History of Shores of Time
Revision 38128 by archivist at 2026-10-13 17:33:05
Overview
Shores of Time was a Crucible map in the original Destiny, set on Venus in the Ishtar Sink region. It featured Vex architecture and served as a flagship map for Crucible modes including Control and Clash. The map was well-regarded for its balanced layout and became one of Destiny's iconic PvP locations before the franchise transitioned to Destiny 2.
Layout and Strategy
The map featured three control points arranged in a triangular layout across the Ishtar vista. Point A was positioned on an upper plateau with sight lines down the western approach. Point B occupied the central bridge structure, acting as the most contested zone. Point C sat on the eastern overlook with access to heavy ammo spawns. The map's design encouraged team-based play, with coordinated pushes favored over individual skirmishes. Vertical engagement options via jump pads and platforming sections added depth to firefight positioning.
Crucible Gameplay
Popular strategies centered on capturing B and one adjacent control point to establish a spawn advantage. The heavy ammo position near C forced strategic decisions about resource rotation. Scout rifles and longer-range engagements dominated due to sight-line distances, though close-quarters zones near the control points allowed versatile loadout choices.
Legacy and Destiny 2
Shores of Time was not directly ported to Destiny 2, but was reimagined as Distant Shore, a Crucible map set on Nessus in the Arcadian Strand. While the name changed and the location shifted, key design philosophies—balanced three-point control zones and emphasis on both long-range and close-quarters engagement—carried forward into the newer iteration.