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A remote transport route bisects the crystalline wilderness
Both starting areas are fairly small, meaning that teammates begin a match with their bases very close together (especially in 3v3 games). This can increase scouting efficiency during the early stages of a match. If your team plans to rush, send newly produced troops to a somewhat remote rally point. An early push is more likely to succeed if you keep your assault force away from enemy scouts.
The Highway map includes plenty of obstacles (and a somewhat asymmetrical design), but the transport route that cuts through the center of the map serves as a straight path from one team’s starting area to the other. Whether you’re playing Domination, Deathmatch, or Strongholds, this path contains strategically important locations—and you always find one just outside your starting area. Make sure your team claims this Control Point, Resource Node, or Stronghold site as quickly as possible.
The teleport pads featured on this map can be very useful—particularly the pads that flank each team’s starting point. You aren’t likely to sneak through with a large assault force, but you can send one or two fast-moving (or long-range) units to scout or harass an opponent. Of course, the opposition can use the same tactic against you—it’s not usually worth guarding teleport pads, but it’s well worth monitoring them.
This map also features two light barriers. They appear in all modes, but they’re particularly important in games of Deathmatch. One barrier is located along the west edge of the map; the other is located to the east. Each light barrier connects to a control console, which is used to switch the barrier on and off. These obstacles provide a little extra security for nearby base structures. They don’t keep an invading army out of your territory, but they do serve to limit the places from which hostile ground forces can approach.
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