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Standoff

ControlLegendary/Master

Main Road / Mid (B-flag street)

mid_road

CONFIRMED
openlowcover: sparse

truck, hotel, store_side, house_side, octagon, statue

CONFIRMED (frame 0220): central diagonal asphalt street, the longest sightline on the map. Parked car + dark bus/van sit in the lane as partial cover; street lamps line it; perimeter gate/mountains close the far end. B-flag of Domination sits here. Crossing uncovered is lethal — covered by both side buildings.

Van + Hay-Bale Storage Shed (mid landmark)

truck

CONFIRMED
cover_clusterlowcover: dense

mid_road, hotel, store_side, statue

CONFIRMED (frames 0160, 0240): dark blue/black van parked against a wooden-awning storage shed packed with stacked hay bales + cardboard supply crates, on a raised wood loading deck. Hard cover bisecting mid; THE key smoke/contest anchor for crossing the road. Green dumpster + brick rubble walls flank it.

Bronze Statue + Green BMP Tank (mid/courtyard landmark)

statue

CONFIRMED
cover_clusterlowcover: dense

mid_road, truck

CONFIRMED (frames 0050, 0240): cloaked bronze statue on a plinth beside a parked green BMP tank, decorative red archway gate + mountains behind. Distinct mid landmark and hard cover; orients which side of the road you are on.

Hotel / Station-Depot building (central power building)

hotel

CONFIRMED
buildingmidcover: dense

mid_road, truck, store_side, house_side, balcony, octagon

CONFIRMED (frames 0010, 0130, 0190): two-story plaster station/depot with arched upper-floor windows, a wraparound lower roof/awning over a covered porch, blue double-door entry, interior with bunk beds + supply crates + an upper balcony walkway. Central power building; ground floor opens toward the B-street. Multi-level interior, core hold.

Hotel upper floor / arched windows + roof

balcony

CONFIRMED
rooftophighcover: sparse

hotel

CONFIRMED (frames 0010, 0190): row of arched upper windows opening onto a low flat metal roof that overlooks the mid courtyard and B-street. Upper vantage / window-peek perch. VERIFY exact interior stair access.

Store / brick warehouse side building (A-side, two-story)

store_side

CONFIRMED
buildinghighcover: dense

mid_road, truck, hotel, store_spawn, octagon

CONFIRMED (frames 0070, 0130): tall multi-story brick warehouse with destructible/breach wall sections, upper windows + interior balcony walkway and stacked supply boxes, water tower behind. Second story overlooks mid/B and faces the House across the map. Prime A-anchor + sniper perch.

House side building (C-side, green-shutter two-story)

house_side

CONFIRMED
buildinghighcover: dense

mid_road, hotel, house_spawn, octagon

CONFIRMED (frame 0220): two-story building with green-shuttered windows fronting the main road, mirror of the Store across mid. Second story overlooks mid/B and the long road. Prime C/B-anchor + counter-sniper perch.

Cobblestone courtyard / off-mid flank

octagon

CONFIRMED
flanklowcover: sparse

mid_road, store_side, house_side, hotel

CONFIRMED (frame 0110): cobblestone courtyard/alley between the stone buildings with a covered porch/awning on stone pillars, wall electrical boxes, wooden pallets and a wall fountain. Off-mid flank route linking the side buildings around the open road. VERIFY full connectivity.

Comms Tower corner / loading dock (perimeter)

comms_corner

CONFIRMED
openlowcover: sparse

store_side, store_spawn, mid_road

CONFIRMED (frames 0260): tall steel lattice comms/radio tower beside a single-story red-tile-roof building with a raised concrete loading-dock platform + stairs, chain-link fence at the map edge. A corner / likely spawn-adjacent rotation area. VERIFY which corner (SE vs NW).

Store-side spawn (corner)

store_spawn

VERIFY
openlowcover: sparse

store_side, comms_corner, mid_road

Domination A-flag spawn corner. Used as one team's Control spawn — VERIFY exact corner + attacker/defender assignment (not labeled in cinematic).

House-side spawn (corner)

house_spawn

VERIFY
openlowcover: sparse

house_side, mid_road

Domination C-flag spawn corner. Used as other team's Control spawn — VERIFY exact corner + attacker/defender assignment (not labeled in cinematic).