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

MAP GUIDE
Metro Station map guide: 80 by 40 metres, drawn from the game's levelTicket Hall West: health supply areaTicket Hall East: health supply areaStation Rooms West: health supply areaStation Rooms East: health supply areaConcourse West: armour supply areaConcourse East: armour supply areaTunnel West: armour supply areaTunnel East: armour supply areaPlatform West: ammo supply areaPlatform East: ammo supply areaWalkway West: ammo supply areaWalkway East: ammo supply areaCarriages West: ammo supply areaCarriages East: ammo supply areaTunnel West: grenade supply areaTunnel East: grenade supply areaStation Rooms West: grenade supply areaStation Rooms East: grenade supply areaPlatform West: health supply areaPlatform East: health supply areaStation Rooms West: armour supply areaStation Rooms East: armour supply areaConcourse West: ammo supply areaConcourse East: ammo supply areaConcourse West: grenade supply areaConcourse East: grenade supply areaControl Room: health supply areaPlatform Middle: ammo supply areaMiddle Car: armour supply areaMiddle Rooms: grenade supply areaA possible final-circle centreA possible final-circle centreA possible final-circle centreA possible final-circle centreA possible final-circle centreA possible final-circle centreA possible final-circle centreOnline spawn, west sideOnline spawn, west sideOnline spawn, west sideOnline spawn, west sideOnline spawn, west sideOnline spawn, east sideOnline spawn, east sideOnline spawn, east sideOnline spawn, east sideOnline spawn, east sideSolo hostile start: GateSolo hostile start: PlatformSolo hostile start: CarSolo hostile start: SignalSolo hostile start: TunnelYour solo startTICKET HALLTICKET HALLSTATION ROOMSSTATION ROOMSCONCOURSECONCOURSETUNNELTUNNELPLATFORMPLATFORMPLATFORMWALKWAYWALKWAYCARRIAGESCARRIAGESCONTROL ROOMMIDDLE CARMIDDLE ROOMS
Layers
Show on the map
  • 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.

Metro Station areas
AreaSupplies that appear there
Ticket hallhealth
Station roomshealth, grenades, armour
Concoursearmour, ammo, grenades
Tunnelarmour, grenades
Platformammo, health
Walkwayammo
Carriagesammo
Control roomhealth
Middle cararmour
Middle roomsgrenades

#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

The in-game tactical map of this location, opened at the start of a solo match: the floor plan with area names, the squad's position and every hostile's live position.
Metro Station on the in-game tactical map.Screenshot of the game (headless Chrome, local build).