Center Courtyard / Bridge (B-flag)
mid
↔ bridge, house1, house2, lane_long, debris_south, spawn1, spawn2
VERIFIED structure: open middle is the focus of objective play; B-flag sits on a bridge with three sides open to attackers. Exposed — do not stand and trade here without smoke.
Bridge / B-flag platform
bridge
↔ mid, house1, house2
VERIFIED: bridge carries the B/center objective, three open faces. Likely a Hardpoint hill. VERIFY exact footprint.
Side Building 1 (tight interior)
house1
↔ mid, bridge, lane_long, spawn1, wallrun_flank
VERIFIED: one of two symmetrical side buildings with small tight rooms; SMG/shotgun turf. Callout name VERIFY.
Side Building 2 (tight interior)
house2
↔ mid, bridge, lane_long, spawn2, wallrun_flank
VERIFIED: mirror of house1, tight rooms, head-glitch positions. Callout name VERIFY.
Long Lane (cross-map sightline)
lane_long
↔ mid, house1, house2
VERIFIED: map has three lanes end-to-end; this is the longest open option and the only real AR/sniper line on a CQB map. Exact callout VERIFY.
Wall-Run Flank Route
wallrun_flank
↔ house1, house2, debris_south
VERIFIED: a dangerous flank path that involves wall-running; very little cover or escape, ground players hold a major interception advantage. High risk — use only with cover/timing.
South Broken Buildings / Debris
debris_south
↔ mid, wallrun_flank, spawn1, spawn2
VERIFIED: middle connects to the south side via broken buildings and debris; many head-glitch spots, broken sightlines. Strong holding/rotation cover.
Team 1 Spawn side
spawn1
↔ mid, house1, debris_south
VERIFY exact spawn geometry and which building each team owns at round start. Spawns flip with map control.
Team 2 Spawn side
spawn2
↔ mid, house2, debris_south
VERIFY exact spawn geometry. Mirror of spawn1.