Glass Factory
Theme: Abandoned industrial glass plant
Layout: 3-lane with vertical catwalks
- Middle lane: Broken conveyor belts and open sightlines
- Side lanes: Tight corridors with cover (crates, glass molds)
- Upper level: Risky catwalks with long sightlines but little protection
- Twist: Some glass panels can be shot through, but visibility is distorted
Rewards map knowledge and positioning while allowing aggressive pushes.
Rooftop Relay
Theme: Connected skyscraper rooftops
Layout: Circular flow with jump routes
- Multiple rooftops connected by narrow bridges and zip lines
- Central tower = power position but exposed from all sides
- Lower interior stairwells for flanking
- Risk/reward jumps between roofs for faster rotations
High mobility and vertical combat without being chaotic.
Subway Terminal Lockdown
Theme: Underground metro station
Layout: Linear with branching flank routes
- Main platform = long sightline (snipers/DMRs)
- Train cars act as moving or static cover
- Maintenance tunnels for stealth flanks
- Ticket hall above = control zone with multiple entry points
Desert Outpost 17
Theme: Remote military checkpoint
Layout: Asymmetrical but balanced
- One side: fortified base with sandbags and towers
- Other side: open dunes with wreckage for cover
- Underground bunker connecting both sides
- Sandstorm effect occasionally reduces visibility
Data Core Facility
Theme: Futuristic server facility
Layout: Compact, symmetrical competitive map
- Central room: glowing data core (objective hotspot)
- Tight server aisles for SMG/shotgun fights
- Upper glass control rooms overlooking mid
- Sliding doors that open/close on a timer
Perfect for competitive modes (TDM, Search & Destroy style).
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Glass Factory
Spawns
- Spawn A (“Loading Dock”)
- Behind stacked crates, lower left
- Covered from mid, 2 exits (Side + Mid)
- Spawn B (“Furnace Entry”)
- Behind broken machinery, lower right
- Slight head-glitch protection
- If enemies push into Side Corridor, spawns flip to Back Catwalk ladders
Callouts
- MID = “Line”
- Catwalks = “Heaven”
- Side corridors = “Mold” (left) / “Forge” (right)
- Under catwalk = “Under”
- Spawn A = “Dock”
- Spawn B = “Furnace”
Balance
TDM
- Strong mid control = win condition
- Catwalk (“Heaven”) slightly exposed to prevent dominance
FFA
- Add extra cover in “Line” (mid)
- Slightly slow catwalk access to reduce spawn farming
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Rooftop Relay
Spawns- Spawn A (“East Roof”)
- Spawn B (“West Roof”)
Each spawn:
- 3 exits: Bridge, Stairwell, Drop-down
Dynamic spawns:
- If Tower is occupied, spawns shift to Lower Hall
Callouts- Center tower = “Tower”
- Bridges = “Cross”
- Rooftops = “East” / “West”
- Lower halls = “Underpass”
- Stairwells = “Spiral”
Balance
TDM
- Tower is strong but:
- No cover on top
- 4 entry angles (balanced power position)
- Tower is strong but:
FFA
- Add extra jump routes between roofs
- Reduce tower dominance by adding partial cover blocks
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Subway Terminal Lockdown
Spawns- Spawn A (“Tunnel A”)
- Spawn B (“Tunnel B”)
Backup spawns:
- Behind trains if tunnels are compromised
Spawn logic:
- If enemy pushes platform deeply → spawn flips to opposite tunnel instantly
Callouts- Platform center = “Tracks”
- Train cars = “Train 1 / Train 2”
- Ticket hall = “Lobby”
- Stairs = “Top Stairs”
- Tunnels = “Vent”
- Mid sightline = “Long”
Balance
TDM
- Snipers control “Long”
- SMGs dominate “Vent”
FFA
- Add more train cover to break long sightlines
- Reduce visibility across full platform
- /////////////////////////////////////////////////////////////////
Desert Outpost 17
Spawns- Spawn A (“Base”)
- Defensive, elevated
- Spawn B (“Dunes”)
- Open, but more escape routes
- Spawn A (“Base”)
Hidden spawns:
- Inside bunker if surface is overrun
Callouts- Base = “Fort”
- Dunes = “Sand”
- Mid = “Crash”
- Wreckage = “Scrap”
- Tower = “Nest”
- Bunker = “Tunnel”
- Bunker exits = “Ladder A/B”
Balance
TDM
- “Fort” slightly stronger → offset by:
- Multiple bunker flanks
- Open angles from “Sand”
- “Fort” slightly stronger → offset by:
FFA
- Add extra wreckage in dunes
- Increase bunker exits (more chaos, less camping)
Data Core Facility
Spawns
- Spawn A (“Alpha”)
- Spawn B (“Beta”)
Backup:
- Spawn in Control Rooms if mid is overwhelmed
- Never spawn players directly facing “Core”
Callouts
- Center = “Core”
- Server rooms = “Server A / Server B”
- Upper rooms = “Control”
- Hallways = “Lane”
- Sliding doors = “Gate”
- Corners near mid = “Close Left / Close Right”
Balance
TDM
- Fast-paced, constant mid fights
- Doors (“Gate”) create timing-based strategy
FFA
- Doors stay open longer (less choke frustration)
- Add small side routes between servers