Maps
Office
Rooms & corridors. An office floor round a solid core: private offices, open plan, a glass boardroom, a service corridor.
#Identity
Rooms & corridors
An office floor around a solid core: rooms and corridors, and the most doorways of any location. Carpet muffles footsteps, so it rewards creeping room to room.
- Size
- 64 x 44 m
- Walkable floor
- 1580 m²
- Lit floor
- 26%
- Doorways
- 68 tiles
- Crates / barriers
- 72 / 68 tiles
- Rails / decks / stairs
- 16 / 0 / 0 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
Private offices along the north, open plan and meeting rooms on each side, a server room and a print room in the south corners. Around the core: a ring corridor, the boardroom to the north, reception and the kitchen to the south, toilets in the core itself.
| Area | Supplies that appear there |
|---|---|
| Private offices | health, grenades |
| Meeting rooms | health, armour |
| Server room | armour |
| Open plan | armour, grenades, ammo |
| North corridor | ammo |
| Service corridor | ammo |
| Print room | ammo |
| Ring | grenades |
| Ring north | health |
| Boardroom | health |
| Reception | ammo |
| Kitchen | armour |
| Core toilets | grenades |
#Entrances and chokepoints
Rooms open onto the north and service corridors and the ring around the core. With this many doorways, expect contact at close range and from more than one side.
#Sightlines and engagement distance
Corridors give the long lines; inside rooms most lines are short. The open plan, the boardroom and reception are lit: someone standing in them is seen from up to 22 m by anyone facing them.
- Longest straight line
- 38 m (a row or column with no wall)
- Average open line
- 5 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
Crates and barriers are spread through the rooms: the most barrier tiles of any location. About 8.9 cover tiles per 100 m² of floor.
#Open, dangerous and strong positions
- Strong: a dark room beside a lit one: you see into the light, they do not see into the dark.
- Dangerous: standing in a lit room, visible from far along any clear line.
- Open: the ring corridor around the core, where contact comes from both directions.
#Sound
Most rooms are carpeted: a run on carpet carries only 70% as far (5.6 m), so you can move faster here without being heard. Corridors and the core are tile and carry the full 8 m.
#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 (Exec, Board, Desk, Front, Server). The last circle closes on one of 8 possible centres on open floor, marked in the map guide.
#Tactics
- Move on carpet, stop on tile: the floor under you sets how far you are heard.
- Clear a room from its doorway; with so many ways in, do not stand in the middle.
- Use the ring to come round behind a fight at the core.
#Common mistakes
- Holding a lit room: it shows you from 22 m.
- Assuming one entrance: most rooms have several.
#In the game
