Every road
leads to a fight
One fixed island you can learn by heart, with loot that changes every match. A ring road and highways tie it together; dirt tracks reach the cabins, camps and farms.
Learn it.
Own it.
The island layout never changes: every door, stair and window has been checked by hand. What changes is the loot - so you always know where to go, never what you will find.
Something worth looting is almost everywhere: suburbs with garages and back yards, roadside stops, military sites and lonely cabins in the woods. The gas decides how long you get to stay.
Streets
Fourteen-metre avenues with zebra crossings, traffic lights, bus stops and burned-out wrecks. Road blocks of jersey barriers funnel the fights.
The railway
Rust-yellow steel bents and truss girders carry the elevated line down the main avenue, with its own station and a bridge from the plaza.
Inside
A fire station with its engines, a supermarket, warehouses with tall racking, shops, offices and rooftops with long sight lines.
Beyond
the city
Homes lean to revolvers and shotguns. Military sites and Ironside hide the rifles. The countryside is a mix - and much quieter.

The Airfield
A runway with edge lights, arched hangars, a container yard, trailer barracks, a fuel depot and a three-floor control tower with a glass cab and spinning radar.
Three towns
Suburban streets of two-storey homes with garages, porches and back yards, around a central supermarket.
Gas stations
Pumps under a canopy and a mini mart to clear. Quick loot on the way to the next town.
Farms
Gambrel barns with haylofts, a silo, a farmhouse with a porch, an equipment shed and open wheat fields where nobody can hide.
The Church
A stone nave with stained glass, a bell tower with a clock and spire, and a walled graveyard.
The Motel
Two floors of rooms and an open walkway by the highway - every door could be a fight.
Camps & cabins
Forest and hill-top camps with live fires, tents and lookouts, and ten cabins along the dirt tracks.
Yards & the mill
Fenced warehouse yards, a lumber mill and a radio tower with a blinking beacon.
Checkpoints
Checkpoints straddle the highways - choke points for anyone driving away from the gas.
Nobody has
lived here for a while
A clean city looks like a level. So the island got old.
- 1Dust & wrecksParked cars carry dust and grime; some are burned-out shells you can use as cover.
- 2Rust & stainsStreaked girders and fire escapes, patched asphalt, worn road paint, stained sidewalks.
- 3Lived-in roomsFurnished homes, boarded doors, litter, faded awnings and dirty shop glass.

