Krung Kao
Four quarters on a river island, and every route between them crosses a bridge onto the chedi island where the canals meet.
There are no lanes to hold — there are eight crossings to watch, and you are never more than one bridge from a fight. Every crossing is wood underfoot for the footstep audio, the river is the map edge, and the navigation graph spreads across 4,442 nodes so the bots work the bridges like players do.
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
Named areas
The authored zones, in the order the map file lists them. Cover volumes, spawns and pickups hang off these names.
- Temple quarter
- Market quarter
- Residential quarter
- Waterfront quarter
- Chedi island
- North waterfront
- South waterfront

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 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 briefDesert Town · Original
PlayableThe compact square the project started on — kept in the build as the four-a-side arena and the launch board for Classic.
Read the map brief