Game Info
Map blueprints
Every map in rotation, drawn storey by storey from the game's own map data — the same rooms, walls and doorways the server loads. Nothing here is traced by hand and nothing is decorative: if a doorway is on the plan, it is a hole the engine will let you walk through.
How to read one
North is at the top of every sheet, matching the in-game compass. Solid grey is a wall — taken from the map's collision model, so it is what actually stops a body, not what the art suggests. Gold marks a doorway; blue marks a stair; a gold disc is an objective site and the small triangles are spawns. Every plan carries its own scale bar, legend and key, so a sheet opened on its own still reads.
Plans are published for the maps you can queue into. Vaulted maps are withheld here for the same reason they carry no screenshots on the maps page — a floor plan invites you to learn a map, and those are not in any playlist yet.
Ashfold
A country house on a cross plan: two stair cores at the ends of a central spine, cellars under the whole footprint.
Bank
A banking hall wrapped by offices, with the strongroom storey beneath and a clerks' floor above.
Barleymow
A farmhouse and barn under one roofline, so the ground storey is two buildings joined by a single connecting range.
Chaffmill
A derelict flour mill in three working levels, the roller floor at the bottom and the sack floors stacked over it.
Cinderfell
A geothermal plant — a long machine hall with offices stacked along one flank and service runs beneath.
Cornmarket
A market house on a cross plan — an open market floor at the crossing, trades around it, assembly rooms above and an ice cellar below.
De Quan
A heritage teahouse and opera compound standing on a tower podium, built upward rather than down: three storeys and no cellar, wrapped around a light well that runs the full height of the building, with a stair core at each end of the plan repeating on every floor, and walled terraces and a sand garden on the top.
Dryrange
Four stone ranges around an open courtyard, with an undercroft under the ranges and a gallery over them.
Dustwell
A frontier town block — shopfronts along the street, yards behind, and a run of connected upper rooms over the whole terrace.
Emberkiln
A ceramics works in three levels — the pit, the works floor over it, and a mezzanine that overlooks both.
Gridlock
A city traffic-control block over a sub-level: two lift-and-stair cores and a deep floor plate on every storey.
Inkworks
A newspaper works: the press hall on the ground storey with editorial floors above and paper stores below.
Lanternhall
A museum: a gallery storey of enfiladed rooms over a vault storey, with the upper galleries repeating the plan above.
Saltmarch
A bathing house built around one double-height hall — the gallery storey looks down into the bath storey along its whole length.
Scarpline
A hillside funicular station: the platform storey, the concourse above it and a plant deck on the roof.
Stonehollow
Not a building. Stonehollow is forest: the plan names its clearings, hollows and crossings, and the only solids on it are boulders and fallen trunks.
Verdigris
A civic assembly building around a rotunda. The rotunda is a single nineteen-part room and draws as one octagon, not nineteen boxes.
Seeing them from the inside
A plan tells you where a room is. It does not tell you what it looks like down the sights. The interiors gallery is the other half — halls, lobbies and rooms photographed in-engine from a player's eye.