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

MAP GUIDE
Office map guide: 64 by 44 metres, drawn from the game's levelPrivate Offices West: health supply areaPrivate Offices East: health supply areaMeeting Rooms West: health supply areaMeeting Rooms East: health supply areaServer Room West: armour supply areaServer Room East: armour supply areaOpen Plan West: armour supply areaOpen Plan East: armour supply areaNorth Corridor West: ammo supply areaNorth Corridor East: ammo supply areaService Corridor West: ammo supply areaService Corridor East: ammo supply areaPrint Room West: ammo supply areaPrint Room East: ammo supply areaRing West: grenade supply areaRing East: grenade supply areaOpen Plan West: grenade supply areaOpen Plan East: grenade supply areaRing North West: health supply areaRing North East: health supply areaOpen Plan West: ammo supply areaOpen Plan East: ammo supply areaMeeting Rooms West: armour supply areaMeeting Rooms East: armour supply areaPrivate Offices West: grenade supply areaPrivate Offices East: grenade supply areaBoardroom: health supply areaReception: ammo supply areaKitchen: armour supply areaCore Toilets: 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 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: ExecSolo hostile start: BoardSolo hostile start: DeskSolo hostile start: FrontSolo hostile start: ServerYour solo startPRIVATE OFFICESPRIVATE OFFICESMEETING ROOMSMEETING ROOMSSERVER ROOMSERVER ROOMOPEN PLANOPEN PLANNORTH CORRIDORNORTH CORRIDORSERVICE CORRIDORSERVICE CORRIDORPRINT ROOMPRINT ROOMRINGRINGRING NORTHRING NORTHBOARDROOMRECEPTIONKITCHENCORE TOILETS
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

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.

Office areas
AreaSupplies that appear there
Private officeshealth, grenades
Meeting roomshealth, armour
Server roomarmour
Open planarmour, grenades, ammo
North corridorammo
Service corridorammo
Print roomammo
Ringgrenades
Ring northhealth
Boardroomhealth
Receptionammo
Kitchenarmour
Core toiletsgrenades

#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

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.
Office on the in-game tactical map.Screenshot of the game (headless Chrome, local build).