Every layout is drawn by hand, never generated. The same map is always the same map, which is the only way learning one can pay off.
Scrap depot in low orbit
Loose cover and open ground. The map that teaches you to move and shoot at the same time.
Two sheds, two gateways
The gateways are chokepoints. You can hold one side at a time, never both.
Circular corridor around the central module
You never see the far side. Running in circles is a legitimate plan here.
Long, narrow, nowhere to run
They come from both ends. Anything that pierces a line earns its slot.
Perfect symmetry, exposed center
The towers give cover and surround whoever stays in the middle. Both at once.
Short corridors and blind corners
Everything shows up close. Spread beats precision, every time.
Open pits and narrow crossings
Pits block shots and passage. Shoving something into one counts as killing it.
Two halls, one neck
Holding the neck is tempting, and it is precisely where the bombers reach you.
Spiralling columns over magma
The spiral hides and reveals targets as you circle it. Nothing stays visible.
Parallel storage corridors
Long firing lines down every aisle. This is where snipers stop being an annoyance.
Ring of debris around a plateau
The central plateau is the best position on the map, and everything knows it.
The regiment's command fortress
Walls everywhere. They always arrive behind you, and the map is built so they can.