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County Stood
A wide view of Desert Town: clay walls, a broken tower and an open square

Maps

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.

Desert Town concept art: a wide view of the playable space38m47m
ALPHA SPAWN
BRAVO SPAWN
TOWER
SQUARE
ARCHES
Playable

Desert Town

Clay walls, a collapsed tower and a square you cannot avoid crossing. Long sightlines on the outside lanes, short brutal corners through the arches.

Spawn points16
Team capacity8 v 8
Nav nodes1068
Extent128 × 64 m
Ammo caches4

Callouts and sightlines are indicative. Concept art, not a screenshot.

Krung Kao concept art: a wide view of the playable space37m
ALPHA · TEMPLE
BRAVO · FORT
CHEDI ISLAND
MARKET
WATERFRONT
In development

Krung Kao

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. Playable in the live build now; its own ranked board opens after the playtest gate.

Spawn points16
Team capacity8 v 8
Nav nodes4442
Extent136 × 72 m
Ammo caches4
Krung Kao rendered by the shipped game build: canals, wooden bridges and the chedi island
From the live build

Callouts and sightlines are indicative. Concept art, not a screenshot.

The link is the game

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