Twelve maps

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.

Orbital Scrapyard

Scrap depot in low orbit

Loose cover and open ground. The map that teaches you to move and shoot at the same time.

Twin Yards

Two sheds, two gateways

The gateways are chokepoints. You can hold one side at a time, never both.

Cargo Ring

Circular corridor around the central module

You never see the far side. Running in circles is a legitimate plan here.

Service Corridor

Long, narrow, nowhere to run

They come from both ends. Anything that pierces a line earns its slot.

Four Towers

Perfect symmetry, exposed center

The towers give cover and surround whoever stays in the middle. Both at once.

Maze Sector

Short corridors and blind corners

Everything shows up close. Spread beats precision, every time.

Cracked Platform

Open pits and narrow crossings

Pits block shots and passage. Shoving something into one counts as killing it.

Hourglass

Two halls, one neck

Holding the neck is tempting, and it is precisely where the bombers reach you.

Foundry

Spiralling columns over magma

The spiral hides and reveals targets as you circle it. Nothing stays visible.

Cold Storage

Parallel storage corridors

Long firing lines down every aisle. This is where snipers stop being an annoyance.

Crater

Ring of debris around a plateau

The central plateau is the best position on the map, and everything knows it.

Citadel

The regiment's command fortress

Walls everywhere. They always arrive behind you, and the map is built so they can.