Maps
Construction Site
High ground. Scaffolding and a raised slab over an open site: take the high ground, or stay under cover.
#Identity
High ground
Scaffolding and a raised slab over an open site. High ground: a shot fired from a deck clears every crate and barrier below it.
- Size
- 68 x 46 m
- Walkable floor
- 2442 m²
- Lit floor
- 29%
- Doorways
- 20 tiles
- Crates / barriers
- 32 / 18 tiles
- Rails / decks / stairs
- 172 / 484 / 72 tiles
- Solo hostiles
- 5
- Supply areas
- 30
#Map guide
Layers
- Wall
- Crate / barrier
- Doorway
- Deck
- Stairs
- Rail
- Lit area
- Online spawn west
- Online spawn east
- Your solo start
- Solo hostile start
- Final-circle centre
- Supply area
Drawn from the level the game plays on. Area names are the ones the in-game tactical map shows. Supply areas are where each kind of supply can appear; the exact tile changes every time one is taken.
#Key locations
A yard at each end, the ground floor, a north and a south strip along the edges, scaffolding to the north and south, the raised slab in the middle with the core north and south of it.
| Area | Supplies that appear there |
|---|---|
| Yard | health, grenades |
| Ground floor | health, ammo, armour |
| North strip | armour, grenades |
| South strip | armour, health, ammo |
| North scaffold | ammo |
| South scaffold | ammo, grenades |
| Slab | armour, health |
| Core north | ammo |
| Core south | grenades |
#Entrances and chokepoints
Stairs are the only way onto a deck: they slow you to 65% and are the chokepoints. Rails block movement only: you can see and shoot across them.
#Sightlines and engagement distance
The most open location: the longest average lines of sight. The high ground sees over the cover on the ground.
- Longest straight line
- 66 m (a row or column with no wall)
- Average open line
- 14.8 m (from every floor tile, the four straight lines to the nearest wall)
Measured on the tile grid. Your light reaches 7.5-12 m depending on the operator (more when steady), so in the dark the light, not the lane, sets the fight distance.
#Cover
Very little cover, and a deck has none of its own. About 2 cover tiles per 100 m² of floor.
#Open, dangerous and strong positions
- Strong: a deck over a ground fight: your shots clear the crates below.
- Dangerous: a deck you are shot on: it has no cover and decks and stairs ring out (10.4 m).
- Open: the ground floor between scaffolds.
#Sound
Decks and stairs ring out: a run on them carries 130% as far (10.4 m). The high ground is never taken quietly.
#Spawns and the danger zone
Online, one side starts at the west end and the other at the east end; the layout is mirrored so both sides get the same map. In Vs bots you start at the marked solo start and the 5 hostiles start at their own points (Crane, Slab, Scaffold, Column, Yard). The last circle closes on one of 7 possible centres on open floor, marked in the map guide.
#Tactics
- Take a deck when the stairs are clear, then fight from it over the crates below.
- From the ground, hold the bottom of the stairs instead of contesting a deck.
- Expect to be heard on a deck: creep, or move only when you want to be found.
#Common mistakes
- Hiding behind a crate from someone on a deck: their shots clear it.
- Standing still on open scaffolding with no cover.
#In the game
