3 maps × 3 variations
The studio's public Early Access figure. A variation is another cut of the same ground, not a trailer biome.
Arrows and Enter. Our sections only — we do not mirror other databases.
3 maps · 9 configurations · 2×2 km zone
This is the WARDOGS maps reference: how many locations at launch, how large the zone is, how variations work, and what destruction does. We do not invent map names. There is no interactive schematic yet.
The studio's public Early Access figure. A variation is another cut of the same ground, not a trailer biome.
The Control Zone is placed randomly on a larger field. Studio materials cite on the order of 256 km² for the whole field.
Kolchia: industrial Eastern-Europe mountains (Georgia reference). Bakurani is plant and ridges. Ozeti is Western Europe and a stadium.
Bakurani is a river valley: town and factory on the floor, ridges either side. Ozeti is a wooded basin with a town, a stadium and a church on the hill. The third EA launch map is North America, still unnamed. No interactive schematics yet — public facts only.
WARDOGS is not a battle royale or an extraction shooter. Three teams fight one Control Zone. The map gives approaches, elevation and vehicle windows; the win is points for holding the zone, not last-player-standing.
Control Zone mode → · Building and destruction → · Vehicles on the map →
We do not have an interactive loot-and-spawn schematic and will not until we draw our own picture from a match screenshot. That is deliberate: a ripped client radar is a publisher complaint. You can still play. The Control Zone is a roughly 2×2 km patch placed at random on a larger field. You do not “win the map”. You find where the zone landed today and route there on a cheap life.
Three Early Access maps with three variations each is nine configurations, not nine worlds. A variation is another cut of the same ground: a different slope, a different building density, a different vehicle window. Memorising a “perfect angle” from another guide is wasted work: artillery breaks the field and FOBs rebuild it. Bakurani and Ozeti come from press and the beta; the third launch map is North America with no official place name. We do not invent one.
The Hot Zone speeds cash inside the Control Zone; it does not replace the zone. Points come from bodies in the square, not from a ridge kill a kilometre out. If you “control the map” from a nest outside the zone, the bank can grow and the match can still be lost. Body in the square first, pretty angle second.
After release we will draw our own diagrams from what a match actually shows. No client textures, no ripped radars. The interactive page comes back when the drawing is honest.
At Early Access the studio promises 3 maps, each with 3 variations. That is 9 configurations, not 9 separate worlds.
Press and the closed beta name Bakurani and Ozeti. The third EA launch map is North America; no official name yet. We do not invent place names.
The Control Zone is on the order of 2×2 km. It is placed randomly on a larger field; studio materials cite about 256 km².
Derelict industrial mountains of Eastern Europe: plants, ridges, live geometry.
Not yet. We do not publish client schematics. When we have our own drawing from a match screenshot, the page comes back. For now: 3×3, a 2×2 km zone, a ~256 km² field.
Yes. The field is built and broken: FOBs, vehicles, artillery. A static perfect angle dies first.