38m47mDesert Town
DESERT STREETS · LONG FLANKS
Clay walls, a collapsed tower and a square you cannot avoid crossing. Long sightlines on the outside lanes, short brutal corners through the arches.

A map is not just geometry here. It carries its spawn points, its cover volumes, its ammunition pickups and the navigation graph the bots walk, and all of it is validated on load before a match is allowed to start.
38m47mDESERT STREETS · LONG FLANKS
Clay walls, a collapsed tower and a square you cannot avoid crossing. Long sightlines on the outside lanes, short brutal corners through the arches.
CANALS · CHEDI ISLAND · EIGHT CROSSINGS
An old city on a river island: the temple, the market, the house rows and the waterfront hold the four banks, and every route between them crosses a bridge onto the chedi island where the canals meet. Eight crossings instead of lanes, wood underfoot, and the river itself as the map edge.


NIGHT MARKET · CQB · ≤15 M SIGHTLINES
The third arena, open in public test: a night market after closing, neon over wet asphalt, and no sightline in the whole cloth of the city longer than fifteen metres. Fights happen at the range of a doorway.

DESERT STREETS · LONG FLANKS
The compact square the project started on — kept in the build as the four-a-side arena and the launch board for Classic.