38m47mDesert 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.
Callouts and sightlines are indicative. Concept art, not a screenshot.

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.
38m47mClay walls, a collapsed tower and a square you cannot avoid crossing. Long sightlines on the outside lanes, short brutal corners through the arches.
Callouts and sightlines are indicative. Concept art, not a screenshot.
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.

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