Creature Inhabitants:
Blitzleopard, Canyon Eel, Canyon Strider, Crowbill Sloth, Dune Beetle, Mammoth Bird, Megamouth, Nomad, Reaver, Trapjaw
Armory
Potential Map Effect with Hunter Win:
Teleport Gates, Forcefield, Fair Weather
Potential Map Effect with Monster Win:
Teleport Rifts, Man- Eating Eels, Storms
Designed to repel attacks from the most aggressive Corp Pirates, EbonStar’s armory is fitted with an EMP cannon. When attacked, the cannon fires its EMP rockets, shutting down the electronic systems of any would-be invader.
EbonStar’s armory is located in the desert biome, with many high cliffs and tall structures looking down on open areas. A narrowing in the middle of the map allows it to be split into two distinct zones, letting the Hunters narrow their search area. A small town on the far west side offers up some corpses for the Monster at the start of the match. The Power Relay is located on the central tower, which results in a wide-open fight. This can favor the Hunters.
The Dam
Potential Map Effect with Hunter Win:
Teleport Gates, Attack Drones, Colonists, EbonStar Ally, Fair Weather
Potential Map Effect with Monster Win:
Teleport Rifts, EMP, Canyon Striders, EbonStar Corpses, Storms
The Celestial self-surveying, self-deploying hydroelectric power station is designed to be dropped into orbit on any world, survey the planet from orbit, identify potential locations suitable for hydroelectric power, intelligently choose the best location, and then drop out of orbit and deploy itself, all without human supervision.
Once deployed, the plant produces enough power to sustain three Type-M NORDITA colonies, two Darwin-class ERI research facilities, or one “Straight Flush” EbonStar facility.
Magnetically sealed overflow doors regulate the twin reservoirs created by the facility. The doors are designed to be failsafe, opening and releasing dangerous excess water should the power completely fail.
The match starts directly on top of the dam. Water runs through the middle, allowing the Monster to easily hide its tracks as it roams between the north and south. A pair of Pumping Stations and a high platform in the southeast give the Monster some nice options where it can get away and evolve. The Power Relay is located on top of the dam, with really only one way in. The high setting means that the Hunters can see the enemy coming from afar.
Wraith Trap
Potential Map Effect with Hunter Win:
Cargo Ship, Sentry Guns, Colonists, Forcefield, Attack Drones, Fair Weather
Potential Map Effect with Monster Win:
Second Monster, Radioactive Clouds, Canyon Striders, Man-Eating Eels, EMP, Storms
Desperate, EbonStar constructs a hideous, terrifying experiment at a secret desert base.
Wraith Trap is centered around a concrete bunker that houses a captured Wraith. This is also where the Power Relay sits. Many clashes will take place near this bunker. It is very open, with tunnels leading out the north and south. A landing pad in the far northeast side offers up another wide-open environment. Much of the south side is the typical desert, rocky environment, with a few decent locations for the Monster to get some privacy.
Salveron Industries
Potential Map Effect with Hunter Win:
Armored Turrets
Potential Map Effect with Monster Win:
Armored Minions
Built in an ecological dead zone, Salveron Industries installed a Generyst processing facility far enough away from the rest of colonial life. Here, the alien fungus that fuels the Medgun can be bred in isolation without fear of contaminating the locals.
Salveron Industries is the desert Defend mode location. A big facility makes up much of the map, with a little natural environment thrown in at the start. The Monsters spawn in the southwest corner and must travel north and then east once the first objective is destroyed. The first generator has only two ways in, so lay traps accordingly. As the players make their way to the second generator, an elite Megamouth lies in wait along the lower route. Once the Monster has access to the power source, it is a short journey from the previous objective. Push through with some momentum, and the bad guys can get a good head start on destroying the ship. A bridge that leads to the power source platform is a great location for traps. Try not to get too distracted: take the fight below, or the minions may make quick work of their final target.