← all maps

Standoff

ControlLegendary/Master

Sightlines

store_side house_side
longsniper

CONFIRMED (0070, 0130, 0220): the marquee long mid line — Store second-story/brick warehouse window straight across to the green-shutter House upper window over the B courtyard. Whoever wins this controls mid.

mid_road mid_road
longmarksman

CONFIRMED (0220): straight down the full length of the main road past the parked car/bus to the gate. Lethal to anyone crossing B-street uncovered.

balcony mid_road
midar

CONFIRMED (0010, 0190): Hotel arched upper windows + roof overlook the mid courtyard / B-street crossing. VERIFY interior stair access.

store_side house_spawn
longsniper

VERIFY exact corner. Spawn-peek line — denies enemy reinforcement out of the far corner.

house_side store_spawn
longsniper

VERIFY exact corner. Mirror spawn-peek into the opposite corner.

octagon mid_road
midsmg

CONFIRMED (0110): courtyard/porch angle onto road-crossers and van/hay-bale contesters.

Chokepoints

mid_road ⟷ hotel
widecontested

CONFIRMED (frame 0220): the B-street crossing. Open kill-zone covered by both side buildings + the long road line — smoke required to cross.

store_side ⟷ mid_road
mediumcontested

CONFIRMED geometry (0130, 0160): Store ground-floor / breach-wall exit onto the mid courtyard; pre-aimed by House and the long line.

house_side ⟷ mid_road
mediumcontested

CONFIRMED geometry (0220): House exit onto the road past the green-shutter front; pre-aimed by Store.

truck ⟷ mid_road
tightcontested

CONFIRMED (0160, 0240): van + hay-bale shed pinch — common smoke-and-contest point bisecting mid.

octagon ⟷ store_side
tight

CONFIRMED geometry (0110): cobblestone courtyard / covered-porch flank entry, lightly held — use to break a stalemated mid. VERIFY full routing.