to progress through the map.

Also I think it would be a good map to maybe try and have 10 players instead of 5 too, maybe in a private match or something. Might be interesting as it’s a larger map.

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