d2d2build
P
Level 1PvP mode

Ten Paces

Crucible: Midtown (alternate: Rusted Lands) · Fireteam of 6 · About 12 min

Elimination with the noise turned off. 3v3, one life a round, hand cannons and sidearms only, no radar, no supers, and a 90-second clock that hands the round to whoever holds the center plaza when time runs out.

Mechanics

  • 01Loadout: primary slot locked to hand cannons, special to sidearms, heavy disabled, supers off, ability cooldowns at 3x. Anything else equipped does zero damage until you comply.
  • 02One life: no revives. A round ends on a wipe or when the 90 s clock reaches 20 s, when the center zone opens as the tiebreaker; the team holding it at zero takes the round.
  • 03Match point: first to five rounds. At 4 to 4 the final round spawns both teams within 30 m of the center, radar stays off, and the zone opens immediately.

Phases

  1. 1

    Lobby

    The host loads the code. Loadout checks run at spawn and a player with the wrong weapons sees a red HUD warning until fixed.

  2. 2

    Opening Rounds

    Rounds 1 to 4. Without radar, sound and sightlines decide fights; most rounds end on a wipe before the zone opens.

  3. 3

    Zone Rounds

    Stalled rounds end in the plaza. Holding it at zero wins, so the last 20 s force a push from whoever is behind on bodies.

  4. 4

    Match Point

    At 4 to 4, close spawns and an instant zone. The round usually lasts under 30 s and decides the match.

Why it works in Destiny

Private Crucible already supports weapon restrictions, revive toggles and overtime zones; this only asks for finer slot locks, a HUD toggle and a shareable code so a house ruleset can spread. Midtown's three lanes and central plaza make the tiebreak zone a real decision rather than a formality. Players have run gentleman's-rules lobbies for years, and a code turns that into one click.