3 maps at launch
Each map is a 16 by 16 kilometre square. A Control Zone is placed at random every match, with a smaller Hot Zone inside it that doubles scoring and cash.
Every map
Bakurani
A river valley framed by wooded ridges. Heavy tree cover on the slopes, with one continuous flat route running the length of the valley floor.
Explorer availableOzeti
A hillside town ringed by orchards, dry fields and scattered pine. Dense cover inside the built-up area, exposed ground on every approach.
Explorer availableZestafona
Irrigated fields follow a creek line between bare rock ridges and low scrub. Very little natural cover away from the water.
Kavkazi
16.4 km per side with 60 named zones, 5 towers, 10 settlements, 8 industrial sites, and 31 terrain landmarks.
What the maps actually tell you — and what they do not
Every WARDOGS map is 256 km² — 16 kilometres on each side — and almost all of that space is not where the fighting happens. The contested zone is a 2×2 km control area that spawns in a random location every match.
Map knowledge in WARDOGS is not about memorising an objective. It is about understanding routes, cover, and travel time.
Distance is the constraint that shapes the match
On a map this size, a decision made halfway across it is a decision made too late to matter. Rotations must be committed to early. A vehicle is not a luxury — it is what makes the map navigable at all, and the difference between arriving at a fight and arriving after one.
Distance dictates tempo. Tempo dictates survival.
Terrain tells you what the map will demand
Terrain type is the clearest predictor of how a map will play.
A forested river valley with wooded ridges and a single flat route along the floor behaves nothing like open ground:
- The flat route is fast
- The flat route is obvious
- The flat route is the natural ambush lane
Read the terrain line for each map before your first match on it. It tells you where you can move quickly, where you can hide, and where you will be hunted.
The interactive explorer shows real coordinates
Zones and locations are plotted using the game’s actual world coordinates, not approximations. A position read off the map is a position you can give to someone else — including to the artillery calculator, which uses the same grid.
The X/Y grid divides each map into 100 m units, with Y counted north from the southern edge. It has not been checked against the in-game coordinate overlay, so when possible, place by the map itself.