Maps
Metro Station
Chokepoints & tunnels. Fare gates, stairs down to a long platform, a stalled train, and service tunnels that echo.
#Identity
Chokepoints & tunnels
Fare gates, stairs down to a long platform, a stalled train, and service tunnels that echo. Chokepoints and tunnels: you have to go through narrow places to get anywhere.
- Size
- 80 x 40 m
- Walkable floor
- 1980 m²
- Lit floor
- 42%
- Doorways
- 28 tiles
- Crates / barriers
- 32 / 18 tiles
- Rails / decks / stairs
- 252 / 0 / 104 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
Ticket halls in the north corners and the concourse between them, the control room on the north side, the platform with the stalled train (carriages and a middle car), a walkway, station rooms and the service tunnels along the south.
| Area | Supplies that appear there |
|---|---|
| Ticket hall | health |
| Station rooms | health, grenades, armour |
| Concourse | armour, ammo, grenades |
| Tunnel | armour, grenades |
| Platform | ammo, health |
| Walkway | ammo |
| Carriages | ammo |
| Control room | health |
| Middle car | armour |
| Middle rooms | grenades |
#Entrances and chokepoints
Stairs lead between levels and slow you to 65% speed: they are the chokepoints. Rails along the track edges block movement but not sight or bullets.
#Sightlines and engagement distance
The platform and track give very long straight lines. About half the floor is lit.
- Longest straight line
- 78 m (a row or column with no wall)
- Average open line
- 9.7 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
Little cover for its size: walls do most of the blocking. About 2.5 cover tiles per 100 m² of floor.
#Open, dangerous and strong positions
- Dangerous: on the stairs, slowed and in the open.
- Strong: covering the top or bottom of a stair from out of the light.
- Dangerous: the length of the platform, open and partly lit.
#Sound
The service tunnels echo: a run carries 130% as far (10.4 m), so an ambush there is heard coming both ways.
#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 (Gate, Platform, Car, Signal, Tunnel). The last circle closes on one of 7 possible centres on open floor, marked in the map guide.
#Tactics
- Never stop on stairs: cross them and take a position off the line.
- Shoot across the rails: they stop movement, not bullets.
- Creep in the tunnels, or expect to be heard from 10 m.
#Common mistakes
- Chasing through a stair choke into a held angle.
- Running in the tunnels.
#In the game
