Status
Geometry/landmarks CONFIRMED from cinematic flythrough (data/standoff/frames, 280 frames @5fps, map content 5-61s after stripping a DARKSTARGAMING22 YouTube intro card and a SUBSCRIBE/Comment outro card). Three-lane town verified: central diagonal main road, mid van+hay-bale storage shed, two two-story 'power' buildings (station/depot + green-shutter house) facing each other across mid, green BMP tank + bronze statue landmark, comms/lattice tower at a corner. CODM Control capture-point (A,B) placements, attacker/defender spawn sides, and shared life economy are mode-specific and NOT shown in this cinematic (no objective/HUD labels) — kept VERIFY, confirm in a custom Control lobby.
source: data/standoff/frames (1920x1080, 280 frames, 5fps, continuous cinematic flythrough; intro/outro YouTube branding cards excluded)
Roles
- anchor A
- anchor B
- flex slayer
- sniper
- support
Callouts & power positions
16 entriesCallouts11
- Bottom Deliunmapped
mirrored long building over mid; Deli roof behind billboard = anchor
- Courtyardoctagon
- Gas Stationhotel
Petrol
- Graveyard Alleyunmapped
Gas→House bypass
- Hotelhotel
Hostel; center
- Househouse_side
- Main Roadmid_road
signature long lane
- Storestore_side
General Store; power building on Main Road
- Top Bakeryunmapped
mirrored long building over mid
- Tractorunmapped
Park
- Warehousestore_side
Power positions3
- Hostel windowsunmapped
2nd-story; head-glitch onto street
- Store upperstore_side
- Warehouse windowsstore_side
crossfire on Main Road
Anchors2
- Bakery roofunmapped
sniper anchor
- Deli roofunmapped
sniper anchor