Maps

Map Rotation

Fifteen arenas. Each one changes the fight.

Twelve built-in maps and three community maps voted into public play. Every round ends with a vote on the next one. Same controls, different consequences.

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12 Built-in official maps
3 Community maps in public rotation
Vote Next map picked between rounds
Fister map showcase

Built-in official maps

Arena Arena
Beginner1v1 spacing

The clean baseline. Simple geometry, short sightlines, and few surprises. Learn parry timing and charge reads here, then bring those habits to the stranger maps.

The Backrooms The Backrooms
Close quartersTight corners

Yellow corridors and bad corners. Charged punches die to walls. Grabs, jabs, and corner reads win.

Battleground Battleground
OpenMid-range

Wide open with mid-height cover. The map for practicing rocket-punch routes and baiting launches across the lanes.

Snowy Hill Snowy Hill
SlopesSlide-offs

Slopes. Slippery. Downhill recoveries are unforgiving. A light tap can turn into a long slide right off the edge.

Cartoony House Cartoony House
IndoorFurniture cover

Giant living room. Couches block sightlines, tables become launch ramps, chairs make great projectiles. Grabbier than it looks.

Rooftops Rooftops
VerticalMoving platforms

Buildings stitched together with moving platforms. Lose the height battle and you're falling for the rest of the round.

Desert Pillars Desert Pillars
Cover layersCenter fight

Long sightlines broken by pillars and a central pyramid. The high ground in the middle wins fights. Reaching it without cover leaves you exposed.

Flower Pot Flower Pot
CommunityVertical

gjooby's oversized planter. Stems become bridges, blossoms become platforms, the pot wall becomes a death drop. Bring your air kick.

Food Court Food Court
Moving platformsItem-heavy

Mall food court with weapon spawns at every counter. Whoever controls the items controls the round.

Volcano Volcano
HazardNo invisible walls

The lava is real. Everyone forgets. The lava reminds them.

Poison Plummet Poison Plummet
VerticalHazards

Stacked platforms over poison. If you can't mid-air parry or rocket-punch back up, you go down for good.

Ancient Structure Ancient Structure
ElevationConversion-friendly

Columns, stairs, elevated ledges. A small launch turns into a full conversion if you read the angles. The map for charged-release players.

Community maps in rotation

Foggy Station Foggy Station
Low visibilitySharp angles

Fog hides flanks until they're already on you. Overextend here and you'll know it before you can react.

Desolate Boneyard Desolate Boneyard
Open lanesLong reads

Empty, open, and exposed. Long reads and sudden flanks. Stand in the wrong lane without cover and the round ends.

Magma Factory Magma Factory
Moving hazardsIndustrial

Synced crushers, hot lanes, narrow chokepoints. A bad commit can lose the round to the map before anyone throws a punch.

How the vote works

Between rounds, the score screen shows a randomized slate of public maps. Everyone votes. Most votes wins. Custom lobbies skip the vote and pick directly. Training Arena is solo-practice only and stays out of the public pool.

Practice the uncomfortable maps

A clean punch on Arena is a different decision than the same punch on Volcano or Magma Factory. Hazards, sightlines, and recovery space all change which weapons matter and which lanes are safe. Vote for maps that expose weak habits; the arena you avoid is usually the one with the lesson.

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