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County Stood
The original Desert Town arena rendered by the shipped build

Desert Town · Original

The arena the project started on, still in the build: a compact clay square, four a side, where every corner is a decision.

The original Desert Town arena rendered by the shipped build
Rendered by the live build — not concept art.
PlayableDESERT STREETS · LONG FLANKS

It predates the zone system, so there are no authored zones and no analysis pass — just 92 nav nodes, three ammunition caches and the tightest footprint in the registry. It is the launch board for Classic, and its 4v4 TDM board is where the ranked ruleset began.

Spawn points8
Team capacity4 v 4
Nav nodes92
Extent40 × 40 m
Ammo caches3

Ranked boards

A board means a run counts: scores made on this map post to its own leaderboard, never to another map's.

  • Team deathmatchPlayable
  • Team survivalPlayable
  • Classic, round eliminationPublic test

Study the other maps

  • Desert Town

    Playable

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

    Read the map brief
  • Krung Kao

    Playable

    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.

    Read the map brief
  • Night Market

    Public test

    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.

    Read the map brief

The link is the game

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