Precipice Event

Precipice Event 01-01-19

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Precipice Event 01-01-19

A single-stage Payload map based around the transportation of a well of evil souls.

Precipice is a single-stage Payload map with an emphasis on vertical combat contrasted with quick CQC spaces. Precipice takes place in an abandoned mill built at the edge of a chasm. Blu is tasked with the objective of pushing a cauldron containing a mysterious and evil potion which Red must defend from reaching its final destination: A well of evil souls waiting to be unleashed.

Perhaps the mill isn’t here by coincidence after all...

Precipice is a pretty old map me and my buddy The Horse Strangler have worked on. I’ve wanted to get back to this map after we put so much work into it. Precipice was always a Halloween themed map, and we figured we’d try and get this out at a reasonable spot before October.

We’ve done a lot of testing on the map prior, but it’s gotten a lot of attention lately, especially coming back to it with fresh, wiser eyes.

We’re currently on iteration V3. The map is in a pretty good state to release as is, but we want to hammer down some solid playtest feedback on it before we do.
First release
Last update

More downloads from TanookiSuit3

Latest updates

  1. Super Final Version

    Super duper final version, with less vortex and more skeletons.
  2. Lowered file size

    Reduced the file size of the map.
  3. Actual change

    Actual version number change.

Latest reviews

Greatest map in the game (for gigachads)
I enjoyed playing this during the Halloween event.
Sadly, for me and a lot of other players, this map just feels like one big choke-point to last. There's a lot of stuff that I'd see and just scratch my head at and wonder "why did they do that?" Active flanks that BLU can utilize to counter choke-points and the amount of actual playing space is minimal, and it feels like the only way to combat an area is to opt for spam all the way (which is absolutely not fun to play against.) There were also plenty of stuff such as rooms only utilized for ghosts to spawn from and bizarre pick-up placement that plagued this map and just didn't make it fun to play in the slightest. However, some of the effects that the payload gives off (the healing aura, vortex, etc) is a nice idea and visually really stellar. It's just a shame that the playing space given to players isn't as nice as some of the visuals. I'm saddened that I have to give this map such a bad rating but it needs a lot of work.