Maps

Room Zero

Balanced baseline. Service basement: offices, side rooms, an exposed atrium and a long loading dock.

#Identity

Balanced baseline

A service basement mirrored down the middle, so neither side has the better half. The balanced baseline, and the darkest location: it has no lit areas, so every fight is a lamp-length fight.

Size
68 x 42 m
Walkable floor
1950 m²
Lit floor
0%
Doorways
32 tiles
Crates / barriers
108 / 8 tiles
Rails / decks / stairs
0 / 0 / 0 tiles
Solo hostiles
5
Supply areas
38

#Map guide

MAP GUIDE
Room Zero map guide: 68 by 42 metres, drawn from the game's levelNorth-West Offices: health supply areaNorth-East Offices: health supply areaGallery West: health supply areaGallery East: health supply areaWest Side Room South: health supply areaEast Side Room South: health supply areaAtrium West: health supply areaAtrium East: health supply areaSouth-West Storage: armour supply areaSouth-East Storage: armour supply areaWest Side Room North: armour supply areaEast Side Room North: armour supply areaGallery Middle: armour supply areaDock Middle: armour supply areaWest Flank Corridor: grenade supply areaEast Flank Corridor: grenade supply areaDock West: grenade supply areaDock East: grenade supply areaNorth Corridor Middle: grenade supply areaSouth Corridor Middle: grenade supply areaNorth Corridor West: ammo supply areaNorth Corridor East: ammo supply areaSouth Corridor West: ammo supply areaSouth Corridor East: ammo supply areaAtrium Centre: ammo supply areaDock: ammo supply areaNorth-West Offices: ammo supply areaNorth-East Offices: ammo supply areaSouth-West Storage: ammo supply areaSouth-East Storage: ammo supply areaSouth Corridor West: health supply areaSouth Corridor East: health supply areaGallery West: armour supply areaGallery East: armour supply areaWest Side Room South: grenade supply areaEast Side Room South: grenade supply areaWest Side Room North: ammo supply areaEast Side Room North: ammo 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 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: StairSolo hostile start: PumpSolo hostile start: CellarSolo hostile start: BoilerSolo hostile start: HatchYour solo startNORTH-WEST OFFICESNORTH-EAST OFFICESGALLERYGALLERYGALLERYWEST SIDE ROOM SOUTHEAST SIDE ROOM SOUTHATRIUMATRIUMSOUTH-WEST STORAGESOUTH-EAST STORAGEWEST SIDE ROOM NORTHEAST SIDE ROOM NORTHDOCKDOCKDOCKWEST FLANK CORRIDOREAST FLANK CORRIDORNORTH CORRIDORNORTH CORRIDORNORTH CORRIDORSOUTH CORRIDORSOUTH CORRIDORSOUTH CORRIDORATRIUM CENTRE
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

A spawn hall at each end. Offices in the north corners and storage in the south corners. Two side rooms per half. A north gallery and a south loading dock span the middle, each with a corridor beside it. A flank corridor runs north to south on each side of the central atrium.

Room Zero areas
AreaSupplies that appear there
North-west officeshealth, ammo
North-east officeshealth, ammo
Galleryhealth, armour
West side room southhealth, grenades
East side room southhealth, grenades
Atriumhealth
South-west storagearmour, ammo
South-east storagearmour, ammo
West side room northarmour, ammo
East side room northarmour, ammo
Dockarmour, ammo, grenades
West flank corridorgrenades
East flank corridorgrenades
North corridorgrenades, ammo
South corridorgrenades, ammo, health
Atrium centreammo

#Entrances and chokepoints

Doorways connect every room to the corridors, so most rooms have more than one way in. The fastest routes between halves are the north and south corridors; the atrium is the short, exposed way through the middle.

#Sightlines and engagement distance

Wall pillars break up the straight lanes. In the dark you see your own light cone, not the lane.

Longest straight line
28 m (a row or column with no wall)
Average open line
5.1 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

Crate lines and pillars in the atrium, zigzag cover along the dock. About 5.9 cover tiles per 100 m² of floor.

#Open, dangerous and strong positions

  • Open: the atrium, short and exposed from several sides.
  • Strong: a doorway into a side room, where anyone coming has to cross your light.
  • Dangerous: the long dock with its zigzag cover, where you can be shot from far along it.

#Sound

Every floor carries sound the standard distance here (no carpet, decks or tunnels): a run is heard 8 m away, through a wall 6.4 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 (Stair, Pump, Cellar, Boiler, Hatch). The last circle closes on one of 14 possible centres on open floor, marked in the map guide.

#Tactics

  • Creep the last few metres to a doorway; the dark hides you until your own light or noise gives you away.
  • Use the flank corridors to come at the atrium from the side instead of crossing it.
  • Let the hostiles make noise first: footsteps through a wall give you their direction.

#Common mistakes

  • Running through the atrium: it is open from several sides.
  • Firing at a sound you cannot see: your muzzle flash shows you to everyone with a clear line.

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