Crash Site - Shack
The small shack directly to the east of the USIS Utah wreckage. The USIS Utah essentially crashes directly into an existing facility, and this small shack is all that remains standing.
Crash Site - Wreckage
The titular USIS Utah, or what's left of it. The original design of this map didn't even include the crashed ship; instead there was merely a fuel depot, a lot of large rocks, and a highway.
Shipping Yard - Main Garage
The Shipping Yard garage interior. The largest interior in the map, I wanted to make sure it stood out when players run into this area from the relatively bright exterior areas.
Relay Station - Comm Dishes
The Relay Station control point went through a rather late design overhaul since the original design was a bit too similar to the Shipping Yard control point. The end result turned out relatively simple, but ended up playing incredibly well, and is one of the more active control points in the map.
Rail Depot - Interior
The view from the upper level of the Rail Depot. With the Rail Depot, I wanted to avoid having players camping the point, which we found was a problem with other interior Control Points. As a result, there are numerous entrances to the Control Point.
Rail Depot - Roof 1
The view from the Rail Depot roof. The viewline from this elevated position is pretty massive, so I littered the lower areas with cover which gives players some respite from snipers. During playtesting I found that the roof was getting consistently heavy use, so this viewline had to be repeatedly optimized to meet performance demands
Crash Site - Recovery Op 1
The Crash Site "base". Lore-wise, the Arm of Orion (the antagonists in Section 8), is trying to salvage as much as possible from the downed USIS Utah, so I designed the platforms to look like they were assembled from temporary/modular military equipment after the crash.
Crash Site - Debris Field
The primary debris field right under the shadow of the aft section of the USIS Utah. This area is awash with particles and VFX: flying embers, smouldering wreckage pieces, fires, and ash clouds.
Crash Site - Recovery Op 2
The remains of the facility that once stood in the USIS Utah impact crater. Across the map, I tried to sell the idea that this little island of civilization in the middle of the desert was slowly getting "eaten" by the ever-encroaching sand, both from the massive wreckage pieces and the desert itself.
Relay Station - Roof Combat
Some combat taking place on the roof of the Relay Station building. The angle of the rooftop allows the turrets on the ground to have a clear line of sight, which makes them pretty effective static defenders.
Tank Combat
Originally I though the wreckage would make the map not very tank friendly but during playtesting I was pleasantly suprised to see that players were using them pretty effectively, and that it was one of few maps in which skilled players could survive for extended period time.