
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.

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.
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
PlayableClay 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 briefKrung Kao
PlayableAn 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 briefNight Market
Public testThe 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