Annex Building (A-point building)
annex
↔ sky_bridge, mid_road, west_forest, def_spawn, annex_interior
CONFIRMED building (frame 0100): white-brick structure, red-striped Cyrillic door sign, yellow/black striped barriers out front, sandbag cover, sky-bridge corridor over it. Multi-level, multiple entrances. VERIFY which building holds the A capture circle.
Annex Interior / lower rooms
annex_interior
↔ annex, sky_bridge, mid_road
CONFIRMED interior (frames 0090,0120): concrete-walled rooms, hanging work lights, open window + back door, ground-level snowy passage straight through the building. CQB routes feeding the A circle. VERIFY exact circle position.
Munitions / Tool Storage Warehouse (B-point building)
storage
↔ sky_bridge, mid_road, east_forest, atk_spawn, munition_depot
CONFIRMED building (frames 0035,0075): tall concrete warehouse, Cyrillic 'ХРАНИЛИЩЕ ИНСТРУМЕНТА' (Tool Storage) sign, blue garage door, exterior pipes/vents, sandbagged roof, big-rock cover + fallen-tree obstacle nearby. VERIFY which building holds the B capture circle.
Sky Bridge (center connector)
sky_bridge
↔ annex, storage, mid_road
CONFIRMED (frame 0100): elevated enclosed walkway/corridor spanning over the building fronts, linking the two core structures across center. Strong but exposed lane controlling A<->B rotations. Smoke-dependent crossing.
Mid Crossroads / Tank Road
mid_road
↔ annex, storage, sky_bridge, radar, west_forest, east_forest
CONFIRMED (frames 0001,0020): paved snow-covered road with concrete anti-tank obstacles, jersey barriers, a white perimeter gate and tall power pylon; long exposed sightlines down the lane. A vehicle is visible parked on the road (frames 0145,0152). The titular crossroads — do not loiter.
Radar / Checkpoint High Ground (Soviet flag rock)
radar
↔ mid_road, checkpoint_interior
CONFIRMED (frame 0110): rocky elevated outcrop flying a Soviet hammer-and-sickle flag, ringed by pines, overlooking center. Premier sniper/marksman perch with lines across mid into both buildings.
Checkpoint Interior
checkpoint_interior
↔ radar, mid_road
VERIFY. Interior under/around the radar high ground; safer rotation through center than the open road. Not clearly isolated in footage.
West Boreal Forest (flank lane)
west_forest
↔ annex, mid_road, def_spawn
CONFIRMED treeline/snowbank terrain (frames 0145,0152): big snow-covered boulders, pines, deep snowbanks and a 'ТОНКИЙ ЛЁД' (Thin Ice) sign on a frozen-lake edge — secluded sniper spots + a wide flank toward the buildings. VERIFY which forest is the defender/A side.
East Boreal Forest (flank lane)
east_forest
↔ storage, mid_road, atk_spawn
CONFIRMED mirror forest terrain (frames 0145,0152): boulders, pines, snowbanks, frozen-lake edge. Flank toward the buildings and onto mid. VERIFY which forest is the attacker/B side.
Munition Depot / Storage interior (ammo & fuel)
munition_depot
↔ storage, atk_spawn
CONFIRMED interior (frames 0048,0130): warehouse floor stacked with Cyrillic-labeled ammo crates and fuel cans on shelves, wooden pallets, a mezzanine with sandbags, fire/braziers and barrels — clearly the munitions side. Elevated angles make a strong sniper/overwatch position over mid. VERIFY whether this is part of 'storage' or a separate depot building.
Attacker Spawn (B / Frozen Lake side)
atk_spawn
↔ storage, east_forest, munition_depot
VERIFY attacker side. Modeled on the Spetsnaz / Frozen Lake & Fuel Depot end. Open — push fast off spawn.
Defender Spawn (A / Annex side)
def_spawn
↔ annex, west_forest
VERIFY defender side. Modeled on the MI6 / Annex & Munitions Depot infiltration end.