new maps

Eternal

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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
Mix of long-range and close-quarters engagements.

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
Encourages different playstyles and adaptive tactics.

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).



/////////////////////////////////////////////////////////////////


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

👉 Anti-spawn trap:


  • 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



    /////////////////////////////////////////////////////////////////


  • 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)

  • FFA

    • Add extra jump routes between roofs
    • Reduce tower dominance by adding partial cover blocks




    • /////////////////////////////////////////////////////////////////



    • 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

  • 👉 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”

  • 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

👉 Spawn rule:


  • 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
 
These are just ideas but for the competitive scene and for new players even it would be nice to have some new maps made by the devs. the community feature is cool and all but the tech is extremely limited
 

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
Mix of long-range and close-quarters engagements.

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
Encourages different playstyles and adaptive tactics.

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).

/////////////////////////////////////////////////////////////////​

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

👉 Anti-spawn trap:


  • 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



    /////////////////////////////////////////////////////////////////


  • 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)

  • FFA
    • Add extra jump routes between roofs
    • Reduce tower dominance by adding partial cover blocks




    • /////////////////////////////////////////////////////////////////



    • 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

  • 👉 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”

  • 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

👉 Spawn rule:


  • 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
 

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