Doomspire — Map Guide
Verified Doomspire map facts, supported modes, release history, layout signals, hazards, and practical routing advice.
Source status: Facts on this page were checked against the official PHIGHTING! Wiki page (revision 52647) on 2026-09-29. Values and availability can change; the live game remains authoritative.
Verified map record
| Field | Official Wiki record |
|---|---|
| Supported modes | Conquer |
| Version added / reworked | Playtest 1 V0.8.0 (rework) |
| Creator credits | avonot, Narwhill, Roxie |
| Music | “ TURBULENCE “ - nicopatty “ WATCH YOUR ALTITUDE “ - cosmicslime & LeonJD ( One Minute Left ) |
Layout and combat signals
- Open space makes exposed rotations easier to punish.
- Moving geometry changes otherwise safe timing windows.
These details make the page more than a name list: before a match, identify the objective route, a protected regroup route, and one alternate angle. Do not treat a high position as automatically safe—check whether it has cover and a retreat path.
How to play Doomspire
- Leave spawn with the team and identify which route reaches useful cover first.
- Contest space that controls the objective instead of chasing into the enemy side.
- Assign mobile Phighters to alternate routes while ranged pressure watches exposed crossings.
- Reset together after a lost fight; staggered re-entry gives away the map advantage.
Continue with movement fundamentals, advanced positioning, and the map directory.
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