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Map · 5v5 · Bomb defusal

Six Meridians

The whole planet is the map. A 55-metre world where every street runs from one spawn to the other, two bomb sites sit in the north, and a run around the equator takes about a minute.

5V5Teams
8First to
1:55A round
2Sites
6T lanes
346 mAround
The layout

A planet with two halves

The CTs spawn at the north pole and the Ts at the south pole, so every meridian is a way from one team to the other and every square metre of the globe is on a route.

Both sites sit in the north, 45° from the CT spawn: A, Hab Yard and B, Reactor. Six T lanes climb from the south to the sites, three to each, and the ring road on the equator ties them together. Two mid lanes, east and west, run from the CT spawn down to the ring.

The planet's radius is 55 metres, so the horizon is close: two standing players can see each other at most about 25 metres apart. Fights are close by default, and high ground buys range.

NORTH · CT HALF SOUTH · T HALF A HAB YARD B REACTOR CT SPAWN A RAMP A LONG A SHORT B DOORS B TUNNELS B YARD MID EAST MID WEST T SPAWN A LONG A SHORT B DOORS B TUNNELS B YARD A RAMP T LINKS THE EDGE OF BOTH DISCS IS THE RING ROAD, ON THE EQUATOR
The plan from each pole. Not to scale along the lanes.
Routes and timings

Who gets there first

CTs reach either site with time to set up. Ts have three ways into each site, and a fake followed by a rotation costs about 15 seconds.

RouteLengthAt a run
T spawn → A LONG door106 m16.6 s
T spawn → A SHORT / A RAMP doors127-131 m20-21 s
T spawn → B TUNNELS door105 m16.6 s
T spawn → B DOORS / B YARD doors128-130 m20-21 s
CT spawn → either site's CT door22 m4-5 s
CT spawn → mid, down a mid lane70 m11 s
CT rotation A ↔ B, over the pole~86 m13.5 s
Around the planet346 m54 s

At the top run speed, with a knife or a pistol out: 250 units a second, 6.35 m/s. Rifles are slower.

The bomb sites

Hab Yard and Reactor

Each site is a walled compound, 26 by 22 metres, with four doors: three for the Ts, one at the end of each of its lanes, and a CT door on the north wall. A walkway runs all the way round the outside, so a retake can come through two doors at once.

Site A, Hab Yard, from above: the walled compound with the A markerA

Site AHab Yard

  • An elevated platform in the north-west corner looks over the LONG and RAMP doors.
  • A container wall on the CT side, and the default box in the middle.
  • Cover right inside every door: nobody has to cross open ground from a doorway.
Site B, Reactor, from above, with Earth in the skyB

Site BReactor

  • The 7.5-metre reactor is the landmark, and a building-sized piece of hard cover.
  • A catwalk on the CT wall overlooks B DOORS; tanks crowd the south-west corner.
  • A rover and a generator cover the yard door.
Callouts

The six lanes

The lanes are 9-metre streets, open south of the ring with cover every 20 metres or so. North of the ring each has its own chokepoint before the site, so the three ways into a site play differently.

LaneIntoThe chokepoint
A LONGA, south doorLONG DOORS: a wall across the lane, its door set off-centre
A SHORTA, east doorThe narrows: two buildings pinch the lane to a 3.6-metre gap
A RAMPA, west doorA gate with its door hard against one side
B TUNNELSB, south doorA roofed, lit tunnel, 12 metres long and 3.4 wide
B DOORSB, west doorDouble doors
B YARDB, east doorA chicane of three containers across the lane
More maps

The other three

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