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Chapter 59 - [59] : The New Map

Medici worked in his virtual studio, navigating through data and designs. Scorchwind's teasing comment echoed in his mind: "How can we vote for you if you don't bring something more brutal?"

The remark stung because it was true.

Everything depended on winning the Dawn Project finals, the new maps, faction expansions, and the Federation-wide release. Without that ten billion in funding, all his plans would fail. He needed something spectacular for the finals, something that would make judges and audiences vote for him without hesitation.

Not small-scale special operations. Not the creeping horror of cramped Hive City tunnels. He needed something bigger, a full-scale war showing the Warhammer 40K universe at its most epic.

"Cortana, create new map project. Highest priority," Medici commanded. "Name: Battle for Arakast."

Screens lit up around him as a planet took shape.

"Planet type: Heavily industrialized Imperial world."

The planet materialized before him, a wasteland scarred by industry. Seventy percent was open, barren plains covered with mine pits, pipelines, ruined factories, and energy towers. The remaining thirty percent was polluted swamps, acid lakes, and radiation deserts.

The atmosphere was thick with industrial smog and an ominous red glow. Acid rain and dust storms swept across the surface constantly.

This was perfect. No claustrophobia of a Hive City here, just endless brutal terrain where armies could clash at full scale.

"Background: Planet Arakast is a major Imperial production center for military vehicles and equipment."

Medici built the narrative as he spoke. "During an intermission in a massive Warp storm, Chaos energy tore through the system. This wasn't a planned invasion, unconscious Warp fluctuations simply ripped open reality. Chaos forces poured through: daemons, traitor warbands, and corrupted cultists, all drawn to the planet like scavengers to a carcass."

He outlined the conflict. "The Imperium sends reinforcements to defend this vital world. The Chaos forces want to plunder, destroy, and spread corruption."

"Core experience: Large-scale warfare. Strategic point capture. Massive armies colliding."

Then came his breakthrough idea.

"This map uses a Dynamic Main Faction Voting system."

Medici pulled up the interface prototype. "Before each match, players vote to choose the main Imperial faction."

Three options appeared on the screen.

"Imperial side: main faction selection:"

Adeptus Astartes (Space Marines): 300 to 500 elite superhuman warriors from multiple chapters. Devastating breakthrough power and surgical strikes, but small numbers mean no room for mistakes. Best for players who want elite tactics and precise execution.

Adeptus Mechanicus (Skitarii): oceans of Servitors, Skitarii, and war-machines; overwhelming firepower and unmatched frontal push, but relatively clumsy units with fewer tactical twists. For commanders who relish massed legions and steel-on-steel collisions.

Astra Militarum (Imperial Guard): the largest force with mixed infantry and armor in diverse regimental styles. Tactical flexibility and excellent defensive warfare, but individually the weakest units. Best for players who enjoy strategic positioning and overwhelming numbers.

"Voting is time-limited. The faction with the most votes becomes the main Imperial force for that match, with full access to their troops, vehicles, special abilities, and battlefield support. The other two factions appear as minor support units or special reinforcements."

"The Chaos Undivided faction will be different," Medici continued, his gaze shifting to the opposing side. "A chaotic mix where players can choose their role: traitor guardsmen who defected to Chaos, mortals possessed by daemons, or pure daemons (mostly lesser ones). Greater daemons require sacrifices or special conditions."

He highlighted the key differences. "Chaos advantages: unit variety and corruption abilities. Chaos weaknesses: no unified command and poor late-game endurance. They win through early aggression and breaking Imperial lines."

Medici knew the system needed careful balancing. If players voted for the Imperial Guard only to be slaughtered helplessly, they'd hate the experience.

"Balance adjustments: if the Astra Militarum is chosen, they receive bonuses matching Imperial logistics and doctrine. Faster reinforcements. Cheaper fortifications. Defense bonuses in key zones. Possible orbital support from the Imperial Navy."

He visualized the battles to come. "Even as mortals, they'll be able to fight an epic war against Chaos through fortifications and numbers."

Medici studied the map taking shape before him. Battle for Arakast would be more than a technical showcase. It would test players' collective decisions, tactical choices, and adaptability under pressure. It combined everything, the champion system from the Chaos Gods and the Imperium's three major forces, on one grand, brutal stage where ten billion in prize money would be decided.

Medici's eyes gleamed as he looked at the completed framework.

"The finals will be held here."

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