Welcome to the battlegrounds! Explore the tactical layouts, callouts, and hidden lore of our meticulously crafted maps below. Choose your destination and prepare your strategy.
Anubis (Competitive) ⏱ 7 Min Read
This map was created by the game's developer Attila (Yusuf Kovancı), inspired by Egyptian Mythology. The map's sound atmosphere and tile types reflect the Egyptian vibe.
Anubis
Quick orientation: CT Spawn sits on the west side of the map, T Spawn on the east, with Mid running between them through the center. Bombsite A is to the north, Bombsite B to the south, and a Canal crossed by a bridge stretches along the south of Mid.
Moving out of CT Spawn
To reach Mid from CT Spawn, face east and head out toward the Lower Passage. You go down a set of stairs into it, follow it straight along, then climb another set of stairs at the far end up into Mid.
To reach Bombsite A, face north and follow the path out of spawn as it slopes gently downhill. When you reach the wall at the end, the path opens on your right, so turn right to face east and walk through into the connector. Inside, turn left to face north and follow it a little further, where it splits. Keep straight north and climb into Heaven, a raised overlook sitting above the site with a sharp dropoff onto it, or turn right to face east and head down the slope into the site.
To reach Bombsite B, face south and walk down the route out of spawn as it rises gently. When you hit the wall at the bottom, the path opens on your left, so turn left to face east and take the Entry Path. You pass a Guard Alcove cut into the wall on your left, the north side, level with you. A little further, on your right, the south side, the Watchers' Alcove sits raised above the path, so you have to jump up to reach it. Keep east and the path drops down into the site.
Moving out of T Spawn
To reach Mid, face west and walk out onto the Street. On your left, the south side, are the Ruins, a stretch of broken debris to fight through. Stay on the Street and at the far end you step down a short flight of stairs into Mid.
To reach Bombsite A, face north and follow the path as it slopes downhill. At the top you meet the wall and the path opens on your left, so turn left to face west and follow it. Note that this path is really wide, so it's best to stick to one side, preferably the right, to stop someone peeking you from inside the site. On your left, the south side, you pass a small nook called the A Alcove to take cover in, then a raised platform, the Deserted Recess. Keep west and you spill into the northeast corner of Bombsite A, though note the entrance is on the southern side of the T-to-A path, since it's quite wide, as mentioned.
To reach Bombsite B, face south and head down the path out of spawn. Partway down, a gap opens on your right; leave it for now, that's the way to the Canal. Keep south and a raised mound, the Dune Overlook, climbs up on your left, the east side, worth taking for a high angle with a sniper or assault rifle. When you reach the wall at the bottom, the path opens on your right, so turn right to face west, and the ground climbs up into the east side of Bombsite B. North of the T-to-B route, between Bombsite B and the Ruins Path, sits the Ruins Alcove. From here you can stay hidden from anyone holding the Watchers' Alcove, and you can also reach the Canal through a small gap in the north wall: walk through that gap until you hit the wall, turn to face west and go until you hit another wall, then head all the way north until you come out in the Canal.
To reach the Canal from T, face south and head down the same path, and this time take the gap on your right, turning right to face west down the steps that drop you straight into the Canal. From there you can head west a little and turn south to climb the Sandy Path up to the Ruins Alcove, or carry on across to reach Mid or the South Connector, which leads to Bombsite B.
Moving through Mid
To reach Bombsite A from Mid, face north and push into A Main, the corridor off the north side of Mid, its mouth framed on each side by sandbags. Follow it north and it turns into a slope that drops down into the south side of the site.
To reach the Canal and Bombsite B, face south. The ground ahead falls away as you walk down the banks into the Canal, or you can cross over the Bridge instead, which sits in the middle of Mid on its south side. Coming up the far side onto the South Connector, the Temple stands to your right, to the west, a stepped structure good for cover. To your left, to the east, sits a docked Boat, and a path called B Main climbs south up into Bombsite B.
The Sniper's Perch is on the west wall of Mid, toward the north. Jump up to reach the stairs, since they sit a little off the ground, then follow the ledge around to the west and north and climb the last steps onto the Perch, a raised platform looking back over Mid. Step off the front and it's a sharp dropoff straight down.
The Canal runs the whole length of the south, walkable across, linking the T-side steps, the Bridge beneath Mid, the Temple, and the Boat route up to B.
Cover and Key Spots
There are two boxes in Mid: one south of the entrance to the Street leading to Terrorist Spawn, and one south of the Lower Passage coming up from CT Spawn. Both provide excellent cover for initial peeks, but your opponent can easily hit them with utility if they know you're there. Two pillars frame A Main and give some cover, as well as unconventional angles to shoot from when peeking people coming out of the Street or the Lower Passage. If you want, you can jump into the entrance of the Sniper's Perch and still keep full line of sight over Mid, but there's no cover up there, so even elevated you're heavily exposed.
Bombsite A sits low, watched from the northwest by Heaven and entered from the northeast by the T Route. Its planting area is surrounded by tall walls and boxes; both are too tall to step onto without a jump, but they hold up as solid cover. One box sits in the southwest corner, right off the Sand Descent from CT side; one is in the northwest corner, set slightly apart from the wall Under Heaven to open a line of sight onto the planting area; and two are in the northeast corner, framing the T-to-A entrance. The Deserted Recess sits just below Heaven in height, but it has a perfect angle to peek people coming from A Main, and it sits directly opposite Heaven and the Sand Descent.
Bombsite B has boxes in the corners and low walls around the plant to hold behind, whether you're taking the site or retaking it. Two boxes sit along the south wall, one in the southwest corner and one in the southeast; you can squeeze between them and the wall for cover. Another dirt mound sits out in the open southeast part of the site, giving players something to rotate behind without taking too much damage from anyone in the Watchers' Alcove. In the center of the Watchers' Alcove is a large pillar, a few feet wide, which stops anyone there from getting a clean line of sight down the whole T-to-B route.
Cruise Ship (Competitive) ⏱ 5 Min Read
This map was created by Arrow, also known as Mehmet Akif Gundogar, designed as a large passenger cruise ship. It is crafted so visually impaired players can navigate using acoustic cues, as the floor surface changes at every turn and entrance to provide clear auditory landmarks. Interior walls are finished with plaster mouldings while the ship perimeter features metal railings. Except for the open-air bomb sites and the Terrorist starting grounds, the entire vessel is covered.
Cruise Ship
Quick orientation: Terrorist Spawn sits on the west end of the ship facing east, while Counter-Terrorist Spawn sits elevated on the east end facing west. Mid runs directly between them as an enclosed restaurant lounge. Bombsite A occupies the North Deck, and Bombsite B occupies the South Deck. Every turn, doorway, and intersection features a distinct surface change, with warning surfaces three steps before junctions and metal guide lines leading right to the plant spots.
Moving out of Terrorist Spawn
To reach Mid, face east and advance straight along the main lane. Proceed through the doorway and step down directly into the central restaurant hall.
To reach Bombsite A, turn north on the left side of the spawn area and head down the nine-step metal stairway to reach Deck A. Follow the path forward along the outer ship railings, take the right turn at the corner, and head straight into the northeast entrance of Bombsite A. Along this route, you can also take the Northwest Shortcut, which breaks off with a short three-step climb to connect directly into the interior routes.
To reach Bombsite B, turn south on the right side of the spawn area and descend the nine-step metal stairway onto Deck B. Follow the route south toward the site. The entry into Bombsite B cuts inward toward Mid rather than hugging the outer perimeter. Along this flank, the Southwest Shortcut branches off to tie Deck B directly into the interior corridors and the southern Mid threshold.
Moving out of Counter-Terrorist Spawn
To reach Mid, face west from your elevated starting terrace, step down toward the central interior, and proceed straight ahead through the eastern entrance of the restaurant.
To reach Bombsite A, take the northern exit out of spawn and walk down the three-step metal stairway. Push north through the corridor, turn left at the corner, and enter Bombsite A. This approach enters closer to the Mid side rather than hugging the exterior railings. To cut your rotation, you can take the Northeast Shortcut, which links the A route directly to the northern Mid entrance.
To reach Bombsite B, take the southern exit from spawn and descend the three-step metal stairway. Continue south along the corridor running flush against the outer southern railings, then turn right into Bombsite B. Along this stretch, you can take the Southeast Shortcut, navigating a three-step transition to connect straight into the southern Mid entrance.
Moving through Mid
Mid is an enclosed restaurant lounge occupying the exact center of the ship, characterized by a soft walking surface that contrasts with the corridors outside. Both the western Terrorist entry and the eastern Counter-Terrorist entrance feature steps at their thresholds.
To reach Bombsite A from Mid, head north through the exit corridor. Follow the short approach straight into the south side of Bombsite A.
To reach Bombsite B from Mid, head south through the opposite exit. Leaving the lounge brings you immediately near the entrance to Bombsite B and the southern Terrorist shortcut.
Cover and Key Spots
Mid contains four wooden cover crates placed in the southwest, southeast, northwest, and northeast corners of the dining hall, giving solid vantage points across both spawn entries.
Bombsite A is an open-air northern deck entered from the west along the railing via the Terrorist approach, from the south through Mid, and from the east through the Counter-Terrorist approach. The planting zone sits in the north section on a metal plate, accompanied by metallic guide lines that run straight to the surrounding walls. Direct cover around the plant consists of two side-by-side crates placed just to the south, plus individual crates flanking the east and west sides. Additional cover includes two opposing crates at the southern Mid entrance, along with corner crates tucked against the southwest, southeast, and northeast walls.
Bombsite B is an open-air southern deck entered from the west through the Terrorist lane near Mid, from the north out of Mid, and from the east along the outer railing route. The plant zone sits in the south-central area on a metal plate, flanked by guide tracks that stretch out to the perimeter walls. Two wooden crates sit directly north of the plant spot for head-on cover, accompanied by single crates on its east and west sides. Two more crates guard the northern Mid entrance, while standalone cover boxes sit tucked into the southwest, southeast, and northeast corners.
Cube (Duel) ⏱ 3 Min Read
Designed as the ultimate proving ground, "Cube" is an enclosed, high-intensity tactical killhouse. With its industrial brick walls, echoing ambient sounds, and symmetrical layout, this arena leaves no room for luck—only raw skill.
Cube
Quick orientation: This map is a symmetrical, close-quarters arena designed specifically for intense 1v1 Duels. CT spawn sits on the far East side of the map facing west, while T spawn is located directly opposite on the West side facing east. A massive, towering stone structure completely blocks the direct line of sight through the exact center.
The Layout
Unlike expansive battlegrounds, Cube is a tightly packed, highly condensed arena. You are trapped in an enclosed, symmetrical environment where every footstep counts. The floor is lined with tactical carpeting to muffle movement, while the outer boundaries are fortified with solid brick walls.
Because the opposing spawns are perfectly horizontally aligned, running straight forward off the spawn will immediately put you face-to-face with the central obstacle.
Moving out of Spawns
Whether you are stepping out of the T Spawn (West) or the CT Spawn (East), your tactical choices are identical due to the mirrored nature of the map. As soon as the round starts, you have three primary options:
- The Northern Flank: Hooking left (from T) or right (from CT) allows you to push along the northern boundary of the map. This route forces tight-angle peeks around the central structure.
- The Southern Flank: The exact mirror of the northern route. Committing to a fast push here can catch an opponent off-guard if they expect a standard right-side peek.
- Holding the Angle: Remaining just outside of your spawn on the carpeted starting areas. By holding tight angles on the corners of the central monolith, you can wait for an aggressive opponent to push into your crosshairs.
The Central Monolith
The defining feature of Cube is the massive Stone Block (Wallstone) sitting perfectly in the dead center. It stands tall, entirely cutting off early sniper duels down the middle.
- Cover & Peeking: The monolith acts as the primary cover for both players. The corners of this structure are where the most lethal engagements happen. Jiggle-peeking these stone corners is essential for gathering information without committing to a fight.
- Audio Cues: Because the map is compact and bounded by high brick walls, sound design is your best weapon. The central stone block separates the map into two distinct halves; tracking your opponent’s footsteps on the carpets around this block is the key to winning the duel.
Cover and key spots
There are no sprawling bombsites or long sniper avenues here. The engagement distances are short to medium.
The Spawn Carpets: Both spawn areas offer slight psychological comfort, but lingering too long gives up map control. The Outer Ring: Pushing the extreme edges of the map (close to the outer brick walls) gives you a wider angle on the central monolith, but leaves you exposed if the enemy pushes the same side aggressively.
To survive the Cube, you must out-think, out-maneuver, and out-aim your opponent. Hesitation is a death sentence.
Downtown (Competitive) ⏱ 5 Min Read
Downtown
This map was created by Arrow (Mehmet Akif Gündoğar).
General Architecture
One of Downtown’s defining features is its ground transition system, which is designed to improve navigation and spatial awareness. Before you enter a new route, the ground texture of that route extends several steps into the current one, allowing you to recognize an upcoming turn before you actually reach it. This makes movement around the map much easier, especially during combat.
Every staircase follows the same layout. The final step is the destination floor itself, so the change in both the ground and radar sound makes it easy to tell when you have reached the top of the stairs.
For quick orientation, Mid Connector sits in the center of the map. T Spawn is on the east side, CT Spawn on the west, Bombsite A to the north, and Bombsite B to the south.
CT Spawn and Surroundings
CT Spawn sits on the west side of the map, and players begin the round facing east.
To reach Mid Connector, face east and follow CT Road. A Tunnel branches off to the north and B Tunnel to the south. Descend the stairs into either tunnel, continue a few steps, and turn east to enter Northern Passage or Southern Passage, both of which connect directly into Mid Connector.
To reach Bombsite A, head north along CT North Road. The road connects to CT to A and Long A, both branching off from its eastern side. CT to A is the wider and faster route into the site, while Long A is a narrower corridor that provides stronger defensive angles.
To reach Bombsite B, head south along CT South Road. It connects to CT to B and Long B, both located on the eastern side of the road. CT to B is the main route into the site, while Long B offers a slower but more defensible approach.
Large cover boxes at the ends of Long A and Long B provide strong positions for ambushes, defensive holds, and controlling the entrances into both bombsites.
CT Tunnels and Passages
A Tunnel and B Tunnel provide the fastest connection between the CT side and Mid Connector. From either tunnel, you can enter Northern Passage or Southern Passage to reach Mid Connector quickly and rotate safely between Bombsite A and Bombsite B.
Mid Connector and the Kiosk Area
Mid Connector is one of the largest open areas on the map. At its center sits a wooden kiosk surrounded by flower planters, positioned to break up long sightlines and create more balanced engagements between the two teams.
The Kiosk blocks direct lines of fire between Terrorists coming down the T Road stairs and CT players holding Mid, making the first contact in Mid Connector more controlled and tactical.
B Connector sits on the south side of Mid Connector and A Connector on the north, and both routes connect to their respective bombsites by a short staircase.
Bombsite A
To reach Bombsite A from Mid Connector, face north and follow A Connector. Climb the staircase and continue a few steps north into the site. A Passage sits on the east side of the entrance, while CT to A is on the west.
Bombsite A is built around a central planting area. A large box directly ahead of the entrance provides strong cover for the plant zone. Long A enters from the northwest and T to A from the northeast. Near the north wall sits an Electrical Transformer that creates another useful cover position, while the elevated boxes nearby can be climbed for stronger angles over the site.
The plant area is a flat metal platform, and the chain-textured strips extending outward from it make the bombsite easy to locate even during heavy fighting or while vision is limited.
Bombsite B
To reach Bombsite B from Mid Connector, face south and follow B Connector. Continue across the marble floor and climb the staircase directly into the site.
Bombsite B centers around a plant area with a slightly raised section running through the middle, which can also be used for planting.
Several cover boxes are positioned throughout the site. The central boxes protect the plant area, while the large box on the east side controls the B Connector entrance. Additional boxes along the south wall support the Long B and T to B approaches.
Fuel Pumps placed around the site create some of the strongest cover positions on Bombsite B. Overall, Bombsite B is denser than Bombsite A and offers more opportunities for cover and close-range engagements.
T Spawn and Main Routes
T Spawn sits on the east side of the map at a higher elevation. To reach Mid Connector, face west and descend the T Road stairs. Continue straight and take the second staircase down into Mid Connector. The stone planters at the bottom of the stairs provide useful cover and strong angles for controlling movement through Mid.
To reach Bombsite A, turn north from T Road and enter A Corridor. The corridor connects into A Passage, and North Alcove near the entrance provides a safe position for hiding or setting up an ambush before committing to the site. To reach Bombsite B, take the southern branch of T Road into B Corridor. The corridor connects through B Passage into B Entrance, leading directly into Bombsite B. Continuing farther south provides access to the T to B route for an alternative attack path. T North Road and T South Road are the two wide outer routes leaving spawn. T North Road leads into T to A, while T South Road leads into T to B, and both routes connect directly into their respective bombsites after a short climb.
Ice Land (Duel) ⏱ 4 Min Read
Set amidst a howling blizzard, "Ice Land" is a symmetrical, labyrinthine duel arena. With its grid-like structure of massive snow walls and treacherous icy floors, this map tests your navigation and surface awareness as much as your aim.
Ice Land
Quick orientation: This map is a vast, expansive arena designed for tactical 1v1 engagements. Unlike standard maps where spawns face each other directly, Ice Land places players in completely opposite corners: T Spawn is locked in the far Southwest corner, while CT Spawn is positioned in the far Northeast. The entire map is structured around an outer perimeter road and a heavily segmented, maze-like "Mid" area.
The Layout
Ice Land is defined by its massive, towering snow blocks that divide the map into a grid of distinct corridors and intersections. You are never fully exposed to the opposite side of the map; instead, you must navigate through a series of tactical "roads."
The map features varying floor textures that are crucial for audio cues. You will transition between hard concrete in the spawns, crunching snow in the mid-roads, and slippery, echoing ice in the transition corridors.
Moving out of Spawns
Because the spawns are located in opposite corners (Southwest for T, Northeast for CT), the initial rollout offers two immediate choices to flank the outer edges, or a direct dive into the center.
From T Spawn (Southwest)
- The Southern Road: Pushing east from your spawn takes you along the Southern boundary. The floor transitions from concrete to dirt. This is a long, narrow sightline that eventually leads to the Eastern Road.
- The Western Road: Pushing north takes you along the Western boundary. The ground here alternates between slick ice and deep snow.
- Diving into Mid: You can take the immediate inner corridors to aggressively push toward the center of the map.
From CT Spawn (Northeast)
- The Northern Road: Pushing west takes you along the top edge of the map, mirroring the T's Southern Road with a dirt surface.
- The Eastern Road: Pushing south takes you down the right side of the map, stepping over patches of ice and snow.
- Diving into Mid: Taking the inner corridors from the Northeast puts you on a direct collision course with the center of the map.
The Mid Labyrinth
The center of Ice Land is a sprawling zone heavily segmented by massive blocks of solid snow. These blocks create a grid of horizontal and vertical alleys.
- The Central Pillar: At the absolute dead center of the map sits a large snow pillar. This pillar prevents anyone from holding a single, dominant sniper angle from corner to corner. Every fight in Mid devolves into close-quarters, cat-and-mouse corner peeking.
- Surface Awareness: The flooring in Mid is predominantly crunching snow, but the corridors leading into it are pure ice. A smart player will listen closely to the distinct sound of footsteps shifting from ice to snow to pinpoint exactly which corridor their opponent is using to enter Mid.
Cover and key spots
There are no traditional starting safe zones here. The entire map is a grid of major snow blocks creating endless flanking routes.
The Outer Ring: The outer roads (North, South, East, West) offer the longest sightlines on the map. If you get a sniper rifle, holding the long dirt path of the Northern or Southern roads can completely lock down a flank. The Inner Crossings: The intersections where the mid-corridors meet the central area are highly dangerous. You are exposed from three different angles at any given intersection. It is highly recommended to stay close to the snow walls and slice the pie carefully when turning corners.
In Ice Land, the freezing wind masks the sound of distant movement. Control the ice corridors, predict the rotations, and use the snow blocks to isolate your 1v1 fights.
Rocky (Duel) ⏱ 2 Min Read
This map was designed by Arrow (Mehmet Akif Gündoğar). Tailored specifically for the high-focus and high-skill demands of the Duel mode, Rocky - Duel stands out as a balanced arena featuring a rocky theme and a streamlined architecture with full mirror symmetry.
General Layout, Surface Transitions, and Spatial Awareness
Viewed from above, the map presents a square arena built upon rocky terrain, enclosed by high stone boundary walls. Material choices across the surface were intentionally implemented to enhance players' spatial awareness and movement feedback:
- Rocky Terrain: Forms the base environment coating of the map.
- Dirt Paths: Applied throughout the side corridors and transit routes.
- Center Stone Paving: Features a paved stone floor at the very center hub.
- Surface Transition Philosophy: The surface material for the mid transit paths (dirt paving) begins inside the side corridors before entering the Mid area and seamlessly continues into Mid. Thanks to this design, players can detect their approach to the Mid gateway through changes in footstep audio before even reaching the turn, significantly elevating spatial awareness and reflexive control.
Central Area (Mid) and Wall Layout
The center of the map features a layered, fully mirror-symmetric structure designed for direct engagements.
- Core Block: A massive square block rises at the exact center.
- Outer Cover Blocks: Thick, rocky cover blocks face all four cardinal directions surrounding the core block.
- Clean Engagement Corridors: Engagements take place directly within the central gateways and around the core block.
Full Mirror Symmetry and Lines of Sight
Custom-tailored for the Duel mode, this map features complete mirror symmetry.
- Lines of Sight: Players do not have direct line-of-sight to each other's spawn locations upon spawning; however, as soon as they step into the corridor, they reach central engagement points in equal time across both vertical and horizontal lines.
- Diagonal Spawn Balance: The Terrorist spawn zone is located NEAR the southwest corner of the map, while the Counter-Terrorist spawn zone is located NEAR its exact diagonal opposite at the northeast corner.
Spawn Points
Terrorist players start the match in a single main spawn zone located at the southern end of the West Path:
- West Path (South Area): Players spawn facing East.
Counter-Terrorist players start the match in a single main spawn zone located at the northern end of the East Path:
- East Path (North Area): Players spawn facing West.
